#mod_development
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its a zomboid.core.textures.Texture object
Nolan suggested this method I thought I'd be able to simply swap the item's texture with another. Ok then
if you call result:getTexture(), it wont return a string either
what does it return? I never used these methods
ok, simpler question, can I use it to swap the texture with one I created?
returns a zomboid.core.textures.Texture object...same thing :setTexture() expects
probably, but I'm still waking up havent had enough coffee yet to go poking through the files to find all the right function calls ๐
hah, no problem, thank you. That's the only method that seemed useful
I checked the list for... isoinventoryitem or something like that
Time to check jdgui again.....
Could I give an item that isn't food a rotten texture then somehow force that item to use it? isoinventoryitem allows for rotten and burnt textures
Ok, I tried forcing a rotten texture that I made, it doesn't throw an error but the item has no icon
Fuck Yes, I made it work. Texture.class has a getTexture(string)
Thank you @quasi geode
Weird thing though, after leaving the game and then loading it the item has the standard icon
oh cool...glad its working, i didnt really do much though LOL
if its reverting back to normal after a load, then its probably reading the original texture from the script item (maybe?)
I guess I'd have to create a function to solve that on load then?
i'd assume so, though it may make more sense to just create another script item and swap the items in the recipe, idk...not really sure what your up to there lol
That would be a way to fix it, but it is for the blacksmith mod, and many items are used in recipes and all that, I think it would be too much work to fix their uses in recipes and things like that
ah ya ok then you'd have to double up on the recipes and other crap
yeah, override a whole lot of stuff I don't want to
How could I check that later upon loading? Mod data?
Is there another way?
probably use mod data i guess..when you change the texture, set a flag in the mod data so you can check
I guess one of you guys probably have a similar function to check a save's items somewhere so that I can take a look
so I created a local modData = {}, and then I try to item:toModData(modData) but it says I tried to call nil
I'm missing something here
Are you sure there is a inventoryItem.toModData method ? I don't recall ever seeing that
it was probably the effect of trying to do it late last night
how can I give an item mod data?
yes, but again probably because I tried it all late night I got it all wrong in my head and now I need to undo that damage
Items moddata usually set with getModData()
It saves automatically on item unloads and re loads
it all started because giving an item a new icon doesnt get saved and then loaded
Ah right
What you could try is
Save the texture name to the items moddata when you change the texture
And then add function to onloadgridsquare
Which will check square for all items in container or on ground . Check the moddata for the texture name, and if found, set the texture right there when that square is loaded
yeah, that's what I'm trying, so item:getModData()["varname'] = "mytexture" should do it, right?
nothing else needed?
id make a function for your texture setting:
function MySetTexture(itemObj,textureName) local texture = getTexture(textureName) itemObj:setTexture(texture) itemObj:getModData().MyTextureName = textureName end
it doesnt matter what you call your var in the moddata table, as liong as you check for the same var name in your OnLoadGridSquare function
ok, I was trying onGameStart and onConnected, but I guess OnLoadGridSquare would cover all chances of that item being loaded again
function MyOnGridSquareLoad(square) --check for container objects local objs = square:getObjects() for i=1, objs:size() do if(objs:get(i):getContainer() ~= nil) then local items = objs:get(i):getContainer():getItems() for q=1, items:size()-1 do if(items:get(q):getModData().MyTextureName ~= nil) then items:get(q):setTexture(getTexture(items:get(q):getModData().MyTextureName)) end end end end --check for world inventory objects local worldObjs = square:getWorldObjects() for i=1, worldObjs:size() do local item = worldObjects:get(i):getItem() if(item:getModData().MyTextureName ~= nil) then item:setTexture(getTexture(item:getModData().MyTextureName)) end end end Events.OnLoadGridSquare.Add(MyOnGridSquareLoad)
Ok, does it check in container items inside containers/player inventory?
no you would need another function to tie to like the gamestart event
which loops through inventory items
ok, thank you
you would actually need like a reoccuring loop to also loop through containers within containers
something like if instanceof(items:get(q), container) then.... a function to go through the items in there, right?
my gamestart check is working, loadgridsquare isn't and checking inside the bag isn't
i made something called item time tracker for HC which is almost exactly what you need, except its tied to the every10minutes event is the only difference between that and what you need. look in the HC files for something called ItemTimeTracker.lua or something like that. its pretty much exactly what you need
another difference between that and what you need is that the itemtimetracker thing handles every square in the cell.
but you only need to handle 1 square at a time in the ongrdisquareload event
ok, I'll check that, thanks
I have the starting player and his bags working already
how can I check for the last playerthat connected?
oh your trying to make it work MP? yikes
first you should check if, setting a texture client side, then drop said item and see if other players see the new texutre or the old.
if they dont see the new texutre, you have a fair bit of work to do with OnCLientCommand and OnServerCOmmand events
they do, but the item time tracker thing does not set texrures, it just removes items and replaces them with other items
of course, do you know of any mod setting textures like this?
not one that requires the item witj set texture to stay with that texture on unload loads
depending on why you want to change the textures, you could just make new items for each texture, then you could pretty much use the entire item time tracker code
and would not need to worry about re-loading items not having new textures
yeah, but I don't want to spam new items and then have to worry about them working in recipes
that's why I'm trying it
how many recipies do you need? cuz not using recipies, but just making item context menus is an option to consider
I'm using it for the blacksmith mod with TIS' original code, so players can forge several base items, and these are used in so many different recipes, not to mention other mods, that I don't really want to mess with that
the idea was to give forged items different icons, possibly bad quality/good quality
I straight out copied the code from Hydro and it still doesn't update items on the ground or inside containers
well a straight out copy wont work, though you can use 90% of it you still need to fit it into what your doing
you see the functions in it, like HandleContainer() someting rather,
i have no way to look at it from my work computer here
but like i said, if setting texture client side, then dropping item, if that new texture does not show for other players online. your gonna have a very messy and complicated solution
might be better for you to ask COnnal to add a event hook into the IventoryItem.load() function. if you had that, you could do the whole thing in like 3 lines of code
for now I'll be glad if I can make it work in SP first, and worry about MP later
or maybe that event hook, lol
not a good idea, bc the solution you find for SP. may not even have a way to get it to work on MP, making it work on MP may require a totaly dif method. then you just wasted your time on the sp version
I see
Seems like almost everything that works in MP works the same in SP, but not vice versa.
I'd say it is time to bug Connall again, aaaaand he's offline, I think I'll make him stay away from this channel
that kinda reminds me, how every modern game is made - everything gets made with multiplayer methods, functions, and then, when you're playing the game in single-player (offline), you get that weird latency lag, and you're just sitting there like "How can player input and character itself jump around in time?! It makes no sense! I'M NOT PLAYING A SERVER!! But rather - alone, which has 0% to do with online. Besides, even if this was a server, shouldn't ping be 0, because I'm playing what I'm hosting?" An example would be -- Minecraft, Starbound
I always hate that in games, once multiplayer gets implemented ๐
uh......most games are still made in single, with MP tacked on later if at all
I mean, it varies with games
some are, some are not
it's just that, for these specific games, there is no function to play singleplayer, even though they advertise it... an example, you press on "singe player", but, instead, it hosts a server locally, even though, you didn't ask for it
For games that are made to be played multiplayer, or where that is the main focus, that's the most efficient way to develop singleplayer.
yeah, that's true though
Because, making a sp specific mode, would double the amount of code required and that leads to non-dry code and a mess overally, but at the same time, is better performance-wise
That performance increase is debateable, but also moot. There's a lot of things that increase performance, but anything that doubles workload for a performance change that only affects some users in some situations which was already playable isn't worth it.
I mean, it doesn't really matter that much these days, because it would affect the performance of a slower generation computers only... an example, you make a single-player world, but, get an offline-lan server instead, which leads you to constant packet latency over lag issues
Frequently those problems don't even have anything to do with it being a server, as in how the connections are made, but because the computations usually being done away from the client are running underneath the game.
@pine vigil Any chance of getting an event hooked to loading items as Nolan suggested? It would be easier to retrieve mod data this way
that could be very performance degrading...imagine loading hundreds of small items (cigarettes, ammo, food etc) and triggering a event for them all
I didn't think about that, maybe not an event for each of them, but one event once? I don't know the viability, I'm just thinking about what nolan said
really i think checking LoadGridSquare is probably the 'least' performance drag, except possibly adding a new key to the script item text files: onload = function_name
that sounds like a better solution
Can i edit vanilla traits and professions with mod? If yes, then should i just copy-paste vanilla code and edit it or i need to do it the same way as with loot distribution tables?
Does anyone know if Littering 2.2 [Build 37] mod still working?
did iwbums change any container categories/names? using hydrocraft on it (yaya not updated) and notice hydrocraft items dont spawn in the big food mart in westpoint, tryin to figure the cause to fix myself ๐
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@drifting ore It works for me i guess. What part is you concerned about?
Just asking if anything could happen.
the more i play iwbums+hydrocraft (ya hc not updated) the more i feel like something changed in loot tables and items not spawning, but poking at files i dont see whats missin, and diffing to an old HC that i played has loot tables the same, but cant shake the feelin lol ๐
anyone aware of areas changed related to how loot is rolled? container names changed?
it works, that bit my even just be in my head, hense askin
well....'works'
it has other issues since he doesnt update to iwbums heh
I'd also be curious if any container names or similar possibly changed. I'm going to be working on some distributions soon and trying to make sure I have all the categories.
Is there a simple (current) reference anywhere, or should I just go diving through the current distributions files?
the distribution files is a simple reference, use a editor that allows you to collapse/fold code levels (ie notepad++) and you can see exactly whats in there while cutting out all the noise (the actual items themselves)
That's what I figured.
hydro doesn't simply add to loot tables, as far as I know it takes control of item spawning in order to balance all hydro items and maybe that's why it isn't working perfectly
I never checked it to see how it worked but I do remember a code to take over loot spawn
As far as I've seen, it's mostly just added to the distributions tables (via HCLoading.lua)
There has been a new Mod Published!
Okay I need developer to help me with one thing or someone who is able.
I want to create my own radio station, but I have no idea where I am supposed to get randomised id's for the lines.
I more or less know the structure of the file, but the line id's that are.. seemingly random are sort of hard for me to get a grasp on. How do I generate them? Do i need to think of them or something or what?
Basically this:
<LineEntry ID="1324709a-daa5-4171-a569-eed4641f3254" r="128" g="128" b="255">I'm a cow!</LineEntry>
I don't know what LineEntry ID is and how do I get it generated for every single line.
Cnosidering radio lines are used in a context, I'd say the id includes information about that context. Channel, subject, day and so on
Studying the lines could give a good hint on how that context is defined, if we don't get more exact info
heh...64bit hex, uuid
I got word zed
gonna create some radio stations that devs could hopefully integrate into the game in the future. I will release it on workshop if I am ever done with it xD
some random advert XD http://prntscr.com/jnrx88
skill channels?
I am right now constructing a radio station that has some lyrics of most famous songs from 90's and 80's
ok
what do you mean with skill channels tho?
Never heard of a radio station that gives XP.
Oh lol, you were talking about mostly radio stations.
I was relating TV xp shows.
My bad.
Either, honestly. Never heard of TV doing that either.
It cannot happen, haven't found a way.
My mission is to expand on the meta-game of the game by adding more radio stations. Right now I create rock radio station with lyrics of songs from that time period, then I will create radio station for cooking
and I will also try to expand past day 8 apocalyptic stories
like parson's park did with tim.
I'd like to take a peek at wherever that TV channel is.
radio, for now only car radio
TV later.
but I did use lyrics from Guns 'N Roses
or Queen
and referenced the bankrupcy of Pan-Am airlines
That was in response to Myaniera, as I've not heard of Life and Living doing that and not seen the files for it.
well
I will be doin something similar
@drifting ore there can be more than one, right?
I think that's the only one.
so life and living gives you xp?
TV is part of the radio file, so in theory it should be able to.
Which is why I'm curious about the XP, because I've never seen it declared anywhere in the radio data.
I dont' see anything in the files that reference that.
Actually, it might be the thing I noticed earlier and wanted to inquire about.
Let me pass you a screenshot...
That's why I didn't catch this was XP before. I have no idea what BOR is.
But I'm only seeing these for skill related TV shows.
Okay now that I see it, I can manually edit it in in XML file.
And they're on individual lines, so you get XP throughout the broadcasts.
BOREDOM
Boredom -1
Snek, Are you using one of the official modding tools for this?
oh ok
I can edit in the boredom thing in
interesting, Parson's Park's file doesn't have these entries
Definitely gotta figure what all these codes are.
STS-1 Lowers stress.
UHP-1 Lowers unhappiness.
ANG+1 Anger?
FAT+0.2 Fatigue?
HUN+1 Hunger?
SIC+1 Sickness?
SAN+1 Sanity?
PAN+1 Panic?
FEA+1 Fear?
CRP+1 Raises carpentry
COO+1 Raises cooking
FIS+1 Raises fishing
FRM+1 Raises farming
FOR+1 Raises foraging
TRA+1 Raises trapping```
sts - stress
I noticed that when they speak at the end
first version will be radio only and maybe without these as I plan to release at first 2-3 radio/tv stations
and keep patching it
@proud spruce find more, I will implement these
Yeah I'm adding all the ones I can spot
try to sift through game files
maybe you can find something
if you can, I'd appreciate
I'm sifting through RadioData right now
thanks
Sadly the radio thing is quite slow to produce
I think tomorrow I might finish PNBS Rock Radio.
Well I've found a bunch of ones I can't intuit just yet.
I need opinion
yes e need tanks
basically I do things like this past day 9
The following frequency has been hijacked for emergency.
The following stages of catastrophy are confirmed in cities:
Hmm...
at the end of each I plan this: Please stay indoors, avoid contact with the infected. If you must travel, do not travel alone. Stay in groups, always have fresh water and food. This message will repeat every day.
lol yeh
giggity?
I wonder if I should try... to give a glimpse on how virus operates in those broadcasts
or try to explain origins
the spiffo spread it
Spiffo burguers
Not sure at all.
Also TIS is keeping that for the future NPCs update.
NPCs: Story Mode.
spiffo did it
kill all spiffo
alright, but atleast trying to explain how virus works (borrowing from The Walking Dead Episode TS-89).
about brain activity and such
You could also explain how zombies detect humans.
Yes, I will do that.
From their smell, or skin?
it depends on what player picks
but I'll say they use barebones senses
prime senses
I put in all the codes I could find going through the entire file. I'll try to check if my guesses in the middle are on the right track later.
I'd like to know how the code determines a player is close enough to get these
Since lines seem to muffle if you're out of earshot and such, I think it might be just based on if the line displays for the player.
So, can i override vanilla traits if i use the same names in my mod? Want to tweak them.
Also i've been wondering if it's possible to modify radio logic: It's kinda sad that radios won't transmit anything if not held in hand which is kinda unrealistic if you have hands-free device also not being able to hear anything from a walkie-talkie if it's not being held in hands (i mean do you people watch movies with policemen involved? have you even noticed that they clip radios somewhere near their shoulder to use it). Also, VoIP, what's the deal about it not being transmitted over the radio? I mean, radios are for public MP obviously, but have you ever tried typing something in chat in a heat of looting run? My point is that there's just no usecases for radios nowdays. My question is if that could be changed trough mods or it's deep inside java classes?
I got a question guys! I changed a couple things in the script to RP as Woodie from another survival game not named >.> and it worked last night but when I re-opened the game today, it is not working. I changed the axe info to 1500 durability and 1/3000 chance to lower durability (essentially making the perfect axe coughLucycough). It worked fantastically last night (as it usually did when I used to mod things) and then when I loaded up my save today the axe was broken! I checked the files to see if maybe Steam 'updated' them to default, but it's the same as before. What gives?
IIRC durability is stored as a byte value (ranges from 0..255)
if it's out of range, it gets written as 0
which becomes broken
Oh, so... why did it work for the duration that I was playing last night?
because run-time it's stored as an int, with a range of 256^2-1, ie 32767
don't ask me why, though
Ohkay. What about chance to lose durability? Do you know the range on that?
that is not saved, I think, but let me check
no, I don't think that is saved
at least, I can't find it
Okay....
I'll give it a go with 255 on each just in case.
Should still make for a BA axe.
indeed :)
I think it worked! ๐ Thanks @cursive roost
:D
I was reading that some people change the ConditionLowerChanceOneIn to 1. Am I reading this wrong? Wouldn't 1/1 mean every time you swung it at something it'd lower?
Uh oh ... I broke something... my axe in my starter kit is now chips.
Chips are not quite as deadly.
they are if you're on a diet !
Me: "Let's play PZ!" 2 hours of tweaking and fixing tweaks later.... "ahhh time for bed..."
There has been a new Mod Published!
There has been a new Mod Published!
So I'm still doing something wrong. Even with 255 durability and a tiny chance (in the hundreds or thousands) of durability loss, my axe keeps breaking very quickly.
Removing durability does nothing too. Removing both durability and ConditionLowerChanceOneIn gives me an extra bag of chips.
Ahhhh I think I got it. Thanks for listening to me talk to myself!
rofl
il complain, no dip
There has been a new Mod Published!
@fringe jackal VOIP and radio doesn't mix together. Though we are also looking ways to mod the radio with a chatbox mod but still having trouble with it.
The logic is kinda hardcoded in java class and lua can't do much...
What are the parameters for OnFillContainer? I'm getting an error here, probably due to using it wrong
triggered from ItemPicker.lua triggerEvent("OnFillContainer", room:getName(),container:getType(), container)
thanks, as I thought the error was caused by wrong parameters
if you ever need to check exactly what the parameters are, you can do something like:
Events.OnFillContainer.Add(function(...) local d = {select(1,...)} for i, v in ipairs(d) do d[i] = tostring(v) end print("-- Args: ("..table.concat(d, ", ")..")") end)
that function will work for any event, any number of args..most of the java classes that get passed will convert to string representations safely
interesting, thank you
So it really seems that setting the icon outside of a player's inventory doesn't really change the icon for the player, is that a server/client shenanigan?
it only ever works if the player has the item the moment it is changed/loaded
possibly, i've never tested
if that's the case I need to send it to all clients, right?
might have to, though it might be a problem sending to all, i'd assume clients outside of the area wouldnt have the item loaded
at least it would fix it in SP
Fun mod idea. 150 useless Pokemon dolls. "Gotta catch em all" mod
There has been a new Mod Published!
There has been a new Mod Published!
There has been a new Mod Published!
so how moddable are the new vehicles? messing with files and seems like i can make new parts, and shift parts around in mechanic window, and add new parts in, but havent tried making full new vehicle yet
and did devs use any tools for making them? so far im just editing numbers in file, restart game, slow process ๐
you could add a new car with new car stats, new color or texture.
you cannot add new models or parts of cars
But can you replace a model?
hope so
I know several variants are actually the same base type, so what we want to know is how much modding we can do with variants without touching the base types
via copy and paste over game files you probably can. but that wont be a nice mod that requires pasting files
Now I'm confused, you said we can add a new car, but can't add a variant?
whats the reason behind models wouldnt work? o.O
idk what you mean by a variant. you can add a new car which uses one of the already available 9 models. but you cant just say, open up the pickup model in blender, adjust the size of the back to be longer, save it as a new model and add it to the game, resulting in the game having 10 car models. modders can only use the lua methods they have access to.
A reminder, Project Zomboid Expanded is bugged, vehicles do not have any cargo at all (Gloveboxes and Seat Storage does not work).
Ohhh I get it. I mean the variants inside the base van type, the base standard car and things like that, and you meant the models. Ok, definitely not as interesting as using a new model
And models don't have any animations stored in them right now, I presume
is it possible for mod to talk between clients on a MP server? like i want an 'item blacklist' kinda mod, so person says 'ok i got a cooking pot' and everyone else sees the pot in red and not loot it anymore
clients can use sendClientCommand() to send data to the server, the server can then use sendServerCommand() to pass the messages onto other clients
in sendClientCommand() what exaclty is the module? command is the function name isn't it?
module is a string (it can be anything really), command is also a string which can be anything. for orgm, i use a table that maps the 'command' string to a table key, the table's value is a function
quite litterally this is orgm's clientside current use of the sendClientCommand, and the event hook trapping the sendServerCommand reply
``ORGM.Client.requestServerSettings = function(ticks)
if ticks and ticks > 0 then return end
if isClient() then
ORGM.log(ORGM.INFO, "Requesting Settings from server")
sendClientCommand(getPlayer(), 'orgm', 'requestSettings', ORGM.Settings)
end
Events.OnTick.Remove(ORGM.Client.requestServerSettings)
end
ORGM.Client.onServerCommand = function(module, command, args)
--print("client got command: "..tostring(module)..":"..tostring(command).." - " ..tostring(isClient()))
if not isClient() then return end
if module ~= 'orgm' then return end
ORGM.log(ORGM.INFO, "Client got ServerCommand "..tostring(command))
if ORGM.Client.CommandHandler[command] then ORGM.Client.CommandHandlercommand end
end
``
the first function is basically triggered on logging into the server, requesting the server's orgm settings, the second function is more a generic OnServerCommand event handler
using getPlayer() there in client command does it for all players or what? I thought you'd need to specify the player
ohhh no, the current client
the first argument is ment to be IsoPlayer object, the one client sending...i mostly ignore it anyways
when one client asks for the server settings i just push it to all clients...its not a very frequent command so the performance isnt a factor, and it helps ensure all clients remain in sync...though its unlikely they'll have changed anyways
And I was here hoping it would be simpler lol
its pretty simple as is
A little beyond what I've been coding for my mods, so I have to catch up if I want to try it
sendClientCommand(IsoPlayer, string, string, data)....OnClientCommand: compare 1st string to see if you should ignore this command (module check)...compare second string to see what the command actually is...do something (or ignore) the data
sendServerCommand is basically the same, though can be 3 or 4 arguments, i believe if your using the 4 argument version the first arg (IsoPlayer) is the player your sending the command to
``ORGM.Server.onClientCommand = function(module, command, player, args)
--print("Server got command: "..tostring(module)..":"..tostring(command).." - " ..tostring(isServer()))
if not isServer() then return end
if module ~= "orgm" then return end
ORGM.log(ORGM.INFO, "Server got ClientCommand "..tostring(command))
if ORGM.Server.CommandHandler[command] then ORGM.Server.CommandHandler[command](player, args) end
end
ORGM.Server.CommandHandler.requestSettings = function(player, args)
ORGM.log(ORGM.INFO, "Sending Settings to ".. (player and player:getUsername() or ""))
sendServerCommand('orgm', 'updateSettings', ORGM.Settings)
end
``
ok, let me clear one thing first, sendClientCommand triggers onClientCommand event, to run a function clientside, sendServerCommand triggers onServerCommand to run a function serverside
right?
theres the server side of the command
sendClientCommand (clientside) triggers onClientCommand (serverside)
oooooooooooooohhhhhh right, good thing I asked
sendServerCommand (serverside) triggers onServerCommand (clientside)
yes, that's what I needed
its really quite handy...i need to think of more uses for it other then just passing the ORGM.Settings table lol
one captca though...apparently it doesnt work if you use sendClientCommand during a OnGameStart event
that drove me nuts...couldnt figure out why my command wasnt sending, had to take a hint from DrCox's reload sync mod and use the OnTick event to check and make sure the tick count is at least > 0, then remove the event
Let's test it and see the red error squares pop up!
you may want to use a print statement in the OnClientCommand and OnServerCommand events for debugging purposes, like the lines i got commented out in the above code snippits
its helpful...plus you can see alot of stuff the server is sending like rain barrel updates ๐
ok, with all this I discovered one thing, if the code to set item texture runs on client it fails to set the texture, even for the code that I had working before
now I'll try reverse and see what happens
No, that's not it, both isClient and isServer are preventing my setTexture code to work
oh is that in SP mode? because they'll both return false
the send commands wont work in SP anyways, its blocked java side
makes sense, so I'll have to add a if not isClient() and not isServer() for SP along with the code for MP?
ya you'll have to do seperate cases to handle SP mode
good to know, but now I'm lost again, I thought it could be the solution to my problem
why the hell setting the texture only seems to work for the player's inventory or bags inside it? Even if I try OnContainerUpdate which should be fairly simple it fails
OH....try setWorldTexture() ?
what is a world texture?
is the problem that the textue isnt updating when the item is dropped? or not updating in other containers as well?
If the icon is changed inside my inventory then the icon on the ground is also changed when I drop it.
oh
But that's it can't give them the new icon anywhere else outside of a cascade checking that started with OnGameStart
so its just when reloading then?
If I take or put an item in a container it should trigger OnContainerUpdate for that container, right?
yeah, ohhh and when I make the item of course, that also works
idk if they added the OnContainerUpdate yet....i have to wait for GoG to update to investigate the new version
That isn't the ideal fix anyway, it was just me trying to find other ways to get the icon working
I tried checking the cell also tied to OnGameStart, tried LoadGridSquare
and OnFillContainer, which also isn't useful
so...re-asking then...the problem is just when reloading the game the texture reverts?
try calling item:update() after :setTexture() ?
yes, that's the problem, and I presumed that in MP if a player disconnects and connects back it would also happen
I'll test that
oh actually looking at the code that one probably wont help
didn't
ya looking at the InventoryItem save method, it doesnt seem that texture is one of the saved attributes
I guess my only option is to find why setting the texture isn't working
if it works in the recipe and for the player inv when a game starts, there must be something missing to make it work in other cases
Do you know of an event that could be used for testing it?
Something like "I check this container and run the code to give the new icon for items inside it" lol
not that i can think of offhand, its actually been a problem i been tempted to solve for orgm for a while, to properly update firearms in containers after reloading
ohhh I see
alot of item properties arent properly saved...most importantly weapon weight changes from attachments
so you're trying to fix it with moddata too?
no..for now i've left items in containers alone, and all the item fixing happens when a firearm is equipped or has a mod attached or removed
it was a real problem before, when you logged back in weapon weights had reset to default...if you had attachments that were heavy (like the supressors), then when you removed the attachments you could end up with having a firearm with a negative weight value
at least until you reloaded the save again..then it set back to default again
that sounds like a real nightmare
its a issue with vanilla but its not as noticable, but if you attach a sling to a gun, logout, reload, the weight is back to default...remove the sling and its heavier then the original
with the silencer mod, attach a 1.2 weight suppressor to a 1 weight gun, relog and remove the suppressor, your new weight is -0.2 lol
but with orgm its much more important, since we're not only setting the weight dynamically, but other stats as well, damage, recoil etc
it be nice to be able to go through the containers on login, to readjust all the weights to the proper values again so the player cant pack more (or less) items into the container then it should really be holding, but i never figured out a method to do so that was performance acceptable
That is exactly what I need for the icons, either cover the whole map at once, or cover areas as they are needed/loaded
ya the only way i could think of was using LoadGridSquare, checking the world inventroy at that square, and recursively checking containers...it might not be so bad if your only looking for 1 or 2 item types
but with orgm theres well over a hundred different weapons to check each container for
so screw that lol
not willing to generate that much lag on that event...since LoadGridSquare is triggered a lot
I tried to use it and didnt work
actually I think I still have it running in my test and it does nothing
not even error messages as I got with OnFillContainer
which part is it failing at? finding items or setting the textures? and whats the error message from OnFillContainer?
i've used OnFillContainer to modify item properties before as they spawn
I don't know if it is failing to find the item or to set up the texture, I didn't test that. I don't remember the error from OnFillContainer but I fixed it, still useless because I'm not spawning items with the custom icon like that
ah
Do you think I should test OnFillContainer with random items?
simply give them random icons and see wht happens?
well it will probably work with OnFill, but the icons arent going to persist over the reload
yeah exactly
well, I did add a print() line after the texture is set and it is failing as well
OnFill is only triggered during the inital spawning so its of limited use for this problem
let me test something here
Emm guys, where can i find vanilla traits? I mean in what file?
.trait strong
@placid delta
@fringe jackal \media\lua\shared\NPCs\MainCreationMethods.lua
I wish I knew what some of these arguments meant...
somebody... add a mod that allows to put spikes and armor to the cars :x
what arguments?
mhh, allows to kill zombies faster without the need to be at high speed, and the armor for less durability loss
like, some metal plates on the doors and some metal bars on the windows ?
.trait nutritionist
@nimble spoke
.trait Mechanic
@lusty dagger I could not find any trait like " Mechanic"
.trait Herbalist
@lusty dagger
@quasi geode As an example:
TraitFactory.addTrait("Insomniac", getText("UI_trait_Insomniac"), -6, getText("UI_trait_InsomniacDesc"), false, not sleepOK);
The last two arguments are ones I don't understand. The second to last I see true and false on some and I haven't grokked out what they mean yet and the last one is only present on some.
I'm pretty sure the third argument is the cost/refund of the trait, but I've also noticed several traits have a zero and those seem to be the ones set to "True".
So I think that's unselectable or hidden? Because Desensitized is one like that and that's only from the Veteran profession?
.trait yourmom
@zenith sable I could not find any trait like "yourmom"
@zenith sable
@zenith sable
:x
the last 2...the first one 'false' is if its a profession trait..ie: wont show up on the trait selection list and cant be removed...if you set it to true, you should set the cost (-6) to 0....the last one 'not sleepOK' is a boolean true|false, if the trait should be disabled (unselectable) in MP
AH!
It's inverting the SleepOK server setting to put what its status should be for MP?
yep
Okay, that makes sense.
That reminds me, I need to find out how to pull certain server settings.
if you're looking at modifying the base traits, or adding new ones, i'd suggest taking a look at the profession framework mod (disclaimer: i'm the author)...it simplifies the process of adding or modifying the traits (and professions)
Ooo, will do. That sounds like it'll help a lot.
So, I don't yet see how these attach to the various logics of each trait. (The exclusivity, XP bonuses, and free recipes all seem relatively straightforward, though.) Is that the stuff that's largely hardcoded that the Framework refers to?
no the 'hardcoded' stuff is traits that are refered to in other base game lua/java files
Can separate mods modify the same professions/traits without conflict?
For example can I add a recipe to them without breaking what other mods add
uh it really depends on how its done
say if 1 mod modifies the base game files, and the second mod uses the profession framework, it might cause some issues...it really shouldnt be mixed
if both mods have included the profession framework in their own lua files, instead of just flagging the framework as a required mod, thats definatly going to break
(dont include the files, make it a required mod)
if both call ProfessionFramework.addTrait("MyTrait", trait_data)... then its going to depend on the load order..the second one loaded with overwrite the first
if you wanted to be really safe about it you'd have to call ProfessionFramework.getTrait("MyTrait") and see if it returns the trait's table
if not then add the trait...if it does then just modify the specific parts of that table ie: recipies or skill bonus etc
unfortunatly it really wasnt designed to be used with other mods that modify traits or professions, because do to so those mods are overwritting the base game files or functions...trait mods generally wont be compatibile with other trait mods anyways
the framework is more so multiple mods that use it can work in harmony without conflicting....though the expectation that those multiple mods would try modifying the same trait wasnt built in
Ok, I'll check it, I have a few recipes I'd like to add but really not worth breaking compatibility
Can i change movement speed of some character while he's performing some action?
I mean i have a method which takes "character" as argument
I just want to know where should i look for a method to call something like character.changeMoveSpeed(0.5) or something
Which class exactly handles that?
what I really don't get: why are there so many copies of mods with different languages uploaded to the workshop, especially chinese and russian versions are sprouting
some mods just dont have the proper translation setup...hardcoded strings instead of the use of translation files
that last chinese ORGM uploaded was a copy of the legacy version..and modified so all guns use the same caliber bullet (cant even really call it orgm at that point)
still kinda strange to upload each mod for every language individually
I'm russian
another question: any of you know a mod that alters the capacity from the big vans with only two seats?
And i wish w could really handle those people like "translators"
i mean cmon theres even a special folder for that kinda stuff
@river plinth There's no such mod i belive, and vehicle parts like trunks are hardcoded i belive atm. I mean you could alter them but only with a complete rewrite of a vehicle config. Correct me if i'm wrong, because i'm working on cars atm and kinda need that info confirmed or corrected.
I think it might be doable with the script items in /media/scripts/vehicles
but it's to late now to properly think, will look into this the next couple of days, maybe someone has figured it out before
I'm trying to make all text in my mods use the translation system, and it is very easy, people are lazy to learn and follow these things
But I only support english and portuguese for now
how to put mods on dedicated server
There has been a new Mod Published!
There has been a new Mod Published!
guys
how about making a mod
that can copy a car key?
is a suggestion don't get salty
necroforge will do it..will even spawn keys for cars
oh, there's a mod for that already?
necroforge is more creative mode tho lol
would be nice to have a key grinder in hydrocraft ๐
lol, I just realized I have to add a screwdriver recipe to the blacksmith mod
I've been trying to figure if that is doable (along with adding some Locksmithing to make keys for a car's lock).
It is doable
Hi everybody, I am making my first mod, would like to ask for some guidance as it seems not working
bois
can somebody make a mod for powering a furniture with a car battery?
like a TV
I like the idea of scavenging car batteries out of wrecks and hooking them up to a solar panel to provide power for a fridge or something
most fridges are 120v or 240v AC power....those car batteries are 12v DC...you'd need a inverter and a whole crapload of batteries the draw from a fridge would seriously drain them fast
food outside during winter should get the freezer effect ๐
car batteries (depending on what kind of car they are for and such) should hold somewhere around 500 watt hours
fridge will use 1~2 kwh a day, though some can use as low as 500 watt hours
a good inverter will do like 96% conversion efficiency
sure...theres lots of small portable fridges specifically designed for running off vehicle batteries (ie: in RV's and trailers)
meh, most RV fridges aren't designed to run off of the vehicle batteries
generally they are AC or gas powered
(natural gas or propane)
ned waterwheel for rivers ๐
Hi, anybody recently tried to use Wordzed?
I made two radio stations with it, packed in a mod, but still see the default radio..
anyone else feel like hydrocraft > hold books > gather flora/dung/bugs/etc is OP? ๐
sit safely in a base XD
is there a way for a mod, to remove stuff from another mod?
such as HC adds that to context menu, can i remove that using a mod?
@earnest quartz hi man, do you know why I get parse error on a radio xml file?
Anybody does know if WordZed is compatible with the last game version?
Car batteries suck pretty bad in solar systems. Deep cell batteries are the ideal kind. Like the batteries from golf carts.
uh......car battery are deep cycle
ah
most arent
all the ones i got are ๐ pc runs off solar+waterwheel
speaking of which, need ability to take alternator out of car
can make windmill / waterwheel turn em for power
waterwheels are for amaturs...zombie on a treadmill spining that alternator ๐
.........why do i have the feeling you played 7dtd and used starvation mod ๐
havent actually..i did play it a bit was wasnt very impressed..its nice and all but seems more like a tower defense style game then anything
build..fight off wave..repair and improve, fight off next wave etc
true, ish, starvation mod makes it a bit more rounded, and gravity no longer kills zeds, so lesss value in towers now heh
but then pz is the same way ๐
just heli brings wave heheheh
i'd have been alot more impressed with it if they ditched the 7 day waves, and all the special kinds of zombies
thats all in the xml, a quick edit removes the 7 days bit heh
but this is going OT heh
what? changing the xml...that modding right...this is the modding channel right? its entirely OT! <.<
XD
but lol j/k your right XD
yeah, car batteries aren't deep cycle, but should still be able to get some use out of them
even if just for lighting
for food refrigeration, get any icyball or 2
those things are neat
could even build a crude one quite simply if you had access to welding equipment and ammonia
Hey all, just wanted to introduce myself. Heavy fan of modding here and LOVE PZ. Previously ALL my work has been with 7 Days to Die (we have a complete overhaul mod with new models, zombies and more goes way beyond XMl edits) and I am looking forward to jumping in and learning and putting our brand of insanity 's stamp on PZ ๐
Welcome, and have fun modding
@scenic elbow which 7dtd mod?
Ravenhearst
ah i only done starvation heh
Odd question, but outside Hydrocraft is there anyone in here who has made a mod that uses IsoThumpables for buildings and who has object/sprite persistance without a bit of hackery?
Clarification when I say persistance I mean, being able to leave the game and IsoThumpables retaining their sprite and positioning.
IsoThumpables...have to excuse my noobness on this part...is that including doors/windows etc? i've never looked to see exactly what the IsoThumpables contains
necroforge does a good job of persistance with the tile cloning brush on pretty much everything
Yes, I'm trying to find if a modder has successfully created a custom object that uses IsoThumpable as a new object for building and actually have it working as intended.
the necroforge brushes you can copy/paste anything on buildings, it all works, perists in MP etc
i havent had the chance to test with build 39 yet though...will be very soon once GoG validates that upload....we do alot of necroforge building and map customization on the server
but those are all copies of current objects...if your looking for a brand new type of object using IsoThumpable then I cant really think of any
my building mod creates masonry walls that persist
if you mean something totally new, not walls or fences, then I haven't tried yet
@pine vigil -like this?
Is that an IsoThumpable?
yes, zombies can destroy it
Do you need to assign the sprite to the object on game load?
sorry about my language i speak spanish... nope, i create a custom texturepack and custom properties like base game
and making a lua code using IsWoodenTable.lua
to construct the object
Thank you, this just made me figure out what the problem was. 
my little problem now is to assing a icon to inventoryitems inside of texturepack. To solve script string: ResizeWorldIcon
making a texture.pack with different size of that icons.
game not read the texture.pack for icons
Le Gourmet Evolution Plus 0.7 A new hunting system using a hunting rifle and attached scope
some good stuff there...i noticed those on your website a while ago but didnt have the time to take a closer look...which i'm going to have to do now lol
i have a several mods. Not compatible with hydrocraft and another mods like farming, etc. My politics it's to make more content to the game but not breaking the escence of survival.
hehe
this trees takes 6 months to grow completely and you can obtain fruits one per month
mods are better standalone anyways instead of forced compatibilty
well all of my mods works good together.
HC has to be a nightmare to be compat with
some mods requiring one mod that add serveral functions to gain compatibility
thats why i dont bother including any HC compatibility with ORGM lol
too much of a damn nightmare...not just the initial setup but then trying to maintain it ๐
indeed
i'making maps also with custom tiles.
KOI fish ?
@pine vigil there is a way to load a customtexture.pack with custom size of icons? my game not reads it as icons.
@rocky lynx I'll have to get back to you, I know that our icons are packed up into texture packs. I'll investigate tomorrow and get back to you in the event no one else replies to you.
Okay Thank you!!! ๐
nice trees and hunting, but i couldnt give up HC ๐ฆ i might have to poke the rabbit hole of trying to make compat lol
hunting is one of the few things I actually miss about HC, but it doesnt work well with ORGM weapons anyways and i dont feel like making it compatible lol
hunting in HC is just click gun > animal spawns at your feet, no nice crosshairs UI
Well my hunting system i'ts complex, depending of scavenge perk, if you have a hunting rifle with attached scope, you need to go to scavenge zone and right click on a tree, you need to stay far of that tree and search, scavenge perk determine chances.
ya HC's hunting is not very impressive....just nice to have the option of getting the meat
ya, and growing animals heh
if you found an animal, two options appears to shoot it, yes or not
why click a tree and not ground like forage? just curious
if you have bullets inside of that weapon player shoots (Making sounds that attract zombies, chances to hit it depending on aiming perk)
if you hit the animal, animal appear on the ground, some animals can do sound of dead (Than attract zombies too)
i havent gotten around to looking at your hunting yet, but from the screenshots... and looking at the code in the AmmoMaker mod, i can already tell its going to be much better then HC's hack system ๐
well, the weight of animal it's high depending of type
animal weight varies?
you need four ropes to tie it and reduces their weight
yes, weight and hunger reduction
when you have a specific knife you can take parts of that animals, also head
when the head you can attach to the wall
HC is a recipe, that calls a lua function..a very static/non-dynamically coded function
wheres this mod list? ๐
does winter effect your hunting?
yes
๐
different types of animal on seasons
got a similar mod for fishin?
i'm making a new system of fishing, but internal testing now.
you can hunt a little animals with binoculars and slingshot using stones
my only real complaint, it uses hunting rifle, i steer clear of vanilla crap guns and use orgm XD
โค if you use ORGM
i might be tempted to write a compatibility patch for that one
^.^
downloading it now to take a look....if i can get it compatible with ORGM I'd love to run that one on our server
Patch to hunt with orgm weapons?
ya
try to not broke the game essence please, using hunting rifles types only ๐
ya it would depend on the target...not going to do anything stupid like hunting bear with a .22 lol
i dont like ruining the game balance
why not says darwin ๐
alot of the work i've been putting into ORGM has been bringing the mod back into balance with the game so its not so damn OP
challange though since the base game firearms are so out of balance in the first place lol
okay well, ammo maker includes some militar weapons but it's really rare ammunition, and hard to make it if you not have the right proffesion.
hard to make it the ammo reloading table
and need required perks to make it... i try to make the mods really hard for long game time.
i took a look at the ammo maker, i love the reloading table, but i probably wont do a compatibility patch for that one...eventually i'm going to do a reloading addon for orgm, but its going to have to be pretty in-depth to keep with orgm's attempted realism...different types of powders, different bullet weights and powder loads etc
some people boring aftear a year of surviving... my mods works on that.
yes, orgm i'ts too technical, i like it!!! But some people tell me it's difficult to understand (not understand english very well and weapons, i make mod for spanish community)
my ammo maker mod i'ts more easy about types of guns... i really want to make it more complex but people of community not likes it)
ya the newer versions you need to actually have a understanding of firearms in general, but thats kind of what i was aiming for ๐
nobody needs a mod that adds over a hundred different guns unless they're actually a gun nut ๐
lol ok have fun XD
thanks!!!
is there a tutorial somewhere for making placable furniture?
banana trees looking like coconut palm trees in games since..... ever
I understand you don't bother with compatibility but I suggest my farming time mod anyway, it is an attempt to create compatibility in farming mods
sadly it appears that so far nobody used the system
didnt realise farming time did that...thats good i was half tempted to make a farming framework mod so multiple mods could be compatible..that saves me some work then ๐
didnt really want to do that anyways, since i dont actually do any farming lol...just mod incompatibilities bug me sometimes...expecially when theres no need for it
yeah, that's the reason I made it. I thought making one more (small) farming mod would be pointless with farmoid and other alrger mods around, so I decided to solve that issue
Kurogo said he would try to convert farmoid to my system, but I haven't heard of him recently
I'm sure there's room for improvement if other people take a look at it
profession framework didnt really take off either, though there seems to be a ok number of people using it, but i guess its just getting used in private settings and not really incorperated into any of the profession/trait mods
no big loss on that one though...i mostly wrote it for our server to make my life easier anyways lol
happen to know which farming mod HC absorbed?
looking through various farming mods, didnt want to double up heh
idr...if your using HC though no point adding any other farming mods really, from what i've seen they all try and overwrite the same file so dont play nice with each other
HC incorporated some seeds from Project Farmoid. I think that was it.
it is quite difficult to assemble a nice set of working compatible mods. Im glad steps are being made to solve this issue (hopefully). I feel there is so much potential in making smaller mods packs focusing on different aspects of the game and allowing them all to be used to make an overhaul of the entire game geared towards what your interests are.
that said, some small advice perhaps in how to best acheive this. I was looking at OG, HC, Project Farmboid etc. Id like to extend the mechanics of survival outward as far as possible but it seems some of these mods will not work together. Any hints as to which combo of mods would be best to get a richer crafting/scavenging experience would be greatly appreciated.
what we are currently working with on our server. any further additions you guys may suggest would be most welcome https://steamcommunity.com/sharedfiles/filedetails/?id=915952915
i mostly see HC used for that, as it seems to absorb everything
i was very intrigued by ORGm but as i understand it the two are not compatible correct? Also HC adds a few "useless" loot items as well? My apologies if i am derailing any convos, just trying to best understand what i can and can not run together.
ORGM is compatible with HC, they dont conflict with each other...but theres no specific compatability there
parts of HC wont work for ORGM, like the ammo crafting etc
ORGM should be non-conflicting with all other mods, except other gun mods
Thank you @quasi geode cant wait now to dig into ORGM. ๐
@scenic elbow what kind of crafting are you talking about?
looking good !
rotten deer
@rocky lynx you said you mneed to goto a foragable area to hunt, does it lower the foragable % after?
nope... you need to search on trees, foragable items not animals...
big trees (to secure there is an area of deep forest)
@rocky lynx how does your hunting mod work? more or less like HC? or some different mechanic?
diferent mechanic
A little demo
https://www.youtube.com/watch?v=ZMRDLCE1Km8
Testeo Nรบmero 2, Agregados los valores de sonido generados segun tipo de arma y accesorio como asรญ tambien el tipo de animal que se caza. (Se puede cazar sol...
ยฟNo serรญa posible aรฑadir una manera en donde los animales pudiesen inflingir un tipo de daรฑo fรญsico en el jugador ?
Creo que si (Tengo varias cosas en mente), pero hoy en dia lo que estoy haciendo es pulir todo el sistema de caza con texturas en resoluciรณn 2x.
En un principio he usado texturas en baja resoluciรณn para testeos mas que nada.
thats pretty neat. just make the animal sighting way more rare.
animal sighting depend on foraging perk
and chance to hit when you fire (Aiming perk)
not easy (in testing video i have 10 foraging and increace chances to make the a short video)
you can hunt little animals with slingshot and binoculars also.
only can hunt with rilfe if the weapon has attached a scope, and if you do the click on a large tree (Treesize > 2) and player far away from tree
some animals give you some panic (That affects the chance to hit also)
you can go to hunt in night but you can't view anything if not have a right trait (cat eyes) if you got that trait, can see a lot better the images. In next updates i want to add some nocturnal animals.
sorry about my language i speak spanish.
Seeing functions like this Nevermind. Answered my own question: https://projectzomboid.com/modding/zombie/characters/skills/PerkFactory.Perks.htmlplayer:getPerkLevel(Perks.PlantScavenging); Does anyone know the internal names of all the perks?
not sure i agree with the scope and panic...hunting should be possible wihtout scopes, its done all the time.
If you are hunting with a scope, then odds are you're far enough away from the animal that there would be no need to panic at all
yes but i want to make it hunting a little more challenging.
finding weapon parts etc
community like's idea (Spanish and Latin American community)
ya i understand that..no point making it easy, personally i'd have just made finding animals harder for difficulty..but thats just me
but i dont know how hard it is finding them now, i havent had time to test it yet just looked at the code a little bit
the code in the last version may be obsolete in the next update :p
adding nocturnal animals and manage tables to make it more easier to code.
naturally...i didnt give the code a full inspection, i was just checking out the layout and such
if i can add a icon custom textures in a texture.pack and the game reads that, i can finally solved the script ResizeWorldIcon issue string on scripts. And make it compatible with 1x and 2x game. But for some reason game not read the .pack only for icons.
i havent tested that...i was tempted to throw all my icons in a .pack but didnt get around to it
if you get the icon pack work please tellme how because i tested with a lot of configuration variants and can't solve the problem.
will do..i probably wont be testing for a while though, i still need to rename alot of the icons...trying to get them all organized so the different types of items are easier to find in the directory
okay thanks!!!
Una pregunta sobre el LeGourmetEvolution, Snake. ยฟAcaso algรบn dรญa aรฑadirรก una manera de hacer empanadas y milansesas? :v
Quiero agregar el mate!!!
Es facil agregar esto es solo crear un par de items y recetas, nada complicado pero hoy en dia estoy puliendo lo que ya hay.
Hmm...
ยฟAcaso la yerba del mate se conseguirรญa en los bosques + el bono de eficacรญa por el nivel de Rebuscar?
RIP Jabalรญ
RIP Boar!!! ๐ฆ
Esta podrido serรญa tu decision :p
ยฟTambiรฉn usarlo como composta para las plantas?
its only a little spoiled...its still good ๐
si entra en el compostador claro que si
yes!!! i want to search if i need to add the animal on a table to make it work on a compost
i've never looked at the compost code i dont think...or at least i didnt pay attention
i think the compost works with all items Food category. But i don't know, i need to dig some in the code.
hrm looks like it might be in the java files not lua IsoCompost class
yes...any food that is rotten
well, when i hunt an animal, if can move it inside of a compost (Animal < 50 weight) i will test if animal working on a compost.
it looks like it loops through all items in the container, if its food and has item.isRotten() returns true, its valid
great!!!!
Otra pregunta.
ยฟEs verdad que usted estรก trabajando en un tipo de mod relacionado a construir?
yes! Como se enterรณ?
someone has been spying on you ๐ค
awesome
lol nice
o.O i see a gator?
it should come back. steam removed it until I "agreed" with new policy
those animal models actually look really neat, really fit with the game well.
agree
@drifting ore did steam actually delete or remove it from your mods? or you noticed it was just gone from ws only?
@rocky lynx ยฟQuรฉ no recuerda el video de Martรญn Fernandez?
Ademรกs, creo que se dijo algo igual hace unos meses atrรกs.
Osea, usted lo invitรณ a su server y รฉl grabรณ un video sobre ello.
WS only, cant view page
its bakc now
not only a hunting mod, this is a hunting system inside of a big mod
Very cool, did you make it?
the textures are beautiful ๐
thanks!
agree, what was the mod name again?
Le Gourmet Evolution Plus
the mod was first a food mod, but when time passes, i adding more components to get food. Traps (Bear trap, work like the base game)
is all the stuff in your screenshots released ?
awesome, always wanted better fishing. any plan to improve fishing similar to how you are doing hunting ?
my mods add easter eggs also :p
in a future i will modify the actual fishing system with different types of rods and reels.
i want to test new zone management to fish in sea water zone for custom maps
river and lakes
nice!
different rods and reels.....base it on actual real world types and call it the "Reel Fishing Mod" ๐
sorry bad joke...i'll stop now ๐
haha the mod called Advanced fishing now discontinued (fusion with Le Gourmet discontinued also) the two mods fusion called Le Gourmet Evolution Plus.
because fish == food.
lol @quasi geode
then i added new traps to the Le Gourmet Evo Plus
i added hunting cards, to see chances in traps and baits. ("Rabbit in this screenshot")
I hope you have translations ๐
it does
for english only... i'm not uplading this mod on workshop because, one time i uploaded one and a lot o messages come to my inbox to translate the game in italian, french, russian, etc. haha i don't have time to translate all
if you want to help me with translations you're welcome!
I may be Canadian but my French is terrible
gasp...a canadian that cant speak french ๐ฒ
I have shamed my ancestors
thats ok...about the only thing i can say in french is 'i dont speak french' ๐
thats how i know to run
XD
esp if its coming from a Quebecer
ya if i ever make my way to quebec i'm going to prep by spending months before hand practicing my newfoundland english ๐
XD
Born and raised
lures description :p
nice rapala !
i love fishing!
south america... this fish called Tararira, Brasilians called traira.
thats way cooler than our brown trout and atlantic salmon ๐
should try living on the west coast r4wk...at least we have dogfish ๐
not much use in catching them but they're pretty cool lol
hahaha
there is a golden dorado in action:
A fin de abril, trabajando con Oscar Federico Dono en Esquina, guiados por Nacho Piaggio, registramos algo en vรญdeo de manera absolutamente casual. La cรกmara...
hunting a large bird
ya...they're like tiny great white sharks lol
people mostly just consider them bait stealing pests though
ahhh
sport fishing!!! all fishes return to water ๐
good! i do most times
sometimes I keep a couple to eat if they are nice
not quite as big as the ones you catch !
all people on my country kills piranhas!! Nice brown trout, here can i fishing that but far on the south of my country.
well i have to go!! Bye to all!!!
bye!
Anyone modding VehiclesDistributions.lua?
mm i added loot on that tables you need help?
I just want to be sure it works, pretty much like map distributions
But from what I see here we could also add new vehicle categories
table.insert(VehicleDistributions["Postal"]["TruckBed"].items, "mymodule.MyItem");
table.insert(VehicleDistributions["Postal"]["TruckBed"].items, 0.3);
just like that?
loving the maggots!
@pine vigil any notice for making custom icon sizes inside of .pack?
right click > harvest maggots......recipe 'add maggots to stew' ๐ค
lol!
So just to make sure I got this right, are these inventory icons and you want ones of various sizes?
well inventoryitemicons, right different sizes... loaded if i put icons on textures folder, but i put that icons on a .pack, game not load for items.
Can you send me the pack you made for the icons?
scripts have this string ResizeWorldIcon = 1.0, (To make sure not resize to default)
yep i send to you some here
@rocky lynx Best thing might be to send me the whole mod, tell me where the issue is (screenshots would be helpful) and I'll be able to give you a more thorough answer.
Sent you a friend request through Discord if you want to send it privately.
okay!!!
End of day now, I'll see if I can't get some time to look at it tomorrow but I won't make any promises just in case.
Not problem i'ts for a future update for my mod.
I have to test loot distributions for vehicles and see if I can find all the tags in the lua file.
I've got some stuff I'm planning to add with a mod I'm working on.
What is the easiest way to test vehicle loot changes? Necroforge?
What does Necroforge do again?
There has been a new Mod Published!
among other things it allows you to spawn items, furniture and vehicles
i dont think it will help with vehicle loot changes
not sure theres a actual vehicle spawn option...you can spawn parts, and theres some debugging functions (which dont all seem to work well in MP)
I remember a discussion about spawning vehicles
too bad i just logged off or i'd double check for that
Oh that reminds me, in a code such as...
table.insert(VehicleDistributions["Postal"]["TruckBed"].items, 0.3);```
Would that number be a drop chance out of 100?
I want to do a test with as high a chance as possible to ensure I have certain locations spawning correctly.
its worth noting though NF hasnt been updated in a while, all the vehicle functions are from older pz versions
effectively out of 100, yes...but from a techinical probability standpoint, no (since it rolls more then once)
I figured it wouldn't be quite that way, but wondering since I usually see values such as 0.5, 1, and 5.
its also has a multiplier based on loot rarity settings
Is there a way to grab that setting in lua?
I have some stuff that spawns through a lua script and I would like it to use that setting if at all possible.
ZomboidGlobals.WeaponLootModifier << for weapons
the multiplier thats applied is: 0.2 extremely rare, 0.6 rare, 1.0 normal, 2.0 common, 4 abundant
so if the value is 5, and the loot is abundant, then 5*4 = 20
oooo, good.
I'll dig through the files a bit and see if I can spot some of what else is stored in ZomboidGlobals
Do you have to require anything to access that?
no
Excellent.
ya
There has been a new Mod Published!
We are making mod for our server, and trying to make radios work from inventory without equiping into the hand, we made what radio UI doesnt dissapear and we can use interact with radio without equip, but it doesnt send or receive radio translations in this way, Could you please advice something? We spend 8+ hours, ty)
we want to let begginers to talk via radio while 2h weapon equiped
@here
URGENT
most of the code for radios is in the java files, including the detecting the player speaking and output if i remember right
ya dont think so...i remember going through a pile of the radio java a while back for someone else that wanted to hack into the send/recieve methods, didnt work out so well
Yea.... Radio is jacked up by the hardcoded section of java files
It still remains a problem for writing a custom chatbox with no radio features in it.
@stuck kayak ty for response
maybe there is any idea how to avoid it?
dirty, bugged script whick will work
which*
I wanted to write a custom chatbox. It is actually already released on steam for my rp server but it lacked radio transmissions feature.
It should have worked by using player:say()
As that's the only code so far in lua that make sense in the vanilla chatbox.
It doesn't work on mine once I turn off the network part
(In which it will not use the original chatbox network algorithm to handle messages)
๐ฆ sad
My own modded chatbox code
It is highly customizable using a json setting file.
Aren't you the guy from New Dawn?
Yea
Our server needed a new chatbox to solve some rp issues.
Including the chat distances.
The first time I ever used server sided settings that can be changed without the need to restart the server.
nice hunting last night!
i swear i cant survive 2 days with super survivors on
they constantly fucking lure zombies to me or loot my house while my crew ignores them
any tips?
get guards with guns ๐ or turn off them spawning with guns
i like to start with high npc, non hostile, no zombies, gives you time to make a group and slowly get used to zombies moving in, and npc turn more hostile over time as well
turn off all zombies and just have survivors battling it out...least the gunfire wont lure anything ๐
that works too, more apocalypse, less zombie
do any other mods do what hydrocraft does absorbing everything?
some specific server mods do merge some others into one
I'm trying to include a new lot category in VehicleDistributions. I saw that distributionTable is inserted in VehicleDistribution after it is created and populated, but using tableInsert(VehicleDistributions["distributionTable"]["PickUpTruckLights"].Specific, XXX) throws a severe lua error
if i use workshop to grab a mod, but i want to copy/edit/tweak it, any places to put said copied mod other than workshop folder so steam doesnt overwrite it on an update?
guessin theres a regular mod folder somewhere?
lets see.......code questions, any example mod/code for
- when i right click a tile, how to get the region or biome or w/e? to see if im in town vs in woods
- mod A adds an item to the right click menu, can i with mod B remove it or stop mod A from adding it?
- where to find a list of all loot spawn region/biome so i know where to toss stuff in?
table.insert(VehicleDistributions, 1, distributionTable); Does anyone know what the 1 there means?
huhh, it seems to be the position in the table, nothing that should cause the error
Soul Filcher - Today at 5:21 PM table.insert(VehicleDistributions, 1, distributionTable); Does anyone know what the 1 there means?
table.insert(table_name, position_to_insert, value_to_insert)
basically 1 puts it at the top of the table
ah sorry..nvm missed your second comment there lol
@nimble spoke oh...is this what your trying? table.Insert(VehicleDistributions["distributionTable"]["PickUpTruckLights"].Specific, XXX)
because thats not going to work...by the file using table.insert(VehicleDistributions, 1, distributionTable), its inserting the distributionTable at index 1
ie: VehicleDistributions[1] .... not: VehicleDistributions["distributionTable"]
ohhhh, thanks, that's probably the source of the error
gotta remember lua tables are funky...they can act as a sorted list using a index position..and a unsorted list that uses a key name at the same time
Well, using 1 didn't bring the error, all I have to do now is to check every car I can find to see if my new category spawned
lol sounds like fun ๐
awesome
i still need to mess with orgm's vehicle loot...have to poke through the files still, see if it triggers a event when spawning
the table system is too static for me
Being able to add new categories can make vehicles way more varied, and still themed than houses. I can match contents inside a vehicle to create a small story for example
There has been a new Mod Published!
hi, new methods for vehicles are already added to http://projectzomboid.com/modding/ or where can I find them?
lol, I wonder how many fast reading mods we need
indeed...time to make a realistic reading mod..where books can take days or weeks to get through!
RIP Bear
fast reading mod + slow reader trait = free points with insta reading is why ๐
does having illiterate trait block reading recipe books? or just xp mult books? havent tried illiterate yet to see how it works ;x
hey people, how can i wipe everything on the server except characters, safehouses, loot in safehouses and factions? this is dedicated server on windows