#mod_development

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nimble spoke
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ohhhh, and what exactly does that mean? a texture value from where?

quasi geode
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its a zomboid.core.textures.Texture object

nimble spoke
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Nolan suggested this method I thought I'd be able to simply swap the item's texture with another. Ok then

quasi geode
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if you call result:getTexture(), it wont return a string either

nimble spoke
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what does it return? I never used these methods

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ok, simpler question, can I use it to swap the texture with one I created?

quasi geode
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returns a zomboid.core.textures.Texture object...same thing :setTexture() expects

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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 ๐Ÿ˜„

nimble spoke
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hah, no problem, thank you. That's the only method that seemed useful

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I checked the list for... isoinventoryitem or something like that

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Time to check jdgui again.....

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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

nimble spoke
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Ok, I tried forcing a rotten texture that I made, it doesn't throw an error but the item has no icon

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Fuck Yes, I made it work. Texture.class has a getTexture(string)

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Thank you @quasi geode

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Weird thing though, after leaving the game and then loading it the item has the standard icon

quasi geode
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oh cool...glad its working, i didnt really do much though LOL

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if its reverting back to normal after a load, then its probably reading the original texture from the script item (maybe?)

nimble spoke
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I guess I'd have to create a function to solve that on load then?

quasi geode
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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

nimble spoke
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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

quasi geode
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ah ya ok then you'd have to double up on the recipes and other crap

nimble spoke
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yeah, override a whole lot of stuff I don't want to

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How could I check that later upon loading? Mod data?

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Is there another way?

quasi geode
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probably use mod data i guess..when you change the texture, set a flag in the mod data so you can check

nimble spoke
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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

quaint nightBOT
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There has been a new Mod Published!

quaint nightBOT
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There has been a new Mod Published!

nimble spoke
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so I created a local modData = {}, and then I try to item:toModData(modData) but it says I tried to call nil

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I'm missing something here

placid delta
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Are you sure there is a inventoryItem.toModData method ? I don't recall ever seeing that

nimble spoke
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it was probably the effect of trying to do it late last night

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how can I give an item mod data?

placid delta
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I don't really understand your question.

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Moddata is just a table of values

nimble spoke
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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

placid delta
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Items moddata usually set with getModData()

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It saves automatically on item unloads and re loads

nimble spoke
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it all started because giving an item a new icon doesnt get saved and then loaded

placid delta
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Ah right

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What you could try is

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Save the texture name to the items moddata when you change the texture

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And then add function to onloadgridsquare

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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

nimble spoke
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yeah, that's what I'm trying, so item:getModData()["varname'] = "mytexture" should do it, right?

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nothing else needed?

placid delta
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id make a function for your texture setting:

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function MySetTexture(itemObj,textureName) local texture = getTexture(textureName) itemObj:setTexture(texture) itemObj:getModData().MyTextureName = textureName end

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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

nimble spoke
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ok, I was trying onGameStart and onConnected, but I guess OnLoadGridSquare would cover all chances of that item being loaded again

placid delta
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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)

nimble spoke
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Ok, does it check in container items inside containers/player inventory?

placid delta
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no you would need another function to tie to like the gamestart event

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which loops through inventory items

nimble spoke
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ok, thank you

placid delta
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you would actually need like a reoccuring loop to also loop through containers within containers

nimble spoke
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something like if instanceof(items:get(q), container) then.... a function to go through the items in there, right?

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my gamestart check is working, loadgridsquare isn't and checking inside the bag isn't

placid delta
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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

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another difference between that and what you need is that the itemtimetracker thing handles every square in the cell.

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but you only need to handle 1 square at a time in the ongrdisquareload event

nimble spoke
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ok, I'll check that, thanks

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I have the starting player and his bags working already

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how can I check for the last playerthat connected?

placid delta
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oh your trying to make it work MP? yikes

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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.

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if they dont see the new texutre, you have a fair bit of work to do with OnCLientCommand and OnServerCOmmand events

nimble spoke
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ok

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so these things don't work in MP for hydro?

placid delta
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they do, but the item time tracker thing does not set texrures, it just removes items and replaces them with other items

nimble spoke
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of course, do you know of any mod setting textures like this?

placid delta
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not one that requires the item witj set texture to stay with that texture on unload loads

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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

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and would not need to worry about re-loading items not having new textures

nimble spoke
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yeah, but I don't want to spam new items and then have to worry about them working in recipes

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that's why I'm trying it

placid delta
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how many recipies do you need? cuz not using recipies, but just making item context menus is an option to consider

nimble spoke
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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

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the idea was to give forged items different icons, possibly bad quality/good quality

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I straight out copied the code from Hydro and it still doesn't update items on the ground or inside containers

placid delta
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well a straight out copy wont work, though you can use 90% of it you still need to fit it into what your doing

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you see the functions in it, like HandleContainer() someting rather,

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i have no way to look at it from my work computer here

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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

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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

nimble spoke
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for now I'll be glad if I can make it work in SP first, and worry about MP later

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or maybe that event hook, lol

placid delta
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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

nimble spoke
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I see

proud spruce
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Seems like almost everything that works in MP works the same in SP, but not vice versa.

nimble spoke
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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

brazen mesa
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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

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I always hate that in games, once multiplayer gets implemented ๐Ÿ˜…

earnest quartz
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uh......most games are still made in single, with MP tacked on later if at all

brazen mesa
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I mean, it varies with games

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some are, some are not

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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

proud spruce
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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.

brazen mesa
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yeah, that's true though

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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

proud spruce
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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.

brazen mesa
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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

proud spruce
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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.

nimble spoke
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@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

quasi geode
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that could be very performance degrading...imagine loading hundreds of small items (cigarettes, ammo, food etc) and triggering a event for them all

nimble spoke
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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

quasi geode
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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

nimble spoke
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that sounds like a better solution

fringe jackal
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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?

drifting ore
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Does anyone know if Littering 2.2 [Build 37] mod still working?

earnest quartz
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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 ๐Ÿ˜„

quaint nightBOT
fringe jackal
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@drifting ore It works for me i guess. What part is you concerned about?

drifting ore
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Just asking if anything could happen.

earnest quartz
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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 ๐Ÿ˜›

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anyone aware of areas changed related to how loot is rolled? container names changed?

drifting ore
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Hydrocraft isn't working with IWBUMS?

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๐Ÿ˜ฉ

earnest quartz
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it works, that bit my even just be in my head, hense askin

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well....'works'

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it has other issues since he doesnt update to iwbums heh

proud spruce
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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.

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Is there a simple (current) reference anywhere, or should I just go diving through the current distributions files?

quasi geode
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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)

proud spruce
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That's what I figured.

nimble spoke
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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

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I never checked it to see how it worked but I do remember a code to take over loot spawn

proud spruce
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As far as I've seen, it's mostly just added to the distributions tables (via HCLoading.lua)

quaint nightBOT
crimson panther
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Okay I need developer to help me with one thing or someone who is able.

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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.

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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?

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Basically this:

<LineEntry ID="1324709a-daa5-4171-a569-eed4641f3254" r="128" g="128" b="255">I'm a cow!</LineEntry>

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I don't know what LineEntry ID is and how do I get it generated for every single line.

nimble spoke
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Cnosidering radio lines are used in a context, I'd say the id includes information about that context. Channel, subject, day and so on

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Studying the lines could give a good hint on how that context is defined, if we don't get more exact info

earnest quartz
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heh...64bit hex, uuid

crimson panther
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I got word zed

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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

drifting ore
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Goodluck on it.

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Try to also add skill channels if ya can ^^

crimson panther
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skill channels?

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I am right now constructing a radio station that has some lyrics of most famous songs from 90's and 80's

drifting ore
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ok

crimson panther
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what do you mean with skill channels tho?

drifting ore
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The ones who give you experience.

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XP

proud spruce
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Never heard of a radio station that gives XP.

drifting ore
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Oh lol, you were talking about mostly radio stations.

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I was relating TV xp shows.

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My bad.

proud spruce
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Either, honestly. Never heard of TV doing that either.

crimson panther
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It cannot happen, haven't found a way.

drifting ore
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Life and Living channel has all of that.

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Snek.

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They've added that one year ago.

crimson panther
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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

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and I will also try to expand past day 8 apocalyptic stories

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like parson's park did with tim.

proud spruce
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I'd like to take a peek at wherever that TV channel is.

crimson panther
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radio, for now only car radio

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TV later.

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but I did use lyrics from Guns 'N Roses

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or Queen

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and referenced the bankrupcy of Pan-Am airlines

proud spruce
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That was in response to Myaniera, as I've not heard of Life and Living doing that and not seen the files for it.

crimson panther
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well

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I will be doin something similar

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@drifting ore there can be more than one, right?

drifting ore
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I think that's the only one.

crimson panther
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so life and living gives you xp?

proud spruce
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TV is part of the radio file, so in theory it should be able to.

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Which is why I'm curious about the XP, because I've never seen it declared anywhere in the radio data.

drifting ore
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Yes

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Fishing, Cooking, Carpentry...

crimson panther
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I dont' see anything in the files that reference that.

proud spruce
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Actually, it might be the thing I noticed earlier and wanted to inquire about.

drifting ore
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Let me pass you a screenshot...

proud spruce
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codes="BOR-1"

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codes="COO+1,BOR-1"

crimson panther
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if I manage to do it

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then hell yeah I will try

proud spruce
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I'm seeing it now.

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codes="FRM+1,BOR-1"```
drifting ore
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Initials of Carpentry and ?

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What is BOR?

proud spruce
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That's why I didn't catch this was XP before. I have no idea what BOR is.

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But I'm only seeing these for skill related TV shows.

crimson panther
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Okay now that I see it, I can manually edit it in in XML file.

proud spruce
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And they're on individual lines, so you get XP throughout the broadcasts.

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BOREDOM

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Boredom -1

drifting ore
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Snek, Are you using one of the official modding tools for this?

crimson panther
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yes

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WordZed

drifting ore
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oh ok

crimson panther
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I can edit in the boredom thing in

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interesting, Parson's Park's file doesn't have these entries

proud spruce
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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```
crimson panther
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sts - stress

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I noticed that when they speak at the end

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first version will be radio only and maybe without these as I plan to release at first 2-3 radio/tv stations

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and keep patching it

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@proud spruce find more, I will implement these

proud spruce
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Yeah I'm adding all the ones I can spot

crimson panther
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try to sift through game files

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maybe you can find something

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if you can, I'd appreciate

proud spruce
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I'm sifting through RadioData right now

crimson panther
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thanks

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Sadly the radio thing is quite slow to produce

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I think tomorrow I might finish PNBS Rock Radio.

earnest quartz
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mechanic would be nice to find ๐Ÿ˜›

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but dout its in it

proud spruce
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Well I've found a bunch of ones I can't intuit just yet.

crimson panther
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I need opinion

earnest quartz
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yes e need tanks

crimson panther
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basically I do things like this past day 9

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The following frequency has been hijacked for emergency.
The following stages of catastrophy are confirmed in cities:

drifting ore
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Hmm...

crimson panther
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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.

drifting ore
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That explains why I find zombies next of eachother...

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:v

crimson panther
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lol yeh

earnest quartz
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giggity?

crimson panther
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I wonder if I should try... to give a glimpse on how virus operates in those broadcasts

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or try to explain origins

earnest quartz
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the spiffo spread it

drifting ore
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Spiffo burguers

crimson panther
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did it?

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interesting.

drifting ore
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Not sure at all.

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Also TIS is keeping that for the future NPCs update.

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NPCs: Story Mode.

earnest quartz
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spiffo did it

drifting ore
earnest quartz
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kill all spiffo

crimson panther
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alright, but atleast trying to explain how virus works (borrowing from The Walking Dead Episode TS-89).

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about brain activity and such

drifting ore
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You could also explain how zombies detect humans.

crimson panther
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Yes, I will do that.

drifting ore
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From their smell, or skin?

crimson panther
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it depends on what player picks

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but I'll say they use barebones senses

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prime senses

proud spruce
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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.

nimble spoke
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I'd like to know how the code determines a player is close enough to get these

proud spruce
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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.

fringe jackal
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So, can i override vanilla traits if i use the same names in my mod? Want to tweak them.

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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?

wraith moat
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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?

cursive roost
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IIRC durability is stored as a byte value (ranges from 0..255)

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if it's out of range, it gets written as 0

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which becomes broken

wraith moat
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Oh, so... why did it work for the duration that I was playing last night?

cursive roost
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because run-time it's stored as an int, with a range of 256^2-1, ie 32767

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don't ask me why, though

wraith moat
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Ohkay. What about chance to lose durability? Do you know the range on that?

cursive roost
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that is not saved, I think, but let me check

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no, I don't think that is saved

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at least, I can't find it

wraith moat
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Okay....

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I'll give it a go with 255 on each just in case.

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Should still make for a BA axe.

cursive roost
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indeed :)

wraith moat
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I think it worked! ๐Ÿ˜„ Thanks @cursive roost

cursive roost
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:D

wraith moat
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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?

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Uh oh ... I broke something... my axe in my starter kit is now chips.

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Chips are not quite as deadly.

cloud bridge
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they are if you're on a diet !

wraith moat
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Me: "Let's play PZ!" 2 hours of tweaking and fixing tweaks later.... "ahhh time for bed..."

quaint nightBOT
quaint nightBOT
wraith moat
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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.

wraith moat
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Removing durability does nothing too. Removing both durability and ConditionLowerChanceOneIn gives me an extra bag of chips.

wraith moat
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Ahhhh I think I got it. Thanks for listening to me talk to myself!

nimble spoke
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lol

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you got free chips, shouldn't complain

quasi geode
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rofl

earnest quartz
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il complain, no dip

quaint nightBOT
stuck kayak
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@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...

nimble spoke
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What are the parameters for OnFillContainer? I'm getting an error here, probably due to using it wrong

quasi geode
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triggered from ItemPicker.lua triggerEvent("OnFillContainer", room:getName(),container:getType(), container)

nimble spoke
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thanks, as I thought the error was caused by wrong parameters

quasi geode
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if you ever need to check exactly what the parameters are, you can do something like:

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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)

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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

nimble spoke
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interesting, thank you

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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?

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it only ever works if the player has the item the moment it is changed/loaded

quasi geode
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possibly, i've never tested

nimble spoke
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if that's the case I need to send it to all clients, right?

quasi geode
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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

nimble spoke
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at least it would fix it in SP

placid delta
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Fun mod idea. 150 useless Pokemon dolls. "Gotta catch em all" mod

quaint nightBOT
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There has been a new Mod Published!

earnest quartz
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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

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and did devs use any tools for making them? so far im just editing numbers in file, restart game, slow process ๐Ÿ˜›

placid delta
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you could add a new car with new car stats, new color or texture.

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you cannot add new models or parts of cars

nimble spoke
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But can you replace a model?

white sun
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hope so

nimble spoke
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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

placid delta
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via copy and paste over game files you probably can. but that wont be a nice mod that requires pasting files

nimble spoke
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Now I'm confused, you said we can add a new car, but can't add a variant?

earnest quartz
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whats the reason behind models wouldnt work? o.O

placid delta
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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.

lyric lynx
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A reminder, Project Zomboid Expanded is bugged, vehicles do not have any cargo at all (Gloveboxes and Seat Storage does not work).

nimble spoke
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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

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And models don't have any animations stored in them right now, I presume

earnest quartz
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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

quasi geode
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clients can use sendClientCommand() to send data to the server, the server can then use sendServerCommand() to pass the messages onto other clients

nimble spoke
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in sendClientCommand() what exaclty is the module? command is the function name isn't it?

quasi geode
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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

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quite litterally this is orgm's clientside current use of the sendClientCommand, and the event hook trapping the sendServerCommand reply

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``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
``

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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

nimble spoke
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using getPlayer() there in client command does it for all players or what? I thought you'd need to specify the player

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ohhh no, the current client

quasi geode
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the first argument is ment to be IsoPlayer object, the one client sending...i mostly ignore it anyways

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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

nimble spoke
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And I was here hoping it would be simpler lol

quasi geode
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its pretty simple as is

nimble spoke
#

A little beyond what I've been coding for my mods, so I have to catch up if I want to try it

quasi geode
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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

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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

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``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
``

nimble spoke
#

ok, let me clear one thing first, sendClientCommand triggers onClientCommand event, to run a function clientside, sendServerCommand triggers onServerCommand to run a function serverside

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right?

quasi geode
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theres the server side of the command

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sendClientCommand (clientside) triggers onClientCommand (serverside)

nimble spoke
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oooooooooooooohhhhhh right, good thing I asked

quasi geode
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sendServerCommand (serverside) triggers onServerCommand (clientside)

nimble spoke
#

yes, that's what I needed

quasi geode
#

its really quite handy...i need to think of more uses for it other then just passing the ORGM.Settings table lol

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one captca though...apparently it doesnt work if you use sendClientCommand during a OnGameStart event

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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

nimble spoke
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Let's test it and see the red error squares pop up!

quasi geode
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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

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its helpful...plus you can see alot of stuff the server is sending like rain barrel updates ๐Ÿ˜„

nimble spoke
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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

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now I'll try reverse and see what happens

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No, that's not it, both isClient and isServer are preventing my setTexture code to work

quasi geode
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oh is that in SP mode? because they'll both return false

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the send commands wont work in SP anyways, its blocked java side

nimble spoke
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makes sense, so I'll have to add a if not isClient() and not isServer() for SP along with the code for MP?

quasi geode
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ya you'll have to do seperate cases to handle SP mode

nimble spoke
#

good to know, but now I'm lost again, I thought it could be the solution to my problem

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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

quasi geode
#

OH....try setWorldTexture() ?

nimble spoke
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what is a world texture?

quasi geode
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is the problem that the textue isnt updating when the item is dropped? or not updating in other containers as well?

nimble spoke
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If the icon is changed inside my inventory then the icon on the ground is also changed when I drop it.

quasi geode
#

oh

nimble spoke
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But that's it can't give them the new icon anywhere else outside of a cascade checking that started with OnGameStart

quasi geode
#

so its just when reloading then?

nimble spoke
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If I take or put an item in a container it should trigger OnContainerUpdate for that container, right?

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yeah, ohhh and when I make the item of course, that also works

quasi geode
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idk if they added the OnContainerUpdate yet....i have to wait for GoG to update to investigate the new version

nimble spoke
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That isn't the ideal fix anyway, it was just me trying to find other ways to get the icon working

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I tried checking the cell also tied to OnGameStart, tried LoadGridSquare

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and OnFillContainer, which also isn't useful

quasi geode
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so...re-asking then...the problem is just when reloading the game the texture reverts?

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try calling item:update() after :setTexture() ?

nimble spoke
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yes, that's the problem, and I presumed that in MP if a player disconnects and connects back it would also happen

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I'll test that

quasi geode
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oh actually looking at the code that one probably wont help

nimble spoke
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didn't

quasi geode
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ya looking at the InventoryItem save method, it doesnt seem that texture is one of the saved attributes

nimble spoke
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I guess my only option is to find why setting the texture isn't working

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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

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Do you know of an event that could be used for testing it?

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Something like "I check this container and run the code to give the new icon for items inside it" lol

quasi geode
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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

nimble spoke
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ohhh I see

quasi geode
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alot of item properties arent properly saved...most importantly weapon weight changes from attachments

nimble spoke
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so you're trying to fix it with moddata too?

quasi geode
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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

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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

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at least until you reloaded the save again..then it set back to default again

nimble spoke
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that sounds like a real nightmare

quasi geode
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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

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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

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but with orgm its much more important, since we're not only setting the weight dynamically, but other stats as well, damage, recoil etc

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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

nimble spoke
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That is exactly what I need for the icons, either cover the whole map at once, or cover areas as they are needed/loaded

quasi geode
#

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

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but with orgm theres well over a hundred different weapons to check each container for

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so screw that lol

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not willing to generate that much lag on that event...since LoadGridSquare is triggered a lot

nimble spoke
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I tried to use it and didnt work

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actually I think I still have it running in my test and it does nothing

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not even error messages as I got with OnFillContainer

quasi geode
#

which part is it failing at? finding items or setting the textures? and whats the error message from OnFillContainer?

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i've used OnFillContainer to modify item properties before as they spawn

nimble spoke
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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

quasi geode
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ah

nimble spoke
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Do you think I should test OnFillContainer with random items?

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simply give them random icons and see wht happens?

quasi geode
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well it will probably work with OnFill, but the icons arent going to persist over the reload

nimble spoke
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yeah exactly

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well, I did add a print() line after the texture is set and it is failing as well

quasi geode
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OnFill is only triggered during the inital spawning so its of limited use for this problem

nimble spoke
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let me test something here

fringe jackal
#

Emm guys, where can i find vanilla traits? I mean in what file?

placid delta
#

.trait strong

quaint nightBOT
#

@placid delta

Strong

Extra knockback from melee weapons.Increased carrying weight.
Code Name: Strong
Point Cost/Gain: 10
Cannot be used together with:
Feeble
Stout
Weak

Other Info
Strength XP Boost: 4
No Recipies Taught

proud spruce
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@fringe jackal \media\lua\shared\NPCs\MainCreationMethods.lua

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I wish I knew what some of these arguments meant...

zenith sable
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somebody... add a mod that allows to put spikes and armor to the cars :x

quasi geode
#

what arguments?

zenith sable
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mhh, allows to kill zombies faster without the need to be at high speed, and the armor for less durability loss

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like, some metal plates on the doors and some metal bars on the windows ?

nimble spoke
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.trait nutritionist

quaint nightBOT
#

@nimble spoke

Nutritionist

Can see the nutritional values of any food.
Code Name: Nutritionist
Point Cost/Gain: 4
Cannot be used together with:
Nutritionist

Other Info
No XP Boosts
No Recipies Taught

lusty dagger
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.trait Mechanic

quaint nightBOT
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@lusty dagger I could not find any trait like " Mechanic"

lusty dagger
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.trait Herbalist

quaint nightBOT
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@lusty dagger

Herbalist

Can find medicinal herbs and craft medicines and poultices from them.
Code Name: Herbalist
Point Cost/Gain: 6

Other Info
No XP Boosts
Teaches you the Recipe: Herbalist

proud spruce
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@quasi geode As an example:
TraitFactory.addTrait("Insomniac", getText("UI_trait_Insomniac"), -6, getText("UI_trait_InsomniacDesc"), false, not sleepOK);

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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.

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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".

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So I think that's unselectable or hidden? Because Desensitized is one like that and that's only from the Veteran profession?

zenith sable
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.trait yourmom

quaint nightBOT
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@zenith sable I could not find any trait like "yourmom"

zenith sable
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:l

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.trait slow healer

quaint nightBOT
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@zenith sable

Slow Healer

Recovers slowly from injuries and illness
Code Name: SlowHealer
Point Cost/Gain: -6
Cannot be used together with:
Fast Healer

Other Info
No XP Boosts
No Recipies Taught

zenith sable
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that's fake m8

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.trait weak stomach

quaint nightBOT
#

@zenith sable

Weak Stomach

Higher chance to have food illness
Code Name: WeakStomach
Point Cost/Gain: -3
Cannot be used together with:
Iron Gut

Other Info
No XP Boosts
No Recipies Taught

zenith sable
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:x

quasi geode
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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

proud spruce
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AH!

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It's inverting the SleepOK server setting to put what its status should be for MP?

quasi geode
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yep

proud spruce
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Okay, that makes sense.

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That reminds me, I need to find out how to pull certain server settings.

quasi geode
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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)

proud spruce
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Ooo, will do. That sounds like it'll help a lot.

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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?

quasi geode
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no the 'hardcoded' stuff is traits that are refered to in other base game lua/java files

nimble spoke
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Can separate mods modify the same professions/traits without conflict?

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For example can I add a recipe to them without breaking what other mods add

quasi geode
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uh it really depends on how its done

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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

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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

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(dont include the files, make it a required mod)

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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

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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

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if not then add the trait...if it does then just modify the specific parts of that table ie: recipies or skill bonus etc

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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

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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

nimble spoke
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Ok, I'll check it, I have a few recipes I'd like to add but really not worth breaking compatibility

fringe jackal
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Can i change movement speed of some character while he's performing some action?

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I mean i have a method which takes "character" as argument

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I just want to know where should i look for a method to call something like character.changeMoveSpeed(0.5) or something

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Which class exactly handles that?

river plinth
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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

quasi geode
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some mods just dont have the proper translation setup...hardcoded strings instead of the use of translation files

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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)

river plinth
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still kinda strange to upload each mod for every language individually

fringe jackal
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I'm russian

river plinth
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another question: any of you know a mod that alters the capacity from the big vans with only two seats?

fringe jackal
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And i wish w could really handle those people like "translators"

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i mean cmon theres even a special folder for that kinda stuff

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@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.

river plinth
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I think it might be doable with the script items in /media/scripts/vehicles

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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

nimble spoke
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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

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But I only support english and portuguese for now

drifting ore
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how to put mods on dedicated server

quaint nightBOT
quaint nightBOT
zenith sable
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guys

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how about making a mod

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that can copy a car key?

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is a suggestion don't get salty

quasi geode
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necroforge will do it..will even spawn keys for cars

zenith sable
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oh, there's a mod for that already?

earnest quartz
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necroforge is more creative mode tho lol

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would be nice to have a key grinder in hydrocraft ๐Ÿ˜›

nimble spoke
#

lol, I just realized I have to add a screwdriver recipe to the blacksmith mod

quaint nightBOT
proud spruce
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I've been trying to figure if that is doable (along with adding some Locksmithing to make keys for a car's lock).

nimble spoke
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It is doable

void swallow
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Hi everybody, I am making my first mod, would like to ask for some guidance as it seems not working

zenith sable
#

bois

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can somebody make a mod for powering a furniture with a car battery?

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like a TV

mighty chasm
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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

quasi geode
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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

earnest quartz
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food outside during winter should get the freezer effect ๐Ÿ˜›

mighty chasm
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car batteries (depending on what kind of car they are for and such) should hold somewhere around 500 watt hours

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fridge will use 1~2 kwh a day, though some can use as low as 500 watt hours

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a good inverter will do like 96% conversion efficiency

quasi geode
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sure...theres lots of small portable fridges specifically designed for running off vehicle batteries (ie: in RV's and trailers)

mighty chasm
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meh, most RV fridges aren't designed to run off of the vehicle batteries

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generally they are AC or gas powered

#

(natural gas or propane)

earnest quartz
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ned waterwheel for rivers ๐Ÿ˜›

void swallow
#

Hi, anybody recently tried to use Wordzed?

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I made two radio stations with it, packed in a mod, but still see the default radio..

earnest quartz
#

anyone else feel like hydrocraft > hold books > gather flora/dung/bugs/etc is OP? ๐Ÿ˜›

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sit safely in a base XD

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is there a way for a mod, to remove stuff from another mod?

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such as HC adds that to context menu, can i remove that using a mod?

void swallow
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@earnest quartz hi man, do you know why I get parse error on a radio xml file?

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Anybody does know if WordZed is compatible with the last game version?

placid delta
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Car batteries suck pretty bad in solar systems. Deep cell batteries are the ideal kind. Like the batteries from golf carts.

earnest quartz
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uh......car battery are deep cycle

quasi geode
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'some' are

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not all

earnest quartz
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ah

quasi geode
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most arent

earnest quartz
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all the ones i got are ๐Ÿ˜„ pc runs off solar+waterwheel

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speaking of which, need ability to take alternator out of car

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can make windmill / waterwheel turn em for power

quasi geode
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waterwheels are for amaturs...zombie on a treadmill spining that alternator ๐Ÿ˜‰

earnest quartz
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.........why do i have the feeling you played 7dtd and used starvation mod ๐Ÿ˜›

quasi geode
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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

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build..fight off wave..repair and improve, fight off next wave etc

earnest quartz
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true, ish, starvation mod makes it a bit more rounded, and gravity no longer kills zeds, so lesss value in towers now heh

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but then pz is the same way ๐Ÿ˜›

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just heli brings wave heheheh

quasi geode
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i'd have been alot more impressed with it if they ditched the 7 day waves, and all the special kinds of zombies

earnest quartz
#

thats all in the xml, a quick edit removes the 7 days bit heh

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but this is going OT heh

quasi geode
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what? changing the xml...that modding right...this is the modding channel right? its entirely OT! <.<

earnest quartz
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XD

quasi geode
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but lol j/k your right XD

mighty chasm
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yeah, car batteries aren't deep cycle, but should still be able to get some use out of them

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even if just for lighting

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for food refrigeration, get any icyball or 2

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those things are neat

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could even build a crude one quite simply if you had access to welding equipment and ammonia

scenic elbow
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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 ๐Ÿ˜„

nimble spoke
#

Welcome, and have fun modding

earnest quartz
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@scenic elbow which 7dtd mod?

scenic elbow
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Ravenhearst

earnest quartz
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ah i only done starvation heh

pine vigil
#

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?

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Clarification when I say persistance I mean, being able to leave the game and IsoThumpables retaining their sprite and positioning.

quasi geode
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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

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necroforge does a good job of persistance with the tile cloning brush on pretty much everything

pine vigil
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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.

quasi geode
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the necroforge brushes you can copy/paste anything on buildings, it all works, perists in MP etc

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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

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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

nimble spoke
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my building mod creates masonry walls that persist

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if you mean something totally new, not walls or fences, then I haven't tried yet

rocky lynx
pine vigil
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Is that an IsoThumpable?

rocky lynx
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yes, zombies can destroy it

pine vigil
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Do you need to assign the sprite to the object on game load?

rocky lynx
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sorry about my language i speak spanish... nope, i create a custom texturepack and custom properties like base game

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and making a lua code using IsWoodenTable.lua

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to construct the object

pine vigil
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Thank you, this just made me figure out what the problem was. spiffo

rocky lynx
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my little problem now is to assing a icon to inventoryitems inside of texturepack. To solve script string: ResizeWorldIcon

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making a texture.pack with different size of that icons.

#

game not read the texture.pack for icons

abstract hinge
#

Whoa damn that is really cool

#

What mod is that?

rocky lynx
#

Le Gourmet Evolution Plus 0.7 A new hunting system using a hunting rifle and attached scope

quasi geode
#

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

rocky lynx
#

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.

cloud bridge
#

hehe

rocky lynx
#

this trees takes 6 months to grow completely and you can obtain fruits one per month

quasi geode
#

mods are better standalone anyways instead of forced compatibilty

rocky lynx
#

well all of my mods works good together.

cloud bridge
#

HC has to be a nightmare to be compat with

rocky lynx
#

some mods requiring one mod that add serveral functions to gain compatibility

quasi geode
#

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 ๐Ÿ˜

cloud bridge
#

indeed

rocky lynx
cloud bridge
#

KOI fish ?

rocky lynx
#

yes, i'm fisherman, passion for fishing.

cloud bridge
#

I too am a fisherman!

#

I'm going trouting in about an hour from now ๐Ÿ˜ƒ

rocky lynx
#

@pine vigil there is a way to load a customtexture.pack with custom size of icons? my game not reads it as icons.

pine vigil
#

@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.

rocky lynx
#

Okay Thank you!!! ๐Ÿ˜ƒ

earnest quartz
#

nice trees and hunting, but i couldnt give up HC ๐Ÿ˜ฆ i might have to poke the rabbit hole of trying to make compat lol

quasi geode
#

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

earnest quartz
#

hunting in HC is just click gun > animal spawns at your feet, no nice crosshairs UI

rocky lynx
#

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.

quasi geode
#

ya HC's hunting is not very impressive....just nice to have the option of getting the meat

earnest quartz
#

ya, and growing animals heh

rocky lynx
#

if you found an animal, two options appears to shoot it, yes or not

earnest quartz
#

why click a tree and not ground like forage? just curious

rocky lynx
#

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)

quasi geode
#

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 ๐Ÿ˜„

earnest quartz
#

eh....hc system is just a recipe >.>

#

i wouldnt really call it /hunting/

rocky lynx
#

well, the weight of animal it's high depending of type

earnest quartz
#

animal weight varies?

rocky lynx
#

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

quasi geode
#

HC is a recipe, that calls a lua function..a very static/non-dynamically coded function

earnest quartz
#

wheres this mod list? ๐Ÿ˜„

quasi geode
#

should have ditched the whole recipe component

rocky lynx
earnest quartz
#

does winter effect your hunting?

rocky lynx
#

yes

earnest quartz
#

๐Ÿ˜ƒ

rocky lynx
#

different types of animal on seasons

earnest quartz
#

got a similar mod for fishin?

rocky lynx
#

i'm making a new system of fishing, but internal testing now.

#

you can hunt a little animals with binoculars and slingshot using stones

earnest quartz
#

my only real complaint, it uses hunting rifle, i steer clear of vanilla crap guns and use orgm XD

#

โค if you use ORGM

quasi geode
#

i might be tempted to write a compatibility patch for that one

earnest quartz
#

^.^

quasi geode
#

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

rocky lynx
#

Patch to hunt with orgm weapons?

quasi geode
#

ya

rocky lynx
#

try to not broke the game essence please, using hunting rifles types only ๐Ÿ˜‰

earnest quartz
#

i dunno, pistols to shoot a rabbit works imo

#

rifles is big game

#

shotguns both

quasi geode
#

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

earnest quartz
#

why not says darwin ๐Ÿ˜›

quasi geode
#

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

rocky lynx
#

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.

quasi geode
#

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

rocky lynx
#

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)

quasi geode
#

ya the newer versions you need to actually have a understanding of firearms in general, but thats kind of what i was aiming for ๐Ÿ˜„

#

nobody needs a mod that adds over a hundred different guns unless they're actually a gun nut ๐Ÿ˜‰

rocky lynx
#

yes!!

#

well i go back to modding now, (Making hi-res textures of animals)

#

bye!!!!

quasi geode
#

lol ok have fun XD

rocky lynx
#

thanks!!!

earnest quartz
#

is there a tutorial somewhere for making placable furniture?

nimble spoke
#

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

quasi geode
#

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 ๐Ÿ˜„

#

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

nimble spoke
#

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

quasi geode
#

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

earnest quartz
#

happen to know which farming mod HC absorbed?

#

looking through various farming mods, didnt want to double up heh

quasi geode
#

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

proud spruce
#

HC incorporated some seeds from Project Farmoid. I think that was it.

nimble spoke
#

HC uses farmoid

#

You won't be able to use any farming mods with HC though

scenic elbow
#

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.

earnest quartz
#

i mostly see HC used for that, as it seems to absorb everything

scenic elbow
#

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.

quasi geode
#

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

scenic elbow
#

Thank you @quasi geode cant wait now to dig into ORGM. ๐Ÿ‘

nimble spoke
#

@scenic elbow what kind of crafting are you talking about?

rocky lynx
cloud bridge
#

looking good !

rocky lynx
#

rotten deer

earnest quartz
#

@rocky lynx you said you mneed to goto a foragable area to hunt, does it lower the foragable % after?

rocky lynx
#

nope... you need to search on trees, foragable items not animals...

#

big trees (to secure there is an area of deep forest)

earnest quartz
#

should let it work in town ๐Ÿ˜›

#

how many rats run around in town? ๐Ÿ˜›

rocky lynx
#

hahaha not like turn the game easy :p

#

but deer it's not a rat :p

earnest quartz
#

they're rats.......1/10th of a meal and go unhappy

#

tradeoff is brings zeds ๐Ÿ˜„

placid delta
#

@rocky lynx how does your hunting mod work? more or less like HC? or some different mechanic?

rocky lynx
#

diferent mechanic

drifting ore
#

ยฟNo serรญa posible aรฑadir una manera en donde los animales pudiesen inflingir un tipo de daรฑo fรญsico en el jugador ?

rocky lynx
#

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.

placid delta
#

thats pretty neat. just make the animal sighting way more rare.

rocky lynx
#

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.

proud spruce
quasi geode
#

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

rocky lynx
#

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)

drifting ore
#

Sip

#

:p

rocky lynx
#

i want to make the game hard.

#

add content but at a cost.

quasi geode
#

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

rocky lynx
#

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.

quasi geode
#

naturally...i didnt give the code a full inspection, i was just checking out the layout and such

rocky lynx
#

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.

quasi geode
#

i havent tested that...i was tempted to throw all my icons in a .pack but didnt get around to it

rocky lynx
#

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.

quasi geode
#

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

rocky lynx
#

okay thanks!!!

drifting ore
#

Una pregunta sobre el LeGourmetEvolution, Snake. ยฟAcaso algรบn dรญa aรฑadirรก una manera de hacer empanadas y milansesas? :v

rocky lynx
#

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.

drifting ore
#

Hmm...
ยฟAcaso la yerba del mate se conseguirรญa en los bosques + el bono de eficacรญa por el nivel de Rebuscar?

rocky lynx
drifting ore
#

RIP Jabalรญ

rocky lynx
#

RIP Boar!!! ๐Ÿ˜ฆ

drifting ore
#

ยฟAรบn asรญ de podrรญa comer?

#

๐Ÿ˜„

rocky lynx
#

Esta podrido serรญa tu decision :p

drifting ore
#

ยฟTambiรฉn usarlo como composta para las plantas?

quasi geode
#

its only a little spoiled...its still good ๐Ÿ˜‰

rocky lynx
#

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

quasi geode
#

i've never looked at the compost code i dont think...or at least i didnt pay attention

rocky lynx
#

i think the compost works with all items Food category. But i don't know, i need to dig some in the code.

quasi geode
#

hrm looks like it might be in the java files not lua IsoCompost class

#

yes...any food that is rotten

rocky lynx
#

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.

quasi geode
#

it looks like it loops through all items in the container, if its food and has item.isRotten() returns true, its valid

rocky lynx
#

great!!!!

drifting ore
#

Otra pregunta.
ยฟEs verdad que usted estรก trabajando en un tipo de mod relacionado a construir?

rocky lynx
#

yes! Como se enterรณ?

quasi geode
#

someone has been spying on you ๐Ÿค”

rocky lynx
#

lol i will call "The coco"

lusty dagger
#

awesome

quasi geode
#

lol nice

earnest quartz
#

o.O i see a gator?

drifting ore
#

does anyone know what happened to super survivors?

#

its gone from the workshop

placid delta
#

it should come back. steam removed it until I "agreed" with new policy

drifting ore
#

ah, i see

#

got me worried there for a second ๐Ÿ˜„

white sun
#

those animal models actually look really neat, really fit with the game well.

cloud bridge
#

agree

placid delta
#

@drifting ore did steam actually delete or remove it from your mods? or you noticed it was just gone from ws only?

drifting ore
#

@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

rocky lynx
drifting ore
#

Hunting Mod?

#

looks neat

rocky lynx
#

not only a hunting mod, this is a hunting system inside of a big mod

drifting ore
#

Very cool, did you make it?

rocky lynx
#

yes

#

i'm making the skeleton of the cow to make it the rotten sprite

jolly fulcrum
#

the textures are beautiful ๐Ÿ‘

rocky lynx
#

thanks!

cloud bridge
#

agree, what was the mod name again?

rocky lynx
#

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)

cloud bridge
#

is all the stuff in your screenshots released ?

rocky lynx
#

more lures, more fish types, fishing books that unlocks information on lures

cloud bridge
#

awesome, always wanted better fishing. any plan to improve fishing similar to how you are doing hunting ?

rocky lynx
#

my mods add easter eggs also :p

#

in a future i will modify the actual fishing system with different types of rods and reels.

cloud bridge
#

perfect !

#

another mod i dont have to try and make myself (if i ever find time)

rocky lynx
#

i want to test new zone management to fish in sea water zone for custom maps

#

river and lakes

cloud bridge
#

nice!

quasi geode
#

different rods and reels.....base it on actual real world types and call it the "Reel Fishing Mod" ๐Ÿ˜œ

#

sorry bad joke...i'll stop now ๐Ÿ˜

rocky lynx
#

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.

cloud bridge
#

lol @quasi geode

rocky lynx
#

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")

cloud bridge
#

I hope you have translations ๐Ÿ˜›

quasi geode
#

it does

cloud bridge
#

\o/

#

my french is next to nonexistent

rocky lynx
#

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

cloud bridge
#

hahahaha

#

im ok with english

rocky lynx
#

if you want to help me with translations you're welcome!

cloud bridge
#

I may be Canadian but my French is terrible

quasi geode
#

gasp...a canadian that cant speak french ๐Ÿ˜ฒ

cloud bridge
#

I have shamed my ancestors

quasi geode
#

thats ok...about the only thing i can say in french is 'i dont speak french' ๐Ÿ˜„

cloud bridge
#

hahaha

#

i can pick out key words, thats about it

quasi geode
#

like 'tabernac'? lol

#

thats probably the only one i really pick out ๐Ÿ˜

cloud bridge
#

thats how i know to run

quasi geode
#

XD

cloud bridge
#

esp if its coming from a Quebecer

quasi geode
#

ya if i ever make my way to quebec i'm going to prep by spending months before hand practicing my newfoundland english ๐Ÿ˜ƒ

cloud bridge
#

newfiense !

#

well b'y if ya err needs a hand wit dat

quasi geode
#

XD

cloud bridge
#

Born and raised

rocky lynx
cloud bridge
#

nice rapala !

rocky lynx
cloud bridge
#

is that a large mouth bass?

#

no

#

perch ?

rocky lynx
#

south america... this fish called Tararira, Brasilians called traira.

cloud bridge
#

oh wow cool

#

oohhh tiger fish

rocky lynx
#

Tararira have strong teeths like alligator separated teeths

#

tararira hunts ducks

cloud bridge
#

thats way cooler than our brown trout and atlantic salmon ๐Ÿ˜‚

rocky lynx
#

i love the golden dorado fish

#

really an assasin fish

quasi geode
#

should try living on the west coast r4wk...at least we have dogfish ๐Ÿ˜„

#

not much use in catching them but they're pretty cool lol

cloud bridge
#

hahaha

rocky lynx
#

there is a golden dorado in action:

cloud bridge
#

still really cool tho wolf

#

@ dogfish

rocky lynx
#

hunting a large bird

quasi geode
#

ya...they're like tiny great white sharks lol

#

people mostly just consider them bait stealing pests though

cloud bridge
#

ahhh

rocky lynx
#

well i have to go to continued with modding!

cloud bridge
#

wow!

#

i love that you have to use those gripper things

rocky lynx
#

sport fishing!!! all fishes return to water ๐Ÿ˜‰

cloud bridge
#

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 !

rocky lynx
#

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!!!

cloud bridge
#

bye!

nimble spoke
#

Anyone modding VehiclesDistributions.lua?

rocky lynx
#

mm i added loot on that tables you need help?

nimble spoke
#

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?

rocky lynx
#

yep

white sun
#

loving the maggots!

rocky lynx
#

@pine vigil any notice for making custom icon sizes inside of .pack?

quasi geode
#

right click > harvest maggots......recipe 'add maggots to stew' ๐Ÿค”

rocky lynx
#

lol!

pine vigil
#

So just to make sure I got this right, are these inventory icons and you want ones of various sizes?

rocky lynx
#

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.

pine vigil
#

Can you send me the pack you made for the icons?

rocky lynx
#

scripts have this string ResizeWorldIcon = 1.0, (To make sure not resize to default)

#

yep i send to you some here

pine vigil
#

@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.

rocky lynx
#

okay!!!

pine vigil
#

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.

rocky lynx
#

Not problem i'ts for a future update for my mod.

proud spruce
#

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.

nimble spoke
#

What is the easiest way to test vehicle loot changes? Necroforge?

proud spruce
#

What does Necroforge do again?

quaint nightBOT
nimble spoke
#

among other things it allows you to spawn items, furniture and vehicles

quasi geode
#

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)

nimble spoke
#

I remember a discussion about spawning vehicles

quasi geode
#

too bad i just logged off or i'd double check for that

proud spruce
#

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.

quasi geode
#

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)

proud spruce
#

I figured it wouldn't be quite that way, but wondering since I usually see values such as 0.5, 1, and 5.

quasi geode
#

its also has a multiplier based on loot rarity settings

proud spruce
#

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.

quasi geode
#

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

proud spruce
#

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?

quasi geode
#

no

proud spruce
#

Excellent.

quasi geode
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check lua/shared/defines.lua

#

those are everything in ZomboidGlobals

proud spruce
#

Ah, thank you!

#

Is SandboxVars accessible the same way as ZomboidGlobals?

quasi geode
#

ya

quaint nightBOT
quaint nightBOT
tacit dirge
#

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

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@here

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URGENT

quasi geode
#

most of the code for radios is in the java files, including the detecting the player speaking and output if i remember right

tacit dirge
#

so for now it is not possible to do this?

#

until devs move it to lua?

quasi geode
#

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

tacit dirge
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@quasi geode thank you

#

๐Ÿ˜ฆ

stuck kayak
#

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.

tacit dirge
#

@stuck kayak ty for response

#

maybe there is any idea how to avoid it?

#

dirty, bugged script whick will work

#

which*

stuck kayak
#

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()

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As that's the only code so far in lua that make sense in the vanilla chatbox.

tacit dirge
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does it works?

#

ur mode?

#

can i have a link please?

stuck kayak
#

It doesn't work on mine once I turn off the network part

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(In which it will not use the original chatbox network algorithm to handle messages)

tacit dirge
#

๐Ÿ˜ฆ sad

stuck kayak
#

My own modded chatbox code

#

It is highly customizable using a json setting file.

drifting ore
#

Aren't you the guy from New Dawn?

stuck kayak
#

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.

rocky lynx
drifting ore
#

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

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any tips?

earnest quartz
#

get guards with guns ๐Ÿ˜› or turn off them spawning with guns

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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

quasi geode
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turn off all zombies and just have survivors battling it out...least the gunfire wont lure anything ๐Ÿ˜„

earnest quartz
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that works too, more apocalypse, less zombie

earnest quartz
#

do any other mods do what hydrocraft does absorbing everything?

nimble spoke
#

some specific server mods do merge some others into one

nimble spoke
#

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

earnest quartz
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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?

earnest quartz
#

lets see.......code questions, any example mod/code for

  1. 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
  2. mod A adds an item to the right click menu, can i with mod B remove it or stop mod A from adding it?
  3. where to find a list of all loot spawn region/biome so i know where to toss stuff in?
nimble spoke
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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

quasi geode
#

Soul Filcher - Today at 5:21 PM table.insert(VehicleDistributions, 1, distributionTable); Does anyone know what the 1 there means?

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table.insert(table_name, position_to_insert, value_to_insert)

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basically 1 puts it at the top of the table

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ah sorry..nvm missed your second comment there lol

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@nimble spoke oh...is this what your trying? table.Insert(VehicleDistributions["distributionTable"]["PickUpTruckLights"].Specific, XXX)

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because thats not going to work...by the file using table.insert(VehicleDistributions, 1, distributionTable), its inserting the distributionTable at index 1

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ie: VehicleDistributions[1] .... not: VehicleDistributions["distributionTable"]

nimble spoke
#

ohhhh, thanks, that's probably the source of the error

quasi geode
#

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

nimble spoke
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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

quasi geode
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lol sounds like fun ๐Ÿ˜

nimble spoke
#

It worked!

#

Blacksmith mod now adds a smither category to vehicle loot tables

quasi geode
#

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

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the table system is too static for me

nimble spoke
#

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

quaint nightBOT
astral junco
nimble spoke
#

lol, I wonder how many fast reading mods we need

quasi geode
#

indeed...time to make a realistic reading mod..where books can take days or weeks to get through!

rocky lynx
earnest quartz
#

fast reading mod + slow reader trait = free points with insta reading is why ๐Ÿ˜›

#

does having illiterate trait block reading recipe books? or just xp mult books? havent tried illiterate yet to see how it works ;x

queen veldt
#

Woah

#

I can actually see the maggots on it

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The detail

white sun
#

ikr

#

he is doing gods work, great stuff snake

tacit dirge
#

hey people, how can i wipe everything on the server except characters, safehouses, loot in safehouses and factions? this is dedicated server on windows