#mod_development

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upper bough
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Thanks

nimble spoke
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I tried to set up a six-wheeled vehicle but the game crashes when loading the script file

quasi geode
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lol

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6 wheels now your just getting ambitious

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(i approve)

nimble spoke
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But checking related class files doesn't give me an answer as to why it crashes

earnest quartz
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@nimble spoke when you added the fridge etc to camper, did it show up in mechanic window and everywhere else it should too?

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think ima try to work on my ram again ๐Ÿ˜„

nimble spoke
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they appear in the mechanic window and can be installed/uninstalled normally

earnest quartz
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airbags!

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or seatbelts

nimble spoke
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I was thinking about seatbelts

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But I don't know if I could give them a real effect

earnest quartz
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just thinkin that too

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theres the damage in crash modifier, but thatd be global i think

nimble spoke
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I'm divided between testing more crazy ideas and polishing what I already have to release the mod

earnest quartz
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crazy ideas, def ๐Ÿ˜›

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er thought you couldnt release til RJ added a loader for somethin?

weary quest
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Could it work like waiting for the player to take damage while in a car, then healing some of it back? isn't that how the armor mods work?

earnest quartz
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airbags prevent death, so hard enough and you die, then revive? lol

weary quest
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More reducing the damage you take

nimble spoke
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Yeah, I have to wait for it, still I have to finish what I can on my side. Today I added new truck skin, created the item loot for some types that still didn't have them and so on

earnest quartz
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id say keep exploring the limits, but whatever is more fun to you ๐Ÿ˜›

nimble spoke
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Some things are better left for later... the monster truck made me wasted so much time and still isn't working, if I get stuck with every single crazy idea I won't release it by the time we get a pz update

earnest quartz
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welp if you need texture il happily learn n try to do em, exploring the scripts so far to add parts though, got my ram to show up as an item, just gotta figure out how to have lower collision damage

nimble spoke
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car damage or player damage?

earnest quartz
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car, its a ram on front for running into stuff

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easier bulldoze of wrecks

nimble spoke
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One of the reasons I was trying to add wheels was to test parts that show on the car, but it won't work

earnest quartz
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it might only expect 4 wheels though

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pics from devs had a spare on back of some vehicles, not sure if a tire model or just part of car model though

nimble spoke
earnest quartz
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lolz

lusty dagger
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dually trucks are awesome

earnest quartz
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did you try just 2 tires instead of 4?

lusty dagger
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nope

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I dont have experience with mods

earnest quartz
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if 2 works, then perhaps replacable by tracks

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not you, soul ๐Ÿ˜ƒ

nimble spoke
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that pic is what happened when I had a vehicle iwth only 2 wheels in the files, every single car got a wheel on top

earnest quartz
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ah k

nimble spoke
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And I couldn't spawn the new vehicle

earnest quartz
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thought you ment adding 2 lol

lusty dagger
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remember the black tinted windows from the early vehicle build

earnest quartz
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wonder if any events fire for when a car moves, could prolly do trailers from a mod

nimble spoke
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I couldn't find anything that would support that

earnest quartz
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aw ๐Ÿ˜ฆ

nimble spoke
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So it seems 4 wheels in the only way to roll around

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I could probably fake 2 wheels by hiding the other 2

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But I think the vehicle might not even move that way

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Ok, here's the thing, I can't add true wheels, the extra one I got on top of every vehicle is caused by having extra types in the tire template, so I'm going to test a few more things here

earnest quartz
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use a diff tire model, invisible texture? still need to not sure in mechanic window though -.-

ember orchid
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@earnest quartz I'm a little late, but there are two settings that might give the vehicle some damage resistance.

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FrontEndHealth and rearEndHealth.

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I haven't tested them out, though.

earnest quartz
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thats HP though, not resistance no?

ember orchid
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Might work the same way.

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Like if it normally has 100 health and it takes 10 damage, that's 10%. But if you boost it to 1000 hp and it takes 10 damage, that's just 1%.

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I mean if it actually works like that.

nimble spoke
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I can fake 2 or 3 wheels, but 2 wheels are very unstable

ember orchid
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I got the custom tires working properly with textures and all that.

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You could make really small, thin ones.

nimble spoke
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And it still shows as 4 in the mechanic screen

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tha'ts nice to hear

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no more 4 types limit

ember orchid
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I'm guessing you're trying to make a motorcycle or something, right?

nimble spoke
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Kinda, just testing things

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HA! We can show part models after all!

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I'm the fucking master of the universe

ember orchid
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Yeah?

quasi geode
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dont see why you wouldnt beable to..if it works with wheels and all

nimble spoke
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Exactly

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I'll try to give the dash ransher that extra tire

quasi geode
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if collision detection works properly with those parts is a entirely other question

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hrm i didnt look...are those lightbars on the cop cars part of the model or a seperate one?

nimble spoke
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they are part of the model

quasi geode
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ah k

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too bad

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have to seperate them turn them into a installable item ๐Ÿ˜„

nimble spoke
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I think they wouldn't show lights on that way

quasi geode
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ya thats what i'm thinking it would probably require alot of lua hacks

nimble spoke
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Now I'm thinking about going full mad max cars and all that stuff

ember orchid
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So are you able to attach models to the cars, say, if you install a gas tank?

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Similar to the tires?

nimble spoke
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Yes

ember orchid
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Can you give different parts different models?

nimble spoke
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Totally

lusty dagger
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lol

ember orchid
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Like give the normal gas tank no model, but then have an extra large gas tank be an external fuel barrel.

nimble spoke
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Yes you can, it is defined by part, and can be chanfed for each car type as well

ember orchid
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Hell yeah dude.

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We could add armor, reinforced windows, stuff like that.

nimble spoke
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We have no limits anymore.... we will reach Valhalla

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Now I need to find how to set a specific part slot to spawn without the part

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Or we'd be giving all cars all armor types by default

ember orchid
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The armor could replace the doors or windows, right?

quasi geode
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its easier to set a specific part to spawn, then a specific part to not spawn

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BUT, it can be done with some lua

nimble spoke
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Yes, they can replace parts, but can also be new parts applied on top

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Ohhhh yes, the create lua functions can handle that

ember orchid
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Well, I mean instead of having a separate armor slot, just have an armored door to replace the regular door.

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Or reinforced windows to replace the normal ones.

quasi geode
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damnit dont have the example on this OS need to reboot into windows

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but i did the same thing with the ham radios

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so you can install them in the radio slot, but used lua to stop them from spawning on any vehicle

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oh nvm...dont need to reboot forgot i uploaded it to another machine lol

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but yes its using the create function..overriding the Vehicles.Create.Radio, theres a snippit of code:

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local itemType = vehicle:getChoosenParts():get(part:getItemType()) if not itemType then if ZombRand(100) > vehicle:getEngineQuality() then itemType = "Radio.RadioBlack" vehicle:getChoosenParts():put(part:getItemType(), itemType) else itemType = "Radio.RadioRed" vehicle:getChoosenParts():put(part:getItemType(), itemType) end end item = InventoryItemFactory.CreateItem(itemType) part:setRandomCondition(item) part:setInventoryItem(item)

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its basically ignoring random selection from all the other radio options and just going for radioblack or radiored

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unless the ride already has a predefined radio like the park ranger trucks

nimble spoke
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Interesting

earnest quartz
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so....i can attach ram model to front of car? ๐Ÿ˜„

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(reading backlog)

nimble spoke
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You can

earnest quartz
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woot

nimble spoke
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We could even remove bumpers from existing models and then create bumper parts

earnest quartz
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yes!

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reason i wanted ram though, is for a part NOT spawned, that metalworking has to make, then add on

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bumpers would be included still

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then pickups maybe as only vehicle capable, add barrel or 2 or 4, shows in back, but giant gas tanks

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use the oil drums found at factory etc to finally give em a use

ember orchid
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You could have them welded to the side of other vehicles, too.

earnest quartz
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oh oh oh oh

ember orchid
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That's what I was thinkin.

earnest quartz
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when trunk fills, it shows a model of random junk, similar to shelves

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ya but i was thinkin less as gas tanks, just fuel transport, or get a tanker truck lol

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so many ideas rolling in ;_;

ember orchid
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I gotcha.

nimble spoke
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No, you can't fill the trunk that way

ember orchid
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Yeah, I'd like to have a truck to transport liquid.

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Especially water.

earnest quartz
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why? water is easy

ember orchid
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Give you a mobile storage tank.

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That way you wouldn't have to rely on rain catchers if you're away from wells or rivers.

nimble spoke
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I'm getting an unskinned model error when trying to load my wheel model with new texture, how did you do it? @ember orchid

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There's a hell of a limit with these model ideas, we can't rotate or scale the model in stats, so maybe separate models for different car types would be needed

ember orchid
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I don't know if it matters, but I named the wheel model file "Vehicles_Wheel10.txt", and in the model file itself, made the model name "Vehicle_Wheel10". The texture file is named "Vehicle_Wheel10.png"

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And the model loader is as follows...

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require 'Reloading/ISReloadManager'
local MOD_ID = "FR1987Suburban";
local MOD_NAME = "1987 Suburban";
local MOD_VERSION = "1.00";
local MOD_AUTHOR = "Filibuster Rhymes";

local function info()
dir = getDir(MOD_ID);
loadStaticZomboidModel("Vehicles_Suburban",
dir.."/media/models/Vehicles_Suburban.txt",
Buncha textures removed for space
dir.."/media/textures/Vehicles/Vehicle_SuburbanShell_DAMAGED_02.png");

loadStaticZomboidModel("Vehicles_Wheel10",
dir.."/media/models/Vehicles_Wheel10.txt",
dir.."/media/textures/Vehicles/Vehicle_Wheel10.png");


print("Mod Loaded: " .. MOD_NAME .. " by " .. MOD_AUTHOR .. " (v" .. MOD_VERSION .. ")");

end

Events.OnInitWorld.Add(info);

nimble spoke
#

Weird, mine should be working, unless there's a name catch with the model/texture

ember orchid
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In the vehicle script, I have it as "Vehicles_Wheel10"

nimble spoke
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It was a typo... my bad lol

ember orchid
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Yeah, I spent a good time trying to figure out why it wasn't loading because of a typo, haha.

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Hey @nimble spoke , any idea if we can make a part for the cars that'll boost their horsepower?

quasi geode
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already been doing it..horsepower, engine quality and noise level tweaks

ember orchid
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Oh, cool man.

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I was thinking different carburetors, at least for the older cars.

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Maybe computer chips for the new ones.

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Or truckburetors, too.

quasi geode
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its a bit of fussing around...i havent been doing them as actual 'parts' the same way yet...i had to shelf the mod for now, but MP wise, if you change the HP or any of the engine stats, you need to transmit the new stats to the server, then have the server transmit back to the clients

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if you dont transmit back to clients they dont quite see the changes until they relog or w/e

ember orchid
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Gotcha.

quasi geode
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i tried to flag that the engine needed to be updated so it would auto-transmit but couldnt seem to get it to actually work...so ended up using sendClientCommand and sendServerCommand for updating the info

nimble spoke
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That's boring.... I'll have to get that working for my new parts, so sad

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fridge and oven only work in SP

quasi geode
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ya i havent tried actually adding stuff as parts yet, i was mostly using mod data and doing it with fluids like high performace motor oil, engine tuning based on mechanics level and stuff like that to tweak the HP

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but thats shelved for now need to work on orgm stuff atm....you guys are having all the good fun ๐Ÿ˜

earnest quartz
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pfft guns can wait ๐Ÿ˜›

nimble spoke
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My focus has been car types and conventional parts with new functions, there's so much we can do now that I won't be able to work on all the ideas going on

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I'd like to work on a mod for all the welded armor ideas too, but not before I can work on many other ideas first

earnest quartz
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so many ideas, so little time

quasi geode
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anxcon - Today at 5:47 PM pfft guns can wait maybe, but i like quality work....and i've never been a mechanic...i know the basics but i'm better off sticking to stuff i REALLY know well lol

nimble spoke
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Well, I know nothing about cars, maybe that's why I couldn't make the monster truck work lol

earnest quartz
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@quasi geode i was makin a joke, b/c you're the gun guy, so like 'pfft it can wait' ๐Ÿ˜›

quasi geode
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you shouldnt joke around with guns....its not funny someone could be seriously hurt! ๐Ÿ˜

nimble spoke
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Same could be said about cars

ember orchid
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Yeah, you'll shoot your eye out.

quasi geode
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ya they're far more dangerous...hit with more energy and a larger surface area

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thats it..i'm starting a car control advocacy group....its time we take back the streets! get all these dangerous cars out of the hands of idiots and common criminals!

nimble spoke
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lol

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Dash Rancher's visible tire is working 100%

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The system works!

quasi geode
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nice

nimble spoke
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I just thought.... we could also have opening doors if we really wanted

ember orchid
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Hey, probably dumb question here, but if you have two mods with a lua file named the same (modelloader.lua), will that cause errors or instability?

quasi geode
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they can overwrite each other

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best to always use unique names

ember orchid
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Alright. I finally figured out that could be the problem.

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It worked sometimes, but not every time.

quasi geode
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orgm uses a ORGM* prefix for every one of its files so if it ever conflicts with another mod, thats their fault not mine lol

nimble spoke
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Yeah, I always add SF and the mod name as a prefix, in this case SFDrive

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SFFarm, SFCook and so on

ember orchid
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Well, at least I finally figured it out, haha. Damn.

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I figured it'd run the first mod's lua, then the second, and so on.

quasi geode
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lol i liked the prefix for the Pimp My Ride mod i was working on..makes for some funny file names

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PimpMyClient.lua, PimpMyServer.lua etc XD

nimble spoke
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lol

ember orchid
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Haha, nice.

earnest quartz
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next car mod Standard Transportation Devices

nimble spoke
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?

ember orchid
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I kinda like that, haha.

nimble spoke
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STD? lol

earnest quartz
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heh

nimble spoke
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New idea, those baggage racks on the roof

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is that the english name for them?

ember orchid
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I mean you could consider it a type of baggage.

quasi geode
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usually we just call them roof racks, but probably depends on your locale

nimble spoke
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ok, shorter name is better

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What else? Not that really interested in roof racks right now because they don't really add something new to the game

earnest quartz
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need bicycle first, but then rack for it on the back

quasi geode
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hrm if the spare wheel works...add a tailgate parts slot for trucks, vans, jeeps etc...for mounting the spare tire, jerry cans, propane tank

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could probably fit a few other things on there

ember orchid
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You could give a tire slot to things like jeeps by default. Then maybe give the option to weld one onto other cars.

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Is there anyway to restrict what items go into a container?

earnest quartz
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the camper, did you get the oven finished / using propane?

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a rack to hold propane for oven heh

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size can restrict, dont know about anything else

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might be able to catch item transfers and simply cancel

nimble spoke
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The oven works but I didn't add propane to it, still, I don't think it would be visible in a camper van, would it?

earnest quartz
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ive seen propane tanks on back end of RVs, dont know if full or not though XD

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one way to keep people from tailgating

quasi geode
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in a van, yes definatly visible...RV's sometimes mounted on back..usually backups...most of the time they're mounted closer to the cab underneath

nimble spoke
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I'm trying to find a good example image

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So far none would look very good

nimble spoke
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I think I'll keep that visible tire exclusive to the rancher, maybe one more car type if that makes sense. It doesn't make much sense to have an existing slot for it in all cars and simply not spawn the tire

earnest quartz
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agreed

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but would be nice to be able to manually add it to other vehicles

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not all though, exclude smaller cars, so can give some choices in car to grab

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right now every car seems the same, aside from seat count, and low seats = low cargo, just doesnt feel like theres choices ๐Ÿ˜›

nimble spoke
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The thing is, you must have the slot there and visible, there's no adding anything that doesn't show in the mechanic screen for your car

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Maybe it is possible to create an alternative to seats that give more container capacity but don't actually count as passenger seats

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Ok, I gave the extra tire a 50% spawn chance

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Or should I consider loot rarity?

earnest quartz
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id just go 50%

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car rarity handles it enough

nimble spoke
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I decided to upload the mod with what is already working

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Not nearly as interesting without the new vehicle types but with some good things

woeful bridge
#

Someone mod this in every time you eat spaghetti

novel sable
#

This is the only item in the game that is 'spaghetti' is HCCannedspaghettiringsopen.
so you need hydrocraft to start, then just change the value in Hydrocraft\media\scripts\Food Canned.txt properties for it to include feild: CustomEatSound = audio_file_name

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you could do it yourself, seems like it shoudltn be too hard

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I mean other then canned rings, there is only pasta. so i would asume you want an item that has spaghetti in the name to be realatable.

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That or make speghetti of your own, but you would have to make a recipe to make spaghetti.

woeful bridge
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Lol

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Fair doos

weary quest
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Does anyone else encounter this? if you click anywhere other than a custom panel on the main screen, the logo "layer" seems to be brought to the top of any custom panels, as well as the default debug panel. This seems to block clicks on any panels/UI elements underneath.

Is there a way to control the Z-level of panels to bring my custom panel to the front? or am I missing something?

novel sable
#

From a quick read, you can look at using self:bringToTop() i havent seen anything for Z layer yet other then some text drawing function. im gonna keep looking though

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There is also an self:setAlwaysOnTop(b) function but no, i can not find any Z control functions other then that for UI menus.

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i think it is related to its ID in the UI stack list that origionally sets its Z value

weary quest
#

Nice, thank you, that helped ๐Ÿ˜ƒ

novel sable
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Glad to help ya out. Im currenty trying to learn how to properly use modData for game save/load

weary quest
#

I imagine if multiple panels are set to always be on top, it'll default to the default ID method you mention

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Ah, yeah, that's something later in my todo list ๐Ÿ˜›

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I've just recently started delving into attempting to mod things, most of Lua is pretty straightforward coming from other languages, but need to explore and learn more of the Zomboid specific stuff

novel sable
#

I usually use Ruby to my programming, but i took a look at Lua and messed with it a bit for Factorio. So figured might as well give it a shot. Didnt take me too long to start chaning some code. But learning the API is trouble some cause some of the base classes are not labled right

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for instance, UIElement is actually ISUIElement in the game files.

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and if you make a class that uses it, you have to include the IS

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Other then that, im glad the devs provided an API, just wish it had some examples on saveing IsoSpecialObject to IsoGridSquare

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i can add and interact with objects untill i save quit and reload, then its not there. But i know why, from what i have read save data is pushed into modData table

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The only helpfull thing so far was being able to read the source files in the root dir for PZ

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I'll eventually figure it out, i got hope.

weary quest
#

I'm sure you will dude

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I've mostly started dabbling to create some features for a dedicated server I run for friends, and a little bit of frustration at abandoned mods not working ๐Ÿ˜›

novel sable
#

well TBH, from what i was reading in custom mods is formating, dont be afraid to use comments to format the code. I like making function headers and line divides to make reading the code back easier.

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If there was more of an effort to push mod file format i feel like others would be happier when reading the code.

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  • working on an object build menu example to push to steam workshop. If some one wants to steal the idea and do it for me go right ahead :p
weary quest
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Comments do make the world of difference, especially as a new modder trying to figure out how things work

quasi geode
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so rare to see comments in mods ๐Ÿ˜„

novel sable
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yea, its mostly empty or single line ones.

quasi geode
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i comment above every function, usage, arguments, return values, and often what the code is for, and where it gets called from

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least for orgm anyways

novel sable
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i feel like if you make a util, you should. It just helps debug and allows for team integration.

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Here's a nifty debug tool i threw together reading online about Lua objects:

quasi geode
#

most times the comments end up being larger then the actual functions ๐Ÿ˜„

white sun
#

i can relate to this

quasi geode
#

๐Ÿ˜

novel sable
#
------------------------------------------------------------------------------------------------------------------------------
--Debug Dumping.
------------------------------------------------------------------------------------------------------------------------------
function EZdebugDump(tag, object)
  -- start formating console print information
  print("------------------------------------------------------");
  print(tag .. tostring(object)); -- start with display tag
  print("------------------------------------------------------");
  -- convert the class object into a table one
  t = getmetatable(object);
  -- post threw each data key point
  for k,v in pairs(t) do
    if v == nil then return; end
    --print("  " .. k .. ' = '..tostring(v)); -- __index  * the only one this shallow
    if (type(v) == "table") then
      -- post threw additional value table
      for k2,v2 in pairs(v) do
        if v2 == nil then return; end
        if (type(v2) == "table") then -- typically functions are found at this depth
          print("*********************************");
          print(tostring(k2) .. " => ")
          for k3,v3 in pairs(v2) do
            print("  " .. tostring(k3) .. " , " .. tostring(v3));
          end
          print("*********************************");
        else
          print(tostring(k2) .. " , " .. tostring(v2));
        end
      end
    -- first layer is anything but __index , very unlikely btw
    else
      print(tostring(k) .. " , " .. tostring(v));
    end
  end
  -- all done posting threw object __index
  print("------------------------------------------------------");
  print(":Debug Print End Line:")
end

[edit removed 2 lines]

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Dumps a list of functions avaiable to the supplied object

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i'm kinda new to Lua, so i was looking at ways to get info

quasi geode
#

if k == nil then return; end if k2 == nil then return; end these will never be nil

novel sable
#

redundancy is ok lol, but i get your point it will take some proccessing power that isnt needed

quasi geode
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oh no wasnt a comment about processing power, just you cant have a nil key in a table in lua

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technically, you cant have a nil value either

novel sable
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yea some Ruby stuff bleeding over lol

quasi geode
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if the value is nil, the key deletes itself from the table

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least normally, this isnt really lua but kahlua, so there maybe some GC differences

novel sable
#

good ta know, guess i'll need to read more on the GC for lua then

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idk, i kinda chuckle a bit at lua cause its based in java which is based in C

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so its got a few hops to go

quasi geode
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ya...its a copy of the lua VM in java lol

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or a attempted copy anyways...it mostly seems to behave the same just not as efficently

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``Lua 5.2.4 Copyright (C) 1994-2015 Lua.org, PUC-Rio

x={a=1, b=nil, c=3}
for k,v in pairs(x) do print(k, tostring(v)) end
c 3
a 1
``

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but ya..normally no nil values XD

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GC is real lua is very efficient

novel sable
#

ah, im just a huge fan of Ruby lol.

table = Hash.new('a' => 1, 'b' => 2 )
table['c'] = nil

print(table)

a = 1 b =2 c = nil

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but in Lua everything seems to be a table. so its taking me for a loop

quasi geode
#

thats the tricky part to get used to with lua coming from other languages

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every thing is a table....sorted lists, unsorted list, objects, modules

novel sable
#

in Ruby everything is an Array

quasi geode
#

and it function as both a sorted list/unsorted list, and object all at the same time

novel sable
#

i'll eventually figure it out i hope. lol i will read more on the GC though

quasi geode
#

``> x = { 'a', 'b', 'c',
d = "hello",
e = function(self) return "world" end
}

print(x[1])
a
print(x.d)
hello
print(x:e())
world
``

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lua tables are really cool but seriously messed up lol

novel sable
#

yea, first time i saw them i was like 'well'...
in ruby its all in the class container (modules are classes but not really, but yet are)

class HelloWorld
  def initilaize
    @table = {'a' = 1, 'b' = 2}
  end
end
print(HelloWorld.new)

a = 1, b =2
you can use attr_reader/accesor

class HelloWorld
attr_reader :table
  def initilaize
    @table = {'a' = 1, 'b' = 2}
  end
end
classInstance = HelloWorld.new
print(classInstance.table)

a = 1, b =2
Or even a function if you wanted

class HelloWorld
  def initilaize
    @table = {'a' = 1, 'b' = 2}
  end

  def table
    return @table
  end
end
classInstance = HelloWorld.new
print(classInstance.table)
quasi geode
#

when i got into lua years back i was coming from a python & perl background

novel sable
#

never used pearl, heard its like Ruby. Messed with python very little.

quasi geode
#

i'd say ruby is closer to python then perl

novel sable
#

kinda wish i new more python just for the phone app market

quasi geode
#

dont think py is really used on most, you can do some good stuff in that market with lua though

novel sable
#

yea i heard lua is in quite a few places, even India right now has a huge market for Lua devs

quasi geode
#

corona is a good api for using lua in mobile devices

novel sable
#

oh? gonna have to get that. Robo is for Ruby but its not supported on every device

quasi geode
novel sable
#

I think i would have lots of fun with this

quasi geode
#

works great...good api and really easy to work with

novel sable
#

Thanks so much man for the link, defenitly gonna be playing with this.

nimble spoke
#

@quasi geode Was your code for painting cars simply to change the color or actually needed paint and all that?

quasi geode
#

well tbh i hadnt thought of it from the players perspective yet...if players then probably paint....i was more thinking about for admins when i tried implementing it

nimble spoke
#

Ok, do you have plans to make a version for players?

quasi geode
#

ah it was going to have alot of player functions in it, but really as much as i like the idea of the mod and was having fun working on it, not sure how much time i'll actually have to implement it all

#

other things taking priority atm

#

like stealing HC's subscribers crown! ๐Ÿ˜œ

#

does that mod you uploaded yesterday have that cool army truck in it? ๐Ÿ˜„

nimble spoke
#

It doesn't have the new cars yet, I'll wait for the spawn system

#

Then I'll add most of the types I've been posting here

#

I ask about painting because the very first comment asked for it

quasi geode
#

ah ok...was going to throw it on our server for manual spawning lol

nimble spoke
#

I can sneak it in after I do a few changes in the textures

nimble spoke
#

Actually I might add the ones that are finished and provide their script names so admins can spawn them

nimble spoke
earnest quartz
#

so now any car can be a police car? ๐Ÿ˜›

#

oh oh i got one, you know those big pickups that have light bars on top, flood lights?

#

headlights are ok ish and all, but flood lights do more area ๐Ÿ˜ƒ and would just go on pickups or such

nimble spoke
#

That sounds nice

earnest quartz
#

and canopy, can turn an open pickup into a nice closed off area to lock up / put a bed for camping

#

some of the trucks already look like they got canopy bit

quasi geode
#

dude i just want that lightbar for my corvette ๐Ÿ˜

lusty dagger
#

pop up headlights

earnest quartz
#

multiple models work for a slott?

#

could do a model for that detective style siren that driver reaches out and attaches to car

lusty dagger
#

you mean like a bubble light

earnest quartz
#

ya

#

just for flavor in lightbar slot lol

nimble spoke
#

So far I can't do that, I don't know if it is possible. The model is defined in the part, and each car type can override it

#

I'd love to set up options for the same slot that way

#

I thought about the corvette's pop up headlights, but they won't inherit the car's color and may look off

#

These parts also won't show lights on

#

I want to have both police and ranger lightbars, so I'll keep trying to find how

earnest quartz
#

didnt you say tires are diff models?

nimble spoke
#

Yes, but for each car type, you can't change the tire look by installing a different tire

#

The car is overriding the model, not the tire

earnest quartz
#

ah k

#

is said type saved with each car instance? or only stored with the original (some games call it prototype copy)

#

if per car, opens doors to changing ๐Ÿ˜„

nimble spoke
#

I don't think it is stored for each car ID, it loads from car script file

nimble spoke
#

Uploaded army pickup and trucks

ember orchid
#

I really wish I could copy/move/rotate multiple layers at once in paint.net, man...

nimble spoke
#

And I wish I could work with transparency properly in photoshop

earnest quartz
#

select the area you dont want (or the area you do and select inverse) then hit delete key, boom, transparent ๐Ÿ˜„

#

as for wishes, i wish i knew wtf functions to call in lua

earnest quartz
#

for that earlier bit on painting cars, and the bit about doors maybe as seperate models - that could even lead to doors/hoods remembering their color, and having mix&match colored parts on cars ahah

nimble spoke
#

Right now color is a property of cars, parts can't have them

#

But I believe hood/doors/trunk animations are planned when we get animations. Parts and cars already have data that point to it

steady flume
#

Damn I'd love to have odd colored doors

ember orchid
quasi geode
#

sick

cursive bramble
#

@quasi geode lua tables are amazing but the lack of strictness can be also annoying comapred to C# list, dictionary etc BUT i still love using tables for smart key value pairs at times.

quasi geode
#

omg lol...you mind if i throw that into my server mod? its non-steam so wont be uploaded to the the workshop or anything, just used on our server

#

heh....you wanna see lack of strictness, get into perl LOL

ember orchid
#

Sure dude. I'm still messing around with the stats and stuff.

quasi geode
#

i can think of 6 different ways to write a 'if' statement

ember orchid
#

Did you want it as a replacement for now, or as a new one to spawn in?

cursive bramble
#

my office has a ticketing system build on perl that NON of the developers dare touch....

quasi geode
#

oh thats definatly going to be admin spawned only ๐Ÿ˜„

ember orchid
#

Haha, gotcha.

quasi geode
#

once the new spawning code is ported to lua that will be different but cant replace any of the current vehicles atm

#

we dont reset the map until new stable versions are released

#

and ya archangel...its best for non-devs to not mess with perl....hell its a nightmare even if you are a dev LOL

#

why we consider perl a 'write-only' language

#

easy as hell to write, but good luck reading it...expecially if its someone elses code XD

#

but ya Filibuster, if you want to just do it as a replacement or w/e like your other uploads on the workshop thats np, i can make the changes easy enough

ember orchid
#

Cool. I haven't messed around with making new ones yet, haha.

#

Is it as simple as just changing the vehicle or item's name?

quasi geode
#

i'd imagine so...honestly i havent messed around with the vehicle txt files yet just the lua/java side

cursive bramble
#

interesting how it took it VERY dark and without the rclick context menu :/ (modifying it)

quasi geode
#

but we run a GoG public server, theres no workshop auto downloading of mods so getting people to install a bunch of mods can be tricky as hell, so its alot easier for me to just combine them all into one item

ember orchid
#

I gotcha.

quasi geode
#

heh..we're actually the only public GoG server that even bothers with mods XD

ember orchid
#

Yeah, I could understand why a lot of people wouldn't bother.

cursive bramble
ember orchid
#

The steam workshop makes it a crapload easier.

quasi geode
#

signs for a zombie crosswalk? ๐Ÿค”

#

๐Ÿ˜œ

cursive bramble
#

hint : read the context menu ๐Ÿ˜„

#

i SUCK at graphics, so color coded boxes atm

quasi geode
#

the auto downloading of mods is a hell of a lot easier thats for sure

ember orchid
#

You turnin this into factorio?

cursive bramble
#

thats a concept

quasi geode
#

i did read the context menu...but i couldnt think of anything clever to say about that so i went with the colored boxes instead ๐Ÿ˜

cursive bramble
#

XD

ember orchid
#

Hey Fenris, I did a quick black recolor. What color do you want the GoFast line?

cursive bramble
#

aiming to add mechanical energy in some form to this apocolypse - i mean why not let us use these cars alternators?!

ember orchid
#

Oh shit, nice dude.

#

What would be the starting source of power? Windmills? The river?

cursive bramble
#

spent last two weeks trying to get the code to behave with shafts and 'producer's - with updates, networks and non-tick based power cascades down a network (to reduce any strain - ticking is BAD if done everywhere)

#

thats a plan yes - i also have a CRAZY idea for MC styled mining....

quasi geode
#

oh cool...however you want to do up the models and textures...its your art ๐Ÿ˜‰

ember orchid
#

Yeah?

cursive bramble
#

well my plan is, make it work, get some one to art for me (payed if needed, once im not half broke from new apartment)

quasi geode
#

but damn i do like that red version...best part is that its actually a real red instead of some off colored shade

ember orchid
#

It doesn't matter my dude, all I've to do is use the fill tool on the stripe and hit save. Super easy.

cursive bramble
#

oh, mining system, ive never done mapping for PZ, and im not even sure if this is possible - but hear this concept i have and you all can help me understand if its even remotely doable ? :

quasi geode
#

mc styled mining would be a real PITA, any underground would have to teleport the player to unused areas of the map, and to actually make it so the player can mine tunnels and stuff would be alot of clearing tiles and adding new walls and such in game (which can be done, take a look at necroforges tile clone brushes)

ember orchid
#

Wait, can you currently make it so entering a certain area would teleport you somewhere else?

quasi geode
#

so in theroy its do-able, just be prepared to beat your head off the monitor while doing it

#

sure

cursive bramble
#
  1. Map 'Cave' layer is a duplicate x,y layer of the actual natural map that is aside the natural map (overworld); it is seperated by a set of 'void' squares or chunks to prevent visual and access naturally.
    Instead players need to mine to create a 'portal' that links the x,y of the cave to the x,y of the overworld (basically just TP them to the related x,y and back?)
  2. The undermap is allways the same - its filled in with square filling special objects 'Cave Wall'
    To create prodecural cave ore seeding we instead use map seed to determine if a Cave Wall will yield ore at time of mining/prospecting etc - this in my mind reduces map gen time? and is seed based so replicable)
  3. Thus mining a Cave Wall results in checking the seed and giving mining results if any.

?

ember orchid
#

I was throwing around the idea of an underground research facility a while back, but wasn't sure totally how to do it.

#

But you could just make it teleport you when you enter an elevator then, right?

cursive bramble
#

ok, so TP is possible, unused areas are possible, but my concept will try to replicate the server map as a totally matching size (sure it doubles the map...is that bad?)

#

@ember orchid i guess then that can work.

quasi geode
#

ya, you've have to be checking the player update event (bad) or on a right click context menu (press elevator button, much better for performance)

cursive bramble
#

ofc, mind you. my Cave layer is one layer, i dont think more than one shgould be done unless its not overkill for map size etc...

quasi geode
#

map size is mostly unimportant, the server isnt going to load chunks that no player is in, and unloads them when they leave

cursive bramble
#

Q"map size is mostly unimportant, the server isnt going to load chunks that no player is in, and unloads them when they leave"
THEN...consider many layers possible...oh boy!

quasi geode
#

so all your really going to do is increase hard disk usage

cursive bramble
#

but yeah, im planning once basic mechanical items are in place, transmission and consumption loads are around (planned basic mechanical 'toys' for your home) ill attack the 'Cave' world problem

#

also, i plan on using my own power gri dsystem seeing how thr PZ electricity is not exposed much - along side my own progression setup

#

progression of technology player unlocks (also items, etc follow these 'tech-levels')

  1. Primitive - 0 or VERY little mechanical energy. pretty much your average joe.
  2. Medieval - so you can use cranks and pullys - but really its all water/wind based nd frankly bulky and weak comapratively.
  3. Industrial Revolution : This is where things get fun, you will have much better improvements over last, nothing electrical yet but Steam driven MEchanical energy is pretty powerful! aaaaand dangerous....(boom)
  4. Electrical Revolution : so you have electrical power from the concepts of motor+generator - you also have now the ability to make your safe house electrical! welldone - you can now run a modern Fridge on some steam system from the bygone tech level. BUT be careful as zapps hurt, kill, and steam needs WATER...
  5. Renewable Fuels Apocolypse Revolution : basically imagine zombies are now...your fuel source???!!! (based on biodiesal...i mean zombies ARE a fatty lipid source right? no one will complain if you boil them up and its nice your fuel source readily walks to your noisy contraptions for you?!)

its a large concept, but ive allways loved industrial revolution of mankind - and having it possible in a apocolypse is just fun? and adds some interesting longterm survival gameplay goals (aaaaand sounds liek modded MC?)

#

wall o text.

#

lastly, i want to try and see if a concpet for 'quality of skills + quality of items' system works

#

(wait isnt this just they are billions sounding now? damnit)

#

i have a concern though - my World Objects dont save...accross loads of my save in my single player testings.

nimble spoke
#

I see a whole Black Mesa incident coming to zomboid, and it isn't bad

#

We may find that a portal / demons / aliens started the zombie apocalypse.... and that's just the beginning

#

@ember orchid Man, all these cars together in a hell of a mod, you're going to get all dem undead bitches

quasi geode
#

lmao

ember orchid
#

That'd get me a hell of a case of crotch rot, man.

earnest quartz
#

HC has condoms

woeful bridge
#

Protection is key in the zombie apocalypse ๐Ÿ˜‰

#

Budum tsssss....

#

Nah but seriously what doesnโ€™t HC have?

quasi geode
#

ya last thing you need is some std that just wont die

woeful bridge
#

Lol

#

It doesnโ€™t have this

#

A tank

#

Well a T-3Human

nimble spoke
#

lol. with animations coming you could make that happen

#

Shit I think it would be possible to make a tank turret rotate by being a wheel in disguise

ember orchid
#

Haha, just dive down the street, turret a'spinnin.

#

I'm really liking that image, man.

nimble spoke
#

Can anyone point me to a free tank model?

#

Damn you guys and these ideas all the time

quasi geode
#

thats what you get for hanging out in the modding channel...a head full of ideas ๐Ÿ˜

nimble spoke
#

Yeah.... don't you run, you will code the working weapon/ammo thing

quasi geode
#

lol

#

i dont need to run...we have vehicles now!

#

drives away really fast

nimble spoke
#

uses admin powers to remove vehicle from world

quasi geode
#

damn cheater ๐Ÿ˜

nimble spoke
#

haha

#

it has to be a "small tank" to avoid model clipping issues

earnest quartz
#

@nimble spoke @placid delta 's vehicle mod had 3d models, not sure if the tank was one of them, if so maybe he'd share

#

i miss the tank ๐Ÿ˜„

nimble spoke
#

I thought it would be easier to get one

quasi geode
#

its never easy to get a tank...theres usually a pile of armed guards standing around every time i try to grab one ๐Ÿ˜

#

oh...you ment 3d models...nvm <.<

nimble spoke
#

Here I am hoping Nolan's used cars will have one

#

The lightbar code isn't friendly, I think I'll have to give lightbars to all vehicles in their scripts and then hack the radial menu to take control of which can actually use it

ember orchid
#

Hey @nimble spoke , have you messed around with the gear ratio stats?

nimble spoke
#

No

ember orchid
#

I think it just deals with sound, not performance.

quasi geode
#

i'd imagine its both

#

theres various factors in the java when your at different rpm

#

like fuel consumtion is different when your near the top end of the rpm for that gear

ember orchid
#

I completely forgot the game has a tachometer.

quasi geode
#

ya...the gear ratios should make a difference in subtle ways

nimble spoke
#

Forget the tank, it won't work, but it fits that thing used to compress asphalt? How's that called?

quasi geode
#

i havent fully looked into how the engine performs at various rpm's though...was just something i noticed code browsing

ember orchid
#

Steam roller, right?

nimble spoke
#

Yeah, I can make one

#

And someone help me code the unstoppable destruction it causes

ember orchid
#

Haha.

nimble spoke
#

I could also add those snow chains for tires..... STOP BRAIN, STOP!!!!!

ember orchid
#

So was that a part you can put on and take off in the game?

quasi geode
#

lol...dont feel bad...i started trying to convert snake's ammo making mod to work with orgm, and my friggen brain imploded

nimble spoke
#

Yeah, it can be installed/uninstalled if I want

ember orchid
#

Oh nice. Does it replace the wheel?

nimble spoke
#

No, it is a separate part

quasi geode
#

first i have to add a new kind of round for each caliber..soft point lead ones......now i have to add new types of bullet tips for each round, the FMJ's, HP's and the SP's....and boxes for each of them....

nimble spoke
#

lol

ember orchid
#

It looked like it was spinning. Does it spin and turn when you steer?

nimble spoke
#

it does

#

That's why it won't work for a tank turret

quasi geode
#

and ofc i realize i have to rewrite the whole friggen code, since he only uses a few calibers so they're all hardcoded...no way am i hardcoding all the recipes and requirements for building each type...so have to make the whole thing dynamic ๐Ÿ˜

nimble spoke
#

ohhh boy

#

I'm here piling up ideas before I can finish them

#

At least the extra tire got finished

quasi geode
#

ya well...my original idea was just to write a simple patch so it would be compatible LOL

nimble spoke
#

hahahahahaha

quasi geode
#

that kinda blew up in my face

nimble spoke
#

My original idea was to fix the bugged loot table for the mail van.... so.... yeah

ember orchid
#

Nice, that means we could install offroad tires onto different cars.

quasi geode
#

lmao

ember orchid
#

Any idea if we could make it change the stats?

#

Also, I figured out the gear ratio.

#

The higher it is, the quicker you accellerate.

#

In that gear, that is.

#

The lower it is, the slower you accelerate.

nimble spoke
#

Off road tires? Let me think about that for a sec..... I don't think you can actually replace the tire that way

ember orchid
#

You could have it appear over the smaller tire though, right?

nimble spoke
#

Yes, but still as a separate part

ember orchid
#

It probably wouldn't actually raise the car up, but it might look okay.

#

Maybe a separate part called "offroad kit" or something.

nimble spoke
#

hhmmmmmmmmmmmmmm maybe it is a simpler way to fix the monster truck

#

I'll have to test that

#

The catch with tires, brakes and suspensions is that they have a template part that automatically creates all other existing types for that part

#

So each of these has the template plus 4 other types

#

I can't add tires

#

I can make a part invisible in the mechanic screen though, good to know

#

uhhhh, maybe I could force a specific tire item to install the invisible part that adds the model

earnest quartz
#

just noticed lightbars on vanilla vehicles are dif per vehicle

ember orchid
#

Hey, so when you're setting up your item or vehicle script, at the top it says "module" and is set to base by default. Is that how you would spawn stuff in? Like base.CarTaxi?

#

Or if you change the module in the script, you spawn it with whateverYouChangeItTo.CarTaxi, right?

nimble spoke
#

Yeah, much like items, you can use base or your own name, for vehicles I didn't test a different module name, I'm using Base

ember orchid
#

Gotcha.

#

So different mods can use the same module name then, right?

nimble spoke
#

anxcon, what do you mean by different? ranger and police or what?

quasi geode
#

ya they can...and can use multiple module names in your mod

nimble spoke
#

Yeah, different modules can use the same item/car name

ember orchid
#

Alright, thanks dudes.

nimble spoke
ember orchid
#

Hell of an aftermarket mod there, haha.

quasi geode
#

lol

ember orchid
#

Hey Fenris, I finally uploaded the charger to steam. Can you get it from there or should I upload it somewhere real quick?

quasi geode
#

ooo awesome....ya i can grab it from there ๐Ÿ˜ƒ

ember orchid
#

Alright, cool.

#

There's an alternative black texture in there, too.

#

Right now, it replaces the corvette type sportscar.

quasi geode
#

now all i have to do is finish fixing this damn server mod so i can actually use it lol

ember orchid
#

But feel free to modify it however.

quasi geode
#

its going to look sick in my safehouse driveway..got a damn collection happening there lol

ember orchid
#

Nice.

nimble spoke
#

I've been collecting my own creations in my tests, but I have to reset the world all the time to clean when I mess up

ember orchid
#

That's about how we had the farm looking until we made a junkyard, haha.

#

How'd you get them to 600? Console commands?

quasi geode
#

lol part of that mod i was working on..early version of it just added cheap context menu for admins...set the engine quality to 100, 600hp, set the max speed to 120 and installed a alarm that can be turned on/off

ember orchid
#

Oh, nice.

#

I hope they add in some legit car alarms, that way we wouldn't have to use emergency vehicles to lure the zombies.

quasi geode
#

if i get the time to continue with it i'll get back on it...but upgrading this damn server mod and orgm is really draining me

#

well the way i setup the alarm to work, if you have the key you can enable/disable it (assuming the car has a alarm installed)....but i dont like the way alarms function

#

its just using default alarm code in the java...which only gets triggered when you break a window

#

need to fix it so the alarm goes off if you do anything..open doors or trunk etc

ember orchid
#

Man, I never came across even one car alarm.

#

Is it actually working in the base game?

quasi geode
#

yes

#

vehicle:setAlarmed(true|false)

ember orchid
#

Does removing a window with mechanics set it off?

quasi geode
#

i dont think so...when i looked at the code seemed to only be triggered on breaking

#

so have to write in some lua hooks to trigger it on other things

ember orchid
#

Gotcha.

#

Oh hey, I forgot to add seats in the back of the charger.

quasi geode
#

need to make it a actual installable part in the mechanics window too...atm its just a flag in the mod data if its installed...but like i said thats all on hold for now lol

#

lmao

ember orchid
#

I get distracted because I'm having to troubleshoot nullpointexceptions I keep somehow causing, haha.

quasi geode
#

XD

ember orchid
#

I got everything working, but little dumb things keep slowing me up.

#

I'm still not sure what the last issue was so I reverted to an older one.

nimble spoke
#

Hey, could make the alarm a real part, what do you think?

quasi geode
#

ya well...just wait til i put this server mod to the test...i been writing and modifying code for days trying to make everything fit but havent tested yet

ember orchid
#

Yeah dude, that'd be awesome.

#

Shoot man.

#

Good luck.

nimble spoke
#

I mean, all it has to do is turn the mod data on off, right?

ember orchid
#

Oh, I don't see why the cars I made wouldn't work in multiplayer, but I haven't tested 'em yet.

#

So keep that in mind, haha.

quasi geode
#

well...what i been doing for it...context menu includes a option to enable/disable the alarm...the client uses sendClientCommand() to tell the server the alarm is being enabled

#

server does a vehicle:setAlarmed(), then does a sendServerCommand() to all clients..which then do a vehicle:setAlarmed() call as well

#

just to make sure it all stays in sync

nimble spoke
#

Send me the code, and I'll add it to the radial menu instead

quasi geode
#

i'll send the mod, in a bit..lemme brush up a few things on it, its still in a half baked state, but at least you'll beable to see the direction i was heading

ember orchid
#

Would there be a way to reverse the steering? So when you turn right, the wheels turn to the left?

nimble spoke
#

Ok, I can add the item and the menu

#

Damn, I'm trying a million ideas to make a motorcycle viable, but can't get it to move, except one, one of them blasted straight ahead, no turning or braking until it hit a tree

ember orchid
#

I mean that's progress, right?

#

Sounds kinda like a tron bike.

nimble spoke
#

Not really, because only that one did that, when all the others spawned with the exact same stats didn't

ember orchid
#

Weird.

nimble spoke
#

Basically what I did was creating new templates for tires, brakes and suspensions, where the parts on the right side are invisible and never lose condition

#

still it won't work

ember orchid
#

Huh.

nimble spoke
#

Yeah, just changed back to standard tire template and it moves, my new template doesn't work for some reason, and I suspect it is because somewhere else tires are checked by name

#

Because they are all 4 there just like they should

#

Yeah, my suspicion was right, naming them like standard parts fixed the issue

stuck kayak
#

I don't know how this error is reproduced but it seems getting my attention:

1530109706324 -------------------------------------------------------------
1530109706324 attempted index: ammoType of non-table: null
1530109706324 
1530109706325 -----------------------------------------
1530109706325 STACK TRACE
1530109706325 -----------------------------------------
1530109706325 function: selectFirearm -- file: ORGMDistribution.lua line # 357
1530109706325 function: addToCorpse -- file: ORGMDistribution.lua line # 383
1530109706325 function: addToCorpse -- file: ORGMNightSpawn.lua line # 12
1530109706325 function: onFillContainer -- file: ORGMDistribution.lua line # 454
1530109706325 Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@4f199420
1530109706325 function: fillContainer -- file: ItemPicker.lua line # 41
#
1530105149964 -----------------------------------------
1530105149964 STACK TRACE
1530105149964 -----------------------------------------
1530105149964 function: addToCivRoom -- file: ORGMCivHouseOverride.lua line # 2
1530105149964 function: onFillContainer -- file: ORGMDistribution.lua line # 456
1530105149964 Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@f88830ec
1530105149965 function: fillContainer -- file: ItemPicker.lua line # 98
java.lang.RuntimeException: Object tried to call nil in addToCivRoom
#

Our map could be corrupted again of some sort but will still look out for any errors.

quasi geode
#

huh

#

interesting..its failing to select the gun...you guys still running the new dawn orgm customizations?

#

oh nvm i can see in that stacktrace you are

stuck kayak
#

Prob yea

quasi geode
#

i 'think' i may know what the issue is, but without orgm in debug logging mode its hard to tell...is it frequently happening?

stuck kayak
#

It isn't happening right now but before the server crashed, it happen very frequently.

quasi geode
#

huh

stuck kayak
#

No idea what happen though. It just happen somehow.

#

Though ORGM isn't the one which crash the server

#
java.lang.IllegalArgumentException: No enum constant zombie.network.Userlog.UserlogType.False
    at java.lang.Enum.valueOf(Enum.java:238)
    at zombie.network.Userlog$UserlogType.valueOf(Userlog.java:1)
    at zombie.network.Userlog$UserlogType.FromString(Userlog.java:60)
    at zombie.network.GameServer.sendUserlog(GameServer.java:8985)
    at zombie.network.GameServer.mainLoopDealWithNetData(GameServer.java:2627)
    at zombie.network.GameServer.main(GameServer.java:744)

This one did.

#

map_meta.bin errors poping up upon launching server.

#

I suspect something going on with our map that somehow interfere with orgm stuff too.

quasi geode
#

well tbh....with orgm, theres a rare potential bug i idenitified a while back with how it picks from the weapons rarity tables, its not a issue with the default setup, but could occur if another mod had modified these tables (such as ND does)....i thought i had taken issues to tiptoe around the problem when i setup the ND orgm, but maybe i messed up

#

really i should have addressed the problem ages ago and redesigned the random selection code to something more robust, but its been a non-issue...until now anyways

#

at any rate, i'll do that for the next update

nimble spoke
quasi geode
#

LOL

#

it has a 'hood' ๐Ÿค”

nimble spoke
#

Yeah lol, I don't want to overheat the engine ๐Ÿ˜ฌ

quasi geode
#

XD

nimble spoke
#

I'll replace it with an invisible part

quasi geode
#

it drives though?

nimble spoke
#

AND...... I can make a pilot model appear disappear

#

poorly for now

earnest quartz
#

๐Ÿ˜„

#

accual request not just idea - make a version that looks like macgyver built it, obviously scrapmetal lookin

#

and back to ideas - optional passenger car attachment to side

nimble spoke
#

That's a downloaded model for now, I'm not that good of a modeller to make one like that myself, and that one is a beast in poly count compared to pz models

#

But it is just testing for now

earnest quartz
#

i think id include a trunk though, some of those the seat can lift up for a tiny storage space

#

others have the area between handle and seat (about where the red is) as a glovebox too

#

but then some dont o.O

#

have you tried making your own vehicle class yet? byond the standard/heavy/sports

nimble spoke
#

I'll keep just the glovebox because that's where keys can spawn

#

No, but I will

earnest quartz
#

โค much love for the exploring done

nimble spoke
#

Yeah, I spnet most of my night on it, slept like 6 hours and I'm already testing it again lol

earnest quartz
#

just dont burn out ๐Ÿ˜„

nimble spoke
#

I don't when things work

#

or should I say when I see the results coming

earnest quartz
#

i noticed when i remove doors, texture (i think texture anyways) changes and door greys out

nimble spoke
#

yeah, that is controlled by the mask texture

#

the area that is greyed out

#

Shit, I can't export the standard male body model

quasi geode
#

that drives me nuts....remove the door and theres just this grey patch left lol

earnest quartz
#

wonder if theres a way to use that to make the diff parts of car diff color

#

same

quasi geode
#

i want to strip all the doors and crap off one of my sports cars...really lighten the weight for racing ๐Ÿ˜„

nimble spoke
jade hawk
#

HAHAH

lusty dagger
#

noice motor cycle

jade hawk
#

I can 100% confirm this is how you ride a motorcycle

lusty dagger
#

animations will make things better lol

jade hawk
#

Hope so.

lusty dagger
#

now just need somone to implment parts for the motorcycle

nimble spoke
#

I will change the model to fix the pose

#

This is actually a separate static model, not the player's model

earnest quartz
#

so uhm......boats

#

not sure aircraft viable, heli if anything

nimble spoke
#

Calm down buddy, let's be more realistic here.... We can have convertible cars, no need to hide the pilot anymore

earnest quartz
#

and zombies grab on and fall into back seat, then crawl up and nom nom while you drive

white sun
#

a new take on fast food

earnest quartz
#

@quasi geode when add/remove gun upgrades, maybe some mechanics xp?

quasi geode
#

eh why would you get mechanics xp? quit trying to cheat lol

earnest quartz
#

mechanic seems like any machine not just car

quasi geode
#

mounting a scope on a rail system has nothing to do with taking apart a vehicle engine..or replacing the brakes lol

earnest quartz
#

agreed, but its still changing a machine, and mechanic seems like should be any form of mchine

quasi geode
#

i'd completely disagree on that one...else you'd get xp for changing a light bulb in your house too lol

earnest quartz
#

maybe im viewing it more as engineer, which we lack as a skill

#

should still get xp in somethin though heh

#

wish we could add skills

quasi geode
#

it would be entirely too exploitable

nimble spoke
drifting ore
#

microsoft word

nimble spoke
#

How sohlud I deal with the genericness of the pilot? It is kinda funny now when you get in/out and the character looks nothing like the pilot

novel sable
#

Not sure, can you set up your own animations for modles?

earnest quartz
#

get a motorcycle helmet

#

helps cover it up?

novel sable
#

well armor doesnt show on player models so i mean the helmets already in game.

earnest quartz
#

hes using a model of the player not a real player i thought?

#

thus can edit model

nimble spoke
#

Yeah, I could add a helmet

steady flume
#

Kill Bill motorcycle outfit

ember orchid
#

Damn man, the max model size is a lot more restrictive than I thought.

#

It's not much longer than the station wagon.

earnest quartz
#

wonder how much ORGM would turn into a headache if guns could be broken down to their base parts, toss in quality of each part, effect gun condition ๐Ÿ˜„

nimble spoke
#

Yeah, my truck has clipping issues already, can't try anything larger than that

ember orchid
#

Which truck?

nimble spoke
#

The one currently in my mod

ember orchid
#

The bigger uhaul type?

nimble spoke
#

yeah

ember orchid
#

Gotcha.

nimble spoke
#

depending on the angle it cuts part of the hood or bumpers

quasi geode
#

so no tanks that take up the whole screen? ๐Ÿ˜

ember orchid
#

Yeah.

quasi geode
#

actually we noticed clipping issues on firearm model size too so theres no surprise

nimble spoke
#

I remember seeing a value for model render box size somewhere in java

#

specific for vehicles

quasi geode
#

possibly, i havent looked to heavy at the model code

nimble spoke
#

Add new car categories is simple, I added number 4, gave it a name, and now I need to set up the part items

#

Ohhh and a new recipe category if I want

ember orchid
quasi geode
#

lmao

ember orchid
#

Probably not gonna mess with that more until we can add car spawns into the game, I was just dicking around with it a bit.

#

So it looks like the weight and shocks actually interact.

drifting ore
#

Soul's motorcycle deserves to be a meme.

quasi geode
#

lol

drifting ore
#

Also, I have a question.
Do vehicle models have already their hitboxes?

quasi geode
#

@earnest quartz wonder how much ORGM would turn into a headache if guns could be broken down to their base parts, toss in quality of each part, effect gun condition just noticed this comment...thats the eventual goal...sort of anyways

earnest quartz
#

7dtd did it ๐Ÿ˜›

#

was nic, but not so many diff guns

#

<12 guns

quasi geode
#

7dtd did a cheap version of it

earnest quartz
#

ya heh

quasi geode
#

the condition of each part wont effect overall condition...least not in the normal 'pz condition' sense, but will have effects...worn extractor hooks leading to failure to extract jams etc

#

and parts will effect performance and handling

earnest quartz
#

๐Ÿ˜ƒ

quasi geode
#

long term goal...i've slowly been adding features building up to making the whole system work

ember orchid
#

@drifting ore They have collision boxes that you can set in the script file for it. They also have a png file that you use to say where the doors, windows, trunk, hood etc are.

abstract hinge
#

@nimble spoke yo that is sick

ember orchid
#

The front loader?

nimble spoke
#

@drifting ore No, hitboxes are defined in the stats

drifting ore
#

๐Ÿ‘

nimble spoke
#

I'm thinking that maybe the motorcycle should go in a separate mod for testing

nimble spoke
quasi geode
#

LOL

nimble spoke
#

I laughed way too hard when I got in the game and saw that for the first time

#

I even saved that version of the pilot

ember orchid
#

Hahahaha.

#

Hey, so how are you supposed to spawn cars with necroforge?

#

Nothing appears in the spawn menu under vehicles.

nimble spoke
#

Open the plugin folder, there's only 1 lua in there, it has the list of everything you can spawn

#

Find the list of vehicles and add yours

#

But honestly I prefer spawning as admin, because necroforge changes the type for an existing vehicle, and it causes some issues

drifting ore
#

It's happening so fast.

#

lol

#

Vroom vrooomm

ember orchid
#

Does necroforge add admin commands in singleplayer, or are you having to go through multiplayer to test it?

nimble spoke
#

I'm using MP

ember orchid
#

Gotcha. Appreciate the help.

nimble spoke
#

@quasi geode I just realized, we may need something like the item tweaker api for vehicles, our ideas will hit each other in the dark when we need to override vanilla vehicles

quasi geode
#

ya...i already figured there needs to be some sort of unified api people can use to ensure theres no conflicts, sadly i been too busy to work on vehicles at all ๐Ÿ˜

#

otherwise that be top priority

#

best to get on that early before too many mods start popping up

nimble spoke
#

Yeah, for example if I add the car alarm as a part in your mod, then it will have issues with any other mod that overrides a car, including mine

quasi geode
#

well i think the biggest threat to your mod will probably be other mods that replace the mechanics window file completely with custom versions

#

too many mods out there like to completely replace the vanilla lua files instead of just overwriting specific functions in them

nimble spoke
#

I'm trying to override only the functions I need, and actually use my own whenever possible. I guess I'll have to keep an eye open for possible conflicts

quasi geode
#

ya...i try and avoid overriding as much as possible...orgm does it by nessessity for a few functions, but those are all listed in the documention for how to write compatibile mods...but really if your using another gun mod with orgm you got some real addiction problems lol

nimble spoke
#

yeah lol

quasi geode
#

but good example how far i go to avoid such things..for our server i wanted to make non-residential safehoues claimable.....the context menu option for claiming is in this MASSIVE function....well over 1000 lines, handling all world item context menu crap.

#

overriding that would have been a nightmare of compatibility

#

simple solution to that problem:

#
Events.OnFillWorldObjectContextMenu.Add(function(player, context, worldobjects, test)
    local option = nil
    for _, opt in pairs(context.options) do
        if opt.name == getText("ContextMenu_SafehouseClaim") then
            option = opt
            break
        end
    end
    if not option then return end
    if (option.toolTip.description == getText("IGUI_Safehouse_NotHouse")) or
        (option.toolTip.description == getText("IGUI_Safehouse_SomeoneInside") and isAdmin()) then
        option.notAvailable = false
        option.toolTip = nil
        option.onSelect = bypassClaimChecks
    end
end)
#

finds the existing context menu option for claiming, makes it enabled if its non-residential, and points the clicking to a new function.....ya...i hate overrides lol

nimble spoke
#

I am overriding stuff as I've been testing all ideas like crazy, but I'll go through a clean up when these get ready for the workshop

quasi geode
#

cant really be avoided sometimes but i always consider it a last resort...less overrides = better compatibility with mods & less fixing stuff when pz base code updates

nimble spoke
#

@inland gull requesting a change for public boolean hasLightbar()
{
return this.script.getLightbar().enable;
}

#

To include the option to search for a Lightbar part

#

getPartById("Lightbar")

ember orchid
#

Hey @quasi geode , you didn't download the charger mod yet, did you?

#

I changed the model around a bit and just uploaded it to the workshop.

cursive bramble
#

So. Im back tonight at my pc and will begin adding consumers to my mechanical energy mod. What would people want forst for a test run concept?
Ive been itching on these :

  1. Mechanical driven gate/door. Swings out/in or gets pulled up medieval style.
  2. Hell. Lets get draw bridges going?!
  3. Grindstone for flour making from farms - for making ypur own bread.
  4. (Hardest of em all) drive a generator to make power for a Fridge/Oven.

What seems the most enticing atm for people? (Sent via mobile)

cursive roost
#

grindstone!

cursive bramble
#

(Dont worry about where the mechanical energy comes from. Right now a producer is a magical black box. But intended sources are Wind and Water (aaand later zombie Diesel....heh)

cursive roost
#

valuable power sources: wood, oil, tires, zombies-on-a-treadmill

jade hawk
#

What about solar power

cursive roost
#

the game is set in the 1990s, I don't think photovoltaic generators were a widespread thing back then

jade hawk
#

Bugger, one year out.

#

Damnit scientists

cursive bramble
#

Hahaha. Ever thought of boiling zombie fat for 'bio diesel'? I mean if you boil ajd render animal fat properly you get liquid fuel - zombies are rotting fat but fat regardless - there are MANY of them - they wont object to being boiled...i think? - what better to do with cleanup of zombie corpses.

Ofcourse im sure inhaling boiled zombie fumes REALLY isnt healthy but we wo t have the WHO telling us not to...im sure theyd actually be in the rendering pit too...

cursive roost
#

not sure if that's a net-gain of energy

#

or if burning the wood for electricity directly will net you more energy

#

sure, if you find me as a zombie, you'll get LOTS of fat, but the PZ zombies are mosly of the skinny type :)

cursive bramble
#

Firewood boiler. - isnt the liquid fuel a better energy density than say wood or coal fuel for a steam engine?

jade hawk
#

Capture zombies, give them other zombies to eat until they get fat, kill them, harvest fat.

cursive bramble
#

Well. Until we add more Z types

#

O.O

cursive roost
#

I still vote for treadmills

jade hawk
#

Zombie squared fuel.

cursive bramble
#

But if you use cannibal zpmbies. Would not Natural selection occur and give you some annoying hard to kill zombie? (Fine use kill pits and stuff but still..id be scared of that one)

#

Treadmill could work. What if we used them to turn cranks - Horse driven Mill style?

jade hawk
#

Yeah that's the idea.

cursive bramble
#

My oven is 10 Zombie-Power (horsepower redifined?)

jade hawk
#

I wonder how a zombie would pull a cart compared to a horse

#

I assume they'd be hella worse.

cursive bramble
#

And picture Zombie santa reindeers...

#

Far worse. But they font complain amd dont need feeding?!

jade hawk
#

You've actually given me a sort of idea.

cursive bramble
#

Oh no

#

Share!

jade hawk
#

More of a character, a sort of bandit who dresses up in a Santa costume, has a wagon with a machinegun, and the wagon is pulled by zombies dressed up as reindeers

cursive bramble
#

How much watts can we get fro. The average zombie.... we shall call this Unit Brains

#

Haha. Gotta add Santa clothes then

jade hawk
#

I mean they are adding new clothing options right?

cursive bramble
#

Yeah.

jade hawk
#

Will they be adding layers like Cataclysm?

#

And if so can I wear three pairs of knickers under three pairs of cargo pants

cursive bramble
#

If zombie - fat - diesel is less fuel density than say wood or charcoal And using them 'alive' is better...can we employ some syarem to cut dow trees
Saw em up etc all powered by zombies?

#

Not sure. Would need to aso them.

#

Ask*

jade hawk
#

I'm all for Cataclysm but as an isometric game instead.

cursive bramble
#

I juat like that zombie diesel takes steps to make. So it fits some kinda progression and really helps deal woth bodies. And rendering is constsnt low heat. Like a digester for methane?

#

Same. Cata is great. Im terrible at ot but its fantastic

jade hawk
#

Nobody's good at Cataclysm

cursive bramble
#

Except the fungi

#

They can go away

jade hawk
#

Fuck the fungi

cursive bramble
#

Made me a 'give up' world
Super slow Z. No special Z. Etc. Decent cannibal.
Alllll fffiiiiiine. THEN fungi comes and really makes things suck. Forgot to remove them

jade hawk
#

Like I said

#

Fuck fungi

cursive bramble
#

So sofar. The grindmill for flour making is wanted?

jade hawk
#

I mean yeah

#

Post-apocalypse bread man.

#

Poison it w/ zombie blood or something.

#

Or bleach

cursive bramble
#

Well. More bread is a really good meal source! And sugar in apoc is nice to have i imagine(i love my chocolate...) so rendering sugar beets too (im not sure how you actually extract the sugar
But i guess crushing and drying it make a okay replacement?)

jade hawk
cursive bramble
#

Hmmm heres an addition.
Bellows for kiln/oven for Brick making? I mean brick walls for your perimiter walls is better than wood no?

#

Haha thanks i guess.

#

Actually sugar making wilp be a great rrquirement for another WIP addon to the 'long term & more shit to do' survival plan i have. But i need to read and learn more before i shares

jade hawk
#

Google is your best friend for that.

cursive bramble
#

Heh beet sugar is heckin easy yeah
The pulping is nice. I guess add mortar pestle pulping for primitive and grindstone pulping for like 10%(?) better results?

#

What else benwfots from grindstones aside grain processing?

jade hawk
#

What kind of grindstones are you talking about? Like the ones in mills?

#

If so you can powderize pretty much anything.

cursive bramble
#

Not entirely sure. The classic rolling stone mill? The old windmill style that is stereotypical

jade hawk
#

Yeah, you'd use it for powderizing anything essentially.

cursive bramble
#

Is zombie bone powder good for farming fertilizer... heh

jade hawk
#

Bonemeal, definitely.

cursive bramble
#

But ZOMBIE bone?

#

Like. Where does the infection end

#

Is the meat inedible? Yes. What of bonemarrow? What of fumes from? What is safe?

jade hawk
#

Anything high in nitrogen is good for them, the only issue you'd have to take into consideration is the possibiliity of getting infected crops.

cursive bramble
#

Hmmm . Thats a acary possibility. Maybe use a bleach and heat bath treatment of the bone before grindstone?

jade hawk
#

So you'd need to counteract it with some kind of vaccination or purification process.

cursive bramble
#

Thus bleach ia useful

#

I mean. You can DRINK bleach. But maybe it can really make the bone safer?

jade hawk
#

Possibly. But then keep in mind this is all null and void if the infection isn't spread via blood + saliva.

cursive bramble
#

OR implement seperation of 'definitely bad infected bone' to 'looks untouched'

#

Bonemarrow carries blood yes? Thus that isnt good.

jade hawk
#

Yeah true.

#

I'll admit I don't do farming a lot.

cursive bramble
#

Me too. At all...im just very good at googling and absorbing 'useless' info.

#

Gotta ask elsewhere this now...

#

Obviously once mining gets worked on later grindstone can help there
But preferably in a different style

jade hawk
#

It's blacksmithing I'm excited for.

#

Make yourself a sword and go full Braveheart on motherfuckers

cursive bramble
#

Possible. Eh. Mechanical forging hammer? (If i can make ot mechanically powered i will)

jade hawk
#

You could do that to make pressed steel weaponry

#

Lower quality, less durability, less damage but a lot cheaper.

#

Just think, you can make yourself a katana.

#

And be an actual neckbeard.

#

Oh my fuck I'm so going to make a neckbeard character

cursive bramble
#

Hey. Katana is a weeaboo/otaku run! ('Ex'-weeaboo speaking)

jade hawk
#

Mosin-Nagant + Katana + Trenchcoat + Fedora

#

Overweight, Asthmatic, Lucky?

cursive bramble
#

Haha. Would Lucky not counter? Ia not neckbeard unlucky?

jade hawk
#

Lucky they survived so long

#

Fast reader and organized too I suppose.

#

Keeping all their manga in their shelves in alphabetical by the Romaji character

#

Oh and agoraphobic, obviously. Clumsy, conspicuous, hearty appetite, high thirst

cursive bramble
#

Sounds like a wonderful playthrough coming along

#

....high school of the dead vibes now... double tap?

jade hawk
#

I need to wait until your character's appearance is affected by traits

#

And clothes.

#

Obvs.

cursive bramble
#

If we are adding neckbeared plays then gotta add a becky and ikeman play... i guess ikeman ia charismatic for npcs?

jade hawk
#

Becky is just

#

Illiterate, underweight

#

that's it

#

no positive traits

cursive bramble
#

Haha

jade hawk
#

Also all sentences start with "oh my GUCCI"

#

Oh shit I just thought, we need a tourettes trait.

cursive bramble
#

Has there been any decent magic mods for PZ? (I have big dreams for pz mods...)

#

Hahaha. Tourrets trair would be fantastic but there is motor toutter and verbal tourret too

jade hawk
#

Randomly attack

#

For motor.

#

And verbal is easy, just do the same thing as when you press Q.

cursive bramble
#

Drop things too for motor. If very intense. Lower chance than random attack

#

Verbal is reduced charisma and rabdom chance to really impact relations with npc (if such system exists)

jade hawk
#

When they do hopefully

#

Imagine just talking to someone and your character goes "FUCKIN BASTARD"

cursive bramble
#

Hahahaha

white sun
#

lmao

jade hawk
#

Assuming personality is a factor, I imagine jovial characters would find it more of a positive trait since they'd find it funny, obviously.

cursive bramble
#

If you type in chat (say) you get random injected words?

jade hawk
#

Yeah.

white sun
#

and it juts has to be in a scottish accent, that makes any tourettes funnier

jade hawk
#

Well, there is a form of tourettes that makes you mimic accents.

white sun
#

huh..interesting

jade hawk
#

There's a woman who had that version and randomly said in an Australian accent "Croikey, she's got the runs"

cursive bramble
#

Actually foe accents. Why not have a extra creation stat 'nationality'. Changes your choice of exclamations

white sun
#

lol

jade hawk
#

Nah, I feel like the randomness of accents would make it more entertaining

#

Wait hold on

#

Here.

white sun
#

ive seen this haha

jade hawk
#

A good portrayal of tourettes

#

"AYY"

#

"FUCK OFF"

cursive bramble
#

Well ofcourse. If you choose verbal you could get the rabdomiser OR the selective. The game rng is funs

white sun
#

SHARGAN FUCK OFF!

jade hawk
#

"I'm up to me knees in fuckin cowpat"

white sun
#

picture yourself in a field

cursive bramble
#

Try be sneaky now...

#

Oh god. Driving car woth motor tourrettes... oh dear

jade hawk
#

Well yeah

white sun
#

'COME HERE YE ZOMBIE BASTARDS!"

jade hawk
#

Just think that's gonna be part of the impact

#

Most people with motor tourettes can't drive in case they do have a tick

white sun
#

imagine how many times you would almost get killed becuase of that

cursive bramble
#

So motor tourrettes flat out makes you fear driving....anything? Heck crafting is a chore too then! These should gice tons of points

jade hawk
#

It should, yeah.

#

But then that would promote team work in multiplayer.

#

You'd have to make up for the person who chose motor tourettes.

white sun
#

that would be painful to try and help them, i think i would just suggest shooting them in the end, if i was too lazy to actually cooperate

jade hawk
#

I'll try and find the actual documentary I watched which has multiple kinds of tourettes in it to give you some idea.

cursive bramble
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Are there not devices that try to reduce or counter it?i can see a player woreying about the things battery going low duri g a horde walk-by

jade hawk
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Found it

cursive bramble
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Ill have to watch later. Im currently in office.

jade hawk
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PFFFF

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"Mind your cunt please"

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Yeah don't watch it in work

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You'll probs get sacked

white sun
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oh i know about the biscuit woman

jade hawk
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Well that's a good example of motor and verbal

white sun
#

yeah

jade hawk
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Hopefully we won't have characters confined to wheelchairs.

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But it'd be interesting.

white sun
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there is a wheelchair in HC

jade hawk
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Oh fuck could you imagine paralyzed characters

white sun
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but you cant use it

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oh

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yeah

cursive bramble
#

Wheelchair pair playthrough... give that character a god mode at that rate...

jade hawk
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That would be

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Amazing but also horrible

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Imagine making your base in a flat above a shop

cursive bramble
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Stairs.

white sun
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i mean realistically most paralysed people wouldn't last long in an apocalypse, or old or disabled people

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but it would be funny to play as someone in a wheelchair, just see what happens

jade hawk
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I would love to see it.

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Just for what they'd do with stairs

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All stairs have a kill trigger

cursive bramble
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Aaaaaand you can now do a Hodor and Stark boy pair playthrough... THAT id watch

white sun
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haha

nimble spoke
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@jade hawk I have sugar production from beets in my farming mod, almost ready to be updated

jade hawk
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Wasn't me that was interested in it

nimble spoke
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I saw your link, decided it was you, too much going on I didn't read everything ๐Ÿ˜„

quasi geode
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lol ya woke this morning up to 200 msgs in here...way too much to sift through...hope i didnt miss anything semi-important XD

nimble spoke
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LOL, I can pass over the motorcycle with the monster truck and not hit it with the right angle

quasi geode
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lmao

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hows that truck driving over hordes? lol

nimble spoke
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I haven't tested it, but it is a new attempt using bigger wheel model instead of that weird model rescale I tried before

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So the whole thing works way better now

quasi geode
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that would be the first thing i tested lol

nimble spoke
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Yeah, but I didn't know the whole model replacement

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Collision gets all wacky, as if the hitbox isn't where it is supposed to be, and all I did was raise the center of mass

novel sable
#

That is typical of most games though, what you'll find is that the collision detection is based on update speed of the object traveled. Im sure if you looked deeper into it you'll see there is a pattern value that works well with the collision system, might have the center of mass at a place where the math for collision isnt squaring numbers properly. Just try to move it higher or lower, surely there is a 'sweet' spot that falls into the collision math.

nimble spoke
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It is an isometric game, collision shouldn't take height into account when detecting collision with walls

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I can see half the trunk inside the building when it collides with it

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Also the car's shadow is no longer under it, but displaced too

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But it runs over hordes even on grass which is the whole point of it

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I just made dozens of crawlers

novel sable
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ah, i know that there is square collision, it knows that a wall is diffrent then a whole tile block, but its not the wall thats moving.

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I also note that if you park a vehicle too close to a wall you can see parts of it from the other side. So its a base game issue. its prolly just a Z layer value is all.

earnest quartz
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@nimble spoke does your motorcycle have a radio? couldnt find the mechanic window screeny above, and just at a friends and noticed none on his so figure id point it out incase overlooked / thoughts

nimble spoke
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No it doesn't have a radio

jade hawk
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Motorbikes don't have radios, no.

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Unless they're super expensive/high tech ones.

cloud bridge
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goldwings and the likes do

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highway bikes

jade hawk
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^

cloud bridge
#

but yeah

jade hawk
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Most don't though.

cloud bridge
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not common

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yeah

jade hawk
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What kind of motorbikes are you making?

cloud bridge
#

cruiser from the screen shot

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๐Ÿ˜‚

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i know theres a better one, but this one is the best

jade hawk
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I love it

cloud bridge
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i know i saw a screen of the player actually sitting on it

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but yeah

jade hawk
#

That's still the best thing I've seen

cloud bridge
#

haha

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evil kenevil style

jade hawk
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Imagine ramping like that

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Oh fuck imagine if you hit something the damage it will do

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Like, normally or like that

cloud bridge
#

weeeeeeeee

jade hawk
#

Broken everything

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Paralyzed trait

cloud bridge
#

xD

jade hawk
#

Literally can't move

cloud bridge
#

body cast

jade hawk
#

Need a wheelchair

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Can't go down stairs