#mod_development

1 messages · Page 407 of 1

topaz quiver
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Well i have the alice backback on me, which has a space of 54

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it still says that it is too heavy

quasi geode
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ya but how much weight are you carrying/

topaz quiver
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nothing

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the backpack is empty

quasi geode
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in total...not in the backpack

topaz quiver
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Ooh

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12/20

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And the fridge has a weight of 40

quasi geode
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you'll have to be under 10

topaz quiver
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Woho that did the trick!

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Thanks mate 😄

cursive bramble
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Oh boy. Totally forgot. There are multistory buildings now. So for mechanical energy one can allways use a falling weight and pully to temporarily power a device. The more weight thr more power - stronger ropes needed - you need to carry that weight up each time (pully to pull something up?)
Aaaaand now i want to look i to pully rope lifts (pull lever and rope woth foot loop at end lifts you up some floor(s) - doorless homes - zombie safe (unless they climb ropes yikes)
Whats people take? This is likely to go into my todo. Tonight im hoping to add some sorta fueled generator and player driven generator(if i can get timed actions to work right or use some magic)

nimble spoke
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@pine vigil I have an issue with TileZed's create .pack. I created my 1x pack just fine, but then tried to create 2x pack and it added _0 to all image names, making the game unable to find the files correctly

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I have no idea why sometimes it uses the correct names and sometimes not

pine vigil
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I don't use tilezed or worlded much to really be much help but I'll poke around.

nimble spoke
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Thank you

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And that unpacker tool also fails to pack it back after fixing the xml so I'm out of options

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I think I managed to repack it

topaz quiver
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Hm

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can you lock gates?

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like that one?

quaint nightBOT
upper bough
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Does gametime have a direct influence on erosion? I'm guessing yes but I'm not quite sure

spark crystal
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most definitely

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I've been playing with a friend, we set up a safe house at the first week, not sure how far through we are now - but there's cracks all over the house, some zombies move a lot slower than others, and some gravel/dirt car parks are now almost totally overrun by bushes and trees

upper bough
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Ah ok. I've been directly setting the year with getGameTime()setYear() but it doesn't seem to do much

quaint nightBOT
spark crystal
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It probably goes off of time elapsed, not the current game time

quasi geode
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i havent dug into the erosion code at all, but i'd assume what ben said

stray light
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anyone on ?

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I could use some help

cursive bramble
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I may not be much assistance. But i can try?

grave prawn
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Hey guys I am trying to make a Mine but it isn't letting me I have read the book required.

earnest quartz
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hit B and goto the recipe in craft menu, see what you're missing

spark crystal
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could be a space issue too - from memory the mine weighs 40, so you need to have <10 total weight

quaint nightBOT
quaint nightBOT
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There has been a new Mod Published!

weary quest
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I've got a question, i'm trying to make use of the Load method for the Item class and the Recipe class, in the java it's looking for public void Load(String name, String[] strArray) but i'm unsure how to pass an array to the second parameter from Lua, i've tried passing a table, but no matter what it just gives a callframe error? Any advice of what i'm doing wrong?

nimble spoke
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Check the Item Tweaker mod

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I think that's what the mod uses to load the changes

weary quest
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I checked the Vehicle load method used by the Vehicle Tweaker mod also, it isn't using an array, the second parameter for it is just a string, then it's doing some kind of "BlockElement" stuff to iterate over it

  {
    this.name = name;
    
    Block block = new Block(null);
    readBlock(totalFile, 0, block);
    block = (Block)block.children.get(0);
    for (BlockElement element : block.elements)```
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I tried passing it across in the same format, still just errors

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Oh, yeah, sorry, I checked the Item Tweaker method also, it's using DoParam per change it makes, whereas the Load iterates over an array and does DoParam on each of them

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The Recipe class however has a Load but not a DoParam method, so I can't use DoParam on Recipes like you can Items

nimble spoke
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You don't have DoParam but you do have a few direct options, depending on what you want to change

weary quest
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I was trying to set Obsolete from Lua, didn't see another way to set that for Recipes :/

nimble spoke
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Ok, show me how you tried to code it

weary quest
#
    local recipe;
    for k,v in pairs(self.updateRecipeData) do 
        for t,y in pairs(v) do 
            recipe = ScriptManager.instance:getRecipe(k);
            if recipe ~= nil then
                recipe:Load(k, { "Obsolete:true" });
            end
        end
    end
end```

I attempted to set it up in the same way that Item Tweaker works, but by trying to change the properties of a Recipe. I've been putting in various combinations into the second parameter of the :Load method, but all I get is `Callframe at: Load`
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I've no idea what format it needs to be provided from Lua, for it to be able to iterate over as an array in Java

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But I can see that each value of the array in Java is a string, which it then splits on a : character

      if (!strArray[i].trim().isEmpty()) {
        if (strArray[i].contains(":"))
        {
          String[] split = strArray[i].split(":");
          String key = split[0].trim();
          String value = split[1].trim();```
nimble spoke
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You're using k as the first parameter when I think it expects the name, try recipe:getName()

weary quest
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Changed it to recipe:Load(recipe:getName(), { "Obsolete:true" }); and get the same Callframe error

nimble spoke
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what does it say?

weary quest
nimble spoke
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There's more to it

weary quest
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only lines after that are debug lines from other parts of the mod i'm working on for my server

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the error message seems woefully vague as to why :/

nimble spoke
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uhhhhh maybe recipe:(k, LuaArray({"obsolete:true"}))

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I'd have to check if that exists in zomboid

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nope

weary quest
#

yeah :/

nimble spoke
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There must be a way, and probably very obvious, but I never used it

stuck kayak
#

Maybe try:
local array = {};
table.insert(array, "obsolete:true");

weary quest
#

Unfortunately, gives the same callframe error :/

cursive bramble
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is there any docs on TimedAction ? Im struggling to implement my own timed actions.

cursive bramble
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wooh, millstone speed is not dependant on input mechanical energy speed (while respecting power limit) -
and now it has a (sorta) animation to its sprite for indication.

Decided to go for short term atm - going to have the already existing generator be placeable as my mods generator.
After that ill add 90 degree bends to the transmission shafts buildable and some gearing shafts so that the generator can be made to operate a grindstone at higher work speeds (while decreesing torque - so no grinding bone easily or such)
After that ill look into powered hinged gates that are operatable via this mechanical power (again more torque means how large a gate it can operate and speed determines how fast the gate is operated).
Finally ill need to see about levered gearing systems (for non electronics based control systems that allow players to interrupt transmitted power and even invert power (which will introduce negative power - or CCW power... if i can hack into my transmission code)

grave prawn
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Does anyone know does the cellar keep food fresh for longer periods of time? I have been using freezers but keep encountering the food being rotten when I try and cook with it.

weary quest
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Cellar?

quasi geode
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i suspect its a hydrocraft thing

weary quest
#

Searching through the Hydrocraft files for "Cellar" it doesn't look like it does anything at all? just a large container

quasi geode
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if you cant throw live zombies in there, its useless!

weary quest
#

A lot of things in Hydrocraft are useless 😛

quasi geode
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lol

abstract hinge
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@grave prawn it's just a container

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So no

grave prawn
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Damn, do you know on the latest update if level 7 cooking still allows you to use rotten food?

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Also thanks everyone for answering.

abstract hinge
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Yes lvl 7 cooking allows you to use rotten food

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But it's only a portion so a rotten steak will be like -23 or whatever, but when you add it to a stew it'll only add a portion of that

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The portion size scales with cooking lvl --> higher cooking lvl = higher amount added

quaint nightBOT
quaint nightBOT
winged raptor
ember orchid
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Nice dude.

pallid matrix
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Looks LIT

quaint nightBOT
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There has been a new Mod Published!

abstract hinge
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There needs to be a mod where you're the zombie and you try to eat and infect everyone

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Project Reversoid

ember orchid
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@pallid matrix The lights look off to me.

pallid matrix
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mmmm

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indeed, they need to be on the roof.

ember orchid
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I meant like they're not lit.

quaint nightBOT
quaint nightBOT
quaint nightBOT
quaint nightBOT
quaint nightBOT
dense flume
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I need a help, could someone explain all the things to me in private about IsHealthPanel.lua? what i need to know to make a mod for more types of injuries, etc? I would like to make a mod which includes more types of injuries, like you get fractured arm if you do x thing, or to get "light bleeding" which will make you bleed, but doesn't drain health, but can be smelled by zombies, etc.

cursive bramble
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wooh, added 90 degree bends to transmission shafts, and the generator of my mod now uses the games generator to place (no fuel carry over - that is WIP though as other items will be used (since you are bodging a genny)

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anyone like a powered hinged gate mechanism? ie only operatable if 'power' is delivered to the drive box of the gate. perfect for secure compounds?

nimble spoke
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sounds good

weary quest
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I'd love to have motorised gates that you can toggle open/closed from a Remote Controller. Also, garage doors that actually open and close. Maybe someday when I've mastered Lua I'll figure out how to do those things 😛

cursive bramble
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well my mod aims to add controllable things, but through mechanical transmission and applications (in gamey ways) ie, your 'Remote Controller' is actually a lever mechanism that connects a power line to the gate drive box, reversal of the lever (think a cars gear stick) drives the gate in reverse closing it.

Ofcourse proper mechanical signalling systems i still need to code, but you get the idea 😃

cursive bramble
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Incoming rubber duck blurbs...

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Im at a stale mate

I can not decide if i want to do release sooner (after adding items and basic gates) or go for half way and add mechanical signaling for transmission?
Infact im undecided on what i should do for signals. Here is my current idea(please note. I ramble out loud often like this to help me think. Plus. Feedback is nice)

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Method one : positive power is True/1/On and Negative Power is True/-1/Reverse and lastly No power is False/0/Off.

Clockwise(CW is 1)
Counter-clockwise(CCW is -1)

Signals ALLWAYS(for now) operate at 1Watt pf power (maybe in future signal 'strength' or 'speed' will matter. Much like Volts and Amps of wiring?)

Keep that in mind.
Liken it to a 3 position lever. Forwards on. Middle off. And backwards reverse.

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Every square in game can have up to 4 channels. A B C D.
The player lays down a bunch of shafts in channels in a line. There are Two channels prepared A and B. If one side of A recieves power in a Clockwise(CW) direction at one end. The entire channel A is now On(1)
A signaling gearbox at the end with its CW input set to channel A allows any actual power(not signals) through it as usual. But if A is reversed (-1) the gearbox INVERTS whatever power goes through it.

If there is no power in A then the gearbox detaches and doesnt allow any power through it (a relay)

Finally the Power line that runs through the gearbox runs off to a Gate Drivebox.
This when CW(1) opens the gate and xloses ot when CCW(-1)

Seems fairly good. Its complex and requires some planning and learning but thats the goal. A challanging to use but rewarding system.

Ofcourse there will be many many fancy boxes that do something to and with signals. Ie. AND OR NOR NOT INTERRUPT etc. Channels can also crossover and divert. Ie somehwere down the line channel A can become channel B (woth hopefully visual clues)
4 channels gives alot of room i believe to play woth for complex mechanisms as they are added.

That all is currently my BIG BOLD plan for mechanical 'circuits'.

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Done. 👌 😅 shotgun

quaint nightBOT
weary quest
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Is there anyone around who can help with Kahlua/Java questions? I'm trying to use the Load() method of the Recipe class, it's listed as public void Load(String name, String[] strArray) when I look in a decompiler.

I can pass across a string for the name of the recipe, and that works, it'll even rename the recipe to whatever is set to the first argument. But trying to add a second argument just creates a Callframe error. It's expecting an array, so I tried providing a Lua table, but it make no difference. Adding more than one parameter just creates that same "Callframe at: Load" error.

Is there any format I can put in my Lua script that it will accept here? or are Java arrays arguments just not able to be provided with Kahlua?

quasi geode
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i played around with a similar idea a little while ago, i didnt spend to much time on it though, creating items entirely in the lua worked perfect, but my recipes never seemed to fully register (ie: they wouldnt show up in right click context menus)...i kinda put the concept aside for later figured i'd take a deeper look at some other point

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but i was using getScriptManager():ParseScript(some_text_string)

weary quest
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I've been mostly trying to use the Load() method to be able to change/override values for Recipes in much the same way as the Item Tweaker API does for Items. The Vehicle Tweaker API thing works in a similar way, but the way the Item class and Vehicle class work in the Java is different. Item's have a "DoParam" method available that the ItemTweaker API uses to change values, Recipes don't have an equivalent. the Vehicle Tweaker one does use Load() also, but in the Java, it's Load method is looking for a string for the second argument rather than an array. public void Load(String name, String totalFile)

quasi geode
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the ArrayList class is exposed

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local array = ArrayList.new() array:add("my string")

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that should be valid, though i havent tested lol

nimble spoke
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Interesting, I probably missed it when I checked due to case sensitive search

weary quest
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Nice, i'll try that

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Still seems to give me a Callframe error as soon as I add that second argument, even with the ArrayList

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I'm using recipe = ScriptManager.instance:getRecipe(k) to get the recipe, and then recipe:Load(k, array); to attempt to load data. k is the "Base.Saw Logs" string, and i've got "Obsolete:true" as the string in the array, doesn't like it. In the Java, it's splitting each string in the array by the : token, so I know that's the right format for the string.

quasi geode
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whats the stack trace?

weary quest
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Strangely, the command prompt just shows this, doesn't really say anything else there.

vocal goblet
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Hey anyone know how to install mods to work on your server that you downloaded through the steam workshop? I downloaded a few (barley 4 and popular mods) and they aren't on my project zomboid game when I load it up

weary quest
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@vocal goblet There are two lines in the Config file you need to put the mod details, for the server to both download them, and then enable them.

The first is WorkshopItems= where you put the Workshop ID's of the mods, separated by semi-colons. This list of ID's will be downloaded automatically by the server when it next starts up, it'll also download updates the same way.

The second is Mods= where you put the unique names of each of the mods, separated by semi-colons. This tells the servers which mods to enable, whether downloaded through the workshop from the method above, or from those uploaded into the server's mods folder.

Most mods on the Workshop should provide both these bits of information, some workshop mods may have one ID number, but multiple unique names to put in the Mods list.

vocal goblet
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??? @weary quest I think we're talking about 2 different things

weary quest
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Are you talking about mods running on a server? because that's what i'm talking about

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Even if you're talking about singleplayer games, you both have to download them from the workshop, and then separately set them to be enabled, if they are enabled in the game, they should load.

vocal goblet
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i subscribed a few mods off the workshop, and whenever i open the game, they arent there in the mods tab likw how they were before

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yea they arent in the area

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pitch dark there lol

weary quest
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And this is definitely the Steam version of the game? weird

vocal goblet
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yup

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been about almost a week and im still trying to fix this game

weary quest
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If you find the folder where your Steam is installed, the mods from the workshop should've been downloaded into the steamapps\workshop\content\108600 folder

vocal goblet
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yea i see the numbers

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when i click the 108600 folder

weary quest
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if you go into one of the numbered folders, do you see the mod files?

vocal goblet
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yea

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the ones i subscribed to

weary quest
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When you started the game, did it show any little red rectangles with a number, in the bottom right?

vocal goblet
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nope

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just "Acces the game " etc steam stuff

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just tried again, this time i only subscribed and downloaded hyrdocraft

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no mods at all

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theres glowing red words saying at the bottom "Workshop Items require Steam Integration"

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......................

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i deleted the -nosteam thing

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in the options on steam

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and then poof, i got my subscribed mods again

quaint nightBOT
weary quest
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Glad you figured it out Magnetcross, makes sense now.

vocal goblet
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yea thx

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also i did wana make a server for me and my 2 friends

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everything is working well so far, just gotta invite them now lol

onyx fog
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What does the red rectangle mean ingame? I'm guessing some error

vocal goblet
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steam workshop stuff i guess

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had it in other games before

onyx fog
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weird never seen it in any other game except this one lol

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also if I press escape while the game is loading then the number in the box increases

weary quest
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The red rectangle means a mod encountered an error, doesn't always mean the entire mod breaks, just a particular feature. If when Zomboid loaded you had a little console window appear in addition to the game window, you can usually see the error appear in there. Adding -debug to the launch options will also show that error more prominently.

quaint nightBOT
quaint nightBOT
quaint nightBOT
quaint nightBOT
steel dew
#

Is it possible to create a new tileset for the game, replacing the vanilla tilesets?

quaint nightBOT
quaint nightBOT
spark crystal
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woooo

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it worked

quaint nightBOT
untold cloak
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Hey anyone else having issues with the steam workshop and zomboid? My workshop is fine for every game but zomboid its glitchy and whenever I select most popular it tells me nithibg was found.

quaint nightBOT
quaint nightBOT
weary quest
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his and hers first aid kits? why in the world is that a thing?

quasi geode
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so you can always remember your lost loved one while patching up zombie bites

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obviously lol

jade hawk
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Yeah they're like watches

nimble spoke
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lol

quaint nightBOT
winged raptor
ember orchid
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Nice dude.

steady flume
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Very nice

pallid matrix
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Love them.

queen veldt
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Daaamn, they look nice

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Only complain is that they kinda stick out a bit compared to the vanilla vehicles, but they look WONDERFUL!

weary quest
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Yeah, looking better than the base game isn't always a good thing.

pallid matrix
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now the devs need to step up their game haha ☕

queen veldt
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I'd enjoy seeing the police vehicles on the right in urbanized areas, while the one on the left is in rural areas

quasi geode
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I may have gone too far with the in progress ORGM update 😐

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overkill? lol

nimble spoke
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nah dozens of steam reuploads are overkill

quasi geode
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lol

scarlet orbit
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Did that guy who made that car mod add a SWAT van with lights? Or a CDC one?

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As a skin of the boxville?

winged raptor
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Yep, but after HMMWV

plucky jungle
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Опубликовал перевод. )

winged raptor
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@plucky jungle Макс, ты группу перепутал? 😄

plucky jungle
#

@winged raptor Ога. )) Хотел у вас написать, а написал сюда. :D Еще зашел главное, смотрю, скрины вашего хаммера лежат, окей, значит сервер тот. )

scarlet orbit
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I thought that was a needed addition.

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I wonder if tanks could be added or other heavy military vehicles

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What scale do models need to be in PZ? From Blender?

nimble spoke
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They don't have a fixed scale, as the game also scales the models

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although most of the vehicle are scaled in game by something around 2.15

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My advice is to use a similar size, because the in-game scale changes a lot of stuff like wheel size, the green squares marking the areas outside the vehicle and all that

scarlet orbit
#

Ok.

scarlet orbit
#

You know, I think a bulldozer would be pretty awesome too

torn juniper
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I think a bulldozer would be cool too, but I think finding bulldozer parts and putting them on cars would be even cooler.

scarlet orbit
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It probably would

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Not sure if practical tho.

spark crystal
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its an apocalypse, there's no such thing as impractical, unless it will bring you death faster

fallen saffron
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brb building Killdozer in PZ

scarlet orbit
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I mean I'm not sure most cars have enough horsepower to carry the blade.

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Might also block the windshield

wintry bane
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I would love for someone to make a mod that would cause random power cuts before the electricity is cut off fully. For example if you have the electricity to be cut off after 100 days. The mod would start cutting the power off on random days after say 50 days in.

white sun
#

that would be interesting

tall moat
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It would be nice if like with metalworking and mechanical you could like fortify cars wit metal plates or smthn

nimble spoke
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This is something I'd like to work on, but currently there is an issue with models'offsets that make it impossible to show multiple parts on a vehicle

iron hawk
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Hopefully that will be fixed in the future

astral junco
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What do you think about adding a spawn chance for each zone? Can I hope that this will ever be added?
For example, for my custom map i need 100% chance to create a sports car, but with the current chance it does not always spawn(

quaint nightBOT
quaint nightBOT
spark crystal
#

love your work @quaint night

quaint nightBOT
quaint nightBOT
quaint nightBOT
cursive bramble
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Who new tryong to plan a seperate mechanical signal system would kill my brain...😂

edgy hound
#

whatcha trying to do?

quaint nightBOT
quasi geode
#

...

maiden trail
#

OMG that copyright..

stuck kayak
#

russ.

maiden trail
#

Doesn't matter if it's Labelled Russian, with no permission you are violating copyrights, besides the fact the Russian Translation will be coming soon on the next update. Also that version will be seriously buggy.

quasi geode
#

ya entirely pointless....wonder if he's even tested it out now that he uploaded it LOL

stuck kayak
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we have seen enough ORGM reuploads. 😛

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At least if they were to make like... an add-on to it, it would not have been a big issue all alone.

quasi geode
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Fenris_Wolf07/04/2018
2018 Mod Awards: And the prize for most cloned mod of the year goes to: ORGM

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😄

maiden trail
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Nah ORGM classic is really going way out there, even add-ons would tend to be breaking

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Have you seen the changes over the past years? All the new lua is crazy complicated..

stuck kayak
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it depends on the changes

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our server also use ORGM add-on.

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or a least a mod that will not break 😛

maiden trail
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Addon creator would need to get in touch with Fenris later on for it to be stable..

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When that barrel length comes that Addon will break..

quasi geode
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eh...the ND addon creator IS Fenris XD

stuck kayak
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yea 😃

quasi geode
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which reminds me jian...i'll need to redo that for the next update

stuck kayak
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So it will not break 😛

quasi geode
#

i've completely rewritten the mod over the last 2 weeks

stuck kayak
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I could break it if I want. I haven't replace the chatbox which comes with custom commands.

quasi geode
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the code has gone from complex to damn sexy lol....the update is also coming with HTML documentation for ORGM's API 😄

maiden trail
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TBH I think ORGM has won the awards since 2015

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2015-2017 was the busy days of plagiarism.

quasi geode
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lol

stuck kayak
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too bad it was the second most used mod.

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oh, no it's third

quasi geode
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i'm still aiming for that #1 spot!

stuck kayak
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hydrocraft is hard to beat

quasi geode
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ya 3rd atm, 1300 subs behind bedford atm

stuck kayak
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ND is going to use a custom hydrocraft in the future

quasi geode
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was in 5th spot before the vehicles update went stable

maiden trail
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But Hydro and Bedford are in it's own category...

stuck kayak
#

that would minus the subs

maiden trail
#

112,131 Unique Visitors
100,705 Current Subscribers
1,476 Current Favorites

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is really unbeatable in it's own category though

quasi geode
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lmao lotus is still tearing apart that guy's translations

maiden trail
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Can't blame him, especially with what he is saying according to google translate..

stuck kayak
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PZ lua is still kinda funky with oop.

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metatable sometimes doesn't work like it should.

maiden trail
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Hmmm last time I remember bedford it had way too many traps..

quasi geode
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i havent noticed any metatable issues

stuck kayak
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Still thinking how to write functions and classes (or objects)

quasi geode
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but honestly i've avoided going oo with most of it

stuck kayak
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The only way I find it easy is to avoid using metatable. that comes with performance cost.

quasi geode
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even the last changes i made to github for the ISReloadableWeapon class ORGM uses just passes the calls on to more functional programming style

maiden trail
#

I'm shocked that after all these years, hydrocraft never had blackpowder guns :l

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for something such an evolution simulator

quaint nightBOT
tawdry maple
#

speaking of ORGM, i got a weird glitch going onn in PZ were i have lost the ability to convert 'vanilla' ammo to orgm ammo in a new game i started up. all subsequential attempts at restarts are having the same effect. im frankly quite confused by it after actually having one game were the ammo was working correctly/ (Stupid me for dying in a really stupid accidental way.... didnt realize the sheet rope was gone and jumped out the second story window... with the expected results... DOH!)

quasi geode
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dont understand why that would be unless its one of the many clones... the files somehow got corrupted..or some other mod is deliberately nerfing orgm's recipes.....really its just using pz's default recipe system for that, no lua component

tawdry maple
#

might be corruption. i did have my computer freeze up and force me into a hardboot during the first restart attempt which somehow removed PZ from my "installed" list in the steam library.

#

it's either possessed or my computer just hates me....not sure which is worse.

quasi geode
#

idk i feel sorry for you steam users...seems you guys are always having to verify files...unsub and resub to mods etc....and this is somehow supposed to make things easier 😐

tawdry maple
#

i just did the whole unsub/resub thing.. here's hoping that's all it takes. im half decent at very, very old computer code but havent really kept up to speed in the last 20+ years.

#

guessing the resub worked.. started a new solo game and already found a cold anaconda.

#

colt rather. i did not find a cold snake.

#

okay now that's weird... the server i run for a few friends and myself is still showing the vanilla ammo with no conversion options.. im going to have to reset the whole bloody server again aren't i?

latent crystal
#

Don't: my anaconda don't.

tawdry maple
#

@quasi geode okay... so i'm an idiot apparently, and while i added the mod to the server in the mods section..... i forgot to add it in the workshop section! problem solved.. just one oldtimer forgetting a step. not even a server reset required.

quasi geode
#

ah....again i say damn steam....this is supposed to make things easier for people? 🤔

quaint nightBOT
nimble spoke
#

lol, with "easy vehicles" in sandbox, why bother with a mod to do exactly that?

tawdry maple
#

plus... if you take the time to level mechanics & electronics.... you can do that anyway via hotwiring

edgy hound
#

^

steady tartan
#

I could actually see a few uses for it on servers

stuck kayak
#

servers can't change sandbox settings very often.... or even then they may want to only have this feature while rest are in hard mode...

#

I used to make a mod that change how it pump tires.

quaint nightBOT
glass ore
#

Are there any crucial, must-have mods?

fallen saffron
#

IMO, ORGM from @quasi geode is a must-have. The suppressor addon is also super useful if you're going to go ahead and go for that kind of weapon attention to detail.

#

Mostly though it depends on your playstyle and your definition of "crucial." The game plays well enough on its own, but mods can potentially make it even better.

slate vapor
#

So I've been looking into the Hydrocraft lua and was curious what the variables "rolls" and "fillRand" were controlling. They're being used in distributing loot, but I'm not sure what they're specific values mean. So any help would be awesome.

#

For example. . .

#

SuburbsDistributions["HCClimbingpack"] = {
rolls = 2,
items = {
"Base.Rope", 1,
"Hydrocraft.HCRopethin", 1,
"Hydrocraft.HCRopethick", 1,
},
fillRand = 5,
};

placid delta
#

the items below the roll will be calculated 2 times because rolls is 2. so lets say if "Base.Rope", has a spawn chance of 100% in a climbing pack with 2 rolls, then you would always see 2 ropes in every climbing pack. if it was 50% chance to spawn a rope with 2 rolls, you would see 0 to 2 ropes in each climbing back average one having 1 rope.

slate vapor
#

Thanks a bunch amigo, also a big fan of your work!

crimson panther
#

anyone knows how to edit vanilla map?

fallen saffron
#

And I assume "fillRand" refers to filling containers in a given area at random.

#

So in fillRand = 5's case, that means to fill 5 random containers where possible.

nimble spoke
#

Has anyone checked if modded vehicle models can display textures correctly now?

winged raptor
#

@nimble spoke New update of game?

nimble spoke
#

in the weather version

winged raptor
#

@nimble spoke are you check this?

gloomy flint
#

what exactly do you have to do to set up your own mod for pz. ive made a file with the name of my mod in zomboid/mods with a mod.info file and a lua in /media/lua

contents of lua file from tutorial:

local function addItems()
local player = getSpecificPlayer(0);
local inv = player:getInventory();

inv:AddItem("Base.Axe");
inv:AddItem("Base.RippedSheets");
inv:AddItem("camping.TentPeg");

end
Events.OnKeyPressed.Add(addItems);

when i boot the game it shows in the mods menu but when i load a new game making sure the mod is enabled it doesn't do anything

quasi geode
#

put your script in media/lua/client....scripts need to be in client, server or shared
you'll also want to throw a check in there for whatever key is pressed

astral junco
#

Guys tell me how to find my hair model? I need to write this in a variable.

 local BeardNum = getBeardNumber() ```
quasi geode
#

OnKeyPressed will pass a argument to your function, the key pressed

local function addItems(key)
   if key ~= key_to_check then return end
   --- rest of the code goes here.....
end
#

not sure offhand on the hair stuff...never really looked at it before

scenic sigil
#

@astral junco мб нужно вар плеера сначала, а потом к нему обратиться чтобы найти модельку на плеере, хз

gloomy flint
#

in this

Events.OnKeyPressed.Add(addItems);

should the addItems have ()?

quasi geode
#

no

#

if you did Events.OnKeyPressed.Add(addItems()) then addItems gets called right there, and the return value is passed to Events.OnKeyPressed.Add

gloomy flint
#

ok

#

think i get it

quaint nightBOT
astral junco
#

@scenic sigil Кстати да, модельку ведь меняю таким же образом. надо попробовать.

nimble spoke
#

@winged raptor Still nor working, and so far nothing that could be used to fix it

#

But now vehicle:getEmitter() is public

latent crystal
#

I've always found "Hydrocraft" to be sort of silly. Like, making an old-timey agricultural windmill pump yourself, out of planks and screws? Or making solar panels?

#

I've never played the Mod, but I've seen screenshots and some of them are rather surreal.

#

Like, making a steel forge. The cooking kiln is feasible and really can be done with clay.

#

-but you can't make your own steel forge.

quaint nightBOT
quasi geode
#

@latent crystal

-- non-residential safehouse hack
local function bypassClaimChecks(worldobjects, square, player)
    local def = square:getBuilding():getDef()
    SafeHouse.addSafeHouse(def:getX() - 2, def:getY() - 2, def:getW() + 2*2, def:getH() +2*2, getSpecificPlayer(player):getUsername(), false)
end

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") then
        option.notAvailable = false
        option.toolTip = nil
        option.onSelect = bypassClaimChecks
    end
end)
latent crystal
#

@quasi geode

I don't know how to use this. Could you just upload it to the Steam Console's workshop?

quasi geode
#

nope i'm a GoG user...no access to uploading to the workshop (why several of my mods are uploaded and handled by other people there)....personally i dont really have any intent to turn it into a seperate mod
I do plan on adding on the forums as a tutorial, but it will be more about the process that i took developing the code and how to find stuff in the lua and java files then the actual end result...more about the journey then the destination lol

latent crystal
#

@quasi geode

You use the Good Old Games Console? What are you, gay?

That's okay, though. Would you mind getting someone to upload it on the Steam Console's Workshop for you?

#

I literally cant' do anything with the code you posted.

#

Nor do I know how to share it with the people on the little Server I mentioned.

quasi geode
#

as i said...i have no plans to turn it into a actual mod, if someone else wants to do so and upload it to the workshop then thats up to them...and yes I use GoG, I value privacy, prefer no DRM in my games, and dont like companies like valve tracking my game usage and selling the data to marketers

latent crystal
#

What can marketers possibly do with tracking video game usage?

#

Other than show more video games, mind you

#

I agree that privacy is important (I refuse to use crap like Alexa and other monitoring tools and I disable the webcam and microphone built-in to any PC I use), but the Steam Console is hardly a threat to me.

#

If you can't turn it into a Mod, can you give me all the files and write down how to install them?

quasi geode
#

just throw that code in a .lua file in media/lua/client for a mod....not much point send the files lol expecially since my files contain alot of other unreleated code in them XD

latent crystal
#

@quasi geode

Okay.

#

So all I do is copy that, save it as a LUA file, and put it in the "MEDIA/LUA/CLIENT" folder of the Server root?

gloomy flint
#

@quasi geode I did your recommendations. I put the .lua in /Zomboid/mods/[modname]/media/lua/client and added the if statement but still doesnt work

local function addItems(key)
if key ~= "F" then return end
local player = getSpecificPlayer(0);
local inv = player:getInventory();

inv:AddItem("Base.Axe");    
inv:AddItem("Base.RippedSheets");    
inv:AddItem("camping.TentPeg");

end

Events.OnKeyPressed.Add(addItems);

is the value retutrned from the onkeypressed a string, i dont know if im doing it right?

quasi geode
#

its a key number

gloomy flint
#

how do i find out with number is for which key?

quasi geode
#

if you want it bound to F you can use: Keyboard.KEY_F

gloomy flint
#

IT WORKS!

#

Thank you

#

took so long

tall moat
#

hey so fenris, i may have talked to you about this, im not sure, but do you have any plans to add, like, a gunpowder spawn to the mod so that we can get gunpowder without you having to make recipes for every single ammo type?

#

i mean i know gun stores atleast always have tons of raw gunpowder

quasi geode
#

once handloading is finished til then theres not much point

tall moat
#

gotcha

#

though what do you mean by hand loading

quasi geode
#

handloading/reloading...using bullets, primers, cases and powder to manufacture ammo

tall moat
#

thought so

#

well have fun with that chaos lmao

#

though just FYI people i know typically call it repacking

quasi geode
#

lol..wheres that? most people call it handloading or reloading

#

least in north america XD

tall moat
#

northeast US

quasi geode
#

Handloading or reloading is the process of loading firearm cartridges or shotgun shells by assembling the individual components (case/hull, primer, powder, and bullet/shot), rather than purchasing completely assembled, factory-loaded ammunition. The term handloading is the m...

tall moat
#

or PA atleast

quasi geode
#

" The term handloading is the more general term, as it refers to assembly of ammunition using components from any source. Reloading refers more specifically to the assembly of ammunition re-using cases or shells from previously fired ammunition. The terms are often used interchangeably"

#

i've never once heard it called 'repacking'

tall moat
#

fair enough. i myself have heard it called repacking many times but again this is just PA

quasi geode
#

guessing its local slang

tall moat
#

PA certainly likes to make its own terms haha

quasi geode
#

either way that part wont be ready for a while...i'm probably 95% complete on the next update its basically in testing phase atm but i've been too distracted the last week to really get down to the testing part XD

torn juniper
#

They call it repacking in Australia too @tall moat

tall moat
#

thats probablhy where i get it from. my dad serverd in the Australian army briefly before moving back

torn juniper
#

Neat.

quaint nightBOT
torn juniper
#

Chainsaws are such a heccin bad weapon. Good old fashioned mace if you want a zombie killing weapon.

#

It requires no skill, training or accuracy. Simply swing and you'll hit something.

#

War picks and stabbing weapons are okay, but they get stuck and take a lot of back strength to use effectively.

quasi geode
#

anyone attempting to use a chainsaw as a weapon should have a 40% chance of badly injuring themself lol

torn juniper
#

Bounce back is a bitch

shy quiver
#

aww, I just found a chainsaw though! Should I not even bother?

quasi geode
#

idk mod probably doesnt take the fact chainsaws are not designed for swinging into account

#

irl you'd be better off just leaving the chainsaw off and clubbing the zombie to death with it lol

upper bough
#

chainsaws get fouled up by basically anything that isn't a tree

#

and it's a pain in the dick to clean the chains and whatnot

torn juniper
#

Buy a hand chainsaw, the chain with two handles

#

You'd have better accuracy.

#

Takes less time to cut and quieter

upper bough
#

or just use a poleax

torn juniper
#

True.

quaint nightBOT
latent crystal
#

He actually made Fanny Packs: the absolute madman.

nimble spoke
#

you can't really play in 1993 and not have them

latent crystal
#

That was exactly what I was thinking.

#

This is set in the nineties. Indie Stone should straight-up add them into the game.

drifting ore
#

I hope that with the upcoming animations, we'll be able to also see duffle-bags and backpacks on our character.

spark crystal
#

We will, that was mentioned quite a while ago, I think there's an old video of it somewhere too.

drifting ore
#

Sweet.

hasty summit
#

This was one of the photos of the upcoming backpack models

#

Really looking forward to extra stuff 👌

drifting ore
#

That T-pose 👌

brazen pilot
#

asserting dominance over them zombois

#

...

#

i need glasses it seems

#

im fuckin tired dood

#

i thought he was some weird japanese ninja in training at a glance

#

like i said

#

im really tired

gloomy flint
#

can someone make a mod where you can dig with a spoon but after a couple of digs the spoon breaks

subtle nimbus
#

thats called the escapists

nimble spoke
#

lol

astral junco
#

Is it possible for the client to know how many players are in a particular cell or zone?

#

I tried to do this through the script ISScoreboard.lua, but so far without success.

#

I added an additional condition that if the player is in the desired zone, he displays the list of players. but according to this logic, the script will display all players on the server if the player is in the zone, but I would like to display only those who are in that zone.

astral junco
#

getPlayers() with this possible find out the number of players?

astral junco
#

Can I make a global variable for everyone? In this case, I could add +1 if the client is in this zone or -1 if he is left.

astral junco
#

HELP

#

Yes, getPlayers() works, but so I get all the players on the server.

nimble spoke
#

getWorld():getCell():getPlayers() though I'm not sure it is getPlayers() exactly or something like it

astral junco
#

Thank you, I'll try to use it right now. I hope this works.

river plinth
#

@nimble spoke I'm out of the loop right now, but are your cars automaticly spawning now or do I still need to spawn them as an admin?

nimble spoke
#

You need to spawn them as admin, the new spawn system only works in the weather version for now, so I chose not to upload it

#

@astral junco getRemoteSurvivorList() maybe? there's no getPlayers, sorry

astral junco
#

@nimble spoke yeah i found this, interesting.

#

I thought that this applies to npcs

river plinth
#

thanks for the info, guess I will wait until then

spark crystal
#

@nimble spoke even more out of the loop; You added (not replaced) cars?

nimble spoke
#

@spark crystal Yes, added, not replaced

deep stone
#

Hey guys,

#

Whats a good mod to get?

upbeat flume
#

Hydrocraft is a pretty popular one. It adds an enormous amount of items and mechanics.

spark crystal
#

Hydrocraft makes the game too easy imo. Too much loot, even on rarest settings.

#

ORGM + Silencer are great to get.

shy quiver
#

wait, wouldn't silencers make the game too easy?

spark crystal
#

I don't think so

#

they 'exist'

#

I like all the stuff that hydrocraft adds, there's just too much of it.
On Extremelly Rare loot settings, almost every container is still full of stuff.

#

Only have to go through maybe one or two houses to get enough to survive for a week, in which time you can also set yourself up for the long term.

#

Silencers are rare, and I guess it kind of depends on your zombie population settings.
I usually have mine quite high, so even with a silenced gun it's still challenging, because the ammo is so rare.

#

I can't just burn through it all

#

I tend to only use the guns when my base gets overrun from heli event and there's too many to safely get rid of with melee weapons

brazen pilot
#

and besides, silencers only work on the singleshot wepaons

#

not the shotgun

#

and you need a rather high skill level to even remotely use the rifles/pistol effectively

#

and they're rather rare so i find them somewhat balanced

spark crystal
#

(in ORGM, you can put a silencer on some shotguns)

#

but yes, need a high skill + they are rare etc, so I find it balanced enough

brazen pilot
#

ah

#

well i use the based silencer mod

#

i never really liked the way ORGM did the guns tbh

spark crystal
#

That's fair enough

#

I've got a similar problem with ORGM that I do with Hydrocraft. There's just so much variety etc that it's very hard to find ammo, magazine, and weapon, all for the same weapon, in one place. There's so many different types of ammo etc, that it can be hard to find matches

#

I'd love if ORGM had the ability to 'turn off' spawns for certain guns

#

Then, I'd make only a couple of ORGMs guns spawn

deep stone
#

For me, the more, the merrier

quasi geode
#

you can disable any guns you want, just takes a bit of modding (aka the patch mods)....and suppressors exist for shotguns IRL

spark crystal
#

Yeah, I know I can 😃 I've actually done that, to my own personal preference

#

It would be awesome to have it built in to the ORGM config menu, like you have with the overall spawn rates is all

quasi geode
#

given that theres over 100 firearms in the mod, having it in the config would just be insane

spark crystal
#

Tedious, not insane :p

#

I'm not sure, perhaps they are bundled in some way, and certain 'bundels' could be turned off

#

Like you might have a 'military issue' pack, which contains the m16, beretta, etc, and all their respective ammo

quasi geode
#

well they are to a extent, look at the military only automatics patch mod, that shows how to loop through all the select fire guns...theres multiple classifications for guns so you could loop through and change the settings for w/e you want

#

all revolvers...not a problem...pump action shotguns, easy

spark crystal
#

Yeah.
I'm suggesting that it could be easy to categorize them like that, and turn on/off through config a lot easier than 100+ different firearms

#

Turn off just the 'Military Issue' category > You don't have Beretta/M16/Mp5/Ump45 etc spawn anymore

#

but rather than turning off those 4 individually, it's a single bundle/category you've turned off

quasi geode
#

ya not like to happen for a number of reasons...

  1. 'options overload' ie: too many damn options new players trying to configure settings get lost. I'm trying to be careful with whats actually thrown in the options screen, and next version has even more settings to play with for firearm behavior
  2. I'd end up having to constantly answer questions 'whats all included in this spawn group?', because nobody ever reads the documentation lol
  3. theres no easy way to define what groups to include, without including piles of different overlapping groups
  4. the mod is already the most customizable out there with the number of options and settings to play with. really theres only 2 mods i can think of that even give you settings, and not only does orgm give settings, i even provide more advance examples for tweaking the mod.... hell the next update even comes with full html documentation for the lua code so people can do more advanced stuff with it lol
#

but #1 there is the primary reason lol

#

things like that, changing specific spawn groups for items is best left for more advanced editting then throwing it in the options screen

spark crystal
#

I see your reasoning, but 'options overload' I don't think is too big of a worry.

Hell, could even be some outside config file the mod uses, which could be configured by server admins etc. Documented in your html docs. Wouldn't be an in your face set of options that new people would have to worry, or even know about.

Would probably see a decrease in the number of clones ORGM has, because now - people make these changes to suit their server, and upload it to the workshop so that it can be properly/easily downloaded

#

#4 isn't really a problem, it's part of what makes ORGM such a great/standout mod. I don't see how including such a system would make that any worse. On the contrary, it would make it better, I would think.

#

The biggest issue I think, is number 3.

#

But hey, if it was this outside config file, you could just include all guns to be controlled on per gun/part/ammo basis, because you'd have to 'know what you were doing' to change that anyway.

quasi geode
#

option overload is definatly a problem, not so much for advanced users but lets face it most people dont fall into that category.
some of the new options are already going to be stuff that can be set in the config file and arent included in the options screen since they're pretty advanced handling stuff
on the subject of clones...well..the extra settings in the config wont reduce the number of clones since the people uploading those arent reading the documentation anyways. If they did, they'd already know they can just release a patch mod instead lol...cloning the mod isnt viable anyways because it nerfs itself
#4 i wasnt considering a problem XD

astral junco
#

Well, it works, but it outputs an empty string. Not nil, but empty. @nimble spoke

#

Most likely this is due to the fact that I'm not in the list of players.

astral junco
#

getWorld():getCell():getRemoteSurvivorList():size();

#

if use size then prints "0" most likely the count starts from 0, i hope)

nimble spoke
#

It may be a list of npcs and not players, I didn't check

#

these names can be a little confusing sometimes

teal raven
#

что это за скрины ?

quaint nightBOT
coarse apex
#

What do I need to learn to mod games like PZ?

ember orchid
#

@coarse apex Depends on what kinda mod ya got in mind. What are you thinkin?

coarse apex
#

Something a bit simple to start off with

#

I know nothing about coding

#

Perhaps what I shall do first is learn a programming language or something

#

Does making vehicles take codin

#

I like your car mods

ember orchid
#

Thanks man.

#

And only some super basic stuff.

#

I can't code, I used an example for part of it, and Fenris Wolf helped me clean it up a bit.

coarse apex
#

Ah

deep stone
#

Oh? What car mods did he make?

coarse apex
#

Check steam workshop and you'll see that most car mods are made by him

#

He makes a lot

quasi geode
#

he's like a factory...constantly producing new cars lol

coarse apex
#

Lol the CEO of PZ car production

ember orchid
#

Hey man, ya gotta do what ya gotta do.

#

I haven't finished any new ones in a while, though.

coarse apex
#

Anyways, I suppose theres pages out there that can help me get started right?

ember orchid
#

I've got a few models, just gotta texture them and toss 'em in the game.

coarse apex
#

oh Filibuster

#

Btw

ember orchid
#

I think someone was following a tutorial for basic mods a while back.

coarse apex
#

Have you seen the newest thursdoid

ember orchid
#

I glanced over it a bit.

#

I was actually about to check out the new stuff they added.

quasi geode
#

new function for loading car models

ember orchid
#

Hopefully that means that lights work.

#

Either that or it'll break all my mods, haha.

quasi geode
#

well i dont think it will break them, but the new method should get everything working properly but i havent tested

ember orchid
#

I'll go check it out now.

coarse apex
#

Yeah about to say those news

#

Glad they are finally letting modders implement new cars

#

withour replacing vanilla ones

ember orchid
#

Same, man.

#

I like the vanilla ones, I just wanted to add more variety.

#

And mostly muscle cars.

deep stone
#

Muscle cars are my shit.

#

(But I do also love me some pickup trucks)

ember orchid
#

Hell yeah man, I love 'em.

#

Pickup trucks are cool, too, haha.

#

No dice. But the fog looks awesome.

nimble spoke
#

I haven't check what all that "new vehicle stuffz" was about

thorny monolith
#

hey, is anyone here able to help me figure out some issues with getting hydrocraft to run on my server?

#

everything I can find online has basically been useless unless I am just retarded, which is entirely possible

#

whooops, wrong chat I think, my bad

deep stone
#

I dunno much about Hydrocraft, bud.

thorny monolith
#

Well since I am in the modding page. I had a suggestion for a mod, and I am interested in possibly just doing it myself but dont know the first thing about modding and not sure where to start learning

#

any suggestions?

deep stone
#

Depends on which type of modding

thorny monolith
#

I wanted to add some functionlity to Razors (shaving kind) and the tiny mirrors you can find

#

thought a shaving beard and head mod could be cool

#

I dont know what that would fall under though

quasi geode
#

forums...theres a few beginner level modding tutorials up there, their old but still applicable. For what you want, your going to need to learn lua scripting. There isn't really any good beginner lua tutorials on the forums as far as i can recall, some excellent advanced ones though...but theres tons of beginner lua ones scattered around the internet

thorny monolith
#

Its all just a bit overwhelming, but at least I have an idea of where to start.

nimble spoke
#

I learned by checking existing mods

#

It can be slow progress yes, but direct progress towards your goal, so it worked for me

quaint nightBOT
nimble spoke
#

I can't find the new loadVehicleModel anywhere, it may be in LuaManager.class, but that file can't be decompiled now

#

Also I didn't see any meaningful changes to the spawn system

river plinth
#

why can't you decompile LuaManager.class? Works fine for me

nimble spoke
#

it only shows an internal error comment here

river plinth
#

hm, here is what I found quickly skimming over it: @LuaMethod( name = "loadVehicleModel", global = true ) public static Model loadVehicleModel(String name, String loc, String tex) { return loadZomboidModel(name, loc, tex, "vehicle", true); }

nimble spoke
#

Thank you, I'll give it a try

#

Ohhh yeah, headlights work now

quaint nightBOT
quaint nightBOT
tawdry maple
#

hydrocraft question: is the gardening apron bugged or am i looking in the wrong sheds for it? (never found one as loot, always have to go the long way through hydrocraft to either 'gather flora' till i get a enough flax or pray i find rice seeds to make the material the apron is made of)

quaint nightBOT
barren acorn
#

What's the potential of having an admin / admins act as DMs or game masters, spawning zombies and creating events? Is that something I would have to mod in or can it be done in vanilla?

river plinth
#

yep, you can spawn zombies as an admin

#

simply type /createhorde x, where x is the amount of zeds you want to spawn

astral junco
#

How draw rectangle like this? I found this, but I'm not sure
DrawIsoRect(java.awt.Rectangle bounds,int z,float r,float g,float bl)

astral junco
#

I also found setHighlighted, but I need what is shown in the screenshot. What do needs write in bounds parameter (x,y,x1,y1)?

astral junco
#

@pine vigil Can you help me? How to draw such a rectangle

#

Perhaps DrawIsoRect is what I need, but it seems I'm introducing incorrect parameters into the bounds

astral junco
#

The question, if in local Player = getSpecificPlayer (0) instead of 0 put 1, I will find out information about the other player in the server, right?

tiny hollow
#

it sucks to see you posting here and no one answering :/

nimble spoke
#

Probably because nobody knows the answer

astral junco
#

I thought these were easy questions)

#

I'm even a little embarrassed to ask such questions, because I think that it's too simple)

nimble spoke
#

You would be surprised about how often we are trying something for the first time around here

#

When nobody tried it before, you're the expert

#

About the rectangles though: I think x, y, x1, y1 are basically the 4 corners of the rectangle

#

But I never actually tested it

#

or maybe the sides, not the corners

pine vigil
#

@astral junco

getSpecificPlayer Question
Yes, theoretically.

Rectangle question
I don't know. However, I don't think it's as simple as just using something like DrawRect, since it needs to map to the world not just the screen. But not sure.

astral junco
#

It's great, if this works, I can make a loop and go through all the players, studying the information about each player. So, I can find out how many players are in a certain area. I just thought that this only works for local players. I mean split screen.
I still could not create a rectangle. I also just tried to create a drawLine, but it did not work either. Therefore, I will probably use setHighlighted, also in setHighlighted, it's possible to set the parameter for the blinking effect setBlink (true), so the second method is still better 😄

coarse apex
#

Excited to see if our boi FilibusterRhymes finally put in his vehicle models soon.

ember orchid
#

Hey man, me too! I'm I'm working on putting them all together as one mod and spawning them in game.

#

So far nearly all of the scripts for them are configured. I just have like one or two more.

#

Then I've got to make all the lights and damage masks.

quasi geode
#

thats the tedious part if you ask me lol

#

but i hate texture editting 😐

ember orchid
#

Yeah. Hopefully it'll go smoothly.

nimble spoke
#

the spawn system and model load are now on iwbums

quasi geode
#

yep good times....have you tried the new driving physics yet?

nimble spoke
#

no

quasi geode
#

its crazy fun lol

nimble spoke
#

can you still launch yourself over a pile of bodies?

quasi geode
#

havent checked yet

#

but you can do lots of other crazy stunt driving 😄

#

Fenris_Wolf Yesterday at 8:45 PM
damn man i wish i could record some of this shit lol
so...driving down the highway at 120 in the falcon....slam on the breaks, crank the wheel...once it gets past that 90 degree mark, crank the wheel the other way and hit reverse...perfect 180 spin into reverse....then crank it again and spun it back around 😄

#

playing with filibusters cars lol

nimble spoke
#

Excellent choice!

scenic sigil
sudden ridge
#

any progress?

proud spruce
#

Is it possible to make the inverse of a required mod, where it requires you to NOT have a certain mod (such as to prevent conflicts)?

quasi geode
#

not really sure what you mean, if a mod is 'required' for another mod, then the only solution is to combine the 2 mods into 1, which makes it more likely to have conflicts with additional mods

proud spruce
#

Just wondering if in the mod info, like how there's required mods, you could basically make a mod exclusive with another one somehow.

quasi geode
#

the main reason for a requirement is so multiple mods can use the code or items from the required one without conflicting....ie:: you combine the 1st required mod into a 2nd mod...and then a 3rd mod also requires that 1st one, its going to either not detect it as loaded, or not use it properly, the only solution to get mod #3 working is to load another copy of #1, which then conflicts with the combined mod

proud spruce
#

Just an example, but like a continuation of an abandoned mod, having a flag where both can't be on at the same time to avoid spawning doubles, etc

quasi geode
#

oh if you mean a flag in the mod info file that acts as the reverse, nope

proud spruce
#

Yeah, I didn't think so, but I thought I'd ask since something I'm thinking of working on could use it, mostly to idiot-proof a tiny bit since I'm used to people not reading when something says "DON'T USE THIS WITH X"

quasi geode
#

ya you could put it in a big flashing neon sign and people would still ignore it lol

proud spruce
#

Right!?

quaint nightBOT
drifting ore
#

Modddeeeers

#

I have a question : D

#

It could be possible to make things like rockets by modding vehicles?

#

Like if you can use the cars physics for something else that isn't only for the road...

quasi geode
#

technically anything is possible if your willing to put enough work into it 😄

ember orchid
#

What kinda rockets are you talking about?

drifting ore
#

A rocket for espacing from the Earth.

#

or just lagging everything and somehow glitching in the sky

quasi geode
#

that actually wasnt a smart ass comment (for once) it really depends on how much digging into the code you want to do, its really probably not worth the effort that it would take though

ember orchid
#

Haha, I gotcha.

#

I don't think you could do it with just the script files, right?

drifting ore
#

i believe baka fly

quasi geode
#

doubtful, thered probably be some java replacement

#

really though at that point you're probably just playing the wrong game lol

#

kerbal maybe? lol

drifting ore
#

I was imagining this after some Sheltered gameplay lol

#

It's like if you don't want to live with the infected and all the bandits around the world LIKE IN REDBOID

#

And you can build a rocket from scrapped vehicles and gettign important components for leaving the Earth.

#

Anyways, it's just something xD

quasi geode
#

i'm sure on redboid someone would come along and shoot you long before the rocket was finished

earnest quartz
#

kerbals is fun ❤

drifting ore
#

I actually wonder how new players survive in Redboid

#

Last time I spawned by first time, I was being chased by someone and then by two o_0

earnest quartz
#

a 3some, giggity

quasi geode
#

ya i've never played there...i just supply them with guns 😇

earnest quartz
#

replaces bullets with nerf pellets on the next sjhipment

quasi geode
#

<<< PZ's Merchant of Death

drifting ore
#

If there are already so many guns I can't imagine how Luis Ville will be

#

lol

quasi geode
#

no kidding redboid has some pretty crazy spawn settings going on

#

the admins need to start up some sort of gun amnesty program lol

#

people trade in their firearms for cans of food lol

drifting ore
#

Primal Fear (my Senpai) lives of skinning and eating bodies

#

Actually you can kill and eat players bodies

#

That explains why food doesn't matter ; )

quasi geode
#

if someone else kills you...and you come back and eat your own corpse, is that "self canabalism"? 🤔

drifting ore
#

That's curious

#

I don't know how zombies work

#

If you put a piece of fresh and bloody human meat on a zombie's arm, Then the zombie would also acidentally or "ocasionally" eat it's arm when eating that piece of fresh meat?

#

Do they know that they can't eat themselves because they are SO FREAKING TROLLS creatures with a limited common sence?

bold drum
#

Why doesn't pz have a standard lua io library?

#
ini = {}

function ini.load(filename)
    local data = {}
    local session = nil
    local file = io.open(filename, "r")
    for line in file:lines() do
        line = string.sub(line, 1, (string.find(line, "#") or string.find(line, ";") or (string.len(line) + 1)) - 1)
        if line ~= "" then
            local s = line:match("%[(.+)%]")
            if s then
                session = s
            elseif session then
                local epos = string.find(line, "=")
                if epos and epos ~= 1 and epos ~= string.len(line) then
                    if data[session] == nil then                
                        data[session] = {}
                    end
                    data[session][string.sub(line, 1, epos - 1)] = string.sub(line, epos + 1)
                end
            end
        end
    end
    file:close()
    return data
end

function ini.save(data, filename)
    local file = io.open(filename, "w")
    table.sort(data)
    for session, group in pairs(data) do
        file:write("["..session.."]\n")
        for key, value in pairs(group) do
            file:write(key.."="..value.."\n")
        end
    end
    file:close()
end

function ini.print(data)
    for session, group in pairs(data) do
        print(session)
        for key, value in pairs(group) do
            print("    "..key.." : "..value)
        end
    end
end

function ini.get(data, session, key, default)
    if data[session] then
        return data[session][key] or default
    else
        return default
    end
end

function ini.set(data, session, key, value)
    if data[session] == nil then
        data[session] = {}
    end
    data[session][key] = value
end
-- run this code
data = ini.load('test.ini')
ini.set(data,'main','test','1')
ini.save(data,'test.ini')
#
1535286635886 -------------------------------------------------------------
1535286635887 attempted index: open of non-table: null
1535286635887 
1535286635887 -----------------------------------------
1535286635888 STACK TRACE
1535286635888 -----------------------------------------
1535286635888 function: load -- file: objects.lua line # 12
1535286635888 function: stdin -- file: objects.lua line # 1
1535286635888 function: runLua -- file: ISUILuaWindow.lua line # 172
1535286635888 function: onMouseUp -- file: ISButton.lua line # 55
java.lang.RuntimeException: attempted index: open of non-table: null
    at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1654)
    at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:499)
    at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:167)
    at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1922)
    at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1747)
    at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:77)
    at zombie.ui.UIElement.onMouseUp(UIElement.java:993)
    at zombie.ui.UIElement.onMouseUp(UIElement.java:955)
    at zombie.ui.UIManager.update(UIManager.java:1149)
    at zombie.GameWindow.logic(GameWindow.java:627)
    at zombie.GameWindow.run(GameWindow.java:1310)
    at zombie.GameWindow.maina(GameWindow.java:1086)
    at zombie.gameStates.MainScreenState.main(MainScreenState.java:182)
1535286635894 
1535286635895 -----------------------------------------
1535286635895 STACK TRACE
1535286635895 -----------------------------------------
1535286635895 function: load -- file: objects.lua line # 12
1535286635895 function: stdin -- file: objects.lua line # 1
1535286635895 function: runLua -- file: ISUILuaWindow.lua line # 172
1535286635895 function: onMouseUp -- file: ISButton.lua line # 55
quasi geode
#

because its not standard lua, its kahlua

#

io module isnt implemented

astral junco
#

Is it possible to create own a database to synchronize information between the player and the server? I mean, for example, when a new player appears on the server, it is automatically created in the database. kahlua seems to be able to create its own database, it would be great to see a lesson on how to do it. I would like to create a database in which can store important information about each player, then I could synchronize this information with my discord bot.

quasi geode
#

hrm the database libraries would be java based, not sure if those ones are exposed to the lua at all never really looked

#

must be some exposure though since theres a admin window for viewing and editting the server db. might be worth browsing that code first

astral junco
#

I looked at the whitelist, admin window, and it seemed to me that it was possible, but for me it's still hard to completely understand how it's works.

#

How to correctly create a condition whether the player sees this square or not. I found this, but don't know how correctly paste it.
void canSee(IsoGridSquare isoGridSquare)
boolean canSeeSquare(IsoGridSquare g)

        local sq = getCell():getGridSquare(x, y, z);
        if canSeeSquare(sq) then
        player:Say("i see this square");
        end
quasi geode
#

is canSeeSquare global? seems more like it would be part of one of the classes

quasi geode
#

you'd need to have the class object, yes...IsoGridSquare has a getCanSee(playerIndex)

#

so you'd need to do something like:

local sq = getCell():getGridSquare(x, y, z)
if sq:getCanSee(playerIndex) then
...
end
astral junco
#

getCanSee of non-table: null

#

@quasi geode for index need just insert 0, right?

#

or maybe insert player
local player = getSpecificPlayer(0)

quasi geode
#

getCanSee of non-table: null << your call to getCell():getGridSquare() returned null

#

try using getCell():getOrCreateGridSquare(x, y, z)

astral junco
#

same problem

#

At first glance, it seemed that everything should work, but for some reason it always null(

quasi geode
#

getOrCreateGridSquare should never return null

#

oh wait i see one instance where it does return null

astral junco
#

what about this IsOnScreen() maybe this help me?

#

again null)

quasi geode
#

maybe just throw a check in there, assume if the square is null the player cant see it lol

astral junco
#

😃

astral junco
#

I wonder if it is possible to change the color of the texture of vehicles in the game, in this case it would be possible to repaint the car with any desired color. True, as I understand in the texture of the vehicle is also the texture of the windows, etc. But if could be divided into several layers, it would be cool)

ember orchid
#

It might be possible. The way it works right now is that anything with a transparenct in the texture is assigned a random hue.

#

I dunno where that's stored, though.

#

Soul filcher made a vehicle tweaker mod I think. It might have an option in there.

quasi geode
#

yes it is, i requested the function a while ago, and RJ implmented it

ember orchid
#

Oh, hell yeah.

#

So we could make an addon for the spraypaint mod to have it usable on cars, right?

quasi geode
#

could, i was going to use it for my PimpMyRide mod, but never really got around to working on it since orgm is such a time sucker lol

#

but its basically vehicle:setColor(value, saturation, hue)

#

if you wanted it to make it work on MP you'd have to call it on the server, and any currently connected clients

#

since its not going to update the values for everyone automatically

#

i think though after i manage to get this next orgm update finalized i might go back to working on that other mod, tons of potential there...expecially used with filibuster's cars 😄

ember orchid
#

Cool man. I'm glad you can do the saturation and hue, too.

quasi geode
#

ya seemed pointless requesting just the color value since its really a combo of all 3 that control color, and those 3 are what are randomly set when the random color is picked lol

ember orchid
#

I don't think the hue is.

#

Sorry, not hue

#

Saturation.

#

Not sure about the bright ness.

quasi geode
#

this.colorHue = Rand.Next(0.0F, 0.0F);

this.colorSaturation = 0.5F;

this.colorValue = Rand.Next(0.3F, 0.6F);
#

thats from the java when it randomly selects...so i guess not saturation

#

oh my mistake...it still is

#
    int rng = Rand.Next(100);
    if (rng < 20)
    {
      this.colorHue = Rand.Next(0.0F, 0.03F);
      this.colorSaturation = Rand.Next(0.85F, 1.0F);
      this.colorValue = Rand.Next(0.55F, 0.85F);
    }
    else if (rng < 32)
    {
      this.colorHue = Rand.Next(0.55F, 0.61F);
      this.colorSaturation = Rand.Next(0.85F, 1.0F);
      this.colorValue = Rand.Next(0.65F, 0.75F);
    }
    else if (rng < 67)
    {
      this.colorHue = Rand.Next(0.0F, 1.0F);
      this.colorSaturation = Rand.Next(0.0F, 0.1F);
      this.colorValue = Rand.Next(0.7F, 0.8F);
    }
    else if (rng < 89)
    {
      this.colorHue = Rand.Next(0.0F, 1.0F);
      this.colorSaturation = Rand.Next(0.0F, 0.1F);
      this.colorValue = Rand.Next(0.1F, 0.25F);
    }
    else
    {
      this.colorHue = Rand.Next(0.0F, 1.0F);
      this.colorSaturation = Rand.Next(0.6F, 0.75F);
      this.colorValue = Rand.Next(0.3F, 0.7F);
    }
#

thats the base random selection stuff there

gaunt kraken
#

Exciting stuff

ember orchid
#

Is there a way to mod in a limit to the random colors? You can really see the details on the dark as heck black cars.

quasi geode
#

ya you can force a value, hue or saturation for a car

#
      if (getScript().getForcedHue() > -1.0F) {
        this.colorHue = getScript().getForcedHue();
      }
      if (getScript().getForcedSat() > -1.0F) {
        this.colorSaturation = getScript().getForcedSat();
      }
      if (getScript().getForcedVal() > -1.0F) {
        this.colorValue = getScript().getForcedVal();
      }
#

it looks like you might have to force all three though

astral junco
#

Vehicles have only one texture? In this case, all this will change to the color that will be assigned ?. Therefore, it would be great if the vehicle had several textures overlapping each other. Although, as far as I understand, the machine has a few layer, for example, the damage texture.

quasi geode
#

forcedColor = hue sat value in the script txt, spaces seperate not commas

#

vehicles have multiple textures..the shell and several overlay textures and masks

astral junco
#

But what if I do not want to change the color of the logo or headlights in the shell, what do I have to do in this case?

quasi geode
#

photoshop and bucket fill lol

astral junco
#

so turns out I can add extra layer with logos, etc?

quasi geode
#

doubtful but idk...not really my area

vernal ferry
#

if you check the included mod example in the new vehicle mod thread you will see that example has a transparent main texture and all of the detail has been placed on the lights png instead

quasi geode
#

neet

quaint nightBOT
#

There has been a new Mod Published!

jolly knot
#

"Some cool map". Now that's a meaningful description.

short shell
#

I hate when modders do not provide a meaningful description

nimble spoke
#

"this is a mod"

spark crystal
#

9.8/10 times, it's someone screwing around in the workshop upload bit, or a compilation of mods for a server

earnest quartz
#

or just compilation period, 'hey look i like these mods, you'll like them too, cuz you like people telling you what ou want, come clicky'

tawdry maple
#

i always love "WIP" as a description.. "if it aint ready for consumption, why are you posting?" am i right?

errant zephyr
#

@tawdry maple PZ itself is WIP

quaint nightBOT
tawdry maple
#

@errant zephyr i know this, i meant mods with non-descriptive titles and only 'WIP' as a description. it's like the author is actively trying to prevent downloads.

quaint nightBOT
warped sand
#

I posted this in the super survivors thread and I thought perhaps here would be a good source as well. Every time a super survivor or myself gets shot the game sound artifacts/hangs until I leave the area or the npc dies. I also cant seem to kill other npcs with pvp enabled. Would anyone know the cause of this or the fix?

abit loud, but this is the problem.
https://vimeo.com/287295014

This is "2018-08-29 12-32-05" by Geronimo Vita on Vimeo, the home for high quality videos and the people who love them.

▶ Play video
quasi geode
#

you running stable or IWBUMS?

warped sand
#

stable I believe. I have not installed the weather test.

quasi geode
#

no idea then...could have taken some guesses with the beta, but stable should be fine

warped sand
#

I have tested it with vanilla and modded orgm weapons, either results in the same sound problem. I also tried running a older version of super survivors but no one appears if I do. As long as I have SS installed this happens. =/

Is there a way to disable the sound the game makes when a bullet hits the npc body, the impact sound?

quasi geode
#

if you have the issue with orgm as well as vanilla, its not the impact sound, since orgm actually doesnt use it

warped sand
#

Yeah super survivors just doesnt like my game it seems. It would be nice if I could atleast find the problem. =/

quaint nightBOT
rocky lynx
#

@inland gull @pine vigil @vernal ferry actually the season.moonCycle in SFarmingSystem:getHealth() actually works? i search on season folder and all code are comment.

polar river
#

STEAMclient / STEAMworkshop features at shines, i was fixing multiple (not-mine) mods for certain unspecified game
then all of sudden i see STEAM 'validing workshop content' for that and not those items which updated today, ALL OF THEM
after it was done - the horror, it FLAT out automatically replaced all the fixes i did manually facepalm

quasi geode
#

😓

polar river
#

ye thankfully i got backup of all the changes so i could report all the bugs CoolCat

#

yet it means that steam is from time to time overwritting all and any changes in the downloaded workshop mods thus you can't fix the stuff and wait until next update of that specific item

quasi geode
#

thus i dont work on stuff in the workshop folder...my steam copy of pz is actually set to run with the -nosteam flag most of the time, and uses the other mod's folder to launch local copies that steam wont auto replace on me lol

polar river
#

hmm progress, seems like i fixed everything including quick* mods ...

#

now to figure out why Weaponize It freezes the whole game on mods reload from the UI

polar river
#
    at java.lang.NumberFormatException.forInputString(NumberFormatException.java:65)```
#
1535757021982 function: load3Dmodels -- file: load3dthingsforme.lua line # 17
java.lang.reflect.InvocationTargetException
    at sun.reflect.GeneratedMethodAccessor63.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:498)
    at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:61)
    at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:199)
    at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:189)
    at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:186)
    at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1009)
    at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:167)
    at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1922)
    at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1777)
    at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:67)
    at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:130)
    at zombie.Lua.Event.trigger(Event.java:37)
    at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:61)
    at zombie.GameWindow.run(GameWindow.java:1268)
    at zombie.GameWindow.maina(GameWindow.java:1088)
    at zombie.gameStates.MainScreenState.main(MainScreenState.java:182)
Caused by: java.lang.NullPointerException
    at zombie.core.skinnedmodel.model.VertexBufferObject.LoadVBO(VertexBufferObject.java:173)
    at zombie.core.skinnedmodel.model.VertexBufferObject.<init>(VertexBufferObject.java:81)
    at zombie.core.skinnedmodel.model.ModelLoader.Load(ModelLoader.java:315)
    at zombie.Lua.LuaManager$GlobalObject.loadZomboidModel(LuaManager.java:1126)
    at zombie.Lua.LuaManager$GlobalObject.loadStaticZomboidModel(LuaManager.java:1105)
    ... 18 more```
#

ok i guess i will pass on this one 🤣

quasi geode
#

looks like a issue with one of the models

polar river
#

it totally breaks PZ in some loop and ends in freeze

#

bah, bChotbar hates me too , quite some errors and loading times/ ui broken

quasi geode
#

well most of these wont have been updated for the IWBUMS branch

#

on the upside, least orgm works (minus one harmless exception) 😄

polar river
quasi geode
#

i see pump power in there...its redundant

#

the feature it provided is built into the current stable build

polar river
#

fully? nice ... time to put it back into dormant stoage

quasi geode
#

you just on a repair binge or you actually playing with all those loaded at once? lol

polar river
#

wanted to play some PZ after year(s) and decided to first mod it, then it broke, so i was fixing it so i may play it {insert unspecififed time passed}

#

overally i've same problem with every single moddable game, bad versioning, dependencies, no collision avodiance, no patching (mod x capable fix mod y, including version lock), no mods merging etc. 😃

quasi geode
#

pretty sure a number of those are going to be conflicting with each other

polar river
#

well, whatever i did, so far no error, severe, stack trace, exception or similar scary log entries lmaoroflxdddd

#

so from way too many errors to just the one where you said it's nothing to worry about , time to try play zombiecat

quasi geode
#

lol now you get to find all the errors that occur during play instead of just on start 😄

polar river
#

was too optimistic, USMilitaryGear breaks something en random 😦

#

and even w/o that USmilitaryGear i just got new stuff (but that's in ingame files)```535760683228 function: LoadLargeEmpty -- file: MORainCollectorBarrel.lua line # 106
java.lang.RuntimeException: __mul not defined for operands in null
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:83)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:678)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:167)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1922)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1777)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:67)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:130)
at zombie.Lua.MapObjects.loadGridSquare(MapObjects.java:186)
at zombie.iso.IsoChunk.doLoadGridsquare(IsoChunk.java:2990)
at zombie.iso.IsoChunkMap.processAllLoadGridSquare(IsoChunkMap.java:142)
at zombie.gameStates.IngameState.enter(IngameState.java:597)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:145)
at zombie.GameWindow.logic(GameWindow.java:686)
at zombie.GameWindow.run(GameWindow.java:1312)
at zombie.GameWindow.maina(GameWindow.java:1088)
at zombie.gameStates.MainScreenState.main(MainScreenState.java:182)

#

quite sure that wasn't problem before so maybe it was the recent update 🤣

quasi geode
#

yep militarygear is well known to be a problem

polar river
#

i know there was updated to beta build earlier today so maybe this is my actual headache

quasi geode
#

MORainCollectorBarrel.lua not sure what mod is adding that file

#

oh..nvm

#

thats vanilla

polar river
#
the lua file is \ProjectZomboid\media\lua\server\Map\MapObjects\MORainCollectorBarrel.lua```
quasi geode
#

but the line in question is calling a variable defined in RainBarrel/BuildingObjects/RainCollectorBarrel

#

so if a mod is replacing or overwriting that variable/table, then its likely to cause the issue

polar river
#

aaah, my fault 🤣 resurrected wrong file

quasi geode
#

specifically local waterAmount = ZombRand(0, RainCollectorBarrel.largeWaterMax * 0.75) << its looking at the RainCollectorBarrel.largeWaterMax, which in the case of your error appears to be nul

#

that variable is clearly defined in the vanilla files so its a conflicting mod

polar river
#

this flies out \108600\498441420\mods\Hydrocraft\media\lua\server\BuildingObjects\RainCollectorBarrel.lua

quasi geode
#

doesnt surprise me...HC overwrites a lot of files, which from a modding perspective is a horrible idea, since PZ updates tend to change the files and the mod is no longer compatibile across versions

#

you want to only overwrite the functions and variables you need taking a minimalist approach instead of just copy/pasting the whole file and editting a few parts of it

polar river
#

back to no errors, time to retry the US military gear 🤣

#
java.lang.RuntimeException: Expected a table
    at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:83)
...
1535762299714 Callframe at: table.pairs
1535762299714 function: refreshBackpacks -- file: ISQuickAccessContainers.lua line # 165
1535762299714 function: wrapper -- file: 01CustomEvents.lua line # 20
1535762299714 function: createChildren -- file: ISAccessContainers.lua line # 151
1535762299714 function: wrapper -- file: 01CustomEvents.lua line # 20
1535762299714 function: instantiate -- file: ISUIElement.lua line # 613
1535762299715 function: setUIName -- file: ISUIElement.lua line # 1388
1535762299715 function: createInventoryInterface -- file: ISPlayerDataObject.lua line # 57
1535762299715 function: createPlayerData -- file: ISPlayerData.lua line # 186
1535762299716 -------------------------------------------------------------
1535762299717 attempted index: invBtn of non-table: null
+ collisions with bcToolbar ...```
#

so i guess for now i will go w/o that mod

#

or maybe , i see some familiar errors ... 🚧 {fixing .... }

quasi geode
#

ya i was going to say the quickbags and military gear (if i remember right) both overwrite how the inventory UI works, i havent looked at either mod but they probably both overwrite the same vanilla file, and break the vehicle inventories

polar river
#

i somehow fixed all 3(4) Quick*mods so i guess it will break later 🤣

quasi geode
#

starting to suspect you enjoy fixing other peoples broken crap more then actually playing 🤔

polar river
#

that's what i get for working 10 years on Arma titles 🤣

#

but ye where is the fun in having just some or one mod, like with NMS, best fun is to combine even those which fail to work by default (because lack of support to patch unrelated values etc.) ...

#

fail so i guess for now this mod must stay inert

#

some hours later he actually trying to play BlobFun

quasi geode
#

i prefer quality over quantity...fixing other peoples stuff is generally not on my list (unless i'm specifically helping them), i have enough of my own stuff to fix and maintain 😓

polar river
#

i'm not over all quantity , the cutting of fat comes later 🤣 i prefer quality too but with variety mix

#

uff, this wasn't freeze, just opening list of all the recipes stall the engine for way too long wasntme

quasi geode
#

that could be hydro lol

#

or at the very least HC contributing to it....since its got more recipes then all those other mods combined XD

polar river
#

more errors 1535763218614 no pipe on right click ... java.lang.RuntimeException: Expected a table at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:83) this gunna be fun

quasi geode
#

heh

polar river
#

ye RMB click is broken lmaoroflxdddd

polar river
latent crystal
#

Yeah, none of my Mods work that well on IWBUMS.

spark crystal
#

@quasi geode am I right im remembering that you know the 'maximum weight' that a container can hold (capacity wise) before it bugs out?

#

I recall you discussing that with someone a couple of weeks ago

#

(found it; if a bag holds more than 38 it will bug out at some point)

quasi geode
#

ya

spark crystal
#

Could you please explain briefly how the value for weight reduction works?

#

If I have a container that has 5 weight reduction, and an item that weighs 10
If I put that item inside the container, it effectively weighs 5?

quasi geode
#

no...weight reduction is % value, item weighs 10... 5% of 10 is 0.5, new item weight is 9.5

spark crystal
#

ahh right

#

and capacity, is that before or after this reduction?

quasi geode
#

before

spark crystal
#

👍 thanks

#

how might I go about creating a script that prevents a certain item from being placed in a container?

polar river
#

fenris_wolf w/o HC so far all great, even QB works evilgrin

#

aah, some errors in console.txt ... guess more fixing later

quasi geode
#

nice....and @spark crystal there is a way, but i'm not entirely sure since i havent ever looked...i know you can limit it to specific items (like keyrings), and snake mentioned to me a while back he found it but i didnt ask what it was

polar river
#
java.lang.RuntimeException: Object tried to call nil in OnFillContainer
    at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:83)```
quasi geode
#

least theres a built in way of doing but, but its probably a whitelit instead of a blacklist

polar river
#
1535773169254 function: transferAll -- file: ISAccessContainersPane.lua line # 525
1535773169254 function: transferAll -- file: ISAccessContainers.lua line # 168
1535773169254 function: onMouseUp -- file: ISButton.lua line # 55
java.lang.RuntimeException: Object tried to call nil in IsBeltEquipped```
#

but other than those appearing several times, all seems just fine

spark crystal
#

hmm. I kind of want to go the other way around. There's about 6 items I dont want to allow

placid delta
#

well I got fired today, guess I have time for modding again....he he....he

ember orchid
#

Well hey man, that's one way to look at it. That's the spirit!

drifting ore
#

@placid delta Fired from SpaceX?

#

aw

#

sad

#

😦

placid delta
#

I was a field technician for Bell Canada, they wouldn't tell me why but my hunch is that I had a few too many infractions of the safety procedures.

quasi geode
#

scaling those telephone poles without a harness and helmet too many times?

polar river
#

i bet it was like, we need fire several thousands people, let's lower the % of the safety infraction by half and fire all who do not meet the cut 😉

placid delta
#

more so stupid things like not putting out my orange cones around vehicle, not using voltage detector, not testing poles before climbing.

polar river
#

well, i wish you best luck to find better job, more rewarding which you gunna enjoy

nimble spoke
#

at least in real life when you forget about safety you get fired, in pz you get bitten 😄

quasi geode
#

LOL

trim portal
#

Or an std, irl. @nimble spoke

quaint nightBOT
warped sand
#

awesome! ^

warped sand
#

ok so super survivors no longer causes the sound artifacting if I switch to the new test build. But now all the npc conversations stack on top of my character like a chat box. I know others have mentioned this problem, anyone know of a fix?

cinder coral
#

Saw someone kinda bypass it with putting dots (. .. ...) based on the distance, if they're too far, you'd see only the dots instead of text. iirc the author said it's cause now dialogue is player ID-based instead of object-based. I'm guessing the fix would be to force the survivors to have a different player ID than the actual player, but hell if I know how you'd go about that since they're all on one machine, and so one ID

polar river
#

is there way to actually list overrides ? i noticed the console.log is w/o that

warped sand
#

Hmm would you know what needs to be edited to make that happen @cinder coral ?

placid delta
#

I suppose since I was fired recently. I have time to even make my own speak dialogue display system for super survivors, instead of using the built in one.

cinder coral
#

I'd suggest looking into the TV/radio dialogue since it's still working fine.
Geronimo, my first guess was having a survivors dedicated server, which would make them have the server ID rather than the player, but I dunno if a server even has ID, which would possibly just make the dialogue disappear completely, or make it jump between survivors. Other idea was to force/override each survivor to have their own player ID, could be based off of survivor ID because there's only 1 player, but hell knows if it's possible to alter it at all.

warped sand
#

Hmm well this is a crap shoot, either all my problems are fixed in the new game version (besides the annoying npc chat issue and now even trunks on modded cars doesnt work because the trunk select area has moved) or go back to the older version where every time an npc gets shot its super loud sound glitch with no improved base game changes. Either way mods are a must for me in this game. They add far to much into the immersion/visuals/entertainment to not use them now. Truly a shame the trans am and charger no longer have functioning trunks.

polar river
#

hmm some of the mods are broken cause they redeclaring already used global variables 🤕

quasi geode
#

no surprise there

polar river
#

commonlyusedword = lets overwrite all the mods or default game ; instead of mynickname_commonlyusedword = lets declare the variable for my mod(s) only;

quasi geode
#

better solution is "local commonlyusedword"

polar river
#

i would not do that either cause there can be dozens of placse the commonly used word is and if there is unclear error output you will be looking at gazillion possible places

quasi geode
#

that way your not conflicting with globals, or spamming the global namespace

#

local is always prefered vs global, unless you need to access from outside a function or file

upper bough
#

I usually just use a global table with a unique name relating to the mod, then store variables in it

quasi geode
#

thats what orgm does instead of using local, but only so 3rd party mods can overwrite/access orgm's functions and data as needed

#

even then though i like to pull the stuff into the local namespace before using it...least the next version does that

polar river
#

so, i'm like why UI/windows are broken then i look and 4 mods have function CompassWindowCreate

upper bough
#

Is Hydrocraft one of those mods? I remember writing a compass/GPS function for it a year or two ago

quasi geode
#

ya

upper bough
#

Oops.

#

It shouldn't touch anything relating to the UI though, so I'm not sure why or how it could break stuff.

polar river
#

the problem is others copied the files / functions and now it all EATS each other 🤣

#

e.g. Amulets from Armor, so it will break both Armor and Hydrocraft (cause it contains Armor)

#

same goes for Armor ... just renaming that simple function and it's call to somethingCompassWindowCreate did wonders

#

but atm. no idea what causes that Amulets trigger SEVERE: null java.lang.IllegalStateException at zombie.ui.UIManager.update(UIManager.java:1001)

#

so after narrowing those issues down, back to previous test of 110 mods at once lmaoroflxdddd

#

and that's w/o hydrocraft because ... mess

polar river
#

so 110 mods loaded (w/o hydrocraft) and only 489 overrides 🤣
out of that only this is lua MOD: mod "CraftHelper" overrides media/lua/client/ISUI/ISRichTextPanel.lua MOD: mod "svgMCerdato" overrides media/lua/server/Items/SVGZombieLootDistributions.lua MOD: mod "OZMeds" overrides media/lua/client/ISUI/ISWorldObjectContextMenu.lua MOD: mod "OZMeds" overrides media/lua/client/XpSystem/ISUI/ISHealthPanel.lua MOD: mod "Blacksmith" overrides media/lua/client/Blacksmith/ISUI/ISBlacksmithMenu.lua MOD: mod "Blacksmith" overrides media/lua/server/BuildingObjects/ISAnvil.lua MOD: mod "Blacksmith" overrides media/lua/server/BuildingObjects/ISBSFurnace.lua MOD: mod "FuelBarrel(v40.x)" overrides media/lua/client/ISUI/ISContextMenu.lua MOD: mod "PropStation" overrides media/lua/server/Map/MapObjects/MOFuelBarrel.lua MOD: mod "SVGLittering" overrides media/lua/client/ItemTweaker_Core.lua

#

this is after i fixed the window.lua with the compassWindowsCreate otherwise it would be more
i do wonder why is the SVGlittering overriding the ItemTweaker_Core.lua why not just use require=ItemTweakerAPI

polar river
#

so, when it all works, it's awesome ... but only just until it breaks laugh

placid delta
#

anyone know the best way to detect if its pub stable version vs iwbums version?

drifting ore
#

Check if cars can kill you

#

if they can kill u ur in iwbumbs

#

im a giniuis

spark crystal
#

Not entirely accurate.
Most servers have vehicle damage turned off, because you can't have a passenger without killing them within 5 seconds

drifting ore
#

then spawn a picnic bench

#

and try to sleep on it

#

if you can sleep on it

#

ur on iwubums

#

im a guniouis

tawdry maple
#

genious^ there, fixed it for you.

drifting ore
#

ur not a guenoious

placid delta
#

well its a bit hacky but
if(player.setVehicle4TestCollision ~= nil) then --this is iwbums else --it is not iwbums end

drifting ore
#

👏

quasi geode
#

getCore():getVersionNumber()

warped sand
#

Well miss problem producer has found another problem! Since using the weather test build the lamp on a pillar no longer produces light and even with a battery on hand I cannot interact with the pillars. Its like they cannot be interreacted with. Or maybe the light is just super faint in this build, I dunno. Either way I no longer have the option to turn them on or off because the menu is missing.

https://i.imgur.com/fpmnwH1.jpg

nimble spoke
#

man, I love living in that house, and I go for that same log wall area, without the metal fences, but I link it all the way to the road

warped sand
#

Oh that is only one corner of it! Its walled all the way to the gate and has two car ports.

drifting ore
#

One roof gltich can ruin it all

placid delta
#

I'd like to be able to medical Check corpses, see what injuries lead to the death

drifting ore
#

Detective Nolan

placid delta
#

And even say bandage the corpse for some medical exp

drifting ore
#

why

#

tho

placid delta
#

People use zombie corpses as test subjects in lots of zombie shows and movies

drifting ore
#

Find Jackie's broadcasting stuff

placid delta
#

And because everyone's been through that time where your looking at a corpse and thinking... "Is this that guy I met earlier? Or is this just a random zombie corpse?"

quasi geode
#

i use them as test subjects in PZ all the time...."hrm, lets see what this .454 casull hollowpoint will do....for science!"

drifting ore
#

Eat zombie t-

warped sand
#

@placid delta how do you disable farming in hydrocraft since we cannot interact with dirt plots to sow seeds in the test build? Or atleast how do we remove it from the right click menu so the error goes away and vanilla farming can be used instead.

polar river
#

function override is hell, something broke some context menus and i've no idea what (no errors either)

warped sand
#

I get an error everytime I right click with hydrocraft installed.

polar river
#

well i fixed one of the errors HC was spilling out but there are way more

cinder coral
#

I'm like 90% sure the HydroCraft right-click error is caused by the irrigation system

polar river
#

ye well did you see my comment ?

#

in file WaterPipe.lua the line #40 has typo
local sec = math.floor(gameTime:getTimeOfDay() * 3600);
it should be
local sec = math.floor(getGameTime():getTimeOfDay() * 3600);
then it works fine

cinder coral
#

All you said is "I fixed an error"

polar river
#

it's not fixing the other right click errors tho, had no mood due to hydrocraft integerating multiple other mods including bugs i already fixed (e.g. Armor)

#

i posted it on HC workship item comments

cinder coral
#

Ah

#

Then no I did not

polar river
#

overally copy&paste is biggest problem in using more than 1 mod at Project Zomboid, e.g. Amuletz using stuff from Armor and several mods w/o changing variable names or filenames

cinder coral
#

Ugh

#

That's why you don't copy and paste without knowing what's everything for, I go like 5 times through my old code before reusing it

polar river
#

just renaming those and using unique function and variable names solves tons fo headache

cinder coral
#

Yeah explains that rage about function overrides

polar river
#

it's easy to spot when they override whole files but it's near impossible when they override random function or global variable (there is no logging for either)

#

also found mods which for swapping some line actually replaced whole default UI related lua , ofc with some archaic obsolete version

cinder coral
#

Rip. So unless each function has like a "Debug.Print (ModName:FunctionName)" there's no way for sure to know which is which

#

I assume you have to go though one by one?

#

You have my respect

polar river
#

it would be great that every function file had mod name identification (or w/e source origin, e.g. file)

cinder coral
#

Even if it was just ModName:FunctionName rather than just FunctionName it woulda probably fixed all those name issues

warped sand
#

Perhaps someone could spend the (many) hours to rename the files?

polar river
#

renaming the files is the easier part, not solving the primary problem when someone override already used function en random (same goes for critical variable)

spark crystal
#

@warped sand re light issue
I think it's all lights are feint. Car headlights are the same. Have you tried hand-held flash lights?

warped sand
#

Yeah it appears lights are much much fainter in this build. I'm honestly not a fan of it. But even with the lights on I cannot interact with the lamp on a pillar.

spark crystal
#

lighting is really funny in this build :/ The fog is blindingly white, like it's got a floodlight all over the fog. and then light sources that aren't houses, dont do anything.

placid delta
#

1536016818573 Loading: media/lua/server/Climate/ClimateMain.lua 1536016818574 Loading: media/lua/server/Farming/BuildingObjects/ISFarmingCursor.lua 1536016818574 Loading: media/lua/server/Farming/BuildingObjects/farmingPlot.lua 1536016818575 Loading: media/lua/server/Farming/SFarmingSystem.lua 1536016818576 Loading: media/lua/server/Farming/SPlantGlobalObject.lua 1536016818577 require("Map/ISGlobalObject") failed 1536016818577 Loading: media/lua/server/Farming/ScavengeDefinition.lua 1536016818578 Loading: media/lua/server/Farming/farmingCommands.lua 1536016818579 Loading: media/lua/server/Farming/farming_vegetableconf.lua 1536016818580 Loading: media/lua/server/FireFighting/FireFighting.lua

why is basicFarming.lua no longer loaded or used since IWBUMS? was it replaced with something else? anyone know?

#

nvm i found it.
CFarmingSystem.lua seems to be the replacement

warped sand
#

I'm sorry if I'm misunderstanding, but is that a replacement code Nolan?

polar river
#
1536052472957 function: populateRecipesList -- file: ISCraftingUI.lua line # 864``` all of sudden,something breaks 🤣  i love it
placid delta
#

ya seems like they re-did the farming code or something.

#

I'll have to go through my whole farming task on super survivors. But to make it hard to figure out what changed, they left all the old farming code file in the game. but they aren't loaded.

warped sand
#

The devs just loving making it easy on the modders who keep the game don’t they.

nimble spoke
#

I'll have to redo my farming mod

quasi geode
#

thats the hazzard of modding for a game while its still in development...cant really expect the devs to keep old flawed systems in place just to keep compatibility with some older mods many of which probably aren't being updated

nimble spoke
#

that's true

#

I hope the new system allows for mod compatibility, and all I have to do is to add my plat types

quasi geode
#

ya i havent looked at the new system...i did check out the old system a while back when sparrow asked me to look into a HC farming issue, didnt look very mod friendly in its design

nimble spoke
#

it wasn't, and that's why I made my mod

drifting ore
#

Wish Ben accepts to make the Cologne mod

#

Disinfectant does not grow on trees 😦

placid delta
#

If u got no antibiotics, take some silver and boil it in water for a good while. Bam! colodial silver

quasi geode
#

just eat some moldy bread...you'll be fine 😄

#

ya new system looks much better

drifting ore
#

What system

quasi geode
#

farming

placid delta
#

Can u see how to detect if a square is plowed and ready for seeding? It used to be like

#

Plant equals GetCurrentplanting

#

Plant.state equals plowed

quasi geode
#

i just glaced at the format and over all layout

cinder coral
#

@placid delta from what I can see, CFarmingSystem.lua is mostly XP and UI, as in the pop-up when you look at the plant, most of the commands seem to run from IsFarmingInfo.lua, although I found something like this on CFarmingSystem

    if not plant or plant.typeOfSeed == "none" then return end```
And this in IsFarmingInfo
```function ISFarmingInfo:isPlantValid()
    self.plant:updateFromIsoObject()
    return self.plant ~= nil and self.plant:getIsoObject() ~= nil
end

-- show text with <= 4 farming skill
-- else show the right number
function ISFarmingInfo.getHealth(info, farmingLevel)

-- show text with <= 2 farming skill
-- else show the right number
function ISFarmingInfo.getWaterLvl(plant, farmingLevel)

-- show nothing with 0 farming
-- show text with 1 to 2 farming
-- show numbers with > 2
function ISFarmingInfo.getCurrentGrowingPhase(info, farmingLevel)

-- display the hour of the next growing phase if with have at least 4 farmings pts
function ISFarmingInfo.getNextGrowingPhase(info)

-- we show name of disease with 2 farming skill
-- we show lvl of disease with 3 farming skill
function ISFarmingInfo.getDiseaseName(info)

There's more but that's the ones that instantly grabbed my eye

placid delta
#

i was just testing my changes. but I just had to change the method for getting a plant object from a square. and everything else still seems to work:

if(CFarmingSystem ~= nil) then plant = CFarmingSystem.instance:getLuaObjectOnSquare(sq) else plant = basicFarming.getCurrentPlanting(sq) end

quaint nightBOT
#

There has been a new Mod Published!

quaint nightBOT
placid delta
#

@wet osprey you got your wish, you character now says "What was that sound!?" as a warning that raiders were spawned in the Survivors mod. And raiders inventories are also now full of food so you get something for going to the trouble of killing them.

wet osprey
#

Awesome man

#

I just found it a bit unfair them getting to ambush you in a super punitive roguelike ya know?

#

Losing all your progress in like 7 seconds

placid delta
#

ill have to take your word for it cuz idk. my saves never last long to begin with.

#

old version used to warn you IF you had eagle eye or keen hearing.

wet osprey
#

yeah apperantly they set up a base in the house right next to mine

#

and just waltzed over

#

Attracting several thousand zombies

placid delta
#

sounds about right

quaint nightBOT
quaint nightBOT
polar river
#

happy author of mods Advanced Trading Post and Armor already fixed function names via pdate of theirs mods, let's hope others follow

drifting ore
#

👏🏾

stuck kayak
#

Iwbums new chatbox only add tabs... I have to complement my own mods to add custom command in xD

quaint nightBOT
warped sand
#

Oh so awesome he listened to my suggestion ^ ☺ He also released other distances, not just the x4. So check out the others variances.

polar river
#
    at sun.reflect.GeneratedMethodAccessor198.invoke(Unknown Source)``` my curse ![zombiecat](https://cdn.discordapp.com/emojis/372814281130901504.webp?size=128 "zombiecat")
queen veldt
#

That will be super useful

#

Always seem to be attracting hordes hiding behind fences and buildings

latent crystal
#

Doesn't that "No More Hidden Zombies" thing remove the whole "line of sight" and "fog of war" mechanic, though?

queen veldt
#

Doubt it

#

I think it just increases the range of view you have when behind a wall

quaint nightBOT
upbeat flume
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Great description

warped sand
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So whats it do?

polar river
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ok, merged OZherbs, Crafthelper and some others with IWBUMS core let's see what happens (real headache're Waistbags tho)

polar river
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so far everything works w/o error but i can't see car item inventory (even after opening trunk) wonder what messing with this

cinder coral
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Build 40

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try positioning the car differently and see if you get access

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Had the same issue and just parked sorta diagonally and it worked

scarlet orbit
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That propane station better have a Hank Hill zombie.

quaint nightBOT