#mod_development
1 messages · Page 407 of 1
ya but how much weight are you carrying/
in total...not in the backpack
you'll have to be under 10
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)
@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
I have no idea why sometimes it uses the correct names and sometimes not
I don't use tilezed or worlded much to really be much help but I'll poke around.
Thank you
And that unpacker tool also fails to pack it back after fixing the xml so I'm out of options
I think I managed to repack it
There has been a new Mod Published!
Does gametime have a direct influence on erosion? I'm guessing yes but I'm not quite sure
most definitely
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
Ah ok. I've been directly setting the year with getGameTime()setYear() but it doesn't seem to do much
There has been a new Mod Published!
It probably goes off of time elapsed, not the current game time
i havent dug into the erosion code at all, but i'd assume what ben said
I may not be much assistance. But i can try?
Hey guys I am trying to make a Mine but it isn't letting me I have read the book required.
hit B and goto the recipe in craft menu, see what you're missing
could be a space issue too - from memory the mine weighs 40, so you need to have <10 total weight
There has been a new Mod Published!
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?
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)```
I tried passing it across in the same format, still just errors
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
The Recipe class however has a Load but not a DoParam method, so I can't use DoParam on Recipes like you can Items
You don't have DoParam but you do have a few direct options, depending on what you want to change
I was trying to set Obsolete from Lua, didn't see another way to set that for Recipes :/
Ok, show me how you tried to code it
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`
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
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();```
You're using k as the first parameter when I think it expects the name, try recipe:getName()
Changed it to recipe:Load(recipe:getName(), { "Obsolete:true" }); and get the same Callframe error
what does it say?
There's more to it
only lines after that are debug lines from other parts of the mod i'm working on for my server
for full clarity:
the error message seems woefully vague as to why :/
uhhhhh maybe recipe:(k, LuaArray({"obsolete:true"}))
I'd have to check if that exists in zomboid
nope
yeah :/
There must be a way, and probably very obvious, but I never used it
Maybe try:
local array = {};
table.insert(array, "obsolete:true");
Unfortunately, gives the same callframe error :/
is there any docs on TimedAction ? Im struggling to implement my own timed actions.
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)
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.
Cellar?
i suspect its a hydrocraft thing
Searching through the Hydrocraft files for "Cellar" it doesn't look like it does anything at all? just a large container
if you cant throw live zombies in there, its useless!
A lot of things in Hydrocraft are useless 😛
lol
Damn, do you know on the latest update if level 7 cooking still allows you to use rotten food?
Also thanks everyone for answering.
Yes lvl 7 cooking allows you to use rotten food
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
The portion size scales with cooking lvl --> higher cooking lvl = higher amount added
There has been a new Mod Published!
There has been a new Mod Published!
It's coming to complete.
Nice dude.
Looks LIT
There has been a new Mod Published!
There needs to be a mod where you're the zombie and you try to eat and infect everyone
Project Reversoid
@pallid matrix The lights look off to me.
I meant like they're not lit.
There has been a new Mod Published!
There has been a new Mod Published!
There has been a new Mod Published!
There has been a new Mod Published!
There has been a new Mod Published!
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.
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)
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?
sounds good
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 😛
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 😃
Incoming rubber duck blurbs...
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)
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.
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'.
Done. 👌 😅 
There has been a new Mod Published!
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?
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
but i was using getScriptManager():ParseScript(some_text_string)
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)
the ArrayList class is exposed
local array = ArrayList.new() array:add("my string")
that should be valid, though i havent tested lol
Interesting, I probably missed it when I checked due to case sensitive search
Nice, i'll try that
Still seems to give me a Callframe error as soon as I add that second argument, even with the ArrayList
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.
whats the stack trace?
Strangely, the command prompt just shows this, doesn't really say anything else there.
Debug mode shows this
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
@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.
??? @weary quest I think we're talking about 2 different things
Are you talking about mods running on a server? because that's what i'm talking about
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.
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
yea they arent in the area
pitch dark there lol
And this is definitely the Steam version of the game? weird
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
if you go into one of the numbered folders, do you see the mod files?
When you started the game, did it show any little red rectangles with a number, in the bottom right?
nope
just "Acces the game " etc steam stuff
just tried again, this time i only subscribed and downloaded hyrdocraft
no mods at all
theres glowing red words saying at the bottom "Workshop Items require Steam Integration"
......................
i deleted the -nosteam thing
in the options on steam
and then poof, i got my subscribed mods again
There has been a new Mod Published!
Glad you figured it out Magnetcross, makes sense now.
yea thx
also i did wana make a server for me and my 2 friends
everything is working well so far, just gotta invite them now lol
What does the red rectangle mean ingame? I'm guessing some error
weird never seen it in any other game except this one lol
also if I press escape while the game is loading then the number in the box increases
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.
There has been a new Mod Published!
There has been a new Mod Published!
There has been a new Mod Published!
There has been a new Mod Published!
Is it possible to create a new tileset for the game, replacing the vanilla tilesets?
There has been a new Mod Published!
There has been a new Mod Published!
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.
There has been a new Mod Published!
There has been a new Mod Published!
his and hers first aid kits? why in the world is that a thing?
so you can always remember your lost loved one while patching up zombie bites
obviously lol
Yeah they're like watches
lol
There has been a new Mod Published!
Yeah! Release of Ambulance Ford F-350 92`....
Nice dude.
Very nice
Love them.
Daaamn, they look nice
Only complain is that they kinda stick out a bit compared to the vanilla vehicles, but they look WONDERFUL!
Yeah, looking better than the base game isn't always a good thing.
now the devs need to step up their game haha ☕
I'd enjoy seeing the police vehicles on the right in urbanized areas, while the one on the left is in rural areas
nah dozens of steam reuploads are overkill
lol
Did that guy who made that car mod add a SWAT van with lights? Or a CDC one?
As a skin of the boxville?
@plucky jungle Макс, ты группу перепутал? 😄
@winged raptor Ога. )) Хотел у вас написать, а написал сюда. :D Еще зашел главное, смотрю, скрины вашего хаммера лежат, окей, значит сервер тот. )
I thought that was a needed addition.
I wonder if tanks could be added or other heavy military vehicles
What scale do models need to be in PZ? From Blender?
They don't have a fixed scale, as the game also scales the models
although most of the vehicle are scaled in game by something around 2.15
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
Ok.
You know, I think a bulldozer would be pretty awesome too
I think a bulldozer would be cool too, but I think finding bulldozer parts and putting them on cars would be even cooler.
its an apocalypse, there's no such thing as impractical, unless it will bring you death faster
brb building Killdozer in PZ
I mean I'm not sure most cars have enough horsepower to carry the blade.
Might also block the windshield
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.
that would be interesting
It would be nice if like with metalworking and mechanical you could like fortify cars wit metal plates or smthn
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
Hopefully that will be fixed in the future
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(
There has been a new Mod Published!
love your work @quaint night
There has been a new Mod Published!
There has been a new Mod Published!
There has been a new Mod Published!
Who new tryong to plan a seperate mechanical signal system would kill my brain...😂
whatcha trying to do?
There has been a new Mod Published!
...
OMG that copyright..
russ.
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.
ya entirely pointless....wonder if he's even tested it out now that he uploaded it LOL
we have seen enough ORGM reuploads. 😛
At least if they were to make like... an add-on to it, it would not have been a big issue all alone.
Fenris_Wolf07/04/2018
2018 Mod Awards: And the prize for most cloned mod of the year goes to: ORGM
😄
Nah ORGM classic is really going way out there, even add-ons would tend to be breaking
Have you seen the changes over the past years? All the new lua is crazy complicated..
it depends on the changes
our server also use ORGM add-on.
or a least a mod that will not break 😛
Addon creator would need to get in touch with Fenris later on for it to be stable..
When that barrel length comes that Addon will break..
eh...the ND addon creator IS Fenris XD
yea 😃
which reminds me jian...i'll need to redo that for the next update
So it will not break 😛
i've completely rewritten the mod over the last 2 weeks
I could break it if I want. I haven't replace the chatbox which comes with custom commands.
the code has gone from complex to damn sexy lol....the update is also coming with HTML documentation for ORGM's API 😄
TBH I think ORGM has won the awards since 2015
2015-2017 was the busy days of plagiarism.
lol
i'm still aiming for that #1 spot!
hydrocraft is hard to beat
ya 3rd atm, 1300 subs behind bedford atm
ND is going to use a custom hydrocraft in the future
was in 5th spot before the vehicles update went stable
But Hydro and Bedford are in it's own category...
that would minus the subs
112,131 Unique Visitors
100,705 Current Subscribers
1,476 Current Favorites
is really unbeatable in it's own category though
lmao lotus is still tearing apart that guy's translations
Can't blame him, especially with what he is saying according to google translate..
PZ lua is still kinda funky with oop.
metatable sometimes doesn't work like it should.
Hmmm last time I remember bedford it had way too many traps..
i havent noticed any metatable issues
Still thinking how to write functions and classes (or objects)
but honestly i've avoided going oo with most of it
The only way I find it easy is to avoid using metatable. that comes with performance cost.
even the last changes i made to github for the ISReloadableWeapon class ORGM uses just passes the calls on to more functional programming style
I'm shocked that after all these years, hydrocraft never had blackpowder guns :l
for something such an evolution simulator
There has been a new Mod Published!
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!)
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
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.
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 😐
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?
Don't: my anaconda don't.
@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.
ah....again i say damn steam....this is supposed to make things easier for people? 🤔
There has been a new Mod Published!
lol, with "easy vehicles" in sandbox, why bother with a mod to do exactly that?
plus... if you take the time to level mechanics & electronics.... you can do that anyway via hotwiring
^
I could actually see a few uses for it on servers
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.
There has been a new Mod Published!
Are there any crucial, must-have mods?
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.
The MRE mod is also very useful. Since these MREs don't expire, they make for a great long-term food solution, though for the same reason it's best to use them after all your perishable foods are either gone or rotten. https://steamcommunity.com/sharedfiles/filedetails/?id=798778946
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.
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,
};
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.
Thanks a bunch amigo, also a big fan of your work!
anyone knows how to edit vanilla map?
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.
Has anyone checked if modded vehicle models can display textures correctly now?
@nimble spoke New update of game?
in the weather version
@nimble spoke are you check this?
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
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
Guys tell me how to find my hair model? I need to write this in a variable.
local BeardNum = getBeardNumber() ```
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
@astral junco мб нужно вар плеера сначала, а потом к нему обратиться чтобы найти модельку на плеере, хз
in this
Events.OnKeyPressed.Add(addItems);
should the addItems have ()?
no
if you did Events.OnKeyPressed.Add(addItems()) then addItems gets called right there, and the return value is passed to Events.OnKeyPressed.Add
There has been a new Mod Published!
@scenic sigil Кстати да, модельку ведь меняю таким же образом. надо попробовать.
@winged raptor Still nor working, and so far nothing that could be used to fix it
But now vehicle:getEmitter() is public
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.
@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)
@quasi geode
I don't know how to use this. Could you just upload it to the Steam Console's workshop?
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
@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.
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
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?
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
@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?
@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?
its a key number
how do i find out with number is for which key?
if you want it bound to F you can use: Keyboard.KEY_F
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
once handloading is finished til then theres not much point
handloading/reloading...using bullets, primers, cases and powder to manufacture ammo
thought so
well have fun with that chaos lmao
though just FYI people i know typically call it repacking
lol..wheres that? most people call it handloading or reloading
least in north america XD
northeast US
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...
or PA atleast
" 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'
fair enough. i myself have heard it called repacking many times but again this is just PA
guessing its local slang
PA certainly likes to make its own terms haha
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
They call it repacking in Australia too @tall moat
thats probablhy where i get it from. my dad serverd in the Australian army briefly before moving back
Neat.
There has been a new Mod Published!
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.
anyone attempting to use a chainsaw as a weapon should have a 40% chance of badly injuring themself lol
Bounce back is a bitch
aww, I just found a chainsaw though! Should I not even bother?
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
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
Buy a hand chainsaw, the chain with two handles
You'd have better accuracy.
Takes less time to cut and quieter
or just use a poleax
True.
He actually made Fanny Packs: the absolute madman.
you can't really play in 1993 and not have them
That was exactly what I was thinking.
This is set in the nineties. Indie Stone should straight-up add them into the game.
I hope that with the upcoming animations, we'll be able to also see duffle-bags and backpacks on our character.
We will, that was mentioned quite a while ago, I think there's an old video of it somewhere too.
Sweet.
This was one of the photos of the upcoming backpack models
Really looking forward to extra stuff 👌
That T-pose 👌
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
can someone make a mod where you can dig with a spoon but after a couple of digs the spoon breaks
thats called the escapists
lol
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.
getPlayers() with this possible find out the number of players?
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.
getWorld():getCell():getPlayers() though I'm not sure it is getPlayers() exactly or something like it
Thank you, I'll try to use it right now. I hope this works.
@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?
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
thanks for the info, guess I will wait until then
@nimble spoke even more out of the loop; You added (not replaced) cars?
@spark crystal Yes, added, not replaced
Hydrocraft is a pretty popular one. It adds an enormous amount of items and mechanics.
Hydrocraft makes the game too easy imo. Too much loot, even on rarest settings.
ORGM + Silencer are great to get.
wait, wouldn't silencers make the game too easy?
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
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
(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
ah
well i use the based silencer mod
i never really liked the way ORGM did the guns tbh
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
For me, the more, the merrier
you can disable any guns you want, just takes a bit of modding (aka the patch mods)....and suppressors exist for shotguns IRL
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
given that theres over 100 firearms in the mod, having it in the config would just be insane
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
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
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
ya not like to happen for a number of reasons...
- '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
- I'd end up having to constantly answer questions 'whats all included in this spawn group?', because nobody ever reads the documentation lol
- theres no easy way to define what groups to include, without including piles of different overlapping groups
- 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
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.
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
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.
getWorld():getCell():getRemoteSurvivorList():size();
if use size then prints "0" most likely the count starts from 0, i hope)
It may be a list of npcs and not players, I didn't check
these names can be a little confusing sometimes
что это за скрины ?
There has been a new Mod Published!
What do I need to learn to mod games like PZ?
@coarse apex Depends on what kinda mod ya got in mind. What are you thinkin?
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
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.
Ah
Oh? What car mods did he make?
Check steam workshop and you'll see that most car mods are made by him
He makes a lot
he's like a factory...constantly producing new cars lol
Lol the CEO of PZ car production
Hey man, ya gotta do what ya gotta do.
I haven't finished any new ones in a while, though.
Anyways, I suppose theres pages out there that can help me get started right?
I've got a few models, just gotta texture them and toss 'em in the game.
I think someone was following a tutorial for basic mods a while back.
Have you seen the newest thursdoid
I glanced over it a bit.
I was actually about to check out the new stuff they added.
new function for loading car models
Hopefully that means that lights work.
Either that or it'll break all my mods, haha.
well i dont think it will break them, but the new method should get everything working properly but i havent tested
I'll go check it out now.
Yeah about to say those news
Glad they are finally letting modders implement new cars
withour replacing vanilla ones
Same, man.
I like the vanilla ones, I just wanted to add more variety.
And mostly muscle cars.
Hell yeah man, I love 'em.
Pickup trucks are cool, too, haha.
No dice. But the fog looks awesome.
I haven't check what all that "new vehicle stuffz" was about
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
I dunno much about Hydrocraft, bud.
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?
Depends on which type of modding
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
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
Its all just a bit overwhelming, but at least I have an idea of where to start.
I learned by checking existing mods
It can be slow progress yes, but direct progress towards your goal, so it worked for me
There has been a new Mod Published!
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
why can't you decompile LuaManager.class? Works fine for me
it only shows an internal error comment here
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); }
There has been a new Mod Published!
There has been a new Mod Published!
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)
There has been a new Mod Published!
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?
yep, you can spawn zombies as an admin
simply type /createhorde x, where x is the amount of zeds you want to spawn
here is a list of all the commands: https://theindiestone.com/forums/index.php?/topic/5813-how-to-administrate-a-server/
Hello everyone, this post will explain how to do things as an admin on your server (please note it'll be for build 25). When you first launch your server, o...
the minimun role you need to do this is Overseer (you can look up all the different roles here: https://theindiestone.com/forums/index.php?/topic/21056-server-access-level/)
From build 35.17, you'll be able to set different access level for your admin staff using /setaccesslevel "username" "accesslevel" option or directly insi...
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)
I also found setHighlighted, but I need what is shown in the screenshot. What do needs write in bounds parameter (x,y,x1,y1)?
@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
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?
it sucks to see you posting here and no one answering :/
Probably because nobody knows the answer
I thought these were easy questions)
I'm even a little embarrassed to ask such questions, because I think that it's too simple)
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
@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.
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 😄
Excited to see if our boi FilibusterRhymes finally put in his vehicle models soon.
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.
Yeah. Hopefully it'll go smoothly.
the spawn system and model load are now on iwbums
yep good times....have you tried the new driving physics yet?
no
its crazy fun lol
can you still launch yourself over a pile of bodies?
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
Excellent choice!
Music replacing doesnt work in 40 build
any progress?
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)?
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
Just wondering if in the mod info, like how there's required mods, you could basically make a mod exclusive with another one somehow.
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
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
oh if you mean a flag in the mod info file that acts as the reverse, nope
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"
ya you could put it in a big flashing neon sign and people would still ignore it lol
Right!?
There has been a new Mod Published!
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...
technically anything is possible if your willing to put enough work into it 😄
What kinda rockets are you talking about?
A rocket for espacing from the Earth.
or just lagging everything and somehow glitching in the sky
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
doubtful, thered probably be some java replacement
really though at that point you're probably just playing the wrong game lol
kerbal maybe? lol
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
i'm sure on redboid someone would come along and shoot you long before the rocket was finished
kerbals is fun ❤
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
a 3some, giggity
ya i've never played there...i just supply them with guns 😇
replaces bullets with nerf pellets on the next sjhipment
<<< PZ's Merchant of Death
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
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 ; )
if someone else kills you...and you come back and eat your own corpse, is that "self canabalism"? 🤔
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?
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
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.
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
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
is canSeeSquare global? seems more like it would be part of one of the classes
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
getCanSee of non-table: null
@quasi geode for index need just insert 0, right?
or maybe insert player
local player = getSpecificPlayer(0)
getCanSee of non-table: null << your call to getCell():getGridSquare() returned null
try using getCell():getOrCreateGridSquare(x, y, z)
same problem
At first glance, it seemed that everything should work, but for some reason it always null(
getOrCreateGridSquare should never return null
oh wait i see one instance where it does return null
maybe just throw a check in there, assume if the square is null the player cant see it lol
😃
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)
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.
yes it is, i requested the function a while ago, and RJ implmented it
Oh, hell yeah.
So we could make an addon for the spraypaint mod to have it usable on cars, right?
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 😄
Cool man. I'm glad you can do the saturation and hue, too.
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
I don't think the hue is.
Sorry, not hue
Saturation.
Not sure about the bright ness.
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
Exciting stuff
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.
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
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.
forcedColor = hue sat value in the script txt, spaces seperate not commas
vehicles have multiple textures..the shell and several overlay textures and masks
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?
photoshop and bucket fill lol
so turns out I can add extra layer with logos, etc?
doubtful but idk...not really my area
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
neet
"Some cool map". Now that's a meaningful description.
I hate when modders do not provide a meaningful description
"this is a mod"
9.8/10 times, it's someone screwing around in the workshop upload bit, or a compilation of mods for a server
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'
i always love "WIP" as a description.. "if it aint ready for consumption, why are you posting?" am i right?
@tawdry maple PZ itself is WIP
There has been a new Mod Published!
@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.
There has been a new Mod Published!
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.
you running stable or IWBUMS?
stable I believe. I have not installed the weather test.
no idea then...could have taken some guesses with the beta, but stable should be fine
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?
if you have the issue with orgm as well as vanilla, its not the impact sound, since orgm actually doesnt use it
Yeah super survivors just doesnt like my game it seems. It would be nice if I could atleast find the problem. =/
There has been a new Mod Published!
@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.
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 
😓
ye thankfully i got backup of all the changes so i could report all the bugs 
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
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
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
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 🤣
looks like a issue with one of the models
it totally breaks PZ in some loop and ends in freeze
bah, bChotbar hates me too , quite some errors and loading times/ ui broken
well most of these wont have been updated for the IWBUMS branch
on the upside, least orgm works (minus one harmless exception) 😄
i got this working just fine with IWBUMS after 'some manual fixing' https://pastebin.com/pLH6VmE4
i see pump power in there...its redundant
the feature it provided is built into the current stable build
fully? nice ... time to put it back into dormant stoage
you just on a repair binge or you actually playing with all those loaded at once? lol
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. 😃
pretty sure a number of those are going to be conflicting with each other
well, whatever i did, so far no error, severe, stack trace, exception or similar scary log entries 
so from way too many errors to just the one where you said it's nothing to worry about , time to try play 
lol now you get to find all the errors that occur during play instead of just on start 😄
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 🤣
yep militarygear is well known to be a problem
i know there was updated to beta build earlier today so maybe this is my actual headache
MORainCollectorBarrel.lua not sure what mod is adding that file
oh..nvm
thats vanilla
the lua file is \ProjectZomboid\media\lua\server\Map\MapObjects\MORainCollectorBarrel.lua```
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
aaah, my fault 🤣 resurrected wrong file
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
this flies out \108600\498441420\mods\Hydrocraft\media\lua\server\BuildingObjects\RainCollectorBarrel.lua
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
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 .... }
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
i somehow fixed all 3(4) Quick*mods so i guess it will break later 🤣
starting to suspect you enjoy fixing other peoples broken crap more then actually playing 🤔
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.) ...
so i guess for now this mod must stay inert
some hours later he actually trying to play 
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 😓
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 
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
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
heh
ye RMB click is broken 
ye seems like hydrocraft is broken too https://steamcommunity.com/workshop/filedetails/discussion/498441420/1735462352492123675/
Yeah, none of my Mods work that well on IWBUMS.
@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)
ya
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?
no...weight reduction is % value, item weighs 10... 5% of 10 is 0.5, new item weight is 9.5
before
👍 thanks
how might I go about creating a script that prevents a certain item from being placed in a container?
fenris_wolf w/o HC so far all great, even QB works 
aah, some errors in console.txt ... guess more fixing later
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
java.lang.RuntimeException: Object tried to call nil in OnFillContainer
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:83)```
least theres a built in way of doing but, but its probably a whitelit instead of a blacklist
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
hmm. I kind of want to go the other way around. There's about 6 items I dont want to allow
well I got fired today, guess I have time for modding again....he he....he
Well hey man, that's one way to look at it. That's the spirit!
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.
scaling those telephone poles without a harness and helmet too many times?
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 😉
more so stupid things like not putting out my orange cones around vehicle, not using voltage detector, not testing poles before climbing.
well, i wish you best luck to find better job, more rewarding which you gunna enjoy
at least in real life when you forget about safety you get fired, in pz you get bitten 😄
LOL
Or an std, irl. @nimble spoke
There has been a new Mod Published!
awesome! ^
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?
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
is there way to actually list overrides ? i noticed the console.log is w/o that
Hmm would you know what needs to be edited to make that happen @cinder coral ?
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.
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.
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.
hmm some of the mods are broken cause they redeclaring already used global variables 🤕
no surprise there
commonlyusedword = lets overwrite all the mods or default game ; instead of mynickname_commonlyusedword = lets declare the variable for my mod(s) only;
better solution is "local commonlyusedword"
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
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
I usually just use a global table with a unique name relating to the mod, then store variables in it
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
so, i'm like why UI/windows are broken then i look and 4 mods have function CompassWindowCreate
Is Hydrocraft one of those mods? I remember writing a compass/GPS function for it a year or two ago
ya
Oops.
It shouldn't touch anything relating to the UI though, so I'm not sure why or how it could break stuff.
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 
and that's w/o hydrocraft because ... mess
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
so, when it all works, it's awesome ... but only just until it breaks 
anyone know the best way to detect if its pub stable version vs iwbums version?
Not entirely accurate.
Most servers have vehicle damage turned off, because you can't have a passenger without killing them within 5 seconds
then spawn a picnic bench
and try to sleep on it
if you can sleep on it
ur on iwubums
im a guniouis
genious^ there, fixed it for you.
ur not a guenoious
well its a bit hacky but
if(player.setVehicle4TestCollision ~= nil) then --this is iwbums else --it is not iwbums end
👏
getCore():getVersionNumber()
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.
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
Oh that is only one corner of it! Its walled all the way to the gate and has two car ports.
One roof gltich can ruin it all
I'd like to be able to medical Check corpses, see what injuries lead to the death
Detective Nolan
And even say bandage the corpse for some medical exp
People use zombie corpses as test subjects in lots of zombie shows and movies
Find Jackie's broadcasting stuff
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?"
i use them as test subjects in PZ all the time...."hrm, lets see what this .454 casull hollowpoint will do....for science!"
Eat zombie t-
@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.
function override is hell, something broke some context menus and i've no idea what (no errors either)
I get an error everytime I right click with hydrocraft installed.
well i fixed one of the errors HC was spilling out but there are way more
I'm like 90% sure the HydroCraft right-click error is caused by the irrigation system
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
All you said is "I fixed an error"
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
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
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
just renaming those and using unique function and variable names solves tons fo headache
Yeah explains that rage about function overrides
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
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
it would be great that every function file had mod name identification (or w/e source origin, e.g. file)
Even if it was just ModName:FunctionName rather than just FunctionName it woulda probably fixed all those name issues
Perhaps someone could spend the (many) hours to rename the files?
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)
@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?
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.
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.
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
I'm sorry if I'm misunderstanding, but is that a replacement code Nolan?
1536052472957 function: populateRecipesList -- file: ISCraftingUI.lua line # 864``` all of sudden,something breaks 🤣 i love it
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.
The devs just loving making it easy on the modders who keep the game don’t they.
I'll have to redo my farming mod
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
that's true
I hope the new system allows for mod compatibility, and all I have to do is to add my plat types
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
it wasn't, and that's why I made my mod
If u got no antibiotics, take some silver and boil it in water for a good while. Bam! colodial silver
What system
farming
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
i just glaced at the format and over all layout
@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
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
There has been a new Mod Published!
@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.
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
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.
yeah apperantly they set up a base in the house right next to mine
and just waltzed over
Attracting several thousand zombies
sounds about right
There has been a new Mod Published!
There has been a new Mod Published!
author of mods Advanced Trading Post and Armor already fixed function names via pdate of theirs mods, let's hope others follow
👏🏾
Iwbums new chatbox only add tabs... I have to complement my own mods to add custom command in xD
There has been a new Mod Published!
Oh so awesome he listened to my suggestion ^ ☺ He also released other distances, not just the x4. So check out the others variances.
at sun.reflect.GeneratedMethodAccessor198.invoke(Unknown Source)``` my curse 
That will be super useful
Always seem to be attracting hordes hiding behind fences and buildings
Doesn't that "No More Hidden Zombies" thing remove the whole "line of sight" and "fog of war" mechanic, though?
There has been a new Mod Published!
Great description
So whats it do?
ok, merged OZherbs, Crafthelper and some others with IWBUMS core let's see what happens (real headache're Waistbags tho)
so far everything works w/o error but i can't see car item inventory (even after opening trunk) wonder what messing with this
Build 40
try positioning the car differently and see if you get access
Had the same issue and just parked sorta diagonally and it worked
That propane station better have a Hank Hill zombie.
There has been a new Mod Published!