#mod_development
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There has been a new Mod Published!
There has been a new Mod Published!
I just started playing "Hydro Craft" and I realized I won't use pretty much any recipe it adds, but I am still having a great time.
The one thing I don't like, though, is that there are a lot of stuff that really should be Furniture, but they aren't.
I find small Crates all the time, and I can't place them. -but if I drop them, they fall lik a book and you can clip through them.
The Forklift was the weirdest one. It was the size of a house.
Wheelbarrow > Forklift
I don't get how to use the Bicycle, either.
Dropping it places a bicycle the size of a car.
The Forklift is the size of a house.
I get how the Wheelbarrow would work, same as the Luggage
It's for logistics.
What I don't get, though, is why all the benches, kilns, mines, etc. etc. are all items you can pick up and drop instead of Furniture.
they were added before the furniture update
You can pick up the furniture
Left side you got heath and stuff
And it's there
Re forklift etc afaik you equip into both hands so it becomes a container like a bag
@upper bough / @cinder coral
Why haven't they changed it into furniture?
it's probably really low priority
@upper bough
Why?
IMO, that should be the first priority.
You can't rotate benches and boxes when they're dropped as it is.
Like, it really drives me up the wall clipping through everything and, more importantly, being unable to find the tile I dropped it on when it's four or six tiles wide!
Make an Undertale mod
You can also not do that
Hydrocraft is more of a compilation of mods, rather than a mod itself. It's mods are from much older versions of PZ, from authors who, many of which, have long since left the community.
bah, trying to get Waistbags working under 0.40 plus then combine with 100 already 'fixed' mods (to work under 0.40) is such pita
why override default files, default functions it's nightmarish ... aka why they just can't make theirs own unique functions
i give up for now, let's hope Hydrocraft isn't such pain
@placid delta thanks for updating the survivor chat script, its so nice not having chat spam again! I still however did notice that a decent amount of survivors in a zone still causes lots of stuttering issues and with the new effects every time a survivor begins panicking with a heartbeat. That heart beat sound gets stuck on repeat until the game is reloaded.
geronimo, maybe if there was e.g. options setting for the Super Surivors (like total limit / max per zone etc.) that could be of use for performance
I'm unsure on the amount of survivors that causes the stutter. I can be in an area with ten plus with no issues and other times I cannot see all of them and the game is pausing every other second. I think the game engine just has a hard time running all the scripts at once.
edit
also survivors seem to not path around light on a pillar. they constantly get stuck.
i got supersurvivors from before but wasn't testing them until i get the other mods working under IWBUMS 
There has been a new Mod Published!
@drifting ore
I actually like the idea of finding "Undertale" items in "Project Zomboid".
The only problem is that most of the weapons you could add are already in the game.
Stick? Check.
Frying pan? Check.
Knives? Check.
Guns? Checked all over.
Other stuff, like Orange Soul's headband wouldn't do much without an Armor Mod.
That said, a lot of the items you can pick up in UT would make sense in PZ, especially the food.
If someone could "mod" the dev team into releasing the new animations from two years ago. That would be great.
@warped sand
That's true, but those new animations were proof-of-concept.
-and the new animations were outsourced to a third party.
--
I'd like to see someone volunteer to make some of the HC stuff into Furniture.
Not neccesarily all of it, but just the containers an dtents that need to be Furniture.
SPIFFOLOVANIA
Maybe Indiestone people can make a Spiffo Discord bot someday...
I mean
One that you can interact alot more with
like s_pat
It would be like those DDLC bots
Can we have like
a cast of characters like Spiffo in the form of merch I can steal from houses and shops
Just so I can put them all in a locked room and scare the shit out of people who break in
Make a mod that turns all of the zombies into the twitchers from that Afraid of Monsters mod
hmm, so hydrocraft is same pain to get working with 0.40 IWBUMS and my 100+ mods pack , just like waistbags ... i do wonder why, i end on stuff like recipes not valid but merges/files seems all fine
must be some override going wrong but not being obvious where/what/why
oh Dear God No
guess i will need to make parser for all the global variables and functions to figure this out 
There has been a new Mod Published!
@drifting ore
Seconded, I'd download a Chara sweater.
There has been a new Mod Published!
Isn't ElCid a New Dawn admin?
ya
You know what the game is missing? OP ladders that the zombies cannot climb.
https://pics.me.me/ladders-in-videogames-how-to-walk-ladders-101-11265166.png
hmm, 1415833667 , ORGM Extreme, vanished off Steam workshop ... but what's surprising it automatically uninstalled from my client's data too
it ded
that's damn shame, but why remove it in such way? some IP / rights issues ?
yes
or the author did it for some unexplainable reason
https://steamcommunity.com/sharedfiles/filedetails/?id=1415833667 is no more
and steam autoremoves it from client due to automated download of mods feature (which you can't control except hours)
@polar river here is the mod, I kept a copy
Someone should reupload it to steam
might want to find out why it was removed and get the authors permission before doing that, i suspect he pulled it intentionally
he pulled his other PZ mods as well
looks like he never made the changes i suggested to it to support the next orgm version so it wouldnt crash and burn anyways...barrel lengths are missing, inaccurate or lazly rounded, most automatics missing the auto feed types
Looks like the author has pulled out all together. So feel free to continue using the mod with the copy above.
just dont expect it to work after the next update lol...pistols that are missing the barrel lengths will be OP, rifles missing the lenghs willl be under powered. None of them have alternate optional spawning lengths, automatics missing the feed system type will generate more recoil then expected, and any using the additional rounds he added will probably outright fail
i did give him advanced warning months ago on what changes he needed to make
thanks @warped sand i actually do have backup already
but Someone should reupload it to steam is wrong, Steamworkshop licenses clearly FORBIDS anyone to reupload anything unless you have written permission from the author/IP holder(s)
If the author disappears then leave information stating such and nothing has been editted. Its not being sold for profits or being claimed as your own. So the big deal of reuploading it is very mute at best. I'm amazed I have to even explain this.
That's not really how it works though.
If the Mona Lisa was taken down, and you had a copy of it, you cant put it back up yourself, because it's simply not yours.
It's against the license you reupload anything without permission of the person who created it. Period.
If the original author explicitly stated that this was okay, it wouldn't be an issue.
@warped sand that's really not how it works, unless you have ALL of the rights collected, you can't upload to STEAMworkshop, if you do then you in violation of EULA and the item can be taken down anytime by Valve
it's clearly misconception where people think STEAM workshop is some 'free for all' mirror w/o any rules
it's massive issue with Arma modding community where reuploads and flatout theft of work happens nonstop ... the total conversion teams are issuing DMCA takedowns on daily/weekly basis
i can understand mistakes some people do in naivity / good faith, but those usually are cleared with just little explaning and education but it's no excuse for covering up violation of w/e rights of the original authors/IP owners
real issue is e.g. abuse of the private workshop items (for friends only) to hide such use for 'server' communities
with all what i see as admin, i would say the amount of DMCA would triple overnight if i ran the sweep ๐คฃ
indeed...the author hasnt 'disappeared' he's still on steam and was online when i checked earlier this evening. if he's pulled it from the workshop then its safe to assume he no longer wants it there, and you dont have permission to reupload it.
interesting bug with mod.info url=http://steamcommunity.com/sharedfiles/filedetails/?id=899880093 id=rariCorkscrews
vs
id=rariCorkscrews
url=http://steamcommunity.com/sharedfiles/filedetails/?id=899880093
the 1st uses entry for loaded.txt as id
the 2nd uses entry for loaded.txt as url
seems like PZ's parsing of the mod.info is messy
i hope you don't mind i ping you @inland gull about ^
sure it isnt something in the file...like using a linebreak only instead of a carriage return + linebreak? looking at the mod.info parser now and it doesnt use any sort of ordering of the lines
check self https://steamcommunity.com/sharedfiles/filedetails/?id=899880093
name=Weaponized Corkscrews & Corked Beverages
id=rariCorkscrews
poster=poster.png
description=Corkscrews now act like sharp stapping weapons, and have improved distribution. Alcoholic beverages (Red Wine, Chardonnay and Whiskey) are replaced with with corked versions, each of which may be opened with corkscrews to produce an opened bottle (and of course, a cork!)
url=http://steamcommunity.com/sharedfiles/filedetails/?id=899880093
unless it's the , in the description= line ?
There has been a new Mod Published!
@spark crystal
Not true. The creator of a Mod doesn't truly "own" the Mod, but rather, the company does. All PZ Mods are the property of Indie Stone.
This means that people are free to re-upload ORGM if credit is given.
thats not entirely true. being canadian, any code i write is classified as a literary work, and automatically protected by canadian copyright law. yes i use aspects of PZ's modding api in my code, but that does not mean they own my work
You're right in that TIS technically 'owns' the content.
But that doesn't give the right to reupload without consent of the original author.
If you're interested, have a good read of the workshop eula ๐
It depends on the studio and such.
For example, Paradox Mods belong solely to Paradox and they can use or sell any Mod content for any reason. They only recently allowed solicitation of donations through the Patreon on the Steam Console.
EA, meanwhile, does this straightforward with "Sims" games and Maxis did before EA bought them out.
In fact, EA bylaws state that you cannot sell or solicit donations for "Sims" Mods.
This means that it is legal to "pirate" pay-site "Sims" Mods and re-list them for free with EA's blessing.
Also, I am considering trying to convert the container items in "Hydro Craft" into Furniture.
-because I'm sick of a three-tile sleeping bag that overlaps a car.
i fail to see how EA stating ' you cannot sell or solicit donations' is the same as them giving permission to reupload anothers work
EA bylaws state that a Mod's rights are void if they try to sell them absent EA.
Hang on, I'll show you
I am considering trying to convert the container items in "Hydro Craft" into Furniture.
What would I need to do? I already have the Item Sprites available to me, so I just have to shrink them and edit them to look bearable in Isometric alignment.
as is a company trying to claim ownership of content distrubted in a mod would be very tricky to justify in a court...using a hypotetical scenario...say i use models created from a 3rd party, which are already licensed with a creative commons attribution-noncommercial license. As a modder i'm free to use these if i give credit...then a company decides their modding terms and conditions have a clause that says they own all mods and content, and then they decide to either include it in their game, or sell that mod as DLC
its almost a given the court would side with the original content creator and the company would be in violation of the noncommercial license
helpful forum thread on our mod permission rules: https://theindiestone.com/forums/index.php?/topic/2530-mod-permissions/&tab=comments#comment-36465
These are the different levels of permissions available to be applied to your mods, so that other modders know how they can be used. After selecting the app...
@vernal ferry
Thank you for clearing that up.
indeed...that same info is written in the "terms and conditions.txt" distributed with PZ. No where in it do they attempt to claim ownership of content created by modders, only content created by TIS, which they give you a license to use.
no we can't and obviously wont claim ownership of content made for a mod, only these:
โขThe Indie Stone reserve the right to implement any features in the game irrespective of whether mods exist that accomplish the same goal.
โขThe Indie Stone are free to use any ideas found in user mods, and while we will give credit if we genuinely use ideas directly from mods โ we are not required to give credit or remuneration of any kind.
in ORGM's case, the permissions are clearly defined in a 'credits and permissions' file, stating your free to modify and upload ORGM to other hosting sites, except the steam workshop, where you must ask for permission of both me and OrMntMan
@quasi geode
Were you the one who ordered ORGM to rage quit, or was it your co-author?
Why was this done?
Are you planning on a replacement?
the author of the ORGM extreme addon pulled it himself.
Ah.
I thought you made ORGM?
@quasi geode
-and while you're still here, I want to ask a question.
I am considering trying to convert the container items in "Hydro Craft" into Furniture. What would I need to do? I already have the Item Sprites available to me, so I just have to shrink them and edit them to look bearable in Isometric alignment.
What tools would I need to do this and where do I get them?
i'm the author of the current orgm versions. OrMntMan is the original author. It still exists on the workshop, but the ORGM Extreme (which wasnt ORGM, but a addon mod for it, like a expansion pack) pulled his work
The person behind HC says that all contributions are voluntary, and if someone made the Sprites (etc.) for him, he'd consider adding them.
creating moveable objects isnt really my area. i believe theres a old post on the forums about it, and your best bet would be to look at examples of mods that have done it
Okay. Can you give some examples of Mods that have done it?
I mean, aren't there any specific programs (e.g. "Tile Zed") I would need?
'More buildables' I think does that, but it's structural objects - I don't think it placed objects with any functionality. (I think it's this mod https://theindiestone.com/forums/index.php?/topic/12886-extended-building-options/)
probably tilezed (i think) for creating the texture packs, and snake has done it with some of his mods
but those arent on the workshop or TIS forums
There has been a new Mod Published!
More builds is pretty much an extension of base building - larger variety of walls, counters, containers, etc. But it only uses already existing objects from what I know, even a well
true, it does add existing objects, but it does add objects. Half of the solution.
Hmm I'm surprised the maker of ORGM doesn't just message the maker of ORGM extreme and try to form an agreement to just include it with the mod. Otherwise unless you "happen" to have a back up, many users are without the "almost required" expansion of the mod currently because people fear "if" such an upload would be removed.
unless rare few nobody has backup anymore so i guess it's irrelevant
it's also interesting to note that PZ will refuse to load such removed mod if you just keep it in local workshop folder ... (it refuses to accept the folder with that workshopID)
I have no issue running the old file ^
for me it tosses 'mod not found' for the id=extremeorgm2 in the console.txt which means no files are actually loaded
the maker of ORGM (ie: me) has no desire to include extreme for multiple reasons.
- I'm not adding more guns until all major features are done. everytime i add a new feature, i'm forced to go back and do research on 100+ various firearms. Adding more now before everything is complete substantially increases my workload.
- the author of extreme has far to much drama and bad history with the TIS team. I have no wish to have him and his drama associated with my project in any way. Why i turned down his initial offer to help months before he created extreme
- the quality and effort put into the work he did was not up to default orgm standards. I'd end up having to redo it all anyways, so at this point i'd have to start from scratch on it all anyways. The only thing of any possible value would be the models, which i cant be sure where he sourced them from anyways.
what did it do? the "extreme orgm"
Exactly and more is always better in regards to firearms.
quality over quantity...but see point #1 above
Ahh yes the moto of the dev team itself, eight years later...
rather spend my time adding more and better features into the mod, then piling more useless crap on top
given that the current set of 100+ firearms = about 2 straight days of nothing but reasearch when i add features, having more firearms in the mod at this point would just be stupid lol
There has been a new Mod Published!
lmao @ember orchid another masterpiece spiffo
Haha, thanks man.
i already have trouble knowing what kind of ammo a random gun I find takes. would be harder with more.
i never found my C7 assult rifle yet to put this 556 into
or C9
or C6 for my 762 ammo
btw im canadian eh
if you didnt notice from all the "C"s
ya but i already knew that XD
does ORGM account for like heating of barrels on the machine guns?
like after a few minutes of firing, you have to change barrels on those, or they litterally flop around like, uh
youkknow
not yet, once i factor in the new component system and malfunctions it probably will
i just made massive changes to barrels as is, so gotta take these things in steps lol
that's be such a painful feature to add. you'd need like a hot barrel moodle or something so the user even knows his barrel is red hot glowing
tbh its probably less of a pain then adding the new barrel length mechanics was lol
How about standardization of nato rifle magazines? For example the G36 is capable of using nato stanag mags, not solely german HK mags.
the g36 can only use stanag with a special adapter
most of the ones that use stanag naturally already do in the mod. the exception is the M249
it would be a nice addition if an adaptor upgrade could be found because finding HK mags is a pita.
I've found more HK mags than I have STANAG ยฏ_(ใ)_/ยฏ
In terms of standalone mags, anyway. If you count the guns you find, and eject magazines, then it's probably about on par for me.
having the adapters would be nice, but that will probably have to wait for the new component system/mechanics....multiple capacity magazines and being able to use different types (like the belt and stanag in the m249) needs to come first
i wanted to do that for the next update, but the whole thing has already taking too long.
dont want to exit the current testing phase and go back to design lol
finding more HK then stanag is actually kinda shocking and probably a one-off lol...given that way more guns use the stanag the chances of finding them are much higher
There has been a new Mod Published!
NARUTO
@quasi geode
-
Fair enough. Take your time.
-
Adopting his Mod doesn't bring that drama in , because you aren't bringing the man that caused the drama into the fold.
-
Do you honestly think anyone is going to notice the difference between ORGM Extreme and ORGM proper? I know for a fact that I wouldn't notice.
There has been a new Mod Published!
Well the thing is most of the stats and facts are incomplete, inaccuate or missing. Which means I have to go and check every single gun, validate the existing data, and fill in the missing stuff. Actually adding guns into ORGM is very quick and easy to do because I coded it to massively simplfy the process, which is why he was able to just rapidly add stuff into extreme like that.
Its not the adding them in thats the hard part, its all the research and fact gathering. Since i would have to do that for all of them, its essentially redoing the whole thing from scratch. The reasons you might not notice the difference between base orgm and extreme is not checking the technical data for each of his guns (ie: the Inspection window) and the fact that a lot of the important details that needed to be added were required for the upcoming update.
Ah. That makes sense.
orgm isn't really made for the average player who ignores minor details and simply wants 'more guns'. Its made specifically for the gun nuts and technical freaks who want factual details for immersion.
What about for people that want to learn more about guns?
well those too, thats one of the reasons the inspection window gives you a brief history and information on each of the guns, many of the guns in extreme are missing this info lol
That makes sense.
-and it's very fitting for Kentucky. You're really appealing to the NRA, NAGR, and other Second Amendment supporters.
Also war history nerds.
All around, you've made a great choice.
but ya the research is the real time killer, besides the common stuff like caliber and weight, theres the historic info, manufacturing company & country of origin, initial manufacturing year, action and feed system type (including differences between blowback, delayed blowback, long and shot gas pistons + direct, etc etc), standard barrel lengths, optional factory barrel lengths...eventually that research will have to include additional magazine lengths, compatibile components (once i redo that system), optional factory calibers and aftermarket rechambering kits etc...
its sooooo much easier when i can get all the research in one go instead of having to go back and do it all again lol
for the update alone i spent about 2 weeks doing nothing but research, using handloading simulation software testing various calibers through different barrel lengths so i could properly find a matching math curve to simulate the fps drops for the lengths effecting damage, range and recoil differences...then going through all the base mod guns getting the barrel lengths and factory options...not very much fun lol
What is this an interview?
i only do interviews when i'm getting paid for it ๐
Wheat is comming!
i'm less focused on the wheat and more on how pretty that river is
i'm fisherman and know how to make nice looking lakes. My map called Military Complex if you want to test.
Awesome stuff @rocky lynx !
Is it 'integrated' into the vanilla farming? That's something I've wanted for a long time - and the ability to make flour from it too
yes, you can make flour. Part of Le Gourmet Evolution Plus Mod V-0.85 (Next Update).
Is Le Gourmet mod released? Do you have a link where I could check out an existing version
Not compatible with, hydrocraft and another mods that modify trap, farming, fishing systems.
ooo nice. Excited to try this out, thanks ๐
needs custom tooltips and custommapbridge mod to work properly!
Do the new menus and items have an english localization?
yes, English/Spanish translations.
yes
I know there were some issues with other farming mods because of changes in iwbums
very good, I will explore it over the weekend.
all updated for last IWBUMS builds
snakes mods are good stuff...gets my 2 thumbs up , you may have some issues with orgm's tooltips and the customtooltip mod though
i can patch my custom tooltips mod to make it compatible with orgm Fenris!!!
ya or i can really...i actually rewrote the customtooltips mod for my conversions to the ammo maker mod for our server...it still functions the same as your original, and includes all the extra LGEP and other stuff still...just the format of the tooltip file is way different, more dynamic...and supports orgm. Keep meaning to send it to you, but i didnt have time to finish it off
oh nice!!! ๐ well if you can patch the last tooltipinv from customtooltip to work with orgm and send to me the file i can update! ๐
got too distracted with this massive orgm update to finish the whole ammo maker conversion lol
๐ฎ
once i get back at it, i'll definatly pull in the latest changes you've made into the files i was working on
sounds like a lot of work!
converting ammo maker to work with orgm was...a lot of work lol. I wanted to just do a simple patch that could be applied on top of both mods to make them work together but turned out that was a no-go too much involved ๐
LEGP be a lot easier, a patch will do that one nicely, but wanted ammo maker out of the way first ๐
i need to finish the way to check weather (Not finish at all), changing fishing chances dependig on weather (Done), on LGEP 0.85
when you have fishing lvl5 an extra information displays if climate condition are good or bad for fishing.
very nice
i need to know if moon phases is finished also :/
oo ya it was easy before to check moon phases i'm not sure about with the new weather builds though
i saw some code and moon phases in lua stuck in a single number :/
i'll take a look see if i can track it down for you
Farming (in base code) affected by moon. But i think the moon phases stucks.
in base code, moon phases determines health of plants.
ya it looks like SFarmingSystem:getHealth() is still using the lua season.moonCycle variable, which changes have been commented out in the files
doesnt look like its being set in the java anywhere
or anywhere else in the lua ๐
ya i dont see anything relating to moon phases in the lua or java that can be used
it may still be included later though, pretty sure parts of the weather and climate systems are still being worked on
yes!!! now it's stuck in a crescent moon.
you could always jump the gun and do the moon phases yourself lol
yes :p
would anyone know why my double doors keep placing like a single door? some game builds it's fixed and others break them again. like this latest build update has broken the double gates for me again.
^video
@Ben it just says failed to load cheat menu, nothing specific
@quasi geode Any chance you could add a few .44 mag revolvers? With all the .38 revolvers and .44 already in the game, it would make a nice and mostly easy addition.
apparently the staggering back zombie immune to attacks thing is fixed. Anyone tried yet to see how easy it is to gang bang a zombie
๐ณ
also reflective glass on vehicles and increased storage space for containers (including vehicles containers)
Might be interested in Military Complex
Got a question for all you modders, Is it possible to create an item say like a toolbox that can be placed on a table(the way radios can be placed) but also equipped and used as a secondary bag? If so can you point me in the direction of where to start?
Ok so I figured out my issue for placing double doors. For what ever reason instead of clicking once to build the whole unit like everything else in the game. I have to instead click the same spot four times to build a whole double door.
Good thing I was trying to spam click it trying to figure out why I couldn't produce an error. (I guess)
I have been MIA for a while but I have come back and fixed my log wall upgrade mod and made it compatible with the current version of the game.
@kindred bear link?
There has been a new Mod Published!
Since farming is still not working in hydrocraft. How do we disable the farming features in the mod folder itself?
Hmm? Did anyone let him know his farming fix didn't fix then?
There was an update like... 11(?) days ago for Hydro, main focus was those water pipes
I know he was working on it during .14. But .16 just released a day ago, so maybe something changed. Eitherway I've not been able to farm for over a week now and honestly if its going to be broke so long I rather just use vanilla farming until its patched.
how are you modders handling the inconvinience with the mod listing in PZ? All my own mods are listed three times (one listing from these folders each: mod-folder, workshop-folder in Zomboid, workshop-folder from Steam)
-nosteam flag ๐
other then that though i tend to just use symbolic links, with the mods actually stored elsewhere i can just delete or relink between stable and dev builds of mods
I too use -nosteam if I want to test the mod I'm working on, but right now I want to check if everything I just uploaded to the workshop works correctly
currently I just put everything in an archive when I want to test certain folders
just use symbolic links and a quick shell script...quick and dirty but works great
There has been a new Mod Published!
There has been a new Mod Published!
Is Hydrocraft worth installing?
Yes if you want to expand the game with alot more of mechanics and objects to interact with
just note that farming will no longer work
I would say no,
It makes the game too easy. Even on rarest loot settings, every container will be packed with loads of stuff, just because of how much stuff HC adds.
There has been a new Mod Published!
wait hydrocraft is the reason all my plants have been dying?
well the mod prevents me from sowing seeds so I have no idea.
There has been a new Mod Published!
Has anyone used the Sawbuck from Hydrocraft in the new IWBUMS? It's suddenly grew like three times! o.O It's HUGE!
There has been a new Mod Published!
awesome ^
Dang, looks nice
what happend to the other ORGM mod?
It's been gone for a few weeks i think
Didn't take a backup of it ๐
the author pulled it down
@cosmic iris here is the mod if you wish to still use it
Sweet, thanks!
I usually take backups just to be sure, but havent played that much PZ lately
just dont expect that to still work in a few weeks time when orgm updates lol
Hopefully with more models and not just reused models ;p
models are the last thing on my list atm, the update is for bugfixes and mechanics changes
๐ค
which is why I am inclined to give you a tough time about it not happening. ๐
hey dont like the order i choose to do things you're free to use any of the other gun mods instead ๐
being the only person who works on the mod and not getting paid for it i'm not going to let it become a full time job just to make other people happy lol
There is a new update for ORGM planned? What's new in it?
bugfixes and mechanics changes ๐
v3.08.1-stable is up
ย
* Fixed bug in validation code (I hope)
ย
* Temporarily Disabled built-in patch for Nolan's SuperSurvivors mod to p...
beta is out in testing, the changes are in the spoilers there
not that v3.08-1 discord preview is showing...the 3.09 closer to the bottom of the page XD
@quasi geode can the modding system overwrite / load before default game data? (ala Bethesda modding)
Speaking with Enigma earlier today, there's some default textures I'd like to try replace as a mod.
well it loads after, but can overwrite ya
There has been a new Mod Published!
sugar cane!!!
pero que paco guachin
Con eso se pueden hacer bebidas.
Ya estuve en Brazil, y la caรฑa de azรบcar se usa para tragos de estilo tropical. Pero aun asรญ, se pueden usar para bebidas y crear azรบcar bruta, para asรญ procesarla y crear el azรบcar comรบn del juego base :p
Y por cierto la sprite de la planta te quedรณ muy buena.
@rocky lynx ยฟPodrรญa preguntarte algo?
ยฟComo te va con el desarrollo de ese mod que te deja construir vidrios y materiales de construcciรณn?
No recuerdo si se llamaba Zombies at work
con la nueva build tuve que frenar un poco con ese mod ya que los otros requerรญan updates
What
ok
ok
ok
@rocky lynx I tried to use your gourmet mod the other day but I needed skill books or recipes unlocked to plant crops, is that right?
you need to righ click on seeds packet to read instructions, then you can plant the seeds
@spark crystal
Ohhh okay.
I was a little confused/frustrated. I installed it mid playthrough on one were I am almost level 10 farming, and I could no longer plant broccoli or cabbages
Didn't notice the option
Are seed packets for your new crops added to loot spawns?
@rocky lynx
yes, some unknown seeds you can found foraging (herbalist) and you can identify that... if you foraging you can found specials seeds (orange trees, grapes and much more)
@rocky lynx very cool!
I know I asked you before about localization, but for a few of the things I saw, it wasn't an "English" string, but instead like a key
I don't remember the particular example, but it was like ToolTip_CheckWeather and not just Check Weather
I know what it does as I'm able to read/decipher the option most of the time, but am I missing any file for that to not appear?
Need to be fixed the translate code, some strings needs to be adjusted
๐ anything I can do to help?
@quasi geode in the current version of ORGM - do the different sights (red dot, reflex etc) have any different effect?
yep
๐ cheers for link
note on those stats...AimingTime is a backwards concept, higher is better. it reduced the penalty you get to HitChance firing while moving.
theres also weight differences but those arent listed in there
probably should be though..since weight pretty much effects everything
@quasi geode @rocky lynx is there any compatibility patch existing between orgm and Lรช gourmet? There are a lot of parts in LG that call for hunting or varmint rifles
not yet but its planned...on my rather large todo list lol
@here
Can anyone help me on making a crafting recipe?
The Dissection Table for "Hydro Craft" has a ridiculous requirement, in that it uses standard Metal Sheets but requires a feature-locked Steel Bar for the four legs.
I want to write a Crafting Recipe to allow for a Dissection Table to use the Vanilla rendition's Metal Bars.
-and if that succeeds, I want to make all the Wooden Bucket recipes work with the Vanilla rendition's Bucket.
(The man behind "Hydro Craft" says that he allows fan/unofficial contributions, so this may even get into the Mod.)
I'm going to look through the Tutorials, but I'm not sure they can help me.
I can't even code in HTML, much less Lua.
(My only coding is in the proprietary format used by Paradox Interactive and Mediawiki code, used in sites like Wikia or Wikipedia.)
Hello, Can I rotate Texture or ISButton(with setImage)?
or reflect(horizontal flip)
+How create a custom options? Something like "screen change"
+How to small this: MyOne.backgroundColor = {r=0, g=0, b=0, a=0}; // =0 is not work ๐
I think there's someone who's asked this same question on the forums recently
No answer yet though
That person was probably you? :p
yeap
@spark crystal Can you answer to that?)
Unfortunately not sorry. @quasi geode or @cursive roost may know the answer
what's up?
Hello, up^ (higher)
what do you want to do? custom options in the sandbox options?
no, just like a resolution change, Main menu -> options -> res. [it's addCombo() ]
I already created a mod that I wanted, it works - successfully. But still, is there any guides? I had already seen one, https://theindiestone.com/forums/index.php?/topic/61-robomats-modding-tutorials-updated-12112013/ , but it's a First step, and contains what can be found in the game folder, you know
RoboMat's Modding Tutorials
- An introduction to modding for Project Zomboid -
ย
I - Introduction
I1 - Where to start I2 - What is n...
@cursive roost Something like theme chooser)
there's not a recent modding tutorial I know of
you know where there is newer?
no, unfortunately not
I usually just dive into the code that does things that I want to change and start fiddling around
but, if you dont know smth?
for example, how to make a custom ui, or: function not searchable and not be found on forum topic..
@cursive roost Also, higher, I ask stpd question, about ={r=0,g=0,b=0,a=0}; how to replace it? And any tips for better coding? ๐
I really need options.. ๐ฆ
@bright axle how to replace what, exactly?
about = {r=0, g=0, b=0, a=0}; is equivalent to
about = {}
about.r = 0;
about.g = 0;
about.b = 0;
about.a = 0;
seeing that it should be trivial to figure out how to change individual values ;)
@cursive roost , like: about = 0 //with out rgb a params, set about to zero
@bright axle you can do that of course, but the next time something references about.r you will get an error
There has been a new Mod Published!
There has been a new Mod Published!
How do I know if the mod, with specific id, is on (Something like a child mod, but without dependence !roundtrip!) // SOLVED
I think @rocky lynx might have done something like this
Snake?! Snake! (c) mgs ๐ ( @rocky lynx can you help? )
What is pm? (I'm ru and I know its a clock - afternoon)
(ะะธัะฝัะต ัะพะพะฑัะตะฝะธั ะบะพัะพั)
@rocky lynx
Is that from "Hydro Craft"?
Nope, From Le Gourmet Evolution Plus
Never heard of it, but it sounds cool.
I wish "Hydro Craft" would find the issue keeping it from planting seeds. I want my daggum pumpkins!
I never heard of that website before.
I'm glad you showed me.
I assume that's what replaced www.pz-mods.net , or whatever it was called?
Nope, it's my personal blog, i upload all of my mods there.
@rocky lynx is there any reason in particular you haven't put your mods on the workshop or TIS forums? They would be very popular as they are so well put together.
because i have a lot of mods, and people want severals translations (italian, french, japanese, uk, russian), i'ts a lot of work for only one.
all of my mods have a total conversion to translate
Understandable. I know not many people know about your mods because they have never heard of your blog before.
I think 100% LGE+ would be more popular than hydrocraft as it does similar things, but a much better job of doing it
i like to made balanced mods.
Yeah, your work is absolutely fantastic, I just wish more people knew about it.
Thankyou @spark crystal
@rocky lynx
Dude, you need to upload your work to the Steam Console. I would never have heard of your Mods if I hadn't gotten a lucky break tonight.
Also, I'm glad that someone else noticed those busted shelves.
I came across them and reported the issue a while back.
lol! some mods needs to be updated for the last build
Also, I saw that you had a Mod for adding the "Argentinian language" to the game.
"Project Zomboid" already comes in Spanish.
yes, but spanish and Arg have some variants.
How varied? American/Simplified English and UK/Traditional English only have different spelling and a few different pronunciations.
some verbs
Some verbs like, Coger (Spanish) = Recoger (LA)
And another ways to displaynames some items
It doesn't sound like there's enough difference between the two to necessitate a new localization, but eh, you do you.
Coger its a bad string on Arg (Sexual)
Really hoping to see a ORGM compatability for Snakes hunting soon ๐ ๐ @quasi geode
I tried it last night and it's fantastic
I'll probably try to increase the number of steak etc given off. One moose yielded 4 steak, and I tried for about 3 days to hunt it
Wait, Snake is the one that made that Hunting Mod? Is that the one where you Forage for Animal Tracks and, when you get enough, can expend bullets to get a bear?
-because that Mod is remarkable.
I think it's a different mod
Snakes stuff is much better than Hydrocraft.
You can have a better good experience hunting in LGEP
It's not as thorough or widespread as "Hydro Craft".
remember if you see a bear while hunting with snakes mod, dont forget to poke it with a stick ๐
I already downloaded two Snake Mods, though.
Testeo Nรบmero 2, Agregados los valores de sonido generados segun tipo de arma y accesorio como asรญ tambien el tipo de animal que se caza. (Se puede cazar sol...
Ahh I see
so it depends on your aiming and foraging skill how often you can spot (and take down) an animal
I think I have level 5 or 6 foraging
but still had to seardch for about 3 days before finding something
yes and now, if you hit a animal, decrease the foraging percent of that place. You can only find animals if foraging percent from that zone is 100%
this controls amount of animals you can obtain for zones.
IS the animal hunting chance dependent on weather/season too? I know I am just at the start of December
when animal dies, can attract zombies to the cell
you have seasons, in winter you can find other animals
but not less?
percentages changed some... depends of luck also.
I was surprised when I had 3 or 4 zombies track me down. my base is very remote :p when animal dies - do you spawn a zombie some distance away and attract them to the area? Or are the zombies attracted from very far away (already existing zombies)
the animal scream attract zeds in a configured radius.
if you hunt a bear (Scream are more powerfull)
in the future i will add more animals to hunt (With firearms and slingshot)
slingshot used for tiny animals like chickens, etc.
you can hunt with slingshot and stones... if you want to see you need to use binoculars also.
yeah I tried that too, but I had much better luck finding animals with a firearm
if you hunt without binoculars you can trow stones but you don't see if there is an animal.
Question.. is the butchers knife craftable in any way? I couldn't find a recipe for it in your code
if not, what areas does it spawn naturally?
not craftable you need to find them in storages units
ah okay
and some crates
Is it possible with the engine...
using hunting knife give 70% of total meat yield
using butcher knife gives 100% of meat?
you can only obtain animal parts if you learn the recipe and have the butcher knife
Yeah I know, but is it possible to add a recipe that gives a bit less meat, if you use a hunting knife instead of a butcher knife?
less again if you use a kitchen knife, etc.
also when you hunt a heavy animal you can use 4 ropes to tie it, and moving.... the best thing to do, is hunt a wild boar, tie it and place it inside of a freezer (Ice Freezer)
so that you can do it if you have the recipe, but not the butcher knife
I think that would be awesome. I had lots of knives but couldn't find a butcher knife, so I had to cheat for one
next update will have that functions... tomorrow i will do that.
One other small thing that bothered me was a moose, weighed 100, but gave off only 4 steaks when I butchered it, and each steak (from memory) gave 15 hunger
I think either a steak should give more hunger, or, you should find more steaks on one moose (like 8, at least)
yes, moose need to be changed, need to add more parts
I haven't hunted any other animals yet, so not sure how much they give
it's not finished the hunting system
yes nature abundance will increased the amount of animals that you can found.
๐
hahaha that's awesome
you can do two things with wilson, you can place it as decorative, or.... :p
some people knows about the second option :p
All my mods planned to have easter eggs.
for now only one it's LGEP
you have to forage bird nests for it...its a actual painted easter egg ๐
only spawns on easter ๐
lol!!!
Hi guys
You need to explore some fishing info systems to find wilson.
find Wilson it's not hard, but what to do with him? you need to think... :p
you can only found one Wilson per player.
Hey Vadyanga.
@rocky lynx I can not find such a corner of water
you search the lake of my uploaded image?
Yeap, it's not vanilla
the lake comming on Military Complex Map, but Wilson not there, you can place Wilson everywhere, i selected that table to place it :p
my favorite map mod ๐
a lot of zeds there :p
i'm attacking the military complex right now in my 6 months after game ๐
i need the ammo stashed there ๐
there maybe too much ammo (with it patched for orgm)...i gave the rooms the same spawn rates as the police stations...but soo many rooms that spawn lol
going to try and sneak my way into the training yard for now and avoid the buildings XD
this map is aimed to multiplayer servers!!! all people say, need more ammo for players. Well i give that :p
hey i'm not complaining...i like ammo ๐
Can anybody drop steam workshop link to top of this channel? (now text is: "Modding PZ")
here
The good wood
@rocky lynx do you share tiles you make? Any chance you'd make a corrugated iron sheet one? ;)
CustomMapBridge Mod have all my custom tiles
@spark crystal http://pzmodding.blogspot.com/2018/05/custommapbridge.html
if you need tilesheets to make a custom map, pm me.
all my maps needs this mod to load properly all tiles.
Looks like bamboo
Lol!!!
Outside looks bad, onli from inside use..)
How can I edit file? ( getFileWriter() ) Without this system: oldtext=getFileReader; text=oldtext.replace(some1,some2); getFileWrite(text); //wrote schematically
There has been a new Mod Published!
@rocky lynx
Snake, do you think you can help me with something?
I want to convert all of the seeds in "Hydro Craft" into plantable seeds.
what you need?
you need to create texture packs for plants, and change the code of farming to do it.
@rocky lynx
I already have the Sprites, I only need to 1) know how to add each crop to the code (via copy and paste, etc.) using https://steamcommunity.com/sharedfiles/filedetails/?id=928422722 , 2) where I can find the Vanilla rendition farm Sprites, and 3) where I would put my new Sprites
If I deploy https://steamcommunity.com/sharedfiles/filedetails/?id=928422722 , I can add new plants without editing HC or the base game's Sew Seed system.
Alternately, if you are willing, I can make the Sprites and give them to you for the code. I'll even pay you (in purcashing something from the Steam Console) if it sweetens the deal.
i don't know how to use that mod
Oh.
never downloaded
Darn.
Do you think you could learn how to use the https://steamcommunity.com/sharedfiles/filedetails/?id=928422722 Mod?
Or, do you know someone who does know how to use it?
maybe but i don't needed for my mods.
I think you would benefit greatly from that Mod, because YOUR crops would be compatible.
I thought that your Mod overwrote the Sew Seed thing?
you need to contact with developer of that mod to know how to use it.
Okay.
The problem is that I can't do anything with that information.
-because I have no idea what code I am supposed to add to add new crop types.
i don't want to mix Hydrocraft plants with Le Gourmet Plants
I'm not asking you to do so.
I'm asking you to help me make it so that I can plant all the "Hydro Craft" seeds in the rows instead of using those stupid boxes.
i can't help with that... you need to contact with developers of HC or Soul filcher
I have a fellow user, PPanda, who figured out how to plant new stuff by adding it to the code, and I can do the Sprites.
Why can't you help me learn how to make new plant types?
because i don't know how to use the soul filcher mod
Can you show me how to do it without that Mod?
not sure if soul has updated that mod to work with the new farming system anyways
Okay.
and i'm not interesting to learn how because i don't need to know it.
Once more: can you show me how to do it without that Soulfilcher Mod?
you can download Le Gourmet Evo Plus and see how to edit some files in Farming folders
you need to edit some files
yes, you can view the code!
@rocky lynx
I can't find any tutorials.
Also, I can't speak Spanish.
I'll download the files, but I don't think it'll do anything for me at all.
Thank you for the advice, though... I guess.
Snake, where the heck are the crops found?!
sorry i'm on videocall now
That's all right. I can't find the pictures (e.g. the sunflowers).
The ONLY pictures that exist are the items! There are NO pictures for the crops!!
in texturepack folder
you need tilezed to view all tiles
i made custom tiles equals the base game.
.pack files
@rocky lynx
Okay, is Gourmet Evolution the Mod I need to get?
-because I don't see anything plantable in Gourmet Evolution.
Or, is it "Gourmet Evolution Plus"?
lgep, custommap bridge and customtooltips mod
some custom tiles inside of custommapbridge mod
Got it. Thank you.
@rocky lynx
Son, I don't know why Indie Stone hasn't hired you yet.
Your stuff is amazing.
Thanks @latent crystal i love the game!
You should consider asking the Developers to let you on, even as a volunteer.
@rocky lynx
How many tiles must a crop have?
I don't mind using the same Sprite more than once.
8 phazes and two more (Broken and dry)
Okay. For the "Hydro Craft" conversion, I already have Sprites for three states: young, fully grown, and dead.
I'll just use those for each stage.
@rocky lynx
In "Tile Zed", all I can see is a means for me to create and lay new Maps.
I can also extract your Packs
Now that I have crop files, what do I do?
you need to know how to make tilesheets, tiles separately not works, (Only work when appear first time in game, when you quit and reload the game the sprite not load if you don't do the right tilesheet)
Okay, and how does that work?
Also, what is your policy on using your work in a new Mod?
-because you didn't set up a system, which means, according to IS, it is okay if attribution is given.
well, you need to know the size of the tile 2x, and make it a tilesheet, you can view tilesheets sizes inside of tiles folder in tilezed
What does a 1-X tile look like?
128x256 size of one tile
No se ve
A espera
Hay hay abrir la imagen en otra pestaรฑa.
Osea la URL funciona, pero la pequeรฑa preview en Discord no se muestra :p
es a modo de ejemplo (Example)
@rocky lynx
Do I create a new Tile Set first?
What do you mean by pasting a tile sheet?
you have a lot of plants, you have separately a lot of tiles
you need to paste all in one file
Should I put every plant in the same Tile Sheet?
yes, this way works for my mods.
Okay. How do I do that?
-and where is the "NEW TILE" button? I don't even know where to start and all the tutorials talk about maps.
I'll kee psearching.
Thank you for your help.
When you create a .pack file you can set the dimension for that pack... a little box that says 1x
i suggest to make tiles in 2x, when you create a pack you can create one with 2x and another with 1x automatic.
Does this mean I have to make the same file twice, with one being bigger, each time?
nope
Or, if I only have a 1-X,.does the game use a bigger version for 2-X?
the tilezed converts 2x tilesheet in 1x when you check the box
you can do a mod that requieres CustomMapBridge mod (This mod adds the textures and properties)
you only need to know the name of tiles, etc
maybe in two days i will update CMB with bamboo walls etc.
I only need the farming stuff and, preferably, I'd like to include the farming stuff in my Mod package (with full credit, of course).
-because your crop Sprites are perfect for my conversion Mod.
Actually, no, it'd be easier just using your Mod
The problem is that it's not on the Steam Console
i don't want to see my content in hydrocraft because i think it's a broken mod
I'm not putting your stuff in "Hydro Craft".
That is
You wont' see your code in it
Your graphics will be used, but all the code will be mine. You won't have anything to do with it and your Mod will be a dependancy
You REALLY need to add that to the Steam Console.
Sprites Tiles are part of my content.
Yes.
-and my Mod would require yours to run.
I agree that HC has flaws: namely, it's all Items and no Tiles, even when it would make sense to make Tiles.
Personally, I think Hydro should add you to his development board, so that you could fix the whole thing.
-but that's just my opinion
The problem is that Tiles are overwhelmingly hard. Items are not. I can make Items.
Anyway, where do I put the Tile Properties?
you say your mod it's a hc planting conversion right? and you think to use my content to add in hc... i don't want that.
I'm using the seeds from "Hydro Craft".
if you want to make another farming mod, no problem pal, but an HC conversion i said no.
You'd better specify that on your website, then, because Indie Stone says that unless otherwise stated, anyone can use your content if they attribute it correctly.
thats not the problem, i don't want to see my content in a broken mod.
hate to say it but thats not a absolute law. just a general guide....since TIS doesnt own the content, they cant state what can be done with it or assign permissions to others
That's not what the IS policy said. Here, let me go get it.
i've read it thanks....and we've already had this convo in here the other week when it was about ORGM extreme
Right, and that's when the IS Developers linked us to the licensing system
ORGM was, IIRC, set to Permission Required
@rocky lynx
I don't actually work for "Hydro Craft".
You want to use custom tiles no problem man, but think about how to use it properly because i'm not want to see it in a broken mod please (A moral wish)
I'm not actually associated with them.
My intent with this whole project was independent: I was going to make it so that those stupid HCplanter boxes were unnecessary. You could then plant seeds the right way.
Your content wouldn't be in the HC Mod because I don't work for the HC Mod.
good to know!! ๐
๐
Okay, with that settled, how exactly do I call a Tile?
I think I can find out how to write in new plantable crops, but I'll need to be able to call your Mod's graphics.
Also, is there some way you can release and/or give me just the graphics as a tile set? My Mod would conflict with yours because of its nature.
That would crash the game.
Either way, your site will get links and will be listed as part of my Mod.
my suggestion is first create only one plant... and try to works properly
That's the plan.
-but first, I need only your crop Tiles and Sprites.
I can't run your entire Bridge Mod and mine.
It would conflict.
My Mod is intended to be HC compatible. It's not official HC content and it won't be in HC, but it means your whole Bridge Mod won't work with it.
That's why I need the graphics, and only the graphics.
bridge mod have a lot of custom tiles (Its an expansion tilesheet mod) mods uses that for proerly load all tiles
Yes, but I only want the Tiles. I don't want your plants added to the game or my Mod. I only want to be able to reference and call your graphics.
you can use it or not... i received some tilesheets from spanish community to add in CMB mod
How do I extract just the Tiles?
-because your Mod adds features
I don't want features or your crops. I want your Tiles.
I can't run the Bridge Mod and my Mod.
Separate tyles?
you don't know how to use tilezed?
suggest to read tutorials in forum, the same custom tiles thread
sorry about my language, speak spanish
Okay, here's what I mean.
Your Mod is not only Tiles.
It also adds Menus
It also adds Crops
I only need the Tiles
-because my code will call their own Crops
Those crops will use your graphics
CMB only adds tilesheets, properties and some translation text for objects
LGEP adds menu
and the way to use that tiles
CustomTooltips adds some functions and modifies some systems to work properly if my mods runs all at the same time or standalone.
Hey guys, I have a really simple question... I've added an item and recipe, and changed a function in the Hydrocraft files in my steam workshop folder. I still don't see the recipe available to make in the game. Although I understand it's a bad idea to "mod" a mod, but it should still work, right?
Never mind, I just realized my item was outside the curly brackets.... Oops
Please help! How to know in which coordinates my bomb exploded? I want to create a new stone on those coordinates. I did not find anything related to getting coordinates, but it definitely should be. https://youtu.be/9fsMkHDOdzw
The throwing of stones is perfect for attracting zombie attention to the right place for you. Perfect for stealth mode!)
is it not the same coords that your mouse was when you clicked to throw
?
ohh need check
yeah it is same, but how i know when need spawn new item ๐ค
well I can check when i click on the left button mouse isMousePressed and if in primary item i have stone then spawn new stone in mouse coordinate x, y
But in this case a new stone will appear before the fall of the physical object(
Would it be possible to add a timer based on when it's thrown/mouse clicked?
need to polish some windows borders!!!
@cinder coral While the item is in the hands possible to change parameters, but after Idk. it seems to me that it is will not work, at least during the flight, but the moment when you throw/click need to check.
btw maybe i can try check the square in the mouse coordinates whether there is a new item in this square or not.
only I'm not sure when the item becomes a physical object, it still remains like an item?
in scripts i found this parameter CanBeReused = TRUE,
can it be applicable to a PhysicsObject?
ohh this parameter used only with bombs
but idk how this parameter works, all bomb when throwing always destroy
what is meant by CanBeReused?
Is the time from when you throw to when it stops moving always the same?
If so just start a timer when rock thrown and spawn the rock on mouse cords after timer expires
You could also change the timer value with the distance between player/mouse as modifier, closer=quicker
It seems that they fall equally
@placid delta but i don't understand what timer to use? I tried to use sleep and wait in lua, but this doesn't work
although I could use a variable like a timer
As you (probably) already know, PZ allows us to define timed events using OnEveryTenMinutes, EveryHours, and EveryDays.ย As handy as they are, sometimes w...
Do you have something along the lines of OnUpdate? In there you could make a variable that counts time from mouse click to land, when the variable reaches set limit you place the object
Yes, such a timer I can create) I just thought that there is some other that I do not know about)
i'd first just put a function in OnWeaponSwing which checks if rock was thrown, and record mouse coords at that time. And sets a variable to true which will be checked for in like playerUpdate. if its true, then start counting update ticks. and note at what number the ticks are at when the rock disapears. then you can just make your "timer" count to that many ticks, then spawn the rock.
however if you want to support throwing multiple rocks at the same time, you will need to put all this in an incrementing array.
@pine vigil @inland gull
we could really use some more Vehicle events for modding purposes.
like such as on:
when vehicle is spawned on BaseVehicle.addToWorld()
when character enters or exits vehicle,
when maintiance of any kind performed.
when engine started or cut.
when collides with moving object
when crashes.
I've got something showing up in the right click menu for a certain object, but clicking that option in the context menu does nothing, doesn't say/print the resulting action. am I missing something?
I've been trying to recylce/use parts of the defecation mod. Don't understand what 'storeWater' is or where it's declared, cant find it anywhere
local function ShowerRightClicked(player, context, worldObjects)
local specificPlayer = getSpecificPlayer(0)
local hygiene = FixHygieneValue(specificPlayer)
print(hygiene)
local firstObject; -- Pick first object in worldObjects as reference one
for _, o in ipairs(worldObjects) do
if not firstObject then firstObject = o; end
end
local square = firstObject:getSquare() -- the square this object is in is the clicked square
local worldObjects = square:getObjects(); -- and all objects on that square will be affected
for i = 0, worldObjects:size() - 1 do
local object = worldObjects:get(i);
if (string.find(object:getTextureName(), "fixtures_bathroom_01") and object:hasWater() and object:getWaterAmount() >= 10.0) then
context:addOption(getText("ContextMenu_Wash"), worldObjects, ShowerWash, storeWater, player);
print("test");
end
end
end
Events.OnFillWorldObjectContextMenu.Add(ShowerRightClicked);
local function ShowerWash(worldObjects, object)
local specificPlayer = getSpecificPlayer(0)
specificPlayer.Say("I need to wash myself")
print("Inside Function");
if not object:getSquare() or not luautils.walkAdj(specificPlayer, object:getSquare()) then --if object on square is invalid, or player cannot walk adjacent to object
return
end
--ISTimedActionQueue.add(WashSelfAction:new(specificPlayer, 100, true, object));
end
the "test" print works, but the .Say or "Inside Function" never gets called. Clicking on the context menu item, the context menu stays active and doesn't disappear
Nothing to the console when it's printed either
Am I missing something in the code to execute the action when it's pressed?
local function TestFunction(player,context,worldObjects)
print("In test function")
context:addOption("Test Option",TestFunctionAction);
end
Events.OnFillWorldObjectContextMenu.Add(TestFunction);
local function TestFunctionAction()
print("do action")
local specificPlayer = getSpecificPlayer(0)
specificPlayer.Say("I need to wash myself")
end
I've dumbed it down and removed all the other variables, but it's still not working. Can't "select" the item, nothing in console.
@cursive roost anything jumping out at you?
well, in the second example - it should do something as basic as print / player say something, when the context item is selected
But pressing the option in the context menu (it is there) does nothing - not even close the context menu
I've not done much with lua before, I feel like I might just be missing something small/silly preventing it from working
got it
context:addOption("Test Option",item or nil, TestFunctionAction);
the second parameter is not the function, but the 'self' reference INSIDE the function
the third parameter is the function
and the self reference is the first parameter unless the function is defined with a :
so, getting back to your example
local function TestFunction(player,context,worldObjects)
print("In test function")
item = worldObjects[1];
if not instanceof(item, "InventoryItem") then
item = item.items[1];
end
if item == nil then return end; -- do not do anything unless it's an actual item
context:addOption("Test Option", item or nil, TestFunctionAction);
end
Events.OnFillWorldObjectContextMenu.Add(TestFunction);
local function TestFunctionAction(item)
print("do action")
local specificPlayer = getSpecificPlayer(0);
specificPlayer.Say("I need to wash myself with "..item:getName());
end
additional parameters to TestFunctionAction can be passed as the fourth, fifth, etc. parameter to context:addOption
I see. thanks for that. I think I've misunderstood the function so far.
Is an item needed in this context? I want to add to the context menu with no item required
I tried with context:addOption("Test Option",nil,TestFunctionAction); but same result
(the context item appears when right clicking in the world, not on an item)
no, it is not
I just assumed one, sorry.
context:addOption("Test Option",nil,TestFunctionAction); should really work
ah but maybe...
try defining TestFunctionAction BEFORE TestFunction
ooh that could be a good gotcha, might explain why the code I copied+pasted didn't work ๐
I think that was it, at least I have an error in the console now ๐
progress! :D
one of the "good bugs" :p
I really need to look into how lua uses ; and no ;
java.lang.RuntimeException: Say: Expected a method call but got a function call.
basically, you don't need it unless you put a second command on the same line
but it's a good habit to use them at the end of a command anyway
I think was because I was doing player.Say("test") instead of player.Say("test");
hmm perhaps that's not why I have the issue
Is there anything else wrong in my user of player.Say("test");
getSpecificPlayer(0) might not do what you expect
try just getPlayer().Say("Test");
it gives teh solution right there
Correct Syntax: obj:Say()
use a : instead of a .
player:Say("Test");
๐คฆ
this is what happens when you try to run before you know how to walk.
thanks for that ๐
definitely working now
I'm using JD-GUI, and I've checked @cursive roost's modding utils too, but I can't find any reference of luautils.walkAdj(specificPlayer, object:getSquare())
Where/how else can I search for this luautils, and what other functions are available with it?
as the name suggests, it's a lua file located in media/lua
I'm in media/lua, but I can't see where walkAdj exists inside there
don't know the direct path to it from the top of my head, but I think the luautils.lua is in shared
(and maybe there is a folder Util in there), sorry, but can't check right now and don't remember the exact path
Thanks, found it ๐
My last problem of tonight
WashSelfAction = ISBaseTimedAction:derive("WashSelfAction");
function WashSelfAction:isValid()
return true;
end
function WashSelfAction:start()
local specificPlayer = getSpecificPlayer(0)
getSoundManager():PlayWorldSound("PZ_Drinking", specificPlayer:getCurrentSquare(), 0, 15, 0, false)
addSound(specificPlayer, specificPlayer:getX(), specificPlayer:getY(), specificPlayer:getZ(), 15, 10)
specificPlayer:Say("Lets get clean");
end
function WashSelfAction:stop()
local specificPlayer = getSpecificPlayer(0)
print("action finished");
specificPlayer:Say("All clean now");
specificPlayer:getModData()["Hygiene"] = HygieneArr["Config"]["MaxCleanWithoutSoap"]
ISBaseTimedAction.stop(self);
end
function WashSelfAction:perform()
local specificPlayer = self.character
self.showerObject:setWaterAmount(self.showerObject:getWaterAmount() - 10)
ISBaseTimedAction.perform(self);
end
function WashSelfAction:new(character, time, useShower, showerObject)
local o = {}
setmetatable(o, self)
self.__index = self
o.character = character;
o.stopOnWalk = true;
o.stopOnRun = true;
o.maxTime = time;
o.useShower = useShower;
o.showerObject = showerObject;
return o
end
For some reason, my WashSelfAction:stop() isn't firing. No errors in the console. Everything in start() and perform() happens, but nothing in stop
Hi guys
i need of your help for a mod that i'm creating
i created a large mod, using models of items (guns, weapons) of other mods. How? I took all the files, and put in one custom mod, changing and re-balancing all setting of the weapons. Now, if i want to see the new models graphic of these weapons, i have to install my custom mod, and the original mods, although i don't see the graphic on the hands of my character.... i will explain this concept, better.... for to have these new graphics, i have done a long work... i will explain you first, i modified all settings of the weapons that now are balanced, so i took every single file of the steam mods for to transfer in only one personal mod so... i uninstalled the steam mods, and added manuallu only my mod... it doesn't work!! why? because for to see the new graphic, i need of the steam mods, and of my personal mods.... but i have to modify the steam mods at this points, or it will be a conflict with the same files of my personal mod deleting some files of the original steam mods... i don't know if you can understand me, my english is very poor... but it's necessary to have these original steam mods installed and changed Also because i have incorporated a lot of graphics weapons of a lot mods on steam, in one mod the result is a custom giant mod with everything but we need of the original steam mods installed and modified for to work.... or you will see invisible weapons on the hands of our characters IMHO there are all files, but i need of another process for to see these damned weapons on the hands of my character (if you need of the file, i can send you my mod). P.S. don't worry for the rules, i will respect the rules, when i will finish this project, i will ask "Permissions" to all creators of the original mods ๐ Thanks in advance for the attention
idk about pz but have you tried copying over the 3d weapon models to your mod and linking the code to your directory, instead of other mods?
i copied the 3d models on my mod, absolutely
and it works
but linking the code....
wait, i'll take a look
for to link...
how can i do?
@cinder coral on LUA/CLIENT/"CUSTONAMEMODEL"?
You maybe want to take a look at how the mods are using the models, I honestly don't know, I haven't touched Java for like 3 years not to speak of lua ๐ฉ
@spark crystal projectzomboid/media/lua/shared/luautils.lua
@spark crystal I believe TimedAction:stop() is only called in error or abort (ie: move/run/shove) situations
I'll check it out soon, kinda bummed out today
There has been a new Mod Published!
Thanks @cursive roost
If I wanted something to happen after the timed action had completed, would I just do some sort of sleep/wait LUA function after the ISBaseTimedAction.perform(self);, and then do whatever I wanted to do immediately after that line? (all in WashSelfAction:perform()?)
looking at your utils mod, I see you've got TimedAction:SetOnPerform(function,param) - I'll look into using that
That should do what I'm after, right? ๐
I'll just have to figure out how to use it haha
ta = BCUGenericTA:new(getPlayer(), 60); -- new TimedAction with current player and a duration of 60
ta:setIsValid(taIsValid, param1, param2, param3); -- before this TA is created, the function taIsValid is called with the parameters param1, param2 and param3. If this function does not return true, the TA is not created.
ta:setOnStart(taOnStart, param1); -- at the start of this TA, the function taOnStart is called with the parameter param1.
ta:setOnStop(taOnStop); -- if this TA is interrupted (not finished), the function taOnStop is called without parameters.
ta:setOnUpdate(taOnUpdate); -- Every updatetick, the function taOnUpdate is called without parameters.
ta:setOnPerform(taOnPerform, param1); -- When the TA finishes successfully, the function taOnPerform is called with parameter param1
ISTimedActionQueue.add(ta); -- add this TA to the queue and start it.
You can add an arbitrary number of parameters to all the :set* methods
Do I need to add any imports/references anywhere to use BCUGenericTA, or will both mods being active at the same time be enough to work
you should require "bcUtils_genericTA"
and require "bcUtils_client"
hmm
not sure about the latter, but it can't hurt
Looks good!
very cool @rocky lynx !
those log piles have any added function?
I think theres a bit too much drop shadow on the (Fox?) pelt
yeah, once I realised it was in the building editor it made sense :p Thought you might have done something fancy with your modding ways to feature so many of them in there :p
looks like the perfect hut for an antique stove
Love your work mate ๐
need to make bison, bear and some more rugs
Can somebody tell me where to find lua/script that makes trees drop a log after it's chopped down?
it's two-part
thhe first is in media/client/TimedActions/ISChopTreeAction.lua
in ISChopTreeAction:update() is a call to self.tree:WeaponHit(self.character, self.axe)
that call is damaging the tree
Then, in IsoTree.class (Java part), WeaponHit calculates if the tree is down and spawns Logs
I asked this in discussion, but this might be the better place:
So reskinning a model is an option? So can I make a copy of the player/zombie model, reskin it, and program certain behaviors, all in lua?
Oh, and if so, is there transparency in the models? Like, if I wanted to reskin everything but the legs, would the legs be transparent or blacked out?
Or, where I can find a character/zombie texture to mess around with and see for myself lol
try the HD skins mod
not sure that there's any transparency on the models.
Whatever you're trying to do, I'd wait for later in anims, as I know TIS are putting a big focus on modding tools for that
dont think you'd be able to program certain behaviours though
Thanks for the answer Ben! I was thinking about waiting until the anims update, probably best anyhow, give me some more time to learn coding a bit more lol
There has been a new Mod Published!
There has been a new Mod Published!
There has been a new Mod Published!
Multistage building for new walls using a new woodframe. Some white borders it's transparency gif conversion. Not in the mod.
This looks nice
sweet!
Thanks, hey @cursive roost you work on pzmap page right?
Good afternoon.
ย
I attempted to search through the Vanilla rendition of PZ's files to find the script that represents the White Microwave, to no ...
^ I posted this on the Forum in hopes that someone would see it.
I think Snake was recently working on something similar
@rocky lynx right
@latent crystal understanding how to make worldobjects from inventory items is non-trivial, but once you've done it, it's easy to recreate. Let me get you an example
@latent crystal check out https://github.com/blind-coder/pz-spraypaint/blob/master/media/lua/server/BuildingObjects/tag.lua and specifically the Tag:new and Tag:create functions
@latent crystal also, check out https://github.com/blind-coder/pz-spraypaint/blob/master/media/lua/client/UI/spraypaintMenu.lua specifically spraypaintMenu.onSpray where Tag:new is called
oh
unfortunaetly, that's the most simple example I have at hand
for creating a worldoject
@cursive roost What do you think about updating TilZed to version 1.2? I think the new version of Tiled is much more convenient and easier.
https://youtu.be/pu-yShBRCqM
This video demonstrates the new multi-layer editing feature that is in development for Tiled 1.2. The feature is currently available in the development snaps...
never used it
@blindcoder you work on pzmap page right?
oh I thought you were talking about this program ๐
Can I combine TileZed with the new version TileD?
https://github.com/timbaker/pzworlded
๐
Can anyone give a basic example of how to create a window?
@placid delta Thank you! I think it would be better if the stone is destroyed in a collision. Because the stones are easily mined. The only thing I donโt like is that the stone is falling slowly. Is it possible to change the speed of the fall?
like such as on:
when vehicle is spawned on BaseVehicle.addToWorld()
when character enters or exits vehicle,
when maintiance of any kind performed.
when engine started or cut.
when collides with moving object
when crashes.```
It would be great if devs add this. ๐ also i need event when player kill another player
@cursive roost can i give you two maps i made to add in the page?
in theory, sure
but it takes a while to create the website parts for them
so unless you feel you're really "done" with them, I'd rather wait
yes!!! i give you one then!! ๐
lol! XD
@cursive roost the abandoned shiphttp://www.mediafire.com/file/gnbfb807q81izaf/BarcoAbandonado1.3.rar
@quasi geode your base stay inside of the ship? ๐ฎ
lol no the military complex...maybe i should use the ship ๐
lol, military complex not finished :p
ah good then lol...the ship uses CBM too doesnt it? he'll probably need that to display it properly
wasnt sure i've never actually been there
mul factory yes, military complex yes, riverside gunstore i don't know, i need to check that.
next will be a tropical lake village with custom tiles!
Notice: The code for fur frame works perfect!!! Thanks for the help Fenris!!!
multistage build for cane walls, and advanced wooden frame to make that! now works!
There has been a new Mod Published!
I like the idea of walls being built like that
you have to drop everything for some reason, it'll still be there waiting to be finished
cane wall lvl 1 works same the frame (Hoppable) and only gives 50 to the wall health... lvl 2 another 50 hp but not hoppable (Lvl 2 too fragile)... wall lvl 3 (finished wall) adds 500hp, The only way to build a lvl 3 cane wall it's doing lvl1 and lvl2 before.
wooden doorframe for cane doorframes :p
@rocky lynx
Thank you so much, dude. I'll bookmark that now.
Ppanda, BTW, made a template to add new plants to the Sew Seed Menu. I'm waiting for him to send me the files. From there, I can make the Sprites (five each, one for planted, one for sprout, one for adult plant, one for harvest, one dead) for plants where the Vanilla rendition Sprites can't work (e.g. and primarily the cacti).
The only thing I can't do is the Tiles. If I do the Sprite work and study your links to call the tiles and vice-versa, do you think you could put my Sprites down as Tiles?
Also, where are the Sprites for the Vanilla rendition's crops? Most of the HC content can use those for most of the stages.
HC Again? Thanks no :p
@rocky lynx
I told you, I don't work for HC.
-and I've decided against using your Sprites.
@pine vigil sorry, i have a question... There is a way to add a description string in multistagebuild scripts to show in the build tooltip? Sorry about my language i speak spanish.
Description in this tooltip
because we can understand that, right
That's a tad rude ๐ณ
I think Snake is showing what it looks like, rather than asking you to understand what's there! ๐
i asking to connal sorry Nathan
I was talking to yeeter for his comment! Don't need to apologise Snake! ๐
thanks!!
my bad... sometimes i can't understand very well some strings in english language.
Sorry again!
There has been a new Mod Published!
I like it!
textures look good
but it's be better if it didn't have those artificial shadows
it looks out of place, I guess?
need to change some shadows on deer rug and tree branch windows.
What on earth is going on... I'm subbed to my own mods in Workshop, they're added to the server and appear in both the Workshop and Mods lists as usual, but when I start the server, they aren't loaded and are entirely missing from the Mods string in the server options (in the Admin panel).
It's doing it even with a fresh server config.