#mod_development
1 messages ยท Page 411 of 1

I would like to say that
another one of thiose
magic moments of PZโข
has just happened
the bug were the server loaded forever
went away
without reason
1542856702145 WARNING: no GameSound called "null", adding a new one
omg
ill
work on it tomorrow...
one problem goes away and a new one is created.
Okay
I cant just sit on it and work tomorrow
im to invested for it
I think
the million dollar question here
is this
what the hell is loadStaticZomboidModel?
I get locationModel
but what is loadStaticZomboidModel??
That loads the model into the game.
That basically tells the game "Hey, there's a model here, you can use it in the script files."
There has been a new Mod Published!
There has been a new Mod Published!
@quaint night oh!
I will experiment wit that
also dammit I tagged spiffobot
so
If I loadStaticZomboidModel("FPM_" .. string.lower(name), locationModel, locationTexture );
then in the script
I can name the sprite
FPM_PFRevolver
dammit
WeaponSprite = Longbow,
tommyguns does otherwise
Prob not gonna work
but im going to give it a try
because today is thanksgivin and im gonna be wasting the rest of my day
se.krka.kahlua.vm.KahluaException: LoadModels.lua:13: ')' expected (to close '(' at line 12) near `print```
aye
For as long as models dont load
im going to listen to hardbass
lets see how long before I go insane
im slowly gaining an urge to...
S Q U A T
Im disappointed beyond belief at myself
I have no idea what im doing
what is failing?!
dammit
when I come back this afternoon
I will set it back to the normal handgun model
clearly I cant make models work, ill just focus on getting the mod done
Lemme take a look at it.
im working on the carabine code meanwhile
though I only got 1h left
then I gotta leave for a friend's thanksgivin party
I gotcha.
Connected,nil
connects
ok
tries to reload once
Thanks obama
1542906891937 attempted index: ammoType of non-table: null
b r u h
oh god
its gonna crash
shieeeeeeeeeeeeeeet
I just noticed the time
im 20 mins late to thanksgivin
I gotta go
It doesnt mean it is going to crash, trust me I've seen 5 digits
Does anyone know where is the weather file ? I would like to create a mod concerning weather but cant find the file that adress the weather
@ember orchid back from thanksgivin, will work on it after shower, gtg
@halcyon carbon In case you haven't found it,
C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\zombie\iso\weather
There's also some pack files, and specific textures in texturepacks and texture folder in the media folder as well
C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media
Thanks @random harness you're the best
No problem! Goodluck!
bacc
I found the bug that caused the reload
I think I fixed it
checking it out rn
@nimble spoke also sorry for the late reply but
There has been a new Mod Published!
turns out
that COCK
is the thing I had been searching for
for some reason if you set this in ammo type
it will just make everything work
at least thats my theory based on inspection of other code
COCK does not work
rip COCK
sorry I cant stop saying COCK, but I got a reason
anyways
COCK aside
Im still shit at programming
I must have jinxed it all when I said how awesome my mod worked
1542938028298 ----------------------------------------- 1542938028298 function: isReloadValidEasy -- file: ISSemiAutoWeapon.lua line # 104 java.lang.RuntimeException: attempted index: ammoType of non-table: null at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1654) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:499)
I DONT GET IT
WHAT ARE YOU TRYING TO SAY DAMMIT
cream
Thank you cupa
is 223Bullets NOT A VALID AMMUNITION TYPE?!
Thats of the vanilla file
which means that the error must be related to the ammo type
but lemme find the line
might aswell give it a try
if(char:getInventory():FindAndReturn(ReloadUtil:getClipData(self.ammoType).ammoType)) then
clipData is probably returning nil
but why tho
moduleName = 'FirePlus',
reloadClass = 'ISSemiAutoWeapon',
ammoType = 'mag_FPCarabine', -- this should match the item name of the clip
clipName = 'Carabine Magazine', -- this should match the display name of the clip item
clipIcon = 'Caramag',
clickSound = 'outofammo',
ejectSound = 'carabine_clip_out',
insertSound = 'carabine_clip_in',
rackSound = 'nosound',
containsClip = 1,
rackTime = 10, -- does not effect anything
clipData = mag_FPCarabine };
local mag_FPCarabine = { type = "mag_FPCarabine",
moduleName = 'FirePlus',
reloadClass = 'ISReloadableMagazine',
clipType = 'mag_FPCarabine', -- this should match the clip's item name, effects EZ reload
ammoType = '223Bullets', -- this should match the bullet's item name
shootSound = 'nosound',
clickSound = 'nosound',
ejectSound = 'nosound',
insertSound = 'nosound',
rackSound = 'nosound',
containsClip = 0,
maxCapacity = 16, -- ClipSize in module effects how many bullets go in the gun on EZ, does not have to match
reloadTime = 1, -- reload time in module effects in game reload time
rackTime = 1}; -- see above note (Affects bullet loading time)```
as far as I am aware this should work
I never created firearms so I'd ask @quasi geode
shouldn't ammoType include the module? Unless it is Base.mag_FPCarabine
probably clipType too
I can confirm that it does not require it,
I did that before back when I worked on the revolver
it works with just normal names
ammoType = '308Bullets', -- Ammo kind (Admin menu lists defname)
here is what my revolver says
and aside from the model
it all works as intended
Then check another weapon that uses the same ammo
all I can think now is that you used the wrong name or mistyped it somewhere
But as I said, never worked with firearms so maybe there's something else
without reading all of that, i'd say off hand its a variable scoping issue, in your local wep_FPCarabine table, you have clipData = mag_FPCarabine
BUT, you dont define local mag_FPCarabine until the next line
so you've set clipData to nil
move your mag_FPCarabine table above the weapon
Oh!
holy shit
you are correct
I didnt know this file was only read once,
give me a sec
gonna dew it
Hey!!! ๐
yep...thats why i get paid the big bucks lol
Advice: A rainstorm of mods in the blog :p
*updated mods
Custom Tolltips now adds validation for carseats :p hehehe no more cheating using carseat to hold items weight > car seats capacity :p
hohoho where is my nissan -_-
lol
Mister esneic you are malvado
dont ask me i dont do models ๐
rip mah car looting spamm
i don't want the PenisCar Cupa!!! XD
lmao
Hey fenris you found the motorcycle code inside of pz? ๐ฎ
uh i saw the one in the scripts txt files a while back
yes!! I found that today... searching some data to make validations for car seats.
1542941881290 STACK TRACE
1542941881291 -----------------------------------------
1542941881291 function: isReloadValidEasy -- file: ISSemiAutoWeapon.lua line # 104
java.lang.RuntimeException: attempted index: ammoType 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:86)
at zombie.characters.CharacterTimedActions.LuaTimedActionNew.valid(LuaTimedActionNew.java:52)
at zombie.characters.IsoGameCharacter.update(IsoGameCharacter.java:10140)
at zombie.characters.IsoPlayer.update(IsoPlayer.java:3109)
at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:2342)
at zombie.iso.IsoCell.update(IsoCell.java:6201)
at zombie.iso.IsoWorld.update(IsoWorld.java:3165)
at zombie.gameStates.IngameState.update(IngameState.java:1365)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
at zombie.GameWindow.logic(GameWindow.java:688)
at zombie.GameWindow.run(GameWindow.java:1314)
at zombie.GameWindow.maina(GameWindow.java:1090)
at zombie.gameStates.MainScreenState.main(MainScreenState.java:184)
1542941881300```
still not working sadly
still
thanks for the try
im just a lil creeper
coding is hard
I would not say hard
its more like
harsh
because understanding code is easy enough, but having the code understand you is nearly impossible
nyaa
AAAAAAAAAAAAAGH
fuck it
I cant figure it out
here is a copy if anyone wants to take a look, im gonna watch anime or something to cool my head.
Is there a way to revert gas can behavior to previous versions?
I'm about to upload my motorcycle test to steam, I gotta say it isn't that great for now, but it is good enough so you guys can test and possibly help me improve it

if not model then model = name end
if not texture then texture = name end
local dir = getDir("ORGM")
local modelPrefix = dir .. "/media/models/weapons_"
loadStaticZomboidModel("weapons_".. name, modelPrefix .. model .. ".txt", "Objects_".. texture)
end```
Im going to try to use this as the model loader
Gonna use the chat to backup my old lua file in case this does not work
I use the simple way, load them all individually
How do I do that?
Check out one of my old mods, like the impala. That should use that method.
Yeah. Any of the single car replacement ones will do it besides the CRX.
ooh its a car mod
I dont know if they use the same model loading system but ill check it out, no harm in doing so after all.
ayy lmao
tfw I didnt realize it was you
btw is this mod for the stable version of the game or for a testing beta?
That's for the stable version now. It does not have the model loader you're looking for, though.
It's got to be one of the old, crappy ones, haha.
I noticed that the loading code was different
but the theory behind it still applies
with my limited understanding
I came up with this
print("FirePlus: Commencing to load 3D models")
dir = getDir("Fireplus");
txt = ".txt";
png = ".png";
loadStaticZomboidModel(name, model, texture)
locationModel = dir .. "/media/models/" .. "FP3DM_" .. name .. txt;
locationTexture = dir .. "/media/textures/" .. "FP3DT_" .. name .. png;
print("FirePlus: 3D model check complete [FP-A7A2]");
end
Events.OnInitWorld.Add(function()
loadtoworld(fprevolver, FPRevolver, FPRevolver );
print("FirePlus: Models Loaded & Added To World")
end)```
Some of the code should be moved up
but it should not get in the way
so imma give it a try tn
1543001088040
1543001088163 -----------------------------------------
1543001088280 STACK TRACE
1543001088380 -----------------------------------------
1543001088622 Callframe at: loadStaticZomboidModel
1543001088871 function: loadtoworld -- file: LoadModels.lua line # 9
1543001089141 function: Add -- file: LoadModels.lua line # 17
java.lang.reflect.InvocationTargetException
at sun.reflect.GeneratedMethodAccessor55.invoke(Unknown Source)```
time to start le debug
at least this one results in an error
which is more than what the old code does
well shit
strange
the function should not act this way
uhhhhhhhhh
local function loadtoworld(name, model, texture)
print("FirePlus: Commencing to load 3D models")
local locationModel = getDir("Fireplus") .. "/media/models/" .. "FP3DM_" .. name .. ".txt";
local locationTexture = "FP3DT_" .. name .. ".png";
loadStaticZomboidModel(name, locationModel, locationTexture)
print("FirePlus: 3D model check complete [FP-A7A2]");
end
Events.OnInitWorld.Add(function()
loadtoworld("fprevolver", "FPRevolver", "FPRevolver" );
print("FirePlus: Models Loaded & Added To World")
end)
Oh
ayy lmao
why didnt I think of that
Thanks Fenris!
lemme give it a try
STATE: exit zombie.gameStates.GameLoadingState
my game crashed, but it might not be code
I think its just my punny CPU
STATE: exit zombie.gameStates.GameLoadingState
strange
ok
ill run one last test
Does anyone would like to answer a couple of questions about the weather ? I want to create a mod for weather but i would like a little bit of explanation about the files. You can PM me !
java.io.FileNotFoundException: media\models\FP3DM_fprevolver.txt (The system cannot find the file specified)
it seems to search for a lowcaps versuon of it
so im going to take the easy way out
and im going to just type it in low caps
because I am
me
and I l
yes
the lowercase...ya my bad...that line above should have been:
local locationModel = getDir("Fireplus") .. "/media/models/" .. "FP3DM_" .. model .. ".txt";
I wonder if
print (" " .. model .. " ")```
would work to tell me the model's name
because I MUST be getting it wrong
@quasi geode Thanks for the help btw, I noticed I didnt thank you before.
There has been a new Mod Published!
WaistBags Japanese translation Mod
This MOD makes Japanese translation.
Please use the following [WaistBags] to use it.
This is a Mod modified to add a Japanese t...
anime
STATE: exit zombie.gameStates.GameLoadingState
BRUH I didnt do anything
why
oh
prob backwards compatibility issues
OH!
nope
its just my stupid-ass messing up the spelling in the code
somehow I managed to misspell carabine
thanks me
Welp
at least it loads
so thats good
WHA
I
THE RELOAD CODE WORKS NOW
YES!
I DONT EVEN KNOW HOW OR WHY
BUT YESSS!
fuck am I a lucky bastard
--- ๐๐ต๐ฎ๐ช๐ผ๐ฎ ๐ป๐ฎ๐ช๐ญ! --- Copyright Disclaimer Under Section 107 of the Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism, comme...
There has been a new Mod Published!
Bot, Do you have any memes?
Spiffobot
SPIIIFFFOOOBOOOOT
Spiffo answer meeee
@quaint night answer to us, mortal
whats that?
A parking building, car spawns inside ๐
did you make it?
neat
aside from repetitive patterns in decals this stuff is like AAA quality
good job
what tool is used for maps anyways?
car spawning inside buildings...snake! quit defying the laws of nature! lol
i did that one of our previous server maps...necroforged the resteraunt in the country club into a showroom ๐
didnt have all these stylish muscle cars back then though ๐
maybe can add custom windows to be broken with cars :p
lol
like a movie XD
I think
fireplus is officially finished
Im satisfied
all the weapons I want
are here
tho
I need to fix
the 3d models
and I gotta make spawning proper
saldy I got no fkn idea how to do either xd, so time to try to figure it out
I got no idea what the spawnrate are for vanilla weps
but im sure that 9999999 is not it
Now
im sure im just mentally challenged and opened the wrong file
but
as far as I can tell
the vanilla spawn table cant be read
I mean
I could bruteforce it
but Im lazy I suppose
OK
Im n
not sure
but
I think
25 is avrg spawn rate
(think...)
What does
"all"
mean
table.insert(SuburbsDistributions["gunstorestorage"]["all"].items, 25);```
like
I already added it to the boxes, shelves, displaycases and all other
so what is all?
does it overwrite stuff
or does it add to it?
like
???
yes yes
im very happy with the results
the spawnrate
MIGHT
be
like
30 times a bit too high
but fuck it, guns are fun
theres more guns spawning than ammo atm
I should fix that...
someday
lol
Does this look okay for a tool chest? Decided to dive into modding after all ๐
Where can I find example container code?
Just need to figure out how to make this thing placeable and have a capacity, and voila ๐
lmao...racing sponsors ๐
@soft glen I think its too light colored, the rest of the game has a higher contrast and lower brightness, this is too flashy.
my opinion
Yeah the red could be darker eh
agreed
looks edgy
I once cut myself with the metal of a toolbox
so I agree, it can be edgy
it was a rather small wound and not deep at all either; yet it bled quite a bit.
fucks sake
i
god dammit
I cant get this shit to work
im so pissed at myself for being useless
I tried to fix the models
maybe the name scheme was wrong
which would be retarded
but then again, this game is powered by magic so maybe its so
nope
all I managed to do is also break sounds now
im dissapointed in myself
very
I've looked at quick guns, I dunno if it's of any help, but he's got no sound.txt files, and each and every single gun template goes
moduleName = 'X',
reloadClass = 'X',
ammoType = 'X',
clipName = 'X',
clipIcon = 'X',
shootSound = 'X',
clickSound = 'X',
ejectSound = 'X',
insertSound = 'X',
rackSound = 'X',
containsClip = 0,
rackTime = 0,
clipData = 0};```
If you wanna have a look I'm attaching the lua file I found it in, and the mod itself is *Quick Guns*, Workshop ID: 581614872
Oh right, it's not referenced in any other script from what I can see, so I don't think there's a dependancy anywhere
Hey
My discord broke so sorry for the late reply
I worked on it further and I think I fixed most of it.
im going to get some more models
There has been a new Mod Published!

also
my point that the varmint rifle is the worst item/weapon in the game is factually true.
I mean
the devs didnt even include an emoji of it
but there is for all other firearms
๐ค
(this is a joke pls dont take it seriously)


Welp
fuck it
I cant sit around while filbuster works hard
Im gonna add some more stuff
the ability to repair firearms and a custom firearm that can be built
Look'n good
yep, need to adjust a little color of counters :p
My fixing recipes dont seem to work
I dont know why
maybe I need to load it with lua code
(which would make 0 sense)
https://theindiestone.com/forums/index.php?/topic/3735-the-fixing-system/&tab=comments#comment-50521
Hello, here is how the fixing system for you item and weapon works, it'll be in the upcoming version.ย It may need to be balanced in the couple of days, afte...
This is a god send
thank you robert
There has been a new Mod Published!
๐
Very nice
Btw
does anyone know how item fixing code works
Mine does not seem to work at all
yet there are no loading issues whatsoever
hello all
just joined LD
anyone have a working link to download the Hydrocraft mod to my server?
@drifting ore is that a single space in the fixer or a space and a gap?
@sacred sparrow I got one, but I cant share rn.
Ill send it in 3h if I remember
@willow ore gib me a sec, ill be home in 2h
@drifting ore thats awesome! much appreciated!
All i can recommend on that is from what i opened in notepad++ it shows as a space then you tabbed in the fixer part, it only needs Fixer : Glue=3,
There has been a new Mod Published!
Wasteland "Es" Server Pack (Remastered)
Los mods estรกn actualizados a la versiรณn de vehรญculos en adelante (40.36)
Los mapas incluidos en este pack son:
Lobii City,...
Snake, I don't appreciate you taking that sprite and using it without asking. I was working on a mod for it.
Hadai is the one who designed it
You should at least credit him
Well atleast you modified it to make it look better overall
So project zomboid uses real 3d models?
For the characters/zombies/cars I believe
and 2d stuff for furniture etc?
Items too for 2d sprite work
It seems like some people do real Pixelart for it. I wonder if someone just renders 2d images of 3d objects for it then
Thats atleast what i would do lol
@soft glen I don't think it's the same sprite, it's just a coincidence because they look so common
๐ค
It's not letting me upload a screenshot
Imgur is your friend
Snake wouldn't be one to blatantly rip people off, He's very excited to post progress of his work here.
The sprites are really quite different.. Just happens to be the same "thing" as what you're working on
The first one looks like a modified counter sprite and not the second sprite.
Exactly
Both based off of the same kind of toolbox though.
https://cdn.discordapp.com/attachments/232196827577974784/517089532294987778/screenshot_27-11-2018_18-28-03.png vs the bottom half of https://cdn.discordapp.com/attachments/232196827577974784/517191304971681795/unknown.png is what we are talking about
I really have to get into PZ modding one day. I'm very experienced in doing sprites, models etc for any sorts of games
So one is really a counter replacement and the second is more of a separate object like a fridge.
I know what you're talking about, it's not a copy, it's pretty obvious
I have tons of ideas for a mod, but I can't really find helpful info and the example mod is a terrible example for any kind of advanced code
You guys can always ping me for some 2d stuff. Its the easiest work of them all
the issue here is not the sprite but it's the whole idea of a toolbox they literally come in a set form you can't really blame someone who made a toolbox and call the similarities considering when you type in toolbox you see both formats
I mean I just threw mine together in like 5 minutes based off this one
minus the wheels
and snake looks to have recolored a vanilla counter, and added silver bars going across. there's no stealing of work here, at all.
The work featured in Snakes screenshot is his own.
Just awkward timing overall I guess for two similar things
@drifting ore Did you get the fixing code to work in the end?
eventually it becomes muscle memory and you put them even where they're not meant to be;
Do you even semicolon though?
If someone needs a 3D modeler, I can help him.
@soft glen i use a vanilla counter, recolored and add some details, i don't want to copy your sprites, if you search on google you can find mechanic toolboxes comes in red and black colors.. i made the two variants time ago!! I upload that screenshot because now that working on the custom map.
if you add a wall painting with car... you think i would say you copy idea? :p you can see that in severe mechanic places... i don't need to stole ideas
@elfin vault I could prob use your help
neat
This was the most entertaining bug report I ever got:
"there is something wrong with this mod or then i don't know how to use it, anyway, when i start new game it starts with bunch of naked survivors beating the hell out of each other. changing ssurvivor spawn chance setting seems to affect how many of them spawns with me"
๐ค
Try asking if he has custom spawn point, I know groups spawn in couple places...tho they usually fight together not each other
He later said it was caused by some respawn mod
so spawn-related rubs belly my gut likes being right
There has been a new Mod Published!
Im currently adding a mod for creating milk. The thing is, in-game, the icon doesnt show. I dropped the png file for the icon in texture and texturepacks folder. Anyone can help ^
Why not use a collection for a modpack, instead of a new workshop item with other peoples' stuff in it :x
what do you mean with other people stuff in it ^
?*
You mean the Craftable Dairy Foods ?
I just mean using a workshop collection to make a modpack vs just lumping together code and such from mods into a single one and publishing it
I was not intending to publish it, im currently trying to mod. Thanks for your passive-aggressive answer, didnt need that
i'm pretty sure he was talking about the mod the bot annouced there
or more correctly 'mod pack'
Well, it looked like he was saying that i stole something from someone to create a workshop item from it
His reaction and response was not necessary. I was asking for help, thats it
@soft glen because a server can't subscribe to a collection.
People do this, so that their server can subscribe to their 'compilation' mod - making it much easier for people to join because it would download one mod when they join, not 20 or whatever
Ahh, okay. I wasn't aware a server can't grab a collection
Thank you for clearing that up ๐
Wait people can download the server mod files when joining!?!
Yes
Does it cache the files, or do they download on every join
You don't need to go to the workshop ahead of time and grab everything, it gets what you need (provided it's on the workshop, or, another scenario for the custom packs is for mods that aren't on the workshop, so they can easily be gotten when joining the server)
Dear god I've been manually sending the mod files to everyone who plays on my server each time
Hadai, don't we have people who use the GoG version though?
Don't think that would work for them
only works for steam enabled servers
Figured as much
Yeah, there's that. I tend to forget the GoG version exists sometimes ยฏ_(ใ)_/ยฏ
i cant lol
There has been a new Mod Published!
That's very well done
Anyone got any links on how to make custom tiles for maps? very much a newbie who has no real idea what I'm doing. I tried following EasyPickin's "Custom texture packs and tile definitions" tutorial, but it seems to be missing some little steps that is total throwing me off
I CAN FEEL THE POWER
IT CRASHED
AAHAHAAH
I had too much power
lol
more like.
I CAN FEEL THE WEIGHT.
My Spine crashed.
AAHAHAAH
I had too much weight.
There has been a new Mod Published!
Still find them useless...
I had unlimited weight carry enabled
--- ๐๐ต๐ฎ๐ช๐ผ๐ฎ ๐ป๐ฎ๐ช๐ญ! --- Copyright Disclaimer Under Section 107 of the Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism, comme...
which allowed me to do this
looks like berreta 92 in bad tbh
lol
like a beretta?
Ill eventually replace the model ofc
i was joking about the beretta 82 frin ORGM
if aiming and reloading is full and you have ( like me ) 52 full magazins then you have a onehitkill minigun
ye
what do you think of this
does the magazine texture look good
(the little one is the one used-in game)
THAT kind of magazin
i wonderd for a second
already 300% better then vanilla game magazins that are always the same
I suppose
this magazines will unlock weapons
such as the survival rifle
scrap pistol
makeshift SMG
and the minigun
To craft?
or to use?
to craft yeah
makes sense or makeshift sense
makeshift mostly
its all crappy weps
funfact. there is a makeshift minigun
this crafts are for when you run out of normal ammo and guns
What kind of ammo will it be then?
new kind of ammo called paper ammo
cheap & crappy#
but still good enough
if you wanna have an edge in PVP or have high aiming skill
Imma go to sleep
cya
cya
Other then transparent .png files is there any place for max sizes of items or other places with listed information for the artwork parts?
@willow ore are you talking about for a dropped item?
Well in general i made a 32 by 32 png for a item didnt work with opencanvas yet worked fine with paint but i am just looking for more information for other stuff as well like container sizes wall sizes basically a max set of within this amount
Ahh okay
I know there's a property ResizeWorldIcon that takes a double when you create an item
i have not found a full blown information on artwork sizes i know 32 works fine for dropped item you can use and move around without equipping but it's not really a well listing for a size on say if i want to make a wall or container unless i go the easy route of just copy paste previous and then do modifications
How hard are custom moodles and related stuff to make?
Traits. I mean traits. Holy crap I am not awake
Traits are easy, moodles are practically impossible
you can look in to one of the traits mods on the workshop and pull it apart to see how it's done
Good idea, thanks ๐
Wanting to do a set of traits as a sort of test mod for myself ๐
oh hey
it does not look very out of place
well
that makes me quite happy
I mean
sure
it looks odd when dropped
since idk how to make it look like a magazine properly
but aside from that, this is fairly ok
its gooood
maybe A bit flat
You could try just...rotating it, maybe the images are just transparent pngs
Would anyone here be willing to help me get my custom tiles in-game? They are all properly configured in TileZed, have the custom .tiles file and it's in the mod's media and the ID and name are correct
they just don't appear, so I think I'm missing a small but important step
nvm, I got it!
What was the issue? Want to make sure I don't forget on mine
I was wondering about ammo capacity, in the script iv set ClipSize = 0, and in the lua file its set to maxCapacity = 1, in an attempt to make a weapon that only houses a single shot.
Yet it seems like the minimum is 2 rounds, anything else will result in the weapon not functioning.
What would I have to do in order to make a weapon that only has a single round? Thanks in advance.
Is that 1 chambered and then 1 in max capacity?
I dont believe so, the lua code does not have a variable for chambered rounds
moduleName = 'FirePlus', -- What mod is this info part of?
reloadClass = 'ISShotgunWeapon', -- Types listed inside the "Reloading" folder in the game files
ammoType = 'fp_paperammo', -- Ammo kind (Admin menu lists defname)
rackSound = 'nosound', -- Pumping shotgun sound
ejectSound = 'nosound',
clickSound = 'revolver_click',
insertSound = 'camper_reload',
maxCapacity = 1, -- Ammo ammount (UNCONFIRMED)
reloadTime = 5, -- Reload time
rackTime = 0}; -- Time it takes to pump the shotgun```
tried it with max capacity of 0?
Yes, it leads to the weapon breaking.
With that said, let me do it again just to see what happens.
ofc ill set the max clip size to 1 then
the question is what gun difficulty you running gameplay wise?
Ez
while all the weps are functional on normal (not tested it, but it should work)
I use EZ
cuz im a casual
lemme go find a random gun cause as hardcore gun play i am sure i can rack unclip a pistol mag and still have a ammo chambered
Recharging propane tanks
ye it does not reload if I do this
Im gonna go out for lunch
but ill be back soon!
kk's
Chambered bullet is completely independent of the magazine ๐ค
that is a single bullet chambered atleast in hard difficulty without a magazine with the magazine it turns to the second image
humm
then this is what pistols are like in easy mode
you have 14 in mag 1 in chamber and can't reload to obtain that extra in the mag unless you reload again to get 1 more
Yeah because it's loaded 1 out of 15 bullets so you have 14 left in the mag
Or I'm just misunderstanding
yep it's reloaded the magazine and auto racked one into the chamber
Yeah cause the bullet goes into the chamber when you cock it to shoot
There has been a new Mod Published!
Are you confused or just explaining because idk if I'm answering or acting like a smartass
at this point we've basically both become confused or lost the point but yes "Chambered bullet is completely independent of the magazine ๐ค" i think there is something independant in the code maybe to it though i may have to find the gun stuff to fully check
Yeah the gun has to be separate cause it keeps track of the loaded bullet even if there's no mag inside. Perhaps it's just a loaded boolean to check if a bullet is inside, I dunno
yea also with lower difficulty chosen it auto racks one of said the two bullets in Alemismun problem which is part of the problem of wanting a single round only gun

It's Buchanka : )
big propane tank, can be move (Weigth 50) and can be used to recharge modded basegame propane tanks (Not banished when consuming and 20 uses instead of 8)...
with one modded propane tank can fill 5 empty blowtorch. And with a big propane tank can fill 5 modded basegame propane tanks :p
Ooh! Sounds awesome
i need to search some code for exploding... maybe i found some when a stove explodes :p
Would be cool but no worries ๐
@quasi geode you know some of stove exploding? :p
Do you or anyone else have tips or a font for writing in PZ? lining up the text with the angle is a bit difficult free hand
not off hand but cant be too hard to make it go boom ๐
hahaha :p
i need to solve that in the future.. can be funny if a propane tank explodes :p
good trap for zombies and in MP ๐
yes, good traps for pla...zombies in MP ๐
๐
Don't regular propane tanks and ammo explode when the container they are in is on fire?
Try to find that code.
@quasi geode you can help me with explosion code in the future?? i think its inside of java files
๐ฎ
I know the ammo explodes for certain.
ofc snake
I have a lot of experience with base fires. 
yep, some ammo explodes in base game when a container is on fire?
i havent tested
can be very funny that!
lol...i tried driving that big race course yesterday...in 6 months after ๐
almost made it all the way ๐ฆ
hahaha zombies let you finish the course?
almost...theres a spot it goes off road, too many trees it was pitch black, couldnt see the checkpoint, and the car was totalled
and it got stuck in the trees with hundreds of zombies closing in ๐ฆ
i had like 3 out of 72 checkpoints to go lol
sooo close XD
beware of dirt roads, some trees grow on that floor
yep...i should have cleared the course of trees and wrecked cars before i started ๐
the checkpoints work really well..i even set it up for the country club you have to loop around the fountain ๐
great stuff @rocky lynx ๐
I wanted to ask you too - does the hunting part of LGEP work in multiplayer? I've been having trouble getting it to work, but then I'm not sure if I'm just missing some recipe book either ๐
it works in mp
I've tried with a hunting rifle and a varmint rifle, but trees don't have the hunting option
got a scope?
it does, yeah
oh....
actually...
The hunring rifle definitely did
Is there a hunting rifle in ORGM? I might have been using that one
Which afaik is not compatible yet
not one named 'hunting rifle' lol...and we made them compatibile idk if snake has updated the downloads with a new version yet though
only orgm's tooltips wont work with LGEP/CTT until i push the next orgm patch with the new tooltip design...but your just missing the loaded ammo and select fire modes from the current tooltips
its not a major loss
need to update the hunting system for ORGM!!
it is nice hunting with orgm weapons though i already killed a bear on my server ๐
also update some farming mechanic... when the plant grow... if plant fertilized > 0 ... then discount 1 on the next phase.
SR-25 and a x8 scope...its nice it gives the orgm scopes more use
and next update add mutton to hunt also... to get the mutton steak (Basegame item)
nice
yep i think add another animals to hunt... making some more frequents.
maybe ducks flying with shotgun
owls
night hunting also using tactical lights
yes some things should be huntable with shotguns
i need to fix some of the orgm code so people dont use small rifles on big game
but its just nice to finally have it working ๐
yep!! ๐
@Ben to hunt with rifles you need to equip the rifle in your hands... then click on the tree
@spark crystal
also need to hunt in long distances from clicked tree
and you will stay inside of forageable zone
also the forageable zone needs to have 100% only can hunt with that requeriments.
when you hit to animal, forageable zone downs... and you need to wait some time to get the zone at 100% again.
this is to balance the rate of hunting animals on high levels of scavenge and aiming.
One other thing I noticed with farming, I think Leek goes from young to rotten straight away
We've planted leeks twice and carefully monitored them (and all our crops, daily) - but we've never been able to harvest leeks because they have gone rotten in the ground
I did have the rifle equipped, I don't think the varmint rifle had a scope though
i will check that!!!
Btw
Fenris, I believe that soundfiles might be redundant in MP still
6511500184```
it seems like
the game automatically generates a new soundfile when it cant find it
so we dont have to manually do it
(not sure though)
no, it adds the soundfile yes, but it doesnt set the max distance...other players will only hear the shot from 20 tiles max without it
How much is 20 tiles?
What does the soundfile sound like tho
especially a nosound one
As for distance http://undeniable.info/pz/range/?r=20
nosound is an empty file
nil caused issues
and so did null
@cinder coral 20 tiles seems enough for a small firearm I suppose
Pistol sound. Range is 150
http://undeniable.info/pz/range/?r=150
Yeah 20 looks kinda... shots only heard within the building. Good insulation I guess
So here is a vid showing my mod, what do you guys think about the magazines
also yes, I know they are a bit buggy
(wait that vid didnt work lemme upload)
not bad
Thanks :3
Hey Danny, looking at your first model and that one, I can see a shitload of progress! That's awesome dude. You've gone from pretty darn good to most excellent.
Because the game is pretty low poly and if you actually modeled the doors instead of painting it on, you wouldn't see it because the resolution isn't high enough in game.
@drifting ore Soon they will be blurred and you will no longer see these lines ๐
Yeah but i doubt you won't see this in the end.
Maybe its just my inner perfectionist that speaks for me
Can i ask how many polys it has?
@ember orchid Thanks dude, I try to detail everything ๐
It shouldn't be visible. The only way to get rid of that issue would be to make it a much higher resolution for the texture, but there honestly wouldn't be much point to that.
you could fix it by just doing it right in the first place. It looks like its drawn onto it. I did a cheap low poly floor for a scene once and theres not one drawn line
It'd just add a smaller tole on performance for not much of a gain.
@drifting ore Oh, it's 1 pixel, but I later blurred them ๐
Well what would you consider the right way?
its one pixel?
1k polys is ok
This is not the final version, polygons will be deleted
Thats how i usually do it
all the detail in polys
then remove polys
and in the end i have a nice texture for it. Well don't mind the other stuff its a very old screenshot+
What it this?
Sorry, I don't know where it came from ๐
No worrys. Not everyone knows the series and it was very critizised at it times
I asked out because of the line because it seems many modders in here are not very experienced in doing models with blender and UV-Mapping them properly. It normally should be a straight line
Yeah, I figured that's what you meant. Still though, there's not really much Point since zomboid makes it super pixelated anyway.
And if you do it the way Danny did, you can use the same model to make a vehicle with more or less doors.
Does the Engine Project Zomboid runs on support. How is it called. Not skins but skinsets
In source you can save a ton of disc space using Skinsets
I work in 3D MAX 1 year, yours vehicle are different from our vehicle shapes and specifically on this van the doors go in a different way:
Like that
You can use the same model with different texture files if that's what you mean.
thats what a simple diffrent skin is
But im talking about skinsets. Like you can apply doors and such as extra file on specific locations of the skin
aka taking something from a diffrent diffuse to another one
Naw, not yet at least.
Does it support multiple skins?
The damage and rust Works kind of like that, though.
I think that means yes
i suppose there is if you can use multiple skins on a single object
( not counting on normal/bump maps )
Sorry, I figured you were asking if you could do it by modding, not if it was possible at all.
Just in the game will look different these doors ๐
What have i done. All this talk because of a not straigh line ๐
It should be curved, but not straight ๐
It's almost 2019, man. Accepte it for who it is.
?
Who cares if it's curved, Jagged, or straight. It's all only skin deep.
Just a dumb pun that probably got lost in translation, Danny, haha.
๐
Thanks
There has been a new Mod Published!
hey guys
I need some help with my code
table.insert(SuburbsDistributions["all"]["shelvesmag"].items, item_waterloomag1);
table.insert(SuburbsDistributions["all"]["shelvesmag"].items, 99999999);```
for some reason
my magazines wont spawn in shelves
what did I do wrong?
Show the declaration of that magazine item you made too
You probably did not put "item_" in the actual item ID name
So remove the "item_" from that table.insert and just put 100 for a spawn value not 9999999999 that may be too high and could have been ignored due to that during some kind of QC check
alright
btw this is the declaration item_waterloomag1 = "FirePlus.Waterloomag1";
let me test it at 100 item spawn rate
Anyone knows if hunger goes [-25 to +25] or [-50 to +50]? The highest +X food I found in items.txt is +80, and since you can eat 1/4 of it I'd put my money on -25 to 25 ๐ค
There has been a new Mod Published!
Hello, I have a simple question about the building editor
I saw some tiles like the computer in the Tile set: appliances_com_01, but the computer is not shown in the building editor's Tiles and Furniture tab. So how can I put down a computer in the Building Editor?
If I have put down a computer in my building, would I need to modify my game file to use this building as the computer is not in the normal game?
all the radios are also missing
How good is the Super Survivors mod?
I tried it
it feels
like something a programmer would enjoyโข
I dont think I can really describe it in any other way
Is it too complicated or something?
It feels clunky, like its good and all, but you have to appreciate the effort and overlook the roughness to really enjoy it.
Its nothing like the NPCs from the game
Aren't NPCs still far away from official implementation?
after animations is complete the NPC's will be available
there were pre-scripted NPCs in the tech demo
they had polish
at the cost of not having real AI
NPCs might not be in the game right away though. We don't know what else is coming between the animation update and NPCs.
I'm torn between wanting animations or npcs first
@random gulch I believe that the PZ wiki said that npcs would come very close after animations
All that's been said is that NPCs require the animations work before it can be done.
TIS haven't given an actual date or roadmap with this, other than saying NPCs will be after anims (which doesn't necessarily mean the next feature)
Of the next big couple of projects, I know they've got the new power systems, redone farming system, animals, npcs, louisville, etc (in no particular order)
As pure speculation - I don't think we'll see NPCs (even animals) for a long while yet. 12 months at least.
We'd be lucky to get them (even an early iteration) 12 months after the release of anims.
I know TIS have said animals will be in before NPC survivors, as it's a more basic iteration of the same behaviours.
One would tend to think that might also mean hunting, being in before NPC survivors.
I believe NPC survivors will be one of the last features (outside of map additions/expansions) TIS will work on, and I don't expect TIS to finish working on PZ for another couple of years, at least.
From what I've heard hunting could be coming with animations along with the farming rework and possibly trapping rework. And with hunting would come dogs you can train. That is if the dev I talked to in a PZ stream was the real developer and not an imposter.
Hmm that does sound a little far fetched for me. That's about four things I'd think would be major releases. That, and we haven't heard anything about those through Thursdoids.
No doubt, all of that work would require animations to be complete, though.
Did you catch the name of said person?
Robert Johnson.
RJ
That would be the RJ over there on the side if it was really them.
I haven't talked to them since to confirm it.
Yeah fair enough, I'd think it's too much to work on all at once, let alone test, or even drop all at once
I don't want to bother them if they're busy though...
Anyway, I guess we'll know more soon enough.
The NPCs got some very well thought out lines
no idea who exactly thought them up, but pros to them, they did a great job.
Farming has been at least slightly reworked, remember the farming issues with Hydro? It was caused by the farming script having a new name
I dunno if it was a rework or more a preparation, but something happened ๐คท
true
from what I know of farming, the devs never liked it all that much, and it was a popular mod that people were begging for, that sort of forced their hand into incorporating it into the base game
Ah then perhaps they'll add a personal twist to it ๐
"Don't eat the veggies where the soil was covered in zombie blood splatter."
That would be a thing I'd be okay with. Mutant zombie vegetables. Or just diseased veggies. Eat them and get sick and maybe die. Give people all the more reason to secure their crops. And to stop killing zombies near their crops. Lure them away people. Stop killing zombies on my cabbage.
or would it enhance the crop? ๐ค the ultimate fertilizer
Super veggies. Nice and large in size. Packed with nutrition. Only they give you strange tumors.
Taste a bit like flesh too
brings a whole new meaning to Waiter, there's a hair in my soup
The hair isn't just in the soup, and is in fact growing from the cabbage itself.
Realistically I'm not sure what the zombie virus would do to vegetation.
Or people that consume that vegetation.
realistically speaking, using things like cow/pig/chicken waste improve the yields of crops - but eating those alone would uhh... not be advised.
Personally, I'd apply the same logic. Cutting a zombie into bits and using it as fertilizer would improve the yield
Hmm... perhaps "Cleaning" veggies once they've been picked would be a handy little feat to help with that... <_<
How is Hydrocraft?
Fun. ๐
Attempting to make custom streams (you can walk over and drink from) Any thoughts?
cool
So, would anyone here be able and willing to help me? I'm trying to add a new rule to WorldEd and TileZed for my 'stream' tiles. I've Added them to the WorldEd blends.txt and rules.txt, and they show up properly on the overhead map w/ the color, but It won't actually place the tiles.
The tiles are all in TileZed properly, I used them to make that, but they aren't on the Blends or Rules option
Oh wait, I got it!
they look very nice
Thanks! Water that you can walk over has always been on my bucket list and with the amount of streams/creaks where I'm making this map, I figured it was time to make it
They look a little square, but I love the idea of having some streams in the game
How would one go about making a new plant?
To add to your own map, just create a new tile and make it vegetation then add it to the rule if you want it naturally spawning I suppose, seems that easy
I'd totally make them soak your shoes/pants but I don't know anything about scripting for PZ and it's not a default tiledef option
plant/harvest rather than spawn ๐ค
If you're talking like seed packet, idk about the item part, but the ground tile part is very simple and easily defined w/ tile definitions
Any backpack mods that are still working?
You don't need no mods! The game is perfect!
Perfection is overrated. Some of us like a lil' flaws here and there. ๐
If you like the game, accept it the way it is
Wut?
When someone offers you whip cream ontop of a dessert
you dont just go
"eeh, nah, the desert is good enough already"
mods add extra awesomeness
^
Mods are basically what toppings are to ice cream
Sure the ice cream is damn good alone
but mods make it even more delicious
Exactly! And it's not that I don't like the game Vanilla. I just like it both, Modded AND Unmodded.
Hell, if YOU like the game, why not enjoy EVERY aspect of it, INCLUDING the mods? <_<
Unless that name of yours is a lie, and you don't really seek Adventures? >_>
... Y'know, we've got a pretty interesting group of Avatars here, the four of us. We've got a Furry, a Neko, a Pony, and a Guy with ROBO-Eyes. ๐
@pine vigil Hia! Since Vehicle build's been out for a while... Well, I've been browsing Nolan's super-survivors code, and found a "remote control" gem. From testing it gave errors, so I looked up in the search and I've found a discussion between Nolan and you about CarController$ClientControls not being "exposed to the lua side". I've spent the last 2 hours-ish trying to decompile/recompile the code just to give it a go, some missing class showed up, googled around, ended up breaking it down to asm code but still couldn't manage to recompile ๐ I was wondering if it was decided to not "expose" it or just a missed feature?
You're right. Mods are awesome
I must have forgotten, I look at doing that today.
Hahaha, bugger I forgot today as well.
I'm going to write a sticky note to look at it tomorrow. Though we're slowing down on minor changes so it might not get in for a while.
I've changed my mind about mods. I've downloaded some but it seems easier without them. I prefer vanilla
@pearl lodge some mods broke the balance of game... because that i start to make mods (Trying to not broke the gameplay) years ago...
No, to be honest, Hydrocraft is too complicated for me
The dogs and the hunting
Too much options
But I did download a lot of mods
10 at least
And somehow with all these mods the game became scarier! It became a horror game
damn
yes, that tends to happen ;)
what's 40.38 changed? made my game break wondering which mod it is ๐
oh just realised tomorrow's thursday nvm
im gonna leave for now
my mod is on pause
iv fallen ill
and I just feel like doing something that wont give me a headache
im making a mod for pavlov instead while I get better
@cinder coral
I wanted to try and convert the "Hydro Craft" plants into farming objects, but I was vastly overwhelmed by the tools and gave up.
@Alemismun#1048
I hope you get better soon!
Can someone teach me how to mod the game?
Just subscribe to the mods on Steam Workshop, and activate them in the main menu. ๐
Well that's how to play with mods but I want to create mods. Can someone teach me?
Your best chance is downloading a mod similar to what you want to make and learning from that, there's also some helpful links in the pins
What exactly do I need to learn from that? How do you do it? Isn't there some program your using?
You learn how the mods are written in lua. You read the code. I personally use Notepad++, I dunno about others.
How do you create a new item via modding? I'm proficient with lua but have little no idea how to use it in conjunction with project zomboids APIs/whatever and such
Okay, I see. I hope I'll understand whatever will be written in the notepad++
Does anyone know or have a link to the differences between the different foraging zones?
I'm also curious if you can place those on-top of each other or if that breaks it (probably breaks it)
Hello, everyone.
Our roleplaying community is currently looking for a modder, who can help us fix workshop's mod or make a new one. We either need to fix the item's roll command to make it post the results in local chat, or make a completely new dice-based item which will do the same.
If anyone's interested, feel free to contact me via DM. Thanks.
I can't seem to find the modding tools on steam, could anyone be of assistance?
They won't appear too
What you think?
This he and there is
@radiant ginkgo just include a download for gog.com users when you put it on the workshop ๐
@woven flicker Okay, thanks
So I could use some opinions on these haybales
I personally absolutely hate them and think they don't look good in the slightest
But I'd like some opinions on that cuz I spent a shit ton of time on them just to scrap them
They could perfectly work but without those floor tiles though.

