#mod_development
1 messages · Page 412 of 1
thx
@spiral plover I don't think they look bad, man.
Maybe more definition along the edge, though.
Hmm, that could help
Yeah, a shadow of sorts would be ideal
there is already one there technically
it's just rather light
Yeah, I have the thing split up into a layer for every thing (hand drew every little dash of hay O.o)
Alright I'll give that a try
Can you have the edges kinda like what they did with the snow, less straight?
Edges of the haybale or the shadow?
The hay on the ground.
Ah, that is the hay that comes with the game
it is a bit lacking on blending abilities
Ah, I gotcha.
It was mostly just the one tile sticking out that made it look kinda off.
Ah, yeah, it's so square it looks off doing stuff like that
Hmm alright
Well thanks! I'll see if I like those shading changes and start putting these around the map
😄 appreciate it
Not a problem, my dude.
they just need to cast a strong shadow. that l do.
Bump.
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.
[2]
Has anything changed with this particular line? Seems like a reason we can't use it for our mod.
player:Say("!");
Player is ambigious, how is player defined? @drifting ore
Rolld6.OnClientCommand = function(module, command, player, args)
if not isServer() then return end
if module ~= "Rolld6" then return end;
if command == "Say" then
player:Say(args.saythis);
function rprolld6(items, result, player)
num = tostring(ZombRand(6)+1);
player:Say("Rolls ... " .. num);
player:Say("!");
sendClientCommand(player, "Rolld6", "Say", {saythis = "!"});
end
Apparently it doesn't use say when performed.
I believe the "player" var there is an ID not a player object
Also I don't think you can use the "Say" function server side like that
OnClientCommand event passes a IsoPlayer object. in that rprolld6 function though might be getting a ID
ya that serverside Say might be screwing with it...not sure i've ever tried calling it serverside
Hope Soul is still working on the motorbike
been working overtime getting my mod updated. new textures, but a bit big, lol. Should be finishing this tonight.
lmao i wonder what caliber that sniper is now xD
What is this? Guns for ants Giants?
so for PZ, how much is out of the modders hands?
could i, for example, learn lua and create a proper toggle for Sneak and then make a point-and-click move mode?
or is that beyond our reach?
Ok, so if say's not suitable for this case, is there any other way to print the desired message in chat when using the item?
@woven flicker you could do that, yes
sneak toggle would be tricky, but I think it'd be doable
point-and-click move is probably trivial, as there exist(ed) a right-click->move-here option already
you can probably catch the press/release of a mod key and then handle the rmb in the world
well i don't know that i'll ever find the time to learn lua, but i'll keep it in mind
Question, is this here for people who want to learn modding, or is this here for people who have questions during their modded playthroughs? I imagine it's the former, but hope it's also the latter.
Anyone know of any sort of... Zomboid Station 13 mod?
@soft glen what exactly are you looking for?
Well, I was wondering if any sort of SS13 mod existed for PZ. And if not, I was going to find a way to get a hold of supernorn for permission to use sprites and maybe look into an item mod
right, but what would the mod do ?
ahh I see. Item mods are pretty easy to put together, so long as they're regular items
I'm not familiar with SS13, but if you wanted to make a tool that acted as a hammer, a screwdriver, and a gun (hypothetically) well, that would be much harder (if possible at all)
it's possible, but the current recipe system doesn't lend itself well to that
Hey @cursive roost while you're here and it's on this topic, is Turbo still working on / supporting ItemZed? There's been a few questions from a few people on the thread, and no activity from TT. It seems to have been broken for a while
apparently, I asked about this before, too 😬
thanks mate, I appreciate it. 👍
And at least 3 others will, too 😛 (Questions without responses on the thread)
It's currently a bit on hold due to other things having higher priority
Understandable. I'd rather end up with something like anims, than ItemZed fixed - as long as it's still on the radar.
hey, does pz modding have an API that my autohotkey script could take advantage of to read various character states and act accordenly?
i spose lua won't be that hard to learn though, might save me more time just to learn it
man wouldn't that be something. a game built like an API to fit with any language of choice for modding
anyway i'm just procastinating actual work
hey ive seen someone else ask about it before, but could java modding be possible
i see it is possible if you replace the original files
but wouldnt it be not too hard to make the modloader that takes in the lua files just take in jars/somethinglikethat aswell?
We need minigames in PZ. Like, arcades and stuff with simple platformers involving Spiffo and the gang.
Kinda like that Starboy mod for Starbound.
That would be an epic mini game to play that could reduce bordedom
And then, imagine it making noise. We can get that good ol' Shaun of the Dead moment going again in the taverns! xD
Hi, guys, what program u use to make custom sprites/models for weapon? Can someone give me a little tutorial about it? (sorry for my bad ENG, I`m from Ukraine)
Для создания кастмных спрайтов используешь любую рисовалку в которой можно рисовать попиксельно. (Photoshop/Aseprite) Для моделек оружия и машин используется Blender так как для него есть скрипт который конвертирует модельки в игру. Но по сути тебе ничего не мешает изначально сделать модельку на том 3d редакторе на котором тебе больше всего удобно и затем конвертировать его в blender. @onyx pelican
can anyone help me?
ahh well my friend i can help you
no matter what it is you need help with
alright probably biting off more than i can chew
but it doesnt matter
i hate it when my upcoming ex-wife says "can you do me a favor?" and i tell her "no, because you didn't fucking say what it was"
@astral junco Спасибо, уже освоил Блендер)
something she did ya, but i don't actually like her, that's why
Is there any mod that makes the cars less available?
like the car spawn option in sandbox settings?
Since they came out 
would be great if they added a section of workshop dedicated to cars only.
oh i see where the problem is
you set it to very low
you spawn
fully repaired car with full fuel tank
you might have the easy vehicles option turned on
there's heaps of options you can customize
easy vehicles will make them spawn usually unlocked, close to perfecft condition, close to full gas.
Its the opposite i want
cars are so op as soon as you have one you basically can't die besides you drive with 70 through the woods on the traintracks like we did. Just shared that in #pz_b42_chat HAHA
they are rather op i guess
but as the game is intented to be fairly realistic
i think
cars are op IRL
Set engine noise to 100
Also always open, full tank, full repair sounds like easy cars
yeh
A zomboid mod that reskins the game to be set inside scp 3008 would be cool. If only I knew how to mod.
oh my god thats actually a really good idea
i was trying to think of what game style for scp 3008
and you're right PZ would be pretty good
Id be willing to pay same price as zomboid for it
Even if it was exact same game, just reskinned
Oh man, that would be amazing
I would pay for that to be developed
oh man
too bad i dont like lua
i really like java though
why no java modloader :(
@drifting ore
You could write one, I guess
oh yeh
Where do I start for modding PZ? Also, what's the language used?
I'd suggest you go to the Indie Stone forum and check the mod sub page there. I'm guessing you don't mean English when you refer to language, so probably can't help you with that.
I also have a couple of questions I'd hope someone can answer though. The first one is pertaining to a custom tile sprite I've added to the game.
It's an old style water pump that can be found around farms and gardens. I've managed to get it in to the game and working like a well would.
Problem is with the texture. The picture / sprite quality seems to be to high. It just doesn't fit with the artstyle and needs to be downgraded.
Any ideas on how to make it be more pixel art style rather than photographical?
Second question pertains to generators and their placement. I've made a garage in the building editor, with an open space for a car to pass inside, like a gate of sorts.
So it's basically open on one side. But it does have a room definition, which could be problematic from what I've gathered so far. I want a safeish generator without toxic fumes.
If I remove the room def and build the garage tile by tile to have the same garage, but without the room definition, would that allow me to place a generator inside?
Also wondering if placing a generator on a porch would work, seeing as the porch is without a room itself and is outside of a house, so the air should vent it?
Last part would be, if both of the above were not possible to do without getting killed by the gasses.
Is how far away from the main building a generator can be placed but still being connected and powering appliances inside?
@drifting ore Thanks, and I meant programming language. It's lua right?
yeh
its all in lua that connects to the core java game
a modloader loads it in
although id personally prefer making mods in java
Also, if someone do know how to mod a generator when it comes to the script it used, please send me a message. I've started to create an additional type of backup generator that are used for emergencies.
Basically I want a generator that can be placed indoors, I'll provide tilesheet that will make it placable in the editors if someone can help me with the script.
<@&136624934184026113> Bot?
Sorted.
👍
oof
Is there some mod that allows to control a number of zombies? Or create allies(robots and stuff)?
Apart from the Super Survivors mod
hi
hello
Hi everyone, coming from a long break
In theory I have the names set up properly. What else could it be?
it evolved!
Looks like there's a space between Fruits and ContextMenu, maybe it's getting confused? I also found EvolvedRecipe = Sandwich:5;Stir fry:5;Roasted Vegetables:5;PastaPot:5;PastaPan:5, in "cooking" items, that one's Butter
It does have a space as fruits is another text entry. It should be Fruits Juice, but for some reason it is failing to retrieve Juice.
ContextMenu_EvolvedRecipe_FruitSalad = "Fruit Salad",
I don't see any items in ContextMenu that have "Fruit" before, or any other word tbh
Is Fruit in ContextMenu_EN as well?
If you make a fruit salad with more than one fruit type than it is named Fruits Fruit Salad, because Fruits is the food type, like if you use 2 meat types in a stir-fry it becomes Meat Stir-Fry
In my case the evolved recipe name is Juice. It could be Kiwi Juice, Papaya Juice and so on, but if you mix two then it is Fruits Juice
That same issue appears when you try to create the recipe, it shows as Create ContectMenu_EvolvedRecipe_Juice
Damn, I'm stupid, the text entry must be in a txt file called ContextMenu_EN, I thought the file name wasn't important for some reason
Hello. Im searching for a possibility to change the accesslevel "levels" or add new to my server. Does someone know where I can find them and how I possibly could edit them?
Is it possible to reskin placeable furniture objects. Like for example reskin a wardrobe to look like a toolchest and add them in game as a seperate item?
Dont see alot of mods like this is why i ask
Most added containers like in hydrocraft mod for example arent placeable
@upper junco Well you can do that. One process would be to copy the tilesheets from the Tile folder you get with the creation tools from steam or the forums.
Cut the pieces of selected furniture or item up into 128x256 pixel pictures, preferably use a program that does this with structure so it's all equal columns and squares.
Cut and Paste whatever furniture you like onto another tilesheet but keep each tile a 128x256 pixel piece. Then add that tilesheet to your Tile folder in the editors.
Create a map mod (Perhaps there's another way but I know this way.) and add your selected tile as furniture and the like to that map.
Enter the tiledef mode in TileZed and either make your own custom tile definition, or copy one of that item you like to use, onto your custom tile.
Create the .pack and .tiles file and add those to the mod itself, finish the map. Put in your mod folder.
Then you can find that furniture in your own custom part of the map itself. Perhaps there's other ways, but it's a bit of a process, but fully doable.
@upper junco You can, Hydrocraft is old and outdated in how it implemented furniture
Once you have a working tile as Pop said, you can make it craftable just like with any carpentry furniture
Thanks guys
Anyone know a good clothing mod? Just something that adds more clothes and outfits
There's not really any yet. (at least, nothing that will not look like a coloured vest or sweater)
That will all change soon, with the anims stuff
Can someone make a mod which makes front windshield glass and head lights much more durable? It drives me crazy how easy they continually break.
Don't drive into zombies
🅱
how would your car look like after ramming someone? lol
@pallid matrix typically very little damage is done because humans are mostly water. Let alone rotting and decomposing humans.
Anyone working on a mod to create an electric heater or more variety of wood burning stoves? Using camp fires and find antique stoves seems out of place in the modern age of the 90s.
by that logic a deer would also be no obstacle at all.
hitting an object that weights around 80kg with a speed of let's say 50km/h will not only fuck your entire bumper + a headlight, it will smash through your windscreen
^human
Now let's make the speed 80km/h, the average speed of a cruising car and now the human/zombie will damage your frame behind the bumper and send things flying into your engine at least screwing your radiator, and if that body hit's your windshield you are as screwed as mosquito, that corpse will come right through and give you a kiss on the cheek.
If I'am able to make a handheld-heater from a battery and some metal wire then everyone can do a real size heater. And with that a electromagnet
Get a cowcatcher!
Hi! Long time lurker first time poster... Sorry if that sounds creepy at all... 😜
Made a minimap as part of a larger mod for TheGoodOldDayz server but thought others might enjoy it and find it useful as it is now... So it has been packaged as a standalone mod to be updated as the main mod progresses. Requires a texturepack to enable map tiles, details and link are on the workshop page.
Top down only (not isometric... yet. some issues still to iron out but it is capable.) and support for multiple players using gamepad split screen play. Features like safehouse display and last vehicle entered only work for player one at this point.
Lots of features planned for the future, too many to list here. Uses maptiles from cartozed, so it will only support vanilla maps. If cartozed adds save file support, will try to expand mod to include this feature if it becomes available in future.
Feedback would be appreciated. https://steamcommunity.com/sharedfiles/filedetails/?id=1619603097 or join us on TheGoodOldDayz soon to try it out as it will be in the next TGoDZ mod-pack update.
Sorry for the long message! Thankyou if you read this far.
Does someone know how to add workshop POI's to a server?
How hard would it be to create a map mod?
Ah, thank you 😃
BTW, I just see that it may sound like a "map", but what I want is a minimap for my map 😛
I have the map and the isometric image of it, I just want to create a small minimap mod
Thank you 😃
Is there any mod or a way to handcuff someone and see their inventory?
Like a police mod
hey!!! 😄
Hey @chrome epoch mmm never seen a mod like that.

I made a new climate window for next update of LGEP Mod. 😄
Oh, nice! 😄
player can unlock detailed info with climatology magazine
and more detailed info for fishing, because i do some changes in fishing mechanics depending on wind, rain, clouds, etc.
Can you share a link for your mod?
you can get it in my blog
link to the blog?
hydrocraft is bad anyway
Le Gourmet Evolution Plus requires two mods (Custom Map bridge and Custom Tooltips Mod) First mod load custom object textures, and second mod loads some modified files to make chained mods works properly)
doesnt gourmet mean kitchen
Le Gourmet was my first mod, time ago want to make a cooking mod... but time passes and this mod takes another of my mods because, hunting, fishing, farming results in food items.
and converts in Le Gourmet Evolution... later, with some more experience i change some things of my mod to make it better (Better mechanics, etc) and then changed to Le Gourmet Evolution Plus. Now it's not only a cooking mod.
as a picky bastard who hates most things, i fully endorce LGEP as a great mod worth using 
hahahaha hey @quasi geode how are you!!!???
good returning to modding!!!!
i'm still on break (sorta) dealing with other things lol
i was taking some weeks also!! :p
someone knows about where i can get if in-game is snowing?
i found raining, clouds, temperature but nothing found about snow
i havent looked at the new weather code really
Fishes love teh rain
And dorkness
Altho mosquitos are a pain
Woah if you could walk on frozen water in winter that'd be pretty cool
Hey @inland gull sorry, but i need some help, there is a way to get (boolean or something) if snowing or thunderstorm in-game?
@rocky lynx i would guess so, tho it's a better question for @devout zephyr (in RainManager you have a boolean to see if a storm is going on, not sure it's still used, let me check quickly)
ooh thanks! 😄
did u looked into ClimateManager ?
there's even a ThunderStorm class
in ErosionMain you have a isSnow() function
@rocky lynx try to launch the game in debug mode, there's a debug button on the left that appears, it gives you a debug menu (damn that's a lot of debug word)
okay Erosion for snow 😄 i need to check Thunderstorm in ClimateManager
you have a climate control over here, check if there's snow/thunder in there (sorry, this system was changed a lot with turbo's stuff)
Okay Rj Thanks 😄
eya @rocky lynx heres some more pointers:
local c = getClimateManager();
c:getPrecipitationIntensity(); //float from 0.0 to 1.0.
c:getPrecipitationIsSnow(); //bool to check if its snowing instead of rain.
c:getWeatherPeriod():isRunning(); //to check if theres a active weather period
weather periods run different segments, sometimes with clearings in between.
wp = c:getWeatherPeriod();
to check if the current segment is any of the following special types:
wp:isThunderStorm();
wp:isTropicalStorm();
wp:isBlizzard();
Hey Turbo, since you're helping with weather, at some point I was trying to detect if a specific tile was covered with snow, but couldn't figure out how. I wonder if anything changed in that part of the code
@devout zephyr Thanks!!!! 😄
Thanks Turbo and Rj!!!
@devout zephyr there is a way to get moonphazes? because i saw some files in lua... but i found moon phazes seems to be deprecated in lua (Commented).
Only can i see illumination factors attached when moon appears sometimes.
nice! @rocky lynx
the moon stuff would now be done via ClimateMoon.getMoonPhase() or ClimateMoon.getPhaseName(), but sadly it looks like that class isnt exposed yet. will add them.
@nimble spoke looks like theres no function for that yet, will add some way to check that as well.
ooh thanks!!! 😄
Thanks, it will help me a whole lot
Is there a tutorial or example for adding options in a joypad context menu? I received the first 'bug' report about that
and now I'm going through the living hell of trying to play PZ in windows 10 with my generic USB controller
https://steamcommunity.com/sharedfiles/filedetails/?id=1626174349 want to share with u)
I've noticed a very large amount of mods still out there that redefine item defs every time they want to make a single change. Has this still not been addressed in the whole?
eh? you mean overwriting a item in the scripts .txt files just to make one or two changes?
other methods exist that dont completely overwrite...those modders are just taking the easy way out doing it via the .txt file instead of via lua
right. I made a mod for people to do that a long time ago
It's a shame it never really caught on
But is it actually documented somewhere accessable for new devs to make the changes through lua? or is it still mostly hidden in all of the code?
ah item tweaker...ya sadly frameworks/api's like that are hard to get adopted by the community. i did a s imilar one for professions and traits so multiple mods wouldnt conflict...but never really took off as well as i hoped
I think I might have seen yours too
semi documented...the online docs are outdated, the code isnt really hidden though if you use a java decompilier
was it the profession framework?
you're DrCox?
no
er. so a different "Profession Framework"?
he just uploaded it for me i didnt use steam at the time lol
i've got a few mods on the workshop under various people 😄
ya well those are minor mods anyways. if i'm going to get flamed it will be for the main one 😐
main one?
the only one tagged to my steam lol...orgm XD
I couldn't actually find your mod ;P
probably because I was looking for Fenrsi_wolf.
does this make you ormtnman?
nope, haha...he's the author of the original, i'm tagged as a co-author lmao
oh right.. co-authors
but...going back to the original convo, the documentation for not overwriting everything exists, just most people dont know how to read it effectively
I see
Your item tweaker inspired me to create vehicle tweaker
sadly the one thing I need to change in my own vehicles mod doesn't work and I will have to override the vehicle scripts
yes, I saw the vehicle tweaker =) I'm glad it inspired you to have others strive toward mod compatability
oh really?
is it a change in the behaviours in vehicles handled by lua?... I just realized I was over half an hour late to respond to that...
I have to check out vehicle tweaker, but ItemTweakerAPI is such a godsend.
@vast palm It works wonders for changing values, but for example I couldn't make new part slots work properly and I didn't know if it was because my code was incomplete or the Java side would not allow it
Hey @devout zephyr sorry again but, ClimateMoon.getMoonPhase() and ClimateMoon.getPhaseName() strings gived me a nontable nil issue :/
there is a way to get when fog appear in-game and fog intensity?
fog intensity solved :p
Hey I've made my first mod. It's a lockpicking mod based on GTV Thieves (as I believe this no longer works) https://github.com/rob-a-bolton/ProjectZomboidLockpicks
I'm planning on adding custom lockpicks/tools, and writing it to be extendable by adding new entries to the global LockpicksMod.tools, LockpicksMod.picks, and LockpicksMod.pickables tables to add new tools, picks, and things to unlock.
Anybody have any feature requests?
(I could put it on workshop now if people actually want it in its current state, but thought I'd wait until at least custom tools are added)
is it possible to make a mod that lets you staple bread to a tree?
@rocky lynx ClimateMoon isnt exposed yet, but should be fixed in an upcoming upd
How do I get these mods on GOG???
https://steamcommunity.com/sharedfiles/filedetails/?id=498441420
https://steamcommunity.com/sharedfiles/filedetails/?id=1626174349
if it is even possible
theres websites that will download from the workshop and zip it (cant think of any offhand though)....if you have steamcmd you can download them from the workshop in anonymous mode, idk about that weapon mod, but theres links to HC floating around somewhere but probably wont be newest versions
since Hydro doesnt officially upload it anywhere else it kinda depends on when someone else is willing to upload copies.
theres one
1 sec...fetching HC...not going to leave those links up for long though
thank you
theres a bunch of mods we host on that website for GoG users...though the new website is still a WIP so not all the info is there yet
@drifting ore I've setup a timed service that should re-download both mods & zip them every hour. They are available at http://rob-bolton.co.uk/~rob/pz-mods.zip
i'm afraid the mods are in their ID folders rather than e.g. "hydrocraft" & "rustandweapons"
let me know if you no longer need it
@drifting ore
You use the Good Old Games Console instead of the Steam Console?
What are you, gay?
he is
If fucking ur mom makes me gay, then hell yeah
dats some trashtalk
insult him being irish
I'm not Irish
say something about the leprachun
oh ur from mexico
@latent crystal Why are u reacting and not saying anything
I said my peace.
peace yes
I didn't think I needed to say anything else.
Depends on what part.
Chihuahua? Sonora? I can rip into that hard.
Mexico City? Central Mexico?
Only if it's south of there in the Zapista zones.
you said too much now
?
I can't read that much sorry
he is
he has all the chromosomes
i mean hes listening to anime on spotify right now
yes
Unless you have a lower order of autism or you're like one of my neighbors who has Aspergers and is really, really slow, you can't blame autism for it.
you did it like 3 times now
-but since you whined about it, I'll use it again
@drifting ore
What a faggot. Only cowards block people, especially when they haven't done anything wrong.
Imagine being this gay.
Seriously dude, you're ridiculous for blocking me. Only cowards block people who don't spam or post obscenities.
lmfao I love when sth like this happens
What, specifically, is it that you love?
Snape's cowardice? Or my triggering of Snape?
The overall saltyness of both sides
i love the part where you get salty about him blocking you
You called him faggot. Insults happen when you run out of arguments. Chill 
and insult him for it
haha
⬆
turtle yknow it was your fault right?
What argument can be made against someone who blocked me? Also, I called him that after he blocked me, not before. He didn't block me for doing anything wrong to him.
you started it pal
That was clearly a joke. I make fun of the GOG Console all the time. Also, he didn't complain about that; apparently, he was whining that I used the at-symbol on him.
fuck my headphones
(Ideally, BTW, I'd prefer my video games on physical media that I insert in an optical drive, but that's long gone.)
well gay means happy and some autistic people are always happy
Unless he had a lower order of autism or had Aspergers and was really slow, autism doesn't make you unable to read.
So he was obviously using autism as an insult and/or a joke.
Also, he was a good sport about the "what are you gay" joke. He shot back with a zinger about my mom and I applauded his comeback.
That had nothing to do with why he blocked me.
maybe he doesnt like being called gay just like you dont like people to call you an autist?
I am an autist.
I have no problem being called what I am.
He didn't call me an autist either. He claimed that he was autistic.
-and again, he didn't have a problem with the GOG gay joke. He replied back with a similar joke.
🤔
What an interesting conversation. I thought this was #mod_development not #salt_mine
We'll just ignore all of that. A few people have been banned, please remember to ping the moderators when you see something going bad like that.
Seriously, why did nobody ping a mod? Instead you watch it play out?
Disappointing
Especially @drifting ore
Should I have done that?
Sorry
Next time. Didn't knew it was expected. Expecially from me HAHA. im a horrible person, in any way
This must've been his worst introduction to the server lol.
Had already happened by the time I came across it. I'm usually not a bystander when these things happen.
Hey anybody knows if in-game happen rain and fog at the same time? (A normal playing, not debug mode)
Hey guys, does anybody know what the reason could be, for the game freezing up and the computer doing a restart, when one tries to enable a mod in the mod menu?
Ouch @drifting ore
Haven't heard of that before. My first guess would be some corrupted file, I'd suggest removing the mod completely (from directory) and reinstalling it
Is it one of yours ?
@Ben Yeah a new sub for Firewatch got this error, never heard of it before and it seems it's the only one have this problem so far, otherwise I'm pretty sure I'd have heard about it by now.
I'll relay the information and see if it'll solve it for them
@Ben Thanks for the idea. Seems that did the trick!
Yo <@&136624934184026113> might want to take a look forther up here, some not-lovely shit going on.
Oh, you have.
Nevermind
😂 it auto-opened on what was going on earlier, didn't see you guys respond until I scrolled down.
das illegal, too op
So I'm tryna modify the Opening Hours for my own enjoyment, trying to remove the zombie attraction script and increase the time you get to prepare, but I dunno how to differentiate my edit from the vanilla one in the SOLO game creation menu
I tried adding a separate description and name for it in the translation package but it still shows two duplicate Opening Hours scenarios. I don't even know if my edits work lmao
Note to self, replacing all the instances of "OpeningHours" with "OpeningHoursEdit" just results in the challenge to crash upon load.
This is confusing, I dunno if it's even possible
Any dev possibly able to give insight?
I won't @ cause I ain't no rude boi
Thanks for not being rude.
Here's my work so far
I really dunno what is breaking
It gives me console error logs in my PZ documents folder but I dunno how to read that efficiently
Included is a documentation readme with a quick list of all my changes
Damn. I was heading to bed, now I'm curious.
I'm not a coder, don't sue if it is horribly frankensteined
My extent of LUA goes back to 2008 and Roblox
Connall's going to go to bed tonight dreaming of frankensteined lua...definitely expect lawsuits 😐

For clarification, when you start the challenge is there an option in the menu that has Opening Hours Edit in it?
Sorry not start the challenge, start a new game.
Yeah, the name is horribly butchered but it's at the bottom
Infact, none of the name / description changes I gave it show up.
At least the picture works
I'm not too sure to be honest, errors out about lotheader files, but not sure what's causing it. I got to head to bed since it's getting late. I would test to see, if you were to straight copy the original challenge files and do all the renaming and see if it works. Then start commenting stuff out and see if anything breaks. See where that gets you.
Step by step.
Yeah I'll try it. I was iffy on editing the original file but I'll just make a backup
I mean copy the original file again, but do the rename first, test if it works. Then comment stuff out and see if it works. Try and deduce at what point the copy stops working.
ah gotcha
I'm going to add a bunch of evolved recipes in my cooking mod, like pizza, hotdog, pancakes, cupcake, drinks and whatever I can think of
Hoping to get ideas here
@pine vigil Can't evolved recipes inherit thirst change? Or am I missing something? I made it so I can add whiskey to my recipe, but it only changes hunger and happiness
ah whiskey...the secret ingredient to all good recipes
Looking at the code it seems poison might be the only thing to affect thirst?
Uhhhh so adding whiskey or wine to a recipe won't change thirst value for the recipe? Ohhhh well
How about alcohol power?
Don't think so either.
I'm looking for some help regarding a custom tile generator I've made. The tile itself works, but I'm in need of someone that knows how to script.
What I'm looking for is to make a generator that does not cause any fumes, but needs to be charged by either a car engine or by electricity.
If someone has a clue on how to do this, please send me a message or point me in the right direction.
hey , so its question and if some one have made it. i want to edit ( make) more slots to equip bags. like 2 bags on back .
as swiching true backpacks makes me waste time 😄
@drifting ore Check out the scripts in: https://steamcommunity.com/sharedfiles/filedetails/?id=1478038149
Not really two backpack slots, but additional slots for chest and waist, so you could carry 5 bags in total.
That is, if you use back, chest, waist and one more bag in each hand. Looters paradise.
ty 😃 thats realy helps 😃
I can't leave alcoholic drinks out of my update with evolved recipes, so I'm trying a different approach. The base item is already alcoholic and made with one beverage type, then the other ingredients are not alcoholic.
Too bad I can't give them custom icons
Hmm, would it be possible to make another item from alcohol, say beer (like logs into planks) , "alcoholic base" give that a custom icon and have the evolved recipe go from there?
Oh wait I reread and I think that's what you did
the evolved recipe needs a base item, so it means the same icon for all of them. Unless............ they change it so giving a custom icon to an item actually gets saved and loaded, but I won't bother devs until the animation build comes out
Other than that this way I fixed the issue of giving my recipe a thirst value and alcoholic flag
As Bob Dylan said.... you don't need the weather man to know which way the wind blows
fishing chance: extremely bad
Whaaat. I thought rain gives bigger chance to fishing. Goddamn Minecraft logic
Hi all
How would I go about (or how would I effectively research) writing some lua to unequip everything the player has equipped? I've tried scanning through the zomboid javadocs but it's very overwhelming
I see there's setClothingItem_legs etc, can this be passed a null value to take the legs item off?
Or is there some removeClothingItem?
oooh yeah 👍
Don't mind me, now it just looks like I'm talking to myself.
@onyx pelican I think thrown weapons use sprites, not models, but that may change with the animations update
@nimble spoke sorry, I'm still finding the ropes a little with functional modding.
Do you mean - a file that can be included in my mod, like a set of helper/utility methods? Or something that actually ships with Zomboid?
If the latter, where can I find documentation on the LUA functions available in PZ.
I only know about the javadocs atm, and they are a bit of a mess to navigate
https://theindiestone.com/forums/index.php?/topic/2355-api-of-classes-and-methods-accessible-via-lua-scripts/ Is EG's answer here what you're referencing?
Hello, As title says, is there some sort of API to detail what Java classes and methods are accessible via mod scripts ? I suppose all java public classes and methods are not accessible so im left thinking a specific javadoc or sth may prevent from relying too much on other p...
And is that what you'd use JDGUI for? (I've not looked at this yet, I assumed it was just an alternative way to access the javadocs, as not everything is listed on javadocs)
after further investigation, assuming it's neither - but is instead the lua files stalled in /media/lua/client etc
perfect, I've found the function you're talking about (I think.. /media/lua/client/TimedActions/ISUnequipAction).
How does one use this? I know I could copy the code out of there into my own file, but is there a way to call the event as it exists in the zomboid install?
What's best practise here?
Apologies for turning this chan into a running commentary 😅
One issue that I'm having is that when I re-equip my clothing, it does not appear (on my character sprite) to be equipped.
According to the indicators in the inventory, it is equipped.
It unequips as expected (Inventory and sprite),
But equipping it does not graphically update my character.
If I quit and re-load the game, the items are properly equipped.
Also, I can right click > unequip, and then re-equip fine, using the regular context menus.
This all happens from the same ISBasedTimeAction.
I have a helper method I've created, which get's called once at action:start (undressing), and again at action:perform (timer finished, getting dressed again)
@cursive roost I know you know your way around the code quite well, is there something I'm doing wrong?
what are you doing?
local function ChangePlayerEquipment(specificPlayer, clothingOptions)
print("Start changing equipment");
getSoundManager():PlayWorldSound("PZ_PutInBag", specificPlayer:getCurrentSquare(), 0, 8, 0, true);
specificPlayer:setClothingItem_Feet(clothingOptions.feet);
specificPlayer:setClothingItem_Hands(clothingOptions.hands);
specificPlayer:setClothingItem_Head(clothingOptions.head);
specificPlayer:setClothingItem_Legs(clothingOptions.legs);
specificPlayer:setClothingItem_Torso(clothingOptions.torso);
specificPlayer:setPrimaryHandItem(clothingOptions.primary);
specificPlayer:setSecondaryHandItem(clothingOptions.secondary);
specificPlayer:setClothingItem_Back(clothingOptions.back);
triggerEvent("OnClothingUpdated", specificPlayer)
print("Finished changing equipment");
end
That's my function that I'm calling at action start, and again in action:perform (when timed action finishes)
clothingOptions is different, depending on where It's come from.
I found the triggerEvent("OnClothingUpdated", specificPlayer) line in ISUnequipAction.lua, thinking it might be necessary to forcefully redraw the player sprite, but it didn't make a difference.
I'm unsure if there's more that I need to do for that triggerEvent to work in the first place (assuming my assumption on what it does is correct).
LUA modding is very new to me, so I've probably made some silly mistakes and assumptions here somewhere
what does clothingoptions.* contain?
depending on where it's called rrom, it's one of these.
function UndressAction:start()
local specificPlayer = self.character
print("Start undressing");
local clothingOptions = {}
ChangePlayerEquipment(specificPlayer,clothingOptions);
end
local function ShowerWash(worldObjects, object)
local specificPlayer = getSpecificPlayer(0)
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
local equippedItems = {}
equippedItems.feet = specificPlayer:getClothingItem_Feet();
equippedItems.hands = specificPlayer:getClothingItem_Hands();
equippedItems.head = specificPlayer:getClothingItem_Head();
equippedItems.legs = specificPlayer:getClothingItem_Legs();
equippedItems.torso = specificPlayer:getClothingItem_Torso();
equippedItems.primary = specificPlayer:getPrimaryHandItem();
equippedItems.secondary = specificPlayer:getSecondaryHandItem();
equippedItems.back = specificPlayer:getClothingItem_Back();
ISTimedActionQueue.add(UndressAction:new(specificPlayer, 100, object, equippedItems));
end
It appears to be 'functionally' working - the expected items are unequipped, and then equipped again (according to the inventory screen) - just not visually.
bah,. I had a picture I took before I mentioned any of this stuff, forgot to paste it
specificPlayer:initSpritePartsEmpty()
after the triggerEvent
or before? one of those
around there
Will give it a shot
Empty at the end is not implying it will only work for unequip, I hope
👍 👍 👍
Working well
Thanks very much 😄
May I ask, how did you know to do that?
I'd like to know where I can look for myself if I need to in future, rather than poke around asking others for answers
I've been searching for where the OnClothingUpdated event was trigger
then found ./client/TimedActions/ISWearClothing.lua
and there that function is called
then I checked what that function did, and it seemed to update all the player character sprites
so that's what you need :)
Thanks, I appreciate it 😃
Also, you may already know, but your utility functions (force reload lua button) throws a couple of exceptions each time it's pressed
yeah, that's expected
ah, the famous ISTabPanel
no idea really where that comes from
but I get it even without any mods
probably just an issue with lua files loaded in wrong order
even the ordering of functions within the lua file has thrown me a bit.
I've had a few things not work, because the function needed to be implemented above where it was called
Very different from the sort of development I'm used to
nvm >_<, that is a weird error
yeah, but you can just require those files and it'll load them correctly
I don't know much yet about structuring different files that work together. Right now, all my code is in one entirely self contained lua script.
I don't like it, because it's a little confusing, and my style of coding, I like to use a variety of helper methods. feels wrong including them in the same file, sometimes.
That's something I'd like help from someone on, if they ever had the time
(best practises on structuring and organising code across multiple files)
From what I remember, Snake does a pretty neat job, might look to his work for ideas.
Sorry for jumping in, was following along what you're talking about as I'm writing mods anyway :)
all good eris, what are you working on? 🙂
eris_minimap hehe
And a new mod I might release this weekend
I'd post it now but I'm too lazy to make the poster and workshop images 😂
Seeing as you're here, would you consider blocking the ability to use the minimap unless some item is in the inventory?
Maybe a new 'Knox County Map' item - which can be made from combining all maps in the base game?
To go a step further, no player locations shown, unless you have some other item like a GPS (requiring batteries)
Yah, if you look on the mod page, that's on the to-do list :)
Both a map item, and a gps item are planned
Awesome 😃 I don't think I've seen the page since I subbed it when it first came out, even then I didn't pay a lot of attention :p
Will be a great inclusion!
Gps still needs some work but this is how it might look. Map item I have no idea at all yet, might just be a boring old item.
I'm most interested in the idea of not being able to access the minimap, unless you have some map item.
But that looks great 😃
I want to put the coordinates behind some sort of barrier too, even if it's just an item gps... But I've got all this code here for gps already (the minimap spawned from this mod) and want to use it.
would be an interesting concept to add a variety of levels of GPS.
Civilian, Industrial, Military - all with varying levels of accuracy.
Yep, already planned hehe
Perhaps civilian doesn't track a target, and can only give you a 'range' for the x/y pos
Great 😄
Thanks for the suggestion though, I've been working slowly towards bringing all of it together but community map support is probably going to come first.
for sure, that will be a very important addition
The tricky part is when people have multiple maps enabled... I haven't played with any custom maps yet so it's totally alien territory. >_>
Took a break for two days and wrote a new mod to learn some new tricks without messing with the minimap. Just getting back into it tonight, putting the latest updates together for tgodz modpack... Marathon session to get the core finished this weekend (settings menus and saving/restoring settings) then it's back to features next week, might do the map item then... Or during the process if I get stuck or bored.
will be tricky but well worth it then 😃
I hope to learn many tricks, what I'm working on is my first deep dive in to true PZ modding. I've done item and map (to an extent) mods already, this seems like the logical next step
@wild gazelle oh, you made the minimap mod?
I subbed it, but haven't had a look at it yet
I tried my hand at it a long time ago, but I guess feature-creep prevented me from finishing it
@wild gazelle if you want to read/write user values, may I suggest looking at my bcUtils mod which has functions for easily reading/writing INI-style config files from / to Lua tables?
I'm using that for by bcToolbar mod where I have both "Game Options" (ie: size of the toolbar and hotkey configuration)
as well as ingame options (ie: which item sits where on the toolbar)
Ah, thanks for the tip. Got a simple filereader/filewriter system for the custom markers/POIs at the moment but a proper INI system sounds way better for the map settings.
Doing the settings system inside the map itself for now as I'm confident I can get that working in a short time. Will take a look at that bcToolbar for inspiration and maybe move it to a 'proper' options screen in future, or put more meta-ish settings there like requiring map and gps.
if you need help with settings or file writing/reading, drop me a mention
Thanks, that's awesome :)
I kidnapped turbo's code for lightning minimap and turned it into a GPS screen for my vehicles mod, but it would be nice to give it actual map images instead of just a dark background
so much ideas, so little time to work on them
Is there a starter guide for modding?
Did you check the pins
ah none of those are actually good intro guides, but searching 'tutorial' on the forums should give a few starting points
oh..correction some of blackbeards vids there might work....thought that was all his modelling vids
@cinder coral No, my bad fam. 😂
Nuevo sistema de disparo de arco. Con R se carga la flecha en mano secundaria. Con el Click de disparar comienza una barra de tiempo (El estiramiento de la s...
ive noticed a stack trace error in a mod and it points to this line in a file, is there something wrong with it? https://gyazo.com/59694955d9c6fd6c8c728746c205206d
if not (square:haveElectricity() or (SandboxVars.ElecShutModifier > -1 and GameTime:getInstance():getNightsSurvived() < SandboxVars.ElecShutModifier) ) then
Full function below
||function ELClientCommands.checkPower()
if isClient() then return; end
local temptable = ELClientCommands.Lightpoles;
for i,v in ipairs(temptable) do
local square = getCell():getGridSquare(v.x, v.y, v.z);
if not (square:haveElectricity() or (SandboxVars.ElecShutModifier > -1 and GameTime:getInstance():getNightsSurvived() < SandboxVars.ElecShutModifier) ) then
local obj = ELClientCommands.findObject(square);
if obj then
obj:toggleLightSource(false)
obj:sendObjectChange('lightSource')
ELClientCommands.removePole(square)
else
ELClientCommands.removePole(square)
end
end
end
end||
Does it work with local square = getCell():getOrCreateGridSquare(v.x, v.y, v.z); ? It may be calling for a square outside the loaded area.
checking
it does not seem to be throwing any stack errors any longer
let me check with a new save just in case
Alternately... If this should only run when it gets a loaded square object```lua
function ELClientCommands.checkPower()
if isClient() then return; end
local temptable = ELClientCommands.Lightpoles;
for i,v in ipairs(temptable) do
local square = getCell():getGridSquare(v.x, v.y, v.z);
if square then
if not (square:haveElectricity() or (SandboxVars.ElecShutModifier > -1 and GameTime:getInstance():getNightsSurvived() < SandboxVars.ElecShutModifier) ) then
local obj = ELClientCommands.findObject(square);
if obj then
obj:toggleLightSource(false)
obj:sendObjectChange('lightSource')
ELClientCommands.removePole(square)
else
ELClientCommands.removePole(square)
end
end
end
end
end
Thank you eris, it seems to be working fine now, i appreciate the help
Glad to help 👍
Hey!! Question... there is a way to read if a zombie was killed using a weapon type?
Event Death(){if(GetPlayer:GetWeapon())}? Something like that I would assume, but I don't know. Also, "there is" is saying it is, "is there" is a question 😛
sorry i speak spanish!
Thanks Gacsam!
example... i want to spawn a item in zombie, if was killed with specified weapon type... Note: Only with shooting... not stomping with the feet and weapon in hand.
A good example case for that seems like if someone adds a bow and arrow, and a zombie gets killed with an arrow, you have a chance at recovering the arrow
Exactly what snake is working on now :)
@rocky lynx Only thing I can think up off the top of my head is to use the OnWeaponHitCharacter Event and OnZombieDead event to imply a cause. E.g. Store weapon used OnWeaponHitCharacter (and check character hit is zombie) then when OnZombieDead is called, you can assume that the weapon stored from OnWeaponHitCharacter was the weapon used when killing the zombie.
But that's asking for trouble, especially in a multiplayer context.
Or you could see if just using OnZombieDead event and calling getHitBy() on the zombie works, to tell you the player (might work, might not?) then just check equipped weapon on the player.
How do you add nested context menu items to a world object?
that's a bit complicated
even for a brand new context item?
For example,
Washing Machine > Turn On
Washing Machine > Add Items
Washing Machine > Take Items
I could add 3 separate context menu items, but I'd rather have them all stem from under washing machine.
(which doesn't exist as yet)
local subMenu = ISContextMenu:getNew(context);
local buildOption = context:addOption("SubMenu Title");
context:addSubMenu(buildOption, subMenu);
Then you continue with adding options to buildOption
so you create the submenu, then add an option (which is not selectable by the player) to become the title, the add more options (which will be selectable by the player) that become the entries inside the submenu
Thanks @cursive roost , I'm a little confused though still. Could you please provide an example that has more than 1 sub option?
or would that just be multiple isntances of context:addSubMenu(buildOption, subMenu);
``
context:addSubMenu(turnOnOption, subMenu);, context:addSubMenu(addClothesOption, subMenu);, etc?
local subMenu = ISContextMenu:getNew(context);
local buildOption = context:addOption("SubMenu Title");
context:addSubMenu(buildOption, subMenu);
local o = subMenu:addOption("Turn on", player, someFunction, someOption);
local p = subMenu:addOption("Turn off", player, someOtherFunction, someOtherOption);
context is the second parameter passed via Events.OnFillWorldObjectContextMenu.Add
thanks mate, I appreciate it 😃
I don't understand what I'm missing 🤔
I have this line
local startWashAction = subMenu:addOption(getText("ContextMenu_ActivateMachine"), player, StartWash, object);
Which calls these functions
function StartWash(object)
WalkToTile(object);
print("Start Wash");
end
local function WalkToTile(object)
local specificPlayer = getSpecificPlayer(0)
print("walk to tile");
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
end
But I get this error
1549889544361 walk to tile
1549889544361
1549889544361 -----------------------------------------
1549889544362 STACK TRACE
1549889544363 -----------------------------------------
1549889544363 function: WalkToTile -- file: laundry.lua line # 4
1549889544363 function: StartWash -- file: laundry.lua line # 10
1549889544364 function: onMouseUp -- file: ISContextMenu.lua line # 98
java.lang.RuntimeException: Object tried to call nil in WalkToTile
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:83)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:975)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:167)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1922)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1747)
at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:77)
at zombie.ui.UIElement.onMouseUp(UIElement.java:995)
at zombie.ui.UIManager.update(UIManager.java:1159)
at zombie.GameWindow.logic(GameWindow.java:630)
at zombie.GameWindow.run(GameWindow.java:1315)
at zombie.GameWindow.maina(GameWindow.java:1091)
at zombie.gameStates.MainScreenState.main(MainScreenState.java:184)
Don't understand where it's losing track of what object is
for more context, the entire file
https://hastebin.com/olukiwonek.php
I'm not sure if I'm passing the object across wrong?
I know object exists, because I'm able to detect the object using getTextureName(), for showing the context items at all
the function called by your world context menu entry gets passed more then 1 argument
worldobjects, square, player
there's something I'm really not understanding about passing arguments in LUA.. Might be the example I've taken it from (defecation mod)
A working example, uses this line
context:addOption(getText("ContextMenu_Shower"), worldObjects, ShowerWash, storeWater, player);
I have no idea what storeWater is, what it's used for, where it's defined, anything.
It works, though. and doesn't work if I take storeWater out
In my code above, all 3 attempts are a little different in how they pass the params to the target function, but all 3 throw errors.
tip: finding the definition point for storeWater....do a search in the files for that variable, most editors can recursively search through directories easy....usually what i'll do is scan the media/lua folder for the variable/function name
but unless you actually need to know its value, you can assume its nil
oh i see your issue
@Ben I believe addOption basically works on a principle of addOption("Text Here", param_1, function, additional_param_1, additional_param_2)
When passing params.
So it always assume you are passing at least one param.
But with the added option of adding more to the tail end of it.
I think.
I don't know, I'm kind of an idiot.
your WalktoTile function the 'object' variable is a array
I don't understand why any parameter is passed before the target function is specified
A quirk.
On our end.
I imagine, it was made with the assumption you would always have a param.
Ahh fair enough
Then realised we might need additional params, so the others get tacked on to the end.
My assumption at least.
At this point, can't really change it.
its a funky system for sure
understood, I know that pain.
Okay, so this should work then
startWashAction = subMenu:addOption(getText("ContextMenu_ActivateMachine"), worldObjects, StartWash);
worldObjects is an array
Yes.
StartWash takes only one param
Yes.
Still resulting in
Object tried to call nil in WalkToTile 😒
Worldobjects is an array (well actually a list) you're calling a function on the array, not an item?
worldobjects is an arr... yes that
In this case, it's telling you that the function you're calling doesn't exist.
Which usually happens when you have the wrong type of object.
gah...
I changed it local startWashAction = subMenu:addOption(getText("ContextMenu_ActivateMachine"), object, StartWash);
Not saying worldobjects is wrong, but you need a specific object in that list.
And it worked
One of those cases where you've tried so many things, you swear you tried that.
Hahaha, oh I see.
if i recall right... clickedSquare is a global variable while the context menu is active
This should have been obvious to me 😩
_🎵 just keep learning, just keep learning, just keep learning learning learning 🎵 _
Absolutely man, all been there.
I borked PZ saves by changing a variable type.
Live and learn.
yep that wil do it lol >.<
Thanks guys
@pine vigil you guys and your changing of the savegame format
Dude, the codes a mess.
it's the reason there's no "savegame-to-pzmap-website" function at the moment :P
I KNOW IT IS! I've tried reverse-reading it
pz save files are finiky...i started debugging the format for making a app to modify them 😓
hell, I did it for Alexandria, back in the day. Never again :D
@quasi geode I know it doesn't matter, but I'm super puzzled about that storeWater param.
Can't find any instances of it anywhere in the mod I'm referencing, or in the zomboid lua folder.
Source is here, if you're curious https://github.com/rnate/ProjectZomboid-Defecation/tree/master/lua
A lot of the problem is just keeping compatibility across all saves from way back in the day.
@pine vigil yeah, I see that. Serious suggestion pre-1.0: Drop compat, make new, extensible format.
Ben it could be that it was never defined and not used...or removed at some point, but its the same thing as passing a nil
yeah, true.
I think my confusion came from
a - passing a param before defining the function
b - assuming the first param passed after specifying target function, was the first param the functions implementation used
c - being a noob.
@cursive roost I think there's still value on people returning for 1.0, but I'm not opposed to it personally. Though bigger things that need to be dealt with I suppose.
@pine vigil announce it in advance, keep older version on steam beta branch :P
@pine vigil but yeah, more important stuff
ya i gave up on trying to read or modify pz saves...after reverse engineering that mess....one simple change to the format and i gotta do the whole thing again 😐
@quasi geode did iht once for creating the alexandria map. never again :P
@spark crystal I looked at that mod, does the function even get used. It looks to me, like it shouldn't work.
Remind me why you're looking at the mod? Is it just for reference, reverse engineering?
It works at least to some extent.
I've been looking at that mod because it does a lot of similar things to a mod I'm trying to create (Hygiene, the need to shower, etc)
tbh, I've never used the defecation mod, don't like the idea, or know if it works fully.
But the idea of adding a new window, with a value that builds up over time, that can be reduced again by using some in game tile, is the core concept of what I need to build up dirt, and wash away with showers.
Right.
I was just curious, so I peeked at the mod code, and as far as I can tell that function at least doesn't work. It references a param that's nil and does a check against it that should cause it to error out.
Strikes me that perhaps there was a bit of copy, pasting going on without understanding the underlying thing.
Might be totally wrong though.
for all I know, the source uploaded on github might not work. I've butchered the code from the file on the workshop, which works as far as I know.
suffice to say, there's a lot of copy pasting without an underlying understanding
But, the more I butcher (and deviate from the original), the more I start to understand.
Nothing wrong with it, if you're learning and making something but just something that stood out to me in the original mod files.
Yeah.
That's the risk, if I'm trying to learn off of broken or bad code, I'm not learning very well 😛
(Talking specifically about mods that I'm referencing, not original PZ work)
'interesting' yep that pretty much sums it up lol
i'm not much of a fan of the kahlua, though i do understand the reason behind it lol
Join the club. 😉
@pine vigil "Or you could see if just using OnZombieDead event and calling getHitBy() on the zombie works, to tell you the player (might work, might not?) then just check equipped weapon on the player."
getHitBy() Returns the player???
if i check equipped weapon on the player and player killed the zombie with weapon in hand but stomping with feet... i think return true because can stomp a zombie with a handweapon in primary.
Returns an IsoGameCharacter you can probably cast to IsoPlayer. IF hitBy is accordingly updated but not sure it is.
@pine vigil Thanks! https://www.youtube.com/watch?v=l4yqVuf3lvo
I want to spawn an arrow in zombie inventory or floor, if i kill a zombie with using the bow, the only problem its if i kill the zombie with weapon in hand and stomp with feet i think.
Nota: El testeo fue hecho con nivel 8 de puntería. El sistema de lectura de contenedores en la espalda hace que al apretar la R, si no tenemos flechas en el ...
In which case the weapon buffer idea would probably be the way forward.
I think regardless, there's going to be some sort of iffyness from what I suggested.
i will investigate some ideas to do that! Thanks @pine vigil
i need to find the code on the character window (Panel that show character info as age, etc) there is a info that shows weapon used to kill zombies. I want to test if reads stomp with feet when player have weapon in hand == noweapon.
Panel shows most used weapon, hands is bare hands, found that out cause couldn't find a weapon so I just kept baiting and stomping
I remember seeing someone's screenshot with a few thousand 'bare hands' kills. When I asked about it, they said they rarely attacked a zombie withoir a weapon, but they usually finished off downed zombies with stomps.
I gather that even with a weapon equipped, a stomp kill counts as bare hands
That's...actually a pretty smart strategy, you're saving up on durability a lot
Yeah, that was the reasoning they gave, too
Jaw-stab kills also count as bare hands, rarely use anything but hunting knives. If more than one zombie push then stomp... Or just stab them on the floor, really satisfying.
can anyone please point me to a tutorial on farming mods mainly defing seeds and what the grow into. i have the end items gfx and the plant gfx.
@keen coral I suggest my own Soul Filcher's Farming Time, since it aims at making farming mods compatible with each other, and it has been fixed to work with the recent farming changes
If you need help let me know, there are just a few files that you need to change to add your own crop types, my mod handles the rest
@nimble spoke ill look into it thx
looking at making a medicinal marijuana mod as most of the workshop ones are broken and dev awol so cannot get permission ot fix and or reupload so ill start from scratch.
That's probably the case for most other, if not all, farming mods
ahhh ok thx for the info
||Joints be like +5 hunger +5 tiredness -10 stress||
@cinder coral
thinkig each strain will effect the following diffrently *numbers just for Eg.
||Panic: -10
Stress: -20
Fatigue: +20
Bored: -20
Unhappy: -30
Hunger: +10
Thirst: +10
Pain Reduction
||
i assume there is no way to cross plants?
this would be awesome so i could have hybrids
You'd have to make the hybrids as separate plants afaik, but I remember one mod had hybrid joints from multiple plants too
You dudes love being ultra-specific about your plants.... that's amazing
I couldn't even care to add the proper type of beet to make sugar
as soon as i install my good old modpack i dont have gunsounds anymore.
https://steamcommunity.com/sharedfiles/filedetails/?id=1654542674
thats what i sue, is someone here familiar with a mod in there being broken ? :3
you playing SP mode or on a server?
i'm assuming your on a server as admin in invisible mode
A valid cause, but bit of a stretch for an assumption don't you think :p
no...i should actually include it on orgm's FAQ page even though its not orgm specific
plus, i was right...check #pz_b42_chat at the same timestamp 😄
the silent gunshots are a wonderful feature imo. zombies still hear them, players do not. I'll let you imagine the uses for that 😉
not sure what you mean
you said you lost guns sounds
no someone else did but because they were in admin mode lol
it may be because ORGM and hydrocraft require a compatibility patch
ah
@devout orbit
hydro wont interfere with orgm's sounds...all that is handled by the java
ORGM has an included compatibility option with Hydro and AFAIK it only adds the ORGM weapons to Hydro recipes
Idk if you need compatibility patches beyond that
thats not built-in to orgm
Oh, then I must have some other mod enabled then?
I just knows it appears in the ORGM tab
Under options
ya theres a few mods that add the guns into hc...theres a few compatibility patches in the orgm tab: survivors (original), necroforge and nolan's silencers mod
Its prob not the issue. Just something I noticed in that mod list that was posted
I made an item with ReplaceOnRotten but for some unknown reason it simply disappears instead of being replaced. I double checked everything
Ohhhhhh boy the damned MODULES! ReplaceOnCooked only worked with the complete module.itemname
Then ReplaceOnRotten doesn't work if I add the module..... WHYYYYYY?
🤔
Remember that if you ever add a food item to ORGM lol
Isn't there a potato launcher in hydro or some other mod?
ya
Does it work properly?
no idea. dont use hc lol
Now I'm here thinking about "radish machine gun"
lol, maybe I should make something like that. Mods can't be serious all the time can they?
Earlier today I was thinking about a noise bomb made with that duck toy.... almost zero noise but fun
I'm working on a few new bomb types, might as well add survivors' own failed ideas into the mix
ha blueprints to a bomb that blows your hand off 😄
or you house off.... I want to make one with a propane tank and torch somehow
The type you'd better add a remote controller or it is going to be trouble
@nimble spoke hey mate question about your Learning Time mod, when you say recipe magazines you mean like "box trap/snare trap/stick trap" right? So it merges all into 1 magazine?
Easy and nice looking target for my shotti
I will use this furniture to gain aiming xp multiplier (Same as books but with different mechanic)
@cinder coral Yeah, that's what the complete guides are
Are the modding tools supposed to be on Steam under "Tools" in my library? I see them on SteamDB but only thing on Steam is PZ Dedicated Server.
How do I call functions from an exposed class that doesn't have a get function?
I want to use setPrecipitationIntensity() from IsoWeatherFX.class, but I'm not sure how to access it. IsoWeatherFX.setPrecipitationIntensity(1) and IsoWeatherFX:setPrecipitationIntensity(1) doesn't seem to work.
I'm getting closer to updating my Firewatch and Farmstead, just have one house left to build and furnish before making the reworked vegetation maps.
However, I feel there's a thing missing, that I need help with. I've abandoned the custom generator ideas for now, but I'd still like to make a request here.
I'm trying to find a way to add an old style water pump, one that farms normally have, but my tile won't work for it, I'd need a 3D object rather than a .PNG.
What I have right now is an image that I made by copying a picture, made it the right size and I can place it in the editors, but not at the right angle of sorts.
So, if someone knows how to make an old style water pump, at the right angle for a tile in the game, I could make it work just like a well and place it around the farm.
In return I would either create a house, with the tile makers choice of colors, and add to the farmstead map, or a custom apartment with color choice for the later reworked Stonehill.
Tile as it is right now. But I can't get it to angle correctly without making it look strange. Likely because of the original picture used.
@drifting ore You need a 3D file?
@fast latch I think so, but I'm not sure. What I need is basically a pump like that one, but that's in the same angle as the game uses.
If I turn this picture to the right angle for the game, it won't look good, because it's a flat picture with no inherent depth to it.
At least not any depth that fits the game style view. I already made angled copies of this one, but it won't fit the rest of the art style.
If I can get one that just suits the angled isometric view of the game, I could easily swap that one to face the other direction when it's a .png file.
Even a screenshot of a 3D object pump, angled correctly, would do the trick really, because it'd end up as a .png for the tile itself anyways when used in the editor.
@drifting ore alright, let me do some research
You can render it as isometric with blender and then export a screenshot
@fast latch Ah thanks for the help! I'll try adding that to the farm later on see how it'll look.
@nimble spoke Don't know how to use blender, barely have enough time to mod nowadays, thanks though!
hope it is not compressed
oh no not more wood 😅
@nimble spoke ok to pm you a few questions reguarding farming mod please?
Is there a way to make all color light bulbs able to be used in a crafting recipe as normal light bulbs?
@keen coral No problem
@compact flax You can override all recipes in your mod, or make a newrecipes that turns any of the other colors into the standard one
is there an integer for setMaxHealth that is infinite? or what is the highest it can go?
or better yet, can i have a buildingobject not be targeted at all by zeds
I suggest checking one of the workshop mods that make metal walls invulnerable to zombies
ive done that, and have used their integer (holy crap btw)
hey @nimble spoke did you ever get around to looking at the blacksmithing for multiplayers?
No, because I'm unable to test it myself. Right now there's a bug that doesn't let me host with the mod
ahh okay
So I've been working on other things for now, but it is my priority to fix it as soon as I can test any changes I make
okies 😃
I thought I could make a landmine type of bomb just by setting sensor range to zero, but then it is just a timed bomb. ohhhhh well
rip
@nimble spoke could you reset the timer every x seconds, unless there's a player within a 1-2 tile radius? (in which case the timer ticks down)?
I'm not sure, but maybe there's something you could do with a sound, instead.
Whether or not there's a 'player can hear sound' method. Zombies would use it to attract themselves to gunshots, I gather?
Could make it a (literally) silent noise, that plays in a much smaller radius, and see if the player can hear/detect it (if method available)
It won't work as a landmine, it blows as soon as the timer finishes
the smallest radius is 1, which means a circle of tiles around the one it is on
not ideal for what I wanted
I'm talking about the standard thrown bombs, not a separate code to handle it
Do PZ servers still download the mods automatically from workshop? just created a new server and it doesnt appear to be doing so
I think u need to start the server once, it will download stuff and after it's done u have to restart it
Yea querying because thats exactly what its not done
Did you add the mod id's to the settings with the mod list?
Map=Muldraugh, KY;Fort Knox, KY by Woldren;BedfordFalls;FortRedstone;
WorkshopItems=498441420;514618604;1510516386;1510950729;1314062363;640674707;1164596597;909647363;1299328280;1478038149;1414568604;522891356;1516836158
My config as an example which works, except for Fort Redstone for some reason
¯_(ツ)_/¯
@rocky wave
yes I have the mods added as you do, the server complains that it cant load them though because the game isnt downloading them from steam
Just to confirm you have the WorkshopItems for each mod as that's what steam uses for downloading I believe.
any way to have rotten meat specifically as a recipe item?
really cant figure it out x.x
mod suggestion - i remember a 'drive straight on roads' mod, cant find it now, but had the idea after lookin, park straight in parking lots!
mod suggestion/request : the character automatically drinks water is has any, how about a mod that lets the character automatically eat once they get to a certain hunger level, s o long as they have food on them?
@fervent bay character does drink water automatically but you need to have a full or filled water bottle in your main inventory and will become thirsty later on if bottles are empty
@daring pier read the message again 😉
is the mod creator NolanRitchie in this server? i really want to talk to him
He is, @placid delta
But I doubt he will pick up the idea and make that mod, as he's fairly busy.
how do i make an item spawn on an already created map that doesnt reset?
You could use the admin mode to just give it to yourself. I dunno if that works in SP tho
im looking to distribute a new item to an old sp map
is it possible to change corpse loot?
Anythings possible if you believe
guess i should ask how would i change corpse loot
you can change zombie loot just like other containers
so you could add it temporarily to zombie loot and then remove it after some time
table.insert(SuburbsDistributions["all"]["inventoryfemale"].items, 0.02);```
So like this?
yeah, but I think you need to include the module before item type if it is not Base.YourItem
thank you ❤
i'm at https://theindiestone.com/forums/index.php?/topic/61-robomats-modding-tutorials-updated-12112013/ but surely there's a more recent one than 2013, right?
RoboMats Modding Tutorials - An introduction to modding for Project Zomboid - I - Introduction I1 - Where to start I2 - What is neededI3 - Lua TutorialsI4 - Other Resources II - The first steps II1 - Getting the connectionII2 - The entry point: Events III - The first mod III1...
link please
you really dont need an updated one. it still follows the same points
oh ok
best way to lean, if you already have some basic programming knowledge - pick something off the workshop, dissect and understand it.
That's true
@spark crystal unfortunately, i have 0 programming skills. frustrates me sometimes because i get ideas but can never make them
i had an idea for a browser extension a while ago and the only way i could get someone to make it for me is if i paid them, which i couldn't
Plenty of free material available for learning to program
i tried, trust me. the key problem, i think, is my capacity to take it all in
it's too much for my brain. don't know if you have seen my comments/posts in Steam but i am the one with Cerebral Palsy
programming isn't for everyone, if it is really too much for you then switch to something else. This is a game after all, it shouldn't be frustrating
oh i've accepted it, the frustration is short, then it's just "oh well"
i know when something i want to do isn't possible and i just move on
but back to talking about modding- is there a way i can put the katana weapon mod info in the text lua of the games vanilla weapons file to make it appear more often?
text looks like this
and i know the texture would need to be copied too
the modder who made it has it so the locations it can be found is VERY limited
seems i may have to do more than just that, right?
what you need to do is to find the .lua file that sets the spawn places and chances, then increase the numbers or add more places
you can find it in media/lua
probably inside the server folder somewhere
Hmm, I didn't see anything in the events, so I guess I'll just ask. Is there a way to have an event happen when a player attempts to open a door?
Lua-side skills system in its first functional steps
but are you good at it? lol
too bad sleeping doesn't give global xp, my character doesn't have points to level it up
Just gotta get lucky and sleep walk or sleep craft and level up.
Nothing like hard work to level a skill. The system is functional already, just a few things to polish and a decent example mod to go with it
very nice Soul!
Fantastic work
skill sleeping? wh
This looks like something @rocky lynx woild have a field day with ;)
Yeah, I thik he will find good uses for this system
Does higher sleep skill mean you sleep less? sleep better? are more alert when sleeping?
It's just an example of adding a new skill
@spark crystal @nimble spoke Wow!!! Nice job!!!
hahaha i want to add a Hunting skill 😏
that system can be awesome in Le Gourmet Evo Plus Mod 😄
My first thoughts exactly :p
A driving skill could work well, too. That's back in your domain, soul :p
Ooof
Could we put this in a separate channel? Maybe the wiki bot could be a spiffo bit channel?
Could be lowered fuel usage or faster acceleration
a friend of mine wants bee keeping as a separate skill, but I feel it isn't worth it
wonder if it could effectively make the condition of all parts 20% better if you're driving.
Higher max speed/accel
(as well as lower gas usage)
Or better gas efficiency
@nimble spoke type of car, check terrain type (road / not) if matches the type the car can drive on, how much you tap gas vs hold down (to drive correctly), gain effect better steering control, more likely to hit zombies / more damage to em, less damage to car in collisions, possible to zoom out of map more?
and while i pinged you, how far did you get with making new parts / car mechanics? didnt see that van you mentioned long ago with a fridge in workshop, and hydrocraft has a horse drawn carriage, was enough figured out to make something like that workable?
@cinder coral exactly,hes asking if it was ever close to being not just an item
My bad, I thought he was saying it is a vehicle
@earnest quartz the van is ready to use in SP, but fridges don't work in MP yet. I have an update almost ready, but there are 2 annoying bugs I must fix before that. Car parts are very versatile, but I didn't try any more crazy ideas
@nimble spoke you can help me to add it?
Add the hunting skill? No problem
yep!!
wish HC had the skills, only a couple dozen of em heh
i notice the new skill is in misc category, can skills be added to the existing categories like crafting?
Is there any way the current vehicle template could be modified to work as a boat? No collision on water, and I guess possibility to slide for a short distance on sand?
and planes! or heli anyways....then you could also get those manual lever-driven rail cars
Well, planes and helis might seem a bit unreasonable (I can't imagine how my computer would perform if having to show a bird view of the maps). Boats would essentially work the same as car, just with slightly different parameters.
maybe i'm wrong though
see the old mod for vehicles pre vanilla vehicles, had planes/heli 😄 reall just need to fake position of the camera, not really change viewing angles etc
has anyone managed to fix framboid/hydro craft seed planting ?
if not does anyone know how i have time but lack of skills
@earnest quartz I can't add the new skill to the standard categories because the new skills are loaded after the standard list is done loading
@keen coral Their authors just need to take a look at my Farming Time mod, and while they're at it, adopt my system so more mods become compatible
@keen coral its just editing txt/lua files with a text editor, i poked at it a year or 2 back to fix a couple bits, but lacked the time to do them all / submit a fix. id suggest look at something that exists and works, say potatos, then one that exists but doesnt work, say corn (assuming still doesnt), and compare, fill in blanks
biggest issue i ran into, was HC renamed half of the stuff to have HC or HC_ prefix, but didnt get the other half (i think it was seeds renamed, but not some plants, or other way around)
A new Mod has been Published!
mcDisc-Pak
https://steamcommunity.com/sharedfiles/filedetails/?id=1681067012
I guess I was wrong and it is possible to add new skill in standard categories with some code changes
Thank you anxcon for the suggestion
😄
@nimble spoke theres 2 pages, stuff auto move or manual to 2nd?
just a thought, i dont need to know 😄
A new Mod has been Published!
eris_minimap_aiz_plugin
https://steamcommunity.com/sharedfiles/filedetails/?id=1681553279


