#mod_development
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I haven't found a way to fix that graphical issue, it didn't seem related to any numbers in those files
interesting boat car
๐
Made me chuckle but honestly nice job
It's a work of art
A new Mod has been Published!
Extra Skills System
https://steamcommunity.com/sharedfiles/filedetails/?id=1682191222
@rocky lynx ALL SYSTEMS GO
I've already sent him the hunting skill, he will test it
A new Mod has been Published!
Odintsovo
https://steamcommunity.com/sharedfiles/filedetails/?id=1682378082
swimming skill, cross water, chance to drown per tile if skill <5 ๐
@spark crystal @nimble spoke first i need to end Custom Tooltips Update, because i transform slingshot to handweapon now... i need to rewrite some code in hunting system to work with that item changes and add crossbow and bow to the hunting system. Later i will add the hunting skill to calculate chances to finding and hunting all animals added in the update of LGEP also :p
sounds really nice
swimming skill would be cool, but I'll tackle easier things first
I just realized that any skill I want to create will probably be more useful than metalworking anyway
so I may add Masonry to my building mod
Guys, could someone help me? I am currently trying to include some reworks/tweaks to basegame like things, like stitiching, building, etc. and would like to know how could I use the base files in the mod? so for example as at stitching so that instead of normal time the time would depend on Nimble skill as well, or smth. but not making a completely new method of doing that.
You can override the lua file for each action without much trouble beyond compatibility issues with mods that alter the same files
Hey Devs i have to report something about stashes in custom maps, the addContainer function seems not work. @inland gull
require "StashDescriptions/StashUtil";
-- guns
local stashMap1 = StashUtil.newStash("McStashMap1", "Map", "Base.MilitaryComplexMap", "Stash_AnnotedMap");
stashMap1.buildingX = 5439;
stashMap1.buildingY = 9213;
stashMap1.spawnTable = "GunCache1";
stashMap1:addContainer("GunBox",nil,"Base.Duffelbag",nil,5440,9214,0);
stashMap1:addStamp("media/ui/LootableMaps/map_x.png",nil,241,588,0,0,0);
stashMap1:addStamp(nil,"Stash_McMap1_Text1",221,630,0,0,0);
Stamps works good.
if you need this mod to test send me pm and give you this version of my map.
does it work for the vanilla map? How far have you tested these caches?
mmm i don't know if works in vanilla map (You said annoted map for muldraugh?)
yeah, I never tried to mod survivor caches, now I'm wondering what works and what doesn't
for now i don't modify the loot table(stashMap1.spawnTable = "GunCache1";) This table is vanilla.
first i test if the system works on custom maps.
I know you can add items to those tables just like any other container type, but that's all
I added my own canned food items to hem
yep!
you should make a test with muldraugh and see what happens
well i will test it on a different coords (Vanilla construction)
I'd love to add my own loot tables for specific areas, it would help to increase diversity
I mean, there's not much reason to explore certain places as they are too far away and with generic loot
Y'all is there a list somewhere with all the mods compatible with the latest build?
I assume the most recent mods are compatible, but I'd like to try the older mods too
how about the coords you used before but a vanilla map?
or vanilla coords near your location and your own map?
the stashes only works in construction i think, my own map overwrites a zone with grass... so in vanilla not appear constructions there.
i think the stashes system not detect the construction that i add with custom map.
My code it's not the problem, i think it's the system to dectect stashMap1.buildingX and
stashMap1.buildingY and the addContainer function in custom map.
maybe the addContainer function depends of stashMap1.buildingX and stashMap1.buildingY so, if two lines not work with custom maps, never spawn a container.
That is probably the cause
are maps loaded before mods? I wonder if it could be a load order issue
But this is a map/mod, so everything comes together.
hhmmmmmm, I don't know, I think I'd test that
just to be sure
make a separate mod that requires the map/mod and then add the stash to it
@quasi geode I'd like to make professionFramework compatible with my Extra Skills System
I'm checking the framework now to find the best way to do it
shouldnt be too hard, the framework is pretty simple and well documented
I know, but I'm facing an event issue I think, framework's OnNewGame function seem to run before the character mod data is created by my system
and of course, new skills won't show up during character creation, but that is another problem entirely
can I add a description for a profession just like it is for traits? Some professions have a little info about them
ah theres a minor difference in the descriptions for profs and traits. traits uses arbitrary strings for the translation key, while professions it automatically builds the key name based off the profession name
so for the profs you just need the translation entry and it will automatically pick it up for you
(thats not my design btw, thats how vanilla builds the key names)
ah crap, i just looked at the OnNewGame function. probably shouldnt have declared it anonymously like that, can't unload or delay loading of it that way.
Thanks man, I'll check the profession description names
It worked, I can easily fake the skill bonus for modded skills now
Now I need to make it actually give +3 chemistry
i might do a update to PF and move that OnNewGame function, well its under Cox's steam so i'll push the changes to github and ask him update the WS page when he gets the time...github version has other changes not in the WS version yet
I made it work, no need to update it if it is just for me
I'll add a profession to my example mod so people know how do add modded skills to their professions
ah there was another minor change in github that allows custom spawn points as well
That is nice
ya was a good idea, pull request i got a while back from DrunkDwarf. Changes never made it past the repo though lol cant remember if i updated the non-steam download or not
do you happen to know where the skill list is populated during character creation?
idr the file offhand, theres a OptionsScreens folder somewhere in client or shared lol
i remember looking at it for BuyableTraits research but not since then
Thanks
alot of traits could be turned into skills......organizing, the more you put stuff into a container, more xp / skill / bonus
its just 3d tetris, and the more you play, the better you get ๐
I have no plans to open that can of worms
Orrr just dump all the ammo ever into a crate. I dont need tetris.
Ammo will fill the holes
@nimble spoke Amm, yeah, but how could i override it? I mean. I want to override the max time for things, like barricade, IsGrabItemAction, etc. I want to rework them in my mod, not add a new option, so for example you can get hurt by picking up a table with a small chance, etc. I don't have any idea of how to do it, do i have to put the import base stuff in the lua file or what? I literally have no idea on how to edit base game files through a mod. EDIT: Tried to override it like how faster reading++ mod did, but it didn't work for me, what could be the problem? I have tried to set it so that walking doesn't stop the action, etc. but it simply doesn't work.
You can create the same folders and copy/paste the files in your mod. This way any change you make will override the base game files
Only the files you want to change
ty, i guess i've just tried to edit the wrong files or idk. for generator it works, but for some others it doesn'T so i will take a look on them.
Don't change the file names and try to keep the same folder structure so that you don't get lost
A new Mod has been Published!
Exercise - Agg Edition
https://steamcommunity.com/sharedfiles/filedetails/?id=1685836787
A new Mod has been Published!
Odintsovo
https://steamcommunity.com/sharedfiles/filedetails/?id=1682378082
This^
A new Mod has been Published!
https://steamcommunity.com/sharedfiles/filedetails/?id=1685931500
so for above / how to change base game - what happens if 2 mods have the file to replace stuff? id assume conflict? if so, how would those 2 mods work around it when both need to change it (without tying eachother to that to the other) ?
They do conflict. Its also hell to maintain, if its a file that gets editted frequently on PZ updates, the next edit will either break the mod, or break something in vanilla. Why overwriting full files should be avoided at all costs.
Most of PZ's lua functions are global, thus you can overwrite specific functions you want to change from pretty much any file
Only time you want to overwrite a full file is when theres something that cant be changed externally like a locally declared function, even then its probably better to just overwrite the specific function calling that local, and pointing it to a new changed function
10/10 points if you put spiffo on it
A new Mod has been Published!
Lickskillet
https://steamcommunity.com/sharedfiles/filedetails/?id=1687072031
A new Mod has been Published!
DeLorean DMC-12 (1981)
https://steamcommunity.com/sharedfiles/filedetails/?id=1687801932
:D
Which editor..... if I can ask
btw the game uses normal maps right?
what is the poly amount and what are the limits?
Editor is 3DS Max.
I'm sure you can use whatever tool you want, but the one above is Max.
On the model 600 + polygons and the model is not limited to polygons, but I didn't check how the game will lead the model with 50 000++ polygons
And there is no texture maps normal, I'm drawing all deepening and the shadows himself and also do on model ๐
A new Mod has been Published!
Silent Hill
https://steamcommunity.com/sharedfiles/filedetails/?id=1688238013
You can use blender, there are import and export scripts for blender
Of course you can do in any editor and export the model to a Blender
Can those actually help level up?
nope... first need to make all custom tiles and next the system to gain exp multipliers.
hmmmmmm... I hope you can add that, would be awesome
yes i can add that! ๐
cool
yay! more crates to store my arsenal in ๐
A new Mod has been Published!
Silencer ???? Patch For Chinese Mod V1.0
https://steamcommunity.com/sharedfiles/filedetails/?id=1689104667
๐ค
Stargate? ๐ฎ
@drifting ore
I wish thered be a stargate mod lol
imagine fighting zombies "GET TO THE GATE"
and then you dial the gate in a hassle while fighting off zombies
Would require states of completion
So your dialing doesnโt get cancelled when you have to swing at the undead
is that an issue?
I would love to help doing such a mod. I could probably do some 3d renders of some stargate props I have and put them on a grid and stuff so you get a 2d image of it
no sgc logo? xD
nope XD
upload that to steeeaaaaaaaaam, please
today I made some blasting additions to pz
A new Mod has been Published!
2005 Dodge Magnum
https://steamcommunity.com/sharedfiles/filedetails/?id=1689628519
Oh shit, how does one make custom shelf tiles?!
Help me! Yesterday I made a 3D model of a revolver, it is not displayed in the game with a pistol animation, but if I install it on a knife, then it is displayed.
Super green!
All green!!
So if I wanted to make a custom container, that spawned only 1 specific item, how would I go about this?
I want to make a grape vine that spawns grapes
@spiral plover you need to do two things
1- Learn how to add custom tiles and custom properties. (You need to know some of mapping also if you want to insert custom tiles in custom maps)
2- Learn about lua distributions.
Sorry about my language, speak spanish.
Appreciate it, I've got Custom tiles and properties down mas o menos
Not Lua distributions though
Tools requires: Tilezed, Image and text editors.
well to learn about that you can see all mods that add items ingame... media/lua/server/Items folder.
Alright, I'll take a look, thanks!
you will see the code to spawn items... if you see some of my mods, i manage some custom definitions for custom rooms in my maps.
you can create custom rooms and set custom distributions there. And create custom containers with custom names.
if you add custom names and rooms to lua, they work.
Do you have a link to a good example mod of yours?
Next mod Today!!!
oooh
yay for custom room definitions. Snake's military base is the only one that can properly spawn from the ORGM military loot tables ๐
a way to banish items from inventory using sledgehammer.
I've got a giant ammo warehouse in mine, would love to add ORGM support
Oh that will be so nice
well most bases use the police or gun store room definitions. snakes has a custom room, so i added it into orgm's loot tables to only spawn military
if orgm isnt enabled it doesnt matter
hehe if devs solves the issue for custom annoted maps in custom maps, can be add several variations :p
Ah, alright
unique items that spawn only one time :p
the upside is if you define your rooms with the same names as snake's (mcgunstorestorage or trainingcamp) ORGM will automatically pickup on those rooms and spawn military loot ๐
Ooooh
I might do that, although technically it's just an ammo warehouse so there'd be no guns
i made some changes in the new version of military complex, not released for now, i need to manage more rooms.
I'll have to make some custom definitions or something
@Fenris you want a Demo to make work your custom loot?
oh just need the room names, I'm not going to be doing it now though need to finish off some stuff and get the overdue update out.
i might redesign orgm's spawn system later make it easier to add more rooms
i need to change some things for custom crates outside of military base.
Nice Work!!! ๐
theres 4 different types of tooltips you can pick in the options now: the old ones...those ones there (full)...one that replaces the bars with numbers....or dynamic that shows more info as you level your aiming skill ๐
and like all good orgm settings, the server controls it for all clients. If you dont want your players having raw numbers and want it skill based for RP, then the server can set it dynamic and all players get that XD
maintenance should unlock better tooltips
just my opinion
but great job
ORGM and Snake's military additions will be BFF
And in case you guys need a collaborator on anything let me know
ofc, i havent really had much time for modding lately though. Those dynamic tips are still just prototype stuff it needs a lot more polishing off and tweaking of what you can see
the military complex needed orgm support since i run it on my server but adding the extra room def was easy enough XD
@nimble spoke Thanks man!!!
Hey two mods releases in my blog
http://pzmodding.blogspot.com/2019/03/banishmod-admins-by-snake.html
For Admin tools.
and
http://pzmodding.blogspot.com/2019/03/banishmod-cliente-by-snake.html
For client side (A way to do the same thing but not administrative tool) All can banish items with some requeriments.
If Admins and Client versions are loaded... Client Version not working (Intentional).
@rocky lynx @quasi geode was there ever any update on compatibility with LGEP hunting and ORGM guns?
nice works you do!
Thanks!
Amazing idea, a good way to increase extinguisher spawn without dumping it in random containers
@spark crystal i believe so, snake made the changes but idk if he pushed out that update yet
@nimble spoke i need to resize this custom tiles :p
I modified the hunting system i need to check if works with @quasi geode code from ORGM
Ok, if you need my help with the skill let me know
Thanks guys, keen to get my hands on all this ๐
I've been holding off starting a new character.
My friend and I for co-op are waiting on IWBUMS update, as that's usually a very long term play style, and we wouldn't want to start over come new IWBUMS.
But for SP.. that's a different story ๐
lol Snake I almost died in the military complex earlier today. was scouting the base on our server...pitch black in the middle of the night and i got trapped in the shooting range entry hall ๐
range behind me and hordes pouring through the only entrance...and my tactical light not doing squat had to use the muzzle flash. was stuck in there a good 10-15 minutes trying to kill my way out ๐
hahaha shooting range its a hard place!
wasnt so bad, since i had the range behind me and lots of ammo there + a few doors i could close if i needed to retreat and rearm
i had like 20 stanag mags full for the L85A2 and another 20 full mags for the UMP so i was ok...was sketchy as hell though ๐
good fun ๐
Resized Done!!! ๐
๐ค || SGC logo when? ||
perfect
that looks actually very 3d
yep, but this image its a demo in 3D i will make it for zomboid tiles and not 3D looking :p
Ah a 3d model for rendering in 2d tiles? ๐
@rocky lynx is it possible to override a building in vanilla maps? Maybe change their rooms just a little or add a few things?
missing texture lol
hey if you need some help with 3d modelling just tell me
i'am a modeller my own ๐
A new Mod has been Published!
????MOD
https://steamcommunity.com/sharedfiles/filedetails/?id=1693093967
@drifting ore Thanks, I don't need any help with the models. YOU can make any model of the vehicle and import it into the game or I can do it myself ๐
sad ๐
Can you imagine jumping into the past to gather non expired food and into the future to skip the farm growing phase
undoing the zombie outbreak is out of question
Of course, if you go back in time to stop the zombie outbreak you don't have a reason to go back in time, which causes a paradox and to fix it the universe simply deletes you.
oh yeah, that old limited human logic, as if the universe ever does things the human way
lol
what Gacsam means is the grandfather paradox but we don't know if we create new timelines or fuck something up and make a infinite loop ๐
I know, we have no idea if anything special needs to happen at all
I mean, you could go back, kill your grandfather expecting something weird to happen and then the universe does..... nothing
Anyway, too offtopic for modding channel
fine. i'll stop modding the time travelling machine ๐ฆ
Am I tripping or did Survival Axe from ORGM or Hydro have different model, and now it looks like a Fire Axe from Vanilla, does anyone know what I messed up?
eh thats hydro not orgm. If it was orgm it would be a bayonet axe, not a survival axe ๐
Yes from hydro, how did I lose the model of it, any simple way to fix it with some mod?
no idea how you lost it. unsub and resub to the mod maybe?
I created a context menu modified from a vanilla one, double checked absolutely everything, but for some crazy reason I get a mixed result of the new world object check AND vanilla text plus action when I use it
I keep checking everything again and again but I make no progress
so the vanilla action bugs obviously because the world object is different than what it expects, while I'm not even calling that action
Lots of bugs to fix, but I'll get there
A new Mod has been Published!
Rock Salt
https://steamcommunity.com/sharedfiles/filedetails/?id=1695552245
WHAT
lol disappointed. That "Rock Salt" has nothing to do with shotgun shells ๐ฆ
how do I fix tilezed adding each tile as a separate tileset?
instead of example_01 with example_01_01, example_01_02 and so on, it adds every single one as its own category, annoying as fuck
@nimble spoke You mean making a sheet out of all tiles rather than having just each tile as it's own sheet?
If so, there's an extension called spritesheetmatrix for paint.net, that can help you with making tilesheets.
Simply open one tile in paint.net, then add all the tiles you want in the tilesheet as a layer by add layer - file.
Then save as, spritesheetmatrix, and you can specify x times y, for each row and line of tiles.
No, I mean the categories for tile properties, tilezed makes the sheets for me, but can't recognize that example_01_01 is a tile inside the example_01 category
And thus I get a huge amount of categories, each with that single tile in it, making it impossible to set properties for the tiles correctly
Yeah, that's what I mean, at least :P By making a sheet before adding them into the .tile folder of your choice, they'll be categorized by whatever you named your sheet.
well, I named it example_01
maaaaybe, it is ignoring that and reading from the wrong folder? I'm never sure where it is reading from inside the folder I choose
is there a tutorial on folder structure for that?
Let me try and get it straight, I'll show you an example of what I mean with some pictures. This is two tiles combined with shelves.
I have them in many different colors. But to group them as a tilesheet, I use tilesheetmatrix, and when I've added the other colors as new layers, and save it with tilesheetmatrix, I get this:
oh sorry, linked wrong shelves second.
Point's the same though.
Now when I plop the .png that's made with tilesheetmatrix in to the tiles folder that tilezed draws from.
It'll show up as a "shelf category", with 8x2 shelves.
It's easy to edit tiledefs and properties, as well as adding them on any layer for buildings, etc.
This is what this tile starts out as, basically.
Yeah, I get it, I have a similar sheet here, let me test if this is a folder issue, because I keep the sheet and the separate png files all inside the folder I've been using
That's likely it then :P You'll probably find one category in tilezed with all of the tiles in a tilesheet, as well as a category for each tile but all counting as a separate sheet.
funny thing is I've done it right before last year (I think) and don't remember anything about how it's done
Only got in to both zomboid and modding for it last year, so I'm not sure what's changed over time.
Although I'm certain there has been changes in most areas of the games development, to some extent.
Ok, now I got one category, but with messed up tiles, wrong numbers too, is there a naming convention for 1x and 2x tiles?
what I have now is example folder with 1x and 2x folders in it, both have the example_01 sheets, for each resolution
Don't know actually. From what I can gather by looking through the tiles folders, there's actually not separate sheets for 1x and 2x tiles.
By that I've drawn the conclusion that the game itself handles the scaling, most likely by downscaling, because the 2x tiles is the one with sheets.
Can't say with any certainty though, it's just from looking through the files provided in the tools I got for modding, including the tiles folders.
it seems that it uses 2x, you're right. So I think the problem is that the sheet created by the packer/unpacker is not simply tiles side by side
it cuts the unused parts of each file
Like this, this is the problem
Do you mean you'd rather than 3x5, than having 3x4+3? It shouldn't impact the game nor the tiledefs from what I've gathered.
Or if you mean there were spaces between each tile before the tilepacker did it's job, that should only matter the first time you save and then load.
this is what I get in tilezed, because it recognizes the wrong number of tiles calculating from image size
Well that's strange. I assume you have each individual tile as 128x256 pixels? Then just add them side by side and on top of eachother?
from the very little I remember, last time I didn't use a sheet
Yes, but .pack created by the packer cuts them
the packer creates the sheet for me
Well, not sure what goes wrong there then actually, don't use the packer until all sheets are already made.
So by the time I get to doing the pack, all sheets are already finished and aligned separately.
Then the pack don't need to cut anything. I didn't even know you could do it your way until now :P
yeah, but that's how I always used it, and it worked properly at some point
I didn't even need the sheets before for tilezed
ah, I did find something interesting though.
I downloaded your file you provided above, with the boxes.
it's 448x498 pixels when I open it.
Not properly scaled for a tilesheet, it seems.
well, should I scream at the packer? lol
No, don't think so.
The problem is likely to be the individual tile pngs, and therefore the sheet.
but the individual files are 128x256
Well, then maybe scream at the packer :P
As I said, the packer cuts them because there is a lot of blank areas
I don't know any solution for you, besides using the plugin for paint.net
That one makes all my sheet perfectly align by the rules I've set when making the individual tiles.
So if each tile is 128x256, then I add any amount of individual tiles I want as layers, also 128x256.
When I save it with tilesheetmatrix, it will keep my size and add them side by side, rows and layers.
Keeping all the spaces that the tiles will naturally have from the placement in the game world.
If you want, send me the tiles, and I'll put them in a sheet and send it back.
Won't take more than 2 minutes.
I'd appreciate that, considering how much trouble it gave me already
This is what a single tile would look like. As 128x256.
I assume this is what is looks like before the packer eats your borders?
exactly
I sent the zip
worst thing is I needs this for tilezed and nothing more, once everything is working the sheets created by the packer work just fine
hereyago
sheetscomplete
should be simple to change the tiledefs then use the tilepacker when done with it.
thanks man, that was the problem, now tilezed understands what I want
No worries, glad to help!
I should probably write it all somewhere just in case it takes me a long time to work with tiles again
Maybe, or just get tilesheetmatrix. It's the plugin that actually made me do custom tiles.
Because it's so easy to learn, easy to use, and very quick.
I was actually screaming at tilezed when I tried to learn to make working custom tiles.
But now it's pretty simple. animationhelper is another good plugin for paint.net.
It'll let you cut out one or many tiles of specified sizes from any tilesheet.
But any way, it's kind of cool that there's many different ways to actually mod the files and the game.
Can be difficult to share it when it's done differently, but cool that it's possible nonetheless.
It's like a mix of specified modtools and non specified ways to making the modtools work
Well, I'd assume that photoshops plugin library is greater in both content and quality, actually.
I just never learned how to use that program, and paint.net is like the poor and unlearned mans toolbox I suppose.
it is more a matter of which one you learned it seems, most thing you need you can get from both equally, if you go really complex, pro-level stuff photoshop may be better
but we are talking about tilesheets here, we just need them done lol
Is this pretty patties: crate edition? ๐ค
welp.... painting the crate makes it lose all the tile properties
A new Mod has been Published!
Rods Store Mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1697588228
A new Mod has been Published!
TripleTrunkCapacity
https://steamcommunity.com/sharedfiles/filedetails/?id=1698727679
ok now THATs overkill
A new Mod has been Published!
#1 Pack UAZ-452 (1965)
https://steamcommunity.com/sharedfiles/filedetails/?id=1698744918
Yey, UAZ ๐
I have to say I'd rather have it by volume in PZ
I don't doubt that the car could handle the weight but theres literally no freaking way you get like 30 pianos into your trunk
I've transported my own one and it filled out almost 1/3 of our transport Bulli
yeah, it is a weird weight and volume midterm actually
it simplifies over having both weight and volume (inventory tetris)
still makes it super weird
I think making it carryweight->player and volume->storage would be great
yeah, volume would make a lot more sense for containers
Yeah for containers. would be horrible for the player tho
you couldn't carry shit ๐ You could argue its realistic but eh
You could do it like space engineers and have a option for making it realistic - 2x - 5x - 10x
i dislike that i can't fit 20x bags in my ute ๐ฆ
sure it should be slow as fuck but it should fit xD
Yeah
maybe containers have a "Volume" but cars have a "overall" weight as u get over 100% it goes down in speed until it can't move
I mean, theres no way you could fit that many logs into your trunk but on the other hand you want a lot of them in your trunk
because moving around wood literally SUCKS ASS
Yeah having weight AND volume would be good
depends if u assume a log is 6x4 u can fit 20-40 in a ute
a max weight on the object you are putting it in and a volume to the storage unit you are using
I just assume you're tying the logs to the roof
Or have it like
Between the seats through the rear window
Tying the logs to the roof could be a bad idea
you know those roofs are not very stable
really depends on how much duct tape u use
also trailers would be good ๐
you mean, movable?
A new Mod has been Published!
Szabis game health changes(2.0).
https://steamcommunity.com/sharedfiles/filedetails/?id=1698968801
ye
Looks really uncomfortable
Even the floor looks more comfortable lol
๐
lol
stone is the right term xD
nicy nice
Here We have a great creator of mods. Very Much appreciated in the Hispanic community of PZ. A very friendly and friendly person who makes for all of us an impressively exhaustive and efficient work. We thank You deeply for the time you dedicate to make us all happy. Thanks Snake. (Google translator).
oh! Thanks to you @desert terrace !!!
this is not the only mod made by @rocky lynx ... he's has another ones really elaborated modds with fishing, hunting, cooking, and even u can do some kinds of drinks and get druk (lol) while the zombies are running there in WP xD
his work is like (we) mexicans used to said "la mera verga" hahaha
๐ฎ
Snake's Military Complex... the only pz army base map out there that can properly spawn loot from ORGM's military loot tables 
Oh Fenris i need to update that map ๐ฎ today i will upload the new version! Stay tune!!! :p
actually...that comment (only base that uses the military tables) is going to be a lot more important next update ๐
i been cleaning up the rarity tables. Many of the select fire guns are moved to military from police (they shouldnt be in police 1993)
i changed some room definitions to properly spawn items in some new furnitures, some have custom tile properties to read scrap materials etc.
so they'll be a lot harder to find lol..except on your base XD
i'll take a look at the new room defs
hahaha i want to do custom annoted maps but system not read when a custom map overwrite a base map cell :/
Sadly many of the other army bases that are using the police tables will get shafted...but cant be helped. I'm going to redo the spawning system at some point make it easier for mappers to add custom room defs to orgm
i send to you a pm now to give you some code
ok
I'm still waiting for the steam uploads so I can join the cheer crowd
I'm working on a scavenge system that is basically urban foraging. I'd like to get opinions on which items should or shouldn't be found
please let me find the damn rat
i was about to suggest a dead rat too ๐ฆ
add a random chance a rat bites your hand while digging ๐
@nimble spoke haha very nice idea in my opinion. butterknife rats cans some candy now and then jars n jarlids cardboardboxes bottles stones insects injuries like fenris said ๐ pancils papers books comics ... and many of the useless stuff maybe one could find headphone for disensembling... lots of stuff to put in there... ๐
cigarettes and butts of them
Ok, dead rat in the food category then
The list is already more varied than foraging, I'll add some new items like half eaten burgers and sandwiches too
I already added scrap metal, and (not dirty) bandages. I'll add dirty ones too
i suggest to spawn best items in high levels of foraging
maybe a weapon with condition 0 (Broken)
yeah, most items with 0 or low skill requirement are the ones you can already find in trash bins or a few other useless things that could drop from zombies like wallets
I'm not adding weapons right now but I do want to include a few with bad conditions
yeah!! Nice!! ๐ like it how you do that!!
It will include a Scavenging skill and a Homeless profession that starts with +3 scavenging and gets less tired from scavenging than normal
needs some traits to go with it. "Dumpster Diver" for a extra level, and "Day-Old Donut Hunter" better chance of finding edible food ๐
love it! ๐
A new Mod has been Published!
Vexis Box Modpack
https://steamcommunity.com/sharedfiles/filedetails/?id=1703304081
two mod updates in my blog. Custom Map Bridge V-1.7 and Military Complex V-2.7(Requires Custom Map Bridge V-1.7) ๐
@quasi geode :p
if you use the last version of Custom Tooltips you can found some limitations to transfer items inside of fire extinguisher furnitures. (Only can transfer extinguisher inside)
Keep up all your awesome work Snake ๐ I really wish more people knew about your stuff!
@nimble spoke hahaha someday i will upload all mods in workshop, a lot of work to put all files on english in LGEP (Need help)
need help with fishing encyclopedias
Thanks @spark crystal
i want to upload only a complete work on english language.
I could help with translations, and with portuguese as well
ooh if you want to help me to translate some things i really appreciate it!! Maybe you can accelerate the upload date on workshop like LGEP and another mods.
No problem, if all the text entries are finished, send me the txt files and I will see what I can do
both spanish and the current progress with english
well, txt files in EN already generated inside of LGEP Mod, only need to search the encyclopedia entries and translate it.
hunting cards already translated, etc.
I guess the general categories are already translated, only specific description of each animal to do?
need to translate descriptions of fishes in encyclopedias.
encyclopedias teaches how to catch fishes in certains conditions also.
its not important. encyclopedia is fine in spanish. i didnt even read the english parts just looked at the pictures ๐ฆ
hahaha some fishes (monster fishes) can't be catching using lures, you need to make special lines to catch them.
i havent figured out the special lines or most of the fishing tackle
big species needs big lines using rats or mouses as bait.
some people have luck fishing with spear catching monster fishes.
like rays, arapaimas, and another monster fishes.
the only way to know how to make that lines, its fisherman profession. Or fishing Old wooden boxes
inside of old wooden boxes you can found old magazines with recipes
well, I usually stick to pz lore and imagine kentucky species only... but poor dude trying to stick a spear through an adult arapaima could de dragged into the river
you can also scavenges in tombs using a shovel, you can found old boxes doing that.
yep... i've working in custom properties for tiles and zones in mapping (modding a little the tilezed program) and make river, sea, lake zones to sort species.
That's nice, I wanted to add beta fish in houses to be used as bait
yep with that modded zones i will remove a lot of species from kentucky and add it to custom maps.
ohhhhh that's awesome! island maps could have marine species then
i've working also in elevators.. i want to make it functional
and the russian maps could have their own species as well
but need to solve some issues, tp zombies in z to z+1 or z-1 when elevator is activated
can be so fun if you call the elevator and then the door opens and zombies come from inside to eat you! :p
or maybe if you're inside of elevator and when doors open, zombies come from outside to eat you! :p
๐ฎ @rocky lynx I'm glad you're planning on moving some stuff on to the workshop - I 100% believe your work will be insanely popular, and replace things like Hydrocraft.
I'm also happy to help translate, or "pretty up" the workshop page for you
20% of a good mod, is a great mod listing on the workshop ๐
There are so many mods on the workshop where their description is just
Mod name: My mod
Mod ID: 12356235
And nothing else to go on
I only know a few good ones lol
i do mods because i love the game, i want to do a good job with that! I don't upload all mods because that, i want to make it fully translated on english.
if people help me with that, the process to upload the content can be faster! ๐
I agree about the quality.... I work on so many ideas at the same time, and only upload what I think is good enough for a release
the exception was probably freezing time, because there is no way to detect snow on a freaking tile, so I released it with just the wall thermometer
but turbo said he will add that, so one day I will work on it again
Yep!! oooh about that... I found a serius bug in basegame with moveables
with this bug you can found unlimited materials rotating furnitures.
lol what?
yep
hahaha when i created custom tile properties, i was testing the rotation functions for moveables in basegame... and found this serius bug at certains conditions
one problem I have with moveables is that if I change their sprites and properties and then transmit the changes, they're all wrong when I quit and then load
and it kills my idea to paint crates
mmm i'm not have that problem when i use tilesheets.
maybe the problem was the properties attached to it ๐ค
It doesn't even need to be custom tiles, one example: I made it so you can pick the bricks from a pallet, or pile them on an empty pallet. It all works perfectly fine until I quit and load
i can change the sprites, but if i change some properties (out of order) some sprites can be banished.
aaah that is a problem caused when you do a pack file.
i have that problem when i start to learn how it works.
if your sprites not loading in .pack files or .pack files not make it from tilesheets you can have that issue.
sorry about my language! :p
speak spanish :p
you need to have properties files for overlays sprites (also if that properties for these are empty)
I'm not using overlays, I'm switching the sprite for another one, but I may try the overlay route later
try ZAW Evolution mod, you can see how it works that custom containers.
Thanks, I'll give it a try
Friends, hello everyone, my name is Kirill, I am developing mods in Russia for project zomboid, I had a question, I can not figure out how I could create a global variable that would not be deleted after rebooting the server. You can prompt or throw off the instructions.
A new Mod has been Published!
Szabis game health changes(2.0).
https://steamcommunity.com/sharedfiles/filedetails/?id=1698968801
A new Mod has been Published!
Vexis Mod pack v0.1
https://steamcommunity.com/sharedfiles/filedetails/?id=1704021643
A new Mod has been Published!
Mod test
https://steamcommunity.com/sharedfiles/filedetails/?id=1704261191
that ones my favorite
A new Mod has been Published!
Vexis Mod pack
https://steamcommunity.com/sharedfiles/filedetails/?id=1704021643
A new Mod has been Published!
Carton of Cigarettes
https://steamcommunity.com/sharedfiles/filedetails/?id=1705465920
.modder eris
@placid delta
Modder eris Ranked #40 in Total Subscribers
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.modder Snake
@spiral plover
Modder Snake Ranked #61 in Total Subscribers
Has published a total of 4 Mod(s)
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Snake's top ranking mod Loot Zeta V.1.3 is ranked #64 with:
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Total unique subscribers: 13657
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๐ค
somebody calls me?
@spiral plover to see al my mods i recommend to check my blog! :p
.modder snakeskin78
@keen hinge
Sorry. I could not find any modders called "snakeskin78".
.modder [u.v.] demidovsky
@keen hinge
Modder [u.v.] demidovsky Ranked #268 in Total Subscribers
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[u.v.] demidovsky's top ranking mod RUServerRP is ranked #265 with:
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@nimble spoke
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soulfilcher's top ranking mod Soul Filcher's Building Time is ranked #137 with:
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.help
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.top ratedmods
Top 10 most Top rated Mods:
#1 Hydrocraft by Hydromancerx
#2 ORGM by ormtnman
#3 The Walking Dead Prison v1.3 (OUTDATED) by Lunar_Wolfie
#4 Cheat Menu V2.7.2 by ethanwdp
#5 Bedford Falls by ringod123
#6 Super Survivors! by nolanritchie
#7 Phoenix; Beta 1.4 "Final Flaw" by MonolithicBacon
#8 Survivors! by nolanritchie
#9 More Zombie Loot by Svarog
#10 Slocan Lake, BC by XeonyX
.top modders
Top 10 modders with the most total # of subscribers:
#1 with total of 393904 subscribers is nolanritchie
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#4 cheat menu LOL
.modder mrdanny
@radiant ginkgo
Sorry. I could not find any modders called "mrdanny".
๐ซ
@drifting ore
Sorry. I could not find any modders called "MrDanny".
@quasi geode
Sorry. I could not find any modders called "Fenris_Wolf".
๐ฆ
๐
.modder White_Red_Dragons
@drifting ore
Sorry. I could not find any modders called "White_Red_Dragons".
Good.
๐
.modder โขMrDannyโฃ
@drifting ore
Modder โขMrDannyโฃ Ranked #73 in Total Subscribers
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โขMrDannyโฃ's top ranking mod VAZ 2107 (New model and Textures) is ranked #127 with:
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Here we go ๐
Thanks
A new Mod has been Published!
Item Packaging Expanded
https://steamcommunity.com/sharedfiles/filedetails/?id=1706624048
A new Mod has been Published!
Carton of Cigarettes
https://steamcommunity.com/sharedfiles/filedetails/?id=1705465920
Superb Job with the mini map @wild gazelle
A new Mod has been Published!
Item Packaging Expanded
https://steamcommunity.com/sharedfiles/filedetails/?id=1706624048
Lamb is comming
Trying to make a mod/recipe putting 12 dry bath towels in a box... everything works but it spawns also 12 wet bath towels in my invetory when the box of dry towels is made. How do I make it stop spawning the 12 wet towels?
Here's the code...
{
imports
{
Base,
}
/************************ITEMS************************/
item 12xBathTowelBox
{
Weight = 2.5,
Type = Normal,
DisplayName = 12-Pack of Bath Towels,
Icon = 12xBathTowelBox,
}
/************************RECIPES**********************/
recipe Create 12-Pack of Bath Towels
{
BathTowel=120,
Result:12xBathTowelBox,
Time:240.0,
Category:Storage,
}
recipe Unpack 12-Pack of Bath Towels
{
destroy 12xBathTowelBox,
Result:BathTowel=12,
Time:240.0,
Category:Storage,
}
}```
that doesn't look very edible
@alpine widget make the recipe require the 12 towels, then the resulting item is the box, if needed you can add 'destroy' before the towel item
without the ' '
u mean code sample? @nimble spoke added my code in question. (i put destroy BathTowelWet before but then the recipe doesn't show up , i think because i don't have 12 wet bath towels)
you are draining the wet towels, not using them, I think
so you get 12 dry towels once you craft the box
ok my scenario is.. i have 12 dry bath towels in my inventory, i right click the 12 towels and select to box them. The box is created with the towels, but then 12 wet towels are now in my inventory as well as the box of dry towels. (You are right though, it's a draining item.)
so are water bottles and batteries and that works.. but not bath towels
item BathTowel
{
Weight = 0.3,
Type = Drainable,
DisplayName = Bath Towel,
UseWhileEquipped = FALSE,
Icon = Bathtowel,
UseDelta = 0.1,
ReplaceOnDeplete = BathTowelWet,
Tooltip = Tooltip_Bathtowel,
}
what is your script recipe?
it's above look at my other post
try with only one and see what happen
hehe im sure it will create a wet towel.. but i can try that
recipe Create 12-Pack of Bath Towels
{
BathTowel=120,
Result:12xBathTowelBox,
Time:240.0,
Category:Storage,
}
Are you sure to need BathTowel=120???
each towel has 10units
i remember i have some issues with drainables
look what it is for making a battery pack.. lol
Battery=2000200,
i make a system to pack batteries in packs
in my case i do something different to work
using OnCreate and OnTest strings
and some code in lua.
i'd be curious to see your code for that
tried destroying destroy BathTowelWet=120 didn't work
not updated that mod for now, i need to update soon with all changes.
you know about lua coding? Because you can do that also in lua.
im very new to modding.. like 3 days so far..
i just wish i could get this working
recipe Create 12-Pack of Bath Towels
{
destroy BathTowel,
Result:12xBathTowelBox,
Time:240.0,
Category:Storage,
}
try with only one and see what happen
in your example, you are not adding bathtowels tho
recipe Create 12-Pack of Bath Towels
{
destroy BathTowel,
destroy BathTowel,
destroy BathTowel,
destroy BathTowel,
destroy BathTowel,
destroy BathTowel,
destroy BathTowel,
destroy BathTowel,
destroy BathTowel,
destroy BathTowel,
destroy BathTowel,
destroy BathTowel,
Result:12xBathTowelBox,
Time:240.0,
Category:Storage,
}
Can you check that also?
if you use a bathtowel, maybe the system thinks the item depleting, so convert that in wet
dude i think ur a genius
so, you need to destroy him.
yep gimme a min to test that
And for unpacking you don't need to destroy, because destroy it's a feature for drainable items. and the 12xBathTowelBox its a normal type item.
recipe Unpack 12-Pack of Bath Towels
{
12xBathTowelBox,
Result:BathTowel=12,
Time:240.0,
Category:Storage,
}
sorry about language, speak spanish
nice!! ๐
i can create and unpack and only 12
dude.. seriously TY!
i can probably fix the battery one like this too
and it completely makes sense
well battery need to have different scripts
because battery have a different script configuration
item Battery
{
Weight = 0.6,
Type = Drainable,
UseDelta = 0.00001,
UseWhileEquipped = FALSE,
DisplayName = Battery,
Icon = Battery,
MetalValue = 1,
cantBeConsolided = TRUE,
}
this item not have replacing on deplete.
yeah
recipe Create 20-Pack of Batteries
{
Battery=2000200,
Result:20xBatteryBox,
Time:120.0,
Category:Storage,
}
thats whats there currently
and if you want to pack and unpack, you need to store the delta for all batteries
now ur getting advanced on me.. hahaha
with that recipe you can consolided all used batteries to converts in full.
is there an example mod u could suggest?
i have a blog with all mods.
point me there ๐
and thats in spanish.. dang why didn't my dad raise me on english and spanish isn't that a sin in Spain?
all mods have support for english language
yeah.. im just kidding.. google can translate the whole page to english
some mods are not completed in english because that i'm not uploading to steam workshop.
ah thats ok
but when i finish that, they will upload to sw
this is a wealth of information
some mods needs some others to work properly (Custom Map Bridge-loads custom sprites and properties) (Custom Tooltips - loads custom windows and some tools using my mods)
try Le Gourmet Evolution Plus, all people say it's the best mod.
ya im looking at it now.. looks very interesting
trying to look at just the gourmet one and its 404
Le Gourmet Evolution Plus is the fusion of **Le Gourmet Evolution** and Advanced Fishing Mod .
maybe a translator problem? link works good
ooh yep i found that line
le gourmet evolution (Simple) go to the Mod Cementary place :p
i will correct that now
k
very cool..
nice bg music on the website haha
i mean it, it sounds great
i'll take a look more.. actually might be a chance in hell i can finish this mod now
solve, the link now redirect to mod cementary
yep!!! luck to make that!
u solving my problem gave me more positivity
you need to check specially the script item that said replaceondeplete or replaceonuse... when you see that you need to be carefull to put using commands in scripting, etc.
yep.. i been noticing on different items they have other attributes.. and then i try and check the games, scripts/recipe files
to try and make sense of them
and the items wiki page big help too
When you mastered the items strings in scripting you can start to make some coding in lua next :p
Ya it seemed recipes were the way to start modding in pz, we had a guy making recipe mods but he left.. now i host/admin/and write my mods hahaha
Well, I'm glad the destroy thing worked
if you follow the same formula they should all work
Yep all is working. Many thanks!
A new Mod has been Published!
Car Locksmith
https://steamcommunity.com/sharedfiles/filedetails/?id=1708249581
wut
A NEW MOD HAS BEEN PUBLISHED!
@nimble spoke weirdness idea to try and mod - a car door on the roof, maybe its for vans / RVs, but my van just got mugged, and i thought itd be neet to crawl out the top and spear em, but pz so cant stab down, so just sheetrope off roof to upper floor ;s
It is possible to add a new window, but I don't think there's a way to make it so zombies can't reach it
I'd have to define the area where you appear when you get out, and that same area allows zombies to attack it
sure zombies 'could' attack it, but wouldnt the rest of the vehicle be in the way and thy couldnt reach it?
but then would such even have the player exit on top of the vehicle though?
since pz likes floors and thats prolly mid floor heh
pz is not the real world, I add a part, give it an area somewhere around the car, and both you and the zombies can access it
you could make that when the roof window is broken it is like climbing over a broken window of a house
there is no real 3d here beyond the model
i wouldve expected vehicle to have a 2d collision box or something (that holds back the zombies) then window is inside the bounds unreachable lol oh well
yes, it does have a 2d collision, but if I try to give the window an unreachable area inside the collision you won't be able to use the window for anything
even exit?
specially exit, because the game checks the blocked exits
well the inside of a car doesn't seem to be solid
there was a lot of moments where i was inside the car...?
i remember fire trucks in the vehicle mod, i always wanted them to spray water at zombies - water tank itself is easy to add, just needs the water gun ๐ (in vanilla vehicles)
flame thrower mods exist.....wonder how hard to weld onto a car ๐
lol
towing a damn car / having a trailer ould still be my biggest wish though i think ;s wonder if i can just set a vehicles position in code......
Are you going to use a simple flat image or more than one? I can see a background with animal + trees or other obstacles that make it harder to hit being an overlay
damn, you're making my brain go overdrive again, I should be working on my own mod lol
@rocky lynx link to your blog? I may give these a test
there are different images and configurations to find and hit the target.
That's what I guessed, I just thought maybe that tree in the image could be a separate image, and you select the obstacle you want separately from the animal...... don't worry it is just me having ideas
you never tried it?
no, I only have steam mods downloaded at the moment, I'd like to try it and help with the translations
Not too many people know of your mods snake ๐
I've been doing my best to link people to your blog! But many I've spoken to get put off by having to translate the page/download and install manually. Doesn't have the same convenience as steam, bit intimidating to some.
Can't wait for it to be on the workshop ๐
Will take the number 1 spot with ease
I don't know about his mods for example lol
Exactly, for steam players it is way easier to find, download and keep mods updated through steam, and the list of mods there definitely needs more high quality options
well, i need to be polished some things in LGEP
do what i do, put his mods on a non-steam pubic server and force people to learn about them! ๐
i need to create a card item that shows how to use some new mechanics
for new players.
it would be very helpful a lot in LGEP confuses the new players....hell even i'm still lost lol
hunting mechanic, farming, scavenge tombs, the new fishing system based on climatology.
sport fishing
lure information
hahaha a lot of things ๐ฎ
frutal trees, etc.
what i love most about LGEP, the many, many, bottles of alcohol ๐พ
that is a addon thanks to rodjah, he want to add some from his mod :p
my characters always drink a lot ๐
get drunk wander around town and shoot Z's ๐
hahaha i'm still thinking about if you hunt in drunk state you will see bizarre images xD
maybe another easter egg :p
dangerous driving....110 mph, drunk, dead tired, taking shots at zombies driving past ๐
๐ฎ
this is what LGEP's alcohol does to me ๐
you broke the bottle to make a weapon? xD
lol not yet
in our community sometimes people destroys bottles in twiggys to fight xD
lol
even if people get hurt in the process to broke.
i built this in the warehouse behind riverside gunshop XD
lol
I always wanted to herd them somehow, that's why I leanred that crawlers escape through fences but not open windows
too funny, i built a set of stairs over the fence..and a walkway leading to the window...with a hole in the floor off to the side
then fired a gun
when they jumped in the window i pushed them into the hole and cage ๐
you have dead slaves mmm :p
I want to stick one behind the counter in the gunshop Snake lol
good idea, something I wanted to do bu never tried was to close a walled street in muldraugh and have a thin path over it to make them fall in there like you did
and name him wilson ๐
hahaha do you let it go in the river?
oh no...it rides shotgun in the truck next to me. right with my spiffo and rubber ducky ๐
ya i remember the screen shot of that
nice
now i need to create a trophy, the skin item to make winter clothing
update the fur frame system
if only snake's mods were on steam ๐
Question for the devs, do you all have a color palette that you all tend to stick to for the pixel art?
Question for moddres before i stop being lazy and looking throguh the workshop. Is there a mod that reduces the amount of canned foods? Because i find it way too easy even on the rarest setting to get food, or is there somewhere in the files i can change how much food spanws?
@drifting ore are you running any other mods
Nope.
Added a way to identify different quantities of unknown seeds. ๐
interesting
it's an upgrade, some people not like right clicking seed per seed.
I have all the recipes fixed for Hydrocraft, I don't know how to implement them so my clients get the right files. do i have to make a mod? I don't know if Hydro the dev wants them.
You could always send them a message and ask if they do, Flukey. Hydro is pretty nice. :3
will do thanks!
Help! All models which was created can't be textured in the game, they are all black, bag comes some builds before
Models which I created some builds before working perfect, but new models don't look like well
A new Mod has been Published!
Xonics Mega Mall
https://steamcommunity.com/sharedfiles/filedetails/?id=1713269594
A new Mod has been Published!
JPN Wasabi Server MOD2
https://steamcommunity.com/sharedfiles/filedetails/?id=1714331636
A new Mod has been Published!
Quick Salad
https://steamcommunity.com/sharedfiles/filedetails/?id=1713202782
A new Mod has been Published!
Russian Weapons
https://steamcommunity.com/sharedfiles/filedetails/?id=1712964361
A new Mod has been Published!
Box of Cigarettes
https://steamcommunity.com/sharedfiles/filedetails/?id=1711775489
wtf
bot is playing catchup...its been slacking last few days lol
his weekend is his own to rest, don't treat spiffobot as a slave
nice to see a new gun mod in that list for once that isnt based off (or using any parts from) orgm
is that even possible?
Apparently so. Its using the vanilla api, the model loading code is from one of blackbeards mods. none of assets are from orgm....the only spot i see influence is the fullauto rate of fire, but more from the legacy version
author might want to resize his textures though lol 1024 and 2048 bit large for pz weapons XD
"""bit"""
A new Mod has been Published!
Xonics Mega Mall
https://steamcommunity.com/sharedfiles/filedetails/?id=1713269594
A new Mod has been Published!
JPN Wasabi Server MOD2
https://steamcommunity.com/sharedfiles/filedetails/?id=1714884216
Is there a mod that utilizes the generator more? Like the wooden lamp pole but instead of being a flashlight it's a lightbulb that can be connected to the generator?
Maybe that is a vanilla thing already and I don't know if that's the case I apologise for my noobness
https://steamcommunity.com/sharedfiles/filedetails/?id=935589690&searchtext=lamp
Try this. But I have no clue if it works.
thank you @viscid kelp
That car you're making would let the survivor to go back to the past before the zombie apocalypse happened and the game would turn 100% to a Sims game.
Oi, I like it. even thow it could take some texture that doesn't consist of flat colors ๐
Need 1.21 gigawatts for time travel, but there are no nuclear plants in Knox County ๐
Well martie, get the lighting rod
Sorry, Doc, I left it in 2019 ๐
I need help, I'm getting an error in txt script files while hosting my own MP, console says Connected new client soulfilcher ID # 0 and assigned DL port 16262
1555534367299 NetChecksum: PacketTotalChecksum lua=false script=false
1555534367299 user soulfilcher will be kicked because Lua/script checksums do not match
it says the file doesn't exist in the server, but I am the server
it started with the latest weather build
@devout zephyr : sorry to ping you but the latest weather build brought me this problem, now I'm unable to test my mods in MP locally
A new Mod has been Published!
DeLorean Time Machine
https://steamcommunity.com/sharedfiles/filedetails/?id=1715347654
OwO
OWO
@nimble spoke try to edit file located in C:/Users/Yourusername/Zomboid/Server/ServerTest.ini and change DoLuaChecksum to false
it worked, thank you a lot, I just have no idea why it would block me if I'm the server and only player. Was it always like tihs? because I never had this issue before
i have that issue always so i play with that config.
stop trying to cheat on your own server. thats just low ๐ฆ
hahahaha
guess I'll stick to cheating in SP then
might be a good idea. it would be embarrassing if you got banned from your own server ๐
I don't think that's a real concern because I'm a lazy admin
pff
trying to cheat on ur own server why
is more fun to play the game as you should
instead of cheating
it just destroys your experience with this game overall
A new Mod has been Published!
Dameons Tweaks
https://steamcommunity.com/sharedfiles/filedetails/?id=1715606475
A new Mod has been Published!
DeLorean Time Machine
https://steamcommunity.com/sharedfiles/filedetails/?id=1715347654
@drifting ore it's not about cheating, it's about mod authors thoroughly testing their work before you get to it.
anyone has some time to answer few question about modding?^^
Go on, I'll help if I know the answers
ะฑะพะถะต, ะตััั ััั ััััะบะธะต ะบะพะดะตัั, ะบะพัะพััะต ะปัะฑัั ะฟะพะพะฑัะฐัััั? ๐
@nimble spoke Well I tried to figure out how mod works. I created the folder in zomboid/mod
I create a lua folder there and the lua text file
although I try some simple code it doesnt seem to work for some reason
I followed the tutorial on the forums
just to get an idea but it doesn't seem to work for some reason the Events.InKeyPressed.Add(DoSomething())
doesn't seem to work
do I miss something^^'
thats the main problem right there Events.InKeyPressed.Add(DoSomething())
specifically the DoSomething()
local player
local function firstRun()
local player = getSpecificPlayer(0);
player:Say("Where Am I? What is this place? Am i in a video game??.");
local inv = player:getInventory();
player:getInventory():AddItem("Base.Axe");
local function saySomething()
local player = getSpecificPlayer(0);
player:Say("I love trains.");
local inv = player:getInventory();
player:Say("Adding Axe in your Inventory.");
player:getInventory():AddItem("Base.Axe");
-- This will be fired whenever a key is pressed.
Events.OnCreatePlayer.Add(firstRun);
Events.EveryTenMinutes.Add(saySomething);
for example here
by adding () your calling the function DoSomething right there and then, its return value is getting passed to Events.InKeyPressed.Add << that should also be OnKeyPressed
that example above should work
hmm let me try again
notice in the example Events.EveryTenMinutes.Add(saySomething); uses saySomething instead of saySomething()
yeah my bad sorry^^ i wil try
because it didnt work
I am used to write in C# lately
also where do you find the functions
EventsEveryTenMinutes
or other that you can put there? the Java doc doesnt have these
the Events class shoud be in the javadocs, but they're out dated
also slightly dated now i think (and incomplete) but better then the javadocs
how about the other? inventory
or this
player:getInventory();
I didnt find the getInventory in java doc
^^ that is why I was wondering
most of those your going to need to either use the javadocs, or a decompiler
ah ok
I made a game of my own but never mod a game before ^^
hmm ok now it works
strange
thanks ^^
np
mod idea - editing skills sceen so each skill entry has a checkbox or such, and one more at top or something for compact mode that when checked hides unmarked skills. its useful to watch your skill go up when leveling it, but its a fairly large chunk of screen used for displaying skills you dont care for at the time
A new Mod has been Published!
More builds Missing Items
https://steamcommunity.com/sharedfiles/filedetails/?id=1717568153
A new Mod has been Published!
JPN Wasabi Server MOD2
https://steamcommunity.com/sharedfiles/filedetails/?id=1719143541
Could I make an entity in the game for mounting objects or cannons for example deploying a .50 cal Machine gun onto sandbags and firing it in a stationary position
A Le Gourmet Evo Plus Manual to learn about all new mechanics... when finish that thing, i will upload the mod on steam workshop.
๐ ๐
@rocky lynx tell me if you need any help for anything, I will be happy to ๐
looking good
So there is no fog of war mod that removes obstructed vision
translating LGEP i'd imagine is a big job. probably almost as bad as orgm
lots of text in those books lol
Need only the translation of that window for now :p
first page: Introduction (You will see all mechanics and features that adds this mod),
Second page to foward. Extended info for each mechanic and feature.
i been wanting to do something similar with orgm. I did plan to do a 'news' window that pops up on mod updates with the changes for next version, but thats low priority. Too much other stuff to work on for now
well, i need to do this window for people want to know how to do things with this mod, it's the last thing before to upload to steam workshop.
i feel so bad for orgm translaters. they work so hard getting last update 100% in ch, cn and ru. I think they'll end up hating me by next update ๐
(yo, apologies for butting in halfway through a convo but I'm just wrapping up my lunch break and wanted to shoot this message before I forgot)
Hey y'all, relatively experienced Lua programmer here, looking at maybe dipping my toes into the pool for PZ. I've been looking through the PZ workshop for some mods to look at with a special focus on Lua scropts, so I can get a good grip on the possibilities and what not. Any recommendations on ones to look at? No need for it to be simple, I'm no stranger to le language. Hard to see from a glance what might be Lua-based or otherwise
well...my opinion is biased here...but i'd have to recommend ORGM lol...massive rewrite of the firearm mechanics. its fully documented code (including online HTML docs)
lmao, I'll take a look at that, was just reading up on the forum thread about it not fifteen minutes ago
theres the html docs...it just autogenerated from the code comments so its all inline anyways
just dont look at the github..its totally broken atm...midway through massive core changes lol
also...NecroForge...that is a excellect code reference, and will show some good examples of what possible.
the code is well written...once you get past his damn variable naming pattern lol
Awesome! Appreciate the suggestions, will hunker down soon when I've some time
Like what I'm reading, your documentation reads well! Bless up for being kind to the global env, I have a lot of issues with that in the game I've been mostly modding lately, people just love cluttering global with "function add_units()" or other nonsense
the global name space is very polluted. one of the reasons i pull all the globals into local
How's replication for mp in the game? Are Lua scripts run on server or per-client?
both really. some are only run serverside, some client
Look nice
yep, this will be very usefull to new players ๐
lol Snake...you remember me mentioning i was going to rework orgm's spawn mechanics to make it easier for map makers? ๐
local group = Firearm.getGroup('Group_Colt')
local result = group:random({
Group_Colt_Revolvers = 3, -- x3 more likely to choose a revolver
Colt_Anaconda_MM4540 = 0, -- dont pick this ultra rare version
Colt_M16_M603 = 2, -- if we do pick a rifle, and its a CAR15/M15 then twice a likely its a m16a1
Colt_M16_M645 = 0.5 -- and only half as likey its a m16a2
})
random selection of a Colt ๐
with custom rules
ORGM.VERBOSE: FirearmGroup: random for Group_Colt_Revolvers picked Group_Colt_Anaconda
ORGM.VERBOSE: FirearmGroup: random for Group_Colt_Anaconda picked Colt_Anaconda_MM3050```
ooh ๐ฎ nice!!! ๐
you could setup rooms that are filled 90% with glocks and russian rifles, and 10% random other stuff
I do the same for ammo and magazines...so gunshops can spawn fancy match grade ammo, army bases spawning mostly Nato rounds
-- patch for snake's military complex mod
ORGM.Server.Spawn.RoomHandlers.mcgunstorestorage = function(roomName, containterType, container)```
so you can just overwrite the function orgm the mod uses for any room, or add new rooms easy
and use the above code to randomly select and spawn w/e you want ๐
nice!!!!
its awesome
My girlfriend take the job to translate this window ๐ Thanks Fenris!! ๐
lol...my wife would think i'm insane if i asked her to work on the mod ๐
I probably am insane though ๐ฆ
-- Colt Anaconda
DisplayName_Colt_Anaconda_MM3040 = "Colt Anaconda Model MM3040",
DisplayName_Colt_Anaconda_MM3040DT = "Colt Anaconda Model MM3040DT",
DisplayName_Colt_Anaconda_MM3040MP = "Colt Anaconda Model MM3040MP",
DisplayName_Colt_Anaconda_MM3040KD = "Colt Kodiak Model MM3040MP",
DisplayName_Colt_Anaconda_MM3050 = "Colt Anaconda Model MM3050",
DisplayName_Colt_Anaconda_MM3060 = "Colt Anaconda Model MM3060",
DisplayName_Colt_Anaconda_MM3060DT = "Colt Anaconda Model MM3060DT",
DisplayName_Colt_Anaconda_MM3060MP = "Colt Anaconda Model MM3060MP",
DisplayName_Colt_Anaconda_MM3060KD = "Colt Kodiak Model MM3060MP",
DisplayName_Colt_Anaconda_MM3061FE = "Colt Anaconda First Edition Model MM3061FE",
DisplayName_Colt_Anaconda_MM3080 = "Colt Anaconda Model MM3080",
DisplayName_Colt_Anaconda_MM3080DT = "Colt Anaconda Model MM3080DT",
DisplayName_Colt_Anaconda_MM3080MP = "Colt Anaconda Model MM3080MP",
DisplayName_Colt_Anaconda_MM3080HT = "Colt Anaconda Hunter Model MM3080HT",
DisplayName_Colt_Anaconda_MM3080PDT = "Colt Anaconda Custom Ported Model MM3080PDT",
DisplayName_Colt_Anaconda_MM3080RT = "Colt Anaconda Realtree Model MM3080RT",
DisplayName_Colt_Anaconda_MM4540 = "Colt Anaconda Model MM4540",
DisplayName_Colt_Anaconda_MM4560 = "Colt Anaconda Model MM4560",
DisplayName_Colt_Anaconda_MM4580 = "Colt Anaconda Model MM4580",
i've gone too far ๐
hahaha :p
i know my girlfriend playing Project Zomboid ๐
so thanks devs for make this game!!!
this totally going to drive the gun collectors nuts....3 of those anacondas are only 1000 manufactured. 1 of them only 150 made...and one so few made it never made it into the catalog ๐
good luck finding them all ๐
๐ฎ
its so easy with the new spawn system, can add all these models without flooding the spawn tables at all
and not using the scripts/*txt files, adding these models is stupidly easy XD
MM3080RT = { -- Anaconda Realtree Revolver 44 Magnum 8" Camo
year = 1996,
addFeatures = Flags.NOSIGHTS,
barrelLength = 8,
},
i need to add a custom weight in there, but thats it. a whole new version of a gun ๐
support translations?
yep. its registering that MM3080RT table as part of Colt_Anaconda so the full item name becomes Colt_Anaconda_MM3080RT
DisplayName_Colt_Anaconda_MM3080RT = "Colt Anaconda Realtree Model MM3080RT",
nice ๐
can add custom descriptions to each model too...for the information window.
and since i have the guns in groups now for the spawning system....i can use those same groups to make books like LGEP's fishing encyclopedias ๐
find a book with all guns manufactured by colt...or one with all military guns
or one thats only revolvers by ruger lol
maybe if you read that page can learn a special recipe or things like that
Fishing Encyclopedias unlocks information for lures.
i do recipes later that need books. Operating manuals for field stripping and basic maintance....Armorer's manual for more maintance, repair and complete disassembly
and maybe gunsmithing manuals for more serious stuff
for now though I have a endless amount of research to do...finding data on different versions of all the mods guns ๐
keep going Snake! ๐
yeah!!! ๐
A new Mod has been Published!
RPMusic
https://steamcommunity.com/sharedfiles/filedetails/?id=1721684986
Anyone have problems with new models texture?
I wish people here would use baked lighting ๐
A new Mod has been Published!
PZ RP modpack
https://steamcommunity.com/sharedfiles/filedetails/?id=1722211609
๐ค
Question. I was wondering, if I wanted to make a mod that is just a recipe for gun powder, considering my server uses ORGM, how do you specify the ammo from ORGM in my mod? This was people can craft gun powder from their ample supplies of ORGM ammo. eg. Imports ORGM instead of Base?
Oh hi Fenris.. oh so you can do Impots ORGM, that will work? then just specify as item name Ammo_9x19mm_FMJ?
yep
awesome thanks! ๐
A new Mod has been Published!
RBC
https://steamcommunity.com/sharedfiles/filedetails/?id=1722505264
Any idea where I should look if I want to mod out obstructed vision?
Trapping page Done!! Now Hunting ๐
next update of LGEP will come with custom sounds when traps have animal trapped, so we can hear what type of animal it's inside ๐
A new Mod has been Published!
Gun Powder from ORGM
https://steamcommunity.com/sharedfiles/filedetails/?id=1722607826
if anyone is wondering why that isnt a default feature, i wait til i can get the powder levels correct for handloading ๐
my eyes read "ORGASM"
just a few letters away lol
Anyone know of a mod or way to send server messages like player deaths to discord? I got discord integration working, but it looks like it is just for chat.
can't say i've dug deep enough in the discord code. I wanted to do something similar with our server, logins/logouts and deaths...simplist solution I decided on was a python script parsing the user log file and sending to discord via webhooks
might be able to do with lua modding, depending on how much of the java discord stuff is exposed but i didnt really look
@quasi geode ah, that could work.
ya just parsing the log is quick and dirty but should work fine....i never got around do doing it though, too many other stuff on my list lol
I'll try the log posting. I've got python posting when my backup cronjob runs. I could have it search a log too. Forgot about that
Thanks!
for the log i was planning on having mine run continiously, just bake it into one of my other scripts... and essentially tail -f the log file and keep it open so its closer to realtime
Guess I need to look at that log. It could work unless it is a ton of data
its not much, just connection data and deaths.. but guess it depends on how much traffic your getting. will definatly want to filter most of the log
the user log file name also changes each server restart, so you have to find it by name more dynmically
Cool. I see that now. Yeah, I won't want all the connection messages in there I think.