#mod_development

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drifting ore
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is there a way to make the extent bigger to accomodate for our (Mr danny and I) little but sturdy boat?

nimble spoke
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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

lusty dagger
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interesting boat car

drifting ore
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๐Ÿ˜„

cinder coral
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Made me chuckle but honestly nice job

chrome furnace
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It's a work of art

quaint nightBOT
drifting ore
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lets check this one out

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actually

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yeah

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i'll sub

spark crystal
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@rocky lynx ALL SYSTEMS GO

nimble spoke
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I've already sent him the hunting skill, he will test it

quaint nightBOT
earnest quartz
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swimming skill, cross water, chance to drown per tile if skill <5 ๐Ÿ˜„

rocky lynx
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@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

nimble spoke
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sounds really nice

rocky lynx
nimble spoke
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swimming skill would be cool, but I'll tackle easier things first

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I just realized that any skill I want to create will probably be more useful than metalworking anyway

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so I may add Masonry to my building mod

dense flume
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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.

nimble spoke
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You can override the lua file for each action without much trouble beyond compatibility issues with mods that alter the same files

rocky lynx
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Hey Devs i have to report something about stashes in custom maps, the addContainer function seems not work. @inland gull

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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.

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if you need this mod to test send me pm and give you this version of my map.

nimble spoke
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does it work for the vanilla map? How far have you tested these caches?

rocky lynx
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mmm i don't know if works in vanilla map (You said annoted map for muldraugh?)

nimble spoke
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yeah, I never tried to mod survivor caches, now I'm wondering what works and what doesn't

rocky lynx
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for now i don't modify the loot table(stashMap1.spawnTable = "GunCache1";) This table is vanilla.

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first i test if the system works on custom maps.

nimble spoke
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I know you can add items to those tables just like any other container type, but that's all

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I added my own canned food items to hem

rocky lynx
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yep!

nimble spoke
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you should make a test with muldraugh and see what happens

rocky lynx
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well i will test it on a different coords (Vanilla construction)

nimble spoke
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I'd love to add my own loot tables for specific areas, it would help to increase diversity

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I mean, there's not much reason to explore certain places as they are too far away and with generic loot

rocky lynx
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Tested with vanilla coords and works

solid echo
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Y'all is there a list somewhere with all the mods compatible with the latest build?

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I assume the most recent mods are compatible, but I'd like to try the older mods too

nimble spoke
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how about the coords you used before but a vanilla map?

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or vanilla coords near your location and your own map?

rocky lynx
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the stashes only works in construction i think, my own map overwrites a zone with grass... so in vanilla not appear constructions there.

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i think the stashes system not detect the construction that i add with custom map.

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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.

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maybe the addContainer function depends of stashMap1.buildingX and stashMap1.buildingY so, if two lines not work with custom maps, never spawn a container.

nimble spoke
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That is probably the cause

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are maps loaded before mods? I wonder if it could be a load order issue

rocky lynx
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But this is a map/mod, so everything comes together.

nimble spoke
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hhmmmmmm, I don't know, I think I'd test that

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just to be sure

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make a separate mod that requires the map/mod and then add the stash to it

nimble spoke
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@quasi geode I'd like to make professionFramework compatible with my Extra Skills System

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I'm checking the framework now to find the best way to do it

quasi geode
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shouldnt be too hard, the framework is pretty simple and well documented

nimble spoke
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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

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and of course, new skills won't show up during character creation, but that is another problem entirely

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can I add a description for a profession just like it is for traits? Some professions have a little info about them

quasi geode
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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

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so for the profs you just need the translation entry and it will automatically pick it up for you

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(thats not my design btw, thats how vanilla builds the key names)

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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.

nimble spoke
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Thanks man, I'll check the profession description names

nimble spoke
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Now I need to make it actually give +3 chemistry

quasi geode
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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

nimble spoke
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I made it work, no need to update it if it is just for me

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I'll add a profession to my example mod so people know how do add modded skills to their professions

quasi geode
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ah there was another minor change in github that allows custom spawn points as well

nimble spoke
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That is nice

quasi geode
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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

nimble spoke
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do you happen to know where the skill list is populated during character creation?

quasi geode
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idr the file offhand, theres a OptionsScreens folder somewhere in client or shared lol

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i remember looking at it for BuyableTraits research but not since then

nimble spoke
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Thanks

earnest quartz
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alot of traits could be turned into skills......organizing, the more you put stuff into a container, more xp / skill / bonus

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its just 3d tetris, and the more you play, the better you get ๐Ÿ˜„

nimble spoke
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I have no plans to open that can of worms

compact flax
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Orrr just dump all the ammo ever into a crate. I dont need tetris.

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Ammo will fill the holes

dense flume
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@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.

nimble spoke
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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

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Only the files you want to change

dense flume
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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.

nimble spoke
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Don't change the file names and try to keep the same folder structure so that you don't get lost

quaint nightBOT
young moat
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This^

quaint nightBOT
earnest quartz
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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) ?

quasi geode
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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.

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Most of PZ's lua functions are global, thus you can overwrite specific functions you want to change from pretty much any file

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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

rocky lynx
drifting ore
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10/10 points if you put spiffo on it

nimble spoke
quaint nightBOT
quaint nightBOT
drifting ore
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:O

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I WAITED FOR THIS SO LONG

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YES YES YES

radiant ginkgo
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:D

radiant ginkgo
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DeLorean in editor

drifting ore
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Which editor..... if I can ask

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btw the game uses normal maps right?

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what is the poly amount and what are the limits?

spark crystal
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Editor is 3DS Max.

drifting ore
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Is there a way to..... use blender?

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except for exporting and importing ๐Ÿ˜›

spark crystal
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I'm sure you can use whatever tool you want, but the one above is Max.

radiant ginkgo
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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

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And there is no texture maps normal, I'm drawing all deepening and the shadows himself and also do on model ๐Ÿ˜ƒ

quaint nightBOT
nimble spoke
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You can use blender, there are import and export scripts for blender

radiant ginkgo
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Of course you can do in any editor and export the model to a Blender

rocky lynx
nimble spoke
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Can those actually help level up?

rocky lynx
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nope... first need to make all custom tiles and next the system to gain exp multipliers.

nimble spoke
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hmmmmmm... I hope you can add that, would be awesome

rocky lynx
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yes i can add that! ๐Ÿ˜„

nimble spoke
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cool

rocky lynx
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need some more details! ๐Ÿ˜„

rocky lynx
drifting ore
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Thats one US crate

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Make a version with the SGC logo lmao

quasi geode
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yay! more crates to store my arsenal in ๐Ÿ˜„

rocky lynx
quaint nightBOT
drifting ore
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๐Ÿค”

rocky lynx
drifting ore
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looks nice

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I'd wonder how atlantis models from you would look like ๐Ÿค”

rocky lynx
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Stargate? ๐Ÿ˜ฎ

drifting ore
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Yes

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@rocky lynx

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me big stargate fan ๐Ÿ˜บ

rocky lynx
drifting ore
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:D

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SGC weapon arsenal ๐Ÿ˜‚

rocky lynx
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XD

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no way! :p

drifting ore
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I wish thered be a stargate mod lol

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imagine fighting zombies "GET TO THE GATE"

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and then you dial the gate in a hassle while fighting off zombies

spiral plover
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Would require states of completion

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So your dialing doesnโ€™t get cancelled when you have to swing at the undead

drifting ore
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is that an issue?

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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

rocky lynx
drifting ore
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no sgc logo? xD

rocky lynx
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nope XD

nimble spoke
rocky lynx
nimble spoke
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upload that to steeeaaaaaaaaam, please

nimble spoke
rocky lynx
quaint nightBOT
spiral plover
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Oh shit, how does one make custom shelf tiles?!

onyx pelican
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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.

rocky lynx
nimble spoke
rocky lynx
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All green!!

rocky lynx
spiral plover
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So if I wanted to make a custom container, that spawned only 1 specific item, how would I go about this?

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I want to make a grape vine that spawns grapes

rocky lynx
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@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.

spiral plover
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Appreciate it, I've got Custom tiles and properties down mas o menos

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Not Lua distributions though

rocky lynx
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Tools requires: Tilezed, Image and text editors.

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well to learn about that you can see all mods that add items ingame... media/lua/server/Items folder.

spiral plover
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Alright, I'll take a look, thanks!

rocky lynx
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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.

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you can create custom rooms and set custom distributions there. And create custom containers with custom names.

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if you add custom names and rooms to lua, they work.

spiral plover
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Do you have a link to a good example mod of yours?

rocky lynx
spiral plover
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oooh

quasi geode
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yay for custom room definitions. Snake's military base is the only one that can properly spawn from the ORGM military loot tables ๐Ÿ˜‰

rocky lynx
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a way to banish items from inventory using sledgehammer.

spiral plover
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I've got a giant ammo warehouse in mine, would love to add ORGM support

rocky lynx
spiral plover
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Oh that will be so nice

quasi geode
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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

spiral plover
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Aaah

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How does that work if ORGM isn't enabled w/ the map mod?

quasi geode
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if orgm isnt enabled it doesnt matter

rocky lynx
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hehe if devs solves the issue for custom annoted maps in custom maps, can be add several variations :p

spiral plover
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Ah, alright

rocky lynx
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unique items that spawn only one time :p

quasi geode
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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 ๐Ÿ˜„

spiral plover
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Ooooh

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I might do that, although technically it's just an ammo warehouse so there'd be no guns

rocky lynx
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i made some changes in the new version of military complex, not released for now, i need to manage more rooms.

spiral plover
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I'll have to make some custom definitions or something

rocky lynx
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@Fenris you want a Demo to make work your custom loot?

quasi geode
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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.

rocky lynx
quasi geode
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i might redesign orgm's spawn system later make it easier to add more rooms

rocky lynx
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i need to change some things for custom crates outside of military base.

rocky lynx
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Nice Work!!! ๐Ÿ˜„

quasi geode
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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 ๐Ÿ˜„

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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

nimble spoke
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maintenance should unlock better tooltips

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just my opinion

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but great job

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ORGM and Snake's military additions will be BFF

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And in case you guys need a collaborator on anything let me know

quasi geode
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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

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the military complex needed orgm support since i run it on my server but adding the extra room def was easy enough XD

rocky lynx
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@nimble spoke Thanks man!!!

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Hey two mods releases in my blog

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If Admins and Client versions are loaded... Client Version not working (Intentional).

spark crystal
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@rocky lynx @quasi geode was there ever any update on compatibility with LGEP hunting and ORGM guns?

rocky lynx
drifting ore
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nice works you do!

rocky lynx
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Thanks!

nimble spoke
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Amazing idea, a good way to increase extinguisher spawn without dumping it in random containers

quasi geode
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@spark crystal i believe so, snake made the changes but idk if he pushed out that update yet

rocky lynx
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@nimble spoke i need to resize this custom tiles :p

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I modified the hunting system i need to check if works with @quasi geode code from ORGM

nimble spoke
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Ok, if you need my help with the skill let me know

spark crystal
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Thanks guys, keen to get my hands on all this ๐Ÿ˜›

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 ๐Ÿ˜›

quasi geode
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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 ๐Ÿ˜„

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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 ๐Ÿ˜

rocky lynx
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hahaha shooting range its a hard place!

quasi geode
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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

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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 ๐Ÿ˜„

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good fun ๐Ÿ˜‰

rocky lynx
drifting ore
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๐Ÿค” || SGC logo when? ||

rocky lynx
nimble spoke
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perfect

rocky lynx
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Next, Hesco Basket ๐Ÿ˜„

drifting ore
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that looks actually very 3d

rocky lynx
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yep, but this image its a demo in 3D i will make it for zomboid tiles and not 3D looking :p

drifting ore
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Ah a 3d model for rendering in 2d tiles? ๐Ÿ˜›

nimble spoke
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@rocky lynx is it possible to override a building in vanilla maps? Maybe change their rooms just a little or add a few things?

radiant ginkgo
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DeLorean Time Machine (WIP)

drifting ore
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missing texture lol

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hey if you need some help with 3d modelling just tell me

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i'am a modeller my own ๐Ÿ˜™

quaint nightBOT
radiant ginkgo
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@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 ๐Ÿ˜ƒ

drifting ore
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sad ๐Ÿ˜„

cinder coral
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Can you imagine jumping into the past to gather non expired food and into the future to skip the farm growing phase

nimble spoke
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undoing the zombie outbreak is out of question

cinder coral
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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.

nimble spoke
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oh yeah, that old limited human logic, as if the universe ever does things the human way

drifting ore
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lol

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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 ๐Ÿ˜‚

nimble spoke
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I know, we have no idea if anything special needs to happen at all

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I mean, you could go back, kill your grandfather expecting something weird to happen and then the universe does..... nothing

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Anyway, too offtopic for modding channel

quasi geode
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fine. i'll stop modding the time travelling machine ๐Ÿ˜ฆ

bronze cedar
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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?

quasi geode
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eh thats hydro not orgm. If it was orgm it would be a bayonet axe, not a survival axe ๐Ÿ˜‰

bronze cedar
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Yes from hydro, how did I lose the model of it, any simple way to fix it with some mod?

quasi geode
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no idea how you lost it. unsub and resub to the mod maybe?

nimble spoke
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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

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I keep checking everything again and again but I make no progress

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so the vanilla action bugs obviously because the world object is different than what it expects, while I'm not even calling that action

nimble spoke
quaint nightBOT
drifting ore
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WHAT

quasi geode
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lol disappointed. That "Rock Salt" has nothing to do with shotgun shells ๐Ÿ˜ฆ

nimble spoke
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how do I fix tilezed adding each tile as a separate tileset?

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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

drifting ore
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@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.

nimble spoke
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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

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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

drifting ore
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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.

nimble spoke
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well, I named it example_01

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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

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is there a tutorial on folder structure for that?

drifting ore
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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:

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oh sorry, linked wrong shelves second.

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Point's the same though.

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Now when I plop the .png that's made with tilesheetmatrix in to the tiles folder that tilezed draws from.

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It'll show up as a "shelf category", with 8x2 shelves.

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It's easy to edit tiledefs and properties, as well as adding them on any layer for buildings, etc.

nimble spoke
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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

drifting ore
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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.

nimble spoke
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funny thing is I've done it right before last year (I think) and don't remember anything about how it's done

drifting ore
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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.

nimble spoke
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Ok, now I got one category, but with messed up tiles, wrong numbers too, is there a naming convention for 1x and 2x tiles?

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what I have now is example folder with 1x and 2x folders in it, both have the example_01 sheets, for each resolution

drifting ore
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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.

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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.

nimble spoke
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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

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it cuts the unused parts of each file

drifting ore
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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.

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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.

nimble spoke
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this is what I get in tilezed, because it recognizes the wrong number of tiles calculating from image size

drifting ore
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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?

nimble spoke
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from the very little I remember, last time I didn't use a sheet

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Yes, but .pack created by the packer cuts them

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the packer creates the sheet for me

drifting ore
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Well, not sure what goes wrong there then actually, don't use the packer until all sheets are already made.

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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

nimble spoke
#

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

drifting ore
#

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.

nimble spoke
#

well, should I scream at the packer? lol

drifting ore
#

No, don't think so.

#

The problem is likely to be the individual tile pngs, and therefore the sheet.

nimble spoke
#

but the individual files are 128x256

drifting ore
#

Well, then maybe scream at the packer :P

nimble spoke
#

As I said, the packer cuts them because there is a lot of blank areas

drifting ore
#

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.

nimble spoke
drifting ore
#

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?

nimble spoke
#

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

drifting ore
#

sheetscomplete

#

should be simple to change the tiledefs then use the tilepacker when done with it.

nimble spoke
#

thanks man, that was the problem, now tilezed understands what I want

drifting ore
#

No worries, glad to help!

nimble spoke
#

I should probably write it all somewhere just in case it takes me a long time to work with tiles again

drifting ore
#

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

nimble spoke
#

The thing is I use photoshop

#

I'd have to find similar plugins

drifting ore
#

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.

nimble spoke
#

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

radiant oar
#

Is this pretty patties: crate edition? ๐Ÿค”

nimble spoke
#

welp.... painting the crate makes it lose all the tile properties

quaint nightBOT
quaint nightBOT
drifting ore
#

ok now THATs overkill

quaint nightBOT
radiant ginkgo
#

Yey, UAZ ๐Ÿ˜„

drifting ore
#

lol

#

VW bus 2.0

radiant ginkgo
#

Better

#

500 kg in trunk

drifting ore
#

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

nimble spoke
#

yeah, it is a weird weight and volume midterm actually

#

it simplifies over having both weight and volume (inventory tetris)

drifting ore
#

still makes it super weird

#

I think making it carryweight->player and volume->storage would be great

nimble spoke
#

yeah, volume would make a lot more sense for containers

drifting ore
#

Yeah for containers. would be horrible for the player tho

#

you couldn't carry shit ๐Ÿ˜„ 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

stone hinge
#

i dislike that i can't fit 20x bags in my ute ๐Ÿ˜ฆ

#

sure it should be slow as fuck but it should fit xD

drifting ore
#

Yeah

stone hinge
#

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

drifting ore
#

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

stone hinge
#

depends if u assume a log is 6x4 u can fit 20-40 in a ute

drifting ore
#

a max weight on the object you are putting it in and a volume to the storage unit you are using

stone hinge
#

or just add flat bed trucks ๐Ÿ˜„

#

10T LOUD AS FUCK and slow, burns gas like mad

radiant oar
#

I just assume you're tying the logs to the roof

#

Or have it like

#

Between the seats through the rear window

drifting ore
#

Tying the logs to the roof could be a bad idea

#

you know those roofs are not very stable

stone hinge
#

really depends on how much duct tape u use

drifting ore
#

Flex Tape

#

and you maybe have it lol

stone hinge
#

also trailers would be good ๐Ÿ˜‰

drifting ore
#

you mean, movable?

quaint nightBOT
stone hinge
#

ye

rocky lynx
radiant oar
#

Looks really uncomfortable

rocky lynx
#

XD

drifting ore
#

Even the floor looks more comfortable lol

rocky lynx
#

๐Ÿ˜‚

nimble spoke
#

lol

young moat
#

Damn those beds look lit.

#

A bit too stone age like, but that's fine. :)

drifting ore
#

stone is the right term xD

solemn pebble
#

@rocky lynx is a fucking modding genius! ๐Ÿ‘๐Ÿป

#

Support him! ๐Ÿ˜

rocky lynx
#

Thanks @solemn pebble ๐Ÿ˜„

#

Thanks @quasi geode ๐Ÿ˜„

drifting ore
#

nicy nice

magic summit
#

@rocky lynx is a Genius, the Neo in the matrix PZ

desert terrace
#

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).

rocky lynx
#

oh! Thanks to you @desert terrace !!!

zenith schooner
#

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

rocky lynx
#

๐Ÿ˜ฎ

quasi geode
#

Snake's Military Complex... the only pz army base map out there that can properly spawn loot from ORGM's military loot tables shotgun

rocky lynx
#

Oh Fenris i need to update that map ๐Ÿ˜ฎ today i will upload the new version! Stay tune!!! :p

quasi geode
#

actually...that comment (only base that uses the military tables) is going to be a lot more important next update ๐Ÿ˜„

#

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)

rocky lynx
#

i changed some room definitions to properly spawn items in some new furnitures, some have custom tile properties to read scrap materials etc.

quasi geode
#

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

rocky lynx
#

hahaha i want to do custom annoted maps but system not read when a custom map overwrite a base map cell :/

quasi geode
#

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

rocky lynx
#

i send to you a pm now to give you some code

quasi geode
#

ok

nimble spoke
#

I'm still waiting for the steam uploads so I can join the cheer crowd

nimble spoke
#

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

hexed anchor
#

please let me find the damn rat

quasi geode
#

i was about to suggest a dead rat too ๐Ÿ˜ฆ

#

add a random chance a rat bites your hand while digging ๐Ÿ˜„

drifting ore
#

@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 ๐Ÿ˜ƒ pancils papers books comics ... and many of the useless stuff maybe one could find headphone for disensembling... lots of stuff to put in there... ๐Ÿ˜‰

#

cigarettes and butts of them

nimble spoke
#

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

rocky lynx
#

for contras, rotten food, dirty bandages

#

maybe unusable wood or metal

nimble spoke
#

I already added scrap metal, and (not dirty) bandages. I'll add dirty ones too

rocky lynx
#

i suggest to spawn best items in high levels of foraging

#

maybe a weapon with condition 0 (Broken)

nimble spoke
#

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

rocky lynx
#

yeah!! Nice!! ๐Ÿ˜„ like it how you do that!!

nimble spoke
#

It will include a Scavenging skill and a Homeless profession that starts with +3 scavenging and gets less tired from scavenging than normal

quasi geode
#

needs some traits to go with it. "Dumpster Diver" for a extra level, and "Day-Old Donut Hunter" better chance of finding edible food ๐Ÿ˜„

nimble spoke
#

lol

#

I haven't tried adding skill levels from traits so far, I'd have to test it

drifting ore
#

love it! ๐Ÿ˜ƒ

quaint nightBOT
rocky lynx
#

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) ๐Ÿ˜„

#

@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)

spark crystal
#

Keep up all your awesome work Snake ๐Ÿ˜ƒ I really wish more people knew about your stuff!

nimble spoke
#

They will if we get them on steeeeeeeeam

#

๐Ÿ˜…

rocky lynx
#

@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.

nimble spoke
#

I could help with translations, and with portuguese as well

rocky lynx
#

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.

nimble spoke
#

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

rocky lynx
#

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.

nimble spoke
#

I guess the general categories are already translated, only specific description of each animal to do?

rocky lynx
#

need to translate descriptions of fishes in encyclopedias.

#

encyclopedias teaches how to catch fishes in certains conditions also.

quasi geode
#

its not important. encyclopedia is fine in spanish. i didnt even read the english parts just looked at the pictures ๐Ÿ˜ฆ

rocky lynx
#

hahaha some fishes (monster fishes) can't be catching using lures, you need to make special lines to catch them.

quasi geode
#

i havent figured out the special lines or most of the fishing tackle

rocky lynx
#

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

nimble spoke
#

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

rocky lynx
#

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.

nimble spoke
#

That's nice, I wanted to add beta fish in houses to be used as bait

rocky lynx
#

yep with that modded zones i will remove a lot of species from kentucky and add it to custom maps.

nimble spoke
#

ohhhhh that's awesome! island maps could have marine species then

rocky lynx
#

i've working also in elevators.. i want to make it functional

nimble spoke
#

and the russian maps could have their own species as well

rocky lynx
#

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

spark crystal
#

๐Ÿ˜ฎ @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 ๐Ÿ˜‰

#

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

drifting ore
#

I only know a few good ones lol

rocky lynx
#

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! ๐Ÿ˜„

nimble spoke
#

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

rocky lynx
#

Yep!! oooh about that... I found a serius bug in basegame with moveables

#

with this bug you can found unlimited materials rotating furnitures.

nimble spoke
#

lol what?

rocky lynx
#

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

nimble spoke
#

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

rocky lynx
#

mmm i'm not have that problem when i use tilesheets.

#

maybe the problem was the properties attached to it ๐Ÿค”

nimble spoke
#

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

rocky lynx
#

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)

nimble spoke
#

I'm not using overlays, I'm switching the sprite for another one, but I may try the overlay route later

rocky lynx
#

try ZAW Evolution mod, you can see how it works that custom containers.

nimble spoke
#

Thanks, I'll give it a try

keen hinge
#

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.

quaint nightBOT
quaint nightBOT
remote ruin
#

that ones my favorite

quaint nightBOT
quaint nightBOT
placid delta
#

.modder eris

quaint nightBOT
#

@placid delta

Modder eris Ranked #40 in Total Subscribers
Has published a total of 5 Mod(s)
With a total of 26360 Subcribers
And a total of 36735 Visitors
And a total of 473 Favorites

eris's top ranking mod eris_minimap is ranked #24 with:
5/5 Stars
Total unique subscribers: 16264
Total unique visitors: 19990
Total favorites: 316

spiral plover
#

.modder Snake

quaint nightBOT
#

@spiral plover

Modder Snake Ranked #61 in Total Subscribers
Has published a total of 4 Mod(s)
With a total of 18039 Subcribers
And a total of 57738 Visitors
And a total of 357 Favorites

Snake's top ranking mod Loot Zeta V.1.3 is ranked #64 with:
4/5 Stars
Total unique subscribers: 13657
Total unique visitors: 31439
Total favorites: 254

spiral plover
#

๐Ÿค”

drifting ore
#

snake?

#

SNAKE

#

SNAAAAAAAAAAAAAAAAAKE

rocky lynx
#

somebody calls me?

#

@spiral plover to see al my mods i recommend to check my blog! :p

keen hinge
#

.modder snakeskin78

quaint nightBOT
#

@keen hinge
Sorry. I could not find any modders called "snakeskin78".

keen hinge
#

.modder [u.v.] demidovsky

quaint nightBOT
#

@keen hinge

Modder [u.v.] demidovsky Ranked #268 in Total Subscribers
Has published a total of 2 Mod(s)
With a total of 609 Subcribers
And a total of 3377 Visitors
And a total of 27 Favorites

[u.v.] demidovsky's top ranking mod RUServerRP is ranked #265 with:
4/5 Stars
Total unique subscribers: 604
Total unique visitors: 3328
Total favorites: 27

nimble spoke
#

.modder soulfilcher

#

.modder soulfilcher

quaint nightBOT
#

@nimble spoke

Modder soulfilcher Ranked #56 in Total Subscribers
Has published a total of 12 Mod(s)
With a total of 19564 Subcribers
And a total of 58783 Visitors
And a total of 585 Favorites

soulfilcher's top ranking mod Soul Filcher's Building Time is ranked #137 with:
4/5 Stars
Total unique subscribers: 5208
Total unique visitors: 15452
Total favorites: 126

warped zinc
#

.help

quaint nightBOT
#

@warped zinc SpiffoBot Commands

		**.help**

		Displays the bots commands with descriptions

		**.item Item name**

		return info on item or best found match to search key

		**.itemlist search term**

		return list of all matching items based on search key

		**.recipe Recipe name**

		return info on recipe or best found match to search key

		**.recipelist search term**

		return list of all matching recipes based on search key

		**.trait search term**

		search and display info for a trait

		**.map search term**

		search and display places on map containing search term

		leave search term blank to display all places

		**.top modders**

		show the top 10 modders by total number of subscribers they have

		**.top mods**

		show the top 10 modders by total number of mods they have published

		**.top ratedmods**

		show the top 10 mods with the most positive ratings

		**.top subscribedmods**

		show the top 10 mods with the most subscribed

		**.mod search term**

		search for a mod by title name, if multiple mods found will return a list.

		if exact match or only one result found will show details of that mod.

		**.modder search name**

		search for a modder by steam name, shows thier stats and rank etc.

		**.links**

		pz bot will tell you some usefull modding links

		**.joke**

		pz bot will tell you a joke


		*Note some commands might not be available in certain channels to avoid spam.*
warped zinc
#

.top ratedmods

quaint nightBOT
warped zinc
#

.top modders

quaint nightBOT
#

Top 10 modders with the most total # of subscribers:

#1 with total of 393904 subscribers is nolanritchie
#2 with total of 220923 subscribers is Hydromancerx
#3 with total of 199104 subscribers is Svarog
#4 with total of 141624 subscribers is ProjectSky
#5 with total of 132760 subscribers is ormtnman
#6 with total of 125469 subscribers is ringod123
#7 with total of 115261 subscribers is ethanwdp
#8 with total of 113530 subscribers is Jaffaar
#9 with total of 105260 subscribers is blindcoder
#10 with total of 96259 subscribers is XeonyX

drifting ore
#

#4 cheat menu LOL

radiant ginkgo
#

.modder mrdanny

quaint nightBOT
#

@radiant ginkgo
Sorry. I could not find any modders called "mrdanny".

radiant ginkgo
#

๐Ÿ˜ซ

drifting ore
#

xD

#

.modder MrDanny

quaint nightBOT
#

@drifting ore
Sorry. I could not find any modders called "MrDanny".

quasi geode
#

don't worry Danny, you're not alone lol

#

.modder Fenris_Wolf

quaint nightBOT
#

@quasi geode
Sorry. I could not find any modders called "Fenris_Wolf".

quasi geode
#

๐Ÿ˜ฆ

radiant ginkgo
#

๐Ÿ˜

drifting ore
#

.modder White_Red_Dragons

quaint nightBOT
#

@drifting ore
Sorry. I could not find any modders called "White_Red_Dragons".

drifting ore
#

Good.

radiant ginkgo
#

๐Ÿ˜†

drifting ore
#

.modder โ—ขMrDannyโ—ฃ

quaint nightBOT
#

@drifting ore

Modder โ—ขMrDannyโ—ฃ Ranked #73 in Total Subscribers
Has published a total of 9 Mod(s)
With a total of 14896 Subcribers
And a total of 32381 Visitors
And a total of 435 Favorites

โ—ขMrDannyโ—ฃ's top ranking mod VAZ 2107 (New model and Textures) is ranked #127 with:
4/5 Stars
Total unique subscribers: 2060
Total unique visitors: 3536
Total favorites: 61

drifting ore
#

Here we go ๐Ÿ˜›

radiant ginkgo
#

Thanks

quaint nightBOT
quaint nightBOT
placid delta
#

Superb Job with the mini map @wild gazelle

quaint nightBOT
drifting ore
#

carton of cigarettes

#

now i get fallout 4 flashbacks

rocky lynx
alpine widget
#

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,
    }

}```
nimble spoke
#

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 ' '

alpine widget
#

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)

nimble spoke
#

you are draining the wet towels, not using them, I think

#

so you get 12 dry towels once you craft the box

alpine widget
#

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

rocky lynx
#

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?

alpine widget
#

it's above look at my other post

rocky lynx
#

try with only one and see what happen

alpine widget
#

hehe im sure it will create a wet towel.. but i can try that

rocky lynx
#

recipe Create 12-Pack of Bath Towels
{
BathTowel=120,

    Result:12xBathTowelBox,
    Time:240.0,
    Category:Storage,
}  

Are you sure to need BathTowel=120???

alpine widget
#

each towel has 10units

rocky lynx
#

i remember i have some issues with drainables

alpine widget
#

look what it is for making a battery pack.. lol

    Battery=2000200,
rocky lynx
#

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.

alpine widget
#

i'd be curious to see your code for that

#

tried destroying destroy BathTowelWet=120 didn't work

rocky lynx
#

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.

alpine widget
#

im very new to modding.. like 3 days so far..

#

i just wish i could get this working

rocky lynx
#

recipe Create 12-Pack of Bath Towels
{
destroy BathTowel,

    Result:12xBathTowelBox,
    Time:240.0,
    Category:Storage,
}
#

try with only one and see what happen

alpine widget
#

in your example, you are not adding bathtowels tho

rocky lynx
#

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?

alpine widget
#

i think i get what ur saying

#

ur destroying 12 towels and then making the item

rocky lynx
#

if you use a bathtowel, maybe the system thinks the item depleting, so convert that in wet

alpine widget
#

dude i think ur a genius

rocky lynx
#

so, you need to destroy him.

alpine widget
#

yep gimme a min to test that

rocky lynx
#

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

alpine widget
#

I could kiss you!!!!!

#

destroy BathTowel=12 worked

rocky lynx
#

nice!! ๐Ÿ˜„

alpine widget
#

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

rocky lynx
#

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.

alpine widget
#

yeah

#

recipe Create 20-Pack of Batteries
{
Battery=2000200,

    Result:20xBatteryBox,
    Time:120.0,
    Category:Storage,
}
#

thats whats there currently

rocky lynx
#

and if you want to pack and unpack, you need to store the delta for all batteries

alpine widget
#

now ur getting advanced on me.. hahaha

rocky lynx
#

with that recipe you can consolided all used batteries to converts in full.

alpine widget
#

is there an example mod u could suggest?

rocky lynx
#

i have a blog with all mods.

alpine widget
#

point me there ๐Ÿ˜„

rocky lynx
alpine widget
#

and thats in spanish.. dang why didn't my dad raise me on english and spanish isn't that a sin in Spain?

rocky lynx
#

all mods have support for english language

alpine widget
#

yeah.. im just kidding.. google can translate the whole page to english

rocky lynx
#

some mods are not completed in english because that i'm not uploading to steam workshop.

alpine widget
#

ah thats ok

rocky lynx
#

but when i finish that, they will upload to sw

alpine widget
#

this is a wealth of information

rocky lynx
#

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.

alpine widget
#

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 .

rocky lynx
#

maybe a translator problem? link works good

rocky lynx
#

ooh yep i found that line

#

le gourmet evolution (Simple) go to the Mod Cementary place :p

#

i will correct that now

alpine widget
#

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

rocky lynx
#

solve, the link now redirect to mod cementary

alpine widget
#

cool

#

Dish Towel is the next adventure

rocky lynx
#

yep!!! luck to make that!

alpine widget
#

u solving my problem gave me more positivity

rocky lynx
#

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.

alpine widget
#

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

rocky lynx
#

When you mastered the items strings in scripting you can start to make some coding in lua next :p

alpine widget
#

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

nimble spoke
#

Well, I'm glad the destroy thing worked

alpine widget
#

Ya it worked for Dish Towels

#

Lighters are my next challenge

nimble spoke
#

if you follow the same formula they should all work

alpine widget
#

Yep all is working. Many thanks!

quaint nightBOT
drifting ore
#

wut

remote ruin
#

A NEW MOD HAS BEEN PUBLISHED!

earnest quartz
#

@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

nimble spoke
#

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

earnest quartz
#

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

drifting ore
#

you could let the player popup in the car

#

out of bounce experience ftw

nimble spoke
#

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

drifting ore
#

you could make that when the roof window is broken it is like climbing over a broken window of a house

nimble spoke
#

there is no real 3d here beyond the model

earnest quartz
#

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

nimble spoke
#

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

earnest quartz
#

even exit?

nimble spoke
#

specially exit, because the game checks the blocked exits

earnest quartz
#

overwrite check ๐Ÿ˜„

#

oh well

drifting ore
#

well the inside of a car doesn't seem to be solid

#

there was a lot of moments where i was inside the car...?

earnest quartz
#

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 ๐Ÿ˜‰ (in vanilla vehicles)

#

flame thrower mods exist.....wonder how hard to weld onto a car ๐Ÿ˜„

drifting ore
#

lol

earnest quartz
#

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......

rocky lynx
nimble spoke
#

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

nimble spoke
#

@rocky lynx link to your blog? I may give these a test

rocky lynx
#

there are different images and configurations to find and hit the target.

nimble spoke
#

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

rocky lynx
#

you never tried it?

nimble spoke
#

no, I only have steam mods downloaded at the moment, I'd like to try it and help with the translations

spark crystal
#

Not too many people know of your mods snake ๐Ÿ™

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 ๐Ÿ˜‰
Will take the number 1 spot with ease

drifting ore
#

I don't know about his mods for example lol

nimble spoke
#

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

rocky lynx
#

well, i need to be polished some things in LGEP

quasi geode
#

do what i do, put his mods on a non-steam pubic server and force people to learn about them! ๐Ÿ˜„

rocky lynx
#

i need to create a card item that shows how to use some new mechanics

#

for new players.

quasi geode
#

it would be very helpful a lot in LGEP confuses the new players....hell even i'm still lost lol

rocky lynx
#

hunting mechanic, farming, scavenge tombs, the new fishing system based on climatology.

#

sport fishing

#

lure information

#

hahaha a lot of things ๐Ÿ˜ฎ

#

frutal trees, etc.

quasi geode
#

what i love most about LGEP, the many, many, bottles of alcohol ๐Ÿพ

rocky lynx
#

that is a addon thanks to rodjah, he want to add some from his mod :p

quasi geode
#

my characters always drink a lot ๐Ÿ˜„

#

get drunk wander around town and shoot Z's ๐Ÿ˜

rocky lynx
#

hahaha i'm still thinking about if you hunt in drunk state you will see bizarre images xD

#

maybe another easter egg :p

quasi geode
#

dangerous driving....110 mph, drunk, dead tired, taking shots at zombies driving past ๐Ÿ˜„

rocky lynx
#

๐Ÿ˜ฎ

quasi geode
#

this is what LGEP's alcohol does to me ๐Ÿ˜

rocky lynx
#

you broke the bottle to make a weapon? xD

quasi geode
#

lol not yet

rocky lynx
#

in our community sometimes people destroys bottles in twiggys to fight xD

quasi geode
#

lol

rocky lynx
quasi geode
rocky lynx
#

even if people get hurt in the process to broke.

quasi geode
#

i built this in the warehouse behind riverside gunshop XD

nimble spoke
#

lol

#

I always wanted to herd them somehow, that's why I leanred that crawlers escape through fences but not open windows

quasi geode
#

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 ๐Ÿ˜„

rocky lynx
#

you have dead slaves mmm :p

quasi geode
#

I want to stick one behind the counter in the gunshop Snake lol

nimble spoke
#

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

quasi geode
#

and name him wilson ๐Ÿ˜œ

rocky lynx
#

hahaha do you let it go in the river?

quasi geode
#

oh no...it rides shotgun in the truck next to me. right with my spiffo and rubber ducky ๐Ÿ˜„

rocky lynx
#

xD

#

also you can use it like decorative moveable

quasi geode
#

ya i remember the screen shot of that

rocky lynx
#

well, sheep working ๐Ÿ˜„

quasi geode
#

nice

rocky lynx
#

now i need to create a trophy, the skin item to make winter clothing

#

update the fur frame system

earnest quartz
#

if only snake's mods were on steam ๐Ÿ˜›

burnt thicket
#

Question for the devs, do you all have a color palette that you all tend to stick to for the pixel art?

drifting ore
#

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?

spark crystal
#

@drifting ore are you running any other mods

drifting ore
#

Nope.

rocky lynx
nimble spoke
#

interesting

rocky lynx
#

it's an upgrade, some people not like right clicking seed per seed.

alpine widget
#

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.

unique basalt
#

You could always send them a message and ask if they do, Flukey. Hydro is pretty nice. :3

alpine widget
#

will do thanks!

onyx pelican
#

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

quaint nightBOT
drifting ore
#

wtf

quasi geode
#

bot is playing catchup...its been slacking last few days lol

nimble spoke
#

his weekend is his own to rest, don't treat spiffobot as a slave

quasi geode
#

nice to see a new gun mod in that list for once that isnt based off (or using any parts from) orgm

nimble spoke
#

is that even possible?

quasi geode
#

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

nimble spoke
#

"""bit"""

quaint nightBOT
prisma moat
#

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

viscid kelp
prisma moat
#

thank you @viscid kelp

radiant ginkgo
#

Now with texture

slate mica
#

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.

drifting ore
#

Oi, I like it. even thow it could take some texture that doesn't consist of flat colors ๐Ÿ˜„

radiant ginkgo
#

Need 1.21 gigawatts for time travel, but there are no nuclear plants in Knox County ๐Ÿ˜•

drifting ore
#

Well martie, get the lighting rod

radiant ginkgo
#

Sorry, Doc, I left it in 2019 ๐Ÿ˜”

drifting ore
#

God damnit martie

nimble spoke
#

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

quaint nightBOT
pallid matrix
#

OwO

drifting ore
#

OWO

rocky lynx
#

@nimble spoke try to edit file located in C:/Users/Yourusername/Zomboid/Server/ServerTest.ini and change DoLuaChecksum to false

nimble spoke
#

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

rocky lynx
#

i have that issue always so i play with that config.

quasi geode
#

stop trying to cheat on your own server. thats just low ๐Ÿ˜ฆ

rocky lynx
#

hahahaha

nimble spoke
#

guess I'll stick to cheating in SP then

quasi geode
#

might be a good idea. it would be embarrassing if you got banned from your own server ๐Ÿ˜

nimble spoke
#

I don't think that's a real concern because I'm a lazy admin

drifting ore
#

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

quaint nightBOT
quaint nightBOT
spark crystal
#

@drifting ore it's not about cheating, it's about mod authors thoroughly testing their work before you get to it.

robust gyro
#

anyone has some time to answer few question about modding?^^

nimble spoke
#

Go on, I'll help if I know the answers

keen hinge
#

ะฑะพะถะต, ะตัั‚ัŒ ั‚ัƒั‚ ั€ัƒััะบะธะต ะบะพะดะตั€ั‹, ะบะพั‚ะพั€ั‹ะต ะปัŽะฑัั‚ ะฟะพะพะฑั‰ะฐั‚ัŒัั? ๐Ÿ˜ƒ

robust gyro
#

@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^^'

quasi geode
#

thats the main problem right there Events.InKeyPressed.Add(DoSomething())

#

specifically the DoSomething()

robust gyro
#

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

quasi geode
#

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

robust gyro
#

I meant OnKeyPRess^^

#

sorry

quasi geode
#

that example above should work

robust gyro
#

hmm let me try again

quasi geode
#

notice in the example Events.EveryTenMinutes.Add(saySomething); uses saySomething instead of saySomething()

robust gyro
#

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

quasi geode
#

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

robust gyro
#

how about the other? inventory

#

or this

#

player:getInventory();

#

I didnt find the getInventory in java doc

#

^^ that is why I was wondering

quasi geode
#

most of those your going to need to either use the javadocs, or a decompiler

robust gyro
#

ah ok

#

I made a game of my own but never mod a game before ^^

#

hmm ok now it works

#

strange

#

thanks ^^

quasi geode
#

np

earnest quartz
#

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

quaint nightBOT
quaint nightBOT
analog flint
#

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

rocky lynx
spark crystal
#

๐Ÿ˜„ ๐Ÿ˜„

#

@rocky lynx tell me if you need any help for anything, I will be happy to ๐Ÿ™‚

rocky lynx
#

need help with English translation later :p

quasi geode
#

looking good

shadow wolf
#

So there is no fog of war mod that removes obstructed vision

quasi geode
#

translating LGEP i'd imagine is a big job. probably almost as bad as orgm

#

lots of text in those books lol

rocky lynx
#

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.

quasi geode
#

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

rocky lynx
#

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.

quasi geode
#

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 ๐Ÿ˜

analog flint
#

Of

#

Oof

viscid pecan
#

(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

quasi geode
#

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)

viscid pecan
#

lmao, I'll take a look at that, was just reading up on the forum thread about it not fifteen minutes ago

quasi geode
#

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

viscid pecan
#

Awesome! Appreciate the suggestions, will hunker down soon when I've some time

viscid pecan
#

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

quasi geode
#

the global name space is very polluted. one of the reasons i pull all the globals into local

viscid pecan
#

How's replication for mp in the game? Are Lua scripts run on server or per-client?

quasi geode
#

both really. some are only run serverside, some client

rocky lynx
analog flint
#

Look nice

rocky lynx
#

yep, this will be very usefull to new players ๐Ÿ˜ƒ

quasi geode
#

lol Snake...you remember me mentioning i was going to rework orgm's spawn mechanics to make it easier for map makers? ๐Ÿ˜„

#
    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 ๐Ÿ˜„

#

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```
rocky lynx
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ooh ๐Ÿ˜ฎ nice!!! ๐Ÿ˜„

quasi geode
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you could setup rooms that are filled 90% with glocks and russian rifles, and 10% random other stuff

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I do the same for ammo and magazines...so gunshops can spawn fancy match grade ammo, army bases spawning mostly Nato rounds

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-- patch for snake's military complex mod
ORGM.Server.Spawn.RoomHandlers.mcgunstorestorage = function(roomName, containterType, container)```
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so you can just overwrite the function orgm the mod uses for any room, or add new rooms easy

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and use the above code to randomly select and spawn w/e you want ๐Ÿ˜„

rocky lynx
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nice!!!!

rocky lynx
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this is only the first page... features and new mechanics ๐Ÿ˜‹

quasi geode
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its awesome

rocky lynx
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My girlfriend take the job to translate this window ๐Ÿ˜„ Thanks Fenris!! ๐Ÿ˜„

quasi geode
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lol...my wife would think i'm insane if i asked her to work on the mod ๐Ÿ˜

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I probably am insane though ๐Ÿ˜ฆ

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    -- 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",
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i've gone too far ๐Ÿ˜„

rocky lynx
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hahaha :p

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i know my girlfriend playing Project Zomboid ๐Ÿ˜ƒ

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so thanks devs for make this game!!!

quasi geode
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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 ๐Ÿ˜„

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good luck finding them all ๐Ÿ˜œ

rocky lynx
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๐Ÿ˜ฎ

quasi geode
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its so easy with the new spawn system, can add all these models without flooding the spawn tables at all

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and not using the scripts/*txt files, adding these models is stupidly easy XD

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        MM3080RT = { -- Anaconda Realtree Revolver 44 Magnum 8" Camo
            year = 1996,
            addFeatures = Flags.NOSIGHTS,
            barrelLength = 8,
        },
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i need to add a custom weight in there, but thats it. a whole new version of a gun ๐Ÿ˜„

rocky lynx
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support translations?

quasi geode
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yep. its registering that MM3080RT table as part of Colt_Anaconda so the full item name becomes Colt_Anaconda_MM3080RT

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DisplayName_Colt_Anaconda_MM3080RT = "Colt Anaconda Realtree Model MM3080RT",

rocky lynx
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nice ๐Ÿ˜„

quasi geode
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can add custom descriptions to each model too...for the information window.

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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 ๐Ÿ˜„

rocky lynx
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yeah!! ๐Ÿ˜„

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nice feature ๐Ÿ˜„

quasi geode
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find a book with all guns manufactured by colt...or one with all military guns

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or one thats only revolvers by ruger lol

rocky lynx
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maybe if you read that page can learn a special recipe or things like that

quasi geode
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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

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and maybe gunsmithing manuals for more serious stuff

rocky lynx
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yeahhh!!!

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๐Ÿค˜

quasi geode
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for now though I have a endless amount of research to do...finding data on different versions of all the mods guns ๐Ÿ˜

rocky lynx
drifting ore
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keep going Snake! ๐Ÿ‘Œ

rocky lynx
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yeah!!! ๐Ÿ˜„

rocky lynx
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the third page ๐Ÿ˜„

quaint nightBOT
onyx pelican
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Anyone have problems with new models texture?

drifting ore
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I wish people here would use baked lighting ๐Ÿ˜›

quaint nightBOT
drifting ore
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๐Ÿค”

alpine widget
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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?

quasi geode
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sure

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or you can just use the full name with the mod prefix ORGM.Ammo_9x19mm_FMJ

alpine widget
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Oh hi Fenris.. oh so you can do Impots ORGM, that will work? then just specify as item name Ammo_9x19mm_FMJ?

quasi geode
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yep

alpine widget
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awesome thanks! ๐Ÿ‘

quaint nightBOT
shadow wolf
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Any idea where I should look if I want to mod out obstructed vision?

rocky lynx
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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 ๐Ÿ˜„

quaint nightBOT
quasi geode
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if anyone is wondering why that isnt a default feature, i wait til i can get the powder levels correct for handloading ๐Ÿ˜œ

drifting ore
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:OOO

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gunpowder from ORGM? YAS

viscid pecan
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my eyes read "ORGASM"

quasi geode
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just a few letters away lol

keen zenith
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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.

quasi geode
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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

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might be able to do with lua modding, depending on how much of the java discord stuff is exposed but i didnt really look

keen zenith
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@quasi geode ah, that could work.

quasi geode
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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

keen zenith
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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

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Thanks!

quasi geode
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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

keen zenith
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Guess I need to look at that log. It could work unless it is a ton of data

quasi geode
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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

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the user log file name also changes each server restart, so you have to find it by name more dynmically

keen zenith
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Cool. I see that now. Yeah, I won't want all the connection messages in there I think.