#mod_development
1 messages · Page 414 of 1
A while back on new dawn I had the server console outputting to a file and a c++ reading log entries such has item drops and pickups with coords , player attacks player event, player kills player etc
And was sending all to a database that could be viewed live
Via a browser
huh
lol
so hunting with a rifle would be the same process as for the resortera?
different
ah
and I guess noise will be a thing too?
foraging to find animals, aiming to hit
yes!! you can view the test here... it's long ago, now i have it better.
https://www.youtube.com/watch?v=ZMRDLCE1Km8
Testeo Número 2, Agregados los valores de sonido generados segun tipo de arma y accesorio como así tambien el tipo de animal que se caza. (Se puede cazar sol...
in this test i combined LGEP with WPA mod, i use weapon with and without silencer and well, zombies not hear the shoot in long distances, but they can hear big animals screaming.
hey, that's actually pretty cool :0
at least that's better than the current """" hunting"""" system
and well, I guess that's a rip for players with keen hearing zombies
yep, if you find a bear you gain panic, with panic your aiming decreases, so you need to wait sometimes
wait for the panic to go away or the bear? xD
in latest versions you only can hunt in scavenging zones with 100% if you hit something, zone decreases... it's the way to balance the system.
I rarely do foraging in my game so here goes a stupid question: does it goes back to 100% at some point?)
when changes the day i think
if that's actually true. might be a life saver knowledge*
welp, keep the good work man!
thanks!! if you want to try the mod you can found in http://pzmodding.blogspot.com/
you need two mods to work properly (Custom Tooltips and Custom Map Bridge)
Oh, I thought it wasn't released yet :0
hahaha its released long ago... i work on updates :p
but I think it will probabbly break my game since I'm currently using a whole lots of mods hehehe...
I'll give it a try anyway
thanks!
not compatible with hydrocraft farmoid
Doesn't need to be compatible, snakes farming is far and above, so much smoother than HC :p
@rocky lynx is there a Steam workshop version?
@keen coral it does not exist yet.
You can download the mod from his blog above, but steam version is yet to be released.
@spark crystal ahh ok thx
hey!! When i finish the LGEP Manual and translate it, i will upload the mod to the steam workshop
better hurry, soon you will have a pile of protesters outside your house demanding it 😐
@rocky lynx awesome thx ied be happy with just the NS version but im on a server with others that may not
hahahaha @quasi geode
well, theres is a pack in steam workshop
from Wasteland Server
this pack comes with a lot of my mods
@rocky lynx ok thx ill just ask server playes if they mind external mods or wait.
but not fully updated
just as you can cook a rat inside an oven, imagine literally a bear instead xD
haha you can put tied bear in oven
can't
not cookable
if you untie animal, restores the weight, so you can't put a bear with 110 weight inside an oven.
you need to butcher that to get meat and some more items.
awww
welp, guess I'll have to edit the mod then
Hmmm now that I think about it, what would happen if you ever get to do such thing...
probabbly a crash I guess
pft who needs a oven.. just pour some gas on it and light it up
lol
you know i'm totally going to steal your idea here right Snake? lol a tutorial window has been on ORGM's todo list for the last year 😐
yeah!! I do that for people don't know about how to use new mechanics 😄
but i doing that not with key pressed
i think i'll need to explain things next update for the new mechanics XD
i create a item... need to right clicking in it and read.
lol
well i think ORGM seems pretty self explanatory.... I mean grab gun, aim, shoot
so, you need to found that book also.
mostly...but theres all sorts of little things in next version
"guns for dummies"
if you are reading this book and start to run... window closes.
if you unequip this book when reading, window closes also.
i think about exploits also :p
I'm going to throw in all sorts of gun field guides and encyclopedias, but not for the tutorial i think
tutorial exploits? 🤔
maybe call wrong... bugs i think.
i found a bug with rifle hunting system, if you right click on a tree and after that you come close to the tree and select that option you can hunt close... i need to repair that
ah
attached some code after you click in option :p
@rocky lynx
This mod for hunting can be downloaded or only in development?
you can download... there is inside of my modding blog: http://pzmodding.blogspot.com/
mod called Le Gourmet Evolution Plus
Good afternoon, I have a question, I created a variable with which I work on the server side, how can I pass this parameter to the client,
I searched here: https://projectzomboid.com/modding/
But found nothing.
To write this message, I used a translator.
LGEP requires two mods to work properly, (Custom Tooltips and Custom Map Bridge)
LGEP Manual it's ended 😄 now i need some help to translate it from Spanish to English properly :p
local myValue = 5
sendServerCommand(playerObj, "myModule", "myCommand", { variableName = myValue } )
client side:
local myValue = 0
local myFunction = function(module, command, args)
if module ~= "myModule" then return end
if command == "myCommand" then
-- set the value requested by the server here
myValue = args.variableName
end
end
Events.OnServerCommand.Add(myFunction)
@quasi geode thank you I'll go try
A new Mod has been Published!
No Sleep Till Brooklyn
https://steamcommunity.com/sharedfiles/filedetails/?id=1725247336
A new Mod has been Published!
Re-Entry
https://steamcommunity.com/sharedfiles/filedetails/?id=1725489285
I have a code that spawns a zombie in SP, then I created a command so it could spawn the zombie i MP, but less than a second after being spawned the zombie disappears
it is also immune to attacks and doesn't do anything before going away, what do I need to do to spawn zombies in MP?
Have to spawn it server side
from what time to what time is night defined?
idea new foraging item. Pine/spruce resin/sap. Can be mixed with charcoal to make pitch. Pitch can be used in any recipe or repair that uses glue. 50% or more effective than wood glue. Must be heated to create and heated to use.
A new Mod has been Published!
PZ Blood Cure
https://steamcommunity.com/sharedfiles/filedetails/?id=1727909479
@mortal ivy and falls apart when heated lol 😛
@drifting ore why would it fall apart when heated, it needs to be heated to a semi-liquid like state to be used as a glue. When cold quality pitch can be as hard as stone.
A new Mod has been Published!
Desensitized Trait
https://steamcommunity.com/sharedfiles/filedetails/?id=1728350367
@mortal ivy yes youre true. it woul could be a good component.
but i meant it would fall apart when heated again. its just chemistry one way or the other. i saw it in comparison to wood glue which you mentioned. normal wood glue has very good qualities. that the reason people use it instead of pitch today...
cant really argue atm... try to be more clear in less ..pardymode.. if necessary lol
I can't believe I managed to update 2 broken mods in the same day.... feelsgoodman. A both brought ot their broken states by recent changes in the game.... how lucky am I?
lol i'm going to be stuck fixing broken stuff for the next several weeks 😦
but on the positive, it doesnt ned updating yet so i got time 😄
@drifting ore why would a person heat a hammer? Or set fire to a nailbat( okay that actually might be awesome for in game). Like wood glue would also melt anyhow, wood glue is great cuz it's conveniently mass produced. I'm not sure how one would craft that in the wild.
.top ratedmods
Top 10 most Top rated Mods:
#1 Hydrocraft by Hydromancerx
#2 ORGM by ormtnman
#3 The Walking Dead Prison v1.3 (OUTDATED) by Lunar_Wolfie
#4 Cheat Menu V2.7.2 by ethanwdp
#5 Bedford Falls by ringod123
#6 Super Survivors! by nolanritchie
#7 Phoenix; Beta 1.4 "Final Flaw" by MonolithicBacon
#8 Survivors! by nolanritchie
#9 More Zombie Loot by Svarog
#10 Slocan Lake, BC by XeonyX
I guess super survivors wont be working anymore once the next build comes out :'c
all of those will most likely stop working when it hits iwbums...maps might still work, everything else will need updating
besides loot stuff? maybe?
HC, ORGM...both use 3d models which is changing, i'd imagine tons of various core changes will wreck parts of cheat menu as well as survivors
yep, but simpler mods will be saved, as long as I understand it
question... will we be getting some kind of better hand transport? Like, wheelbarrows? That would really help with building stuff
I know HC gives us such items, but...
Sooo anyone use "Simple Logistics" I'm wondering how to pick up a pallet of somthing, since it needs to be in your inventory to use
Hi @mortal ivy - I'm the dev of Simple Logistics.
What issues are you having?
I believe some locations feature pallets as a 'piece of furniture' - these can't be picked up and used the same way.
The pallets added by SL are all items that can be found in the loot tables around particular locations.
They can also be crafted.
You should be able to find/build a pallet, place it on the ground, and have a few stacks of lumber in your inventory, and create a pallet of lumber, etc.
So while it currently doesn't matter cuz of the damn helicopter
I had found a pallet of lumber and the dropped on the lawn of the house I was beginning to barricade
It could not be interacted with afterwards.
It was just there
You need to right click > unpack, before you can get usable wood from it
Having the pallet on the ground won't serve any purpose, other than visually stockpiling 😉
Yeah so if you visually stockpile you waste it
No, you can pick it up as an item
Nope
You definitely can.
Not by right clicking on it.
It's literally a standard item, with a big icon.
So you pick it up off the floor, as if it were any other item.
It does not function as a container. It is an item only.
Weird it never showed up
You may not have been standing over it enough, for it to come up in the blue/white tile for item pickups.
Maybe it clipped or something cuz it was to close to the porch area of the hpuse
Possible, yeah.
It's literally an item, with an icon that is resized. No reason you shouldn't be able to find it/pick it up.
He's just lonely and wants someone to hang out with 😉
Naw he want no survivors clearly
A new Mod has been Published!
USSR UAZ-452 Militia(Police)
https://steamcommunity.com/sharedfiles/filedetails/?id=1729872267
Nice
Is there any lua function to send a HTTP GET/POST ?
wouldnt that be nice.
we could make a laptop item that could actually browse the real life internet in game
LuaManager.class
@LuaMethod(name = "getUrlInputStream", global = true)
public static DataInputStream getUrlInputStream(final String s) {
if (s == null || (!s.startsWith("https://") && !s.startsWith("http://"))) {
return null;
}
try {
return new DataInputStream(new URL(s).openStream());
}
catch (IOException ex) {
ex.printStackTrace();
return null;
}
}
can't say i've tested it
probably not advisable to use in game, i'd imagine it will block either on connecting, or while reading the stream
That sounds like a way to set your CPU on fire
I like it then
Lol good luck with that
how do i set up an item with itemzed
i put this question here: when setting up a not-dedicated-server i can give players items at the start. how can i let these items spawn in a container? e.g. backpack. like when you start a normal easy game you have items in the backpack
Is there something like a live reloading to refresh modified luas ?
Or an ingame lua editor ?
if there any mod to pick up a door with screwdriver like a window?
So is the LongWay mod the only way to craft tent pegs, cuz it's broken as all hell.
I think I have a tent peg recipe in my blacksmith mod
Okay I've got that
Is making a mod that adds new professions a comparably easy mod to make?
I imagine you can just rip existing code in the game for the default professions and just make the tweaks you want.
thats one way
This mod is designed to simply the process of adding new professions, or editing the default ones. As well as simplifying the addition/modification of a professions skills, traits and known recipes, it also allows for the creation of custom profession starting kits: both item...
Always there to answer my calls for help. 😂
lol
either way that mod serves as a good example if you browse the code
or just use the framework as is...makes it alot easier 😄
A new Mod has been Published!
MewArmy Server Pack
https://steamcommunity.com/sharedfiles/filedetails/?id=1733536041
If I have a model for a car can I import it into this game via what
Or like am working on trying to expand the car maintenance system by allowing the play to craft new car parts then add them too it
there are export and import scripts for blender
Ok
Just trying to figure out how to allow the player to install it then add it to the model
Not sure if it would be possible with a mod or not, but I'd love to be able to pin-lock the inventory window placement.
Like you can pin it to stay open, but not so that it stays where it is.
Like "no I want to drag this item from this bag to this shelf, not drag the window"....
@analog flint check my driving mod, it has examples on how to show models for parts, you can even have more than one possible model for a part and select which one you want to show, like I did for tires
A new Mod has been Published!
?? ?? ?? ?
https://steamcommunity.com/sharedfiles/filedetails/?id=1734212911
@keen hinge 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.*
.modder RUServerRP
@keen hinge
Sorry. I could not find any modders called "RUServerRP".
.mod RUServerRP
@keen hinge
RUServerRP by [u.v.] demidovsky
Top Rated Rank #273
Total unique visitors: 3391
Total unique subscribers: 867
Total favorites: 27
Данный мод был разработан специально для сервера RUServerRP.
Суть данного мода использовать вещи, для которых крафт не придуман. Крафт будем продумывать максимально реалистично.
Мод вносит изменения в игру:
- Уникальная система заражения.
- Новые локации.
- Новые предметы.
- Новые кр...
Anyone can help.. so i made a mod.. make gunpowder from ORGM ammo.. i've updated it so that with the gun powder you can remake the ammo. so i have same recipe x2 except one makes FMJ and the other HP... but only option to make is FMJ... is there some weird restriction with recipes? I expect to see 2 choices, one to make HP ammo and another to make FMJ
make 2 separate recepies?
when i right click the cases, only option is to make FMJ.. i also double checked via logs and the cases name is right
then i dont know man, sorry
aye, sorry
np
figured it out 😃
Neat!
Hi, guys! Is there any way to understand this without pictures? =)
https://theindiestone.com/forums/index.php?/topic/61-robomats-modding-tutorials-updated-12112013/
Or is there actually a better and newer beginner modding tutorial?
RoboMats Modding Tutorials - An introduction to modding for Project Zomboid - I - Introduction I1 - Where to start I2 - What is neededI3 - Lua TutorialsI4 - Other Resources II - The first steps II1 - Getting the connectionII2 - The entry point: Events III - The first mod III1...
@drifting ore yeah helps when you edit the right file in the right place, not a backup on the desktop. Ooops.
Hey, thanks for telling the answer!
@raw canopy do you know how to code at all, generally?
If so, a good way to learn is to take something from the workshop, read it, understand it, and adapt.
It's easiest if you can find something that is already roughly similar to what you want to do.
thanx, I ve got how to do it already
i made this icon for a cure mod, what do you think of it?
Nice icon 👌
thanx, i kinda think the CDCs researchers left some stuff when the outbreak got out of hand
Hello guys
Sooo..... I want to create a mod with my own music and it's would be great if someone could help me
- Replace old music with new
- Upload to steam workshop
So dead
I'm working on soundtrack now
If someone want to help, please, write me a message
@rocky lynx any plans to add Banish Items Mod to steam
yes!! But i need to make a little changes
Le Gourmet Evo Plus also need a manual translation from spanish to english.
I'm waiting for the txt files so I can help
@rocky lynx ty if i could speak/read spanish ied offer to help
quick question regarding the zombie infection: I think this is in BodyPart.class, but I can't say for sure what function sets the zombie virus activ/deactiv
is it SetInfected(Boolean)?
or does this set the "normal" infection?
Don't have the reference in front I me but I recall using setInfectionLevel() to reset the infection back to the state where it just starts. I don't remember if I set it to 0 or 1 though.
It was for HC craft where you inject yourself with blood to temporarily fend off the zombification symptoms. You can probably still find it in the HC code
A new Mod has been Published!
Hydrocraft Fixes
https://steamcommunity.com/sharedfiles/filedetails/?id=1735633519
Mod idea* not sure if there's something already though.
Hand-cart/moving dolly as a way to move heavy single tile furniture like fridges, stoves, wardrobes, etc. 80% weight reduction but must be equipped in both hands to move object. Can not through window's while using, or open doors, must have a clear path. 2 rope or 4? sheet rope will secure the item to it.
Similar spawning to things like saws and sledgehammer's . Maybe an option to craft one with a 3 in metalwork, 1 in mechanics. 6 metal bars, 2 small metal sheets, 2 standard car tires usual welding equipment.
Like from what I can tell you need to gain the stout trait to be able to move a fridge. And getting that is what, 2 level increases to strength?
may be possible once we get the anims build, for now the closest thing to it is hydrocraft's hand cart
@keen coral Banish Items Mod Updated... soon will upload in steam workshop.
you dont actually see any cart though. its just a large bag/container item that you have to equip with 2 hands
exactly. I tested the movable wheelie bin, but it didn't have an inventory, and I didn't know how to fix it
the best cart in HC is the toywagon imo. its OP. u have it ony in one hand and it carries 200kg
I mean I'm not concerned about seeing a model of it. Just a balanced function to move things of such a large size.
As even if I have a back-pack mod like the ALICE bags, I still can't pick up the fridge even though the back-pack will hold the weight.
I am not sure if this is the right place to ask but how would I go about making models for PZ?
there are import and export scripts for blender, so you could use it or any other program you're familiar with, since blender can deal with a good amount of formats
Just bought PZ and I have a dumb question? Xonic's Mega Mall does anyone know if this map can be played multiplayer...?
Yeah
You would have to install the map either on your server or have both plays enable it locally
@keen coral Banish Items Mod (Client and Admin) versions uploaded to the steam workshop now! 😃
@rocky lynx thankyou awesome work
You're welcome!!
i did ask a mexican friend if they could help with your translation sadly there too busy hope you get some help
SoulFilcher helping me to make LGEP Manual translation. If more people want to help me with some lines, contact me.
A new Mod has been Published!
Hydrocraft Fixes
https://steamcommunity.com/sharedfiles/filedetails/?id=1735633519
A new Mod has been Published!
Banish Items Mod (Client)
https://steamcommunity.com/sharedfiles/filedetails/?id=1737302514
A new Mod has been Published!
Banish Items Mod (Admin)
https://steamcommunity.com/sharedfiles/filedetails/?id=1737374134
A new Mod has been Published!
Banish Items Mod (Client)
https://steamcommunity.com/sharedfiles/filedetails/?id=1737347668
Would a grappling hook be too OP
Привет разраьотчики! Надеюсь вы меня услышите, ведь это будет мизерная просьба
Хотелось бы редактор сценариев, что бы был большой выбор местности и прочих мелких настроек, ведь просто выживать без цели, попросту становится скучно, хотелось бы создавать сценарий с квестом. Надеюсь что в будущем будет такая возможность!
How do you publish mods in steam?
zomboid's main menu -> workshop
it will list mods in a specific folder UserName -> Zomboid -> Workshop for windows
@mossy island Нужно писать на английском. Большинство тут людей англичане 😃
Hi, friends! Anybody knows how to make a texture pack? And what setting do I need here?
@radiant ginkgo Это понятно, думал просто они переводят)
@viscid kelp I don't think it matters that much, it is just the size of the image files created for the pack, maybe stick to the sizes used in the game packs
Got it. Thanks.
Hi, I'm trying to fix someones mod, but the problem is the original recipe and the new recipe are showing when i right click my item. I named them the same and everything. Is there some trick to override the default item/recipe? (nevermind I figured it out) 😃
LGEP Trap info, need to lvl up trapping to get more :p
REBUSCAR
Creo que rebuscar en este sistema no es acorde, estas cazando animales con trampas asi que si estas visualizando información sobre trampas, porque deberías subir rebuscar para ver la información? @drifting ore
A new Mod has been Published!
Jarring Made Easy
https://steamcommunity.com/sharedfiles/filedetails/?id=1739052336
REBUSCAR
Hello
HELP! Problems!)
I create Russian Retextures.
I almost finished “chopping” my textures in Paint.Net.
I decided to check what is coming out. Packed in .pack with the help of PZ Modding tool, launched the game, turned on my mod and exited. I started the game again, went to a special map - all textures lost.
When I was packing textures, I chose: The size of the output texture was 1024x1024.
I did not changed the option Scale to 1x. In using the "Saved Settings" did nothing.
What have I done wrong?
(at the moment the mod is stored in the path: C: \Users\azaza\Zomboid\mods)
Forum thread:
https://theindiestone.com/forums/index.php?/topic/25388-clh-russian-retexture-клх-русские-ретекстуры/
Всем привет. Вот наконец, я решил взяться за русификацию текстур, для моего перевода CLH - Народный Русификатор. Как и раньше - прошу вашей помощи, если я г...
you do separated tiles?
@indigo hound
(This is a base game tilesheet) you need to do tiles in one file before to pack, and need to add properties to your custom tiles to load properly.
I replace the tiles with my own
you replacing the basegame tiles?
i don't know anything about that, i only made new custom tiles.
I understand that when packing in .pack, should load the properties of all the textures? Where me find them in the game folder? Than i can load when packaged.
Sorrow)
I hope someone will tell me
Thx)
пнивет Хоботок
if you open tilezed and go to tools/Tile Properties(.tiles)
you can open a tile properties file
Привет) @drifting ore Ты кто? :D
so you can see properties for all tiles included in Tilezed, you can found the original properties for your basegame tiles.
Я Арчер, толка Мехикани что говорит немного Русский @indigo hound
@rocky lynx there are 9000+ tiles. I will die formerly, than will point each properties
haha you can found easy if you know the name of the sheet what do you want to replace
if you want to replace a basegame tiles, i think you need to replace all tilesheet tiles. So for example: if you want to change the tile of one fridge... you need to make the tilesheet same as basegame but only changes the tile of the modded fridge.
@rocky lynx I unpacked the vanilla textures, and replace it with my own. obtained that properties are lost to all textures.
^(
:(
You mean these tilesheets?
@viscid kelp no
for properties, you need to make a new file, and copy/paste from the properties that comes with tilezed
@viscid kelp These editor-only tilesets
@rocky lynx Okay. We drove. It seems that just dead time wasted ...
Although, I'll try to find some kind of packer .pak files
With custom tiles if you don't have a properties files and not pack tiles properly, when you reload your save tiles dissapear.
Oh, nice.
so, the problem i think its one of the two i mentioned before.
Do you know how to replace vanilla textures? Could you show us, please?
Pe2h nope, i'm never replace vanilla textures, never tried it.
but i think to replace a vanilla texture you will need the custom tileset and custom properties (Same as basegame for that category name)
so maybe if you want to replace a tile that its included as example in advertising_01
you need to replace the tiles that you want inside... but include the another ones (The tiles what you decide to not overwrite)
with tilezed and the tools inside... in this momment i learn how to add custom tiles properties, so my mods reads that. I created custom materials to get if you dismantle custom moveables.
if you want to test you can come to my blog and download CustomMapBridge Mod... This mod link up all my custom tiles in one file to be used for my custom maps and mods.
@viscid kelp I think there is a mod on the workshop, called apocalyptic sprites or something, that I think replaces some of the vanilla sprites for some objects
But I've never used it
Could be a good place to start looking
https://steamcommunity.com/sharedfiles/filedetails/?id=869449336&searchtext= apparently broken in newer versions.
@rocky lynx just throwing an ide out there could you add a fishing competition system to Le Gourmet Evolution Plus? would be awesome
Couldn't you organise it youself, based on the heaviest or biggest fish? 😃
we do alredy in normal zomboid fishing was just throwing an idea out ther
as snake has done such awesome work on the fishing in LGR would be a cool feature imo
i will add fishing trophys
decorative moveables that stores fish weight, day of catch, etc
now i change traps sound... now we hear the animal inside of the trap.
not a universal sound for trap type.
with the new sounds, i can add a new mechanic for trapping... i think to add some dangerous species, like snakes. So, if you know a trap contains a dangerous animal you will need to kill it before to take it or suffer the consequences xD
How to know that?... with sounds or with the new trap info window.
A new Mod has been Published!
DAUGHTERS OF ARES
https://steamcommunity.com/sharedfiles/filedetails/?id=1740559436
Who doesn't like to rummage?
@rocky lynx i think sounds would be better but maybe info due to deff trait?
a deaf person wouldn't know what is inside a trap box
but definitely true for bear traps, and a few others
btw, english translation is in progress
Whats the process like @nimble spoke? Feel free to DM me what you're not working on, and I can help out tomorrow
basically a huge text file with a lot of stuff to read. Don't worry I think it is over 50%, at least the chunk that snake said I should work on
Hi there! Can anybody remember something about spawning item on certain coordinates? it will help me a lot.
A new Mod has been Published!
?? ?? ?? ?
https://steamcommunity.com/sharedfiles/filedetails/?id=1742476587
A new Mod has been Published!
DAUGHTERS OF ARES
https://steamcommunity.com/sharedfiles/filedetails/?id=1740559436
A new Mod has been Published!
Mod Pack For Reim Server
https://steamcommunity.com/sharedfiles/filedetails/?id=1742487975
say anyone know the mod that adds more baseball bats?
A new Mod has been Published!
DOA option 2
https://steamcommunity.com/sharedfiles/filedetails/?id=1743979721
@topaz pendant so you need more types of baseball bats? I know "Home Made Baseball Bat" and "Fine Vanilla Items", but maybe you should try to find something like "more weapons"
@noble totem i think the mod is was looking of was lmb bats
@topaz pendant yeah, maybe
is there a tool and/or guide for modding the radio/tv stations? I would like to expand Life & Living but have no idea where to even begin (I can locate the data for the channel itself but that's not that useful on its own for me)
@magic summit have you thought about using a model instead of textures? Unless you want the player to go inside the heli
@nimble spoke check out the Patreon page. There is an inside and he's expressed interest in making it 'explorable'
ohhhhh, ok then
A new Mod has been Published!
version
https://steamcommunity.com/sharedfiles/filedetails/?id=1747476614
@here Im having an issue right now with the Items List Viewer. I have some mods like ORGM and Hydrocraft installed and I'm looking at the functionality of them in-game with admin powers. However, the scrollable top level list of items goes off of the window and I cant scroll further. Is there any fix for this?
pinging the whole channel with @ here doesnt work...with good reason lol. Forget the admin viewer it doesnt handle the mods well atm, just use necroforge
I feel that for my mods admin viewer is better than necroforge, at least I can find and click on my items
necroforge forces me to type everything
You realize you can browse mods and iti s compatible with hydro and orgm
A new Mod has been Published!
KOR Quick Message
https://steamcommunity.com/sharedfiles/filedetails/?id=1747587805
A new Mod has been Published!
REF
https://steamcommunity.com/sharedfiles/filedetails/?id=1747806148
A new Mod has been Published!
REF M
https://steamcommunity.com/sharedfiles/filedetails/?id=1747847188
A new Mod has been Published!
REF B
https://steamcommunity.com/sharedfiles/filedetails/?id=1748326692
So I would really like to make some custom vehicle gates (the large multi-tile doors) for my custom map
Can anyone help me out on how I could do it? I know basic custom tile making, Ive made custom doors and walls and windows all just fine but the large door isn’t included in the map editor files so I’m not sure how to go about it
Also, anyone know any fixes to map placed crops causing errors?
Try downloading the tools from steam. Then you should be able to find the fencing and fencing doors tile sheets in the tiles folder.
Had a problem of localizing these tiles also when I used the tools provided through the forums, however, from steam, the sheet is included.
Regarding the crops, please provide more information regarding how they are placed, as well as when and where the errors show up.
Placed in tilezed on the furniture layer ontop of dirt
I unfortunately, for whatever reason, don't have access to the steam tools
OH WAIT
Nvm, I do! They weren't there for a long while
@drifting ore this is how I'm placing them
Does it have to be dirt that it's on? I'm not fully sure what's causing the errors
Well, I don't think dirt or not should be a problem. When does the error show up, in the game with the console?
Not sure why you have so many layers in tile zed really, never seen that before, so that could be problematic, don't know.
What I do know works, is creating a 'building' in the building editor, then don't build a building, only place what you want.
It's so I can turn off the roofs and such so I can see behind the building
The error shows up randomly when I'm in range, I'll go fetch it real quick
Wait a second.
Did you get the new tiles from steam yet?
If not, try that first and foremost.
Because the sheets can and have been changed.
So what was located as #1 in a sheet earlier.
Could be an empty space now, or something else.
So, I'd start with getting the new tiles, replacing old ones.
Oh, fair point, yeah I just got those let me try that
If you drag & drop the new sheet into your old folder.
If that changes any plants or gives you errors, there you go.
The .newtilesdefinitions or whatever it's called should also be copied.
Yeah I transferred that all good
I've got a few of these farm tiles on tiles that also have vegetation
could that possibly be the issue?
Replaced all the crops, but I didn't notice any changes
maybe the .newtiledefinitions changed though
just got it updated and in game
so far so good, no errors
Ah! Here it is
@drifting ore (sorry for the @s) this is the error I'm getting, just driving down the road approaching some more of the crops
the first small pack of crops didn't have any errors though
they don't seem to be reoccurring like they used to be though
this issue has been reported @spiral plover https://theindiestone.com/forums/index.php?/topic/25393-destroyed-plants-in-custom-maps-4043/
Well, making a mod update i discover a basegame bug. When a custom map have a destroyed plant tile, gives error. The way to solve that comes from MOFarming.lua located in media\lua\server\Map\MapObjects Function NewDestroyed(isoObject): There is a line (42) that called: ISPla...
this happen when you place destroyed plants and plow lands tiles.
Ah, that's good to know! Thank you!
inside of that report you can found the solution if you want to do a patch.
so, if you don't want these errors you can make a patch or do not place destroyed plants and plow land tiles in your map.
Yup, I'll consider both of those, thank you so much!
you're welcome!
so If I wanted to make large silos filled with beer, like a beer faucet, is this do-able?
My map I'm working on has a shit ton of wineries, breweries, and other places with huge vats/silos/tubs of alcohol in storage
doable.... yes, but you'd have to code that
Figured as much, guess I'll have to get there, grape vines first!
I don't know how it works for pre-placed objects, but for player-made objects it isn't that hard
wait wait wait
there's actually zomboid modding tools through the Steam tools feature? I never realized this and I don't think I ever saw it mentioned =I
A new Mod has been Published!
?? ?? ?? ?
https://steamcommunity.com/sharedfiles/filedetails/?id=1749175071
that mod might get removed from steam lol
ahhhh I remember the old days of Neverwinter Nights, it was a whole community project to perfect breast movement in female models
lol well old NWN had some very promiscuous themed storyline mods 😄
yeah, I was mostly an artist back then, did some models, textures and icons. Never finished a single sotry I tried to make lol
Neverwinter? I love. I played my own adventures with my friends.
A new Mod has been Published!
CLH - Russian Retexture
https://steamcommunity.com/sharedfiles/filedetails/?id=1749613821
It's the mod that we never needed, but wanted
Knox County Kentucky but it’s the Russian part of the county
A new Mod has been Published!
CLH - ??????? ??????????
https://steamcommunity.com/sharedfiles/filedetails/?id=1749613821
A new Mod has been Published!
Test
https://steamcommunity.com/sharedfiles/filedetails/?id=1750117632
A new Mod has been Published!
HYDRO For Korean
https://steamcommunity.com/sharedfiles/filedetails/?id=1750283329
lmao
hrm i should revive the traits mod we ran on our server few maps ago. had some really good phobias in there lol
😂
fear of dark....of sunlight.... of rain... sharp pointed objects (loose nails or stabbing weapons in inventory not in backpacks raises panic, any stabbing weapon in hand drops to the ground at high panic)
fear of books lol...instant slow reader, panic in libraries or with loose books in inventory
the best was Coprolalia. randomly shouting out obsene words, agroing every zombie in a 20-50 tile radius 😂
xD
I need to think two things. 1- allow to bypass player in the same tile reducing speed- and add a chance to exploding when player or zombie stay in the same tile.
2-Make it thumpable so zombies can't bypass them allowing to break the tile :p
lol make them thumpable. just had this vision of zombie hordes actively seeking out and destroying balloons 😄
theres a OnDestroyIsoThumpable event, i'd imagine zombies trigger it too
ooh yeah 😄
oh. 13 results in the vanilla lua
sooo, Is modding the UI possible? Specifically I'd love to be be able to lock window placement in a set position. Like the window's can be pined to stay open, so there must be a way to make it so that the window is locked and kept from being dragged around.
Started out just intending to add more jar items, but ended up making a whole food preserving overhaul. Still a few renewable resources to add in but here's the original new jars as a sneak peek
those are cool
I'm about to add a few evolved recipes in my mod too, just because evolved recipes are awesome and the game should have more
I mean, a few evovled recipes using jars
Nutto
lmao
Hi, I have a quick question. Is there perhaps some "example mod" for adding recipes to hydrocraft? I would like to make a mod that would allow for crafting windshields/car windows to hydro - as the reserver I play on - redboid - has very few cars around, so scavenging existing windows a couple months after start is troublesome.
I am not at all a coder, was just hoping that it could be easy as changing some requirements/outcomes 😃
You just need to learn how to mod recipes, then you need to know the item entries you want to use, for Hydro or any other source
There are mods in the workshop that add recipes for Hydro
A new Mod has been Published!
Soul Filchers Scavenging Time
https://steamcommunity.com/sharedfiles/filedetails/?id=1753590256
Heads up for Filcher, im downloading
Hey all, is anyone able to help me right quick? I have a real quick simple noob question.
@drifting silo always just ask, don't ask to ask. Perhaps not wise to ping all the devs at once, either 😛
I'm sure others may hold the answers you seek
😅 my bad, I did get it figured out by private messaging a fellow player on here that was playing PZ currently. I do appreciate the response @spark crystal
@humble raptor loving the icons design! 😄
Actually
That mod makes sense
Maybe even a version with cans?
Where its quieter but is infinite use
@young moat spiffo brand Nutella haha @inland gull oh woah hi, thank you! It was a challenge to try to match the excellent quality of the actual sprites!
anyone ever had the problem with a mod that pz couldnt download it?
specifically trying tostart the server and it instantly closes because of
ok apparently this is some steamCMD problem where it decides to .. just not download any more mods
@nimble spoke cool, what kind of recipes are you adding? i started out with just adding more jar foods because i was always running out of jars, but now have ways to get renewable salt, sugar, and vinegar too. yeah the evolved recipes are super fun. i love making a tray of roast vegetables out of just chicken and steak lol.
I will add pickled vegatables and fruit jelly mostly
as a simple way to preserve them longer somehow. I don't like the vanilla way of preserving them in jar and returning the vegetable latter
ayy fruit jelly, i'm doing that too, just done the wild berry one for now (it's in that pic) but i was gonna do marmalade and apple sauce and stuff too. maybe we should pool resources and cover it all in half the time if we're aiming for the same thing there!
yeah you should really be able to make actual pickled stuff, i know it's more of an english thing but pickled onions 👌 👌 👌
i changed pickles to be in jars and provide pickles rather than just straight up pickles being with all the raw veg on the grocer shelves
i want to do salting and preserving meats too, i've added hickory root to the forage list and the recipe for refining it into salt, haven't done the meats yet
i'm also planning to add salt licks to farms as an extra non renewable salt source, you'd get tonnes of salt from smashing them but they're mad heavy so collecting them would be a challenge
what have you got done so far?
do you sprite too?
Yeah, I make my own icons and sprites, I haven't added anything for jelly or pickles yet, I have other recipes I need to finish first. I made icons but that's all, they may not even be the final ones
I'm glad to see more people working on renewable stuff for longer survival
got anything ready to show? i'd love to see!
yeah the long term survival food is always a variant of rat meat and slightly stale veg stir fry, i want to prep for winter like a proper hoarder
Yeah, I went for mixed vegetables since in an evolved recipe you can add whatever you want
that'll be sweet. and using it would just remove nutrition from the jar until it was all used up?
hey do you know how to get jarred stuff to drop a lid as well as a jar when used up by any chance? my coder half hasn;t been able to crack that yet
yeah, that's how it will work
nice, i agree that that's definitely how the pickled veg should work
hhmmmm, the lid, I haven't thought about that
would be interested in making some individual pickled veg jar sprites if you'd be into that
Well, you can always add an empty jar + lid item and then turn that into the separate items
I even have the icon ready here if you want
Simple so maybe the lid to the side of the jar would look better
storing them like that definitely makes sense!
he says to tell you he thinks that's brilliant
Good, we can both use it that way
Man, I dunno how that didn't occur to me. Was busy lamenting not being able to add my own item methods I guess lol
I know the feeling, that's why I like to chat here
for sure. maybe you missed before but yawningfawn was saying that since we are working on mods with similar features we could pool our strength and make like a preserve supermod. would you be interested in collaboration?
Possibly yeah, these are additions to my cooking time mod, but I'm sure we can create a lot of other stuff together too
I like where you guys are going with more variety for things that return jars
yeah, the jar stuff is easy pickings and we both want a more varied late game.
easy aside from the thing with the lids lol
I wish I could add methods to items but the prototype is in the java side :( would've made that problem a breeze
if we opt to make our own jar+lid sprite do you want it, Filcher?
I could use it, that one was a just a fast way to have it done. As I said I think the lid to the side of the jar could look better
I got bored and made what I had in mind
sweet, nice shading under the lid
Not really made by me, I modified one unused icon from zomboid files
lol
Funny how people always find a way to break your mod in spectacular ways and then comment on steam. Now I have to recreate the bug when it seems to work just fine for me
anyone know much about car modding, mostly in respect to part HP?
What do you want to know?
Is it possible to buff the health stats of stuff like windows, car hoods, and headlights? And maybe even make separate parts all together with crafting recipes...
A new Mod has been Published!
Zombie Upgrade by the day
https://steamcommunity.com/sharedfiles/filedetails/?id=1754713343
There is a ConditionMax value that is usually 100, but I never tested what happens if you try to set it to greater values
What exactly do you mean by separating parts?
I have a question and I can't seem to find the answer online or in the Javadocs. What is the replacement for OnMakeItem event? I need to know when a base recipe (already in the game) was fired off. For new items I create I can use the OnCreate field, but I want to know when the player does something already in the game, like butcher a small animal.
@nimble spoke that looks great! There's so much interesting unused stuff. Is that stuff that's coming in future updates? There's some really cool looking crops and stuff.
I don't know, some icons have been in the files for well over a year now, the empty jar with lid I used is one of them. I alwasy extract the texture packs to check new stuff
they never remove files so we can still use things from the early years of the game
@nimble spoke I was suggesting separate parts be something similar to the whole large, small, and normal gas tank thing, but instead you have a meatal working recipe to make one of these theoretical Condition 100+ parts that don't combust at first contact unlike their normal counterparts.
Like a reinforced part. I get it now, I think it is worth testing. The game probably uses ConditionMax and current condition to calculate a %, if that's the case going for higher conditionmax values would work
hm, now to learn how to actually learn how to work with programing
where did you find that BTW?
Find what?
The parts that have a ConditionMax value are gas tanks and trunks, but trunks can't be uninstalled so reinforcing them can't be through item recipes
I'll keep looking, there may be other ways of reinforcing cars
Im thinking more like headlights, hoods, the windshield and side windows
also, thats a strange two picks for the face value of that paramiter
@nimble spoke you could use the TimedActions interface
for reinforcing trunks
gah, sorry for erroneous ping!
heavy breathing
@rocky lynx how goes the work on lgep and it's translation 🙂
I've been translating it, but not much in the latest week
Wondering what it would take to implement bicycles into the game, aside from the models and animations from scratch.
Thats a very nice looking base.
that's gorgeous!
A new Mod has been Published!
Hydrocraft Patch
https://steamcommunity.com/sharedfiles/filedetails/?id=1758482588
A new Mod has been Published!
Zombie Upgrade by the day
https://steamcommunity.com/sharedfiles/filedetails/?id=1754713343
A new Mod has been Published!
Hydrocraft Patch
https://steamcommunity.com/sharedfiles/filedetails/?id=1758535634
A new Mod has been Published!
Zombie Upgrade by the day
https://steamcommunity.com/sharedfiles/filedetails/?id=1754713343
A new Mod has been Published!
Hydrocraft Patch
https://steamcommunity.com/sharedfiles/filedetails/?id=1758535634
A new Mod has been Published!
CLH - Russian Vanilla Cars
https://steamcommunity.com/sharedfiles/filedetails/?id=1758852365
Does anyone know the proper way of making a mod require more than one mod? I added 2 require= lines in mod.info but it only activates for one of them
Thank you
Oh you mean for servertest.ini? @nimble spoke
I’m hosting a server it’s two different commands iirc
No, I mean for the mod. Some players have reported a bug that I can't find, and one possible reason is that I'm requiring two mods
I'll test it now
It doesn't work
So how servers do it is Mods=modid;modid and then WorkshopItems=numberid;numberid
I imagine mods would work similarly
Mod.info uses a require=modid
but using ; and adding a second mod breaks it
As in the image I posted
I see
But if I use 2 require lines it only activates one mod in game and you must activate the other manually
Are you the author of all three mods?
yeah
Make one dependent on the other
So mod>mod>mod
Make the main mod the one at the bottom?
I'm sure theres a better way to do it but that would be a band aid fix for now
I can't, or at least I shouldn't
ohhhh no no, sorry, I'm not the author of one of them
Profession Framework
@iron salmon Do you happen to know the answer?
I could make Skill System require Framework, but ideally it shouldn't
Well, then I guess I'll have to make skill system require Profession framework and see what happens
handy but horrible solution xD
handy when you need it, not so good for this situation
since these should be independant
yep
Not that bad.... because new skills will often come with a new profession
while the opposite isn't true and Framework is still free and single
A new Mod has been Published!
Candles
https://steamcommunity.com/sharedfiles/filedetails/?id=1759532925
wondering if anyone can help me with some mod conflict error trouble shooting, or advice to speed up checking each mod 1 by 1?
need to polish little more, but a new furniture from military complex (Hospital)
Ooh
maybe! xD
if so, then the head is too small. Babies have a bigger head.
That looks like a god damn robot yo.
hahaha do you want a Alien? :p
make it a infected raccoon 😉
Very nice Snake! Looks like he's about to outgrow it though 😛 I would make the baby inside considerably smaller
Hello to all. Who could write a script-scenario that repeats the gameplay of Project Winter?)
did you just made an owo with Ш
A new Mod has been Published!
CLH - Real Cars
https://steamcommunity.com/sharedfiles/filedetails/?id=1761580323
I see
I need to make the blacksmith mod fully MP compatible, but sending commands does not work for the furnace for some reason, so right now the mod is nearly useless in MP. I need advice on how to fix it or find a workaround for MP
small update)
Great work Russian writing name car modder!
I think it might be Greek but either way I agree, very nice work!
@stone tapir ty
@nimble spoke hey so I love all of your mods, especially the added skills stuff. So I had I thought about a couple other mods that maybe they would fit better with the game if integrated into a skill system. Though I'm sure that would be up to the other modders if they want to collab.
The lockpicking & and lock crafting mods could be combined into a LockSmith skill which would add chance rates as to picking locks based on skill and difficulty.
The game really needs a mechanic to break locks. As in Skyrim or Fallout.
Hmm It should be as mod , not Offical thing
Why not?
It would considered as cheat thing .. but I agree on advanced /easy type lockpicking feature
Probably, but have you heard of sledgehammer?
@mortal ivy The skill system is there for anyone who wants to use it. I think a Locksmithing skill would be fun.... already more useful than metal welding lol
It's funny that the cheating sledgehammer is the norm, and making your own complex system of hacking locks is cheating)
@meager quiver so lock picking is cheating, even though it's a realistic option?
I bet someone said that about car's at first too
Also like not being able to find a single saw or sledge within the entire 2- story area of rosewood is somehow valid?
i think i posted the same twice but i'm tired and the link confused me 😅
but this is the mod i'm speaking of. I think personally it's a bit OP, cuz of 2 factors, there isn't a skill system to create balance with how likely you are to succeed at picking a lock. and 2 the pin's you use from paperclips don't have a durability bar. Realistically every time you use one, the pin should degrade a little. And if you fail to pick a lock i'd say 75% chance of it just snapping.
@mortal ivy I noted you cuz you are a modder and have quite a number of things that i think would pair with this idea. I myself know nothing of coding. If i were to make mods for the game it'd be maps at most.
lol i just mentioned myself
😅
@nimble spoke
You have good suggestions there, but I have a lot to do already and don't want to "invade" somebody else's work. Maybe the author is willing to change it?
I avoid working on things that have good iterations already. Like I decided not to go on adding crops that already exist in farmoid
What’s that mod about ?( in screenshot ?)
And btw , has someone thought of making removeable undergarment/or nude mod for Male ? ( at least is that allowed to say or discuss about that here ?)
@mortal ivy never said lock picking is cheat , just a breaking mechanic, but i think it is also reasonable to be Offical thing too
Logging MacCoy CO. complete!)
Nice
Ohhh that's what you meant
Yeah the lockpick mod does have a break lock function if you have a crowbar, but is set to make a fair amount of noise, maybe not as much as breaking a window but I'd guess half at least.
Someone can tell me why my map cannot update after add new map ?
Hey, I have an idea for a mod maybe some of you could make, because I know noothing about Lua. I don't even know if it's possible, but I think it isn't really hard to do
A way to make CDs in game play music .mp3 from a folder
Maybe it's hard to do, I have no idea, but I think it would be an amazing mod, I'd love to listen my own music while driving on a forest lane
Hey, check out this mod. In it, the dude made music on records, but you can do it on CD https://steamcommunity.com/sharedfiles/filedetails/?id=1721684986&searchtext=
@drifting ore
I'll try to after my exams, but my Lua skill is -10 😂
But it's the same I said? Music from a folder to the game?
@drifting ore No, in the folder "sound" are ready music. You will have to add new music every time in the form of a disc or CD 🙂
But it is not accurate
Ohh okay
But the CDs are useless for now in PZ, right?
At least I've never used one
So maybe I'd also need to add a slot to the car radio
Maybe because I don't know lua 😄
Ahahahahah I thought you made mods 😂
So you just make car models?
That one looks amazing!
To models is added from Russia with love 😃
small update 1.4)
Maybe someone will do it 🇷🇺
How add mod map to exist world(save)?
Hey guys, does anyone know, how to get another player's IsoPlayer?
Maybe it is server side ?
Even in single player, the amount of IsoPlayer instances is 4
I think I also remember it being 4 on MP (tho we were only 2 on the server)
Thanks, but I figured it out, this is via getOnlineID() I suppose so
I'm hoping to start modelling some player clothing items in blender before anims get released. Any tips or guides on making them fit the characters in game? I think it would be cool if we could start working on these like Filibuster Rhymes has worked so much on Car and weapon models
I think you better wait for anims and the tool they are going to release with it
Right now we have no idea how clothes should be modeled to fit a character
THat's definitely fair - maybe there will be something even simpler than blender!
@drifting ore Well) Who knows) Maybe someone will do something)
The map may appear not with a city from Russia🇷🇺 , but for example from Belarus 🇧🇾
We will see)
ploease just dont do Pripyat for 9 billion times ;D
Pripyat in Ukraine 🇺🇦 ) Neighbor of my country 🇧🇾 )
This is even more work. No.
Do not pripyat)
Update 1.5!)
Where can I get dev tools for modding?
@weak locust
https://theindiestone.com/forums/index.php?/forum/53-tutorials-resources/
https://theindiestone.com/forums/index.php?/topic/23816-latest-tilezed-worlded-and-tilesets-may-17-2018/
The place to learn and gather everything you could need for modding PZ!
Tiles Tileset images For Windows TileZed + WorldEd 32-bit TileZed + WorldEd 64-bit Linux TileZed + WorldEd 64-bit This is a fix for the tileset-names search-by-name entry not resizing properly.
@weak locust or Tools in Steam
@indigo hound oh.. I think it must be better. Thanks))
@indigo hound do you use C# ? The game is made with unity?
Zomboid is made using Java and lua. It is not a unity game. (zomboid has been around longer than unity has)
@drifting ore Hello my dear friend. Im here to tell you what you don't need to know lua for music mod cuz you will understand code intuitively. It's simple as ABC. You can change items from vinyl records to cds in script of this mod, but don't forget to create new icons for it. If you need help pm me later.
@drifting ore just don't. PZ can't handle building higher than 4 floors without lags. So you can't create immersive russian city without crying))) But Odintsovo was really great, except tiles that doesn't match russian architectural ensemble (post-soviet atmosphere and these ugly playgrounds and dirty scrapyard).
hey bro, i think you can consider higher building because the roadmap of the game is to expand to Louisville, which will probably have 8+ floors buildings
so there will probably be optimization going on
@indigo hound hey, Pripyat' is really pretty for mapping except unique buildings as Ferris wheel and sarcophagus (metal cover for exploded reactor)
hope it's will appear asap, cuz im sick of lags on big maps and high areas!
@spark crystal oh it's good news 'cause I'm android developer and it means I use Java (lately mainly Kotlin)
If you make a Pripyat map, then it'd be nice to create a radiation mechanic
tomorrow is update 1.6!)
approximately at 20:00 Moscow time
or rather, today at 20:00 Moscow time (06/11/2019). I sleep, the morning to work.
would it be possible to make a "Mod Manger" mod type mod? as in something that adds a button for Disable All, and lets players create set lists and save them .
Maybe not a mod, but an external program would be technically possible, for sharing lists at least.
In the /Zomboid/mods folder, there's a txt for 'loaded.txt' - but I think it contains only the names of the items
I don't think steam workshop has anything like an API to subscribe mods based on an ID or anything like that, so the set list would only serve the purpose of activating or disabling mods, they'd have to be in the users list already
the mod activation screen (and the whole main menu/options) is in the lua components and entirely modable
Well there you go - would by the sounds of it be quite achievable to create a disable all button, and an export mod list button (potentially with workshop IDs, too - not sure on the power of the lua system behind it - this also wouldn't help non-steam users)
I suggested that developers make the mods menu more functional.
https://theindiestone.com/forums/index.php?/topic/24806-change-the-mods-menu-in-the-game/&tab=comments#comment-276564
I think its time to change the Mods menu in the game, since there are already too many mods. Here is an example of what I would like to see. Convenience to menu: Search system for the name and tags. You can see small screenshots (previev) (to change the image, click the arrow...
If anyone here is familiar with Rimworld, and it's modding community.
Id love to see Zomboid get a mod menu similar to one of those mod managers, fuction wise at least
Fluffy's Mod manager of rimworld is a great example of fuction
not sure how possible some of it would be in lua but it would be great just to have the option to save your active list ( say the same way you save a character build ), and exporting them would be great too, so you could share.
Version 1.6 came out earlier!)
these are great
Nice
Btw ,Hmm anyone good at clothing modding ?
Clothing modding in what way?
Clothing modding doesn't really exist outside of skin retextures (which there are very few of)
Even then, it will all be changing in a few weeks/couple of months/indeterminate amount of time when the anims build releases - which will bring much much more clothing modding possibilities.
Don't even say a few weeks that excited my jiblets
Oh ok
I don't think it's that much further than 4-6 weeks from iwbums, personally. ¯_(ツ)_/¯
Stable release, obviously, is quite a few months away.
I have no qualms with waiting, and don't mind being wrong and having to wait longer, either.
UPDATED 1.7!
Are there any modifications that allow you to move chain link fences?
@drifting ore Not. I make a replacement texture (retexture)
So that mods are new vehicles or just change the existing ones?
@drifting ore it replaces the existing textures. Not new vehicles
@indigo hound did you make that PZ logo?
@jolly fulcrum Yes)
@jolly fulcrum I do not quite understand why you need this logo.
If to be more cunning - then this logo can be found inside one of my mod (in a .pak file)
@young moat I just have a good mood)
A new Mod has been Published!
AOH MP MOD
https://steamcommunity.com/sharedfiles/filedetails/?id=1766777328
A new Mod has been Published!
Packs de fherhco
https://steamcommunity.com/sharedfiles/filedetails/?id=1766916150
A new Mod has been Published!
Items de Fhercho UNO
https://steamcommunity.com/sharedfiles/filedetails/?id=1767422598
A new Mod has been Published!
AOH MP MOD
https://steamcommunity.com/sharedfiles/filedetails/?id=1766777328
A new Mod has been Published!
eris_minimap_xonics_mega_mall_plugin
https://steamcommunity.com/sharedfiles/filedetails/?id=1765305187
A new Mod has been Published!
CLH - Real Cars 1.2
https://steamcommunity.com/sharedfiles/filedetails/?id=1761580323
A new Mod has been Published!
Hydrocraft Sheet Metal Recipe Fix
https://steamcommunity.com/sharedfiles/filedetails/?id=1762722346
A new Mod has been Published!
Add Brick Walls to Hydrocraft
https://steamcommunity.com/sharedfiles/filedetails/?id=1763780052
A new Mod has been Published!
eris_minimap_bedford_falls_plugin
https://steamcommunity.com/sharedfiles/filedetails/?id=1764999262
if the bot could track and notify about updates of mods, it would be very cool С:
😮
it could get noisy lol, especially if someone pushes out like 15 updates in a row testing or fixing
Why they find it strange when we use ))) instead of the smiles 🤔 It's so convenient!
and there is like around 1000s workshop items that he would have to constantly be crawling to check if updates were posted
OPS!) Eror) This version 1.8*
@indigo hound большущее спасибо тебе за работу, выглядит потрясно!
Лайки в воркшопе - лучшая благодарность С:
ну и если нашли визуальный баг, сообщайте мне на форуме (ссылка в описании мода)
🇺🇲 Like in the workshop - the best thanks 🙃
Well, if you find a visual bug, let me know on the forum (link in the mod description) 🇺🇲
Love your textures @indigo hound! Only problem is they look too clean for the apocalypse 😛
@modern fable probably this is because the state of the cars is 100%)
Whaddya mean clean for the apocalypse?
I mean look at how clean and perfect all the vehicles are, they're beautiful. Would you expect to see cars that clean after a zombie horde strolled past?
@modern fable They are at pristine condition in that picture, parts can be visibly damaged
Yeah, see the smiley at the end, it was kinda a joke.
Выше правду говорят, неплохо было бы набросить текстур грязи поверх. Если не сложно)
@weak locust Прости что мне неудобно было бы рисовать-проверять текстуру на битых машинах. Изза чего я создал песочницу без зомби, с полностью целыми машинами. Ах как это ужасно. Я не собираюсь пересоздавать мир, и вновь перекатывать с городов машины, ибо это очень долго :(
@indigo hound да не вопрос
Ванильные машины ровно такие же) Создай мир, у увидишь, и битые, и ржавые ит.д) Или загрузи свою сяву с этими текстурами)
А понял, всего 3 часа только в игру наиграл. И пока что некогда, работа
Ну я тоже работаю) А тут вам еще скрины подавай особые :D
834 часа + (не считая пиратки))
Мощно
need to polish some more the object!
you're carpenter?
If I was a carpenter, I would already have a table saw
I do a lot of DIY stuff around the house though, I'm the son of a carpenter
nice!!! 😄
Man thats a good looking table saw! Would be cool find those in sheds and workshops around the map. Sort of like the generators spawn.
How does one cut off the head of a zombie in hyodrcraft for head on pike
I have the meat clever.
nvm
A new Mod has been Published!
Fhercho Pack ITEMS
https://steamcommunity.com/sharedfiles/filedetails/?id=1767422598
A new Mod has been Published!
Fhercho Pack ITEMS
https://steamcommunity.com/sharedfiles/filedetails/?id=1767422598
A new Mod has been Published!
Fhercho Pack ITEMS
https://steamcommunity.com/sharedfiles/filedetails/?id=1767422598
A new Mod has been Published!
Fhercho Pack ITEMS
https://steamcommunity.com/sharedfiles/filedetails/?id=1767422598
A new Mod has been Published!
Fhercho Pack ITEMS
https://steamcommunity.com/sharedfiles/filedetails/?id=1767422598
A new Mod has been Published!
Fhercho Pack ITEMS
https://steamcommunity.com/sharedfiles/filedetails/?id=1767422598
A new Mod has been Published!
Fhercho Pack ITEMS
https://steamcommunity.com/sharedfiles/filedetails/?id=1767422598
Holy crap. I think I missed something
That modder must have bribed Spiffobot in order to get extra exposure to his mod
A new Mod has been Published!
UAZ-469
https://steamcommunity.com/sharedfiles/filedetails/?id=1773965512
This moment when MrDanny is faster then a bot lol
So I have some ideas for some multiplayer server mods that I would like to see, and am willing to try coding, but from what I gather, modding has limited scope to effect the base game?
If anyone has any opinions of whether these are feasible or not, please lemme know?
Mod Ideas:
-
A mod that makes safehouse owners able to individually set their safehouse settings to allow tresspassers and/or looters. For guests, businesses, rp.
-
A mod that allows, for servers that don't display usernames, faction members to see the usernames of fellow faction members.
2a) Additionally, if the mod allowed two faction owners to mutually set it to that their member faction names or tags display to members of both factions. For alliances and declared warfare. -
A mod that allows admin to lay down zones, similar to PVP exclusion zones, that disallow hotwiring, vehicle window breaking, and accessing the mechanics interface unless the character ha sthe key for the vehicle on them. This is to allow people to use safezones, trade hubs, w/o getting their cars stolen or messed with.
-
A mod that would would integrate with a discord bot so that a discord channel would be broadcast on on eof the radio stations; and that player broadcasts on the same radio channel would appear in the discord channel. This is to allow immersive integration of discord with an in-game interface while also making radios more useful.
4b) Ideally, being able to integrate multiple discord channels with multiple radio channels.
I've started looking at the java and lua code, but if anyone know if any of the ideas are impossible OR knows of any examples to help me write them please lemme know? thanks!
possible, but some major modifications and investment for 1 and 3. You'll have to modify some rather critical files like the default context menus, which will be a constant breakage and rewrite pretty much every PZ update
2 shouldn't be overly difficult, but maybe hackish...might have to manually draw the names to screen using backwards methods (havent investigated this, so cant really say)
4 will be the most difficult, since both the discord and radios features are pretty much contained within the java.
@quasi geode thanks for the tips!
I was hoping that #3 could be handled via admin commands?
Maybe even #1 could be handled by commands in chat instead of the menu? Like the /releasesafehouse command?
@willow estuary
#1 and #2 are both semi-supported functions of the eris_minimap mod (adding people to a safehouse which you own, removing members from a house you own, showing names of nearby players on the map when names are hidden globally).
If it's possible to do this per safehouse (isn't trespass/looting safehouses a global setting?) could create a standalone mod for it pretty easily, the chat method would be a good way to do it without having to modify or create new UI elements. If it's per-safehouse, I'll be adding it to minimap anyway :)
Just showing usernames of fellow faction members - hmm, that sounds like a good addition for some servers. Made a note for possible future update.
#3 would be simple if the goal was just disallowing right clicking, blocking access to vehicles from keypresses and damage would not be so simple (how would this stop people messing up a car with guns?).
#4 could be quite difficult. A server side mod could perhaps do this by echoing all radio chat to global chat in-game, with a client side mod making the chat box ignore lines which are intended for the discord bot to pass on. Then maybe it could send all chat to one channel, dodgy hack but it could possibly do the job.
No idea how multiple output channels could be achieved.
To have discord chat come out on a radio channel, the mod would need to run in reverse too, converting global message to radio then broadcast it again... Don't think it would work as easily in reverse.
@wild gazelle Thanks for the advice!
Re 1, yeah, I was looking at the SSR Faction Safehouse Raiding mod, code and it MAY involve messing with the java?
But it should be theoretically possible to attach, or use, a variable associated with safehouse zones to make local exceptions.
#3, it looks like the vehicle interface is all Lua, so if I can figure out zones, and they can be handled with Lua, it should be easy to make exceptions for specific actions in a zone?
I don't care that much about shooting out windows, just want the means to install some sort of vehicle security zones to community hub areas?
#1, I haven't looked at this mod but I suspect it does, if that option isn't available per safehouse in vanilla it would surely have to be adding that somewhere.
#3 - I'll put some stuff together over my lunch break and send it over to you if you'd like a jumping off point. I've got a fair bit of what you might need in parts of other mods.
@wild gazelle Thank you very much! Not gonna lie, I could really benefit from a jumping off point 😃
i dont see a need for java edits. most of the safehouse blockers for interacting with things is in the lua. person right clicks or looks in a container...lua checks if its a safehouse, then checks if the player is on the access list. The java contains the safehouse's bounding box, and access lists but modifying these are not required.
Store your custom safehouse settings in lua instead of the java. Since the access checks are in lua and stuff like the membership window as well, theres no need to screw with the java
Killer, you guys are helping me out immensely with this!
i was tempted to mess with the safehouses more but decided it wasnt going to be worth it. The safehouses are actually a x/y x2/y2 box, which is what i used for the non-residential hack...just getting the bounding box myself and adding that....and since the SH's are recorded as a box (not a building) defining a custom zone outside as a SH is very likely possible...like a player built structure
the reason i decided not to pursue that idea.....the checks in the lua for SH's basically check first if the player is actually in a building...overwriting these checks will lead to some very high maintenance code. Like the rightclick context menu if i remember right was a 900 line function (or so, idr exactly and i'm not checking atm) . Its pretty much a given every pz update this function will change, new menu items added etc
these checkpoints are the same spots you'd need to edit
@quasi geode It's absolutely do-able. I have actually made this mod 😎. To tackle the safehouse bounding issue just iterate over all safehouse bounds and check that against the right clicked tile location. If it's inside the bounds then give an option to view. No need to edit the existing system. Hasn't broken on an update yet.
Biggest issue with custom safezones? You'd have to be pretty crazy to enable it for users on a public server, the opportunities to grief and block access to areas are far too great. As an admin tool it works a treat.
My whole custom safezone mod comes in at ~500 lines and most of that is just ported copies of the UI elements for admin options.
HMU if you want a copy of it, I may release this next month around my birthday purely as an admin tool.
oh its easy to see if the area is in the box or not...but some of the checks for the building are inside the vanilla context menu function..idr where the container access checks are
tbh though i didn't overly investigate the idea. seemed like it would lead to another mod i didn't want to maintain 😄
Seems to work just fine with these settings: Safehouse looting: off, trespass: off. We use it on TGODz to run The Pub, it has private storage areas for staff. Forgot we were talking about enabling trespass, etc. That's not built into it, it wasn't intended to be used on other servers or with different settings.
Yeah I know what you mean buddy... One more mod.
I was wondering what was up with the funky safehouse zones on TGODz.
Albeit, this would be a cludge, but you could define the Safe Parking zones in a text file and sidestep the entire admin interface issue?
@willow estuary take a look in the file I sent you, this is exactly how that example works (albeit in the same file, but you could easily put this in its own file).
10-4
would it be possible for other modders to take the reigns on an abandoned mod?
So, this is my first attempt at a mod for Project Zomboid and my first attempt at a mod in general, but Im pretty pleased with how its turned out so far. My goal is to have a hunting system that requires the character to spend time out of doors and provides a source of meat a...
cuz it really could use to be updated and integrated with ORGM
Why is there Fossoil cars in the game, but no Gas2Go cars?
Fix it!)
not sure
)
there is no Pizza Whirl vehicles, gigamart vehicles lol
Exactly!) It will be necessary to add them)
Thank you for the obvious idea, which I did not think of (this is not sarcasm)
what about a thunder gas company truck?
in my opinion Thunder Gas, this is a private gas station, and not a gas station of a large company.
since in the whole game she is alone and only in the WestPoint
С: Hi Fili)
@nimble spoke Your coloring is simple, and at the same time realistic)
But why not make the coloring more interesting?
for example, the floor of the car is pizza, or something like that.
It was one of the first textures I made, and I wanted it to fit the vanilla style, it could use a few more details I agree with you
🙃
Now I'm focusing more on new features than making texture variations, I don't have much free time to work on that
i wanted to make a medieval collector weapon's pack but then i saw how much work that was and i went nope
i mean i wouldnt really mind sprite design but 3d design and coding are a pain to me
is anyone else getting this error with the hydrocraft update that just came out? @void wyvern
Just you so far
i don't know, i will let the rest of the team know
ok thank you
@tawdry wren is the lead bug squasher for Hydrocraft right now. just FYI
@fervent sparrow
so feel free to DM him directly
thank you kindly
Hey everyone 😃
Sorry could not reply earlier, had to wait 10 minutes. @fervent sparrow The problem you are having is simply SteamCMD being unable to download the mod.
Happens all the time with other game and I was able to resolve these issues by checking the integrity of the game
yep, got it working, thank you! 😃
Excellent!
A new Mod has been Published!
Organized Storage Expanded
https://steamcommunity.com/sharedfiles/filedetails/?id=1777858254
Feel free to include an override for my pizza van, just in case people play with both mods
And the other cars too
@nimble spoke uhhhhh. I apologize) I did not understand)
in the next update there will be only damage update. Also I can not understand why items do not appear in the new cars: (
You need to add loot tables for them, check my Driving Time mod, there's a lua file with the item tables
hEY evryone, I'm new here
Hi man! :3
A new Mod has been Published!
??/???? ??????
https://steamcommunity.com/sharedfiles/filedetails/?id=1778944866
huh translation updates? odd he's got orgm listed but didn't send me any updates
A new Mod has been Published!
cherbourg
https://steamcommunity.com/sharedfiles/filedetails/?id=1781585428
A new Mod has been Published!
Faction Names
https://steamcommunity.com/sharedfiles/filedetails/?id=1782481906
A new Mod has been Published!
cherbourg
https://steamcommunity.com/sharedfiles/filedetails/?id=1781585428
They will release the animation-tool, right?
Remembering that dark, but not sure where i have read that
Yeah, they will
I dont remember where I read it either
But I'm sure it was on project zomboid news page
A new Mod has been Published!
SSR: Safehouse Overhaul Plugin Extended
https://steamcommunity.com/sharedfiles/filedetails/?id=1783627175
A new Mod has been Published!
Improved Maps
https://steamcommunity.com/sharedfiles/filedetails/?id=1783799390
Yeah you guys gotta check out the Improved Maps mod. Vail did a great job on the maps.
A new Mod has been Published!
Improved Maps
https://steamcommunity.com/sharedfiles/filedetails/?id=1783799390
A new Mod has been Published!
SpzMod2 NO DOWNLOAD
https://steamcommunity.com/sharedfiles/filedetails/?id=1784298390
@drifting ore Alright, thanks!
No need!
@jolly fulcrum Will you try to add loot for your maps?
A new Mod has been Published!
view behind
https://steamcommunity.com/sharedfiles/filedetails/?id=1784823080
@nimble spoke Not sure what you mean. Like annotated maps?
Yeah
not sure how to yet, I will if I figure it out
@rocky lynx has been working with that, maybe he can give you directions. I tried it myself but so far my additions never spawned
annotated maps not work in custom maps (Overwritten basegame map) I never tried in new places.
He would use it with vanilla buildings, but new map items, I guess it is one more test then
with vanilla buildings with diferent map item working!
A new Mod has been Published!
More Zombie Loot
https://steamcommunity.com/sharedfiles/filedetails/?id=1785673881
Nice
A new Mod has been Published!
9999999
https://steamcommunity.com/sharedfiles/filedetails/?id=1786236253
A new Mod has been Published!
Chevalier S.W.A.T. van
https://steamcommunity.com/sharedfiles/filedetails/?id=1786574500
A new Mod has been Published!
Medieval Weapons
https://steamcommunity.com/sharedfiles/filedetails/?id=1787033515
A new Mod has been Published!
SPZMod
https://steamcommunity.com/sharedfiles/filedetails/?id=1788352635
A new Mod has been Published!
Medieval Weapons
https://steamcommunity.com/sharedfiles/filedetails/?id=1787033515
A new Mod has been Published!
SPZMod
https://steamcommunity.com/sharedfiles/filedetails/?id=1788352635
A new Mod has been Published!
Medieval Weapons
https://steamcommunity.com/sharedfiles/filedetails/?id=1787033515
r/softwaregore ?
This isn't reddit.
Seems like the bot is offline as well
has there every been an attempt to make boats in PZ?
A new Mod has been Published!
Improvised Bandage
https://steamcommunity.com/sharedfiles/filedetails/?id=1790297405
A new Mod has been Published!
Improvised Bandage
https://steamcommunity.com/sharedfiles/filedetails/?id=1790297405
A new Mod has been Published!
SPZMod
https://steamcommunity.com/sharedfiles/filedetails/?id=1791784941
A new Mod has been Published!
Snake Mods
https://steamcommunity.com/sharedfiles/filedetails/?id=1792202803
Do Wow
Hmm @rocky lynx
A member of spanish comunity! Don't worry Thanks @spark crystal
He linked to my blog to get updates :p
@kind crescent Say hello! xD
I'm creating my first mod, are there any modders so I can ask some questions?
@placid delta super survivors are getting stuck near fences and not attacking zombies.... they stay still and let the zombies kill them
no point trying to fix it now, it'l need an overhaul after next update hits anyway, whole state change system is replaced with anim system.
i'll likely fix it all up after the update is final, assuming its not too time consuming. ....and maybe a bit more content using the new costumes
Nice
@rocky lynx Lol, Hi all!! Don't see that message until now. A pleasure.
Basically, they made me an order to have your mods apart from the Wasteland pack to record a journal project
i'm a 3D artist, and ive never modded before. i'm interested in knowing more about it
@rugged marsh you can take a look at various tutorials & resources here [https://theindiestone.com/forums/index.php?/forum/53-tutorials-resources/]
Regarding character animations and models, there's little modding support currently (with massive changes for the future if you're not aware of the dev blogs)
The place to learn and gather everything you could need for modding PZ!
Is anyone planning on making new mod clothing being my question here once the update his
Hits*
I will update mine for sure
A new Mod has been Published!
SPZ Mods Pack
https://steamcommunity.com/sharedfiles/filedetails/?id=1793159679
A new Mod has been Published!
eris_nightvision_goggles
https://steamcommunity.com/sharedfiles/filedetails/?id=1793461606
A new Mod has been Published!
PZsm TestMod for Program
https://steamcommunity.com/sharedfiles/filedetails/?id=1798896118
