#mod_development

1 messages · Page 416 of 1

willow estuary
#

I am totally fine with City of the Living Dead style supernatural/incarnated demon zombies.

light magnet
#

Nah, far simpler than that.

Normal Zombie - Beige - 73/100
Moans

Crawler - Brown - 10/100
Crawls

Runner - Red - 10/100
Runs

Toxic - Green - 5/100
Smells

Tank - Black - 5/100
Strong

Witch - Black Vest, Black Skirt, Black Long Hair - 1/100
Screams
willow estuary
#

Yeah, something with a toxic aura like the generator fumes when inside would be dope!

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What the game really needs, IMO, is special zombies that are able to fuck up people using cars to kill hordes big time.

light magnet
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How do you mean?
People running over zombies or zombies driving cars? 😂
Is it really viable to try kill a hoarde that way? I've tried and it seems like a death sentence.

willow estuary
#

People running over hordes.
It's super easy and safe.
Drives me nuts, makes zombies 90% a not-threat on my server.

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Hahaha, zombies driving cars trying to fuck up players would be DOPE though.
Especially if they drove those burned out wrecks.
"OH SHIT! ZOMBIE CAR!!!"

light magnet
#

Might be a multiplayer thing, in singleplayer the zombies slow your car to a crawl and then tear apart your car.

willow estuary
#

Huh? Weird!!!!

Well, that provides a possible lead for nerfing cars-vs-zombies for my server! Thanks!

light magnet
#

Collision does seem wonky for zeds in multiplayer at the moment, but they did say that was going to be changed with the new build in terms of grabby zeds, so maybe it also factors in things like car impacts?

willow estuary
#

I sure hope so!!!

mortal ivy
#

I think if you were to make car's viable against plowing down zombies you'd need to weld armor to it. And have a legit plow, or wedge bumper from a train.

jagged sentinel
#

oh those bumpers are insane!!!

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😄

mortal ivy
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Like the time and skill required to weld that stuff to a car would be insane though.

jagged sentinel
#

would iit require a bit more propane than usual wall welding tho 🤔

mortal ivy
#

Plus loud as fuck

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Oh very much so

drifting ore
willow estuary
#

@drifting ore Sick!!!!

quasi geode
#

very nice

obtuse osprey
#

goooood

drifting ore
#

Hi everyone!) Who know how in world editor of PZ making automatic filling containers loot, based on the room in which he stands?
if I understood correctly, then this is done automatically if you correctly name the commands in the building editor.

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Looks like room1

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Or bathroom

drifting ore
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@drifting ore Are those communist child labor factory mod props ?

river plinth
#

@drifting ore So you are making a proper crafting mod where one needs the right machine in order to craft e.g. a wood wall?

drifting ore
#

@drifting ore exactly! sewing machines and metal rolling machines are ready

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@river plinth nearly. Now I pay more attention to the map itself and sprites. I want to add their functionality later.

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our houses are very different from yours. Like shops ... and indeed everything. especially at 85

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so far I'm adding everything as needed

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this is the germ of the card I want to make.

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I have already made a lot of different household utensils.

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so even without a card it will pull on a good mod.

undone echo
#

@drifting ore Is that Odintsovo? 🙂 Also, it all looks pretty neat!

willow estuary
#

@drifting ore Those looks great!

jolly fulcrum
#

@drifting ore Wow, awesome work!

drifting ore
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@undone echo no. So far, it's just home and utensils.

undone echo
#

Ah okay, it looked similar sometimes, but it is very impressive regardless!

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Good job!

drifting ore
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@undone echo If at least one other person worked with me, it would be generally gorgeous.

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the Russian community is dead and can only complain. And so in all games.

undone echo
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I would propose to help, but I'm totally useless at that sorry 😦

light magnet
#

I might be up for helping, though at the cost of you helping me with my own stuff in exchange. 😛
You look like a great artistic resource. :3
What sort of help do you need?

drifting ore
#

@light magnet I'm going to make a big Russian map) ...I basically need as ideas and help in the code and drawing. For example, I plan to change the production cycle. I have objects of the sawing machine ... I will give all sorts of sals and other woodworking equipment, but in addition I want to do chemistry. Make all laboratory equipment, microscopes and centrifuges ... And alone I just do not have time to do it all if I do everything myself.

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I made a sewing machine. But for it it is necessary to function. It is necessary to add logs on knitting and sewing for example, by using which access to access different clothes. Yes, and the recipes of making clothes on the sewing machine are also necessary.

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I am well in the mechanics and electronics and can make a very interesting structure of production, repair and manufacture.

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and I’m happy to accept anyone who wants to create something similar to hydrocraft but with more realism to the team ... well, and with an emphasis on the Russian way.

vital lynx
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pls no

lucid sand
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Please yes

drifting ore
scenic comet
#

Sexy

light magnet
#

I'm going nuts...

#
if gun == "ORGM.DEagleXIX" then
        ammo = player:getInventory():getNumberOfItem("Base.Bullets9mm")
            if ammo ~= 0 then
                insertIntoContainer(getPlayer():getInventory(), "ORGM.Ammo_50AE", ammo, true);
                player:getInventory():RemoveAll("Bullets9mm")
            end
        end
        if gun == "ORGM.FN57" then
        ammo = player:getInventory():getNumberOfItem("Base.Bullets9mm")
            if ammo ~= 0 then
                insertIntoContainer(getPlayer():getInventory(), "ORGM.Ammo_57x28mm", ammo, true);
                player:getInventory():RemoveAll("Bullets9mm")
            end
        end
        if gun == "ORGM.Glock17" then
        ammo = player:getInventory():getNumberOfItem("Base.Bullets9mm")
            if ammo ~= 0 then
                insertIntoContainer(getPlayer():getInventory(), "ORGM.Ammo_9x19mm", ammo, true);
                player:getInventory():RemoveAll("Bullets9mm")
            end
        end
#

No matter what name I give the ammo, they just convert into empty pistol magazines. stressed

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Basically, the goal is to automatically convert the player's pistol and pistol ammo to the ORGM equivelent, but I don't know where I'm going wrong.

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The conversion works...

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but whether it's ORGM.Ammo_50AE or ORGM.Ammo_9x19mm or any other ORGM ammo, the result is just an empty pistol magazine.

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Anyone got any ideas where I may be going wrong?

willow estuary
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You can already convert ammo in ORGM?

quasi geode
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first off, dont use "ORGM.Ammo_9x19mm" ...unless it has a bullet type suffex (_FMJ or _HP) its a 'ammo group', not ment to actually be used

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ORGM.Ammo_9x19mm_FMJ

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but ya what Blair Algol said can already convert them, though not to different calibers

light magnet
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Ah! Awesomeness! Thanks. This is for my Occupational Items on Spawn mod, so I'm having it translate what the player has on startup.

quasi geode
#
-- proper way of fetching ammo types
-- group is a list table, of actual ammos used ie: ORGM.57x28mm_FMJ
local group = ORGM.Ammo.itemGroup("ORGM.FN57") -- gets the ammo group for the gun, can also pass in the InventoryItem object instead of a string
local ammoType = group[1] -- get the first entry, could also randomly pick a type
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if your spawning them directly in inventory, and then planning on loading them or w/e via code right away, you need to setup the gun first

local data = ORGM.Firearm.getData(weaponItem)
ORGM.Firearm.setup(data, weaponItem)
light magnet
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The gun part of the conversion is the part that already works though. 🤔

quasi geode
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actual loading of a gun via code

local modData = weaponItem:getModData()
modData.currentCapacity = modData.maxCapacity
for i=1, modData.maxCapacity do
        modData.magazineData[i] = ammoType
end
modData.loadedAmmo = ammoType
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the conversion will work sure, but unless you do the setup after, then do the ammo loading its going to bug

light magnet
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Ah okay!

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In what way does it bug out? What causes this?

quasi geode
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eh the setup call is required to properly setup the items mod data...it usually happens when the weapon spawns naturally, or in last resort as the player equips it or brings up a right click context menu.

willow estuary
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Why don't you make an alternate version of your mod for ORGM?

quasi geode
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the second part the ammo loading....note the modData.magazineData table...it needs to keep track of exactly what round is in what position

light magnet
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Why don't you make an alternate version of your mod for ORGM?
That can lead to clutter and confusion. I'd rather have compatibility built straight into the mod. Makes it easier to update as well.

quasi geode
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ya screw alternate versions its easy enough to check

willow estuary
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Ah!

light magnet
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might help if your messing around with orgm stuff haha
Great! :3

quasi geode
#
if ORGM then 
    -- do stuff
end
#

😄

light magnet
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Exactly. 😂

quasi geode
#

on that note...your occupational items mod, just curious, you ever look at using the Profession Framework for it? (shameless mod self promotion)

willow estuary
#

Wouldn't it be simpler to just have an if/then re ORGM before the occupational items are spawned, soyou don't have to convert them? Seems simpler.

quasi geode
#
ProfessionFramework.addTrait('Hunter', {
    -- add a item to the inventory
    inventory = { ["Base.HuntingRifle"] = 1 }
})

ProfessionFramework.addProfession('parkranger', {
    -- these items appear at the player's feet on spawn
    square = {
        ["camping.CampingTentKit"] = 1,
        ["camping.CampfireKit"] = 1,
    }
})```
light magnet
#

Profession Framework
It was really just an experiment to help me get some handle on LUA, tbh. Though ORGM compatibility is the one thing people have asked for.
I'll certainly look into it though!

#

That does look a lot simpler, honestly.

quasi geode
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it was designed for that sort of stuff 😄

light magnet
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Will it require it though? As in a seperate download? Does a mod that it depends on auto subscribe?
I find that when it comes to consumers, always assume they'll ignore the dependancies. 😕

quasi geode
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normally i'd agree, but steam should auto download it when its set as a requirement

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it 'can' be included in your version, but it might end up throwing conflicts if another mod is using it as well

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plus, its getting updated soon lol

willow estuary
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The steam auto downloads seems pretty unreliable in my experience.

light magnet
#

Awesome! I think I'll take advantage of that then. :3
Thanks for the help!

quasi geode
#

the Framework examples that refrence orgm are heavy out of date for orgm's api so ignore those lol

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once i finish that update though its going to have much better updated docs...more in line with orgm's html api reference

light magnet
#

Yeah, it seems that I came back to PZ in somewhat of a lull in the modding storm. 😅
A LOT of stuff is out of date.

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I look forward to it!

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Oh, you seem pretty adept at the coding side of things. I was wondering if I could run a few things past you?

quasi geode
#

sure

light magnet
#

Why does this work

-------------------------------------------------Muldraugh
    if ZCellX > 34 then
        if ZCellX < 37 then
            if ZCellY > 29 then
                if ZCellY < 36 then
                    Location = 1
                end
            end
        end
    end
---------------------------------------------------------

but not always

if ZCellX > 34 and ZCellX < 37 and ZCellY > 29 and ZCellY < 36 then
    Location = 1
end

With the second example, it just ignores it entirely sometimes, but sometimes it DOES work fine.

#

It's like it struggles with the and

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Basically, first example works 100% of the time, while the second one works every now and then.

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But the first example is big and clunky. 😫

quasi geode
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shouldnt make a difference 🤔

light magnet
#

That was my thought.

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But I swear it's skipping.

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This is from my demographics mod.

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In a single call, like on a key press or every ten minutes, the second example works a-ok all the time, but when checking zombies it can cause the entire map's population to change..

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By default, Location is set to 0, which is everywhere that isn't a city.
To test it, I force all zombies to spawn as female in Muldraugh, but with the second example ALL zombies are female, not just in Muldraugh.

willow estuary
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Ah, I know the first example is clunky, but it's way easier to catch errors when you do things that way?
I always end up eating shit when I do a big "if and and and and and and" statement.

light magnet
#

It can be sometimes, I agree, but here it's pretty simple. 🤔

quasi geode
#

always annoyed me lua doesnt support if 34 < ZCellX < 37 then

light magnet
#

Ditto.
Also, is there any way to reference any variable called within the .java file that doesn't have a hard coded method?

quasi geode
#

uh depends on the scope i guess lol...if your looking at class fields you'd need a set method

light magnet
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I mean, for something like zombies...
let's say bCrawling, which is a detrminer for whether it is a crawler zombie or not.
You can use zombie:setFakeDead(true); but this forces them to play dead, rather than being a roaming crawler.
You'd think zombie.bCrawling would work, but not. 🤔

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Hmm... Now that I'm looking through the source for this...
There is a toggleCrawling() method...

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Damn the JavaDocs are out of date. 😅

quasi geode
#

ya dont trust the docs haha

light magnet
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But still... Let's replace it with bRunning instead. You'd think these would be local to the instance of isozombie that they're being assigned to...

light magnet
#

What I'm hoping for is a ModValue() method in the future.
so...
zombie:ModValue("bRunning") = true
It will treat the variable name as a string and then reference it in the java file, assigning it the appropriate value or returning nil.

light magnet
#

Is it possible to set a zombie to reanimate prior to it becoming an instance of IsoDeadBody?

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On the death of the zombie, I tried:

local ZomX = zombie:getX();
local ZomY = zombie:getY();
local ZomZ = zombie:getZ();
local ZomDead = getWorld():getCell():getOrCreateGridSquare(ZomX, ZomY, ZomZ):getDeadBody();

But it doesn't register the dead body... Probably because it hasn't been created at the point of the check. 🤔

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Doing a check on the update of the dead body wouldn't return the single body I need, but would go through all the bodies in the area.

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Let's replace it with bRunning instead.
Also, if anyone is interested, the method to modify bRunning is changeSpeed()
Another one not in the javadocs.

drifting ore
willow estuary
#

Hey, anyone know of a way to clone objects? I'm trying to make a way for players to copy written notes so that they can publish ingame newspapers with a photocopier.

quaint nightBOT
void canyon
#

hi I am new to PZ modding any tips on finding a map editor

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also can we get a holster mod for mill. and law enforcement personnel like one you can equip to get faster access to side arms?

quaint nightBOT
quaint nightBOT
light magnet
#

@willow estuary If it's for written notes, you should be able to get the contents as a string? I suggest checking out mods like Survivor Journals and seeing how they handle notepad contents and such, you might be able to work backwards from that.

quaint nightBOT
quaint nightBOT
quaint nightBOT
quaint nightBOT
vital lynx
#

If I download Modding Tools from Steam, it will downloads the latest versions of tools?

strong veldt
#

is there any mod to increase the light from flashlight, candle and stuff like that?

placid delta
#

If heads then yes, if tails then no

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.coin flip

quaint nightBOT
#

@placid delta, Heads

drifting ore
#

oof

drifting ore
#

ooh!

drifting ore
#

Sexy

blissful meteor
#

I have some custom tiles I would like to work into a mod so you can build them through the carpentry menu, can anyone point me where to start adding something like this, is there any guides around?

willow estuary
#

Look at the improved build menu and the more builds mod for examples of people who have done that?

blissful meteor
#

I did take a look at those, was hoping there might be some tutorials around for modding

pseudo topaz
#

whats the pixls for the sign

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100x100 for example

light magnet
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Which sign?

pseudo topaz
#

the sign you can make

light magnet
#

Oh, in carpentry?

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I'm not at my PC at the moment, but you can find it in the tiles for the map editor. Just open it up in your prefered image editor and you'll be able to get the dimensions.

last flint
#

please tell me how can I make a mod for new music?

light magnet
#

I've never done it, but a quick look through shows there are a few things you'll need to do.

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First you'd need to create a mod folder.

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Have you had a look through the example mod?

broken sandal
#

i want to play a survival (no zombies) low loot run, what mods do you recommend?

vital lynx
#

You can play like that without mods.

last flint
#

@light magnet Yeah,I did like everything there, but there is no new music

light magnet
#

You'll need to create a file for it in the scripts folder.

#

Similar to how you'd make an item.

last flint
#

I do not know how to mod PZ lol

light magnet
#

Ah...
Then there's a whole lot more than I can explain right now. 🤔

#

If you really want music in the game but don't want to make a mod for it, you could manually replace the music files in the game's install directory with your own.

willow estuary
light magnet
#

Nice! :3

willow estuary
#

Just modifying the spraypaint mod with more symbols.

vital lynx
#

I don't understand, I suppose to see my buildings in Tilezed, or its only visible in Worlded?

waxen ridge
#

i would like to get that modifiyed version on spaypaints 😄

drifting ore
drifting ore
#

holy hell

#

sexy

drifting ore
#

do it for a very long time ((((... I'm already tired ... my sister’s dog ate two styluses, I have to draw with a simple mouse.

blissful meteor
#

Thats some nice work, what are you using to make the tileset, looks like alot of work

vital lynx
#

Is it possible to replace present ugly rain effects with old cute one?

drifting ore
#

wdym?

scenic comet
#

We need a plane map

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Just... A map where you fight off zombies in a flying plane

drifting ore
#

holy shit

#

good idea

drifting ore
#

@willow estuary if I make for you tile letters for walls, for two cardinal points, and in three different levels of height, so that it would be possible to write in three rows on one wall. will you add them

drifting ore
#

@willow estuary make a loveheart? ❤

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heh

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you already have a smiley

last flint
#

@drifting ore я люблю аэрофлот

drifting ore
#

@last flint а тада и выбора то не было)))

last flint
#

@drifting ore +++

#

Много тут русских?

drifting ore
#

Кажется нет

#

Сейчас затишье...все ждут обновы

last flint
#

Бля хуева

#

Да это точно

drifting ore
#

Да самого уже заебало... ну что за несправедливость. У меня карта стоит на этапе нихуя. Нет народа чтоб помочь

last flint
#

Карта на этапе чего?

drifting ore
#

Карта российская... русская.. рашкина... хочу сделать большую карту... гигантскую... побольше стандартной... но ток Русскую

#

Я тут выше скидывал наброски нашенских многоэтажек.

last flint
#

Ща посмотрю

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Звучит неплохо

drifting ore
#

И станки... и печи... самодельные...

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И бля... это...

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Чето я еще делал.. но уже забыл)))

last flint
#

Ебать щас чекнул выглядит ахуенно

drifting ore
#

А ты в модинге как?

cursive roost
#

@willow estuary nice one :)

last flint
#

Никак

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Пытаюсь сделать мод со своей музыкой в стиле пз

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Но что то хуево

drifting ore
#

Хм... сразу подумал о главное теме из редаллера 2...

#

Хочешь научится делать карты?

last flint
#

Ну как бы было бы неплохо

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Программы есть

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Но нихуя не делал пока

drifting ore
#

А ну эт.. из мастерской

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Там все понятно как два пальца об асфальт...

last flint
#

Я толком нечего еще не пробывал

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Вот ебусь с скриптами

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И все пока на хтом

sonic helm
#

👏🏼

shadow walrus
#

Suggestion for map makers, unless I get around to it. A addon map that looks like the beginning areas of the first state of decay. It's a environment I don't see enough of in survival games like this and I think it'd be perfect.

willow estuary
#

Not a "mod" per-se, but introducing DEATH BOT, who sends death and pvp notifications to a Discord server channel:

light magnet
#

That's actually really cool. 😮

willow estuary
#

Not actually my work, but a friend from my server's.
I have it set up to send to two discord channels. One where only Death Bot can post, as a record, and also to the general chat channel. For the commentary.

quaint nightBOT
oblique canopy
#

Moding master do you know if it is possible to create an electric water pump mod that feeds a structure that can use pipes that connect to a source either rainwater or marine? it is an existential doubt almost as big as when the animations will come out xd

blissful meteor
drifting ore
#

nice map

radiant ginkgo
#

1980 Ford F-150 (WIP!)

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The most detailed model! 🙂

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I hope there will be animations of doors and hood? Yeah? stressed

last flint
#

Yeah

open abyss
#

informative vid on nukes... and they are true, nukes in vids are awesome, but in real life... Not so much...

light magnet
#

For if getCore():getGameMode(), is the gamemode for survival just "Survival"?

light magnet
#

Beat the Spiffo to it.

#

5% chance that a zombie will either be a Crawler or a Sprinter.

quaint nightBOT
light magnet
#

Good bot. :3

willow estuary
#

@light magnet looks cool, will probably use on my server :)
It could be cool if there was an option to have a % of them being slow shamblers as well?

light magnet
#

The normal Zeds are already a mix up of slow and fast shamblers though? 🤔

willow estuary
#

Oh, in your mod?
Or do you mean in general.

light magnet
#

The mod just adds a 5% chance that a default zombie will be a Sprinter or a Crawler. So 10% that it will be 1 of those two and the rest are just slow and fast shamblers.

willow estuary
#

@light magnet sorry, just looking at the code right now. If speed 1 is a sprinter, than 2 are fast shamblers, and 3 are slow shamblers, correct?

light magnet
#

I would say so. I think default is -1, which would be a mix.

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Yeah:

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Default seems to be -1

willow estuary
#

K, thanks!

light magnet
#

Np. 😄

quaint nightBOT
stuck hare
#

could anyone tell me where I should start if I wanted to create a fast travel mod?

#

for instance, interacting with an object on the map to be instantly transported to another part of the map

willow estuary
#

Hydrocraft has that already, look up the helicopter recipes on the undeniable website.
I used it as a template to implementing custom fast travel options for my server.

#

For the lua you're gonna want to look at this folder: C:\Program Files (x86)\Steam\steamapps\workshop\content\108600\498441420\mods\Hydrocraft\media\lua\client\Travel

stuck hare
#

are you the fella admining the Monghell server?

willow estuary
#

Yep.

stuck hare
#

yeah, I saw your post on reddit! cool concept

willow estuary
#

Thanks! 🙂

stuck hare
#

I think this project might be too ambitious for my skill level since I don't know any Java

#

but I thought what the hell I'll give it a shot

willow estuary
#

It's all lua and scripting, just copy how hydrocraft does it and you'lll be fine.

stuck hare
#

if I already use Hydrocraft do I even need to do it? I guess I will have to edit it to get where I need to go lol

willow estuary
#

Well, it depends, in Hydrocraft the fast travel either involves an admin planted helicopter and then "helicopter tickets" that are admin spawned; I changed it for MOnghell where you needed cash and a passport instead of a ticket?

stuck hare
#

oh wow this script is actually pretty legible

willow estuary
#

I'll dig up a recipe I use for my server.

stuck hare
#
    local player = getPlayer();
    player:setX(13860);
    player:setY(9937);
    player:setZ(0);
    player:setLx(player:getX());
    player:setLy(player:getY());
    player:setLz(player:getZ());
end``` 

where does the ticket come into that?
willow estuary
#
    {    
        keep HCHelicopterL/HCHelicopterR,
        keep HCMap,
        keep HCCompass,
        keep HCPassport,
        HC100dollarbill=10,
        PetrolCan=16,
        Result:HCToyhelicopter,
        CanBeDoneFromFloor:true,
        Time:500.0,
        OnCreate:travelToVS,
            Sound:chopper,
        RemoveResultItem:true,
        Category:Travel,
    }
#

The ticket is in the hydrocraft recipe, 1 sec

#

You use the recipe to trigger the lua.

stuck hare
#

neat, alright

willow estuary
#

recipe Travel to Bedford Falls
    {    
        keep HCHelicopterL/HCHelicopterR,
        keep HCGPS,
        keep HCTicketBF,
        PetrolCan=16,
        Result:HCToyhelicopter,
        CanBeDoneFromFloor:true,
        Time:500.0,
        OnCreate:travelToBF,
            Sound:chopper,
        RemoveResultItem:true,
        Category:Travel,
    }```
stuck hare
#

so I'd need a recipe that calls the fast travel lua?

willow estuary
#

(1 full in-game petrol can is 8 petrol cans in a recipe)

#

Yes; and, as you can see, it's easy to make custom destinations for it as well.

stuck hare
#

yeah, that's really neat, I didn't realize how easy that was

willow estuary
#

It was one of my first mods, it's that easy! 🙂

stuck hare
#

nice!

willow estuary
#

I use it as a means of travel to and back from the isolated maps, like Hashima and Midway islands, for Monghell.

stuck hare
#

let's say I wanted to create an island in the middle of the Ohio River on the vanilla map, and make it to where you could fast travel there with a recipe - would it be possible to limit that recipe's use to like, a dock?

#

I think I could make a map feature of some kind, like a piece of immovable furniture on the dock, but I'm not sure

willow estuary
#

As a destination, yes.

If you want to get fancy with the lua the recipe calls, you could tie it to specific coordinates to launch it.

stuck hare
#

what about as a starting point? so you can only go from coordinate point A from coordinate point B?

willow estuary
#

Or you make a 1000 weight recipe ingredient, like the HC helicopters, and plant it at the dock location?

stuck hare
#

oh! that's a good idea

#

and make it to where it's not consumed

#

so it's reusable

willow estuary
#

Exactly.
yeah, that's the easiest way to implement specific starting points.

stuck hare
#

fantastic, thanks!

#

now I just need to figure out what I'm doing wrong with the mapping

willow estuary
#

NP Mr Brown!

stuck hare
#

I'm gonna write this down though for when I get to that part of the mod

#

you wouldn't happen to know a thing or two about WorldEd would ya? 😄

willow estuary
#

Oh, not this guy.
Sorry.

#

Not yet...

stuck hare
#

no problem, you've been a great help

willow estuary
#

NP! 🙂 Gotta help out fine Mr Brown after all! 😉

stuck hare
#

my plan with learning how to mod the game is to create an island with nothing but vegetation and a small number of zombies that players can settle

#

big enough to build a small settlement on, with lots of lumber but nothing else

#

with the players having to go on Viking raids along the mainland to get more amenities for their growing settlement

willow estuary
#

You do know that that kind alaready exists with the north bank of the river on the map? :)
Not to dissuade you from mapmaking, but that is a quick, easy option?

stuck hare
#

I know, it's just not the same

willow estuary
#

Gotcha.

stuck hare
#

it also kind of exists with the very small island in the rural northwest part of the map if you know the one

willow estuary
#

Yeah, I know the place.

#

That's tiny though!

stuck hare
#

but it's too small! right

#

the map idea I have is the length of a cell

willow estuary
#

Perfect size!

#

Easy to make with just the vegetation maps and stuff, no building.

stuck hare
#

yeah, and I've got the bitmaps already made, I just can't figure out WorldEd even with the guide

drifting ore
#

Brown, we meet again.

#

I thought we's already dealt with ya.

stuck hare
#

I have failed you brother

#

I can't figure out how to order the mod folder architecture or what exactly y'all mean by selecting the right tile directory

#

beyond knowing it can't be pointed at the 2x folder inside the Tiles folder

willow estuary
#

I haven't dived into that yet, but people in #mapping can probably talk you thru it?

stuck hare
#

I posted in there before and Ringo responded with

If anyone is getting the red ? after dragging and dropping your BMP into worldEd then make sure you tiles directories are set to the tiles folder you downloaded an NOT the 2x folder inside of it```
#

but I don't know what that means

#

but I'll wait til someone who's active in that channel comes along, again I appreciate the help

blissful meteor
#

@stuck hare what problem are you having?

stuck hare
#

none anymore! thanks

#

I'll be tackling scripting and stuff tomorrow though, who knows, might be all new problems

blissful meteor
#

Hmm ok, I dont have much experience with lua or the modding side of PZ but should be able to help with anything mapping wise

stuck hare
#

I'll hold ya to it, thanks

#

I'm gonna sleep now though

drifting ore
#

has anyone seen/made a Vegetarian/ Vegan trait

light magnet
#

I haven't, but I think you might be able to make one with getCategory() to check if the food is meat or not... I'm not sure. 🤔

drifting ore
#

would be interesting to have them nauseous/ depressed after eating meat

slate jetty
#

Bruh, the zombies are a more serious cause of depression than eating meat in a zombie apocalypse 🤣

#

But being serious, you could look into the code of items that gives Sadness and try to replicate that (Bleach for example)

quaint nightBOT
quaint nightBOT
drifting ore
#

I mean it more in the context of values, A devoted Hindu is going to be pretty distressed having to eat cow meat regardless of zombies ect :p

vital lynx
#

Is it possible to add more lights at streets? Original lighting poles having too short light radius and looks unrealistic. Picking a bright night option doesn't help too.

light magnet
#

You'd have to modify the tile definitions, I think...

stuck hare
#

is it possible to add a custom inventory object directly to the game world in TileZed? like if I wanted a modded ax to spawn on the floor of a fire station every time I started the game, would that be possible?

light magnet
#

You could do it with some LUA trickery...
You could have a tile which when updated will remove itself and create an item at its' coordinates.

somber inlet
#

has anyone tried add new clothes as in retextures with the new iwbums update?

drifting ore
#

I looked around, not sure how to yet.

willow estuary
quaint nightBOT
quaint nightBOT
ember orchid
#

Hey dudes, I noticed that the new build fixes the models being mirrored. Is there any way to tell it to load the model mirrored in the scripts to save some time, or do I need to go back and change them in blender?

ebon prawn
#

guys where is location of game items PNGS ?

#

anyone ?

placid delta
#

idk if it changed recently but there used to be all packed together in a few huge images with xml files showing how to clip them out with x,y psotions and widths/hights etc

ebon prawn
#

image file ?

#

like tiles ?

light magnet
#

GASP! 😱
It looks like they added in a method to set individual variables for zombies!
setVariable()

drifting ore
#

Yo guys where do i get the modding tools? i wanna start making stuff too

light magnet
drifting ore
#

Thanks fam

light magnet
#

NP

light magnet
#

Oooh... This is interesting sounding:
updateSearchForCorpse()
Might be useable for a 28 Days later Rage Virus mode. Zombies needing food.

jagged sentinel
#

little lightbulb lights up above Okami's head DING

light magnet
#

Many lightbulbs. :3

stuck hare
#

@light magnet can I PM you? I want to try your tile trickery idea but I'm not sure where to start

rancid sequoia
crimson panther
#

I need some help with something

#

sadly after new update, they changed something in the code and crashed cars mod throw errors when they spawn in console about item quality

placid delta
#

where was that .lua file called like suberb distributions that shows where items can spawn again?, seems it got moved or renamed

crimson panther
#

basically game throws error about condition of parts

#

when spawns car wrecks that use parts like trunk/glovebox/trunk door

#

LOG : General, 1571420003027>
LOG : General, 1571420003027> -----------------------------------------
LOG : General, 1571420003028> STACK TRACE
LOG : General, 1571420003028> -----------------------------------------
LOG : General, 1571420003028> function: createPartInventoryItem -- file: Vehicles.lua line # 939
LOG : General, 1571420003029> function: Default -- file: Vehicles.lua line # 288
LOG : General, 1571420003029> -------------------------------------------------------------
LOG : General, 1571420003031> attempted index: getConditionMax of non-table: null
LOG : General, 1571420003031>
LOG : General, 1571420003032> -----------------------------------------
LOG : General, 1571420003032> STACK TRACE
LOG : General, 1571420003032> -----------------------------------------
LOG : General, 1571420003033> function: createPartInventoryItem -- file: Vehicles.lua line # 939
LOG : General, 1571420003034> function: TrunkDoor -- file: Vehicles.lua line # 157
ERROR: General, 1571420003034> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: getConditionMax of non-table: null at KahluaThread.tableget line:1651.
ERROR: General, 1571420003035> DebugLogStream.printException> Stack trace:

ebon prawn
#

does anyone know the location of the game items pngs file
i didnt find them in media folder
appriciate any help

placid delta
#

C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\texturepacks

ebon prawn
#

which one is items ?

placid delta
#

UI1 and UI2

ebon prawn
#

like foods and stuff

#

do u know how can i exctract them ?

placid delta
#

search on forums there is a "UnPacker.jar" thingy

ebon prawn
#

oh thank you found it

placid delta
#

first "unpack"

#

then choose "split" and select the .xml file

jagged sentinel
#

Is there one for .bank files Nolan 😛 ?

placid delta
#

none that I'm aware of

quaint nightBOT
light magnet
#

@stuck hare Sure, NP. 🙂

quaint nightBOT
quaint nightBOT
faint phoenix
#

Thanks for the mod been waiting for that

blissful meteor
#

open for ideas on more Z to create to spawn

vivid flare
#

anyone can tell me where to find the loot tables?

#

apparently distributions.lua i guess

rocky lynx
feral eagle
#

Gastronomical Goodness. spiffo

rocky lynx
#

not only that! :p

#

(previous version Build 40)

crimson panther
#

so anyone here with Lua exprience?

spark crystal
#

@rocky lynx awesome stuff! Wasn't expecting you to be on top of. It so quickly

rocky lynx
#

Well i love to make mods and expand the game experience. 😄

somber inlet
#

@rocky lynx could you show us how to add a custom clothing item? for example a retexture of the tshirt? 😄

fallow bridge
#

Black baseball caps...

blissful meteor
drifting ore
#

What'

#

How did you get the rifle to show up?

#

I've never seen that before, rifles slung and visible belts.

blissful meteor
#

its in the files, just very rare

#

i upped the chance for these guys. If they have a chance to spawn a weapon 99/100 it will be a rifle

drifting ore
#

Does it show up on players? Interesting.

blissful meteor
#

not on players

drifting ore
#

Very impressive, nice work dude.

#

That's a shame though, wonder if it'll be added.

blissful meteor
#

well i just found a file called

#

ISHotbarAttachDefinition

#

so i guess we arer getting a hotbar, and it has the visible weapon code in it

#

like leftholster etc

drifting ore
#

noice.

blissful meteor
#

so im guessing if its on your hotbar it will appear on char

drifting ore
#

Very nice.

#

The secrets you've uncovered.

blissful meteor
#

god i cant remember where the weapons file is

#

to edit the m16

#

thats all i have left to do before i upload it

#

found it

drifting ore
#

Is it a triangle handguard?

blissful meteor
#

what

drifting ore
#

the rifle.

#

Is it's barrel triangular.

faint phoenix
#

@blissful meteor sorry for the pin but does ur mod unique Z still makes the chance of zeds spawning with beanie and hoodie higher?

blissful meteor
#

there was no spawn before except for the super rare survivor Z

#

they are pretty common now

#

witht he mod

faint phoenix
#

Alright thanks for the reply

ember orchid
#

Hey man, I'm pretty sure it's the m16a2 style round handguard, not the a1 style triangular one. @drifting ore

drifting ore
#

Thanks, but damnit.

quaint nightBOT
drifting ore
#

But why?

blissful meteor
#

Update to unique Z, Bulletproof vests now give +100 bite and scratch defense to chest

blissful meteor
#

Has anyone been able to make new clothing items yet, ive tried but cant spawn them through debug menu

quaint nightBOT
fallow bridge
#

Anybody have any ideas on how to make a black baseball cap

#

Or maybe change the rifle mags to have 5 rounds instead of 3

winged raptor
#

@blissful meteor you can use a NecroForge to spawn it.

blissful meteor
#

@winged raptor spawn which item?

jagged sentinel
#

Im guessing he meant the new clothing items

#

since necro has tab only for mod items

barren acorn
#

Hey I have a quick question for Build 41. Are clothing items / held weapons proper separate 3D models?

#

Or are they just textured simple surfaces

light magnet
#

Proper models.

barren acorn
#

So the shirts and pants are rendered separately from the player model?

jagged sentinel
#

Yep, since they are all seperate models they can all been ontop of one another and give you the effect of layers

light magnet
#

Just some fun for those who want it...
setSkeleton(true) Will have the zombie as a skeleton... I think it might work for player characters as well...
getHumanVisual():setSkinTextureIndex(x) should allow you to change the skin of the zombie/character where x is the index of the skin. Still seems to be a numerical value though, rather than a texture string.

#

@blissful meteor , maybe you could incorporate it into your UniqueZ mod? Maybe add in the chance for the zombies to spawn as Crawlers as well?

blissful meteor
#

Might be a bit overboard haha

light magnet
#

No such thing. 😝

vital lynx
#

NPCs with multiplayer when

spark crystal
#

When you stop asking.

light magnet
#

Nearly Perfect Cars are in multiplayer already, they're even better than singleplayer since they can destroy hoardes. 😏

blissful meteor
#

Just updated Unique Z mod with Chainsaw, New Bankrobber Zed and added alot of visible weapon chances to proffession Z like Firemen Etc

white sun
#

👍

drifting ore
#

I realize that i wont be making any friends here by asking this, but have the minimap mods been updated to the latest branch of IWBUMS?

#

getting really sick of endlessly getting lost with AiZ :#

willow estuary
#

I dunno, but every mod I've tried so far has worked, so I can't see it hurting anything to try?

quaint nightBOT
viscid kelp
#

Thanks, sweetheart. 😘

drifting ore
#

is hydro working for IWBUMS?

viscid kelp
#

Nope.

#

Well, kinda.

#

Loot from hydro doesn't spawn, but you can craft.

tawdry siren
#

Someone know hydrocraft work in patch 41?

viscid kelp
#

Nope.
Well, kinda.
Loot from hydro doesn't spawn, but you can craft.

tawdry siren
#

oh I don't read MuggiDK ask

#

Thank @viscid kelp

viscid kelp
#

👌

atomic storm
#

How would I go about making a new texture for a placeable object, like a flag?

grizzled grove
#

replacing an existing one or making a new object?

atomic storm
#

Replace

grizzled grove
#

i think all you should have to do is replicate the path and texture in your mod, haven't tried it myelf

rocky garden
#

looking for help from an expert on making my first mod. It is very simple and involves only 2 keypresses and and removing an item from the player's body and dropping it to the ground. As far as I know no one has made it before

#

i have programming experience, i just dont want to spend many hours finding the right methods when an expert knows them instantly

#

i have partially working pseudocode setup and ready

quaint nightBOT
glossy glade
#

Making sound mods are kind of chaotic, because the files are stored in .bank files..

Anyone know if it is possible to "side-chain" a .bank file, instead of re-compiling the entire OST along with some of my tracks intertwined into just one singular .bank?

#

and as far as I can tell if that isn't possible, then making and uploading sound mods would break TOS as it is simply redistributing the PZ core sounds, with my works interspersed.. Hmm

quaint nightBOT
keen summit
#

ORGM work with 41?

quasi geode
#

nope not yet

quaint nightBOT
quaint nightBOT
fringe silo
#

Under Options-Audio, there's a dropdown box for Music Library (not sure if this is an IWBUMS addition or not), might be a way to add in external tracks via a mod that way?

glossy glade
#

As that may be sure, how would I "hijack" official Lua scripts to play my specific songs during specific instances instead? Hmmm

fringe silo
#

hijacking might be good, might be able to replace the stabs that way as well

#

as much fun as fmod bank fuckery is

glossy glade
#

It's odd, the files inside are .wavs, but it ends up FMOD changing it to vorbis, why isnt it just a Vorbis filetype to begin with? Silly fmod

fringe silo
#

wavs, ogg and then it seems like the .bank files are the only files related to audio that are actually used

drifting ore
#

.item M16

quaint nightBOT
#

@drifting ore

ORGM_M16

CodeName : M16
Weight : 3.3
Type : Weapon
icon : M16
Mod : ORGM
AimingPerkCritModifier : 10
AimingPerkHitChanceModifier : 15
AimingPerkMinAngleModifier : 0.01
AimingPerkRangeModifier : 2
AimingTime : 20
AmmoType : STANAGMag
BreakSound : PZ_MetalSnap
ClipSize : 30
ConditionLowerChanceOneIn : 60
ConditionMax : 10
CriticalChance : 20
DoorDamage : 4
HitChance : 25
IdleAnim : Idle_Weapon2
ImpactSound : null
IsAimedFirearm : TRUE
IsAimedHandWeapon : TRUE
KnockBackOnNoDeath : TRUE
KnockdownMod : 1.5
MaxDamage : 2
MaxHitCount : 1
MaxRange : 22
MinAngle : 0.95
MinDamage : 1.4
MinimumSwingTime : 0.2
MinRange : 0.6
MultipleHitConditionAffected : FALSE
NPCSoundBoost : 1.5
PiercingBullets : FALSE
ProjectileCount : 1
PushBackMod : 0.4
Ranged : TRUE
RecoilDelay : 1
ReloadTime : 10
RequiresEquippedBothHands : TRUE
RunAnim : Run_Weapon2
ShareDamage : FALSE
SoundGain : 2
SoundRadius : 170
SoundVolume : 75
SplatBloodOnNoDeath : TRUE
SplatNumber : 3
SplatSize : 3
SubCategory : Firearm
SwingAmountBeforeImpact : 0
SwingAnim : Rifle
SwingSound : ORGMAR15
SwingTime : 0.39
ToHitModifier : 1.5
UseEndurance : FALSE
WeaponSprite : m16
WeaponWeight : 3.3

Repair Options
Repair with 10% use of ORGM_Brushkit and Level 1 Aiming
Repair with 4% use of ORGM_Maintkit and Level 2 Aiming
Repair with 50% use of ORGM_WD40

ORGM_M16 Locations
No Spawn Locations found for ORGM_M16

Recipes that Use ORGM_M16:
No Recipies found

Recipes that Create ORGM_M16:
No Recipies found

drifting ore
#

Can't wait to see this in B41

#

Triangle handguards

quasi geode
#

going to be a while still. And ugh...those stats. so wrong..poor spiffobot doesnt know how to handle orgm weapons

drifting ore
#

you got your own discord?

#

invite please?

spark crystal
#

pm'd

quasi geode
#

ah thanks. just saved me from having to get the link haha

drifting ore
#

oof

quasi geode
#

I'm a big fan of when people save me work 😉

spark crystal
#

😉

I'm a big fan of when people make work easy

quasi geode
#

lol

keen summit
#

.item silencer

topaz pendant
#

hay guys is the mutiplayer enabler worth it?

spark crystal
#

100% no

#

There's a reason mp is disabled, the reason is that most things just don't work, because they aren't ready.

#

If you want to play mp, Id suggest you switch branches back to stable

#

Read the comments on the workshop page for more of an idea

quaint nightBOT
radiant ginkgo
#

UAZ-452 is alife!

drifting ore
#

Noice

terse matrix
#

what are the files for the whole "this is how you die" thing at the start of each game i want to make it more postive

grizzled grove
#

media\lua\shared\Translate\EN\UI_EN.txt

terse matrix
#

How do i over power the first file in order to make it a mod i can put on the work shop

terse matrix
#

@grizzled grove

#

like how do i make it to be able to go on the work shop

drifting ore
quaint nightBOT
placid delta
#

if im gonna do super surviors update, i need to utilize all costumes,

#

where shouls i put npcs using hazmat suits?

#

npc with spiffo suit? seems kinda unrealistic

#

any fool with that job would dump the suit immediatly when s**t hits the fan

drifting ore
#

Hazmat suits wherever you put the soldiers.

placid delta
#

I was gonna fill the hospital with them but I cant find any hospital on the map

light magnet
#

Probably best to place them near the secret base.

placid delta
#

Where is that ? Got coords?

light magnet
#

18x41y 👌
It isn't on the online interactive map yet because they have yet to update it, so you'll have to check it out in game.

willow estuary
light magnet
#

Das da one.

#

Area 41

spark crystal
#

Found that by accident this weekend 👌

#

I would suggest spiffo at any football field / sport area, if any exist

drifting ore
#

Kids playground

spark crystal
#

Cabin in the woods

drifting ore
#

Furcon

spark crystal
#

The mall - legitimately.

#

Mascot out spruiking that spiffo goodness

scenic comet
#

Did they have furry conventions in '93?

drifting ore
#

iirc they started the cancer in the late 90's

scenic comet
#

Actually... The first furry convention was in the 80's

coral mulch
#

i'm seeing conference zero from 1989

drifting ore
#

ugh

coral mulch
#

it wouldn't be in kentucky though

#

not yet at least

#

looked that up and the first one in kentucky was started in 2010

flint gorge
#

Spiffo's is basically an entire furry convention masquerading as a fast-food chain, so checkmate

coral mulch
#

you got me so second checkmate i guess

coral mulch
#

me, never really played chess

quaint nightBOT
drifting ore
light magnet
#

Really great work Zub! 😄

feral eagle
#

Wish we could makle log cabin stuffs like this in the base game.

quaint nightBOT
pseudo lake
#

Hey guys, anyone done anywork with python and tcp connections on winblows with RCON? 😄

pseudo lake
#
java.lang.NegativeArraySizeException
        at zombie.network.RCONServer$ClientThread.runInner(RCONServer.java:149)
        at zombie.network.RCONServer$ClientThread.run(RCONServer.java:121)
java.lang.NegativeArraySizeException
        at zombie.network.RCONServer$ClientThread.runInner(RCONServer.java:149)
        at zombie.network.RCONServer$ClientThread.run(RCONServer.java:121)```
drifting ore
#

Is there an update or fixed version of necroforge?

quasi geode
#

NF hasnt been updated since vehicles were in IWBUMS

drifting ore
#

Damn it
Any mod menus or spawner menus?

#

Cheatmenu sort of works but is limited

hexed anchor
#

try the debug version?

#

-debug on the launch options

drifting ore
#

I think debug only allows editing items, not spawning last I remember

spark crystal
#

No, you can spawn with debug.

#

Also, NF still works, with the exception of some items that have been removed (and none of the new items added)

quasi geode
#

also NF's skill level cheats can cause some issues...since some skills no longer exist (corrupted one save that way)

drifting ore
#

NF's car debug tools no longer work which is bothering me mostly tbh

#

Most stuff I can spawn in with the item names
But not cars

quasi geode
#

eh the car tools were only really half functional anyways. since like i said, hadnt been updated since vehicles were in IWBUMS (in the early part too)

drifting ore
#

Still feelsbad

drifting ore
#

Is there a wiki or page or something that lists all the perk names?

#

Like not ingame ones, ones in the files

#

"Perks.PlantScavenging" instead of just "Foraging" for example

gaunt pendant
#

just find in files *.lua "Perks." ?

drifting ore
#

Yeah those

#

Any page with a list of em or is it just a guessing game?

gaunt pendant
#

Perks.Aiming
Perks.Axe
Perks.Blacksmith
Perks.Blunt
Perks.Cooking
Perks.Doctor
Perks.Electricity
Perks.Electronics
Perks.Farming
Perks.Fishing
Perks.Fitness
Perks.fromIndex
Perks.FromString
Perks.getMaxIndex
Perks.Guard
Perks.Hauling
Perks.Lightfoot
Perks.LongBlade
Perks.Maintenance
Perks.Mechanics
Perks.Melting
Perks.Metalwelding
Perks.MetalWelding
Perks.Nimble
Perks.None
Perks.PlantScavenging
Perks.Reloading
Perks.SmallBlade
Perks.SmallBlunt
Perks.Sneak
Perks.Spear
Perks.Sprinting
Perks.Strength
Perks.Trapping
Perks.Woodwork

#

you can always search in the files in "Steam/steamapps/common/ProjectZomboid/media/lua"

drifting ore
#

Oh thanks!

#

Nvm wasn't enough colour

light magnet
#

Does anyone know if there's a way to take control of the camera through code? Forcing zoom or locking it to an area?

placid delta
#

NF is like troll tool. I put counter to 15 and hit spawn zombies....and I got ALOT more than 15 zombie

craggy furnace
#

is there a list for the starting clothes?

#

id like to add some for careers

light magnet
#

is there a list for the starting clothes?
ClothingSelectionDefinitions.lua in media/Definitions. @craggy furnace

craggy furnace
#

@light magnet thanks dude

#

are you already working on it?

#

and that you have

#

excellent

light magnet
#

Yip I am.
The only issue is that adding new clothing items for selections requires a rewrite of the whole definitions, so I'll have to update often as anything is added officially.

quasi geode
#

no it doesnt. just insert it into the table

light magnet
#

Tried that, it makes it so the game reads only my one rather than the original one.

#

Unless you're talking about directly editing the original? I don't want to do that. 😅

quasi geode
#

Profession Framework does it. you can add on to the tables or overwrite them completely

#

no dont edit the original

light magnet
#

Strange. The moment I add anything, it totally overwrites everything for the original clothing selections for that specific occupation. It might be a clothing selection only thing at the moment. 🤔

quasi geode
#
table.insert(ClothingSelectionDefinitions.fireofficer.Female.Tshirt, "SomeNewShirt")
craggy furnace
#

👀

light magnet
#

Ah okay!

craggy furnace
#

so wait, its treating it in a similar fashion to a db?

light magnet
craggy furnace
#

when do you think youll have it out the door?

light magnet
#

I'm not sure... My original plan was when B41 went stable but people are people and they're grumpy about that plan. 😅

craggy furnace
#

not a whole lot will change with clothes with with this build

#

they are just going to finish it and move onto animals

light magnet
#

Yeah, but it's not just clothes, that's only a small portion of the mod.

craggy furnace
#

i know

#

i have it

light magnet
#

:3

craggy furnace
#

i stopped using it because my magazine doesnt come with my sidearm

light magnet
craggy furnace
#

neat

#

is veteran getting anything?

light magnet
#

is veteran getting anything?
Everyone is getting something. Only up to Carpenter at the mo though. There's a lot of clothing to sift through to make sure I add everything appropriate. 😅

craggy furnace
#

i am not crazy about the veteran profession

#
  1. its not a profession 2) desensitized is dumb
light magnet
#

Good thing it's optional. 😌 👌

craggy furnace
#

maybe they will readd the military jobs

light magnet
#

Maybe having it renamed to Military Reserve? 🤔

craggy furnace
#

Reservist sounds good

#

oh?

#

your mod is enabled

#

and apparently its doings some odd shit

light magnet
#

I wouldn't be surprised. 😅
It isn't meant for the IWBUMS.

craggy furnace
#

honestly, id push it anyways

#

iwbums will be atleast 5-6 months long

light magnet
#

Yip! I'm caving, that's why I'm working on it now. Otherwise I would have only started once we hit stable. :3

#

@quasi geode Hmm... The table adding didn't work... Did you mean with the profession framework mod?

craggy furnace
#

btw

#

remember to add holsters

quasi geode
#

no i mean thats esentially what the framework mod does, it uses table.insert to directly add items into the existing tables

light magnet
#

Strange, it didn't add anything... Let me look at it again...

#
table.insert(ClothingSelectionDefinitions.fireofficer.Female.Hat, "Base.Hat_Fireman")
table.insert(ClothingSelectionDefinitions.fireofficer.Female.Jacket, "Base.Jacket_Fireman")
table.insert(ClothingSelectionDefinitions.fireofficer.Female.Mask, "Base.Hat_GasMask")

I simply did this... But I guess it requires a function?

quasi geode
#

i did make one typo in that line though

#
table.insert(ClothingSelectionDefinitions.fireofficer.Female.Hat.items, "Base.Hat_Fireman") -- forgot the .items table at the end
light magnet
#

Ah! Let me try again. Thanks!

#

Nope, still not. 🤔

quasi geode
#

oh. there is no table for fireofficer.Female.Hat lol

#

cant insert into a non-existant table. you'd have to override that one

light magnet
#

Ah okay. Best to just keep doing what I was doing then. 😅

quasi geode
#

ClothingSelectionDefinitions.fireofficer.Female.Hat = { items={"Base.Hat_Fireman"}}

light magnet
#

Oh? :3

quasi geode
#

if that clothing area exists in the vanilla for that profession, you can table.insert...if not, you have to create that body location table

light magnet
#

This should go a fair bit faster and neater now.

#

Ah...

#

One snag.

#

Can you set the chance that they'll have it for the randomizer?

#

They'll be in full getup each time... Which is great for some, but can cause conflicts when adding more things of the same category.

quasi geode
#
ClothingSelectionDefinitions.fireofficer.Female.Hat = { chance=10, items={ "Base.Hat_Fireman" }}

ClothingSelectionDefinitions.fireofficer.Female.Tshirt.chance = 20
light magnet
#

You rock! Thanks!

quasi geode
#

can do anything you were before, its just a different way of accessing the data instead of recreating the whole table

light magnet
#

Handy. 😄

quasi geode
#

still think your reinventing the wheel though

ProfessionFramework.addProfession('burglar',{
    clothing = {

        -- replace = true -- completely wipe all vanilla clothing options for this profession.         
        -- replace_items = true -- completely replace a specified locations vanilla items. Unspecified locations remain untouched. 

        -- Applied to both genders.
        Eyes = { "Base.Glasses_Shooting", "Base.Glasses_Aviators" },
        Hat = { "Base.Hat_BalaclavaFace", "Base.Hat_BalaclavaFull", "Base.Hat_Beret"},
        Hands = { "Base.Gloves_LeatherGlovesBlack" },
        Sweater = { "Base.Jumper_PoloNeck", "Base.HoodieDOWN_WhiteTINT" },
        Jacket = { "Base.Jacket_Black", },
        Pants = { "Base.Trousers_CamoUrban" },
        Shoes = { "Base.Shoes_ArmyBoots", "Base.Shoes_BlackBoots", "Base.Shoes_RidingBoots" },
        -- Gender specific tables can be added:
        -- Female = { },
        -- Male = { },
    }
})

adding clothes to the burgler through the profession framework. those are all inserted into the existing options
if i wanted to overwrite all the default clothes, just need to uncomment that replace = true
if i wanted to only overwrite those locations specified, and leave all the other body spot options, uncomment replace_items = true

#

doesnt have a handler for chance though 😐

#

need to fix that if i can find a clean way of doing it 😄

#

(yes its a odd selection of clothes there)

light magnet
#

Still feel a bit iffy about having dependancies though. 😅
But I may very well move to that if you can work out the kinks like the chance bit. 🙂

quasi geode
#

ya well dont blame you really. dependancies suck lol

light magnet
#

My therapist advises against them. 😏

light magnet
#

"I steal baseballs." 👀
Can you equip a hat with a balaclava normally in game?

light magnet
long grove
#

what mod did you use for this? or is it something else?

light magnet
#

I'm making the mod for this.

#

It's the B41 update of Occupational Items on Spawn.

long grove
#

oh cool

light magnet
#

Working my way down the occupations and getting their clothing all sorted before fixing up the spawn items.

long grove
#

bank robbing is an occupation?

light magnet
#

"Burglar"

long grove
#

i mean, they're both illegal and steal

light magnet
#

But they occupy your time. 😛

long grove
#

are there going to be police, military or a scientist or anything like that?

light magnet
#

I'm not adding any occupations. 😅
Police Officer and Veteran are already Occupations you can play as without mods.

long grove
#

well i meant for clothing

light magnet
#

Yeah, scroll up and you can see their screenshots. 😌

long grove
#

cool

#

would be neat if you could decide where they spawn

light magnet
#

They spawn... On... Your body... 😐
😜

long grove
#

i mean firefighers near a firestation or a burnt house

#

or police in police stations

#

instead of starting in a house

light magnet
#

That's already a feature.

#

Of the game, not the mod.

long grove
#

oh

light magnet
#

Oh!

#

You mean the player?

long grove
#

yea

light magnet
#

Yeah, you're right. It's not too hard to mod.

#

I thought you meant the zombies with outfits, my bad. 😅

long grove
#

tis fine

#

would it be possible to make a key that works with the armory

#

that you can spawn with?

light magnet
#

Which armory?

long grove
#

idk, west point police one?

light magnet
#

Maybe, you'd need a way to find out the police station's building id first.
But that's a good idea actually. Having you, as a police officer, spawn with the key for the armory of the town you spawn into. Be like Rick heading to the station in the first episode of TWD.

drifting ore
#

Wonder if someone will make a PZlife mod kinda like the Arma life mods

#

Or better yet a nuclear war mode with radiation, fallout and a pre-blast period where you loot before the bombs

craggy furnace
#

that would be amazing

light magnet
#

Radiation is pretty easy to mod in.

drifting ore
#

Does the game support -Z?

light magnet
#

Z axis?

drifting ore
#

Yeah like underground

light magnet
#

No.

drifting ore
#

I dont see basements

light magnet
#

Not yet.

drifting ore
#

Damn

#

Imagine fallout shelters like from the 80s around Knox county?

#

Or even a Morrow Project mod where you open your bolthole and rebuild a super eroded Knox

blissful meteor
#

There was a dev video of a basement a long time back, so they have toyed with the idea

quaint nightBOT
karmic drift
#

Sup guys! Could you please help me with creating simple 'Hello world' mod? I dont know how to create and test mod locally, without uploading mod on workshop or messing with steamapps/workshop/content/108600 folder

drifting ore
#

You can upload it as private to the workshop @karmic drift

#

Or friend's only

karmic drift
#

I do not want to upload the mod after every change I made when I develop. Is there other ways?

drifting ore
#

It automatically updates, I think

#

If the mod is where your um, ModTemplate mod is, it automatically updates it

karmic drift
#

It was easier than i thought

#

Anyway thanks for help (:

quaint nightBOT
quaint nightBOT
quaint nightBOT
quaint nightBOT
spark crystal
#

that was quick

sudden falcon
pseudo lake
#

Any modding/mapping wikis for the PZ mapping tools?

quaint nightBOT
quaint nightBOT
quaint nightBOT
long grove
#

why is the bot doing things twice

light magnet
#

Might have been a network error on the side of the uploader, may have been slight but caused the packets to be sent twice for the bot?

spark crystal
#

Welcome to spiffobot. It's known to do this pretty often.

indigo hound
fallow bridge
#

uh oh

#

we can see a certain secret place in the bottom left

indigo hound
#

yes

willow estuary
#

GOOD.

#

@indigo hound put a map of, and to, the "special secret clubhouse" in the next update of CLH - Regional Map 😄

indigo hound
#

@willow estuary This place has existed for a long time. People just forgot how to study the world, and all use an online map.
But! Not all of them)

pseudo lake
#

Very nice!

#

How are you making it? Looks like that might be map data or you free drawing or something? (If you dont mind sharing)

rocky lynx
blissful meteor
#

@rocky lynx what are those wall tilesets?

flint gorge
#

It would be awesome if walls incrementally were built like that, and perhaps took damage in the same fashion, with certain appearances reflecting a certain HP

spark crystal
#

Snakes walls are 😉

rocky lynx
#

@blissful meteor part of Le Gourmet Evo Plus Custom Building, Now system works with Animations, but not updated yet.

spark crystal
#

@rocky lynx released? 😮

rocky lynx
#

Soon!!

#

Need to modify only the hunting system.

spark crystal
#

exciting 🙂

rocky lynx
spark crystal
#

Expanded Farming system is back in, too?

rocky lynx
#

Yes! All work!

spark crystal
#

Excellent 😄 My two favorite parts of LGEP is the hunting and the farming

rocky lynx
#

A lot of balance changes comes!

willow estuary
#

Is there an English summary of this mod somewhere @rocky lynx ? I hear a lot of good things about your work 🙂

rocky lynx
#

Frutal trees not dead anymore after passed the harvest days.

#

@willow estuary There is a manual item that you can found in game, the manual explains a lot of new mechanics added by the mod.

willow estuary
#

Thanks!

rocky lynx
spark crystal
#

Have you considered putting LGRP on the workshop for its maiden release 😉

rocky lynx
#

Yes

#

Le Gourmet Revolution will come to workshop! 😄

spark crystal
#

That's awesome - really excited for much more of the community to discover lgep/lgrp 🙂

rocky lynx
#

Yes! A lot of things to do with this mod.

quasi geode
#

Is there an English summary of this mod << yes. Its awesome. there..summarized 😄

blissful meteor
#

@rocky lynx your mod looks really good, weird how I never heard of it before. Looks like a much better balanced hydrocraft

willow estuary
#

Hahaha, you can make a knife out of a shark tooth in it as well? Awesome! 🦈

spark crystal
#

@blissful meteor that's a pretty good way to describe it - it adds so much in a way that everything feels like it's always belonged to the game - unlike some of Hydrocrafts attempts - where everything is done via recipes.

#

The new farming feels like it's part of the base game, and the hunting mechanic is really well done - though I did find it to be a little unbalanced with how much food it provided (would have liked to have seen more) - and it didn't have ORGM compatibility at the time.

#

@rocky lynx had you ever thought about or planned any new irrigation mechanic (Like Hydrocraft once had) ?

rocky lynx
#

yes! But first i focussed to bring the best balance to fit good with basegame.

#

there is the basic climate info window, need to read a magazine to unlock more info

#

Need to insert the saw table!! When i finish the update :p

#

old screenshots 😄

grizzled grove
#

very cool

blissful meteor
#

will the mod be in english as well when uploaded to steam? @rocky lynx

light magnet
#

Not sure if it will be in English, but they said it will be on the Workshop. 🙂

karmic drift
#

Can someone share sources of mod with good practices? Also where did you (if u're mod creator) start learning pz mod creation related stuff like api and tools?

light magnet
#

I use LUA-Edit for making and modifying LUA scripts, which is the code used for Zomboid mods, though you can just use any text editor:
http://luaedit.sourceforge.net/

#

Then finally, examine the mods that were made by other people, absorb their knowledge and techniques. You won't always get the answers by asking for help, though folk tend to be good with that, but this way you'll be able to see firsthand what works and what doesn't. 🙂

#

Also a lot of great resources pinned here, be sure to check them out. 👌

spark crystal
#

It will be in English - Snake has a very clean modding setup

#

The only thing which may not be in Enlgish (And I'm happy to help you work here @rocky lynx ) is the workshop page itself

blissful meteor
#

Has anyone else here tried adding new clothing items yet the XML files are proving to be a problem making the new items show up in game

karmic drift
#

@light magnet @spark crystal thanks!

fast girder
#

Okamikurayna, gasmask for fireman is not right, like he may has the unfirom but not gasmask i think. Also vests are op if you give them with profession.

light magnet
#

Firemen do have gasmasks as an option, and the vests are a-okay because they're limited to the Policeman and the Security Guard. It's to promote diversity and doesn't follow the traditional Zomboid balancing. 👌
I mean, Lumberjacks start with Wood Axes and Firemen start with Fire Axes, that kind of makes you OP on start anyhow. 😂

spark crystal
#

Fireman have gas masks as a mandatory where I am

#

I thought that was standard

broken sandal
#

i'll like wilderness expansion mod

#

any similar to this?

light magnet
#

@rocky lynx 's Gourmet Revolution mod seems like it will have aspects of a Wilderness Expansion. Though the official B41 will be an official Wilderness Expansion. :3

quaint nightBOT
indigo hound
#

Support New Maps:

NEW - Brandenburg Map
NEW - California Map
NEW - Drayton Map
NEW - Odincovo Map
NEW - Red Valley Map
NEW - Silent Hill Map
NEW - South Muldraugh Map
NEW - Dixie Map
NEW - Unnamed Town Map
NEW - Scenic Grove Map
NEW - Valley Station Map
NEW - Ballincoolin Map
NEW - March Ridge Map (vary vanila style) = Карта МарчРайд (Стандартный мой стиль)

#

Update REGION MAP!)

drifting ore
#

Can you translate that mod to English please

nimble spoke
#

@pine vigil I couldn't find Turbo's changes to detect snow on a tile, I can no longer open IsoGridSquare.class

indigo hound
#

@drifting ore If you are talking about Regional Map mod, then it has English.

drifting ore
#

I was... Thanks

quaint nightBOT
craggy furnace
#

oh nice

#

half of WP is burned down

light magnet
#

@nimble spoke Have you tried verifying game integrity? Or do you mean you aren't on a PC with the right tools currently? Either way, I copied the contents of IsoGridSquare.class to a text document if you want it.

nimble spoke
#

Wow, thanks! I meant the version of jdgui I use to open zomboid files can't open that one, but then again I don't keep it updated

light magnet
#

No prob!
I also think the snow things have been integrated with IsoCell.class, with checking for snow being gridSquareIsSnow(x,y,z)

nimble spoke
#

Thank you again, I'll give that some tests

light magnet
#

No prob at all. ^_^
Good luck!

craggy furnace
#

@light magnet is it possible to manually add clothes?

#

i just wanted to add more in general, not stricted to job

nimble spoke
#

ohhhhh multiplayer is disabled, I can't access admin powers for testing

spark crystal
#

@light magnet have you updated/released Occupational Items on Spawn for b41 yet?

drifting ore
#

Who made necroforge?

quasi geode
#

Svarog is the current author

drifting ore
#

I guess hes working on it for build 41 huh

quasi geode
#

unlikely. he hasnt been on the TIS forums in 11 months now, does login to steam but seems mostly inactive in the pz community atm

#

last i spoke to him RL & crazy work hours was taking up all his time, but that was over a year ago

drifting ore
#

Awe

light magnet
#

@craggy furnace Sure, just use "default" in place of the occupation.

craggy furnace
#

OwO

light magnet
#

@spark crystal Not yet, working on it.

craggy furnace
#

do they reset every patch?

light magnet
#

@craggy furnace In theory, you could literally create a mod where every item of clothing is available for you to customize your character at the start.

craggy furnace
#

i mean, theoretically, sure

#

but i am just loading clothes from clothingItems into the list

light magnet
#

do they reset every patch?
No, not if you use the method Fenris_Wolf provided

craggy furnace
#

putting them directly into the objects

#

what did he use?

#

some framework?

light magnet
#
ClothingSelectionDefinitions.fireofficer.Female.Hat = { items={"Base.Hat_Fireman"}}

Etc.

craggy furnace
#

just put them into the defs?

light magnet
#

Yip! modname/media/lua/Definitions/scriptname.lua

craggy furnace
#

alright

#

so just separate it via separate file rather than just modding the file

#

so the updater has a frame of reference

light magnet
#

Exactly. :3

craggy furnace
#

i think ill fill the niche you created

#

you make the career stuff

#

ill put in the stuff for the regular people

tawdry siren
#

how add new cloth to zomboid? make mod*

green vale
#

Guys can you tell me what mods are the best content mods and which are worth downloading. For example some mods that are adding tons of content or fixing spawn rates of items, etc.

spark crystal
#

ask again in a couple of weeks - not too many mods exist for the new build yet

green vale
#

Ok

jovial trout
#

Not a lot I can recommend, but Filibuster Rhymes made a Build 41 version of his cars mod, also Super Survivors is currently in development to be updated. (Hopefully Hydrocraft will be updated but I think they are waiting until it is stable)

quaint nightBOT
digital jacinth
#

Hi guys, if you have any questions or suggestions on the mod "US Military Pack" tell me !

quaint nightBOT
thorny kayak
#

somebody know how to reduce item delta in my function

craggy furnace
#

item delta?

topaz roost
#

i.setJobDelta(float delta)

where i is of instance InventoryItem

craggy furnace
#

oh

upper bough
#

Is there any way to create new instances of classes via Lua? i.e creating an instance of BaseVehicle?
I'm aware that vehicles can be added via the addVehicle() method, but I want greater control over the vehicle before it's spawned in

quaint nightBOT
topaz roost
#

@upper bough over its inventory or the parts?

upper bough
#

Both. I know I can modify the vehicle after it spawns, but I want to experiment with creating new objects.

placid delta
plush iris
#

Well done Nolan! I'm proud of you my man

quaint nightBOT
drifting ore
#

Hell yeah

light magnet
#

@placid delta If you get a chance to update, Superb Survivors has the same id as the old version "Super Survivors", which means the older version will take priority and load if you're subscribed to both.

#

So change in the mod.info

name=Super Survivors
poster=poster.png
id=SuperSurvivors
description=You will find other Smarter Survivors to join you
url=http://undeniable.info/

to

name=Superb Survivors
poster=poster.png
id=SuperbSurvivors
description=You will find other Smarter Survivors to join you
url=http://undeniable.info/
placid delta
#

Shit new I forgot something

#

Fixed just now

light magnet
#

Awsome sauce! ^_^

drifting ore
#

Hey Nolan, I've noticed a glitch.

#

All my survivors are spawning in naked.

light magnet
#

Yeah, I'm getting the same thing. 😳 😂

drifting ore
#

Damn nudists

placid delta
#

Is old SUSu disabled ?

drifting ore
#

Yep, and I unsubscribed from the workshop.

placid delta
#

Can u give the console.txt

drifting ore
#

actually, wait lemme try something.

#

maybe there's leftover files

placid delta
#

I really screwed up not renameing the mod id but i fixed it as of now so i would think just restarting steam should do it

fast girder
#

Oh boy super survivors

#

If mod like this works, then why MP is still in development..

light magnet
#

There's a huge difference between changing variables and coordinates for NPC objects and all the network stuff that goes with multiplayer. 😕

blissful meteor
#

Does anyone know which file i would find the code that controls how your character damages your own constructions

#

i want to see if its possible to make it so you can't damage your own walls when attacking, mainly the wire fences

light magnet
#

I'll check now. 🤔

blissful meteor
#

thanks

#

i had a little look, but couldn't find it

light magnet
#

4 eyes are better than 2. :3

#

@blissful meteor While I'm not sure, I think the issue is Player built objects are instances of IsoThumpable, rather than just tiles or objects.
You'll find the info pertaining to them in
zombie\iso\Objects\isoThumpable.class

#

The part, at line 827, is what you're looking for, I think:

 public void WeaponHit(IsoGameCharacter paramIsoGameCharacter, HandWeapon paramHandWeapon)
#

It's too big for a post here, but it should contain the variables that determine if it is thumped or not.

craggy furnace
#

@light magnet would you mind give me a pointer on setting up something?

light magnet
#

👈

blissful meteor
#

@light magnet ah ok thanks, so if i were to change it zombies also wouldn't be able to damage it im guessing

#

do you know where the traits are @light magnet

#

i wont to read into their effects in more detail

light magnet
#

@blissful meteor zombie\Characters\Traits

blissful meteor
#

ty

drifting ore
#

@placid delta did a steam restart, they're still naked

light magnet
#

@blissful meteor
Though the Traits are defined in
zombie\characters\IsoGameCharacter$CharacterTraits
And they're controlled in the character classes for their effects.

blissful meteor
#

havent found exactly where it says what each one does yet

light magnet
#

I'd imagine it's in IsoGameCharacter.class.

#

Yeah:

     if (this.Traits.NeedsLessSleep.isSet())
      {
        f6 = 0.7F;
      }
      if (this.Traits.NeedsMoreSleep.isSet())
      {
        f6 = 1.3F;
      }

Etc...

blissful meteor
#

perfect, thanks

light magnet
#

No prob. ^_^

thorny kayak
#

will it work ?

#
if self.item:getType() == "MR.CaffeineBox" then
     character:getStats():getFatigue += self.item.getFatigueChange();
    end
placid delta
#

ok found the naked bug, no more naked survivors.

light magnet
#

@placid delta Did you ever figure out a way to have Survivors come back as Zombies?

#

When meeting the obvious prerequisite infection of course.

placid delta
#

dont they already do that?

light magnet
#

I don't know about Superb Survivors, but the B40 one they didn't. Did a few experiments and they died and stayed dead when taken down by Zombies.

fast girder
#

Maybe they died because of scratches

#

Sometime my char just die without turning even if he was mauled by zombie.

fast girder
#

New SS seems to break healing animation and animation of taking your weapon out of your belt

fallow bridge
#

Yeah

placid delta
#

I see then doing healing but it does look like they are using healing arts

fallow bridge
#

And what about equipping items on your belt/back

fast girder
#

It has no anim Vunder

#

And also Survivors seem to shoot silent

#

But mod works fine i'm really amazed with it

#

If bugs will be fixed asap it will be godlike score mod xd

blissful meteor
#

Unable to target survivors with guns, they dont get the green silhouette @placid delta

#

Pvp was enabled too

placid delta
#

I seen them shoot each other though. Weird

#

Lots of stuff to look into tonight

fallow bridge
#

@fast girder i know that the anims don't work, i was asking if he fixed it or not

#

and you can shoot the

#

them

#

you just don't know if your hitting them

blissful meteor
#

It never hit them when I tried

#

And I had a shotgun at pointblank

fallow bridge
#

i was hitting them

#

weird

quaint nightBOT
fast girder
#

@light magnet When will you release your mod that you showed?

fast girder
#

Does Self inflictable injuries work with beta build?

light magnet
#

@fast girder Probably sometime this week or the weekend.

fast girder
#

God i'm really excited, will be so fun to RP

vital lynx
#

What mod? Its good for RP? Why?

radiant ginkgo
jagged sentinel
#

Does the track move when the engine is working?

radiant ginkgo
#

No

serene nimbus
#

wounder if you can use automation game to make the models thinks

sick thistle
#

So i'm kinda stumped at the moment, can anyone point me in the right direction? I'm trying to alter the procedural distribution table with a mod so i can replace vanilla kitchen knives with 3 modded variants, and it's semi-working on the static loot tables like in restaurants and stuff, because i'm getting one of them to spawn, but not on the procedural tables for kitchens.

#

not sure if it's replaced the vanilla knives either since the procedural tables are still spawning the vanilla kitchen knives too

sick thistle
#
{
    KitchenDishes = 
    {
        items = 
        {
            "CheapKitchenKnife", 10,
            "KitchenKnife", 4,
            "FancyKitchenKnife", 2,
        }
    },

}

table.insert(knivesproc.list, distributionTable);```
Doesn't seem to work 😦
#

neither does doing the entire kitchendishes table

#
        rolls = 3,
        items = {
            "RollingPin", 7,
            "CheapKitchenKnife", 10,
            "KitchenKnife", 4,
            "FancyKitchenKnife", 2,
            "MeatCleaver", 2,
            "ButterKnife", 5,
            "BreadKnife", 5,
            "Spoon", 10,
            "Fork", 10,
            "Bowl", 10,
            "Pistol", 0.5,
            "MortarPestle", 1,
            "Scissors", 1,
            "EmptyJar", 0.7,
            "JarLid", 0.7,
        },
        
        junk = {
            rolls = 3,
            items = {
                "Mugl", 10,
                "TinOpener", 15,
                "Spoon", 20,
                "Spoon", 20,
                "Fork", 20,
                "Fork", 20,
                "ButterKnife", 5,
                "BreadKnife", 5,
                "Bowl", 10,
                "DishCloth", 5,
                "Matches", 2,
                "Lighter", 2,
                "Cigarettes", 0.3,
            },
        },
    },```
sick thistle
#

Okay, I've got the cheapo knives spawning but it doesn't replace the vanilla kitchen knife afaik

#

I think ''Ammo & Magazine icon MOD'' is breaking it because it looks like that dude just copied over every item def from vanilla to change the icons. nice.

#

nope disabling didn't fix it i'm cryin 😦

jagged sentinel
#

@light magnet please help this man out he is sad 😦

sick thistle
#

I need common but shitty cheapo chinese knives for muh immersion

#

Cus who doesn't own a kitchen knife lol

light magnet
#

Sorry, was doing the sleep thing. 😴
Let me do a few tests quick.

sick thistle
#

Oof im goin to bed too

#

Ive got most of it working now though

light magnet
#

Timezones, amiright. 😅

sick thistle
#

Just gotta figure out how to overwrite the default kitchen knife

#

To keep it from spawning when i just want the new one