#mod_development
1 messages · Page 416 of 1
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
Yeah, something with a toxic aura like the generator fumes when inside would be dope!
What the game really needs, IMO, is special zombies that are able to fuck up people using cars to kill hordes big time.
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.
People running over hordes.
It's super easy and safe.
Drives me nuts, makes zombies 90% a not-threat on my server.
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!!!"
Might be a multiplayer thing, in singleplayer the zombies slow your car to a crawl and then tear apart your car.
Huh? Weird!!!!
Well, that provides a possible lead for nerfing cars-vs-zombies for my server! Thanks!
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?
I sure hope so!!!
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.
Like the time and skill required to weld that stuff to a car would be insane though.
would iit require a bit more propane than usual wall welding tho 🤔
@drifting ore Sick!!!!
very nice
goooood
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.
Looks like room1
Or bathroom
@drifting ore Are those communist child labor factory mod props ?
@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 exactly! sewing machines and metal rolling machines are ready
@river plinth nearly. Now I pay more attention to the map itself and sprites. I want to add their functionality later.
our houses are very different from yours. Like shops ... and indeed everything. especially at 85
so far I'm adding everything as needed
this is the germ of the card I want to make.
I have already made a lot of different household utensils.
so even without a card it will pull on a good mod.
@drifting ore Is that Odintsovo? 🙂 Also, it all looks pretty neat!
@drifting ore Those looks great!
@drifting ore Wow, awesome work!
@undone echo no. So far, it's just home and utensils.
Ah okay, it looked similar sometimes, but it is very impressive regardless!
Good job!
@undone echo If at least one other person worked with me, it would be generally gorgeous.
the Russian community is dead and can only complain. And so in all games.
I would propose to help, but I'm totally useless at that sorry 😦
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?
@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.
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.
I am well in the mechanics and electronics and can make a very interesting structure of production, repair and manufacture.
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.
pls no
Please yes
Sexy
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. 
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.
The conversion works...
but whether it's ORGM.Ammo_50AE or ORGM.Ammo_9x19mm or any other ORGM ammo, the result is just an empty pistol magazine.
Anyone got any ideas where I may be going wrong?
You can already convert ammo in ORGM?
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
ORGM.Ammo_9x19mm_FMJ
but ya what Blair Algol said can already convert them, though not to different calibers
Ah! Awesomeness! Thanks. This is for my Occupational Items on Spawn mod, so I'm having it translate what the player has on startup.
-- 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
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)
The gun part of the conversion is the part that already works though. 🤔
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
the conversion will work sure, but unless you do the setup after, then do the ammo loading its going to bug
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.
Why don't you make an alternate version of your mod for ORGM?
the second part the ammo loading....note the modData.magazineData table...it needs to keep track of exactly what round is in what position
https://zomboid.tekagis.ca/api/ might help if your messing around with orgm stuff haha
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.
ya screw alternate versions its easy enough to check
Ah!
might help if your messing around with orgm stuff haha
Great! :3
Exactly. 😂
on that note...your occupational items mod, just curious, you ever look at using the Profession Framework for it? (shameless mod self promotion)
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.
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,
}
})```
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.
it was designed for that sort of stuff 😄
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. 😕
normally i'd agree, but steam should auto download it when its set as a requirement
it 'can' be included in your version, but it might end up throwing conflicts if another mod is using it as well
plus, its getting updated soon lol
The steam auto downloads seems pretty unreliable in my experience.
Awesome! I think I'll take advantage of that then. :3
Thanks for the help!
the Framework examples that refrence orgm are heavy out of date for orgm's api so ignore those lol
once i finish that update though its going to have much better updated docs...more in line with orgm's html api reference
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.
I look forward to it!
Oh, you seem pretty adept at the coding side of things. I was wondering if I could run a few things past you?
sure
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
Basically, first example works 100% of the time, while the second one works every now and then.
But the first example is big and clunky. 😫
shouldnt make a difference 🤔
That was my thought.
But I swear it's skipping.
This is from my demographics mod.
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..
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.
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.
It can be sometimes, I agree, but here it's pretty simple. 🤔
always annoyed me lua doesnt support if 34 < ZCellX < 37 then
Ditto.
Also, is there any way to reference any variable called within the .java file that doesn't have a hard coded method?
uh depends on the scope i guess lol...if your looking at class fields you'd need a set method
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. 🤔
Hmm... Now that I'm looking through the source for this...
There is a toggleCrawling() method...
Damn the JavaDocs are out of date. 😅
ya dont trust the docs haha
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...
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.
Is it possible to set a zombie to reanimate prior to it becoming an instance of IsoDeadBody?
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. 🤔
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.
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.
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.
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TestUpdate
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hi I am new to PZ modding any tips on finding a map editor
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?
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Safehouse Anywhere
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Droppable Carts
https://steamcommunity.com/sharedfiles/filedetails/?id=1877767048
@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.
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Literature-Reup
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Literature-Reup
https://steamcommunity.com/sharedfiles/filedetails/?id=1879272083
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https://steamcommunity.com/sharedfiles/filedetails/?id=1880034064
If I download Modding Tools from Steam, it will downloads the latest versions of tools?
is there any mod to increase the light from flashlight, candle and stuff like that?
@placid delta, Heads
oof
Sexy
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?
Look at the improved build menu and the more builds mod for examples of people who have done that?
I did take a look at those, was hoping there might be some tutorials around for modding
Which sign?
the sign you can make
Oh, in carpentry?
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.
please tell me how can I make a mod for new music?
I've never done it, but a quick look through shows there are a few things you'll need to do.
First you'd need to create a mod folder.
Have you had a look through the example mod?
i want to play a survival (no zombies) low loot run, what mods do you recommend?
You can play like that without mods.
@light magnet Yeah,I did like everything there, but there is no new music
You'll need to create a file for it in the scripts folder.
Similar to how you'd make an item.
I do not know how to mod PZ lol
Ah...
Then there's a whole lot more than I can explain right now. 🤔
This will help you get a handle on the basics:
https://theindiestone.com/forums/index.php?/topic/61-robomats-modding-tutorials-updated-12112013/
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...
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.
Nice! :3
Just modifying the spraypaint mod with more symbols.
I don't understand, I suppose to see my buildings in Tilezed, or its only visible in Worlded?
i would like to get that modifiyed version on spaypaints 😄
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.
Thats some nice work, what are you using to make the tileset, looks like alot of work
Is it possible to replace present ugly rain effects with old cute one?
wdym?
@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 я люблю аэрофлот
@last flint а тада и выбора то не было)))
Да самого уже заебало... ну что за несправедливость. У меня карта стоит на этапе нихуя. Нет народа чтоб помочь
Карта на этапе чего?
Карта российская... русская.. рашкина... хочу сделать большую карту... гигантскую... побольше стандартной... но ток Русскую
Я тут выше скидывал наброски нашенских многоэтажек.
И станки... и печи... самодельные...
И бля... это...
Чето я еще делал.. но уже забыл)))
Ебать щас чекнул выглядит ахуенно
А ты в модинге как?
@willow estuary nice one :)
👏🏼
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.
Not a "mod" per-se, but introducing DEATH BOT, who sends death and pvp notifications to a Discord server channel:
That's actually really cool. 😮
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.
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The prepper starter kit!
https://steamcommunity.com/sharedfiles/filedetails/?id=1886809969
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
Finishing up this neighbourhood
nice map
1980 Ford F-150 (WIP!)
The most detailed model! 🙂
I hope there will be animations of doors and hood? Yeah? 
Yeah
informative vid on nukes... and they are true, nukes in vids are awesome, but in real life... Not so much...
For if getCore():getGameMode(), is the gamemode for survival just "Survival"?
Beat the Spiffo to it.
5% chance that a zombie will either be a Crawler or a Sprinter.
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Special Zeds
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Good bot. :3
@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?
The normal Zeds are already a mix up of slow and fast shamblers though? 🤔
Oh, in your mod?
Or do you mean in general.
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.
@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?
I would say so. I think default is -1, which would be a mix.
Yeah:
Default seems to be -1
K, thanks!
Np. 😄
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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
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
are you the fella admining the Monghell server?
Yep.
yeah, I saw your post on reddit! cool concept
Thanks! 🙂
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
It's all lua and scripting, just copy how hydrocraft does it and you'lll be fine.
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
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?
oh wow this script is actually pretty legible
I'll dig up a recipe I use for my server.
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?
{
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.
neat, alright
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,
}```
so I'd need a recipe that calls the fast travel lua?
(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.
yeah, that's really neat, I didn't realize how easy that was
It was one of my first mods, it's that easy! 🙂
nice!
I use it as a means of travel to and back from the isolated maps, like Hashima and Midway islands, for Monghell.
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
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.
what about as a starting point? so you can only go from coordinate point A from coordinate point B?
Or you make a 1000 weight recipe ingredient, like the HC helicopters, and plant it at the dock location?
Exactly.
yeah, that's the easiest way to implement specific starting points.
fantastic, thanks!
now I just need to figure out what I'm doing wrong with the mapping
NP Mr Brown!
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? 😄
no problem, you've been a great help
NP! 🙂 Gotta help out fine Mr Brown after all! 😉
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
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?
I know, it's just not the same
Gotcha.
it also kind of exists with the very small island in the rural northwest part of the map if you know the one
yeah, and I've got the bitmaps already made, I just can't figure out WorldEd even with the guide
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
I haven't dived into that yet, but people in #mapping can probably talk you thru it?
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
@stuck hare what problem are you having?
none anymore! thanks
I'll be tackling scripting and stuff tomorrow though, who knows, might be all new problems
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
has anyone seen/made a Vegetarian/ Vegan trait
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. 🤔
would be interesting to have them nauseous/ depressed after eating meat
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)
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CoebPZ
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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
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.
You'd have to modify the tile definitions, I think...
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?
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.
has anyone tried add new clothes as in retextures with the new iwbums update?
I looked around, not sure how to yet.
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(Build 40) Crashed Cars Mod Legacy
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41??????????
https://steamcommunity.com/sharedfiles/filedetails/?id=1891562666
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?
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
GASP! 😱
It looks like they added in a method to set individual variables for zombies!
setVariable()
Yo guys where do i get the modding tools? i wanna start making stuff too
Here you go Skully: https://theindiestone.com/forums/index.php?/forum/53-tutorials-resources/
The place to learn and gather everything you could need for modding PZ!
Thanks fam
NP
Oooh... This is interesting sounding:
updateSearchForCorpse()
Might be useable for a 28 Days later Rage Virus mode. Zombies needing food.
little lightbulb lights up above Okami's head DING
Many lightbulbs. :3
@light magnet can I PM you? I want to try your tile trickery idea but I'm not sure where to start
Any of you peeps know the ID in this?
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
where was that .lua file called like suberb distributions that shows where items can spawn again?, seems it got moved or renamed
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:
does anyone know the location of the game items pngs file
i didnt find them in media folder
appriciate any help
C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\texturepacks
which one is items ?
UI1 and UI2
search on forums there is a "UnPacker.jar" thingy
oh thank you found it
Is there one for .bank files Nolan 😛 ?
none that I'm aware of
A new Mod has been Published!
CLH - ???????? ???????????? ??? Project Zomboid v41+
https://steamcommunity.com/sharedfiles/filedetails/?id=1891627605
@stuck hare Sure, NP. 🙂
A new Mod has been Published!
beta_41.14_RifleClipFix
https://steamcommunity.com/sharedfiles/filedetails/?id=1892974596
A new Mod has been Published!
Unique Z
https://steamcommunity.com/sharedfiles/filedetails/?id=1893036032
Thanks for the mod been waiting for that
open for ideas on more Z to create to spawn
anyone can tell me where to find the loot tables?
apparently distributions.lua i guess
Soon!!!!
Gastronomical Goodness. 
so anyone here with Lua exprience?
@rocky lynx awesome stuff! Wasn't expecting you to be on top of. It so quickly
Well i love to make mods and expand the game experience. 😄
@spark crystal custom models and textures ;)!
@rocky lynx could you show us how to add a custom clothing item? for example a retexture of the tshirt? 😄
Black baseball caps...
Got heavy soldiers into unique Z, chance to spawn with shotguns or rifles
What'
How did you get the rifle to show up?
I've never seen that before, rifles slung and visible belts.
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
Does it show up on players? Interesting.
not on players
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
noice.
so im guessing if its on your hotbar it will appear on char
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
Is it a triangle handguard?
what
@blissful meteor sorry for the pin but does ur mod unique Z still makes the chance of zeds spawning with beanie and hoodie higher?
there was no spawn before except for the super rare survivor Z
they are pretty common now
witht he mod
Hey man, I'm pretty sure it's the m16a2 style round handguard, not the a1 style triangular one. @drifting ore
Thanks, but damnit.
A new Mod has been Published!
(Kinda) Left 4 Dead 2 Main Menu Background
https://steamcommunity.com/sharedfiles/filedetails/?id=1894603584
But why?
Update to unique Z, Bulletproof vests now give +100 bite and scratch defense to chest
Has anyone been able to make new clothing items yet, ive tried but cant spawn them through debug menu
A new Mod has been Published!
Fort Redstone - Build 40
https://steamcommunity.com/sharedfiles/filedetails/?id=1895010799
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 spawn which item?
Im guessing he meant the new clothing items
since necro has tab only for mod items
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
Proper models.
So the shirts and pants are rendered separately from the player model?
Yep, since they are all seperate models they can all been ontop of one another and give you the effect of layers
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?
Might be a bit overboard haha
No such thing. 😝
NPCs with multiplayer when
When you stop asking.
Nearly Perfect Cars are in multiplayer already, they're even better than singleplayer since they can destroy hoardes. 😏
Just updated Unique Z mod with Chainsaw, New Bankrobber Zed and added alot of visible weapon chances to proffession Z like Firemen Etc
👍
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 :#
I dunno, but every mod I've tried so far has worked, so I can't see it hurting anything to try?
A new Mod has been Published!
Gas Station
https://steamcommunity.com/sharedfiles/filedetails/?id=1896970089
Thanks, sweetheart. 😘
is hydro working for IWBUMS?
Someone know hydrocraft work in patch 41?
Nope.
Well, kinda.
Loot from hydro doesn't spawn, but you can craft.
👌
How would I go about making a new texture for a placeable object, like a flag?
replacing an existing one or making a new object?
Replace
i think all you should have to do is replicate the path and texture in your mod, haven't tried it myelf
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
A new Mod has been Published!
Clebs Increased Trunk Space (41)
https://steamcommunity.com/sharedfiles/filedetails/?id=1897366060
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
A new Mod has been Published!
Temporary Insulation
https://steamcommunity.com/sharedfiles/filedetails/?id=1897382239
ORGM work with 41?
nope not yet
A new Mod has been Published!
More Soap
https://steamcommunity.com/sharedfiles/filedetails/?id=1897635812
A new Mod has been Published!
Mod test
https://steamcommunity.com/sharedfiles/filedetails/?id=1897660361
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?
As that may be sure, how would I "hijack" official Lua scripts to play my specific songs during specific instances instead? Hmmm
hijacking might be good, might be able to replace the stabs that way as well
as much fun as fmod bank fuckery is
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
wavs, ogg and then it seems like the .bank files are the only files related to audio that are actually used
.item M16
@drifting ore
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
going to be a while still. And ugh...those stats. so wrong..poor spiffobot doesnt know how to handle orgm weapons
pm'd
ah thanks. just saved me from having to get the link haha
oof
I'm a big fan of when people save me work 😉
😉
I'm a big fan of when people make work easy
lol
.item silencer
hay guys is the mutiplayer enabler worth it?
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
A new Mod has been Published!
Craftable Bags v0.1 (41 IWBUMS)
https://steamcommunity.com/sharedfiles/filedetails/?id=1897998769
Noice
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
media\lua\shared\Translate\EN\UI_EN.txt
How do i over power the first file in order to make it a mod i can put on the work shop
Do There's A New Version Of Necroforge For Build 41
https://steamcommunity.com/sharedfiles/filedetails/?id=717015179
A new Mod has been Published!
New Hope Mode
https://steamcommunity.com/sharedfiles/filedetails/?id=1899833171
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
Hazmat suits wherever you put the soldiers.
I was gonna fill the hospital with them but I cant find any hospital on the map
Probably best to place them near the secret base.
Where is that ? Got coords?
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.
Found that by accident this weekend 👌
I would suggest spiffo at any football field / sport area, if any exist
Kids playground
Cabin in the woods
Furcon
Did they have furry conventions in '93?
iirc they started the cancer in the late 90's
Actually... The first furry convention was in the 80's
i'm seeing conference zero from 1989
ugh
it wouldn't be in kentucky though
not yet at least
looked that up and the first one in kentucky was started in 2010
Spiffo's is basically an entire furry convention masquerading as a fast-food chain, so checkmate
you got me so second checkmate i guess
me, never really played chess
A new Mod has been Published!
Cheaterman fb41.x
https://steamcommunity.com/sharedfiles/filedetails/?id=1900821716
Really great work Zub! 😄
Wish we could makle log cabin stuffs like this in the base game.
A new Mod has been Published!
Crossbow
https://steamcommunity.com/sharedfiles/filedetails/?id=1901390863
Hey guys, anyone done anywork with python and tcp connections on winblows with RCON? 😄
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)```
Is there an update or fixed version of necroforge?
NF hasnt been updated since vehicles were in IWBUMS
I think debug only allows editing items, not spawning last I remember
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)
also NF's skill level cheats can cause some issues...since some skills no longer exist (corrupted one save that way)
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
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)
Still 
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
just find in files *.lua "Perks." ?
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"
Oh thanks!
Game asks for a file called preview.png thats 256x256
Now it can't understand how to read a png file 
Nvm wasn't enough colour
Does anyone know if there's a way to take control of the camera through code? Forcing zoom or locking it to an area?
NF is like troll tool. I put counter to 15 and hit spawn zombies....and I got ALOT more than 15 zombie
And thus, B41 Occupation Items on Spawn begins. :3
is there a list for the starting clothes?
ClothingSelectionDefinitions.lua in media/Definitions. @craggy furnace
@light magnet thanks dude
are you already working on it?
and that you have
excellent
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.
no it doesnt. just insert it into the table
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. 😅
Profession Framework does it. you can add on to the tables or overwrite them completely
no dont edit the original
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. 🤔
table.insert(ClothingSelectionDefinitions.fireofficer.Female.Tshirt, "SomeNewShirt")
👀
Ah okay!
so wait, its treating it in a similar fashion to a db?
:3
when do you think youll have it out the door?
I'm not sure... My original plan was when B41 went stable but people are people and they're grumpy about that plan. 😅
not a whole lot will change with clothes with with this build
they are just going to finish it and move onto animals
Yeah, but it's not just clothes, that's only a small portion of the mod.
:3
i stopped using it because my magazine doesnt come with my sidearm
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. 😅
i am not crazy about the veteran profession
- its not a profession 2) desensitized is dumb
Good thing it's optional. 😌 👌
maybe they will readd the military jobs
Maybe having it renamed to Military Reserve? 🤔
Reservist sounds good
oh?
your mod is enabled
and apparently its doings some odd shit
I wouldn't be surprised. 😅
It isn't meant for the IWBUMS.
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?
no i mean thats esentially what the framework mod does, it uses table.insert to directly add items into the existing tables
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?
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
oh. there is no table for fireofficer.Female.Hat lol
cant insert into a non-existant table. you'd have to override that one
Ah okay. Best to just keep doing what I was doing then. 😅
ClothingSelectionDefinitions.fireofficer.Female.Hat = { items={"Base.Hat_Fireman"}}
Oh? :3
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
Woo! Okay! It worked! Thanks! 😄
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.
ClothingSelectionDefinitions.fireofficer.Female.Hat = { chance=10, items={ "Base.Hat_Fireman" }}
ClothingSelectionDefinitions.fireofficer.Female.Tshirt.chance = 20
You rock! Thanks!
can do anything you were before, its just a different way of accessing the data instead of recreating the whole table
Handy. 😄
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)
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. 🙂
ya well dont blame you really. dependancies suck lol
My therapist advises against them. 😏
Hell yeah.
"I steal baseballs." 👀
Can you equip a hat with a balaclava normally in game?
And finished with the Burglar. :3
what mod did you use for this? or is it something else?
oh cool
Working my way down the occupations and getting their clothing all sorted before fixing up the spawn items.
bank robbing is an occupation?
"Burglar"
i mean, they're both illegal and steal
But they occupy your time. 😛
are there going to be police, military or a scientist or anything like that?
I'm not adding any occupations. 😅
Police Officer and Veteran are already Occupations you can play as without mods.
well i meant for clothing
Yeah, scroll up and you can see their screenshots. 😌
They spawn... On... Your body... 😐
😜
i mean firefighers near a firestation or a burnt house
or police in police stations
instead of starting in a house
oh
yea
Yeah, you're right. It's not too hard to mod.
I thought you meant the zombies with outfits, my bad. 😅
tis fine
would it be possible to make a key that works with the armory
that you can spawn with?
Which armory?
idk, west point police one?
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.
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
that would be amazing
Radiation is pretty easy to mod in.
Does the game support -Z?
Z axis?
Yeah like underground
No.
I dont see basements
Not yet.
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
There was a dev video of a basement a long time back, so they have toyed with the idea
A new Mod has been Published!
Realistic Army Zombies
https://steamcommunity.com/sharedfiles/filedetails/?id=1902435140
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
I do not want to upload the mod after every change I made when I develop. Is there other ways?
It automatically updates, I think
If the mod is where your um, ModTemplate mod is, it automatically updates it
A new Mod has been Published!
Daisho
https://steamcommunity.com/sharedfiles/filedetails/?id=1902657126
A new Mod has been Published!
Better Soap
https://steamcommunity.com/sharedfiles/filedetails/?id=1902468232
A new Mod has been Published!
Daisho
https://steamcommunity.com/sharedfiles/filedetails/?id=1902657126
A new Mod has been Published!
IWBUMS FemaleBody01
https://steamcommunity.com/sharedfiles/filedetails/?id=1902884615
that was quick
Any modding/mapping wikis for the PZ mapping tools?
A new Mod has been Published!
Double Trunk Space
https://steamcommunity.com/sharedfiles/filedetails/?id=1902935315
A new Mod has been Published!
IWBUMS FemaleBody01
https://steamcommunity.com/sharedfiles/filedetails/?id=1902884615
A new Mod has been Published!
Double Trunk Space
https://steamcommunity.com/sharedfiles/filedetails/?id=1902935315
why is the bot doing things twice
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?
Welcome to spiffobot. It's known to do this pretty often.
SOON! Regional Map Update!
[EN] Mod allows you to create a map of the whole region. You can find in the world a magazine - Cartography. After reading, you will be able to draw a map of the entire region. !!!! Chance of the appearance of the magazine is small, so that on the servers the card had a price...
yes
GOOD.
@indigo hound put a map of, and to, the "special secret clubhouse" in the next update of CLH - Regional Map 😄
@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)
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)
Nice day to build!!!
@rocky lynx what are those wall tilesets?
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
Snakes walls are 😉
@blissful meteor part of Le Gourmet Evo Plus Custom Building, Now system works with Animations, but not updated yet.
The new mod :p Not evolution - Revolution! :p
@rocky lynx released? 😮
exciting 🙂
Reading hunting cards with models!!
Expanded Farming system is back in, too?
Yes! All work!
Excellent 😄 My two favorite parts of LGEP is the hunting and the farming
A lot of balance changes comes!
Is there an English summary of this mod somewhere @rocky lynx ? I hear a lot of good things about your work 🙂
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.
Thanks!
Have you considered putting LGRP on the workshop for its maiden release 😉
That's awesome - really excited for much more of the community to discover lgep/lgrp 🙂
Yes! A lot of things to do with this mod.
Is there an English summary of this mod << yes. Its awesome. there..summarized 😄
@rocky lynx your mod looks really good, weird how I never heard of it before. Looks like a much better balanced hydrocraft
Hahaha, you can make a knife out of a shark tooth in it as well? Awesome! 🦈
@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) ?
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 😄
Some farming custom tiles based in mod farmoid but in 2x new art and new plants (Rice there).
very cool
will the mod be in english as well when uploaded to steam? @rocky lynx
Not sure if it will be in English, but they said it will be on the Workshop. 🙂
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?
Best place to start is right here:
https://theindiestone.com/forums/index.php?/topic/61-robomats-modding-tutorials-updated-12112013/#comments
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...
Then I recomend downloading JD-Decompiler and examining the game's source code for methods and events once you've got a handle on the basics:
http://java-decompiler.github.io/
JD Java Decompiler
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/
LuaEdit is an IDE/Debugger/Remote Debugger/Script Editor designed for the 5.1 and/or 5.2 version of Lua. It features syntax highlighting, completion proposal list, parameter proposition engine, advance breakpoint management (including condition system on breakpoints and hit c...
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. 👌
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
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
@light magnet @spark crystal thanks!
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.
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. 😂
@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
A new Mod has been Published!
AussieZomboid
https://steamcommunity.com/sharedfiles/filedetails/?id=1903666722
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!)
Can you translate that mod to English please
@pine vigil I couldn't find Turbo's changes to detect snow on a tile, I can no longer open IsoGridSquare.class
@drifting ore If you are talking about Regional Map mod, then it has English.
I was... Thanks
A new Mod has been Published!
Proffesion Special Forces
https://steamcommunity.com/sharedfiles/filedetails/?id=1904111082
@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.
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
No prob!
I also think the snow things have been integrated with IsoCell.class, with checking for snow being gridSquareIsSnow(x,y,z)
Thank you again, I'll give that some tests
No prob at all. ^_^
Good luck!
@light magnet is it possible to manually add clothes?
i just wanted to add more in general, not stricted to job
ohhhhh multiplayer is disabled, I can't access admin powers for testing
@light magnet have you updated/released Occupational Items on Spawn for b41 yet?
Who made necroforge?
Svarog is the current author
I guess hes working on it for build 41 huh
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
Awe
@craggy furnace Sure, just use "default" in place of the occupation.
OwO
@spark crystal Not yet, working on it.
do they reset every patch?
@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.
i mean, theoretically, sure
but i am just loading clothes from clothingItems into the list
do they reset every patch?
No, not if you use the method Fenris_Wolf provided
ClothingSelectionDefinitions.fireofficer.Female.Hat = { items={"Base.Hat_Fireman"}}
Etc.
just put them into the defs?
Yip! modname/media/lua/Definitions/scriptname.lua
alright
so just separate it via separate file rather than just modding the file
so the updater has a frame of reference
Exactly. :3
i think ill fill the niche you created
you make the career stuff
ill put in the stuff for the regular people
how add new cloth to zomboid? make mod*
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.
ask again in a couple of weeks - not too many mods exist for the new build yet
Ok
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)
A new Mod has been Published!
Wam
https://steamcommunity.com/sharedfiles/filedetails/?id=1904859449
Hi guys, if you have any questions or suggestions on the mod "US Military Pack" tell me !
A new Mod has been Published!
Proffesion Special Forces
https://steamcommunity.com/sharedfiles/filedetails/?id=1904111082
somebody know how to reduce item delta in my function
item delta?
i.setJobDelta(float delta)
where i is of instance InventoryItem
oh
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
A new Mod has been Published!
Wam
https://steamcommunity.com/sharedfiles/filedetails/?id=1904979464
@upper bough over its inventory or the parts?
Both. I know I can modify the vehicle after it spawns, but I want to experiment with creating new objects.
sub Gs build 41 compatible super survivors is here: https://steamcommunity.com/workshop/filedetails/?id=1905148104
Well done Nolan! I'm proud of you my man
A new Mod has been Published!
Superb Survivors!
https://steamcommunity.com/sharedfiles/filedetails/?id=1905148104
Hell yeah
@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/
Awsome sauce! ^_^
Yeah, I'm getting the same thing. 😳 😂
Damn nudists
Is old SUSu disabled ?
Yep, and I unsubscribed from the workshop.
Can u give the console.txt
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
Oh boy super survivors
If mod like this works, then why MP is still in development..
There's a huge difference between changing variables and coordinates for NPC objects and all the network stuff that goes with multiplayer. 😕
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
I'll check now. 🤔
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.
@light magnet would you mind give me a pointer on setting up something?
👈
@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
@blissful meteor zombie\Characters\Traits
ty
@placid delta did a steam restart, they're still naked
@blissful meteor
Though the Traits are defined in
zombie\characters\IsoGameCharacter$CharacterTraits
And they're controlled in the character classes for their effects.
havent found exactly where it says what each one does yet
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...
perfect, thanks
No prob. ^_^
will it work ?
if self.item:getType() == "MR.CaffeineBox" then
character:getStats():getFatigue += self.item.getFatigueChange();
end
ok found the naked bug, no more naked survivors.
@placid delta Did you ever figure out a way to have Survivors come back as Zombies?
When meeting the obvious prerequisite infection of course.
dont they already do that?
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.
Maybe they died because of scratches
Sometime my char just die without turning even if he was mauled by zombie.
New SS seems to break healing animation and animation of taking your weapon out of your belt
Yeah
I see then doing healing but it does look like they are using healing arts
And what about equipping items on your belt/back
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
Unable to target survivors with guns, they dont get the green silhouette @placid delta
Pvp was enabled too
@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
A new Mod has been Published!
The prepper starter kit! (41 IWBUMS)
https://steamcommunity.com/sharedfiles/filedetails/?id=1905915887
@light magnet When will you release your mod that you showed?
Does Self inflictable injuries work with beta build?
@fast girder Probably sometime this week or the weekend.
God i'm really excited, will be so fun to RP
What mod? Its good for RP? Why?
Does the track move when the engine is working?
No
wounder if you can use automation game to make the models thinks
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
{
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,
},
},
},```
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 😦
@light magnet please help this man out he is sad 😦
I need common but shitty cheapo chinese knives for muh immersion
Cus who doesn't own a kitchen knife lol
Sorry, was doing the sleep thing. 😴
Let me do a few tests quick.
Timezones, amiright. 😅