#mod_development
1 messages · Page 417 of 1
Then its onto trying to mod recipes.
Like for some reason you cant cut cake or pie with a basic butter or bread knife lol.
I think that's an oversight at the moment. XD
I'd say actually posting about that in the bug reports.
So-so i do a bit of hobbyist programming so im pretty quick to learn programming languages
function KitchenKnifeVariant(_object)
end
Events.OnContainerUpdate.Add(KitchenKnifeVariant);
This would be how you start it off to check for the knife.
I used to do a lot of php and mysql stuff before i started my current career path lol
But since then i dont do nearly as much
You'd need to check that it contains a kitchen knife and then also add a moddata flag to the container to show that it has already been checked, else kitchen knives will continue swapping and changing. 😂
Though this may be a bit of a long way round to doing it. 😅
Another thing I'd suggest it subscribing to Hydrocraft and browsing through their scripts and using it to learn how to add items better to the table.
No prob! I gotta get ready for work now, so I can't be of much more help I'm afraid, 😓 but I hope I set you on the right track.
👌
Beat the hay outta that hay. :3
Night!
Hi! Do you guys know how to create java instance in lua? For example I want to create instance of Vector2
Why does it need to be a Java vector 2? Why not just use an object with lua
I'll need it here (for example)
if (PolygonalMap2.instance.intersectLineWithVehicle(this.x, this.y, this.x + this.angle.x * 4.0F, this.y + this.angle.y * 4.0F, baseVehicle, tempVector2) { ... }
Forgive me, lua is not my strong suit -
But, as the variable isn't strongly typed, couldn't you just make an object such as
myVector2 = {}
myVector2.x = "x value"
myVector2.y = "y value"
and pass myVector2 in place?
myVector2{
x = "x value",
y = "y value"
}
Updated Realistic Durabilities for the upcoming 41. Shill incoming: https://steamcommunity.com/sharedfiles/filedetails/?id=1095810873
Hm.. okay, I'll try it later..
Just a joke ^_^
It also has 1 in 1000 durability loss roll ^_^
I was thinking of making the spoon itself the ultimate indestructible tool of murder, but thought that to be too obvious ^_^
A new Mod has been Published!
Windows Everywhere
https://steamcommunity.com/sharedfiles/filedetails/?id=1906588372
Ohgod what?
Does it work?
"Windows everywhere" - the concept of this mod is freaking cool as f
A kind of stupid question. Well, two, actually. What is the maximum value for ConditionLowerChanceOneIn? And what happens if it's set to 0?
@rotund walrus made a post about mannequins giving you panic.
My idea is
have mannequins panic moodles based on you seeing them for the first time after being obstructed by door, calculated by 'time from when they left fog of war' and distance from you
Is it doable?
so if you open a door to a mannequin really close you'll go "OH CRAP", but if they're far away or in the open it's pretty obvious
bonus points if it takes light levels into account
A new Mod has been Published!
Cremation (41 IWBUMS)
https://steamcommunity.com/sharedfiles/filedetails/?id=1907165735
And maybe to add to that, extra points to consider Desensitized as an added bonus! ^_^
for anyone interested
my mod got removed
but i'll return with something even greater than before
why did it get removed?
which mod? :() @sudden falcon
A new Mod has been Published!
Embark
https://steamcommunity.com/sharedfiles/filedetails/?id=1907235161
Aight, I'm trying to make video games playable. Would this work?:
recipe Play Video Game
{
VideoGame,
keep VideoGame,
Result:BoredomChange = -50,
Time:30.0,
Category:Electrical,
AnimNode:Disassemble,
}
Yeah, I'm completely new to modding. xD
@rotund walrus You'll need a LUA script to handle the GUI aspect of it.
Let me see if I can mock something up quick.
Awesome, thanks! ^_^
Okami ii was just about to ping you 😄
:3
I'm just gonna... delete the stuff I added. All I managed to do was make my character raise his hands over his head. xD
This man Justin is like a Zomboid Modding wiizard!
Wouldn't go that far, but every person's question is also an opportunity for me to learn as well. 😆
I figured as such. I think the term "Okami" is close to Divine in meaning.
😇
So, uh... -50 Boredom Reduction, please? ^_^'
But, y'know, with it NOT being used up like books... perhaps with a long waiting time as a drawback? 😉
Ooh, I know! Can you convert Video Games into Refuelable Objects, that are powered by Batteries? 😄
you might want to take a look at Hydrocraft for an example. It does this very thing
I'm on 41, though. 😦
And I'd literally just get Hydrocraft for that one little thing. xD
The scripts should be compatible, but yeah, with any item related question, Hydrocraft is the best first stop.
doesn't matter, this is for the sake of taking a look at how it's done there in the scripts
Ah, gotcha. Thanks! ^_^
recipe Play Video Game
{
VideoGame,
keep VideoGame,
Boredom:50,
Time:30.0,
Category:Electrical,
AnimNode:Disassemble,
}
Try this
@rotund walrus
Also...
You might be missing this:
module Base
{
recipe Play Video Game
{
VideoGame,
keep VideoGame,
Boredom:50,
Time:30.0,
Category:Electrical,
AnimNode:Disassemble,
}
}
Hmm... hold on, wouldn't Boredom:50 make my char MORE bored? 🤔
I would think so as well, but that's an easy thing to verify. Just basing it on what I've seen in the game's current recipes.
Try that first and then add the minus if it does the opposite, or do the reverse, your choice. :3
Aight, thanks! ^_^
No prob! ^_^
Doesn't show up in the menu. 😦
module Base
{
uniquerecipe Play Video Game
{
VideoGame,
keep VideoGame,
Boredom:50,
Time:30.0,
Category:Electrical,
AnimNode:Disassemble,
}
}
Try this?
Also make sure the mod is active, I know it should be obvious, but it's the "Have you tried turning it off and on again" of modding. XD
Wait, mod? I was kinda-sorta adding it to the recipes file. 🤔
Oh... That's dangerous, you could break your game like that. 😕
I have a copy of it, in case things go haywire. ^_^
Let me see if I can make it for you quick.
Yes, please. That would work wonderfully! ^_^
@light magnet By the way, thanks for helping me out with this! Means a lot! 😄
NP.
Got it to show up in game, just the boredom change seems to be an issue. I'll get there though.
No problem at all. Take your time! 😄
Hey, how do I modify an item's use time?
Time: (Time it takes),
Yip!
Bleh... Been examining Hydrocraft, and the way they seem to do the video game playing is that they add an item which is then picked up by a lua script which then changes the boredom and removes the secret stat changer item... I don't think it's possible without that workaround or turning the video game into a book.
Yeah, I've decided to try making a re-readable book. ^_^'
Suppose I could just put "ReplaceOnUse" on them...
But eh, I want to make a separate book that takes forever to read.
So, uh...
module Base
{
item PathBook
{
Weight = 0.5,
Type = Literature,
DisplayName = Choose Your Path,
Icon = Book,
UnhappyChange = -50,
StressChange = -50,
BoredomChange = -50,
ReplaceOnUse = PathBook,
Time = 300,
}
Like that?
Yeah, didn't work. 😦
I mean it did, but I read it way too fast. 😦
So question is there a way for b41 to have all clothing options at Character creation?
@rotund walrus I'm not sure... I'll look into it in a bit.
@drifting ore Yip! But you have to manually add all of them in! @craggy furnace is working on just that, I believe.
Is there a possible mod to do so?
😅
Or is that too easy to have someone make a mod for haha
(Sarcasm)
@light magnet and if you make just separate lua action to play video game
In place of using the recipe
With use delta as battery
See, I think it's best I back down and let y'all do this. To me, you're just speaking Greek. xD
@rotund walrus There we go!
Extract this into your C:\Users\[username]\Zomboid\mods folder and you'll be able to play the video game to relieve boredom.
Awesome! Thanks, Okami! 😄
@thorny kayak That could work as well! Though I've decided to leave it at this for now cus I'm hungry and wanna go get some sunshine. :3
@drifting ore Yip! It's possible, and I think Shark is doing it, though I don't know the progress they've made.
I'm also doing something similar, but limited to clothes that match the proffessions.
Oh! It seems I left the debug script in the mod, @rotund walrus
So you'll start every game with a video game. 😅
Lol
The script is C:\Users\Richard\Zomboid\mods\PlayVideoGame\media\lua\client\AddVideoGameAtStart.lua if you wanna get rid of it.
Okay! Now lunch! Toodles.
Ooh, kay. Thanks! 😄
i had the nude mod lmao
Question, is it possible to add content to an existing base game file without completly overriding it ?
is there a place where the most "must have" mods are listed?
looking at your debug 'giving' script to work on the knives, which are now not spawning lmao
lmaaaao im mad its because i renamed the file and didn't manually put .txt on the end
that hella confused me
Is there a place where the most "must have" mods are listed?
No
Yes, actually!
Steam Zomboid's Workshop's most subscribed and highest rated. :3
Yes well if he’s playing 41 9/10 of those mods don’t work
@light magnet so ive got most of my knives stuff working but do you have any idea how to alter procedural lists? Still having issues with the vanilla knife showin up
Didnt have much luck just overwriting the vanilla either, lmk if you know how to do that, but rn i just have a copy spawned through moreknives.kitchenknife
You'll need to make a lua file for table insertion, something like this:
table.insert(SuburbsDistributions["ROOMDEFINITION"]["CONTAINERTYPE"].items, "YOURKNIFE");
All caps stuff is the ones you'd change to the appropriate name.
Might also need to include:
require "Items/SuburbsDistributions"
In your LUA file, but I'm not sure.
Afaik the kitchen dishes def is in proceduraldistribution.lua, could i alter it in there or do i have to go through suburbsdistribution
Line 2462 handles kitchen > counter in distributions and line 1218 is kitchendishes
Hmm... I'm not sure, I've never actually tried any of that before. 😅
That said, I'd never recommend altering the base game stuff, make sure it's all in a mod.
Oh yeah for sure, thats a given
But so long as it contains the RoomDef that you want, then it would be best to insert it there instead. 👌
Lets see if this works lol, trying a quick table.remove too
Think table.remove(proceduraldistributions[kitchendishes], [kitchdnknife]) will work or am i way off? My internet went down so im trynna look shit up on my phone lol.
Oof no luck, first house still has the knife. Me sad.
Trying suburbsdistro now instead
The "P" and "D" of ProceduralDistributions needs to be capitalized.
As does the "S" and "D" of SuburbsDistribution.
Yeah ive got it that way, im just on discord on my phone lol
Comcast internet went out like all over our city an hour ago :(
I blame zombies. Society is quickly falling flat. Start nailing boards to your window.
So with the insert type stuff i assume [] works kind of like a search function? Or does it just straight up overwrite anything that matches?
@drifting ore @light magnet yep, i am still working on it
i am still figuring out how to get my clothing to display, because for some reason its breaking the item ingame
Could anyone copy IsoCell.class into a txt for me? Or maybe if any of you use jdgui to open it, can you tell me the jdgui version you are using?
@craggy furnace Okie😛
Once the build 41 tools are released, do you think modders will be able to add thin and fat people depending on your character’s weight, and kids and elderly etc. ?
no
they said they would look at heights and weights
but kids are a very hard no
Isn’t that the developers who said that, for the base game?
Yes
I’m talking about mods
well, if they allow characters to have different heights and things like that modding kids shouldn't be hard
You need to make every model compatible with every piece of clothing anim that sort of stuff
I guess you could have kid-specific clothing and a few weapons they could hold, elderly would mostly be visual changes to the textures I think
The issue with kids in games that involve death is tied to the esrb
if height is handled by just applying a modifier to the base model then that would not be needed
Yeah but we’re talking about mods
it all depends on how the devs code it
NMRiH had child zombies. But chances are NMRiH 2 will exclude them entirely going forward with publishing & sales.
Indeed.
So they could get away with stuff like that
But with NMRIH2 being not F2P. They’ll have to be more careful
this mod making business is irritating me

its still broken as hell
they respond to danger though
if you point a gun at them they put their hands up or run
So hey, I downloaded the Blood Cure mod, and was thinking of poking around in its code.
There's apparently an error in Line 6 here. How do I fix it? 🤔
require 'Items/SuburbsDistributions'
table.insert(SuburbsDistributions["medclinic"]["counter"].items, "PZBloodCure.BloodCureMag");
table.insert(SuburbsDistributions["medclinic"]["counter"].items, 0.4);
table.insert(SuburbsDistributions["medicalstorage"]["all"].items, "PZBloodCure.BloodCureMag");
table.insert(SuburbsDistributions["medicalstorage"]["all"].items, 0.4);
table.insert(SuburbsDistributions["medical"]["counter"].items, "PZBloodCure.BloodCureMag");
table.insert(SuburbsDistributions["medical"]["counter"].items, 0.4);
table.insert(SuburbsDistributions["medicaloffice"]["counter"].items, "PZBloodCure.BloodCureMag");
table.insert(SuburbsDistributions["medicaloffice"]["counter"].items, 0.4);
table.insert(SuburbsDistributions["pharmacy"]["shelves"].items, "PZBloodCure.BloodCureMag");
table.insert(SuburbsDistributions["pharmacy"]["shelves"].items, 0.4);
table.insert(SuburbsDistributions["medclinic"]["counter"].items, "PZBloodCure.BloodCure");
table.insert(SuburbsDistributions["medclinic"]["counter"].items, 0.2);
table.insert(SuburbsDistributions["medicaloffice"]["counter"].items, "PZBloodCure.BloodCure");
table.insert(SuburbsDistributions["medicaloffice"]["counter"].items, 0.2);
Is it because of the ["all"].items part? I'm confused.
some spawn tables no longer exist, remove them and it will work
find the tables that were removed and delete all lines that insert values in them, that's why many item mods won't work with iwbums version right now
Hmm... you're speaking to a Coding Caveman here. ^_^'
What program would you recommend I use to find the removed tables? I'm currently using Notepad++.
you can use that, open zomboid's media/lua/server/items/distributions.lua
Aight, thanks! ^_^
then search for medicalstorage, medclinic and so on, some of them won't be there anymore, or sometimes, the table inside those, like shelves, counter and so on
but if you know the line with the error, delete that one with the item name, and then the next one with a number that is the item's spawn chance
then it may show an error if another table was removed
I was surprised devs didn't keep the old tables just for the sake of not breaking mods, they must have had a good reason for that
Hmm... I see medicalstorage, but I don't see "all" inside it. Only "counter" and "metal_shelves".
What if I replaced "all" with either "counter" or "metal_shelves"?
Would that likely fix it?
that will work too
some new tables actually don't have any items listed in them, they call for a series of tables from another file, that is ProceduralDistributions, those need a different line of code if you want to add items in them
was that the only bugged table? you're lucky
Yeah. Just a small fix is all it took. Thanks again, Filch! ^_^
no problem, have fun
Thanks! Sure will! 😄
... Wonder if I should send the updated file to the original mod owner on Steam...
If he is still around maybe, or ask permission to post a separate version for iwbums
I will not override mine as there are people playing the other version
A new Mod has been Published!
Clothing Repair
https://steamcommunity.com/sharedfiles/filedetails/?id=1907692589
Oh, shit! Clothing REPAIRING?! 😄
with hammer?
with a sledgehammer
ohhhh man, I have so many mods to check and fix/update for iwbums
@placid delta do your survivors react to guns being pointed at them?
ive seen a picture of it
More of a coincidence kind of thing
Did not do any improvements on AI yet. Still all times been spent just fixing broken stuff.
anyone working on new weapon models? what are the changes? scripts for blender?
Hey, how hard is it to enable speaking in Single Player? 🤔
@nimble spoke not that I've seen being discussed - but a crossbow mod for 41 exists on the workshop- author might be present
So when will Animzed be released? I want to get into modding and heard that this tool will be useful for people wanting to get into modding problem is have not seen it yet.
I don't think they've said when yet. Are you an animator?
@light magnet Heyo! Got room for another project, by any chance? 🤔
What folder are the placeable objects kept? I'm trying to find the Arcade Machines. ^_^'
... Anyone? 😦
That's handled in the tile properties, you'd use TileZed for that sort of thing. What are you trying to do?
well, also in media\lua\client\Moveables\
A new Mod has been Published!
Inventory Sanity
https://steamcommunity.com/sharedfiles/filedetails/?id=1907803085
@grizzled grove I'm trying to make Arcade Machines playable. ^_^
That's a bit beyond me, but I would take a look at the TimedActions scripts
Aight, will do. Thanks! ^_^
Another dream mod
Salvage smithing. Turn metal sheets into medieval weapons, or close approximations
Here's the thing... I need to know what the Arcade Machines are called in the scripts. I'm able to pick them up, so they become items somehow. I'm currently working with a puzzle that has its pieces face-down, so I have no clue what goes where at the moment, nor do I know the means of assembling it. >_<
Handle + heat treated sheet metal blade = gnarly long cleaver
Basically, I just want to make a drop-down menu on the Arcade Machines that allows me to play them. 😦
So... how the hell does one make a Drop-Down Menu, on an Arcade Machine?
What's the item name of the Arcade Machine?
What's its module?
SOMEONE just throw a fucking bone, please. T^T
I did a search using notepad++ for "Arcade" and only came up with translation files
Hmm... well, crap. 😦
all is not lost though, check out \media\lua\client\TimedActions\ISTakeGenerator.lua
Please bear in mind, you're talking to a Modding Caveman here. I might need some help with the simplest of tasks. T^T
we all start somewhere 🙂
Appreciate the patience. ^_^
I'm more of an artist than a scripter, so I'm only of so much help on this topic.
Hey, at least you're helping me get SOMEWHERE. ^_^
... I see "ISBaseTimedAction", but can't find it. What's it for?
actually, generator is a bad example here
Sorry! Was doing the sleep thing.
Got a busy day so I can't help sadly, but Throttlekitty has the right idea. :3
Yay! 😄
Thanks for at least responding, Okami! ^_^
Hey, once I get games playable, mind if I post it and your code for the handhelds? I'd naturally credit you, of course! ^_^
Sure, feel free! :3
Yay! Thanks! 😄
yeah, i'm not quite getting this. I get the general gist of these scripts, but I'm not seeing where/how they decide that the world tile is the correct one.
oh. because this doesn't cover the UI actions, these timed actions come after that.
no, that's not right either. 🙂 ISRemoveGrass.lua helps me understand better, where it checks the ground tile
At the moment, I'm trying to figure out how to check if there's power on or not.
I need to get back to what I was doing before heading to bed. take a look at that grass time adction, and maybe you can find or ask about how to get the name of a world tile. For the most part, these all seem to take the same form of script. Dr. Oids Arcade Machine, Kaboom Arcade Machine are the names of the two machines. So you'd need your script to check for these two names, then do the action you want.
Aight, thanks! ^_^
funny thing is, that i'm working out how to do git and make a foray into c++
Heh. Nice! ^_^
Hey, how do I make a sound loop?
Like, how do I play a sound repeatedly until the end of an action?
Nevermind, I figured a workaround out. ^_^
Eh, I'll drop the Arcade Machines idea until TIS simply incorporates it as an official feature. Meantime, I've made some adjustments to the Video Games! Here, y'all take a look! ^_^
A new Mod has been Published!
Play Video Games
https://steamcommunity.com/sharedfiles/filedetails/?id=1907869139
Ohh, cool! That's my gas station. I hope you like it.
cool
@sick thistle with the blacksmith mod you would only need to add the new weapon + model and then the recipe. I need to finish the udpate for iwbums though
well maybe you don't even need blacksmith mod, if you just want to use metal sheet as a makeshift blade
Does anyone know how to spawn npc?
local npc = getWorld():CreateRandomSurvivor(desc, square, nil)
That code creates survivor with broken hit animation and broken.. m.. death: the game crashes every time an npc dies
local npc = IsoPlayer.new(getWorld():getCell(), desc, square:getX(), square:getY(), z, false)
npc:setBlockMovement(true)
And this piece of code will spawn a player whom I cannot make move. If I just remove the second line the player will respond to keystrokes and move with my character
Are there any solutions to create a proper npc? Somebody knows?
Also.. does anyone know the maximum number of players on the server?
@karmic drift why are you trying to spawn NPC's? are you using Superb Survivors? or are those the NPC's from the original game... if orignal sotp
stop
they aren't in the game for a reason
Im trying to create simple NPCs with dialogues for my RP server. Nop, I'm not using Super'b (or Super) Survivors
*I'm trying to create an NPC myself in my own mod
thats why
the NPC ai from vanilla game do not work AT ALL
@karmic drift i'd advise you to just... not touch them
thats why they haven't come back
Meh, I really need NPC. They could just stand in house and give quests to players
and even then i don't think thats possible
But Super Survivors exists 🤔
because the guy took days to weeks recoding the entire system
your just trying to take the vanilla AI and push them into the stable game where they aren't supposed to be
And his project is open source, but I can't handle how he make it. Just can't understand how his code works
you'll have to completely recode the ENTIRE ai system like he did
I've tried nolanritchie's (Super Survivors author) method.. but nothing good happened
yeah
thats why theres no other ai mod
because it's far to complex
nobody has the attention span to make another AI mod
Meh, okay, I have no other options but to figure out his sources
Anyway thanks for feedback (:
mhm
another thing
i don't think id
i'd be possible to have the AI just... never move
considering they are basically just autotuned MP characters they'll have hunger and thirst
and they're AI is made to auto search for food
ok thanks, i'll see what i can do with that
mhm
although i wish you good luck
but i highly doubt you'll be able to make a quick little AI
considering how long it took to make SS
A new Mod has been Published!
??????
https://steamcommunity.com/sharedfiles/filedetails/?id=1908028510
wtf is that
@karmic drift you can make a static ghost like NPC in MP by just creating another isoPlayer instance. But it would take some work to make it visible to all players and have any kind of interaction even basic
Yeah, i'm trying to do smthin like that now
A new Mod has been Published!
GWR HC Replace Mods
https://steamcommunity.com/sharedfiles/filedetails/?id=1908060811
@blissful meteor Dunno if you're the creator of Unique Z mod, and i'm sorry for the pin, but maybe you could add Biochemical gas Mask for some Urban soldiers or scientists i guess?
Hey guys. I have a question and i'm not sure where to post it. But me and my friend are playing multiplayer with hydrocraft on. the items have all spawned in, and we have the crafting options. but i dont think it's spawned any of the animals for hunting. is there a way to fix this?
@livid bay they don't have any models... they're only inventory items
build 42 will be the hunting update
Oh i see. thanks man!
mhm
hey people who where complaining about the bites insta infecting you
theres a mod that add's a very hard to get cure
that 100% cures you
just thought i'd mention that...
@placid delta honestly even barebones "scenery" NPCs would be welcome for some MP situations; thanks for the tip!
Heyo! 
Does anyone have an idea on how to implement vehicle articulation into a mod?
not sure that is possible.
like monster truck wheels?
no like allowing for future trailers to cars and prime movers with a trailer
the articulation at the fulcrum
I think once that gets brainstormed and created it would open pandoras box for vehicle mods
Im just sitting here thinking how it would be coded
or if the engine even would accomodate for it
sounds complicated for a mod, but it would be awesome
you might be able to fake it with two separate vehicles but I doubt it
have the second "trailer" vehicle follow the path of the first vehicle, with a distance of 0, or whatever the length of the vehicle is
A new Mod has been Published!
Legions Cardboard NPCs
https://steamcommunity.com/sharedfiles/filedetails/?id=1908275525
Does anyone know how to efficiently add items to the Distribution.lua to make them spawn???
I need some LUA help
Check mods for examples, all you need is to use table.insert for the item and then another for the spawn chance
Most mods that add new items to the game will have a lua file just for that
A new Mod has been Published!
Occupational Items On Spawn (PZ B41+)
https://steamcommunity.com/sharedfiles/filedetails/?id=1908499360
Is there a similar mod for profession based spawn points?
think so
actually
i believe that already happens in vanilla
it's just rare
@prime marsh
i remember spawning at the police station once when i choose officer
Interesting. I seem to always end up in a busted down house or a nice house regardless. I'll keep a closer eye on it and roll a few to test it.
Thank you @fallow bridge
does anyone knoe how to make a cape in modding?
if someone wants to help me make opm mod
yeahhh
Clothing mods don't seem to be possible at this point.
You can overwrite some clothes, but full on new clothes doesn't seem to be currently possible. 😕
You could probably replace the scarf model with a cape model though?
I'm honestly not sure... You can replace the texture files if you want, but I'm not sure about adding full on new ones for them.
Oh Larry, you rascal you! Never change. 😂
There seems to be an issue with the Fitness Instructor that messes up all that comes after them... 🤔
But the console isn't telling me WHAT is wrong, just that SOMETHING is wrong. 😫
Can anyone else see any issues here:
-------------------------- Fitness Instructor
ClothingSelectionDefinitions.fitnessinstructor.Female.Back = {chance=10, items={"Base.Bag_Schoolbag"}}
ClothingSelectionDefinitions.fitnessinstructor.Female.Hat = {chance=10, items={"Base.Hat_Sweatband"}}
OH!
I see it!
For some reason, Fitness Instructor is the only occupation with a capital letter in their definition. 😅
So the proper form is
ClothingSelectionDefinitions.fitnessInstructor.Female.Back = {chance=10, items={"Base.Bag_Schoolbag"}}
ClothingSelectionDefinitions.fitnessInstructor.Female.Hat = {chance=10, items={"Base.Hat_Sweatband"}}
someone wanna try making a "Cripple" trait mod? I would but A: school and B: to unsure of how to make trait mods
basically perma limp
and perhaps less strength due to the pain of having weight on that leg?
I'm not good with that sort of thing, but you could maybe see if you could force the zombie crawl animation for the player. 😂
But it should be possible. Just got a lot of stuff on my slate at the mo with work, a new gf and a couple of mods already in the works. 😕
Or that, but then "Cripple" wouldn't be the right word, I'd rather say "Old Wound" or something?
no it's cripple
cripple just means a injury that removes OR causes you to not move properly
Ah, I'm thinking of the slur for disabled folk, muddied my definitions. 😕
But again, it is possible.
just have a perma limp and perhaps less carry weight
by like 1 or 2
after awhile of walking it can cause pain
cause i can tell you with my bad knee
i can't keep walking or running for longer than 25 minutes
or else my leg flairs up and i want to scream due to the pain
Hello again, guys! Do you know whether there are a tutorial or mb documentation about modding for server? Maybe you have some good mods to learn?
Trying to understand how pz netcode works..
That would be interesting but youd be having a hell of a time surviving
Seeing scarring and old wounds would be interesting though.
Get shot in the hip and now youve got a perma limp
B41 need's a crippled trait
where you have a perma limp and lose 1 strength
i have no clue what to do
I can't really help you, but i know there's tutorials and example mods out there to look at. Try going through the TIS modding forums
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...
i don't understand any of this...
he explains what it is and how it works but i don't understand where to even begin it all
like how do i make it perma foot injured so theres a set constant limp
i don't understand ANY OF IT REEEEEe
@grizzled grove i know of More traits i used to use it... but it doesn't have the trait i wanna make... which clearly i'm probably won't be able to make, i was hoping it'd be easier then actually fucking around with the games main code
yeah i ain't gonna try this... to much coding and shit for me... which is none cause i don't do coding
could somebody who knows HOW to make trait mods perhaps give this trait a shot? legit all it's gotta be is perma limp status and 1 less strength stat and it'd be golden
hnnng
so close yet so far
@fallow bridge do you understand how functions operate?
in a nutshell, a function is a block of code that works when it is called
ok let me make it even simpler
fill a car with an item
call the car to bring it to you
this is it in JS `function thing(thingy){
console.log("this is a thing)"
}
thing();`
i still don't understand...
i don't do coding shark xD
it's a language i cannot understand
coding is just like any spoken language
it takes practice
they have their own rules, grammar, and structure
mhm
just takes time and effort. Modding is rarely easy, especially when you have a lot of new concepts to learn
neat
When hosting a server with mods, does the HOST'S mods override the players' mods if they were edited?
don't think so
Damn. So basically, I'd have to make a mod pack?
i believe so
Aight, thanks! ^_^
guys, quick question. would it be possible to use the tall fence climbing animation for climbing 1 storey buildings?
it would work great with sprinters
What is this mod?
"Occupational Items On Spawn" ?
ty
I'm not sure.
A new Mod has been Published!
Lighter Ammos (IWBUMS)
https://steamcommunity.com/sharedfiles/filedetails/?id=1910287882
A new Mod has been Published!
Dixie, KY Spawn Points
https://steamcommunity.com/sharedfiles/filedetails/?id=1910342854
Fire truck when
Wheels position changed
A new Mod has been Published!
Knox County Farm and Rural Spawns
https://steamcommunity.com/sharedfiles/filedetails/?id=1910489685
A new Mod has been Published!
Soul Filchers Cooking Time (IWBUMS)
https://steamcommunity.com/sharedfiles/filedetails/?id=1910606509
is there a mod that helps with aiming range weapons? using hydrocrafts crossbow and i miss a lot
Are you using the IWBUMS branch? The aiming has changed rather significantly, and I believe at certain levels, will display an outline around zombies that you will hit/etc
I would think Hydrocraft is also wildly incomaptible with IWBUMS, too.
Okay - in that case - no there is not.
That functionality is now in the base game (beta branch, currently)
I'd say modders are all trying iwbums, so there's not a real reason to work on a system that is already in game
so they all have stopped creating mods for build 40 even though 41 is still a beta?
I don't know if they all stopped working for 40, but we will have to update our mods so they're compatible with the coming changes, so I guess testing them in iwbums makes sense.
i guess so, yeah
I still have to work on one last update for 40, but after that it's all iwbums for me
i couldn't play the beta but will try again after a few fixes
yeah, I guess it will be a lot more stable by the time they enable multiplayer, and a lot more players will test it
i was shocked how fast Nolanritchie got a NPC mod for it
Well, the guys eats java and lua for breakfast
meanwhile I'm getting beat with my own mods Distribution and ProceduralDistribution luas 😦 😦
I spent hours editing both, and my items wont spawn no matter what
@light magnet Big Thanks for your new mod, it's super amazing and rp
which mod?
B41 Occupational Items, I'm guessing?
And thank YOU, @fast girder 😄
yep ahah
I'm considering a Hardcore Occupations mod for RP next, limiting the amount of levels certain occupations can level up certain skills. 🤔
Really force folk to work together.
Is it possible to make your own "Procedural Distributions" lua?
should I start it with:
ProceduralDistributions = ProceduralDistributions or {};
local ProceduralDistributions.list ={
Or am I doing something wrong?
@proven turret I'm not all too clear on that side of things, but checking how Hydrocraft handles its' loot distribution is probably the best way to figure it out... 🤔
I'm guessing the location of the LUA file may also have an effect, though I can't be sure.
Ah... Hydrocraft uses the vanilla loot tables and simply inserts their items into them, you can find the distributions in lua\server\HCLoading.lua
"media/server/Items"
You mean media\lua\server\Items ?
Ah okay, that would have been the mistake otherwise. 😂
Gotta run to the shops quick, but I'll look into it more when I get back. 👌
Okidoki😋
@nimble spoke ae Soul, blz? não sabia que vc era Br.
@nimble spoke pode me ajudar com meu mod quando vc tiver tempo?
Opa, qualqer dúvida é só mandar msg q eu olho e respondo quando puder
@proven turret Still need help?
@light magnet I'm trying again the
table.insert(SuburbsDistribution[...])
codes again
Im checking one by one
to make sure all is included 😦
Ah okay, the best way.
Did you look through Hydrocraft?
Indeed. 😂
But you only need to look at a few to get the gist of what they're doing. :3
yea, I saw I needed to do a
require 'Items/SuburbsDistributions'
require 'Items/ProceduralDistributions'
@quasi geode Hey man, what's the current status of profession framework?
@rocky lynx Where in the world you can fish a lucio and pacu? 🤔
Is it possible to mod a Base item to teach a recipe of your mod?
Or do I need to create a new Mag just for that?
@nimble spoke Lucio = Pike (base game fish)
Pacu it's a plague fish of center america. Can found also in Argentina, Brasil, Colombia. (Some species transform from vegetarian to carnivorous)
@proven turret you can override a magazine for that, no need for a new one
@rocky lynx I know, I know, that's why I asked, I don't think there's a place you can find both, unless they are both an invasive species
its a lake in custom map
next i will do something with tilezed to create some specific fishing zones (River, sea, lake) to find different species.
that will be nice
@nimble spoke tipo assim? :
item HuntingMag1
{
Weight = 0.1,
Type = Literature,
DisplayName = The Hunter Magazine Vol. 1,
Icon = MagazineHunting,
TeachedRecipes = Make Snare Trap; XXX.Recipe Item,
ReplaceOnUse = HuntingMag1,
StaticModel = Magazine,
}
also i will rewrite a little the fishing mechanic, depending on rod, you can right click far from you to find different depths.
depths can be used also to find different species.
@rocky lynx Are you gonna add new species I suppose? (I'm hoping for Salmon)
Salmon?
😄
Awesome!
@proven turret Don't add an item, add the recipe name like Make Snare Trap; Make My Trap,
@nimble spoke ahhhhhhhh.
Can be used to trap bears :p
I tried to use that one for a trap that would hurt players or zombies, but the code never worked as I wanted
@rocky lynx Uoou wait a sec, are you reviving the Hunting Mod or something?
@nimble spoke I remeber that mod. Funny stuff
Hunting mod? nope, it's part of Le Gourmet Evolution Plus mod.
😮
now will be updated so it will called Le Gourmet Revolution.
I think it's funny and game appropriate. 😂
It's a zombie chef. :3
lol
@drifting ore Is that a construction mod you’re working on?
Yes)))
It looks really cool
For survival in forests without nail and saw
Yes... and alternative to roof slope
@rocky lynx I'm really interested on that mod of yours. Please tell me you gonna update it in English tho 🙂
We should have a mod creating "Left 4 dead" special zombies. 😛 Guess it would only work with MP or at least some NPC friends.
Hi again
Is it possible to overwrite a vanilla trait, adding just one recipe to it?
I think Profession Framework mod allows you to do that
@nimble spoke I dont get it.
Profession Framework allows you to change/add professions and traits without the need to override the files, so that separate mods can be compatible
you can use it as a required mod in your own mod
@proven turret yes!! It will come on english too, not perfect english but i can fix language if people help me to translate it
@nimble spoke Opa, vc tá ai?
fala
So, while I'm a noob to this it makes sense so far but I had a question
if I wanted to limit the occupation selection while playing on a specific map, how might I go about that?
multiplayer mod idea
google traslator
I have a great idea, but I don't know if it's possible, this mod would be for multiplayer version. The player dies in the game becomes a zombie, after which he continues to control in a zombie mode limited to grabbing players and destroying punches and gates like the npcs do, so chances of scratching and biting, plus how much time you spend as a zombie you can increase the number of npc zombies for your horde limited to a certain amount stipulated in the mod itself, style the npc mod super survival mode where you can recruit npcs for your group which in my opinion would be great to have a multiplayer version with this zombie version, with commands for npcs zombie hordes like super survival but limited to such commands not to become non-standard, of course would be basic command like, grouping and ungrouping the horde, to also balance the player would have to be zombie the movement limited to a certain speed without being able to run over the players taking them by surprise, but would have the advantage of thinking, unlike the zombies npc, could catch players by waiting while hiding inside rooms, houses and so on. The idea after you died as a zombie would be great. You would start from scratch as alive again with a new character from scratch. It would be great for a multiplayer mod but I don't know if it would be possible. or even the game devs think the idea is cool and implement this game mode in the game! 
sorry guys
continuation
the commands would work just like the current zombies, if you were standing it would be as if I was vegetating, walking like a zombie would scream like npc to get attention, but when standing still waiting for a player to enter a room, you would not make noise, because it would be standing vegetating. 
Is there a way I could remove all zombies from a specific type of room at inital launch of the world, then never again?
@heavy smelt It is possible to a point, but it's a bit tricky and your zombie would still have a mind of its' own somewhat.
@spiral plover Yip! Check out my NoZed mod, just add in a check of the room definition (NecroForge has examples of that I think) to it and Zombies in the defined room will despawn. You can change the function's event to add some moddata to a zombie so that if it's been loaded already, the room won't despawn it.
Gotcha, thanks!
NP. ^_^
So I see the addTrait function and addProfession, is there a removeTrait or removeProfession counterpart?
How frustrating is it to throw objects into this game? I made a toolbox sprite because I was getting tired of keeping my tools in a trashbag.
@austere shoal While I've never used it, there is a tool specifically for creating items:
https://theindiestone.com/forums/index.php?/topic/21923-itemzed-updated-11b
ItemZed Scripts & Distribution editor. Welcome to ItemZed! ItemZed is a development and modding tool that is used to edit the contents of script modules (foodstuff items, weapons, recipes etc) and the distribution table that dictates where different in-game items can be found...
unfortunately that tool is looong outdated. There's no easy new tool
However, it's quite simple to put together item mods - my advice would be to find a mod that does a similar thing, then browse it's files, study it, change things for your needs.
In this case, I would suggest looking at "Random Items" - they are alternative containers with different sprites - almost exactly what you want to achieve
https://steamcommunity.com/sharedfiles/filedetails/?id=757075560
You would...
Open the Zomboid Workshop mods folder
In my case, that's ...
E:\Program Files (x86)\Steam\SteamApps\workshop\content\108600 (108600 shouldn't change, directory may)
Look for the ID of the mod, found at the end of the URL, or included in the workshop description.
Search the directory above for that folder - inside will be a 'mods' folder
Copy that folder to the directory..
%userprofile%/Zomboid/mods
Rename that folder to the name of your mod.
Make some changes to the contents here - most importantly the mod.info - so you can distinguish it from the original mod.
Browse the folders and scripts, it should be pretty obvious what you need to change, if you pay attention to file names, item IDs, etc.
In this case, what you would be looking at is the
randomitems_containers.txt - making your own version of that, with your own item/s ==> to create the item
NCRandomItemsDistributions.lua - altering this to suit your spawn preferences ==> to make the item spawn in game.
Follow Item IDs, file directories, etc, you should figure it out no problem.
@austere shoal
Although, looking at the item distributions for this mod, it doesn't look like an awesome way to do things... it's defined the loot tables for some areas on it's own, which would totally overwrite base game loot tables - so it's creating entirely new ones, not inserting into existing.
@quasi geode there's a better way to do this, right?
Anybody knows why Super B Survivors don't turn after they're killed by zombies?
Because superb survivors are buggy and have never turned after getting bit @drifting ore
it's a mod in development i think
no offense @radiant ginkgo
but i personally don't like it
it's too... detailed
i've never liked extremely detailed objects being put into games that revolve around a simple modeling and texture
like PZ
it's beautiful the way it is
a simple but amazing game with some details removed to keep up with itself
your car is just to detailed in my opinion
although it is neat that you even did all that detail
Awesome! @rocky lynx can't wait to play with that feature!
oh damn, but it does need electricity right?
I'm wondering if I would rather see it something like 30% faster, but 1 extra plank
Or not faster even - but 1 extra plank
How possible is it to add extra hotkeys to the game?
Like if I wanted to make a keybinding for "loot all from the current container" or "stomp regardless of whether there is a zombie near you" is that something I could do?
Easy enough. ORGM and Super Survivors use their own hotkeys, in a way they can all be rebound through the options menu too.
nice, so if I download those and browse through them do you think that would be a pretty good way to see how they went about it?
I guess that's a pretty subjective question
Yep.
Whenever I'm modding - I try to find something similar first, and then just change to fit my needs.
Good idea I think
What about the in-game maps? Not like, the map files for the game, but the actual png file that displays on screen when your character opens a town map? Where are those textures?
@pallid matrix Electricity or generator.

Hi people.
I've been having some issues with my Distributions still, plus, everytime I open the B menu, I get an error popup.
By checking the logs I cant identify the problem myself
b menu?
also
@proven turret wrong chat mate this is #mod_development, try posting in #old_techsupport you might get more help there
I am modding.
Thats why I'm having problems with my Distributions.lua
But is related to my mod dude
hmm
but the main feature for now
for build 41 i'm assumin
yea, but now im mixing it up with Lightfoot skill
well of course
did you ask for permission to modify the mods?
if not then that's big illegal
I've changed some numbers and added the relation with the Lightfoot skill
That one has a permission, yes.
Plus I'm not here to take credit for anything.
my items wont spawn
Can you post the logs?
ah
I hope that is it.
so it's sorta like back when that rifle clip fix mod had issues when it was for some reason completely removing rags, lighters, and can openers
do the items just not appear in the debug?
@spark crystal last time I play tested, was yesterday night.
@fallow bridge No, its not that. I did a "table.insert" for my items so they can Spawn in the world, but isnt working.
The problem looks to be with an evolved recipe
@spark crystal Thats what I thought.
Are you using some of those?
@spark crystal but I double checked my recipes. I found 2 syntax errors, but I corrected them
@spark crystal Wanna see my recipe file?
I don't have any experience with working with evolved recipes, but do all the Item IDs match up how you'd expect? The Module ID and the Item ID?
Sure, send it through if you like - I'll see if anything jumps out at me, but as I said, I don't have any experience with evolved recipes
Well, I dont have any "experience" at all besides modding this
That's fine, we all start somewhere 🙂
Sorry people
Besides the help of some nice people here, I'm still having issues with my mod, that gives me a Error pop-up everytime I open the Crafting Menu.
Checking my Console, it is about a "GetEvolvedRecipe", but I cant identify the problem.
I will leave my console here, for any Expert take a look.
I'd appreciate any help I can get, and I to assist even further I can also show the Items I have with a "Evolved Recipe", so we can pin point the problem 😦 Thanks in advance
@proven turret The issue is in FMJDistributions.lua at line 121.
@fallow bridge I personally don't like smoothed textures on cars, but it's also my style of texturing cars. My textures are a bit off the PZ textures, but they are similar to vanilla textures. If you don't like my textures and details, you don't need to install my mods so as not to spoil picture of PZ 🙂
I know Danny!
I do love the effort you’ve put in
It’s just to much detail for me ya know?
Your doing a great job though and your mod might become one of those very famous ones
All right, I understand you
Compare my mod ZAZ-968M and 1980 Ford F-150
Here is have ZAZ-968M still ordinary texture 🙂 @fallow bridge
I’ve seen it, honestly I prefer having vanilla cars 🙂I was just sayin! Have a good day my man
A new Mod has been Published!
Soul Filchers Learning Time (IWBUMS)
https://steamcommunity.com/sharedfiles/filedetails/?id=1911229825
A new Mod has been Published!
RPhair
https://steamcommunity.com/sharedfiles/filedetails/?id=1911206068
A new Mod has been Published!
Pillows Many Spawns Project
https://steamcommunity.com/sharedfiles/filedetails/?id=1911132112
A new Mod has been Published!
No Holsters
https://steamcommunity.com/sharedfiles/filedetails/?id=1910954221
A new Mod has been Published!
Soul Filchers Cooking Time (IWBUMS)
https://steamcommunity.com/sharedfiles/filedetails/?id=1910606509
I would be so happy if someone could update jiggas green fire mod for iwbums.
@light magnet I fixed that, thanks
@light magnet But I still getting the "getEvolvedRecipe" errors 😦
I was wondering if I could give a request here for a mod I'd love to see in the game, the ability to add sheets and pillows to beds, and being able to see those pillows and sheets on beds. I don't know how tricky or straight up impossible that might, but I'd love to know if someone would be willing to do it.
Hi modders,
Is there a difference in Lua when you type for example: ??
IsCookable = TRUE,
IsCookable = true,
yes, booleans in lua are case sensitive. IsCookable = TRUE would try to call a variable named "TRUE"
Hi. Here is the error I'm getting with my Mod. I checked my items like 10x and no matter what, when I load the game, both Stir frys are broken, the new Griddle one, and the old one. The option to use them to cook just disappeared, and none of my files go near to them. I dont know what to do anymore. If any kind soul wanna see all my Item scripts, I'd glad share. I dont want to give up on this little mod, please help. 😦
Make sure that your mod is the only active mod.
You should post your scripts here - so some of the others could glance over it and help spot the issue.
Just the code for that particular recipe should suffice, I'd imagine.
@spark crystal ok
I wont work on this anymore for tonight, so here it is all I have
Most recent Console:
My Items script, with the "Evolved Recipes"
Just a quick report of the situation:
All the other features of the mod works properly (Lockpicking, items on new game, new traits, new reworked Burglar profession, new forages, new animals for trapping, new Mouse Trap recipe, etc)
The only new issue, and a serious one, is that I cannot use any of the 2 Frying Pans for cooking, neither with my new items, nor with vanilla items.
😦
I wish you all good night, and thanks for any support.

@proven turret If I'm not wrong, isnt this an error? It's a long time I don't touch PZ code but this doesn't seem right.
EvolvedRecipe = Stir fry:15;Stir fry Griddle Pan:15;RicePot:10;RicePan:10,
I think you didn't set a value for the stir fry there
EvolvedRecipe= Stir fry:15;Stir fry Griddle Pan:15,
here too
I may be wrong
Nah, Stir fry Griddle Pan is the name for the recipe using the Griddle Pan. That was the first thing I checked too.
No prob! ^_^
Thanks for trying to help!
Always happy to help. I always want to come back in modding but I never do 'cause I can't do icons for items xD
I think it may be a spelling error somewhere in there, so I advised that they'd probably have to comb through each entry. I imagine that'll be fun... 😅
Yeah
but I never do 'cause I can't do icons for items
I feel that. 😭
Oh yeah
That has always been my biggest problem in every game, Project Zomboid or other stuff, I could code everything but it always took me a lot of time to find someone for icons. I also made someone make icons for my PZ mod when he didn't have the game netiher lol.
I normally try and find graphics from other games that come close.
Mmh Im watching this now, but if you set the recipe to use the Stir fry/rice pot etc. shouldn't the recipe use that instead of the bowl? (in Keep bowl)
Mmh, like from Rimworld?
I'm not sure. 😕
For example, from where did you take the graphics? 'Cause PZ has a very particular style so it's hard.
Depends...
Item icons I've nabbed from Rune Factory for the 3DS.
Tiles I normally take from Xenonauts.
Oh that's a good idea.
i may have found the issue
@proven turret
item Omelettes
{
Type = Food,
DisplayName = Omelettes,
FoodType = NoExplicit,
Icon = Omelettes,
Weight = 0.3,
HungerChange = -18,
UnhappyChange = 5,
DangerousUncooked = true,
IsCookable = true,
RemoveNegativeEffectOnCooked = true,
DaysFresh = 3,
DaysTotallyRotten = 5,
MinutesToCook = 20,
MinutesToBurn = 80,
EvolvedRecipe = Stir fry:15;Stir fry Griddle Pan:15;RicePot:10;RicePan:10,
Carbohydrates = 33.97,
Proteins = 12.82,
Lipids = 15.2,
Calories = 287,
}
recipe Make Omelettes
{
keep Bowl,
Salt;1,
Pepper;1,
WildEggs/Egg,
Result: Omelettes,
Time:500.0,
Category:Cooking,
OnGiveXP: Give10CookingXP,
} you wrote this
But if we look closely the structure of an "evolved" recipe in base game it's different
You have the evolvedrecipe = {}
like this evolvedrecipe Sandwich
{
BaseItem:BreadSlices,
MaxItems:4,
ResultItem:Sandwich,
Name:Make Sandwich,
}
it has the Name (what shows in game)
Max items (maximum of ingredients)
the result item and the base item ( the one required to make the sandwich)
then you have the sandwich
this is its code
item Sandwich
{
HungerChange = -10,
Weight = 0.2,
Type = Food,
DaysTotallyRotten = 6,
DisplayName = Sandwich,
Icon = Sandwich,
DaysFresh = 3,
StaticModel = Sandwich,
}
this shows base sandwich values
this is also the result item
(I didnt test what Im saying I can't confirm 100% but I think it's this way)
item Pickles
{
HungerChange = -5,
Weight = 0.1,
AlwaysWelcomeGift = true,
Type = Food,
DisplayName = Pickles,
Icon = Pickles,
EvolvedRecipe = Sandwich:5;Burger:5;Salad:5;RicePot:5;RicePan:5;PastaPot:5;PastaPan:5,
FoodType = NoExplicit,
Carbohydrates = 1,
Proteins = 0,
Lipids = 0,
Calories = 5,
}
this is an example of an ingredient for the sandwich
This is why I think your code is wrong
You should do something like this in my opinion
item Omelettes
{
Type = Food,
DisplayName = Omelettes,
FoodType = NoExplicit,
Icon = Omelettes,
Weight = 0.3,
HungerChange = -18,
UnhappyChange = 5,
DangerousUncooked = true,
IsCookable = true,
RemoveNegativeEffectOnCooked = true,
DaysFresh = 3,
DaysTotallyRotten = 5,
MinutesToCook = 20,
MinutesToBurn = 80,
EvolvedRecipe = Stir fry:15;Stir fry Griddle Pan:15;RicePot:10;RicePan:10,
Carbohydrates = 33.97,
Proteins = 12.82,
Lipids = 15.2,
Calories = 287,
} completely change this
you have 2 options
1 is to make it a normal recipe and not an evolved recipe. Evolved recipe is for when you want to make an item that can have different ingredients
This could be if you want to make your Omelettes an ingredient for something else
Just maybe edit the post and wrap the code in ``` to make it more visible. 👌
Oh well I should
But i just found out his problem is another one
@proven turret I could look better at the code if you send me the whole mod. There is a chance another of your files changed the evolved recipes for Stir fry
@tired charm Hii Xeno 🙂
@light magnet Hii Okami
@tired charm I can send you the whole thing if you want.
The Omelette item, or the Potato Pancake isnt a evolved recipe themselves, the idea was to use them IN a already started Stir Fry / Griddle Stir Fry, as Ingredients aswell.
They would be just normal ingredients. Like you have a Bell Pepper -> "Make a Stir Fry" , add the Bell Pepper, then add the Omelette, then add a Ham, and so on and on.
@tired charm But im sending you the whole thing in a chat.
@proven turret is that in itself, the issue? Is that even possible?
are vanilla guns working for you guys? 556 rounds (or box ammo) cant load into mags (clips) same for all guns.
@short shell workin fine for me!
thanks. I see what i did.
@proven turret once I come back home ill like into it
if anyone is looking into it, @proven turret 's issue is fixed. It was some TRUE instead of true in the scripts folder
guus do you think it would be hard to tell the game to jump on top of 1 storey flat buildings? like the vault animation but it stops you on top
it would be very very cool against sprinters
It was some TRUE instead of true in the scripts folder
Yip! I knew it was a typo somewhere! Glad it's fixed. 😄
Yeah I'm happy too 😄
well, at least it is fixed, I checked all the EvolvedRecipe= for him but nothing
Never knew that TRUE isn't true
In my experience with PZ modding, nothing has more catastrophic results than simple formatting errors with the scripts.
hell yeah
Yeah
The weird thing is I don't know how a miswrote TRUE in a "isCookable" instead of true broke the entire frying pans and griddle pans lol
but im happy it's fixed
When an error occurs, it basically pulls a halt in the script hierarchy. So I imagine the recipes are loaded first, and then the LUA GUI, but the recipes fail and thus everything lower in that hierarchy collapses.
You can see it when a LUA script goes wrong, it will work up until the error, but anything below that error, regardless of validity, won't be loaded into the game.
Do Someone Know Where BodyLocations.lua Located?
Hi people I just got home from work.
I'm really excited to check my mod again after all this Feedback ♥
The weird thing is I don't know how a miswrote TRUE in a "isCookable" instead of true broke the entire frying pans and griddle pans lol
If that is the whole mistake, I feel I'm gonna punch myself in the face.

Ok it actually seems that the TRUE wasn't the problem. And I have NO idea why it was working yesterday. Probably 'cause the game didn't load the mod in first place. I'm testing again and I think I've almost reached the error.
Okay now I'm sure the error is in the "Meat" section of the script_items. Now I just have to find it.
Okay I have some progress, the error is in SnakeMeat, PheasantMeat and LizardMeat items, not in the bodies
I just can't see it.
It's in the EvolvedRecipe=
Ok so it's fixed
the error was in the EvolvedRecipe= structure
I couldn't see it so I basically just used the vanilla one
I've sent you the mod in private chat @proven turret you just need to adjust the values in script_items, under the meat section of your meats, in EvolvedRecipe= everything is set to 15 now, you just have to put the old ones but be sure to keep the same structure to avoid troubles
Hoi! Anyone have any idea how to unequip items through the LUA?
I've just noticed a glitch in my Occupational Items on Spawn where if they play an Occupation that comes with a bag, but then take a trait that replaces that bag, the original bag will still be equipped, despite having been removed from the inventory. 😕
Ah! Right! They have the debug character swapping? I can look through that!
Oh?
Hmm... I've never had that issue... But anyhow, I'm testing without any other mods loaded in anycase, to keep unexpected issues from popping in.
Ok
But thanks anyhow! Checking how the Survivors equip stuff is a good start to do some learning. :3
if player:getInventory():getNumberOfItem("Base.Bag_WeaponBag") == 1 then
player:setEquipParent([back], "null")
player:getInventory():RemoveOneOf("Base.Bag_WeaponBag")
end
Something like this, maybe?
But how do I get the bodypart [back]? 🤔
Can someone help me i want to override a vanilla lua function with my own?
I sadly can't help :/
A new Mod has been Published!
ChaosZombieLoot
https://steamcommunity.com/sharedfiles/filedetails/?id=1914409156
A new Mod has been Published!
Bridges Mod Pack
https://steamcommunity.com/sharedfiles/filedetails/?id=1914590584
Here’s a random idea
If you retextured the padded jacket into a fat suit
And then proceeded to retexture several other copies of the padded jackets as imitations of clothes
You could make fat characters lol
yea but why
Why use such a stupid method or why add different weights into the game?
yes
A new Mod has been Published!
More Items Mod B41
https://steamcommunity.com/sharedfiles/filedetails/?id=1914987642
A new Mod has been Published!
Soul Filchers Farming Time (IWBUMS)
https://steamcommunity.com/sharedfiles/filedetails/?id=1915420850
@nimble spoke could you tell me more about Farming Time's function? It sounds more like a modders resource
@spark crystal It mainly sets you free from modifying the base files if you just want to add new crop types. There are also some new automated things you can set for your crop like making it go back to a certain growth level instead of rotting
You only need to add your crop to the sow seed menu, and the table with your crop's stats and my mod will handle the rest
There are examples in the mod for both
Ah neat, thanks 🙂
whoever made the crossbow mod
your mod breaks firearms
can't press x and unload weaponry
A new Mod has been Published!
Test
Mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1915706457
A new Mod has been Published!
ApocoPz
https://steamcommunity.com/sharedfiles/filedetails/?id=1915909710
A new Mod has been Published!
Inventory Sanity [CWO]
https://steamcommunity.com/sharedfiles/filedetails/?id=1916033214
Hi.
An Events.OnGameStart event is exist to enter the game, but I can not find the event responsible for exiting the game.
There is an Events.OnDisconnect event, but for me it does not work - the function added to it is never called. I searched the Internet and found a 2016 post on the forum https://theindiestone.com/forums/index.php?/topic/17846-testing-for-when-the-game-is-running-lua/&tab=comments#comment-220050 which mentions the Event.OnGameExit event, but, as far as I understand, this event does not exist.
Now I’m thinking about redefining clicking on the Quit menu item, but this will not give me the full necessary result, since it’s still not clear how to handle closing the game console, ALT + F4 or losing the connection.
I probably need to look towards the server side of the mod, but I have run out of ideas where and what to look for. I will be grateful if someone shares their knowledge in this area.
I cant seem to find anything in the game code that detects when the game has started.eg: after the click to start screen. I found that the game keeps track of gamestates but searching InGameState yields nothing in the Lua.I have a click responsive script that spits an error o...
i just got a idea
so now that temp is back
we need to worry about having heavy duty clothing
but no protection
so
hows about a mod that adds like arm/leg pads to add protection without the cost of insultion?
you can put em on over pants and can't wear jackets to compensate for that
like skating pads/military grade padding
lemme snatch up a imge as a example
Arm and leg pads insulate a lot though. If you've ever gone rollerblading, cross country cycling or played hockey, you'll know just how icky and sweaty it gets under those pads. 😅
yeah sure
but remember
realism<gameplay
we need SOME way of not overheating to death every few minutes (exaggeration) and have a little defense boost
Speaking of realism...
Just added Service Uniform for Veterans in the Occupational Items on Spawn mod. 
like those pads
could offer a very minor bite resistance chance
but like a 7% scratch chance or whatever
Honestly didn't know they existed in the game until yesterday when I killed a zombie with a set by the western camping grounds. 😅
oh yeah they existed
ive found a fuckton of general uniforms
but yeha
yeah
wouldn't it be pretty useful to have some extra form of protection to compensate that loss of wearing all layers
Eh, with the way the game is going, the insulation will always lean more towards realism. Duct Tape armor is very likely going to be a thing.
That said, pads and such should totally be in, I mean... It's the friggin 90s and I've yet to find a single skateboard! 😂
A new Mod has been Published!
Silencer / Suppressor Mod (Build 41) Chinese V1.0
https://steamcommunity.com/sharedfiles/filedetails/?id=1916358475
When will people learn that we can have all languages in the same mod?
it's not in actual chinese @proven turret
the only thing chinese about it is some of the description
It's a PITA that people are unaware of it.
I'm also willing to bet that the chinese translation is untested on most weapons - and does not actually work on B41 properly.
I havent (can't r/n - I'm at work) - just speculating
i'm using the mod rn
works perfectly fine
even has a suppressor model
@spark crystal @proven turret
On all weapon types?
all firearms that support suppressors
are you certain on that? I'm a little surprised.
check the code please and check the Distributions
it even changes gun sounds
and check the Supressor item on scripts and tell me how much noise reduction
makes them sound like they have a sup on them
I guess I'm also a little surprised that you managed to check all of them in that time, too.
i've been using the mod all day
lol
I'm guess I'm just very sceptical that a translation is updated before the original.
Usually, translated mods are just a quick throw.
from what i have seen
it makes the MSR700 (which is the loudest if i remember right) quiet enough to actually not be a death sentence
the radius is cut in half i think?
and as i said
theres english translation aswell as Chinese translation
it's all just one mod
the dev of it is most likely Chinese
the only thing that bugs me is he called it a silencer...
it's not
Suppressor is what its called
because it doesn't "Silence" shots
it merely Suppresses the sound
in other languages "silencer" is how anything that reduces sound in a gun is called
casually at least
the silencer mod...theres a reason he wrote it for chinese..the problem is in pz's attachment system (and the default translation files)
in the chinese translations, 'canon' and 'clip' use the same translation...for some silly reason when checking what attachment point something is mounted to, it relies on the translation string
if you attach something to the 'canon' in english (like a supressor) and then switch to chinese..the supressor is no longer on the 'canon' but the 'clip' slot
the reason he rewrote it for chinese isnt so much to have a translation (though he probably could have just replaced the vanilla translation), but to handle that strange bug
basically the supressors wouldnt work at all if you were set to chinese 😐
Huh... that is odd.
I would've thought with revisiting the firearms code as they have done this patch, the issue with attachment point / translation string could have been adressed
ya so specifically he's rewrote the mod to check the clip slot instead of the canon slot
i brought it up once when we discovered the issue...its actually really problematic imo that is relies on the translation string instead of a hardcoded (or at least consistant) slot location
Yeah. Reminds me of a similar issue at work last week, where records were being linked based on name, and not ID
Dont know if yall knew but Hydrocraft beta was released for the anims build
It's great to see more mods embracing GitHub
A new Mod has been Published!
Carved Planks
https://steamcommunity.com/sharedfiles/filedetails/?id=1916612351
@light magnet are you using Blender for your models?
And are you just retexturing existing base game clothes or creating them from scratch
Ah, I'm not doing any model or texture work, I suck at it. 😅
@drifting ore
You know how you can dig a grave hole could it be modded to let you dig the same hole but as a trap? So 5 zomboid could fall in it and fill up a basic uncovered grave plot, and later with availability you can set the pit on fire to cremate them and reuse the pit
❤ 
Check out the "Player Traps" mod. It has tile based trapping in that I think, then you could have it set that when a Zed walks onto the hole it is removed and the hole is filled slightly.
A bit OP, but doable.
@💉Dᵣ.ℍAᵐ𝖓𝖊𝖘𝖎𝖆⚕💊#1073
@light magnet then how'd you make the veterans clothes
he didn't
@drifting ore those are already in the game
they're not veteran clothes
they're generals clothes
they're one of the few things of clothing that doesn't spawn i believe... i don't remember for sure though
Oh
yeah
Not "General's clothes"
It's the Formal Service Uniform.
anyways