#mod_development

1 messages · Page 417 of 1

light magnet
#

Well... You could cheat it with checking a container, if the container contains a kitchen knife then giving it a certain percentage chance to swap it out for one of the variants.

sick thistle
#

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.

light magnet
#

I think that's an oversight at the moment. XD
I'd say actually posting about that in the bug reports.

sick thistle
#

Game breaking bug

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I want to cut cake with a fire axe though

light magnet
#

Like a real man. :3

#

How well versed are you in LUA?

sick thistle
#

So-so i do a bit of hobbyist programming so im pretty quick to learn programming languages

light magnet
#
function KitchenKnifeVariant(_object)

end

Events.OnContainerUpdate.Add(KitchenKnifeVariant);

This would be how you start it off to check for the knife.

sick thistle
#

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

light magnet
#

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.

sick thistle
#

Oh good idea on that lol

#

Im gonna go hit the hay though, i work early early

light magnet
#

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.

sick thistle
#

👌

light magnet
#

Beat the hay outta that hay. :3
Night!

karmic drift
#

Hi! Do you guys know how to create java instance in lua? For example I want to create instance of Vector2

spark crystal
#

Why does it need to be a Java vector 2? Why not just use an object with lua

karmic drift
#
if (PolygonalMap2.instance.intersectLineWithVehicle(this.x, this.y, this.x + this.angle.x * 4.0F, this.y + this.angle.y * 4.0F, baseVehicle, tempVector2) { ... }
spark crystal
#

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"
}
spare cloud
karmic drift
#

Hm.. okay, I'll try it later..

drifting ore
#

@spare cloud why does the spoon have 125 durability

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Spear spoon I mean

spare cloud
#

Just a joke ^_^

drifting ore
#

Haha

#

INFINITY SPOON TO VICTORY

spare cloud
#

It also has 1 in 1000 durability loss roll ^_^

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I was thinking of making the spoon itself the ultimate indestructible tool of murder, but thought that to be too obvious ^_^

quaint nightBOT
fast girder
#

Ohgod what?

#

Does it work?

#

"Windows everywhere" - the concept of this mod is freaking cool as f

spare cloud
#

A kind of stupid question. Well, two, actually. What is the maximum value for ConditionLowerChanceOneIn? And what happens if it's set to 0?

sick thistle
#

@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

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bonus points if it takes light levels into account

quaint nightBOT
rotund walrus
#

And maybe to add to that, extra points to consider Desensitized as an added bonus! ^_^

sudden falcon
#

for anyone interested

#

my mod got removed

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but i'll return with something even greater than before

serene nimbus
#

why did it get removed?

sick thistle
#

which mod? :() @sudden falcon

quaint nightBOT
rotund walrus
#

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,
    }
rotund walrus
#

Yeah, I'm completely new to modding. xD

light magnet
#

@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.

rotund walrus
#

Awesome, thanks! ^_^

jagged sentinel
#

Okami ii was just about to ping you 😄

light magnet
#

:3

rotund walrus
#

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

jagged sentinel
#

This man Justin is like a Zomboid Modding wiizard!

light magnet
#

Wouldn't go that far, but every person's question is also an opportunity for me to learn as well. 😆

rotund walrus
#

I figured as such. I think the term "Okami" is close to Divine in meaning.

light magnet
#

😇

rotund walrus
#

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? 😉

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Ooh, I know! Can you convert Video Games into Refuelable Objects, that are powered by Batteries? 😄

grizzled grove
#

you might want to take a look at Hydrocraft for an example. It does this very thing

rotund walrus
#

I'm on 41, though. 😦

#

And I'd literally just get Hydrocraft for that one little thing. xD

light magnet
#

The scripts should be compatible, but yeah, with any item related question, Hydrocraft is the best first stop.

grizzled grove
#

doesn't matter, this is for the sake of taking a look at how it's done there in the scripts

rotund walrus
#

Ah, gotcha. Thanks! ^_^

light magnet
#
    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,
    }
}
rotund walrus
#

Hmm... hold on, wouldn't Boredom:50 make my char MORE bored? 🤔

light magnet
#

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

rotund walrus
#

Aight, thanks! ^_^

light magnet
#

No prob! ^_^

rotund walrus
light magnet
#
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

rotund walrus
#

Wait, mod? I was kinda-sorta adding it to the recipes file. 🤔

light magnet
#

Oh... That's dangerous, you could break your game like that. 😕

rotund walrus
#

I have a copy of it, in case things go haywire. ^_^

light magnet
#

Let me see if I can make it for you quick.

rotund walrus
#

Yes, please. That would work wonderfully! ^_^

rotund walrus
#

@light magnet By the way, thanks for helping me out with this! Means a lot! 😄

light magnet
#

NP.
Got it to show up in game, just the boredom change seems to be an issue. I'll get there though.

rotund walrus
#

No problem at all. Take your time! 😄

rotund walrus
#

Hey, how do I modify an item's use time?

light magnet
#
Time: (Time it takes),
rotund walrus
#

Awesome, thanks! ^_^

#

Hmm... and does that go in the scripts folder?

light magnet
#

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.

rotund walrus
#

Yeah, I've decided to try making a re-readable book. ^_^'

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Suppose I could just put "ReplaceOnUse" on them...

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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. 😦

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I mean it did, but I read it way too fast. 😦

drifting ore
#

So question is there a way for b41 to have all clothing options at Character creation?

light magnet
#

@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.

drifting ore
#

Is there a possible mod to do so?

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😅

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Or is that too easy to have someone make a mod for haha

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(Sarcasm)

thorny kayak
#

@light magnet and if you make just separate lua action to play video game

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In place of using the recipe

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With use delta as battery

rotund walrus
#

See, I think it's best I back down and let y'all do this. To me, you're just speaking Greek. xD

light magnet
#

@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.

rotund walrus
#

Awesome! Thanks, Okami! 😄

light magnet
#

@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.

drifting ore
#

Okie

#

😅

light magnet
#

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. 😅

drifting ore
#

Lol

light magnet
#

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.

rotund walrus
#

Ooh, kay. Thanks! 😄

sudden falcon
#

i had the nude mod lmao

broken kayak
#

Question, is it possible to add content to an existing base game file without completly overriding it ?

astral summit
#

is there a place where the most "must have" mods are listed?

sick thistle
#

looking at your debug 'giving' script to work on the knives, which are now not spawning lmao

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lmaaaao im mad its because i renamed the file and didn't manually put .txt on the end

#

that hella confused me

astral summit
#

Is there a place where the most "must have" mods are listed?

fallow bridge
#

No

light magnet
#

Yes, actually!
Steam Zomboid's Workshop's most subscribed and highest rated. :3

fallow bridge
#

Yes well if he’s playing 41 9/10 of those mods don’t work

sick thistle
#

@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

light magnet
#

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.

sick thistle
#

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

light magnet
#

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.

sick thistle
#

Oh yeah for sure, thats a given

light magnet
#

But so long as it contains the RoomDef that you want, then it would be best to insert it there instead. 👌

sick thistle
#

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

light magnet
#

The "P" and "D" of ProceduralDistributions needs to be capitalized.

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As does the "S" and "D" of SuburbsDistribution.

sick thistle
#

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 :(

light magnet
#

I blame zombies. Society is quickly falling flat. Start nailing boards to your window.

sick thistle
#

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?

craggy furnace
#

@drifting ore @light magnet yep, i am still working on it

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i am still figuring out how to get my clothing to display, because for some reason its breaking the item ingame

nimble spoke
#

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?

drifting ore
#

@craggy furnace Okie😛

flint gorge
#

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. ?

craggy furnace
#

no

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they said they would look at heights and weights

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but kids are a very hard no

flint gorge
#

Isn’t that the developers who said that, for the base game?

spark crystal
#

Yes

flint gorge
#

I’m talking about mods

nimble spoke
#

well, if they allow characters to have different heights and things like that modding kids shouldn't be hard

jagged sentinel
#

You need to make every model compatible with every piece of clothing anim that sort of stuff

nimble spoke
#

and hobbits, and dwarves

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and giants

flint gorge
#

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

sick thistle
#

The issue with kids in games that involve death is tied to the esrb

nimble spoke
#

if height is handled by just applying a modifier to the base model then that would not be needed

flint gorge
#

Yeah but we’re talking about mods

nimble spoke
#

it all depends on how the devs code it

feral eagle
#

NMRiH had child zombies. But chances are NMRiH 2 will exclude them entirely going forward with publishing & sales.

fallow bridge
#

Probably

#

NMRIH was a F2P game

feral eagle
#

Indeed.

fallow bridge
#

So they could get away with stuff like that

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But with NMRIH2 being not F2P. They’ll have to be more careful

craggy furnace
#

this mod making business is irritating me

drifting ore
#

Finally!

#

It's here

craggy furnace
#

i broke lumberjack shirts

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its been here

drifting ore
#

oh

#

didn't saw it

craggy furnace
#

its still broken as hell

#

they respond to danger though

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if you point a gun at them they put their hands up or run

rotund walrus
#

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.

nimble spoke
#

some spawn tables no longer exist, remove them and it will work

rotund walrus
#

Ah, gotcha. Thanks! ^_^

#

So delete those two lines?

nimble spoke
#

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

rotund walrus
#

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++.

nimble spoke
#

you can use that, open zomboid's media/lua/server/items/distributions.lua

rotund walrus
#

Aight, thanks! ^_^

nimble spoke
#

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

rotund walrus
#

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"?

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Would that likely fix it?

nimble spoke
#

that will work too

rotund walrus
#

Gotcha, thanks! ^_^

#

And the error's gone! 😄

nimble spoke
#

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

rotund walrus
#

Yeah. Just a small fix is all it took. Thanks again, Filch! ^_^

nimble spoke
#

no problem, have fun

rotund walrus
#

Thanks! Sure will! 😄

#

... Wonder if I should send the updated file to the original mod owner on Steam...

nimble spoke
#

If he is still around maybe, or ask permission to post a separate version for iwbums

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I will not override mine as there are people playing the other version

quaint nightBOT
rotund walrus
#

Oh, shit! Clothing REPAIRING?! 😄

placid delta
#

with hammer?

nimble spoke
#

with a sledgehammer

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ohhhh man, I have so many mods to check and fix/update for iwbums

craggy furnace
#

@placid delta do your survivors react to guns being pointed at them?

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ive seen a picture of it

placid delta
#

More of a coincidence kind of thing

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Did not do any improvements on AI yet. Still all times been spent just fixing broken stuff.

nimble spoke
#

anyone working on new weapon models? what are the changes? scripts for blender?

fallow bridge
#

ohh tomorrows thursssdaayayyy

#

you know what that meansss

#

THURSDOID

rotund walrus
#

Hey, how hard is it to enable speaking in Single Player? 🤔

spark crystal
#

@nimble spoke not that I've seen being discussed - but a crossbow mod for 41 exists on the workshop- author might be present

solid oak
#

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.

grizzled grove
#

I don't think they've said when yet. Are you an animator?

rotund walrus
#

@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. ^_^'

rotund walrus
#

... Anyone? 😦

grizzled grove
#

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\

quaint nightBOT
rotund walrus
#

@grizzled grove I'm trying to make Arcade Machines playable. ^_^

grizzled grove
#

That's a bit beyond me, but I would take a look at the TimedActions scripts

rotund walrus
#

Aight, will do. Thanks! ^_^

sick thistle
#

Another dream mod

#

Salvage smithing. Turn metal sheets into medieval weapons, or close approximations

rotund walrus
#

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. >_<

sick thistle
#

Handle + heat treated sheet metal blade = gnarly long cleaver

rotund walrus
#

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?

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SOMEONE just throw a fucking bone, please. T^T

grizzled grove
#

I did a search using notepad++ for "Arcade" and only came up with translation files

rotund walrus
#

Hmm... well, crap. 😦

grizzled grove
#

all is not lost though, check out \media\lua\client\TimedActions\ISTakeGenerator.lua

rotund walrus
#

Please bear in mind, you're talking to a Modding Caveman here. I might need some help with the simplest of tasks. T^T

grizzled grove
#

we all start somewhere 🙂

rotund walrus
#

Appreciate the patience. ^_^

grizzled grove
#

I'm more of an artist than a scripter, so I'm only of so much help on this topic.

rotund walrus
#

Hey, at least you're helping me get SOMEWHERE. ^_^

#

... I see "ISBaseTimedAction", but can't find it. What's it for?

grizzled grove
#

actually, generator is a bad example here

light magnet
#

Sorry! Was doing the sleep thing.
Got a busy day so I can't help sadly, but Throttlekitty has the right idea. :3

rotund walrus
#

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! ^_^

light magnet
#

Sure, feel free! :3

rotund walrus
#

Yay! Thanks! 😄

grizzled grove
#

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.

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no, that's not right either. 🙂 ISRemoveGrass.lua helps me understand better, where it checks the ground tile

rotund walrus
#

At the moment, I'm trying to figure out how to check if there's power on or not.

grizzled grove
#

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.

rotund walrus
#

Aight, thanks! ^_^

grizzled grove
#

funny thing is, that i'm working out how to do git and make a foray into c++

rotund walrus
#

Heh. Nice! ^_^

rotund walrus
#

Hey, how do I make a sound loop?

#

Like, how do I play a sound repeatedly until the end of an action?

rotund walrus
#

Nevermind, I figured a workaround out. ^_^

rotund walrus
#

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! ^_^

rotund walrus
#

And posted it in Steam!

#

... I think...

quaint nightBOT
viscid kelp
#

Ohh, cool! That's my gas station. I hope you like it.

nimble spoke
#

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

fallow bridge
#

More clothing

#

That’s all imma say

karmic drift
#

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?

fallow bridge
#

@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

karmic drift
#

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

fallow bridge
#

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

karmic drift
#

Meh, I really need NPC. They could just stand in house and give quests to players

fallow bridge
#

and even then i don't think thats possible

karmic drift
#

But Super Survivors exists 🤔

fallow bridge
#

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

karmic drift
#

And his project is open source, but I can't handle how he make it. Just can't understand how his code works

fallow bridge
#

you'll have to completely recode the ENTIRE ai system like he did

karmic drift
#

I've tried nolanritchie's (Super Survivors author) method.. but nothing good happened

fallow bridge
#

yeah

#

thats why theres no other ai mod

#

because it's far to complex

#

nobody has the attention span to make another AI mod

karmic drift
#

Meh, okay, I have no other options but to figure out his sources

#

Anyway thanks for feedback (:

fallow bridge
#

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

karmic drift
#

ok thanks, i'll see what i can do with that

fallow bridge
#

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

quaint nightBOT
fallow bridge
#

wtf is that

placid delta
#

@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

karmic drift
#

Yeah, i'm trying to do smthin like that now

quaint nightBOT
fast girder
#

@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?

livid bay
#

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?

fast girder
#

You know animals are not a 3d model right?

#

it's only a thing in your inventory.

fallow bridge
#

@livid bay they don't have any models... they're only inventory items

#

build 42 will be the hunting update

livid bay
#

Oh i see. thanks man!

fallow bridge
#

mhm

fallow bridge
#

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...

willow estuary
#

@placid delta honestly even barebones "scenery" NPCs would be welcome for some MP situations; thanks for the tip!

rotund walrus
#

Heyo! spiffo

drifting ore
#

Does anyone have an idea on how to implement vehicle articulation into a mod?

spark crystal
#

not sure that is possible.

grizzled grove
#

like monster truck wheels?

drifting ore
#

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

grizzled grove
#

sounds complicated for a mod, but it would be awesome

spark crystal
#

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

quaint nightBOT
drifting ore
#

Does anyone know how to efficiently add items to the Distribution.lua to make them spawn???

#

I need some LUA help

nimble spoke
#

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

quaint nightBOT
prime marsh
#

Is there a similar mod for profession based spawn points?

fallow bridge
#

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

prime marsh
#

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

fierce oyster
#

does anyone knoe how to make a cape in modding?

#

if someone wants to help me make opm mod

fallow bridge
#

cape?

#

like

#

superhero cape? @fierce oyster

fierce oyster
#

yeahhh

fallow bridge
#

uh

#

don't think thats possible

#

it could be

#

but i doubt it

fierce oyster
#

i want to make is as a backup

#

backpaxk

light magnet
#

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?

fierce oyster
#

how about the colors?

#

lile example the long gloves want to make it red

light magnet
#

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.

#

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"}}
fallow bridge
#

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?

light magnet
#

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. 😕

fallow bridge
#

no like

#

use the injured limp animation

#

perma

light magnet
#

Or that, but then "Cripple" wouldn't be the right word, I'd rather say "Old Wound" or something?

fallow bridge
#

no it's cripple

#

cripple just means a injury that removes OR causes you to not move properly

light magnet
#

Ah, I'm thinking of the slur for disabled folk, muddied my definitions. 😕

fallow bridge
#

not really a slur

#

but yeah

light magnet
#

But again, it is possible.

fallow bridge
#

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

karmic drift
#

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..

sick thistle
#

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

fallow bridge
#

ok how do i make custom trait mods?

#

i wanna make this cripple trait

fallow bridge
#

B41 need's a crippled trait

#

where you have a perma limp and lose 1 strength

#

i have no clue what to do

grizzled grove
#

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

fallow bridge
#

i've looked through

#

nothing about making traits

grizzled grove
fallow bridge
#

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

craggy furnace
#

hnnng

#

so close yet so far

#

@fallow bridge do you understand how functions operate?

fallow bridge
#

no

#

i understand zero about any form of coding

craggy furnace
#

in a nutshell, a function is a block of code that works when it is called

fallow bridge
#

exactly

#

me don't know code

craggy furnace
#

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();`

fallow bridge
#

uh

#

ok

#

?

craggy furnace
#

go read the documentation for lua

#

or OOP languages

fallow bridge
#

i still don't understand...

#

i don't do coding shark xD

#

it's a language i cannot understand

craggy furnace
#

coding is just like any spoken language

#

it takes practice

#

they have their own rules, grammar, and structure

fallow bridge
#

mhm

grizzled grove
#

just takes time and effort. Modding is rarely easy, especially when you have a lot of new concepts to learn

long grove
#

oh hey that mod got finished

#

the occupational spawns one

fallow bridge
#

neat

rotund walrus
#

When hosting a server with mods, does the HOST'S mods override the players' mods if they were edited?

fallow bridge
#

don't think so

rotund walrus
#

Damn. So basically, I'd have to make a mod pack?

fallow bridge
#

i believe so

rotund walrus
#

Aight, thanks! ^_^

abstract plank
#

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

spiral dove
jolly hull
#

"Occupational Items On Spawn" ?

spiral dove
#

ty

jolly hull
#

I'm not sure.

drifting ore
quaint nightBOT
quaint nightBOT
radiant ginkgo
vital lynx
#

Fire truck when

radiant ginkgo
quaint nightBOT
quaint nightBOT
fervent bay
#

is there a mod that helps with aiming range weapons? using hydrocrafts crossbow and i miss a lot

spark crystal
#

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.

fervent bay
#

no, i'm not anymore

#

i stopped a few days ago

spark crystal
#

Okay - in that case - no there is not.

#

That functionality is now in the base game (beta branch, currently)

fervent bay
#

yes, i remember

#

could someone create a mod that can do the same thing?

nimble spoke
#

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

fervent bay
#

so they all have stopped creating mods for build 40 even though 41 is still a beta?

nimble spoke
#

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.

fervent bay
#

i guess so, yeah

nimble spoke
#

I still have to work on one last update for 40, but after that it's all iwbums for me

fervent bay
#

i couldn't play the beta but will try again after a few fixes

nimble spoke
#

yeah, I guess it will be a lot more stable by the time they enable multiplayer, and a lot more players will test it

fervent bay
#

i was shocked how fast Nolanritchie got a NPC mod for it

nimble spoke
#

Well, the guys eats java and lua for breakfast

proven turret
#

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

fast girder
#

@light magnet Big Thanks for your new mod, it's super amazing and rp

abstract plank
#

which mod?

light magnet
#

B41 Occupational Items, I'm guessing?
And thank YOU, @fast girder 😄

fast girder
#

yep ahah

light magnet
#

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.

proven turret
#

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?

light magnet
#

@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.

proven turret
#

The location is a "media/server/Items" folder in my mod

#

like the Distribution

light magnet
#

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 ?

proven turret
#

Yea

#

x)

light magnet
#

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. 👌

proven turret
#

Okidoki😋

proven turret
#

@nimble spoke ae Soul, blz? não sabia que vc era Br.

#

@nimble spoke pode me ajudar com meu mod quando vc tiver tempo?

nimble spoke
#

Opa, qualqer dúvida é só mandar msg q eu olho e respondo quando puder

light magnet
#

@proven turret Still need help?

proven turret
#

@light magnet I'm trying again the

table.insert(SuburbsDistribution[...])

codes again

#

Im checking one by one

#

to make sure all is included 😦

light magnet
#

Ah okay, the best way.
Did you look through Hydrocraft?

proven turret
#

I did

#

letters and letters xD

#

the list is humongous

light magnet
#

Indeed. 😂
But you only need to look at a few to get the gist of what they're doing. :3

proven turret
#

yea, I saw I needed to do a

require 'Items/SuburbsDistributions'
require 'Items/ProceduralDistributions'
nimble spoke
#

@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? 🤔

proven turret
#

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?

rocky lynx
#

@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)

nimble spoke
#

@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

rocky lynx
#

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.

nimble spoke
#

that will be nice

proven turret
#

@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,
    }
rocky lynx
#

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.

proven turret
#

@rocky lynx Are you gonna add new species I suppose? (I'm hoping for Salmon)

rocky lynx
proven turret
#

😄

rocky lynx
#

hahaha

#

so you can make salmon fillets (Base game item)

proven turret
#

Awesome!

nimble spoke
#

@proven turret Don't add an item, add the recipe name like Make Snare Trap; Make My Trap,

proven turret
#

@nimble spoke ahhhhhhhh.

rocky lynx
nimble spoke
#

I tried to use that one for a trap that would hurt players or zombies, but the code never worked as I wanted

proven turret
#

@rocky lynx Uoou wait a sec, are you reviving the Hunting Mod or something?

#

@nimble spoke I remeber that mod. Funny stuff

rocky lynx
#

Hunting mod? nope, it's part of Le Gourmet Evolution Plus mod.

proven turret
#

😮

rocky lynx
#

now will be updated so it will called Le Gourmet Revolution.

proven turret
#

LOL

#

omg just please chose another Poster

rocky lynx
#

hahaha

#

why?

proven turret
#

Terrible and not appealing xD

#

Is a fishing mod/cooking right xD

light magnet
#

I think it's funny and game appropriate. 😂
It's a zombie chef. :3

nimble spoke
#

lol

flint gorge
#

@drifting ore Is that a construction mod you’re working on?

drifting ore
#

Yes)))

flint gorge
#

It looks really cool

drifting ore
#

For survival in forests without nail and saw

flint gorge
#

The ones on the bottom

drifting ore
#

Yes... and alternative to roof slope

proven turret
#

@rocky lynx I'm really interested on that mod of yours. Please tell me you gonna update it in English tho 🙂

astral summit
#

We should have a mod creating "Left 4 dead" special zombies. 😛 Guess it would only work with MP or at least some NPC friends.

proven turret
#

Hi again

#

Is it possible to overwrite a vanilla trait, adding just one recipe to it?

nimble spoke
#

I think Profession Framework mod allows you to do that

proven turret
#

@nimble spoke I dont get it.

nimble spoke
#

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

rocky lynx
#

@proven turret yes!! It will come on english too, not perfect english but i can fix language if people help me to translate it

proven turret
#

@nimble spoke Opa, vc tá ai?

nimble spoke
#

fala

spiral plover
#

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?

heavy smelt
#

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! zombie

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. panic

spiral plover
#

Is there a way I could remove all zombies from a specific type of room at inital launch of the world, then never again?

light magnet
#

@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.

spiral plover
#

Gotcha, thanks!

light magnet
#

NP. ^_^

spiral plover
#

So I see the addTrait function and addProfession, is there a removeTrait or removeProfession counterpart?

austere shoal
#

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.

light magnet
#

@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

spark crystal
#

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.

#

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.

radiant ginkgo
drifting ore
#

Anybody knows why Super B Survivors don't turn after they're killed by zombies?

fallow bridge
#

Because superb survivors are buggy and have never turned after getting bit @drifting ore

coarse apex
#

Yo danny

#

What mod are trucks part of

fallow bridge
#

it's a mod in development i think

radiant ginkgo
#

Yes

#

It's 1980 Ford F-150

fallow bridge
#

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

rocky lynx
#

Table saw to saw logs 50% faster and obtain some more planks. 😄

spark crystal
#

Awesome! @rocky lynx can't wait to play with that feature!

pallid matrix
#

oh damn, but it does need electricity right?

spark crystal
#

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

spark vector
#

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?

spark crystal
#

Easy enough. ORGM and Super Survivors use their own hotkeys, in a way they can all be rebound through the options menu too.

spark vector
#

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

spark crystal
#

Yep.

Whenever I'm modding - I try to find something similar first, and then just change to fit my needs.
Good idea I think

spark vector
#

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?

rocky lynx
#

@pallid matrix Electricity or generator.

pallid matrix
proven turret
#

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

fallow bridge
#

b menu?

#

also

proven turret
#

I am modding.

spark crystal
#

@fallow bridge still wrong channel
@spark vector try #mapping

fallow bridge
#

meh

#

best spot for help when it comes to game issues

proven turret
#

Thats why I'm having problems with my Distributions.lua

#

But is related to my mod dude

fallow bridge
#

OH

#

MY BAD XD

#

whatcha makin?

proven turret
#

😥

#

A colection of old mods, trying to blend all in-one

fallow bridge
#

hmm

proven turret
#

but the main feature for now

fallow bridge
#

for build 41 i'm assumin

proven turret
#

Is a Lockpicking System

#

🙂

#

It is.

fallow bridge
#

ah the lockpick mod

#

i used to use that

proven turret
#

yea, but now im mixing it up with Lightfoot skill

fallow bridge
#

i know nothing about modding

#

if i did you'd see a "cripple" trait out there

proven turret
#

I figured a lot of people used to use that mod, so, updating it would be cool

#

Aw

fallow bridge
#

it doesn't work with 41/

#

?

proven turret
#

The old one works, but is clunku.

#

clunky.

fallow bridge
#

well of course

#

did you ask for permission to modify the mods?

#

if not then that's big illegal

proven turret
#

I've changed some numbers and added the relation with the Lightfoot skill

#

That one has a permission, yes.

fallow bridge
#

ok

#

remember kids

#

you don't want the gov to send you to prison

proven turret
#

Plus I'm not here to take credit for anything.

fallow bridge
#

still

#

you always gotta ask before you upload something that someone else made

proven turret
#

...

#

good.

#

I still have problems.

#

:/

fallow bridge
#

yeah

#

whats the exact issue?

proven turret
#

my items wont spawn

spark crystal
#

Can you post the logs?

proven turret
#

I can.

#

@Ben gimme a second.

fallow bridge
#

ah

proven turret
fallow bridge
#

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?

proven turret
#

@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.

spark crystal
#

The problem looks to be with an evolved recipe

proven turret
#

@spark crystal Thats what I thought.

spark crystal
#

Are you using some of those?

proven turret
#

@spark crystal but I double checked my recipes. I found 2 syntax errors, but I corrected them

#

@spark crystal Wanna see my recipe file?

spark crystal
#

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

proven turret
#

Well, I dont have any "experience" at all besides modding this

spark crystal
#

That's fine, we all start somewhere 🙂

proven turret
#

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

light magnet
#

@proven turret The issue is in FMJDistributions.lua at line 121.

radiant ginkgo
#

@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 🙂

fallow bridge
#

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

radiant ginkgo
#

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

fallow bridge
#

I’ve seen it, honestly I prefer having vanilla cars 🙂I was just sayin! Have a good day my man

quaint nightBOT
gusty island
#

I would be so happy if someone could update jiggas green fire mod for iwbums.

proven turret
#

@light magnet I fixed that, thanks

#

@light magnet But I still getting the "getEvolvedRecipe" errors 😦

subtle nimbus
#

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.

drifting ore
#

Who made the cheat menu?!

#

😇

#

Give them my thanks please

proven turret
#

Hi modders,

#

Is there a difference in Lua when you type for example: ??

IsCookable = TRUE,
IsCookable = true,
upper bough
#

yes, booleans in lua are case sensitive. IsCookable = TRUE would try to call a variable named "TRUE"

proven turret
#

🤔

#

alright...I'll look into that.

#

Thanks @upper bough

proven turret
#

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. 😦

spark crystal
#

Make sure that your mod is the only active mod.

proven turret
#

I will try that @spark crystal

#

@spark crystal Just tested - it's my mod.

spark crystal
#

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.

proven turret
#

@spark crystal ok

#

I wont work on this anymore for tonight, so here it is all I have

#

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. stressed tired

tired charm
#

@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

light magnet
#

Nah, Stir fry Griddle Pan is the name for the recipe using the Griddle Pan. That was the first thing I checked too.

tired charm
#

Oh

#

Thanks for the info

light magnet
#

No prob! ^_^
Thanks for trying to help!

tired charm
#

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

light magnet
#

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... 😅

tired charm
#

Yeah

light magnet
#

but I never do 'cause I can't do icons for items
I feel that. 😭

tired charm
#

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.

light magnet
#

I normally try and find graphics from other games that come close.

tired charm
#

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?

light magnet
#

I'm not sure. 😕

tired charm
#

For example, from where did you take the graphics? 'Cause PZ has a very particular style so it's hard.

light magnet
#

Depends...
Item icons I've nabbed from Rune Factory for the 3DS.
Tiles I normally take from Xenonauts.

tired charm
#

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

light magnet
#

Just maybe edit the post and wrap the code in ``` to make it more visible. 👌

tired charm
#

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

proven turret
#

@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.

spark crystal
#

@proven turret is that in itself, the issue? Is that even possible?

short shell
#

are vanilla guns working for you guys? 556 rounds (or box ammo) cant load into mags (clips) same for all guns.

fallow bridge
#

@short shell workin fine for me!

short shell
#

thanks. I see what i did.

tired charm
#

@proven turret once I come back home ill like into it

tired charm
#

if anyone is looking into it, @proven turret 's issue is fixed. It was some TRUE instead of true in the scripts folder

abstract plank
#

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

light magnet
#

It was some TRUE instead of true in the scripts folder
Yip! I knew it was a typo somewhere! Glad it's fixed. 😄

tired charm
#

Yeah I'm happy too 😄

nimble spoke
#

well, at least it is fixed, I checked all the EvolvedRecipe= for him but nothing

#

Never knew that TRUE isn't true

willow estuary
#

In my experience with PZ modding, nothing has more catastrophic results than simple formatting errors with the scripts.

nimble spoke
#

hell yeah

tired charm
#

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

light magnet
#

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.

drifting ore
#

Do Someone Know Where BodyLocations.lua Located?

proven turret
#

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.

tired charm
#

nah it happens

#

i'm checking again why it still doesn't work for you though

tired charm
#

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

light magnet
#

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. 😕

fallow bridge
#

@light magnet you have super survivors

#

?

light magnet
#

Ah! Right! They have the debug character swapping? I can look through that!

fallow bridge
#

No no!

#

Superb survivors breaks clothing!

light magnet
#

Oh?

fallow bridge
#

You can’t unequip clothing when using SS

#

Mhm

light magnet
#

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.

fallow bridge
#

Ok

light magnet
#

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]? 🤔

thorny kayak
#

Can someone help me i want to override a vanilla lua function with my own?

tired charm
#

I sadly can't help :/

quaint nightBOT
quaint nightBOT
flint gorge
#

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

long grove
#

yea but why

flint gorge
#

Why use such a stupid method or why add different weights into the game?

long grove
#

yes

quaint nightBOT
quaint nightBOT
spark crystal
#

@nimble spoke could you tell me more about Farming Time's function? It sounds more like a modders resource

nimble spoke
#

@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

spark crystal
#

Ah neat, thanks 🙂

fallow bridge
#

whoever made the crossbow mod

#

your mod breaks firearms

#

can't press x and unload weaponry

quaint nightBOT
fallow bridge
#

what xD

#

i love test mod

quaint nightBOT
quaint nightBOT
obtuse osprey
#

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.

fallow bridge
#

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

light magnet
#

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. 😅

fallow bridge
#

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

light magnet
#

Speaking of realism...

#

Just added Service Uniform for Veterans in the Occupational Items on Spawn mod. shotgun

fallow bridge
#

like those pads

#

could offer a very minor bite resistance chance

#

but like a 7% scratch chance or whatever

light magnet
#

Honestly didn't know they existed in the game until yesterday when I killed a zombie with a set by the western camping grounds. 😅

fallow bridge
#

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

light magnet
#

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! 😂

quaint nightBOT
wet osprey
#

O w O

#

THE SILENCER MOD UPDATED!?

proven turret
#

Chinese.

#

Forget it.

nimble spoke
#

When will people learn that we can have all languages in the same mod?

fallow bridge
#

it's not in actual chinese @proven turret

#

the only thing chinese about it is some of the description

spark crystal
#

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.

proven turret
#

@spark crystal Nailed it.

#

also check the code?

#

checked**

spark crystal
#

I havent (can't r/n - I'm at work) - just speculating

fallow bridge
#

i'm using the mod rn

#

works perfectly fine

#

even has a suppressor model

spark crystal
#

On all weapon types?

fallow bridge
#

all firearms that support suppressors

spark crystal
#

are you certain on that? I'm a little surprised.

fallow bridge
#

like rifles and magazine fed pistols

#

dude

#

i'm using it

#

i can confirm it WORKS

proven turret
#

check the code please and check the Distributions

fallow bridge
#

it even changes gun sounds

proven turret
#

and check the Supressor item on scripts and tell me how much noise reduction

fallow bridge
#

makes them sound like they have a sup on them

spark crystal
#

I guess I'm also a little surprised that you managed to check all of them in that time, too.

fallow bridge
#

i've been using the mod all day

proven turret
#

lol

spark crystal
#

I'm guess I'm just very sceptical that a translation is updated before the original.

#

Usually, translated mods are just a quick throw.

fallow bridge
#

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

nimble spoke
#

in other languages "silencer" is how anything that reduces sound in a gun is called

#

casually at least

quasi geode
#

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 😐

spark crystal
#

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

quasi geode
#

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

spark crystal
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Yeah. Reminds me of a similar issue at work last week, where records were being linked based on name, and not ID

solid oak
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Dont know if yall knew but Hydrocraft beta was released for the anims build

spark crystal
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It's great to see more mods embracing GitHub

quaint nightBOT
drifting ore
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@light magnet are you using Blender for your models?

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And are you just retexturing existing base game clothes or creating them from scratch

light magnet
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Ah, I'm not doing any model or texture work, I suck at it. 😅
@drifting ore

twilit heron
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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
carltoncarlton

light magnet
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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

drifting ore
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@light magnet then how'd you make the veterans clothes

fallow bridge
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he didn't

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@drifting ore those are already in the game

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they're not veteran clothes

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they're generals clothes

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they're one of the few things of clothing that doesn't spawn i believe... i don't remember for sure though

drifting ore
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Oh

fallow bridge
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yeah

light magnet
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Not "General's clothes"
It's the Formal Service Uniform.

fallow bridge
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right

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same thing xD

light magnet
fallow bridge
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anyways