#mod_development

1 messages ยท Page 418 of 1

fallow bridge
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yeah

light magnet
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But yeah, I'm not adding new clothes to the game, just making existing clothing available at character creation, like Vunder said. ๐Ÿ‘Œ

fallow bridge
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mhm

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can't wait for people to start making clothing

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specifically that mod that added in waist pouches/military vests that had a inventory system in them

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i loved that mod

light magnet
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I'm hoping to see Eris' Night Vision updated with a model. :3

fallow bridge
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meh

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someone should make a body bag mod which allows you to put one corpse inside of it (and hopefully only the corpses) and it would reduce a corpses weight and make then easier to transfer!

vocal wigeon
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Hello, it's been a while since I've modded Zomboid. I'm trying to overwrite the ForwardDirection of zombies during the lungeState. But it seems the game logic happens AFTER the event is triggered so my changes get overwritten by the default behaviour, instead of the other way around.
Do the devs still check this channel once in a while? Because I would love to see this changed if possible.

fallow bridge
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@placid delta hey i think your silencer mod for build 41 swaps out a pistol vault animation

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before i had your mod whenever i had any handgun equipped i'd slow vault over low fences normally

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now whenever i slow vault over them with any pistol equipped in my hands the character starts the fast trip animation then ends with the slow vault animation

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just though i'd inform you of that

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@vocal wigeon the devs check all channels...

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not a big deal @placid delta just bugs me with how off and dumb it looks

fallow bridge
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Nevermind Nolan

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The issue is something in 41.30

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I mean 20

drifting ore
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The pouch mod works on build 41

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Just fwi kinsa thing

fallow bridge
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yeah

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but i want 3d models

quaint nightBOT
spark crystal
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PSA;
The next mod to be uploaded to the workshop will be the 1000th' mod to exist on the Steam Workshop.

rotund walrus
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Hey, rookie question here. How do I make DIFFERENT items a result in the scripts?

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Like, a box with several different items in it, for example.

jagged sentinel
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oooooooooooooooooooooooooooooooooooooooooh @light magnet

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This might help ๐Ÿ˜›

rotund walrus
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Yeah, thanks. xD

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Just didn't want to bother anyone in particular. ๐Ÿ˜›

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Got a bad history with @ ing folks out of the blue. ๐Ÿ˜ฆ

jagged sentinel
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Well i really do hope Okami doesn't scold me for this ๐Ÿ˜„

rotund walrus
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Okami's cool. I'm sure they won't mind. ^_^

fast girder
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Hmm Can someone make atmospheric mod that shakes your screen when you running?

rotund walrus
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Nevermind, I found a solution. Rather than unbox ALL ammo at once, I decided to make the Ammo Cache a drainable, with 10 uses for each ammo type.

spiral plover
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Are there any mods that add custom keys? I want to make a keycard mod that replaces keys on my map

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trying to figure out where to look, I suppose the key code would also be a good starting place

spark crystal
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Could you just reskin the key to a keycard?

spiral plover
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I could

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I want a little more functionality than that though

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doors with certain tags like clearance 1 will open to clearance 1 key cards no matter what building

light magnet
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Hoi! @jagged sentinel Long busy day at work. Let me just get my bearings first. ๐Ÿ˜‚

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@rotund walrus
So by
Like, a box with several different items in it, for example.
Do you mean like a box with 1 of each herb in it which when using a recipe would give you 1 of each herb, or something like that? ๐Ÿค”

rotund walrus
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Kinda, but it's fine now. I improvised for that. NOW, however, I may need some help turning the Video Games into Drainables that require batteries. ^_^'

quaint nightBOT
light magnet
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Will get back to you on that in a bit, seem if I can help. Right now, his lord woof requires a walkies. :3

rotund walrus
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Awesome, thanks! And hey, no rush! Don't want Lord Woof to miss his walkies! ^_^

light magnet
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Okay, so...

    item Torch
    {
        LightDistance    =    20,
        Weight    =    2,
        DisappearOnUse    =    FALSE,
        Type    =    Drainable,
        TorchCone    =    TRUE,
        UseDelta    =    0.0009,
        LightStrength    =    0.8,
        DisplayName    =    Flashlight,
        ActivatedItem    =    TRUE,
        Icon    =    Flashlight,
        MetalValue = 10,
        cantBeConsolided = TRUE,
        StaticModel = FlashLight,
    }

You'll be wanting UseDelta for the battery. So you'll have to make a script which is almost identical to the vanilla Video Game, but with your changes. This will overwrite the default one.

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Then, like with the torch, you'll need a recipe for inserting the battery:

   recipe Insert Battery into Flashlight
   {
     destroy Torch,
     destroy Battery,

     Result:Torch,
     Time:30,
     OnTest:TorchBatteryInsert_TestIsValid,
     OnCreate:TorchBatteryInsert_OnCreate,
   }

@rotund walrus

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I think ActivatedItem is what keeps you from using an item if it has run out of whatever powers it, but I really don't know much about items, so it may just be the "turn off and on" thing as well... ๐Ÿค”

rotund walrus
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Awesome, thanks! ^_^

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Now, another question...

How do I add XP Gains to actions? I'm trying to make it so draining Z Blood gives you Doctor Experience. ๐Ÿ˜…

willow estuary
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Now, with that in mind, do you want people to be able to grind first aid by harvesting blood from zed corpses?
A LOT of corpses can pile up on a server.

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Theoretically someone could cheese their way to first aid 10 by using a car and the mall parking lot with that.

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You'll have people harvesting blood, not to make cures, but just to grind first aid after they have a bunch of cures stockpiled.

rotund walrus
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I want it to only give half xp. I also have it set to where it takes a long time to harvest just one corpse, and turned off the feature for everyone, then created separate magazines you have to read in order to actually harvest them.

willow estuary
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making corpse harvesting take a looooooonnng time is a wise choice.

rotund walrus
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Indeed. It takes about 30 seconds to harvest just one, and you need to harvest 200 (I lowered it since 1,000 samples just seems a bit too much.)

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That, plus you also need one of each poltice, and 10 of most medical gatherables from foraging. Top it off with the 10:25 minute wait to craft one cure, and I believe we've got a more challenging approach. ๐Ÿ˜‰

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This way, it at least takes effort to do it.

rotund walrus
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Eh, figured it out.

ember orchid
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Hey, have any of you guys been able to get the new .fbx model format working with car mods?

grizzled grove
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haven't tried yet. does the game actually use those? I think there were only a couple, and a blend file too lol

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Hoping that AnimZed has the .X converter

proven turret
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@rotund walrus What's your project if I may ask?

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@light magnet Sup Okami, long time no see. Hit me up tomorrow if you have time bro

rotund walrus
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@proven turret Just prepping up for my MP Server once it hits 41. Gotta balance a few mods out, though, such as the PZ Blood Cure.

Basically, I'm just playing around with codes and what-not.

proven turret
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Ah, which server btw?

rotund walrus
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Still working out a name, but so far it's Hellborn until the name is adjusted. ^_^

proven turret
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Ahh its a new one. Ok, good to hear ๐Ÿ™‚

rotund walrus
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Yeah. Had one running a while back, before vehicles were a thing.

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It's gonna be a dedicated RP Server.

proven turret
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I'm updating some old-ish mods aswell. I've been having some stress at work so I didnt code so much today or yesterday. Mine is a new version of the Lockpicking mod, a small up on the Burglar prof, and some new items/forage yummies.

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It's gonna be a dedicated RP Server.

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Thats neato.

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๐Ÿ˜„

rotund walrus
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Yup! And glad to see I'm not the only one Relic Hunting! ๐Ÿ˜„

proven turret
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Have you come across the MREs mods of any sort?

rotund walrus
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Matter of fact, I did! ๐Ÿ˜„

proven turret
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which one? ๐Ÿ™‚

rotund walrus
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Got it added to my modpack, but removed the Distributables.

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Hold on, I'll link the original mod.

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Might actually redo the icons and stuff on it.

proven turret
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Oh thats the oldest one

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It basically was just a "pack" that you could eat right.

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and make boxes and pallets

rotund walrus
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Yup! Simplest one to work with. xD

proven turret
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Well, the author posted he'll be updating...so I guess I won't be messing with that code ๐Ÿ‘

rotund walrus
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I edited the image to darken the window.

rotund walrus
torn patio
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Reminds me of a Pipboy for some reason

quaint nightBOT
glacial thorn
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Hey guys, I was curious: With the new system, how accessible is making custom clothing? Both as palette/print swaps on t-shirts and entirely new models?

fallow bridge
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what do you mean?

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like

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modding in custom clothing?

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oh wait i understand now

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i don't think anybody knows as nobody has messed with those yet @glacial thorn

glacial thorn
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Ah, that's a shame

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Yeah, changing how existing clothing looks or adding in new models

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Wouldn't know what format it'd be in

fallow bridge
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yeah nobody have modded anything with the new clothes yet

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i mean...

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why would we want to?!

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it's all so perfect already

grizzled grove
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that's not how modding works :p

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@glacial thorn I believe the upcoming AnimZed tools have a section for import and setup for clothes.

glacial thorn
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Ah, that'd be pretty sweet! Any idea what format it takes for new models?

wooden stone
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Is there a good resource for making a mod that adds a craftable item into the game

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Like as far as how-tos and such

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Like I want to make a recipe where you take empty cans and thread, and with a hammer and nail you can hang them so that if a zombie walks into them they generate a noise

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pretty straightforward

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Would give a use for empty cans

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Iโ€™ve got some experience drawing sprite animations so I would be able to do the art stuff myself, and I have some coding experience, just not specifically with Luna scripting or working with zomboids framework

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Is there a place I can look at something that already exists and go off of that?

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Thatโ€™s my beginner level mod plan

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If I can get it to work, eventually I want to mod in VHS tapes and VCRโ€™s

wooden stone
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Sorry if these are loaded questions

grizzled grove
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Yeah Nick, looks like they are using .X now. As for AnimZed, I think they mentioned being able to import one of several common formats. I assume FBX will be the common one we use

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have you looked around the TIS forums MrC? There's a tutorials section that should be able to get you started, though I suspect you'll do a lot of comparing to vanilla scripts as well. (not much of a scripter myself)

wooden stone
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Yeah, though for me the forum links point to ad sites

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Just trying them on my phone, at least

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I have found a few decent things on the pzwiki

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And pinned posts on this channel

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Should be enough to get started

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Basically the gist is: you need a knife or point thing, a tin can, string and pebbles

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Rocks exist in the game but they are too big to feasibly work, so Iโ€™d have to mod in pebbles

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Once you have those the item is crafted in your inventory and then you need a hammer and nail to hang it

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So similar to how a sheet rope is made, then fixed to a window

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so Iโ€™d have to mod foraging to give a chance to give you pebbles

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Then set up the recipe and script for hanging

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As well as create the icon and sprite assets

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Iโ€™ve coded stuff before just not mods, so I have a pretty solid workflow planned out

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Oh and then I have to create a wav file and then import that to trigger when a zombie collided with the trap

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Then set the sound range

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Which I think reasonably, 5-10 tiles makes sense?

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Like if they were set off in a house, Iโ€™d want the player to hear them from reasonably close outside, but they shouldnโ€™t be audible from across the street

grizzled grove
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You might consider making it a construction instead of craft it then place? This way you'd just rmb on a tile to build it on the spot, and could have a deconstruct recipe to get the materials back.
I think the tricky part might be the trigger action, not sure. AFAIK trees are the only things that trigger just by walking, and I'm going to guess that functionality comes from the tree class itself rather than some shared function. Maybe someone more knowledgeable has better input on that.

wooden stone
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When put that way it makes more sense

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Iโ€™ll definitely have to do some digging

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Now that I think of it trees kind of have the same functionality

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I could probably get away with setting them up to basically work the same way trees do

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Since their quick wavy animation will set off when you or a zombie passes through it so however those work might work for the cans

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And wiggling the sprite would be a lot easier to animate

grizzled grove
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that makes sense too

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tree animations are done totally in-game, that's something I haven't looked into yet. their sprites are static and don't have any special masks or markers

wooden stone
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Interesting

grizzled grove
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I think they have a stepped gradient mask projected from the game camera and use that to scoot pixels left and right as needed. Can't recall offhand if they move in the game NSEW directions as well. It's something I'll research eventually, would like to add some new trees for my map at some point.

wooden stone
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Thatโ€™s something I can focus on last

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If I can just get a recipe that you select via construction > misc and place, Thatโ€™s the first step

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Then making it react when a player or zombie steps on the tile

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If indie stone has taught me anything is you can always do animation next to last ๐Ÿ™‚

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Item > events > art assets > animation

grizzled grove
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a little planning goes a long way (usually)

wheat ore
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Fuck,my connection is a bit late,isn't it?

fervent bay
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nolan created NPCs with autonomy. is it possible to mod the game so your character can be as well (as a separate mod)?

wooden stone
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Whatโ€™s a good name for a hanging can noisemaker trap?

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Because hanging can noisemaker trap sucks

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Hanging noisemaker?

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Can trap?

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I want something thatโ€™s not so wordy but also is a decent description at a glance

spark crystal
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Can trap is fine I think

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Or maybe makeshift alarm is better

quaint nightBOT
quaint nightBOT
quaint nightBOT
quaint nightBOT
main cave
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OH FUCK

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IT HAPPENED

fervent bay
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@main cave it is.....?

main cave
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The model is 3d

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I dont like it

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but its just my opinion

fervent bay
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could always leave the beta

quaint nightBOT
quaint nightBOT
quaint nightBOT
solid oak
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rip Astros Realistic Inventory & bigger loot mod why do mods that alter loot usually get removed?

quaint nightBOT
quaint nightBOT
quaint nightBOT
quaint nightBOT
radiant ginkgo
quaint nightBOT
winged raptor
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@radiant ginkgo Wow! Nice!

proven turret
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Hi people

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Where can I find a list of the StaticModels on PZ files?

light magnet
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@proven turret Not sure about a list, but all the ones used in the game are in Steam\SteamApps\common\ProjectZomboid\media\models_X I believe.

proven turret
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@light magnet Okami to save the day ๐Ÿ˜„

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I will look into it

light magnet
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Anytime! ^_^
And holy carp! ๐ŸŽฃ
I didn't realize you pinged me! Must have been when I left Discord up and didn't check back! Sorry!

proven turret
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Ahh its fine ๐Ÿ™‚

light magnet
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Did you manage to get it all sorted out?

proven turret
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That other issue? It is finally fixed

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It was on the Recipe sequence of the "EvolvedRecipe" line.

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๐Ÿคท go figures.

light magnet
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Awesome sauce. ^_^

proven turret
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@light magnet The new issue is that my mod currently is incompatible with Mr. Soul Filcher's

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(Cooking Time)

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๐Ÿค” so thats a bummer.

light magnet
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Has cooking time been updated for B41?

proven turret
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Yes indeed.

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(are you living under a rock @light magnet bro? ๐Ÿ˜„ )

light magnet
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Haven't been online much recently. ๐Ÿ˜…

proven turret
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@light magnet

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Do you know if the Static Model "JerryCan.X" is the model of a Jar?

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๐Ÿค”

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Or is it the "CanClosed.X" one?

light magnet
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JerryCan.X is the gas cannister isn't it? I see there's GasCan.X as well, but a JerryCan is that red bottle used for gas... ๐Ÿค”
I don't think there is a jar model yet. ๐Ÿ˜•
@proven turret

proven turret
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Well, it says that the "CanClosed" is being used on all the recipes for "Jar of" Vegetables.

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๐Ÿค”

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It must be it.

light magnet
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Must be. ๐Ÿคทโ€โ™‚๏ธ

indigo hound
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ops

proven turret
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@light magnet yo bro you there?

light magnet
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Maaaaaaaybe. ๐Ÿ‘€

proven turret
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๐Ÿ˜›

light magnet
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What's up?

proven turret
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just a heads up to your mod:

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if prof == "mechanic" then
        player:getInventory():AddItem("Base.Spanner");
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it doesnt add the Item.

light magnet
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Oh... Hmm, let me fix it quick. Thanks!

proven turret
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It's Base.Wrench

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the item.

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Plus, as a Quality of Life improvement, I'd add (as I did when I integrated your mod to mine), a lua Base.DigitalWatch2
to the Famale and Male RandomString

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So there's a sligthly chance you'd spawn already with a Watch.

light magnet
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Okay, sounds good actually!

proven turret
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๐Ÿ˜‰

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Ah

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And I tried -> and failed

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to the Police officer prof

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Pistols = {
    "Base.Pistol",
    "Base.Pistol2",
    "Base.Revolver",
    "Base.Revolver_Short"
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And the random string would give it

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one of these

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but I couldnt make it Filter

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which one it "gave" and designate the right Ammo box, and Clip if needed

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๐Ÿ˜ฆ

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Maybe you can pull that off.

light magnet
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Ah, that isn't so hard, though I'm not going to do it, since it's pretty bulky and I don't want to much variance in the type of pistol you get.
Just do a check on if the item exists and add the corresponding clip and ammo.

proven turret
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Ah, and in my case, I added to the Veteran the

"Base.Revolver_Long"
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which I think would be less OP than the Shotgun.

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Ah, that isn't so hard, though I'm not going to do it, since it's pretty bulky and I don't want to much variance in the type of pistol you get.
I see

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It is still great the way it is ๐Ÿ˜„

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Just do a check on if the item exists and add the corresponding clip and ammo.

I did, and didnt work...but whatevs ๐Ÿ˜› ahha

light magnet
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Basically just do something like this:

if player:HasTrait("Gardener") then
        if player:getInventory():getNumberOfItem("farming.HandShovel") == 0 then
            player:getInventory():AddItem("farming.HandShovel");
        end
        player:getInventory():AddItem(getRandomStringFromTable(Seeds))
    end

You see how it checks if the player doesn't have the hand shovel?

proven turret
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Yea, but since I gave even more options to spawn with from the RandomString, the game didn't give any weapon in the end

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but it is fine, I wont incorporate your mod into mine, remember ๐Ÿ˜‰

light magnet
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Weird... But okay. XD
Thanks for the help! There are just way too many professions for one person to bugcheck easily. ๐Ÿ˜…

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I'll update it once I've watched the new Rick and Morty episode. :3

proven turret
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HAAH great ๐Ÿ˜‚ ๐Ÿ‘Œ

light magnet
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Okay, also making it so that the map you get when picking the Hiker trait is based on where you spawn, and only if you don't spawn in one of the main spawnpoints it will be random.

light magnet
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The issue with the Mechanic went far further than just the item name being outdated.
I used "mechanic" for the occupation name, but the correct form is "mechanics" for some reason. ๐Ÿ˜•

proven turret
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Haha simply genius ๐Ÿ˜„

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Yeah it is

young radish
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is there a mod so you can adjust how many points you start off with??

glacial thorn
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You can change that in sandbox settings already

light magnet
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Yeah, but it's limited to 100 extra in sandbox.
There is a mod that gives you a trait that gives you 300 extra points though.

young radish
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yeah i saw that i just wanted a few i guess i could do that and just use a couple

slender parrot
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I'm gonna answer my own question and say no but; Do we need to download the forum version of TzedWzed and Bedit? or can I just use everything from the steam tools section?

light magnet
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There's no difference between the two versions, so pick the one you find easiest to download. ^_^

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@slender parrot

slender parrot
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Thank you ๐Ÿ˜„

light magnet
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NP! ^_^

young radish
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is there a good mod that makes you be able to see all the clothes you wear?

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like hats and stuff

jagged sentinel
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like in the selection menu?

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Okami's mod does that

young radish
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nah i mean like i can wear a jacket but i dont see it on my charaCTER

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BUT I SEE VIDEOS WITH PPL THAT HAVE THEM ON

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capssssss

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sry

winged thunder
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@young radish that's build 41

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right click on PZ in steam

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hold on i'll PM you

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he has been assisted

young radish
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whats the average day time 1 hour??? just wondering for my sandbox settings

jagged sentinel
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It's 1 hour

young radish
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thanks

quaint nightBOT
nimble spoke
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Holy shit, part of my farming time mod code was added to the new farming system

quaint nightBOT
willow estuary
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Congrats @nimble spoke , I guess that makes you a dev now!

quaint nightBOT
drifting ore
light magnet
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So much cool stuff right there, and it all looks official.

drifting ore
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I have tried. the truth is there is a defect with internal walls. they will have to be redone.

grizzled grove
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You mean that gap on the outer/west edge?

drifting ore
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not a break. the wall is painted thickly. therefore, if some object stands on the cell to the right and higher, then the wall obscures it.

grizzled grove
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ahh, i see

winged thunder
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perhaps a mod for manual saving?

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like

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open the pause menu and click "save" and it'll save the current world state

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if that was a thing then these crashes wouldn't be that big of a issue for me

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cause i'd just save when i feel like i should and when the game crashes boom just load the save i did

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that way i won't nearly get fucked by a zombie that was standing where i crashed 5 minutes ago

young radish
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what mods work with 41???

placid delta
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no offical list but probably quite a few by now

young radish
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yeah alot of my dont work anymore

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just figured some ppl might know a few

placid delta
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well yeah b41 prolly broke most mods, but to be expected

young radish
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yeah its worth it tho

placid delta
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search "build 41" in the workshop

young radish
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oh ok thanks

placid delta
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i know i've updated Silencer mod and Survivors mod for b41

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have not checked into other mods much though

young radish
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yeah no hydro

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or the gun mod

spark crystal
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Ooooh you have updated Silencers? ๐Ÿ˜ฎ @placid delta

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That's great! Looking forward to throwing them back in

winged thunder
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@spark crystal specifically he updated the chinese translation one, but it is in english so you can use it

spark crystal
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I hate that the steam workshop has no "recently updated" listing to browse - a lot of mods have been updated, some from 2016/2017 etc, but if they weren't a hit then - they're practically invisible to new subs now.

winged thunder
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mhm

spark crystal
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@winged thunder I've been holding off of the chinese one, waiting for an official update

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Updated a couple of days ago.

winged thunder
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@spark crystal it is the official one

spark crystal
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The chinese one had issues.

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The chinese one is not the official one, it's a re-up

winged thunder
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really?

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he said it was i thought

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does this one have all the changes that the chinese one has?

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the chinese one has a custom model, custom sound and works with the m16/newer rifles

spark crystal
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this one is the official release from Nolan, regardless, I know which one I'll be using. ยฏ_(ใƒ„)_/ยฏ

winged thunder
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honestly it doesn't matter

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the chinese one has nothing in chinese for the ingame content

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@placid delta does the chinese and english silencer mods both have the same characteristics? or is the chinese one the better in to use?

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like the chinese one says it removed the ability to put silencers onto revolvers considering you can't do that with most revolvers

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is that the same with the official one?

placid delta
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I found those mentioned chnages appropriate and therefore made my silencer mod do the same things so id say they are basically the same now

quaint nightBOT
quaint nightBOT
quaint nightBOT
quaint nightBOT
quaint nightBOT
upper bough
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Does anyone have experience with the game's vehicle spawn system? Vehicles spawned by AddVehicle seem to despawn when the player leaves the cell and idk how to fix it

nimble spoke
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As far as I remember the only reliable way to create a vehicle was through an admin command, which may be the way Necroforge does it, I don't know

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It's been some time since I checked it

quaint nightBOT
marsh beacon
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People really want to carry the town in their car huh

nimble spoke
#

cheaters gonna cheat

flint gorge
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haters gonna hate zomboid NPC survivors gonna procreate

quaint nightBOT
proven turret
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@spark crystal yo Ben how's going?

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๐Ÿ™‚

#

hows the update on yours "logistics" mod going? ๐Ÿ˜„ happy thanksgiving too

spark crystal
#

Hey
Pretty good - I've got some translations ready, and some other features I'm trying to play with to make it less "item based"

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Wouldn't expect anything until at least b41 is stable

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likely around the new year is when I'll have an update prepared.

winged thunder
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so i have a question, i'm gonna make the silencer mod more realistic and i don't know which file i should modify... is this the one i should modify?

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or is this the file i should modify? and if this is the one... than whats each weapons vanilla/base stats so i can change them to they're default settings

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i think i understand the things now

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i just set the maxrange/recoildelayed to 0

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considering the item is a attachment and not a actual weapon change it should be the silencer.txt

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hmm

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where would i find those files in the normal game files?

#

the item types file

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(2nd picture)

quaint nightBOT
quaint nightBOT
quaint nightBOT
coarse apex
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does the superb survivors mod break the latest update for anyone as in bandages wont show at all for example

proven turret
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@coarse apex dont touch that broken mod dude.. the concept is nice but the delivery is flawed.

coarse apex
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Its fun tho

drifting ore
quaint nightBOT
spiral dove
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@drifting ore what is this

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@drifting ore ั‚ะพั‡ะฝะตะต ัˆะพ ัั‚ะพ ั‚ะฐะบะพะต ะธ ะณะดะต ัั‚ะพ ะฝะฐั€ั‹ะป

drifting ore
#

ะญั‚ะพ ั ะดะตะปะฐัŽ ะผะพะด

fallow bridge
#

anybody try to make clothing mods yet?

vital lynx
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@drifting ore Is this will be kinda RPG survival mod?

drifting ore
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to survive in the forest without tools and nails.

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if suddenly a player just ran into the forest and tries to survive there without having anything.

spiral dove
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@drifting ore ะฝัƒ ั‚ั‹ ะบั€ะฐัะฐะฒั‡ะธะบ ะบะพะฝะตั‡ะฝะพ

#

@drifting ore ัะปะพะถะฝะพ ะดะตะปะฐั‚ัŒ?

south lichen
#

Is there a mod that makes finding recipes in the craftbook easier?

light magnet
indigo hound
#

@spiral dove ะตัะปะธ ั€ัƒะบะธ ะฝะต ั ะถะพะฟั‹ (ะฐ ัƒ ะฝะตะณะพ ะฝะต ั ะถะพะฟั‹), ั‚ะพ ะฝะต ัะปะพะถะฝะพ, ะฐ ะดะพะปะณะพ) ะ”ะพะปะณะพ ัั‚ะพ ะบะพะณะดะฐ ั‚ะตะบัั‚ัƒั€ะบะธ ั ะฝัƒะปั ั€ะธััƒะตัˆัŒ)

drifting ore
#

@indigo hound ะฐะฑัะพะปัŽั‚ะฝะพ ะฒะตั€ะฝะพ

indigo hound
#

@drifting ore ัะฐะผ ะฝะฐั‡ะฐะป ั‚ะพะถะต ะบะฐั€ั‚ัƒ ะฟะธะปะธั‚ัŒ ั ัะพะฑัั‚ะฒะตะฝะฝั‹ะผะธ ั‚ะตะบัั‚ัƒั€ะฐะผะธ)

drifting ore
#

@indigo hound ะณะปะฐะฒะฝะพะต ะฒะพะฒั€ะตะผั ะพัั‚ะฐะฝะพะฒะธั‚ัั... ะธะฝะฐั‡ะต ะฒัะต ะฒั€ะตะผั ะฑัƒะดะตัˆัŒ ะฟะธะปะธั‚ัŒ ะพะฑัŒะตะบั‚ั‹... ะฐ ะฝะต ะบะฐั€ั‚ัƒ

indigo hound
#

ัƒ ะผะตะฝั ะผะธั€ 10ั…10, ะฒะฐะฝะธะปัŒะฝั‹ั… ั‚ะตะบัั‚ัƒั€ ะฟะพั‡ั‚ะธ ะธัะฟะพะปัŒะทะพะฒะฐั‚ัŒัั ะฝะต ะฑัƒะดะตั‚) ั€ัƒััะบะฐั ะปะพะบะฐั†ะธั ะฒั‹ะผั‹ัˆะปะตะฝะฝะฐั ัŒัƒะดะตั‚)

drifting ore
#

ะ ั€ะพััะธัŽ 85 ะณะพะดะฐ ะธะปะธ ะฟะพะฟะพะทะถะต?

novel obsidian
#

@drifting ore ัะธะปัŒะฝะพ ัะปะพะถะฝะพ ะฟะตั€ะตะดะตะปั‹ะฒะฐั‚ัŒ ั‚ะตะบัั‚ัƒั€ั‹? ะ˜ ะฒ ะบะฐะบะธะต ัั€ะพะบะธ ั…ะพั‚ะธั‚ะต ัƒะปะพะถะธั‚ัŒัั

#

?

drifting ore
#

@ะฐ ั ั…ะตั€ ะตะณะพ ะทะฝะฐะตั‚. ะฏ ั‰ะฐ ะพะฟัั‚ัŒ ัƒะตะดัƒ ะฑะตะท ะบะพะผะฟะฐ. ะ ะฐะฑะพั‚ะฐ ะฟะพั‡ั‚ะธ ะฒัั‚ะฐะฝะตั‚. ะฏ ัƒะถะต ั€ัƒะบัƒ ะฝะตะฟะปะพั…ะพ ะฝะฐะฑะธะป ะผั‹ัˆะบะพะน ั€ะธัะพะฒะฐั‚ัŒ... ัƒ ะฟะท ะพั‡ะตะฝัŒ ะผะฝะพะณะพ ะฟะพะปะตะทะฝั‹ั… ะธะฝัั‚ั€ัƒะผะตะฝั‚ะพะฒ ะดะปั ัƒะฟั€ะฐั‰ะตะฝะธั ะดะพะฑะฐะฒะปะตะฝะธั ะพะฑัŒะตะบั‚ะพะฒ ะฝะฐ ะบะฐั€ั‚ัƒ. ะะพ ั‚ะฐะผ ะฝะตั‚ ะฝะฐะฟั€ะธะผะตั€ ะณะตะฝะตั€ะฐั‚ะพั€ะฐ ะบะพะดะฐ ะดะปั ัั‚ั€ะพะตะผั‹ั… ะพะฑัŒะตะบั‚ะพะฒ ะธะณั€ะพะบะพะผ. ะŸะพั‚ะพะผัƒ ั ัั‚ะธะผ ะฟั€ะธะนะดะตั‚ัั ะฟะพะฒะพะทะธั‚ัั, ั‡ั‚ะพ ะฑั‹ ะธะณั€ะพะบ ะผะพะณ ะฟะพัั‚ั€ะพะธั‚ัŒ ะฒัะต ั‚ะพ ั‡ั‚ะพ ั ั‚ัƒั‚ ะฟะพะฝะฐะฟั€ะธะดัƒะผั‹ะฒะฐะป.

#

ะขะฐะบ ั‡ั‚ะพ ะฝะฐั€ะธัะพะฒะฐั‚ัŒ ะพะฑั‹ั‡ะฝะพ ะฟะพะป ะฑะตะดั‹. ะฏ ะบะพะดะธั‚ัŒ ะฝะต ัƒะผะตัŽ, ะฝะต ะฟั€ะพะฑั‹ะฒะฐะป ั‚ะพะปะบะพะผ. ะŸั€ะธะนะดะตั‚ัั ะฟะพั‚ั€ะฐั‚ะธั‚ัŒ ะฟั€ะธะปะธั‡ะฝะพ ะฒั€ะตะผะตะฝะธ, ั‡ั‚ะพ ะฑั‹ ั€ะฐะทะพะฑั€ะฐั‚ัŒัั ั‡ั‚ะพ ะธ ะบะฐะบ ัƒ ะฝะธั….

#

ะะพ ะพะฟัั‚ัŒ ั‚ะฐะบะธ. ะญั‚ะพ ะฒัะต ัƒะถะต ะตัั‚ัŒ ะฒ ะธะณั€ะต. ะ‘ะตั€ะธ ะธ ะดะตะปะฐัŽ ะฟะพะดะพะฑะฝะพะต. ะ˜ะณั€ะพะบ ะถะต ะผะพะถะตั‚ ัั‚ั€ะพะธั‚ัŒ ะพะฑัŒะตะบั‚ั‹, ั‚ะฐะบ ั‡ั‚ะพ ั ัั‚ะธะผ ั‚ั€ัƒะดะฝะพัั‚ะตะน ะฝะต ะฒะพะทะฝะธะบะฝะตั‚.
ะ ะฒะพั‚ ะฝะฐะฟั€ะธะผะตั€ ัƒ ะผะตะฝั ั‚ะฐะผ ัั‚ะฐะฝะบะธ ะตัั‚ัŒ, ะฒะพั‚ ะฝะฐะฟั€ะธะผะตั€ ัะพะทะดะฐั‚ัŒ ะธะฝั‚ะตั€ั„ะตะนั ( ะบะฐะบ ัƒ ั€ะฐะดะธะพ) ะดะปั ัั‚ะฐะฝะบะฐ, ั‡ั‚ะพ ะฑั‹ ะพะฝ ั‡ั‚ะพ ั‚ะพ ะดะตะปะฐะป ะฝะฐะฟั€ะธะผะตั€ ะธัั…ะพะดั ะธะท ะฝะฐัั‚ั€ะพะตะบ... ะฒะพั‚ ัั‚ะพ ัƒะถะต... ัะปะพะถะฝะพ

#

@novel obsidian ั ั‚ะพ ัั€ะพะบะพะฒ ัะตะฑะต ะฝะต ะดะตะปะฐัŽ. ะšะฐะบ ัะดะตะปะฐัŽ ั‚ะฐะบ ะธ ัะดะตะปะฐัŽ.

#

@indigo hound ะฐ ั‚ั‹ ั€ะตัˆะธะป ะฒะตั€ะฝัƒั‚ัŒัั ะฒ ะฟะท?

indigo hound
#

@drifting ore ัะพะฒั€ะตะผะตะฝะฝะพะต ัะบะพั€ะตะต ะฒัะตะณะพ) ั‡ั‚ะพะฑั‹ ะฝะต ะฟะฐั€ะธั‚ัŒัั ั ั‚ะตะผ - ั‡ั‚ะพ ะฑั‹ะปะพ ะฒ ั‚ะต ะณะพะดะฐ, ั‡ั‚ะพ ะฝะตะฑั‹ะปะพ)
ะ“ะดะตั‚ะพ ัั‚ะฐั€ะตะฝัŒะบะธะต ะดะพะผะธะบะธ ะฑัƒะดัƒั‚

#

@drifting ore ะตัะปะธ ั‚ั‹ ั…ะพั‡ะตัˆัŒ ะฟะตั€ะตะฝะพัะธะผั‹ะต ะพะฑัŠะตะบั‚ั‹ ัะดะตะฐั‚ัŒ, ะธะปะธ ั‚ะธะฟ ัั‚ะพะปะฑั‹ ั‡ั‚ะพะฑั‹ ะพั‚ ัƒะดะฐั€ะฐ ะผะฐัˆะธะฝั‹ ะณะฝัƒะปะธััŒ - ะบะพะดะธั‚ัŒ ะฝะตะฝัƒะถะฝะพ. ะญั‚ะพ ะฒัะต ะฒ ัะฒะพะนัั‚ะฒะฐั… ั‚ะตะบัั‚ัƒั€ ะดะตะปะฐะตั‚ัั

#

ะบะฐะบ ะธ ะฟะพัะฒะปะตะฝะธะต ะฟั€ะตะดะผะตั‚ะพะฒ ะฝะฐ ะฟะพะปะบะฐั… ะธ ั‚.ะด

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+ั ะฝะต ัƒั…ะพะดะธะป ะธะท ะฟะท)

novel obsidian
#

@drifting ore ัƒะดะฐั‡ะธ ั‚ะตะฑะต ะฒ ั‚ะฒะพะธั… ะฝะฐั‡ะธะฝะฐะฝะธัั…. ะขะฐะบะธะต ะšะฐะบ ะฒั‹ ะปัŽะดะธ ะฑะตะท ะพั‡ะตั€ะตะดะธ ะบ ะฑะพะถะตะฝัŒะบะธ

#

@indigo hound ะธ ะ’ั‹ ั‚ะพะถะต

drifting ore
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ะัƒ ะฒะพั‚... ั ะฟะพั‚ะพะผัƒ ะธ ะดัƒะผะฐะป ะฒ 85. ะะธั„ะธะณะฐ ั‚ะพะปะบะพะผ ะฝะตะฑั‹ะปะพ... ั€ะตะดะบะธะต ัะปะพะถะฝั‹ะต ะฒั‹ั‡ะธัะปะธั‚ะตะปัŒะฝั‹ะต ั†ัั‚ั€ะพะนัั‚ะฒะฐ... ะธ ะผะฐัˆะธะฝ ะฟะพะผะตะฝัŒัˆะต ะธ ะฟะพะฟั€ะพั‰ะบ

indigo hound
#

@drifting ore ั‚ั‹ัˆะพ) ัั‚ะพ ะธะณั€ะฐ ะธะท ะผะพะตะณะพ ั‚ะพะฟ 3 ะธะณั€)

#

b buhf ghjbc[jlbn d 93 ujle

drifting ore
#

ะขะฐะบะธ ั ั‚ะตะฑะตะฟะพะผะฝัŽ ะฟั€ะตะดะปะฐะณะฐะป ั€ัƒััะบะธะน ัะตั€ะฒะฐะบ ะทะฐะฟะธะปะธั‚ัŒ

indigo hound
#

ะธ ะธะณั€ะฐ ะฒ 93 ะณะพะดัƒ ะฟั€ะพะธัั…ะพะดะธั‚ ะฒะตะดัŒ.

drifting ore
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ะœะฝะต ะฟะพั‡ะตะผัƒ ั‚ะพ ะบะฐะทะฐะปะพััŒ 80-90

indigo hound
#

ะฝะต) ัะถ ะณะพะฒะพั€ะธะป) ัะตั€ะฒะฐะบ ะฝัƒะถะฝะพ ะดะตะปะฐั‚ัŒ ะบะพะณะดะฐ ั‚ะฐะฑะธะปัŒะฝะฐั ะฟั€ะธะฑั‹ะปัŒ ะตัั‚ัŒ) ัƒ ะผะตะฝั ะฑั‹ะปะฐ ะฝะตัั‚ะฐะฑะธะปัŒะฝะฐั)

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ะฝะต. 93 ะณะพะด. ะŸั€ัะผะพ ะฟะพ ะปะพั€ัƒ ะฟั€ะธั‡ะตะผ

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@novel obsidian ัะฟะฐัะธะฑะพ)

drifting ore
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@novel obsidian ะฟะฐััะฑ

novel obsidian
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ะญั‚ะพ ะฒะฐะผ ัะฟะฐัะธะฑะพ

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ะงั‚ะพ ะดะตะปะฐะตั‚ะต ะบะพะฝั‚ะตะฝั‚ ะดะปั ะปัŽะดะตะน

spiral dove
#

@indigo hound ั€ัƒััะบะฐั ะบะฐั€ั‚ะฐ? ะ•ัะปะธ ั…ะพั‡ะตัˆัŒ, ะผะพะณัƒ ะฟะพะผะพั‡ัŒ ั ั‚ะตะบัั‚ัƒั€ะฐะผะธ, ะพะฟั‹ั‚ ะฒ ั„ะพั‚ะพัˆะพะฟะต ั‚ะพะผ ะถะต ะตัั‚ัŒ (ะตัะปะธ ะพะฝ ะฝัƒะถะตะฝ), ะดัƒะผะฐัŽ ั ะปะธัˆะฝะธะผะธ ั€ัƒะบะฐะผะธ ั€ะฐะฑะพั‚ะฐ ะฟะพ ะฑั‹ัั‚ั€ะตะต ะฟะพะนะดะตั‚

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@indigo hound ะบะฐะบ ั€ะฐะท ะฒั‡ะตั€ะฐ ะณะฐะนะด ะฟะพัะผะพั‚ั€ะตะป ะบะฐะบ ะบะฐั€ั‚ั‹ ั€ะธัะพะฒะฐั‚ัŒ, ะฝะพ ั‡ั‚ะพ ั‚ะพ ะฝะฐ ัะพะทะดะฐะฝะธะต ะฒั€ะตะผั ั‚ั€ะฐั‚ะธั‚ัŒ ะฝะต ั…ะพั‡ัƒ, ัˆะธะฑะบะพ ะดะพะปะณะพ. ะ ะฒ ะบะฐั‡ะตัั‚ะฒะต ะฒัะฟะพะผะพะณะฐั‚ะตะปัŒะฝะพะน ะตะดะธะฝะธั†ั‹ - ะฟะพั‡ะตะผัƒ ะฝะตั‚

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ะ’ัะตะณะดะฐ ะฟั€ะพัั‚ะพ ะผะตั‡ั‚ะฐะป ะฒ ะทะพะผะฑะพะธะดะต ัƒะฒะธะดะตั‚ัŒ ั…ัƒะน ะฝะฐ ะทะฐะฑะพั€ะต

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ะ˜ะผะตะฝะฝะพ ะบะธั€ะธะปะปะธั†ะตะน)))

indigo hound
#

@spiral dove ัะฟะฐัะธะฑะพ) ะฝะพ ัะฐะผ ะฑัƒะดัƒ ะดะตะปะฐั‚ัŒ) ะšะพะณะดะฐ ัะฐะผ ะดะตะปะฐะตัˆัŒ - ะฝะตั‚ ัะผั‹ัะปะฐ ัะฟะตัˆะธั‚ัŒ) ะ ะบะพะณะดะฐ ั ะบะตะผั‚ะพ - ะบั‚ะพั‚ะพ ะบะพะณะพั‚ะพ ะฑัƒะดะตั‚ ะฒะตั‡ะฝะพ ะณะพะฝัั‚ัŒ.

viscid kelp
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ะ—ะฐั…ะฒะฐั‚ั‹ะฒะฐะตะผ ั‡ะฐั‚, ะฐ?

spiral dove
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ะ”ะฐ ั ะฝะต ะฑัƒะดัƒ ะณะพะฝัั‚ัŒ, ะฟั€ะพัั‚ะพ ะณะพะฒะพั€ะธ ั‡ั‚ะพ ะฝัƒะถะฝะพ, ั ะฑัƒะดัƒ ะดะตะปะฐั‚ัŒ ะฟะพ ะฒะดะพั…ะฝะพะฒะตะฝะธัŽ

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ะฏ ะพั‚ ั‚ะตะฑั ะฝะต ะทะฐะฒะธัˆัƒ, ั‚ั‹ ะพั‚ ะผะตะฝั

indigo hound
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ะ•ะดะธะฝัั‚ะฒะตะฝะฝะพะต ั‡ั‚ะพ ะผะพะถะตั‚ ะฟั€ะธะดัƒะผะฐั‚ัŒ ะดะปั ะผะพะตะน ะบะฐั€ั‚ั‹ ะกะะ“ ัะพะพะฑั‰ะตัั‚ะฒะพ - ะฝะฐะดะฟะธัะธ ะฝะฐ ัั‚ะตะฝะฐั… (ะฐะปั ะณั€ะฐั„ะธั‚ะธ). ะะพ ะธั… ะฒ ะ›ะก ะฟะธัˆะธั‚ะต)

spiral dove
#

ะขัƒั‚ ั„ะฐะฝั‚ะฐะทะธั ั€ะฐะทั‹ะณั€ะฐั‚ัŒัั ะผะพะถะตั‚ ะทะฝะฐั‚ะฝะพ. ะัƒ ั‚ะต ะถะต ะณั€ะฐั„ั„ะธั‚ะธ ะผะพะณัƒ ั…ะพั‚ัŒ ั‚ะพะฝะฝัƒ ะฝะฐั€ะธัะพะฒะฐั‚ัŒ

indigo hound
#

ะฝะพ ะฝะฐะดะฟะธัะตะน ะฒ ะดัƒั…ะต ะ‘ัƒะน ะฝะต ะฑัƒะดะตั‚)

spiral dove
#

ะ“ะปะฐะฒะฝะพะต ะฟะพะฝัั‚ัŒ ะบะฐะบ, ะฒ ะณะธะผะฑะต ะฒั€ะพะดะต, ะตัะปะธ ะฝะต ะพัˆะธะฑะฐัŽััŒ

#

ะญั…, ะฐ ะถะฐะปัŒ

#

ะงะธัั‚ะพ ะฝะฐัˆ ะผะตะฝั‚ะฐะปะธั‚ะตั‚, ั€ะฐะฑัะบะธะน ะธ ะฑะตัะฟะพัˆะฐะดะฝั‹ะน

#

ะฃ ะฟะตะฝะดะพัะพะฒ ะฑั‹ ะปัŽะฑะธะผะฐั ัั‚ะฐ ะบะฐั€ั‚ะฐ ัั‚ะฐะปะฐ ั ั‚ะฐะบะธะผะธ ะฟะฐัั…ะฐะปะบะฐะผะธ

#

๐Ÿ˜‚

indigo hound
#

ะฝะพ ั ะผะฐั‚ะฐะผะธ ะตัั‚ะตัั‚ะฒะตะฝะฝะพ ะฟั€ะธะฝะธะผะฐัŽั‚ั) ะดะฐะถะต ะฒ ะฒะฐะฝะธะปัŒะฝั‹ั… ะณั€ะฐั„ะธั‚ะธ ะตัั‚ัŒ: ะะต ะดะพะฒะตั€ัะนั‚ะต ัั‚ะพะผัƒ ะตะฑะฐะฝะฝะพะผัƒ ะะพะปะปะฐะฝัƒ.

#

ะŸั€ะพัั‚ะพ ั‚ัƒะฟะพ ัะปะพะฒะพ ะ‘ัƒะน ะฝะฐ ะทะฐะฑะพั€ะต ะฒะธะดะตั‚ัŒ ะฝะต ั…ะพั‡ะตั‚ัั)

spiral dove
#

ะžัƒ, ะฟั€ะธะบะพะปัŒะฝะพ

viscid kelp
#

ะะพ ะตัะปะธ ะฝะต ะพัˆะธะฑะฐัŽััŒ, ั‚ะพ ะฝะฐ ะบะฐั€ั‚ะต ะฝะตั‚ ั‚ะฐะบะธั… ะฝะฐะดะฟะธัะตะน, ะฝะต?

#

ะžะฝะธ ะฟั€ะพัั‚ะพ ะฒ ั„ะฐะนะปะฐั… ะปะตะถะฐั‚

#

ะ˜ะปะธ ัƒะถ, ั ะฟั€ะพัั‚ะพ ะฝะต ะฒัั‚ั€ะตั‡ะฐะป.

spiral dove
#

ะัƒ ะดะฐ, ะฟะพะฝัั‚ะฝะพ. ะขะฐะบ ั‡ั‚ะพ, ะดัƒะผะฐะตัˆัŒ ะฒัะต ะถะต ัะฐะผ? ะฏ ะฟั€ะพัั‚ะพ ะดะฐะฒะฝะพ ะผั‹ัะปัŒ ะณะพะฝััŽ, ั‡ะต ะฑั‹ ะฝะต ัะพะฑั€ะฐั‚ัŒ ะตะดะธะฝะพะผั‹ัˆะปะตะฝะฝะธะบะพะฒ

#

ะ˜ ะฝะต ะฝะฐั€ะธัะพะฒะฐั‚ัŒ ัƒัะปะพะฒะฝั‹ะน ะบะฒะฐั€ั‚ะฐะป

indigo hound
#

@viscid kelp ะตัั‚ัŒ) ะฝะฐ ะฒะพะบะทะฐะปะต ะœะฐะปะดั€ะพ ะฒั€ะพะดะต.. ะตัะปะธ ั ะฝะต ะฟัƒั‚ะฐัŽ)

#

@viscid kelp ัั‡ะฐ ั‚ะพั‡ะฝะพ ัะบะฐะถัƒ ะณะดะต

spiral dove
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ะฅะฐั…ะฐั…ะฐั…ะฐะฐั…ั…ะฐั…

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ะšัั‚ะฐั‚ะธ, ะผัƒั€ะฐะปั‹ ะถะต ะตั‰ั‘ ะฝะธะบั‚ะพ ะฝะต ั€ะธัะพะฒะฐะป

#

ะ’ ะทะพะผะฑะพะธะดะต

viscid kelp
#

ะะต ะทะฐะฑัƒะดัŒ ะตั‰ั‘ ะดะพะฑะฐะฒะธั‚ัŒ ะฝะฐะดะฟะธัะธ, ะฒ ัั‚ะธะปะต: "ะ—ะฑะฐะนั, ะกะฐั…ะฐั€: DolboebTelegram228"

spiral dove
#

@indigo hound ั‚ะฐะบ ะดะฐะฒะฐะน ั ั‚ะตะฑะต ะณั€ะฐั„ั„ะธั‚ะธ ะฝะฐั€ะธััƒัŽ, ะผัƒั€ะฐะปั‹. ะœะฝะต ั€ะตะฐะปัŒะฝะพ ะฝะต ัะปะพะถะฝะพ, ั‚ะพะปัŒะบะพ ั ั‚ะตั…. ั‡ะฐัั‚ัŒ ะฝะต ะฒั‹ะบัƒะฟะฐัŽ

indigo hound
#

ะฒัะผ ั‚ะตั… ั‡ะฐัั‚ัŒ?

#

ะตัะปะธ ั‚ั‹ ะฟั€ะพ ะฝะฐั€ะตะทะบัƒ ะฝะฐ ั‚ะฐะนะปั‹ - ั ัะฐะผ ะฝะฐั€ะตะถัƒ

spiral dove
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ะัƒ ะดะฐ, ะฒั€ะพะดะต ัั‚ะพะณะพ. ะญั‚ะพ ะถะต ะฒ ั„ัˆ ั€ะธััƒะตั‚ัั, ะธะปะธ ะฒ ะบะฐะบะพะน ั‚ะพ ะฟั€ะพะณั€ะฐะผะผะต?

#

ะะพะฒั‹ะต ั‚ะตะบัั‚ัƒั€ั‹

#

ะฏ ะผะพะณัƒ ะฟั€ะพัั‚ะพ ะบะฐะบ ัั‹ั€ัŒะต ะฝะฐะบะธะดะฐั‚ัŒ ะพะฑั€ะฐะฑะพั‚ะฐะฝะฝะพะต, ัƒะถะต ัะฐะผ ัะบะปะตะตัˆัŒ

indigo hound
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ะณะปะฐะฒะฝะพะต ะฝะฐ ะฟั€ะพะทั€ะฐั‡ะฝะพะผ ั„ะพะฝะต. ะฐ ะณะดะต ั€ะธัะพะฒะฐั‚ัŒ ะฑัƒะดะตัˆัŒ - ะฟะพั„ะธะณัƒ)

spiral dove
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ะัƒ ั…ะพั€ะพัˆะพ. ะ ัั‚ะพ ั‚ะธะฟะพ ะฒ ะฟะธะบัะตะปัŒะฝะพะน ะฒะฐั€ะธะฐะฝั‚ะต?

#

ะ ะผะพะถะฝะพ ะถะต ัƒัะปะพะฒะฝะพ ะฒ ะทะพะผะฑะพะธะดะต ะบะพะฒะตั€ ะฝะฐ ัั‚ะตะฝัƒ ะตะฑะฐะฝัƒั‚ัŒ?

indigo hound
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ะฝะตะพะฑัะทะฐั‚ะตะปัŒะฝะพ ะฒ ะฟะธะบัะตะปัŒะฝะพะผ

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@viscid kelp ะฑะปะธะฝ. ะฝะฐ ะผะธั€ะพะฒะพะน ะบะฐั€ั‚ะต ั‡ะตั‚ ะฝะต ะฒะธะถัƒ. ะฝะพ ะฑะปะธะฝ. ั‚ะพ ั‡ั‚ะพ ะพะฝะฐ ะตัั‚ัŒ ะฒ ะธะณั€ะต ะธะฝั„ะฐ 100%. ั ะบะพะณะดะฐ ั€ะตั‚ะตะบัั‚ัƒั€ั‹ ั€ะธัะพะฒะฐะป, ะธ ั ะฝะธะผะธ ะธะณั€ะฐัŽ ะดะฐะถะต ะฒะธะดะตะป. ั‚ะพะปะธ ะฒ ะผะฐะปะดั€ะพ, ั‚ะพะปะธ ะฒ ะ’ะฟ.. ะฝะต ะฟะพะผะฝัŽ. ะบะฐะบ ะฝะฐะนะดัƒ, ัะบั€ะธะฝ ะฒ ั€ะตั‚ะตะบัั‚ัƒั€ั‹ ะดะพะฑะฐะฒะปัŽ)

viscid kelp
#

ะ”ะฐ ั ัะบะพะปัŒะบะพ ะธะณั€ะฐัŽ, ั‡ะพั‚ ั‚ะฐะบ ะธ ะฝะต ะฝะฐัˆั‘ะป. ะ’ะพะพะฑั‰ะต, ะฟั€ะธะบะพะปัŒะฝะพ ะฑั‹ะปะพ ะฑั‹, ะตัะปะธ ัั‚ะธ ะฝะฐะดะฟะธัะธ ะฟะพัะฒะปัะปะธััŒ ัะพ ะฒั€ะตะผะตะฝะตะผ, ั‚ะฐะบ ะผะธั€ ะถะธะฒั‹ะผ ะบะฐะทะฐะปัั ะฑั‹.

indigo hound
#

ะะตะผะฝะพะถะบะพ ะพัˆะธะฑัั ั ะฝะฐะดะฟะธััŒัŽ) ะฝะพ ะฒะพั‚ ั€ะตั‚ะตะบัั‚ัƒั€ะบะฐ. ะ”ะพ ั‚ะพะณะพ ะบะฐะบ ะฝะต ัะดะตะปะฐะป ั€ะตั‚ะตะบัั‚ัƒั€ ะผะพะด, ะธ ะฝะต ะฝะฐั‡ะฐะป ัะพะพั‚ะฒะตั‚ัั‚ะฒะตะฝะฝะพ ะตะณะพ ะธัะฟะพะปัŒะทะพะฒะฐั‚ัŒ, ะฒะพะพะฑั‰ะต ะฝะฐ ะณั€ะฐั„ะธั‚ะธ ะฒะฝะธะผะฐะฝะธะต ะฝะต ะพะฑั€ะฐั‰ะฐะป

drifting ore
#

@spiral doveะฒะพ ะฒะพั‚ ะณะพั‚ะพะฒ ะฝะฐ ัะพะฒะผะตัั‚ะฝั‹ะน ะฟั€ะพะตะบั‚

spiral dove
#

@drifting ore ะฑะตะท ะฟั€ะพะฑะปะตะผ

winged raptor
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@drifting ore @spiral dove @indigo hound ะ’ะฐั ะฒะพะทะฝะตะฝะฐะฒะธะดะธั‚ ะฐะฝะณะปะพัะทั‹ั‡ะฝะพะต ัะพะพะฑั‰ะตัั‚ะฒะพ! ๐Ÿ˜„

#

ะัƒ ะฐ ั ะฟะพะบะฐ ะธะทะดะตะฒะฐัŽััŒ ะฝะฐ ะผะฐัˆะธะฝะบะฐะผะธ ะคะปะธะฑะฐัั‚ะตั€ะฐะนะผะฐัะฐ

indigo hound
#

ะณะดะต ะธะทะดะตะฒะฐั‚ะตะปัŒัั‚ะฒะฐ?)

#

ั€ะตะบะพะปะพั€?

winged raptor
#

ะะณะฐ

#

ะ˜ ะผะธะณะฐะปะพั‡ะบัƒ ะทะฐะฟะธะปะธะป

spiral dove
#

ะพะดะตะถะดัƒ ะฑั‹ ะบั‚ะพ ัะดะตะปะฐะป

winged raptor
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ะ ั‡ั‚ะพ ั ะฝะตะน?

spiral dove
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ะผะฐะปะพ ะตะต

#

ะบะฐะบ ะžะ ะ“ะœ ะฝัƒะถะฝะพ ะผะพะด ะทะฐะฟะธะปะธั‚ัŒ, ั‚ะพะบ ั ะพะดะตะถะดะพะน

rocky lynx
spiral dove
#

when will it all be in the workshop?

drifting ore
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ะฃั… ั‚ั‹.. ัั‚ ะฑะพั‡ะบะธ ัะพ ะฒะทั€ั‹ะฒั‡ะฒะธะบะพะน ะฟะพั…ะพะถะต

#

ะ ะฝะตั‚... ั ั‚ะพะฟะปะธะฒะพะผ

spiral dove
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ะฝะฐะบะพะฝะตั† ั‚ะพ ะฑะปั)

indigo hound
#

ะปัƒั‡ัˆะตะฑั‹ ัะดะตะปะฐะปะธ ะฑะพั‡ะบะธ ะบะพั‚ะพั€ั‹ะต ะฒ ัั‚ะธั€ะฐะปะบะธ ะฒะพะดัƒ ะฟะพะดะฐะฒะฐะปะธ ะบะพะณะดะฐ ัะฒะตั‚ะฐ ะฝะตั‚)

spiral dove
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ั‚ะฐะบ ะธะณั€ะพะน ะถะต ัƒะถะต ะฟั€ะพะดัƒะผะฐะฝะพ

#

ะฝะตั‚ ั€ะฐะทะฒะต?

jagged sentinel
#

@rocky lynx your mod has the potential to overpower hc best of luck man its looking great so far ๐Ÿ‘

rocky lynx
#

Not compatible with HC.

#

It's an addon of Le Gourmet Revolution Mod.

jagged sentinel
#

No I mean by overpower like be even better than hydrocraft ๐Ÿ˜„

rocky lynx
#

it's not a item, its a worldobject, zombies can destroy, fire it will make it explode. Not add properties to move it or rotate because its a big furniture.

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if a zombie destroy the tank not explode... i want to only explode using fire.

indigo hound
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@spiral dove ะณะดะต ั‚ั‹ ะฒะธะดะตะป ั‡ั‚ะพะฑั‹ ะฑะพั‡ะบะธ ะบ ั‚ั€ัƒะฑะพะฟั€ะพะฒะพะดัƒ ะดะพะผะฐ ะฟะพะดะบะปัŽั‡ะฐะปะธััŒ?) ั ะฝะต ะฟั€ะพ ะŸะฐะปะธะฒ (ะธั‚ะพั‚ ะผะพะด)

proven turret
#

@rocky lynx snake my man, if you dont upload your mod soon I will hunt you and force you sit in front your computer until its done ๐Ÿ˜ 

#

xD

#

That looks SICK. ๐Ÿ˜„

nimble spoke
quaint nightBOT
quaint nightBOT
proven turret
#

Hi folks.

#

Does anyone here knows if this "Bob_PickLock.X" is in fact a usable Anim for lockpicking?

#

And if yea, how to actually set up in a ```lua
self:setActionAnim

??
indigo hound
quaint nightBOT
drifting ore
#

@indigo hound ะฝะฐะดะพ ะฑัƒะดะตั‚ ะดะพะฑะฐะฒะธั‚ัŒ ั‚ั€ัƒะฑั‹ ะธ ะฟั€ะพะฒะพะดะฐ...

#

ะฏ ะธะผะตัŽ ะฒ ะฒะธะดัƒ. ะขั€ัƒะฑั‹ ะฟะพะด ะฟะพะปะพะผ. ะ˜ ะฟั€ะพะฒะพะดะบัƒ... ะฟะพ ัั‚ะตะฝะฐะผ. ะ”ะปั ั€ะฐะฑะพั‚ั‹ ัะปะตะบั‚ั€ะพะฟั€ะธะฑะพั€ะพะฒ ะธ ั€ะฐะฑะพั‚ั‹ ัƒัั‚ั€ะพะนัั‚ะฒ ะฝะฐ ะฒะพะดะต

sharp prawn
#

I'm a new modder for my server, and i have a question on an idea I had. Is it currently possible to create a server mod that integrates with Discord? Say a bot on discord that keeps track of a number for a specific user and that user can view the number on the server as well?

light magnet
#

I can't remember who, but someone made a mod or something that sent a Discord notification everytime someone on their server died.

sharp prawn
#

interesting, imma have to look for it

prime marsh
#

Monghell has something like that.

sharp prawn
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well i dunno how monghell would feel if i asked to borrow their code XD

glacial flicker
#

is there a PZ API for modding?

light magnet
#

@glacial flicker
Nope. There are a number of useful tools though.
I'd start with something good for editing LUA scripts.
I personally use LuaEdit:
http://luaedit.sourceforge.net/

Then, something to look into the game's source so you can find all the hooks and events, I use JD-GUI:
http://java-decompiler.github.io/

Then you'll want to check out all the tutorials and such available on the TIS forums:
https://theindiestone.com/forums/index.php?/forum/53-tutorials-resources/

#

Also, the pinned messages here have a heap of useful links and tips. :3

glacial flicker
#

Ohh nice thank you!

quaint nightBOT
willow estuary
#

@light magnet It's actually a bot that we use on Monghell for the death notifications; we actually have a bunch of bot tools that use the server logs to get the relevant data.

#

We have discord commands to display the # of players logged in; (toggleable) launching helicopter and gunshot events; admin tools like a list of players online or a map of where players are located.

proven turret
#

@light magnet bro which do you think it's better, Notepad++ or that LuaEdit? ๐Ÿค”

#

I'm using Notepad at home... But I'd like something that would help me a lil bit more with coding

light magnet
#

@proven turret LUAEdit works great for me. Notepad++ is better for jumping in and making quick edits on the fly, IMO, rather than as a full coding thing.

proven turret
#

Hmmm I'll do a test with the LuaEdit then ๐Ÿ˜

leaden dew
#

Okay guys

#

Double Trunk Space (40.33) โ€“ missed Base.Spanner item.

#

Doesn't exist

#

As well as Scissors

rocky lynx
fallow bridge
#

woah

#

the walls look really... old

#

i love it

radiant ginkgo
fallow bridge
#

is that a lambo

radiant ginkgo
#

Cyberlambo

fallow bridge
#

oh

radiant ginkgo
light magnet
#

Musky. :3

fallow bridge
#

scent

light magnet
#

Maybe... I just think that for PZ, that design of car has been Elon time coming.

white sun
#

badum-tss

spare cloud
#

Hmmm. Anybody here who has been doing Lua modding? I have a question. Currently, I have a script that replaces some item values, and it's triggered by Events.OnGameBoot, but apparently, items created when you start a new game aren't affected by the script and get created with original values. What event should I use for making the game start with the script applied? OnNewGame? OnPreMapLoad? OnInitWorld?

willow estuary
#

You just make a txt script with new entries for the items with the values that you're replacing in them.

nimble spoke
#

@radiant ginkgo you hired a real pro modeller for that

proven turret
#

@rocky lynx did you graffiti that wall yourself? ๐Ÿ˜ฎ

#

and Hi folks, does anyone know where do I see the files about "Hand Wounds" and how they affect speed of "TimedActions"?

spare cloud
#

@willow estuary, and it will work? You don't have to clone the whole item to have its value changed?

willow estuary
#

Well, yes, you need an entire new script item entry for the item, you just have your new values in it.

hearty crest
#

anyone know how to get ahold of hydrocraft?

#

as in the modders?

#

or if there is a discord for them?

jagged sentinel
#

You asked this way before in September, they currently don't have a discord

quaint nightBOT
radiant ginkgo
#

@nimble spoke Yes, Elon helped me with this

drifting ore
#

for some reason

#

my mod only adds a new recipe

#

but it keeps deleting a few vanilla items for some reason

#

despite not mentioning the item anywhere

#

how do i check error logs

fallow bridge
#

@drifting ore there was a mod that had that exact same issue, talk with the guy who made ยจrifleclipfixยจ

drifting ore
#

also my mod deletes logs, branches and all of that

#

even though all it adds is a new recipe

#

wtf

fallow bridge
#

you probably accidentally placed in the wrong code

drifting ore
#

checked it

#

anyone able to gimme a hand here?

fallow bridge
#

ask beard

#

@smoky tendon

drifting ore
#

@radiant ginkgo I bet if you release this mod, it will eclipse all other ones in a matter of hours

#

just saying

fallow bridge
#

oof

radiant ginkgo
#

@drifting ore Maybe

drifting ore
#

i guess it was the inspiration

radiant ginkgo
#

Ah, yes ๐Ÿ™‚

drifting ore
#

let's do the least aerodynamic car and not paint it

#

genius!

fallow bridge
#

just make a stick

#

and call it a car

#

job done

#

i am now rich

radiant ginkgo
#

๐Ÿ˜„

fallow bridge
#

i'm laughing in class cause of that

#

that's fucking funny

drifting ore
#

sometimes internet is funny

#

elon is a fine memable human being

fallow bridge
#

i think he knows this and takes advantage of oit

#

it

drifting ore
#

i think he suffers from it and regrets having a job everyday

fallow bridge
#

lol

drifting ore
#

i need to stop withat

#

i'm losing it

#

ok

#

last one

#

for real this time

#

anyone found a solution?

#

@drifting ore my bad i ruined your help request

smoky tendon
#

@drifting ore I am not really a modder but could you describe what you did? + attach the modded file / files

#

Archived if they are multiple

spare cloud
#

#2:
Anybody here who has been doing Lua modding? I have a question. Currently, I have a script that replaces some item values, and it's triggered by Events.OnGameBoot, but apparently, items created when you start a new game aren't affected by the script and get created with original values. What event should I use for making the game start with the script applied? OnNewGame? OnPreMapLoad? OnInitWorld?
So far the only alternative to OnGameBoot is duplicating the entire item entries for just a few values, which is not patch-friendly.

nimble spoke
#

@spare cloud Use Item Tweaker API

spare cloud
#

It also uses Events.OnGameBoot, so there will be no change.

radiant ginkgo
drifting ore
#

YES

#

I need this in Project Zomboid

#

Give me this powerful car! XD

radiant ginkgo
#

Fix 1 detail

still veldt
#

bruh

#

that car will be indestructible

#

too OP

#

high storage and speed

#

as well as offroad capable

radiant ginkgo
#

@still veldt There will be a standard durability like other cars. I can't change durability of car modules or don't know how ๐Ÿ™‚

still veldt
#

Tho we gotta make the 21st century mod to the game, bc it takes place in 1993.

radiant ginkgo
#

@still veldt I don't think so. It is easier not to install a mod that spoils atmosphere of game, if someone needs it, then install this mod ๐Ÿ™‚

still veldt
#

I mean t it figuratively.

radiant ginkgo
#

Simply why to do mod on 21 century?

still veldt
radiant ginkgo
#

I get it, just wondering

still veldt
#

Well, more modern clothing, more car alarms, taller buildings, newer tvs, actually working A/C, something like that.

radiant ginkgo
#

Heh, some can will in game in form of mod ๐Ÿ™‚

hexed anchor
#

also more modern weaponry

radiant ginkgo
#

ORGM

still veldt
#

10/10

hexed anchor
#

people already screw it up by adding ak12s in the game anyways

drifting ore
#

but isn't there a map of fort Knox?

still veldt
#

Yup @drifting ore

#

One pre build 41, one for 41

quaint nightBOT
still veldt
#

interesting mod, but could use a bit more pictures on the workshop page to grab attention better

shut gate
#

.links

quaint nightBOT
#

Usefull Links

		[projectzomboid.com/modding/](https://projectzomboid.com/modding/)

		[List of Events](https://pzwiki.net/wiki/Modding:Lua_Event)

		[Official PZ Wiki](https://pzwiki.net/wiki/Main_Page)

		[Item & Crafting List](http://undeniable.info/pz/wiki/itemlist.php)

		[Character Planner](http://undeniable.info/pz/CharacterPlanner.php#unemployed,)

		[Forums](https://theindiestone.com/forums/)

		[Bug Tracker](https://theindiestone.com/forums/index.php?/forum/85-bug-reports/)

		[PZ Reddit](https://www.reddit.com/r/projectzomboid/)
spare cloud
#

#3:
Anybody here who has been doing Lua modding? I have a question. Currently, I have a script that replaces some item values, and it's triggered by Events.OnGameBoot (just like Item Tweaker API), but apparently, items created when you start a new game aren't affected by the script and get created with original values. What event should I use for making the game start with the script applied? OnNewGame? OnPreMapLoad? OnInitWorld?
So far the only alternative to OnGameBoot is duplicating the entire item entries for just a few values, which is not patch-friendly.

fallow bridge
#

haven't you asked that like... 4 times now?

still veldt
#

Didm't someone ask the same question already?

fallow bridge
#

yeah

#

i think he's asked like 4 times now

#

3 times

#

he's asked 3 times

still veldt
fallow bridge
#

@spare cloud i'm not a mod i know but please don't do that. someone answered you already so yee

#

not trying to steal mod's job, just askin ya know?

still veldt
#

@fallow bridge You posted it also in #mapping

fallow bridge
#

OOF

#

MY BAD

still veldt
#

L

fallow bridge
#

anyways yeah

still veldt
#

not related to modding

fallow bridge
#

@spare cloud use item tweaker API as @nimble spoke had said before

spare cloud
#

Item Tweaker API does just the same and has the same entry point, so switching to it won't change anything

#

So I can't say it's an answer, or at least a correct one

fallow bridge
#

well that's the only answer you've gotten

#

and at least it something

#

instead of you copy pasting the same message 3 times just to get people to answer

spare cloud
#

Yep. That's why I amended #3 and ask again. Maybe someone else will pick it up...

fallow bridge
#

ping a mod

#

don't spam a chat with the same thing repeatedly (even if you didn't spam sent you still spammed the question)

#

not trying to be rude

#

it's just advice

#

actually no

#

that'll offer you more help than #mod_development as this is more or less only used for showing off mods as i've noticed

#

PZ support is where most people go when they have a question about PZ usually

#

@spare cloud

spare cloud
#

Oh. Thanks, I thought pz_support was for general gameplay queries

fallow bridge
#

it's more or less questions on anything

#

i ask about computer stuff in there all the time

spare cloud
#

I have a sneaking suspicion I'll have to get to devs with this somehow

fallow bridge
#

don't

#

never ping the devs unless it's 100% important

#

or your like me and enjoy talking to them

#

lol

nimble spoke
#

I only ping devs when it's about something they need to fix or change... or when my modding skills trip and fall into the unknown and only they can help me. Maybe find Item Tweaker's author first?

#

Connall is usually the one helping modders, so consider pinging him and not all devs

willow estuary
#

Look at how other mods do the ssme thing and use that as a template @spare cloud a

quasi geode
#

just tested using OnGameBoot in build 40, and build 41. No issues

#
Events.OnGameBoot.Add(function()
    local scriptItem = getScriptManager():FindItem("Base.BaseballBat")
    scriptItem:setActualWeight(5)
    scriptItem:setMaxDamage(0.2)
    scriptItem:setMinDamage(0.1)
    scriptItem:setDoorDamage(200)

end)
willow estuary
#

Oh, I could definitely used that for when I was trying to nerf hydrocraft toy wagons etc on my server!

spiral plover
#

Does anyone happen to know of any mods for (or just working with) the IWBUMS that adds new occupations and traits?

#

Trying to make a basic trait and occupation mod and I'm looking for references to help myself get started

rocky lynx
fallow bridge
#

isn't that HC?

still veldt
#

yis

spiral plover
#

Very nice!

rocky lynx
#

Not HC. It's called TableSaw Mod, not released yet, in development.

fallow bridge
#

ah

#

neato

#

i wish HC would split up the mod

#

it's far to large for my preferences

#

but there is some really cool things in HC i want

still veldt
#

well, you could delete from the file what you want and dont @fallow bridge

spiral dove
#

HC buulshit

nimble spoke
#

@spiral plover I don't think any of mine are compatible with iwbums, I'm still working on that

#

I wonder if there's enough interest in these "mega mods". I see several server-specific mods in the workshop, but nothing that seems to include a little (or a lot) of everything

#

And so many people being against HC

spiral plover
quasi geode
#

huh..gonna have to fix that character screen. says your 27 lol

#

but nice ๐Ÿ˜„

spiral plover
#

Indeed lol, gotta find where I can edit that

nimble spoke
#

lol

spiral plover
#

tbf, it could have taken 27 years for me to mature!

nimble spoke
quasi geode
#

....

#

here i was, looking in the java, thinking surely age must be in the SurvivorDesc class....

#

nope..not there....check the lua window for the actual character info to see where its pulling the age from....

#
    self:drawTextRight(getText("IGUI_char_Age"), self.xOffset, z, 1,1,1,1, UIFont.Small);
    self:drawText("27", self.xOffset + 10, z, 1,1,1,0.5, UIFont.Small);
#

your always 27 ๐Ÿ˜„

still veldt
#

hold on, are we literally going to ignore the fact of a mod that lets you start in a lab

nimble spoke
#

Talking about it we are!

spiral plover
#

Its a challenge map!

#

It will be playable in sandbox and all those modes too though

#

Can't wait to add the fun traits like having unstable genetic code!

still veldt
#

oh, was this a new update or somethin?

spiral plover
#

No! Its all my mod

still veldt
#

OH

spiral plover
#

I wanted to bring some unique and real challenge to PZ

still veldt
#

i see

spiral plover
#

Not that it isn't hard

#

but outside you have options

#

trapped miles underground, not so much

still veldt
#

as well as i see that you will have to break the glass at the start naked, witch means a high chance of getting cut, then lodged glass

spiral plover
#

Oh yes

#

Hands

#

feet

#

toes

#

then

#

zombies bang on the doors

still veldt
#

zambies

spiral plover
#

So, its a very difficult time you'll be having

still veldt
#

at the start

spiral plover
#

Indeed, it pays off though

#

plus you get 12 starter points!

still veldt
#

what does the lab grown trait do

spiral plover
#

Its a slightly better fast learner

still veldt
#

Oh

spiral plover
#

+45% XP gains

#

combine with fast learner, thats a +75%

#

on EVERYTHING

#

I may add more to it, but the 'occupation' is going to get a bunch of unique traits they can take

still veldt
#

interesting, cant wait till its out

spiral plover
#

๐Ÿ˜„

nimble spoke
#

that lab gave me a black mesa vibe, I bet you could find Freeman killing zombies with a crowbar in there

#

Damn, I'll add headcrabs to my list of ideas now

spare cloud
#

@quasi geode, can you check if it works specifically in the case of item durability at the start of a new game? Because weight isn't a dynamic variable, while condition is, and is based on ConditionMax.

quasi geode
#

Not really, my testing time is limited. But i can tell you with 100% certainty it will work. As you say, Condition is based on ConditionMax (which also isnt 'dynamic'). Theres no effective difference between setting ConditionMax or Weight it will function the same.
Both of those bats were spawned in new, at the start of the game.

spare cloud
#

If you change Weight, it's going to change for all items, present and future. If you change ConditionMax, it is also changed for all items, but Condition is not recalculated from it. With that, if items spawn with Weight 1 and then you change Weight to 5 with a script, it affects all items, but if you change ConditionMax from 10 to 100, the items spawned in the new game will still have 1-10 Condition.

#

I suppose I should call it calculated variable rather than just dynamic.

quasi geode
#

thats not really correct...if you change weight, it doesnt change it for all items...stuff already spawned retains its original weight (and many other stats)...ORGM is constantly changing item weights individually.
If you change ConditionMax, when a item spawns in will have Condition between 1 and ConditionMax....It wont effect older already spawned in items, but new ones will

spare cloud
#

Yes, and that's the problem. Scripts that go with Events.OnGameBoot seem to apply after the initial item spawn, so if they change ConditionMax, it won't affect original Condition calculations.

quasi geode
#

OnGameBoot is well before the game has started..nothing can spawn yet if its a fresh game

#

its trigged before files in the 'server' folder are loaded...the client is still in the main menu by the time OnGameBoot is triggered

#
Events.OnGameBoot.Add(function()
    local scriptItem = getScriptManager():FindItem("Base.BaseballBat")
    scriptItem:setConditionMax(100)
end)

Events.OnEquipPrimary.Add(function(player, item)
    if item then 
        print("Condition is " .. item:getCurrentCondition() .. "/" .. item:getConditionMax() )
    end
end)
#

LOG : General, 1575709834419> Condition is 100/100

#

works fine

#

If your trying to change the condition of items that have already spawned before the change though its not going to work...theres no simple way of recalculating stats of already spawned in items.
orgm uses a complex system where it tags each gun with a version id, if the script item changes at some point during a update the mod will delete the gun when its equiped and give the player a new one with the proper stats.

#

so ya condition will remain the same for already spawned in items from before the mod was activated, but anything that spawns while after will get the new values

spare cloud
#

Hm. Interesting. Thanks, I'll be looking at what else might've been wrong there >_<

rocky lynx
spiral dove
#

@rocky lynx so cool!

rocky lynx
#

need to add chance to make damage in hands during the process based on carpentry lvl, Damage chance is aimed to MP because the tablesaw can be constructed with carpentry lvl8.
So can be dangerous to people with low carpentry lvl.

spiral dove
#

@rocky lynx sounds awesome bruh I hope he will appear in the workshop sometime

nimble spoke
#

chop dem hands off!

quaint nightBOT
rocky lynx
sharp prawn
#

damn thats amazing

drifting ore
#

@rocky lynx mmmm neeeegro)))

still veldt
#

that's nice @drifting ore

willow estuary
#

People will love that for organizing their stuff @rocky lynx !

quasi geode
#

yes. finally a solution to the orgm ammo stockpile problem! ๐Ÿ˜„

#

I can never remember which crates hold what ammo ๐Ÿ˜ฆ

nimble spoke
#

@rocky lynx ohhhh well, I guess I'll tick that one off my list

upper junco
#

๐Ÿ‘ being able to paint crates would really help with my ocd loot organizing

spare cloud
#

Got a bit of code, can't test it right now, could somebody please take a look and tell a noob if it should work?

function chti(name,cond,doordmg)
 local chitem = getScriptManager():FindItem(name)
 chitem:setConditionMax(cond)
 chitem:setDoorDamage(doordmg)
end

Events.OnGameBoot.Add(function()
 chti("Base.BaseballBat",100,100);
 chti("Base.Saucepan",100,150);
end)

This is supposed to set door damage and max condition values for all listed items at the start of the game.

upper junco
#

@rocky lynx is it possible to do a white crate with a red cross on it for medical supplies? Just a thought.

hearty crest
#

help me with hydrocraft beta someone please

wise silo
#

@spare cloud I don't know PZ's modding API, but I have an in-depth knowledge of Lua and, assuming you're using the API correctly, that code should do what you expect it to.

However consider making your chti function local, and giving it a more descriptive name.

spare cloud
#

@wise silo, thank you! Why make it local, though? And maybe you know of a more convenient way to iterate through a long list like this?

wise silo
#

In Lua, functions are first-class values. This means that a function can be assigned to a variable just like a number or a string. In fact,

function foo()
    -- ...
end

really just introduces a variable named foo to which is assigned a function value. This code behaves exactly the same as

foo = function()
    -- ...
end

Adding the keyword local in front of the function definition makes that variable a local variable.

Non-local variables are called "global variables", and should be avoided whenever possible as they pollute the global namespace and can accidentally overwrite existing variables.

As for your second question, you could use a table and a loop to avoid repeating the call to chti:

local items = {
    { "Base.BaseballBat", 100, 100 },
    { "Base.Saucepan", 100, 150 }
}

-- for each item in `items`...
for _, item in ipairs(items) do
    chti(unpack(item))
end
spare cloud
#

Thanks for the explanation! Hmmm... but, on the other hand, don't local functions have lower priority over global ones? I mean, there must be a global function assigning item condition on spawn when the world is generated, so won't it override mine that does the same?
And as for the loop, two questions:

  • what does the _ symbol do? I've googled for loops, but everywhere there were those one-letter variables and it never was explained why they are there.
  • oh, so Lua table is the same as PHP array? If so, does it mean I can populate it from an external csv in pretty much the same way?
quasi geode
#

local stack is always checked first. if you have 2 functions/variable named the same, one global, one local, local is prefered

#

_ is mostly junk, used when a variable is often discarded

spare cloud
#

Huh. So local takes precedence? Nice! Thank you too ^_^

quasi geode
wise silo
#

Local variables take precedence over global variables, but introducing a new local variable will not overwrite any existing local/global variable with the same name. It will only shadow that variable. That is, make the existing variable unaccessible until the new variable goes out of scope.

_ serves as a placeholder name to indicate that a variable's value won't be used by the programmer. It's just a convention amongst Lua programmers. You could have named that variable anything else.

As for Lua tables, they're... a bit weird. Kind of like a dictionary mixed with an array.

quasi geode
#

'bit weird' is a understatement lol

wise silo
#

Yeah, that was an euphemism. ๐Ÿ˜›

quasi geode
#

ordered list, unordered list/hash/dict, and object all at once ๐Ÿ˜„

#
local MyTable = {"a", "b"; "c", nil, d = 5; [6] = 'e', f = function(self) print(self.d) end }
spare cloud
#

o_o

#

Thanks, but I think I'm not ready for this yet ^_^

wise silo
spare cloud
#

So basically I can use it as an array, which should be enough for me ^_^
In which case:

local function chti(name,cond,doordmg)
 local chitem = getScriptManager():FindItem(name)
 chitem:setConditionMax(cond)
 chitem:setDoorDamage(doordmg)
end

local function chti_csv(filename)
 local items = {}
 local pos = 1
 for line in io.lines(filename) do
  table.insert(items,line:match("%s*(.-),%s*(.-)%s*(.-)"))
  pos = pos + 1
 end
 return items
end

Events.OnGameBoot.Add(
 chti_csv("cheat_items.csv")
 for trash, item in ipairs(items) do
 chti(unpack(item));
end)

And then, next to the script, I just put a cheat_items.csv containing:

Base.BaseballBat,100,100
Base.Saucepan,100,150

Correct?

#

Hm. No, I see it's not, I have to iterate inside the table, but... hmmm

quasi geode
#

Can't use io functions. io module doesnt work in kahlua. PZ's api has specific functions for reading and writing to files. Helps making sure mods can only read/write to specific folders and can't do nefarious things

#

honestly, i'd avoid using .csv unless this mod is for personal use only...if your going to release it, .csv doesn't work well for MP, since clients could easly edit the file and have different values then the server.
being a .cvs it would bypass any lua checksums normally preventing client edits

grizzled grove
#

coming from python, i was hoping to get away from list madness D:

quasi geode
#

i like python lists ๐Ÿ˜ฆ

#

lua tables though...they're something else. just not natural. like some freak of nature that shouldnt exist. yet you can do some pretty crazy stuff with them lol

grizzled grove
#

i'll have to dig in at some point!
I'm sure much of my frustration with lists in python comes from autodesk maya. It's got some quirks where building the list you want is never a straightforward thing.

quasi geode
#

I'm horrible. I mix lua and python ๐Ÿ˜

#
import lupa

def hello(table):
    return "hello %s from %s!" % (table.who, table.where )

lua = lupa.LuaRuntime(unpack_returned_tuples=True)
_G = lua.globals()
_G.hello = hello
lua.execute("""
local world = { who = "world", where = "lua" }
print(hello(world))
""")
#

hello world from lua!

#

lupa python module ๐Ÿ˜„

#

why settle for lists or tables when you can have both! ๐Ÿ˜„

grizzled grove
#

๐Ÿ˜ฎ ur a wizard

quasi geode
#

just indecisive ๐Ÿ˜ฆ

#

handy stuff though, orgm bot is built of the lupa module. that way it can actually parse and load pz's lua files and can access all of orgm's api and data...with the actual bot done up in python

#

i really like the lupa module for other tasks though, it really makes it easy to port time critical parts of python projects to a much faster language without having to go full out and convert those parts to c/c++ libary

willow estuary
#

Not my work, but that of someone who is helping with the mods for our server, but this is something I've wanted since I first started playing PZ MP! Also it may allow us to implement a proper cannibalism mod.

nimble spoke
#

uhhhh an item?

willow estuary
#

yeah, it's a 1 page writeable literature item that is generated and filled out with forensic info upon player death @nimble spoke
Still have to have them generate in a "locked" state and also disable them from being taken or dragged out of the corpse inventory.
They generate in a locked state, and there's an override in the inventory transfer check function so they can't be taken or otherwise removed from the corpse's inventory.

torn patio
#

Thatโ€™s a feature I wanted in the base game

#

Very cool

fallow bridge
#

i wonder if it will work after 41 gets fully released

willow estuary
#

@torn patio Thanks! We're trying to make this stuff so that other people will be able to use it easily for their own servers and games as well ๐Ÿ™‚

#

@fallow bridge i can't wait for all the new Build 40 mods to become obsolete with 41. i'm seeing a bunch of build 40 mods being made atm like "oop i just made this really cool mod!" and now it doesn't work
Fortunately, in this instance, we know what we're doing; but you just keep on doing you kid.

fallow bridge
#

I was joking around... also do not call me kid

torn patio
#

you do you kid

fallow bridge
#

...

rancid knoll
#

Where would I go to learn about adding a new custom context menu with a timed action to the Inventory panel? Still learning my way around the PZ lua - I'm working to add mod integrations with NCrawler's weapons to add the ability to sharpen blades with the whetstone and honing oil

rancid knoll
#

I got it by reading lua source from other mods ๐Ÿ™‚

quaint nightBOT
still veldt
jagged sentinel
#

Oof don't hate on the peeps who still do 40 ๐Ÿ˜›

still veldt
#

not aginst, its just that it will be really hard for them once B41 gets out of IWBUMS

jagged sentinel
#

Oh that is true ๐Ÿ™‚

quasi geode
#

eh you know that got uploaded because people (especially MP servers) still have a need for b40 mods? thats a reupload of his mod which got updated to b41 only....

nimble spoke
#

I decided to keep the b40 versions and upload new versions for b41, I don't know if the devs are going to keep b40 as an option when they release b41

quasi geode
#

they are

#

I might to the same for mine. mostly because it will mean i can actually start updating the workshop items myself ๐Ÿ˜‚

sharp prawn
#

how do you even write mods for b41

jagged sentinel
#

Oooooooooooooooooooooh @light magnet

#

๐Ÿ˜„

nimble spoke
#

@sharp prawn By making it compatible with IWBUMS for now

willow estuary
#

|| Most mods that work for b40 work fine with b41 as is ||

nimble spoke
#

Most of the mods that add items got their spawn tables broken if I had to guess, all of mine were

#

Because some tables were removed and others got changed for the new procedural system

quaint nightBOT
quaint nightBOT
vast dome
#

Afternoon everyone!

#

Does anyone have a link for a tut on modding and adding cars to PZ. Thank you

#

Looking to add a custom car to my server

fallow bridge
#

@vast dome i don't have a link but imma warn you, once build 41 hits stable your car mod will break

vast dome
#

Yeh I guessed that, had a play on 41 last night

#

very nice it is!

fallow bridge
#

mhm

#

i can't touch 40 after playing 41

vast dome
#

Bought PZ on initially on release and never played it

#

came back few month ago and bam addicted

#

started a server for fun for a few friends and just wanna see what I can do

willow estuary
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Filibusters Used Cars works for build 41 beta; you can use that as a base.

Making the car meshes is gonna be the hardest part of the process, but reskinning existing cars by making new textures for them is quite simple.

vast dome
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Yeh, I found the textures and reminds me of the kingpin model editing days lol

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Are the meshes edited in the PZ tools?

willow estuary
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Nope, you gotta make them in blender or another 3d modeling program first and then convert them to the PZ format.

vast dome
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just finished getting blender there ๐Ÿ˜„

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Someone will not be going to bed tonight >.<

quaint nightBOT
radiant ginkgo
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Ehe

fallow bridge
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finally made it eh?

radiant ginkgo
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Yes

willow estuary
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YES!!!

quaint nightBOT
drifting ore
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niiiice

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op vehicle for zombie apo, well done @radiant ginkgo

radiant ginkgo
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Thanks ๐Ÿ™‚

granite stratus
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that's great

willow estuary
grizzled grove
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cool stuff ๐Ÿ˜„

willow estuary
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Thanks @grizzled grove , it's nice to hear that considering what a... ....pain... ...working on this mod has been ;P

spark crystal
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It's just a flesh wound

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As we say in Aus... ||Just piss on it.||

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Great looking work Blair! ๐Ÿ˜„

willow estuary
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Thanks @spark crystal !

rocky lynx
willow estuary
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Oh HELL YES @rocky lynx !!!

spark crystal
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absolutely marvellous

rocky lynx
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For now i have food, medical, weapons, ammo and literature crates, need to do, metal, carpentry, scavenge and fishing.

spark crystal
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Can I suggest one that is 'Trash'?

rocky lynx
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okay!

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trash will come also.

spark crystal
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Vehicle parts might be another good one too

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How does it work?
Can you have a blue crate with a red ammo icon? etc?

Or will Ammo always be on a green create?

rocky lynx
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Ammo will be green for now.

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trash mmm maybe yellow?

spark crystal
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I would have trash grey, construction yellow

willow estuary
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Goddamn Snake, I love seeing your work so much. It's so cool and inspiring seeing such high quality, well thought out, realism based stuff!

spark crystal
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It really is. Snake is a massive inspiration to the modding community ๐Ÿ™‚

upper junco
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Nice work on the Autopsy mod and the crates!

rocky lynx
quaint nightBOT
quaint nightBOT
fallow bridge
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so... 2 mods where uploaded twice? i'm confused as to why the bot mentioned those mods twice xD

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is the bot ok?

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check if he has a fever

vestal umbra
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Probably because it got updated.

quaint nightBOT
fallow bridge
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ah yeah that's probably it

still veldt
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@fallow bridge Bro, the "exceed capacity mod" is so late for when it was needed, like, back in hydrocarft, if you will drop off a pushcart somewhere, you wouldnt be able to pick it up

fallow bridge
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that looks really good

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kinda wish they held more though

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but meh

rocky lynx
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Need Clothing Crate :p

willow estuary
rocky lynx
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yeah! :p

quaint nightBOT
solemn pebble
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@rocky lynx is the best community modder, it had to be said and it was said ๐Ÿ˜Ž๐Ÿ‘๐Ÿป ๐Ÿ‡ฆ๐Ÿ‡ท ๐Ÿ‡ช๐Ÿ‡ธ

quaint nightBOT
rocky lynx
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oooh thanks my friends! ๐Ÿ˜„

wise silo
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I wish there was more questions regarding Lua. leaCheeseCry

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I don't know PZ's API though so I can't help with that.

rocky lynx
sharp prawn
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so, Im a new modder and I want to start modding in fortifications. Currently I know there is the trap mod, how did they do that? and how can I get started doing that myself? I have no idea where to start and i read the guides pinned

quaint nightBOT
terse flame
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Snake Tool crate would be awesome. Sledgehammer, hammer, or axe icon

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maybe for build 40? :)

quaint nightBOT
drifting ore
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can someone make a batterting ram mod? which adds a battering ram and it opens/destroys locked doors

willow estuary
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An axe does that quickly already?

drifting ore
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Crowbars can do that too, but not as affective as axes

still veldt
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You can uninstall windows with crowbar

placid delta
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even a frying pan can break down a door with enough swings

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.mod superb

quaint nightBOT
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@placid delta

Superb Survivors! by nolanritchie
Top Rated Rank #25
Total unique visitors: 21472
Total unique subscribers: 10125
Total favorites: 387

REQUIRES BUILD 41!
SINGLE PLAYER ONLY!

Still WIP. You will likely experience bugs / issues please report them on the appropriate workshop thread.

This mod add basic NPC Survivors to the game

KNOWN ISSUES!: (working on it...slowly but surely)

Survivors take a semi frozen state where they cant really do timed actions like eating, entering vehicle and any other timed action. seems random and may effect a variety of survivor functions for those it effects.

Survivors do not turn into zombies

Multiple sur...

proven turret
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can someone make a batterting ram mod? which adds a battering ram and it opens/destroys locked doors

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I literally updated a Lockpicking mod exactly for that.

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๐Ÿคทโ€โ™‚๏ธ

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Crowbars can do that too, but not as affective as axes
And in my Mod crowbars can break both windows and door locks if your character knows how to.

drifting ore
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Do someone know how to change a clothes condition (Build 41)

quaint nightBOT
idle cloak
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how can I retexture items?

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sorry if it's a rookie question, i have no experience modding PZ

nimble spoke
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Icons or model textures?

onyx dock
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A question running in the same vein: is there a way to retexture clothing items? Iโ€™m sure there is because Iโ€™ve seen mods that change the texture of zombie and survivor skins

jagged sentinel
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D:\Steam\steamapps\common\ProjectZomboid\media\models

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In here there are the models which you can retexture

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including the zombie models

quaint nightBOT
onyx dock
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Sweet! Thanks, Mailo!

winged raptor
willow estuary
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๐Ÿ‘

quaint nightBOT
drifting ore
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HOLY SHIT A COUNTACH I LOVE COUNTACHS

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Ok sorry

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But that's rad

winged raptor
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@still veldt is not first)

fallow bridge
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what

quaint nightBOT
quaint nightBOT
marsh beacon
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RH4DB4 has been pumping out mods like crazy

idle cloak
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@jagged sentinel seems like their file format is .txt, is that normal by any chance?

jagged sentinel
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they aren't in the models folder exactly

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they are somewhere in the media folder

idle cloak
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Oh okay

jagged sentinel
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im playing build 40 so i can't find them rn

idle cloak
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All good fam

grizzled grove
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@winged raptor Nice work on the car! One critique if I may. This detail on the trunk is very prominent with that texel disparity. If you don't have the UV space to fix it properly, an easy alternative is to make that UV shell square with the detail drawn straight. The skewing will take care of the shape, but without the jaggy pixels.

winged raptor
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@grizzled grove Yea... i know about it.

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It is necessary to test this in the game, but I have not finished it in terms of the model.

quaint nightBOT
fallow bridge
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hmm could be a quick and simple replacement for my makeshift file edits for low ammo weight (didn't wanna use mods that added custom stuff and such like the rifleclipfix mod that reduces ammo weight and add's custom item icons which also screwed up 3d models for attachments)

rocky lynx
hardy sigil
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anyone know how to find out what mods are erroring

fallow bridge
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@hardy sigil what i usually do is load each mod seperately until i find the culprit

hardy sigil
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i think thats what im going to have to do i was hoping the lua would be able to tell me whats going off i tried running the game in debug mode but i have no idea what im looking at aha

vivid girder
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@rocky lynx are you working with/for hydrocraft or were can I find your mods? absolut fantastic work ๐Ÿ˜ต

jagged sentinel
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It's his standalone mod

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I honestly think it will beat hydrocraft when it's out

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and iit's not out yet even ๐Ÿ˜›

vivid girder
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wow.. dind't know he is working on a big mod ... cool ๐Ÿ˜„

dark peak
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Hey I recognize some of that stuff!๐Ÿ˜ƒ

opaque moss
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Do the tile and world zed editor still work/are compatible with the IWBUMS?

rocky lynx
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@vivid girder its Le Gourmet Revolution Mod and some standalone mods linked.
@dark peak Some farming tiles inspired from project farmoid, but different mechanic and 2x support. (All packed in .pack files and frutal trees)

dark peak
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Glad to see it's inspiring more work! I keep meaning to get around to finishing it

rocky lynx
hardy sigil
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@rocky lynx are your mods working with iwbums ?

marsh beacon
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I mean

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If you look at the picture

rocky lynx
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@hardy sigil yes but not released - now he tested all

hardy sigil
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oh nice what mods are going to be released, i tried watching the stream but i dont have a clue what he is saying