#mod_development
1 messages ยท Page 418 of 1
But yeah, I'm not adding new clothes to the game, just making existing clothing available at character creation, like Vunder said. ๐
mhm
can't wait for people to start making clothing
specifically that mod that added in waist pouches/military vests that had a inventory system in them
i loved that mod
I'm hoping to see Eris' Night Vision updated with a model. :3
meh
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!
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.
@placid delta hey i think your silencer mod for build 41 swaps out a pistol vault animation
before i had your mod whenever i had any handgun equipped i'd slow vault over low fences normally
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
just though i'd inform you of that
@vocal wigeon the devs check all channels...
not a big deal @placid delta just bugs me with how off and dumb it looks
A new Mod has been Published!
AUZ_2
https://steamcommunity.com/sharedfiles/filedetails/?id=1917236538
PSA;
The next mod to be uploaded to the workshop will be the 1000th' mod to exist on the Steam Workshop.
Hey, rookie question here. How do I make DIFFERENT items a result in the scripts?
Like, a box with several different items in it, for example.
Yeah, thanks. xD
Just didn't want to bother anyone in particular. ๐
Got a bad history with @ ing folks out of the blue. ๐ฆ
Well i really do hope Okami doesn't scold me for this ๐
Okami's cool. I'm sure they won't mind. ^_^
Hmm Can someone make atmospheric mod that shakes your screen when you running?
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.
Are there any mods that add custom keys? I want to make a keycard mod that replaces keys on my map
trying to figure out where to look, I suppose the key code would also be a good starting place
Could you just reskin the key to a keycard?
I could
I want a little more functionality than that though
doors with certain tags like clearance 1 will open to clearance 1 key cards no matter what building
Hoi! @jagged sentinel Long busy day at work. Let me just get my bearings first. ๐
@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? ๐ค
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. ^_^'
A new Mod has been Published!
MMZEROSIX
https://steamcommunity.com/sharedfiles/filedetails/?id=1917569734
Will get back to you on that in a bit, seem if I can help. Right now, his lord woof requires a walkies. :3
Awesome, thanks! And hey, no rush! Don't want Lord Woof to miss his walkies! ^_^
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.
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
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... ๐ค
Awesome, thanks! ^_^
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. ๐
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.
Theoretically someone could cheese their way to first aid 10 by using a car and the mall parking lot with that.
You'll have people harvesting blood, not to make cures, but just to grind first aid after they have a bunch of cures stockpiled.
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.
making corpse harvesting take a looooooonnng time is a wise choice.
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.)
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. ๐
This way, it at least takes effort to do it.
Eh, figured it out.
Hey, have any of you guys been able to get the new .fbx model format working with car mods?
haven't tried yet. does the game actually use those? I think there were only a couple, and a blend file too lol
Hoping that AnimZed has the .X converter
@rotund walrus What's your project if I may ask?
@light magnet Sup Okami, long time no see. Hit me up tomorrow if you have time bro
@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.
Ah, which server btw?
Still working out a name, but so far it's Hellborn until the name is adjusted. ^_^
Ahh its a new one. Ok, good to hear ๐
Yeah. Had one running a while back, before vehicles were a thing.
It's gonna be a dedicated RP Server.
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.
It's gonna be a dedicated RP Server.
Thats neato.
๐
Yup! And glad to see I'm not the only one Relic Hunting! ๐
Have you come across the MREs mods of any sort?
Matter of fact, I did! ๐
which one? ๐
Got it added to my modpack, but removed the Distributables.
Hold on, I'll link the original mod.
Might actually redo the icons and stuff on it.
Oh thats the oldest one
It basically was just a "pack" that you could eat right.
and make boxes and pallets
Yup! Simplest one to work with. xD
Well, the author posted he'll be updating...so I guess I won't be messing with that code ๐
Didn't make the pic, but I managed to make an alternate background! ^_^
I edited the image to darken the window.
And here comes the lightning! ^_^
Reminds me of a Pipboy for some reason
A new Mod has been Published!
Hellborn Mod Pack
https://steamcommunity.com/sharedfiles/filedetails/?id=1918101386
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?
what do you mean?
like
modding in custom clothing?
oh wait i understand now
i don't think anybody knows as nobody has messed with those yet @glacial thorn
Ah, that's a shame
Yeah, changing how existing clothing looks or adding in new models
Wouldn't know what format it'd be in
yeah nobody have modded anything with the new clothes yet
i mean...
why would we want to?!
it's all so perfect already
that's not how modding works :p
@glacial thorn I believe the upcoming AnimZed tools have a section for import and setup for clothes.
Ah, that'd be pretty sweet! Any idea what format it takes for new models?
Is there a good resource for making a mod that adds a craftable item into the game
Like as far as how-tos and such
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
pretty straightforward
Would give a use for empty cans
Iโve 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
Is there a place I can look at something that already exists and go off of that?
Thatโs my beginner level mod plan
If I can get it to work, eventually I want to mod in VHS tapes and VCRโs
Sorry if these are loaded questions
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
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)
Yeah, though for me the forum links point to ad sites
Just trying them on my phone, at least
I have found a few decent things on the pzwiki
And pinned posts on this channel
Should be enough to get started
Basically the gist is: you need a knife or point thing, a tin can, string and pebbles
Rocks exist in the game but they are too big to feasibly work, so Iโd have to mod in pebbles
Once you have those the item is crafted in your inventory and then you need a hammer and nail to hang it
So similar to how a sheet rope is made, then fixed to a window
so Iโd have to mod foraging to give a chance to give you pebbles
Then set up the recipe and script for hanging
As well as create the icon and sprite assets
Iโve coded stuff before just not mods, so I have a pretty solid workflow planned out
Oh and then I have to create a wav file and then import that to trigger when a zombie collided with the trap
Then set the sound range
Which I think reasonably, 5-10 tiles makes sense?
Like if they were set off in a house, Iโd want the player to hear them from reasonably close outside, but they shouldnโt be audible from across the street
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.
When put that way it makes more sense
Iโll definitely have to do some digging
Now that I think of it trees kind of have the same functionality
I could probably get away with setting them up to basically work the same way trees do
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
And wiggling the sprite would be a lot easier to animate
that makes sense too
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
Interesting
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.
Thatโs something I can focus on last
If I can just get a recipe that you select via construction > misc and place, Thatโs the first step
Then making it react when a player or zombie steps on the tile
If indie stone has taught me anything is you can always do animation next to last ๐
Item > events > art assets > animation
a little planning goes a long way (usually)
Fuck,my connection is a bit late,isn't it?
nolan created NPCs with autonomy. is it possible to mod the game so your character can be as well (as a separate mod)?
Whatโs a good name for a hanging can noisemaker trap?
Because hanging can noisemaker trap sucks
Hanging noisemaker?
Can trap?
I want something thatโs not so wordy but also is a decent description at a glance
A new Mod has been Published!
Astros Realistic Inventory & bigger loot
https://steamcommunity.com/sharedfiles/filedetails/?id=1919221832
A new Mod has been Published!
Hellborn Mod Pack
https://steamcommunity.com/sharedfiles/filedetails/?id=1918101386
A new Mod has been Published!
Always Favorite Bottle
https://steamcommunity.com/sharedfiles/filedetails/?id=1919438901
A new Mod has been Published!
1980 Ford F-150
https://steamcommunity.com/sharedfiles/filedetails/?id=1919456655
@main cave it is.....?
could always leave the beta
A new Mod has been Published!
Server Hispano Ttmod
https://steamcommunity.com/sharedfiles/filedetails/?id=1919548734
A new Mod has been Published!
Server Hispano Custom MapBridget
https://steamcommunity.com/sharedfiles/filedetails/?id=1919547119
A new Mod has been Published!
Server Hispano Ammomaker
https://steamcommunity.com/sharedfiles/filedetails/?id=1919573209
A new Mod has been Published!
Server Hispano Military Complex
https://steamcommunity.com/sharedfiles/filedetails/?id=1919574404
A new Mod has been Published!
Simple Cheat v1.0
https://steamcommunity.com/sharedfiles/filedetails/?id=1919591295
A new Mod has been Published!
No Items
https://steamcommunity.com/sharedfiles/filedetails/?id=1919584194
rip Astros Realistic Inventory & bigger loot mod why do mods that alter loot usually get removed?
A new Mod has been Published!
No Items
https://steamcommunity.com/sharedfiles/filedetails/?id=1919584194
A new Mod has been Published!
Simple Cheat
https://steamcommunity.com/sharedfiles/filedetails/?id=1919644418
A new Mod has been Published!
Cloths stash
https://steamcommunity.com/sharedfiles/filedetails/?id=1919926929
A new Mod has been Published!
"Far Lands" house.
https://steamcommunity.com/sharedfiles/filedetails/?id=1919940284
Background sketch
A new Mod has been Published!
Realistic Inventory
https://steamcommunity.com/sharedfiles/filedetails/?id=1920135086
@radiant ginkgo Wow! Nice!
@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.
Anytime! ^_^
And holy carp! ๐ฃ
I didn't realize you pinged me! Must have been when I left Discord up and didn't check back! Sorry!
Ahh its fine ๐
Did you manage to get it all sorted out?
That other issue? It is finally fixed
It was on the Recipe sequence of the "EvolvedRecipe" line.
๐คท go figures.
Awesome sauce. ^_^
@light magnet The new issue is that my mod currently is incompatible with Mr. Soul Filcher's
(Cooking Time)
๐ค so thats a bummer.
Has cooking time been updated for B41?
Haven't been online much recently. ๐
@light magnet
Do you know if the Static Model "JerryCan.X" is the model of a Jar?
๐ค
Or is it the "CanClosed.X" one?
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... ๐ค
I don't think there is a jar model yet. ๐
@proven turret
Well, it says that the "CanClosed" is being used on all the recipes for "Jar of" Vegetables.
๐ค
It must be it.
Must be. ๐คทโโ๏ธ
ops
@light magnet yo bro you there?
Maaaaaaaybe. ๐
๐
What's up?
just a heads up to your mod:
if prof == "mechanic" then
player:getInventory():AddItem("Base.Spanner");
it doesnt add the Item.
Oh... Hmm, let me fix it quick. Thanks!
It's Base.Wrench
the item.
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
So there's a sligthly chance you'd spawn already with a Watch.
Okay, sounds good actually!
๐
Ah
And I tried -> and failed
to the Police officer prof
Pistols = {
"Base.Pistol",
"Base.Pistol2",
"Base.Revolver",
"Base.Revolver_Short"
And the random string would give it
one of these
but I couldnt make it Filter
which one it "gave" and designate the right Ammo box, and Clip if needed
๐ฆ
Maybe you can pull that off.
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.
Ah, and in my case, I added to the Veteran the
"Base.Revolver_Long"
which I think would be less OP than the Shotgun.
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
It is still great the way it is ๐
Just do a check on if the item exists and add the corresponding clip and ammo.
I did, and didnt work...but whatevs ๐ ahha
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?
Yea, but since I gave even more options to spawn with from the RandomString, the game didn't give any weapon in the end
but it is fine, I wont incorporate your mod into mine, remember ๐
Weird... But okay. XD
Thanks for the help! There are just way too many professions for one person to bugcheck easily. ๐
I'll update it once I've watched the new Rick and Morty episode. :3
HAAH great ๐ ๐
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.
Okay, @proven turret Updated!
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. ๐
is there a mod so you can adjust how many points you start off with??
You can change that in sandbox settings already
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.
yeah i saw that i just wanted a few i guess i could do that and just use a couple
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?
There's no difference between the two versions, so pick the one you find easiest to download. ^_^
@slender parrot
Thank you ๐
NP! ^_^
is there a good mod that makes you be able to see all the clothes you wear?
like hats and stuff
nah i mean like i can wear a jacket but i dont see it on my charaCTER
BUT I SEE VIDEOS WITH PPL THAT HAVE THEM ON
capssssss
sry
@young radish that's build 41
right click on PZ in steam
hold on i'll PM you
he has been assisted
whats the average day time 1 hour??? just wondering for my sandbox settings
It's 1 hour
thanks
A new Mod has been Published!
Trunk extention x10 v.41
https://steamcommunity.com/sharedfiles/filedetails/?id=1921725070
Holy shit, part of my farming time mod code was added to the new farming system
A new Mod has been Published!
Spiffomon
https://steamcommunity.com/sharedfiles/filedetails/?id=1921865352
Congrats @nimble spoke , I guess that makes you a dev now!
A new Mod has been Published!
Death is not the end
https://steamcommunity.com/sharedfiles/filedetails/?id=1921877638
So much cool stuff right there, and it all looks official.
I have tried. the truth is there is a defect with internal walls. they will have to be redone.
You mean that gap on the outer/west edge?
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.
ahh, i see
perhaps a mod for manual saving?
like
open the pause menu and click "save" and it'll save the current world state
if that was a thing then these crashes wouldn't be that big of a issue for me
cause i'd just save when i feel like i should and when the game crashes boom just load the save i did
that way i won't nearly get fucked by a zombie that was standing where i crashed 5 minutes ago
what mods work with 41???
no offical list but probably quite a few by now
well yeah b41 prolly broke most mods, but to be expected
yeah its worth it tho
search "build 41" in the workshop
oh ok thanks
i know i've updated Silencer mod and Survivors mod for b41
have not checked into other mods much though
Ooooh you have updated Silencers? ๐ฎ @placid delta
That's great! Looking forward to throwing them back in
@spark crystal specifically he updated the chinese translation one, but it is in english so you can use it
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.
mhm
@winged thunder I've been holding off of the chinese one, waiting for an official update
which has come..
Original page from Nolan
https://steamcommunity.com/sharedfiles/filedetails/?id=639909479
Updated a couple of days ago.
@spark crystal it is the official one
really?
he said it was i thought
does this one have all the changes that the chinese one has?
the chinese one has a custom model, custom sound and works with the m16/newer rifles
this one is the official release from Nolan, regardless, I know which one I'll be using. ยฏ_(ใ)_/ยฏ
honestly it doesn't matter
the chinese one has nothing in chinese for the ingame content
@placid delta does the chinese and english silencer mods both have the same characteristics? or is the chinese one the better in to use?
like the chinese one says it removed the ability to put silencers onto revolvers considering you can't do that with most revolvers
is that the same with the official one?
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
A new Mod has been Published!
Let Us Farm Lettuce
https://steamcommunity.com/sharedfiles/filedetails/?id=1922499363
A new Mod has been Published!
AUZM01
https://steamcommunity.com/sharedfiles/filedetails/?id=1922577059
A new Mod has been Published!
Dead Days Mod Pack
https://steamcommunity.com/sharedfiles/filedetails/?id=1922675737
A new Mod has been Published!
DD Mod Pack
https://steamcommunity.com/sharedfiles/filedetails/?id=1922712413
A new Mod has been Published!
Show Clothes Material
https://steamcommunity.com/sharedfiles/filedetails/?id=1922750845
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
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
It's been some time since I checked it
A new Mod has been Published!
Trunks Space x5 (pz41)
https://steamcommunity.com/sharedfiles/filedetails/?id=1923025954
People really want to carry the town in their car huh
cheaters gonna cheat
haters gonna hate zomboid NPC survivors gonna procreate
A new Mod has been Published!
AUZcollection2
https://steamcommunity.com/sharedfiles/filedetails/?id=1923190953
@spark crystal yo Ben how's going?
๐
hows the update on yours "logistics" mod going? ๐ happy thanksgiving too
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"
Wouldn't expect anything until at least b41 is stable
likely around the new year is when I'll have an update prepared.
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?
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
i think i understand the things now
i just set the maxrange/recoildelayed to 0
considering the item is a attachment and not a actual weapon change it should be the silencer.txt
hmm
where would i find those files in the normal game files?
the item types file
(2nd picture)
A new Mod has been Published!
Good Tea, Coffee, Vitamins (fatigue reduction)
https://steamcommunity.com/sharedfiles/filedetails/?id=1923697343
A new Mod has been Published!
Big Bucket Of Water
https://steamcommunity.com/sharedfiles/filedetails/?id=1923704760
A new Mod has been Published!
Sorting Inventory
https://steamcommunity.com/sharedfiles/filedetails/?id=1924039998
A new Mod has been Published!
Disable Welcome Message
https://steamcommunity.com/sharedfiles/filedetails/?id=1924146603
does the superb survivors mod break the latest update for anyone as in bandages wont show at all for example
@coarse apex dont touch that broken mod dude.. the concept is nice but the delivery is flawed.
Its fun tho
A new Mod has been Published!
Accurate, quiet, longer range guns (v41)
https://steamcommunity.com/sharedfiles/filedetails/?id=1924609596
@drifting ore what is this
@drifting ore ัะพัะฝะตะต ัะพ ััะพ ัะฐะบะพะต ะธ ะณะดะต ััะพ ะฝะฐััะป
ะญัะพ ั ะดะตะปะฐั ะผะพะด
anybody try to make clothing mods yet?
@drifting ore Is this will be kinda RPG survival mod?
to survive in the forest without tools and nails.
if suddenly a player just ran into the forest and tries to survive there without having anything.
@drifting ore ะฝั ัั ะบัะฐัะฐะฒัะธะบ ะบะพะฝะตัะฝะพ
@drifting ore ัะปะพะถะฝะพ ะดะตะปะฐัั?
Is there a mod that makes finding recipes in the craftbook easier?
@south lichen Crafthelper still seems to work fine with B41, from what I can see:
https://steamcommunity.com/sharedfiles/filedetails/?id=911399676
@spiral dove ะตัะปะธ ััะบะธ ะฝะต ั ะถะพะฟั (ะฐ ั ะฝะตะณะพ ะฝะต ั ะถะพะฟั), ัะพ ะฝะต ัะปะพะถะฝะพ, ะฐ ะดะพะปะณะพ) ะะพะปะณะพ ััะพ ะบะพะณะดะฐ ัะตะบััััะบะธ ั ะฝัะปั ัะธััะตัั)
@indigo hound ะฐะฑัะพะปััะฝะพ ะฒะตัะฝะพ
@drifting ore ัะฐะผ ะฝะฐัะฐะป ัะพะถะต ะบะฐััั ะฟะธะปะธัั ั ัะพะฑััะฒะตะฝะฝัะผะธ ัะตะบััััะฐะผะธ)
@indigo hound ะณะปะฐะฒะฝะพะต ะฒะพะฒัะตะผั ะพััะฐะฝะพะฒะธััั... ะธะฝะฐัะต ะฒัะต ะฒัะตะผั ะฑัะดะตัั ะฟะธะปะธัั ะพะฑัะตะบัั... ะฐ ะฝะต ะบะฐััั
ั ะผะตะฝั ะผะธั 10ั 10, ะฒะฐะฝะธะปัะฝัั ัะตะบัััั ะฟะพััะธ ะธัะฟะพะปัะทะพะฒะฐัััั ะฝะต ะฑัะดะตั) ััััะบะฐั ะปะพะบะฐัะธั ะฒัะผััะปะตะฝะฝะฐั ััะดะตั)
ะ ัะพััะธั 85 ะณะพะดะฐ ะธะปะธ ะฟะพะฟะพะทะถะต?
@drifting ore ัะธะปัะฝะพ ัะปะพะถะฝะพ ะฟะตัะตะดะตะปัะฒะฐัั ัะตะบััััั? ะ ะฒ ะบะฐะบะธะต ััะพะบะธ ั ะพัะธัะต ัะปะพะถะธัััั
?
@ะฐ ั ั ะตั ะตะณะพ ะทะฝะฐะตั. ะฏ ัะฐ ะพะฟััั ัะตะดั ะฑะตะท ะบะพะผะฟะฐ. ะ ะฐะฑะพัะฐ ะฟะพััะธ ะฒััะฐะฝะตั. ะฏ ัะถะต ััะบั ะฝะตะฟะปะพั ะพ ะฝะฐะฑะธะป ะผััะบะพะน ัะธัะพะฒะฐัั... ั ะฟะท ะพัะตะฝั ะผะฝะพะณะพ ะฟะพะปะตะทะฝัั ะธะฝััััะผะตะฝัะพะฒ ะดะปั ัะฟัะฐัะตะฝะธั ะดะพะฑะฐะฒะปะตะฝะธั ะพะฑัะตะบัะพะฒ ะฝะฐ ะบะฐััั. ะะพ ัะฐะผ ะฝะตั ะฝะฐะฟัะธะผะตั ะณะตะฝะตัะฐัะพัะฐ ะบะพะดะฐ ะดะปั ัััะพะตะผัั ะพะฑัะตะบัะพะฒ ะธะณัะพะบะพะผ. ะะพัะพะผั ั ััะธะผ ะฟัะธะนะดะตััั ะฟะพะฒะพะทะธััั, ััะพ ะฑั ะธะณัะพะบ ะผะพะณ ะฟะพัััะพะธัั ะฒัะต ัะพ ััะพ ั ััั ะฟะพะฝะฐะฟัะธะดัะผัะฒะฐะป.
ะขะฐะบ ััะพ ะฝะฐัะธัะพะฒะฐัั ะพะฑััะฝะพ ะฟะพะป ะฑะตะดั. ะฏ ะบะพะดะธัั ะฝะต ัะผะตั, ะฝะต ะฟัะพะฑัะฒะฐะป ัะพะปะบะพะผ. ะัะธะนะดะตััั ะฟะพััะฐัะธัั ะฟัะธะปะธัะฝะพ ะฒัะตะผะตะฝะธ, ััะพ ะฑั ัะฐะทะพะฑัะฐัััั ััะพ ะธ ะบะฐะบ ั ะฝะธั .
ะะพ ะพะฟััั ัะฐะบะธ. ะญัะพ ะฒัะต ัะถะต ะตััั ะฒ ะธะณัะต. ะะตัะธ ะธ ะดะตะปะฐั ะฟะพะดะพะฑะฝะพะต. ะะณัะพะบ ะถะต ะผะพะถะตั ัััะพะธัั ะพะฑัะตะบัั, ัะฐะบ ััะพ ั ััะธะผ ัััะดะฝะพััะตะน ะฝะต ะฒะพะทะฝะธะบะฝะตั.
ะ ะฒะพั ะฝะฐะฟัะธะผะตั ั ะผะตะฝั ัะฐะผ ััะฐะฝะบะธ ะตััั, ะฒะพั ะฝะฐะฟัะธะผะตั ัะพะทะดะฐัั ะธะฝัะตััะตะนั ( ะบะฐะบ ั ัะฐะดะธะพ) ะดะปั ััะฐะฝะบะฐ, ััะพ ะฑั ะพะฝ ััะพ ัะพ ะดะตะปะฐะป ะฝะฐะฟัะธะผะตั ะธัั
ะพะดั ะธะท ะฝะฐัััะพะตะบ... ะฒะพั ััะพ ัะถะต... ัะปะพะถะฝะพ
@novel obsidian ั ัะพ ััะพะบะพะฒ ัะตะฑะต ะฝะต ะดะตะปะฐั. ะะฐะบ ัะดะตะปะฐั ัะฐะบ ะธ ัะดะตะปะฐั.
@indigo hound ะฐ ัั ัะตัะธะป ะฒะตัะฝััััั ะฒ ะฟะท?
@drifting ore ัะพะฒัะตะผะตะฝะฝะพะต ัะบะพัะตะต ะฒัะตะณะพ) ััะพะฑั ะฝะต ะฟะฐัะธัััั ั ัะตะผ - ััะพ ะฑัะปะพ ะฒ ัะต ะณะพะดะฐ, ััะพ ะฝะตะฑัะปะพ)
ะะดะตัะพ ััะฐัะตะฝัะบะธะต ะดะพะผะธะบะธ ะฑัะดัั
@drifting ore ะตัะปะธ ัั ั ะพัะตัั ะฟะตัะตะฝะพัะธะผัะต ะพะฑัะตะบัั ัะดะตะฐัั, ะธะปะธ ัะธะฟ ััะพะปะฑั ััะพะฑั ะพั ัะดะฐัะฐ ะผะฐัะธะฝั ะณะฝัะปะธัั - ะบะพะดะธัั ะฝะตะฝัะถะฝะพ. ะญัะพ ะฒัะต ะฒ ัะฒะพะนััะฒะฐั ัะตะบัััั ะดะตะปะฐะตััั
ะบะฐะบ ะธ ะฟะพัะฒะปะตะฝะธะต ะฟัะตะดะผะตัะพะฒ ะฝะฐ ะฟะพะปะบะฐั ะธ ั.ะด
+ั ะฝะต ัั ะพะดะธะป ะธะท ะฟะท)
@drifting ore ัะดะฐัะธ ัะตะฑะต ะฒ ัะฒะพะธั ะฝะฐัะธะฝะฐะฝะธัั . ะขะฐะบะธะต ะะฐะบ ะฒั ะปัะดะธ ะฑะตะท ะพัะตัะตะดะธ ะบ ะฑะพะถะตะฝัะบะธ
@indigo hound ะธ ะั ัะพะถะต
ะั ะฒะพั... ั ะฟะพัะพะผั ะธ ะดัะผะฐะป ะฒ 85. ะะธัะธะณะฐ ัะพะปะบะพะผ ะฝะตะฑัะปะพ... ัะตะดะบะธะต ัะปะพะถะฝัะต ะฒััะธัะปะธัะตะปัะฝัะต ััััะพะนััะฒะฐ... ะธ ะผะฐัะธะฝ ะฟะพะผะตะฝััะต ะธ ะฟะพะฟัะพัะบ
@drifting ore ัััะพ) ััะพ ะธะณัะฐ ะธะท ะผะพะตะณะพ ัะพะฟ 3 ะธะณั)
b buhf ghjbc[jlbn d 93 ujle
ะขะฐะบะธ ั ัะตะฑะตะฟะพะผะฝั ะฟัะตะดะปะฐะณะฐะป ััััะบะธะน ัะตัะฒะฐะบ ะทะฐะฟะธะปะธัั
ะธ ะธะณัะฐ ะฒ 93 ะณะพะดั ะฟัะพะธัั ะพะดะธั ะฒะตะดั.
ะะฝะต ะฟะพัะตะผั ัะพ ะบะฐะทะฐะปะพัั 80-90
ะฝะต) ัะถ ะณะพะฒะพัะธะป) ัะตัะฒะฐะบ ะฝัะถะฝะพ ะดะตะปะฐัั ะบะพะณะดะฐ ัะฐะฑะธะปัะฝะฐั ะฟัะธะฑัะปั ะตััั) ั ะผะตะฝั ะฑัะปะฐ ะฝะตััะฐะฑะธะปัะฝะฐั)
ะฝะต. 93 ะณะพะด. ะััะผะพ ะฟะพ ะปะพัั ะฟัะธัะตะผ
@novel obsidian ัะฟะฐัะธะฑะพ)
@novel obsidian ะฟะฐััะฑ
ะญัะพ ะฒะฐะผ ัะฟะฐัะธะฑะพ
ะงัะพ ะดะตะปะฐะตัะต ะบะพะฝัะตะฝั ะดะปั ะปัะดะตะน
@indigo hound ััััะบะฐั ะบะฐััะฐ? ะัะปะธ ั ะพัะตัั, ะผะพะณั ะฟะพะผะพัั ั ัะตะบััััะฐะผะธ, ะพะฟัั ะฒ ัะพัะพัะพะฟะต ัะพะผ ะถะต ะตััั (ะตัะปะธ ะพะฝ ะฝัะถะตะฝ), ะดัะผะฐั ั ะปะธัะฝะธะผะธ ััะบะฐะผะธ ัะฐะฑะพัะฐ ะฟะพ ะฑััััะตะต ะฟะพะนะดะตั
@indigo hound ะบะฐะบ ัะฐะท ะฒัะตัะฐ ะณะฐะนะด ะฟะพัะผะพััะตะป ะบะฐะบ ะบะฐััั ัะธัะพะฒะฐัั, ะฝะพ ััะพ ัะพ ะฝะฐ ัะพะทะดะฐะฝะธะต ะฒัะตะผั ััะฐัะธัั ะฝะต ั ะพัั, ัะธะฑะบะพ ะดะพะปะณะพ. ะ ะฒ ะบะฐัะตััะฒะต ะฒัะฟะพะผะพะณะฐัะตะปัะฝะพะน ะตะดะธะฝะธัั - ะฟะพัะตะผั ะฝะตั
ะัะตะณะดะฐ ะฟัะพััะพ ะผะตััะฐะป ะฒ ะทะพะผะฑะพะธะดะต ัะฒะธะดะตัั ั ัะน ะฝะฐ ะทะฐะฑะพัะต
ะะผะตะฝะฝะพ ะบะธัะธะปะปะธัะตะน)))
@spiral dove ัะฟะฐัะธะฑะพ) ะฝะพ ัะฐะผ ะฑัะดั ะดะตะปะฐัั) ะะพะณะดะฐ ัะฐะผ ะดะตะปะฐะตัั - ะฝะตั ัะผััะปะฐ ัะฟะตัะธัั) ะ ะบะพะณะดะฐ ั ะบะตะผัะพ - ะบัะพัะพ ะบะพะณะพัะพ ะฑัะดะตั ะฒะตัะฝะพ ะณะพะฝััั.
ะะฐั ะฒะฐััะฒะฐะตะผ ัะฐั, ะฐ?
ะะฐ ั ะฝะต ะฑัะดั ะณะพะฝััั, ะฟัะพััะพ ะณะพะฒะพัะธ ััะพ ะฝัะถะฝะพ, ั ะฑัะดั ะดะตะปะฐัั ะฟะพ ะฒะดะพั ะฝะพะฒะตะฝะธั
ะฏ ะพั ัะตะฑั ะฝะต ะทะฐะฒะธัั, ัั ะพั ะผะตะฝั
ะะดะธะฝััะฒะตะฝะฝะพะต ััะพ ะผะพะถะตั ะฟัะธะดัะผะฐัั ะดะปั ะผะพะตะน ะบะฐััั ะกะะ ัะพะพะฑัะตััะฒะพ - ะฝะฐะดะฟะธัะธ ะฝะฐ ััะตะฝะฐั (ะฐะปั ะณัะฐัะธัะธ). ะะพ ะธั ะฒ ะะก ะฟะธัะธัะต)
ะขัั ัะฐะฝัะฐะทะธั ัะฐะทัะณัะฐัััั ะผะพะถะตั ะทะฝะฐัะฝะพ. ะั ัะต ะถะต ะณัะฐััะธัะธ ะผะพะณั ั ะพัั ัะพะฝะฝั ะฝะฐัะธัะพะฒะฐัั
ะฝะพ ะฝะฐะดะฟะธัะตะน ะฒ ะดัั ะต ะัะน ะฝะต ะฑัะดะตั)
ะะปะฐะฒะฝะพะต ะฟะพะฝััั ะบะฐะบ, ะฒ ะณะธะผะฑะต ะฒัะพะดะต, ะตัะปะธ ะฝะต ะพัะธะฑะฐััั
ะญั , ะฐ ะถะฐะปั
ะงะธััะพ ะฝะฐั ะผะตะฝัะฐะปะธัะตั, ัะฐะฑัะบะธะน ะธ ะฑะตัะฟะพัะฐะดะฝัะน
ะฃ ะฟะตะฝะดะพัะพะฒ ะฑั ะปัะฑะธะผะฐั ััะฐ ะบะฐััะฐ ััะฐะปะฐ ั ัะฐะบะธะผะธ ะฟะฐัั ะฐะปะบะฐะผะธ
๐
ะฝะพ ั ะผะฐัะฐะผะธ ะตััะตััะฒะตะฝะฝะพ ะฟัะธะฝะธะผะฐััั) ะดะฐะถะต ะฒ ะฒะฐะฝะธะปัะฝัั ะณัะฐัะธัะธ ะตััั: ะะต ะดะพะฒะตััะนัะต ััะพะผั ะตะฑะฐะฝะฝะพะผั ะะพะปะปะฐะฝั.
ะัะพััะพ ััะฟะพ ัะปะพะฒะพ ะัะน ะฝะฐ ะทะฐะฑะพัะต ะฒะธะดะตัั ะฝะต ั ะพัะตััั)
ะั, ะฟัะธะบะพะปัะฝะพ
ะะพ ะตัะปะธ ะฝะต ะพัะธะฑะฐััั, ัะพ ะฝะฐ ะบะฐััะต ะฝะตั ัะฐะบะธั ะฝะฐะดะฟะธัะตะน, ะฝะต?
ะะฝะธ ะฟัะพััะพ ะฒ ัะฐะนะปะฐั ะปะตะถะฐั
ะะปะธ ัะถ, ั ะฟัะพััะพ ะฝะต ะฒัััะตัะฐะป.
ะั ะดะฐ, ะฟะพะฝััะฝะพ. ะขะฐะบ ััะพ, ะดัะผะฐะตัั ะฒัะต ะถะต ัะฐะผ? ะฏ ะฟัะพััะพ ะดะฐะฒะฝะพ ะผััะปั ะณะพะฝัั, ัะต ะฑั ะฝะต ัะพะฑัะฐัั ะตะดะธะฝะพะผััะปะตะฝะฝะธะบะพะฒ
ะ ะฝะต ะฝะฐัะธัะพะฒะฐัั ััะปะพะฒะฝัะน ะบะฒะฐััะฐะป
@viscid kelp ะตััั) ะฝะฐ ะฒะพะบะทะฐะปะต ะะฐะปะดัะพ ะฒัะพะดะต.. ะตัะปะธ ั ะฝะต ะฟััะฐั)
@viscid kelp ััะฐ ัะพัะฝะพ ัะบะฐะถั ะณะดะต
ะฅะฐั ะฐั ะฐั ะฐะฐั ั ะฐั
ะััะฐัะธ, ะผััะฐะปั ะถะต ะตัั ะฝะธะบัะพ ะฝะต ัะธัะพะฒะฐะป
ะ ะทะพะผะฑะพะธะดะต
ะะต ะทะฐะฑัะดั ะตัั ะดะพะฑะฐะฒะธัั ะฝะฐะดะฟะธัะธ, ะฒ ััะธะปะต: "ะะฑะฐะนั, ะกะฐั ะฐั: DolboebTelegram228"
@indigo hound ัะฐะบ ะดะฐะฒะฐะน ั ัะตะฑะต ะณัะฐััะธัะธ ะฝะฐัะธััั, ะผััะฐะปั. ะะฝะต ัะตะฐะปัะฝะพ ะฝะต ัะปะพะถะฝะพ, ัะพะปัะบะพ ั ัะตั . ัะฐััั ะฝะต ะฒัะบัะฟะฐั
ะฒัะผ ัะตั ัะฐััั?
ะตัะปะธ ัั ะฟัะพ ะฝะฐัะตะทะบั ะฝะฐ ัะฐะนะปั - ั ัะฐะผ ะฝะฐัะตะถั
ะั ะดะฐ, ะฒัะพะดะต ััะพะณะพ. ะญัะพ ะถะต ะฒ ัั ัะธััะตััั, ะธะปะธ ะฒ ะบะฐะบะพะน ัะพ ะฟัะพะณัะฐะผะผะต?
ะะพะฒัะต ัะตะบััััั
ะฏ ะผะพะณั ะฟัะพััะพ ะบะฐะบ ััััะต ะฝะฐะบะธะดะฐัั ะพะฑัะฐะฑะพัะฐะฝะฝะพะต, ัะถะต ัะฐะผ ัะบะปะตะตัั
ะณะปะฐะฒะฝะพะต ะฝะฐ ะฟัะพะทัะฐัะฝะพะผ ัะพะฝะต. ะฐ ะณะดะต ัะธัะพะฒะฐัั ะฑัะดะตัั - ะฟะพัะธะณั)
ะั ั ะพัะพัะพ. ะ ััะพ ัะธะฟะพ ะฒ ะฟะธะบัะตะปัะฝะพะน ะฒะฐัะธะฐะฝัะต?
ะ ะผะพะถะฝะพ ะถะต ััะปะพะฒะฝะพ ะฒ ะทะพะผะฑะพะธะดะต ะบะพะฒะตั ะฝะฐ ััะตะฝั ะตะฑะฐะฝััั?
ะฝะตะพะฑัะทะฐัะตะปัะฝะพ ะฒ ะฟะธะบัะตะปัะฝะพะผ
@viscid kelp ะฑะปะธะฝ. ะฝะฐ ะผะธัะพะฒะพะน ะบะฐััะต ัะตั ะฝะต ะฒะธะถั. ะฝะพ ะฑะปะธะฝ. ัะพ ััะพ ะพะฝะฐ ะตััั ะฒ ะธะณัะต ะธะฝัะฐ 100%. ั ะบะพะณะดะฐ ัะตัะตะบััััั ัะธัะพะฒะฐะป, ะธ ั ะฝะธะผะธ ะธะณัะฐั ะดะฐะถะต ะฒะธะดะตะป. ัะพะปะธ ะฒ ะผะฐะปะดัะพ, ัะพะปะธ ะฒ ะะฟ.. ะฝะต ะฟะพะผะฝั. ะบะฐะบ ะฝะฐะนะดั, ัะบัะธะฝ ะฒ ัะตัะตะบััััั ะดะพะฑะฐะฒะปั)
ะะฐ ั ัะบะพะปัะบะพ ะธะณัะฐั, ัะพั ัะฐะบ ะธ ะฝะต ะฝะฐััะป. ะะพะพะฑัะต, ะฟัะธะบะพะปัะฝะพ ะฑัะปะพ ะฑั, ะตัะปะธ ััะธ ะฝะฐะดะฟะธัะธ ะฟะพัะฒะปัะปะธัั ัะพ ะฒัะตะผะตะฝะตะผ, ัะฐะบ ะผะธั ะถะธะฒัะผ ะบะฐะทะฐะปัั ะฑั.
ะะตะผะฝะพะถะบะพ ะพัะธะฑัั ั ะฝะฐะดะฟะธััั) ะฝะพ ะฒะพั ัะตัะตะบััััะบะฐ. ะะพ ัะพะณะพ ะบะฐะบ ะฝะต ัะดะตะปะฐะป ัะตัะตะบัััั ะผะพะด, ะธ ะฝะต ะฝะฐัะฐะป ัะพะพัะฒะตัััะฒะตะฝะฝะพ ะตะณะพ ะธัะฟะพะปัะทะพะฒะฐัั, ะฒะพะพะฑัะต ะฝะฐ ะณัะฐัะธัะธ ะฒะฝะธะผะฐะฝะธะต ะฝะต ะพะฑัะฐัะฐะป
@spiral doveะฒะพ ะฒะพั ะณะพัะพะฒ ะฝะฐ ัะพะฒะผะตััะฝัะน ะฟัะพะตะบั
@drifting ore ะฑะตะท ะฟัะพะฑะปะตะผ
@drifting ore @spiral dove @indigo hound ะะฐั ะฒะพะทะฝะตะฝะฐะฒะธะดะธั ะฐะฝะณะปะพัะทััะฝะพะต ัะพะพะฑัะตััะฒะพ! ๐
ะั ะฐ ั ะฟะพะบะฐ ะธะทะดะตะฒะฐััั ะฝะฐ ะผะฐัะธะฝะบะฐะผะธ ะคะปะธะฑะฐััะตัะฐะนะผะฐัะฐ
ะพะดะตะถะดั ะฑั ะบัะพ ัะดะตะปะฐะป
ะ ััะพ ั ะฝะตะน?
ะผะฐะปะพ ะตะต
ะบะฐะบ ะะ ะะ ะฝัะถะฝะพ ะผะพะด ะทะฐะฟะธะปะธัั, ัะพะบ ั ะพะดะตะถะดะพะน
when will it all be in the workshop?
ะฃั ัั.. ัั ะฑะพัะบะธ ัะพ ะฒะทััะฒัะฒะธะบะพะน ะฟะพั ะพะถะต
ะ ะฝะตั... ั ัะพะฟะปะธะฒะพะผ
ะฝะฐะบะพะฝะตั ัะพ ะฑะปั)
ะปัััะตะฑั ัะดะตะปะฐะปะธ ะฑะพัะบะธ ะบะพัะพััะต ะฒ ััะธัะฐะปะบะธ ะฒะพะดั ะฟะพะดะฐะฒะฐะปะธ ะบะพะณะดะฐ ัะฒะตัะฐ ะฝะตั)
@rocky lynx your mod has the potential to overpower hc best of luck man its looking great so far ๐
No I mean by overpower like be even better than hydrocraft ๐
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.
if a zombie destroy the tank not explode... i want to only explode using fire.
@spiral dove ะณะดะต ัั ะฒะธะดะตะป ััะพะฑั ะฑะพัะบะธ ะบ ัััะฑะพะฟัะพะฒะพะดั ะดะพะผะฐ ะฟะพะดะบะปััะฐะปะธัั?) ั ะฝะต ะฟัะพ ะะฐะปะธะฒ (ะธัะพั ะผะพะด)
@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 ๐
xD
That looks SICK. ๐
A new Mod has been Published!
Park Rangers HQ
https://steamcommunity.com/sharedfiles/filedetails/?id=1926271814
A new Mod has been Published!
Soul Filchers Clearing Time (IWBUMS)
https://steamcommunity.com/sharedfiles/filedetails/?id=1926311864
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
??
Next update for Regional Map
A new Mod has been Published!
MiniStatPanel & Manual Save
https://steamcommunity.com/sharedfiles/filedetails/?id=1926711176
@indigo hound ะฝะฐะดะพ ะฑัะดะตั ะดะพะฑะฐะฒะธัั ัััะฑั ะธ ะฟัะพะฒะพะดะฐ...
ะฏ ะธะผะตั ะฒ ะฒะธะดั. ะขััะฑั ะฟะพะด ะฟะพะปะพะผ. ะ ะฟัะพะฒะพะดะบั... ะฟะพ ััะตะฝะฐะผ. ะะปั ัะฐะฑะพัั ัะปะตะบััะพะฟัะธะฑะพัะพะฒ ะธ ัะฐะฑะพัั ััััะพะนััะฒ ะฝะฐ ะฒะพะดะต
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?
I can't remember who, but someone made a mod or something that sent a Discord notification everytime someone on their server died.
interesting, imma have to look for it
Monghell has something like that.
well i dunno how monghell would feel if i asked to borrow their code XD
is there a PZ API for modding?
@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/
LuaEdit is an IDE/Debugger/Remote Debugger/Script Editor designed for the 5.1 and/or 5.2 version of Lua. It features syntax highlighting, completion proposal list, parameter proposition engine, advance breakpoint management (including condition system on breakpoints and hit c...
JD Java Decompiler
The place to learn and gather everything you could need for modding PZ!
Also, the pinned messages here have a heap of useful links and tips. :3
Ohh nice thank you!
A new Mod has been Published!
school life Title Mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1927461723
@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.
@light magnet bro which do you think it's better, Notepad++ or that LuaEdit? ๐ค
I'm using Notepad at home... But I'd like something that would help me a lil bit more with coding
@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.
Hmmm I'll do a test with the LuaEdit then ๐
Okay guys
Double Trunk Space (40.33) โ missed Base.Spanner item.
Doesn't exist
As well as Scissors
Tsss....
is that a lambo
Cyberlambo
oh
This right picture
Musky. :3
scent
Maybe... I just think that for PZ, that design of car has been Elon time coming.
badum-tss
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?
You just make a txt script with new entries for the items with the values that you're replacing in them.
@radiant ginkgo you hired a real pro modeller for that
@rocky lynx did you graffiti that wall yourself? ๐ฎ
and Hi folks, does anyone know where do I see the files about "Hand Wounds" and how they affect speed of "TimedActions"?
@willow estuary, and it will work? You don't have to clone the whole item to have its value changed?
Well, yes, you need an entire new script item entry for the item, you just have your new values in it.
anyone know how to get ahold of hydrocraft?
as in the modders?
or if there is a discord for them?
You asked this way before in September, they currently don't have a discord
A new Mod has been Published!
Fix floor item drop (for Build 41.22)
https://steamcommunity.com/sharedfiles/filedetails/?id=1928910414
@nimble spoke Yes, Elon helped me with this
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
@drifting ore there was a mod that had that exact same issue, talk with the guy who made ยจrifleclipfixยจ
also my mod deletes logs, branches and all of that
even though all it adds is a new recipe
wtf
you probably accidentally placed in the wrong code
@radiant ginkgo I bet if you release this mod, it will eclipse all other ones in a matter of hours
just saying
oof
@drifting ore Maybe
Ah, yes ๐
๐
i think he suffers from it and regrets having a job everyday
lol
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
ะัะพะฒะตัะบะฐ ะพััะธัะพะฒะฐะฝะฝัั ะพะฑัะบะตัะพะฒ.
@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
#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.
@spare cloud Use Item Tweaker API
It also uses Events.OnGameBoot, so there will be no change.
bruh
that car will be indestructible
too OP
high storage and speed
as well as offroad capable
@still veldt There will be a standard durability like other cars. I can't change durability of car modules or don't know how ๐
Tho we gotta make the 21st century mod to the game, bc it takes place in 1993.
@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 ๐
I mean t it figuratively.
Simply why to do mod on 21 century?
I get it, just wondering
Well, more modern clothing, more car alarms, taller buildings, newer tvs, actually working A/C, something like that.
Heh, some can will in game in form of mod ๐
also more modern weaponry
ORGM
10/10
people already screw it up by adding ak12s in the game anyways
but isn't there a map of fort Knox?
A new Mod has been Published!
WoodLake
https://steamcommunity.com/sharedfiles/filedetails/?id=1929378705
interesting mod, but could use a bit more pictures on the workshop page to grab attention better
.links
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/)
#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.
haven't you asked that like... 4 times now?
Didm't someone ask the same question already?
Someone even answered
@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?
L
anyways yeah
not related to modding
@spare cloud use item tweaker API as @nimble spoke had said before
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
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
Yep. That's why I amended #3 and ask again. Maybe someone else will pick it up...
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
try asking in #old_techsupport
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
Oh. Thanks, I thought pz_support was for general gameplay queries
it's more or less questions on anything
i ask about computer stuff in there all the time
I have a sneaking suspicion I'll have to get to devs with this somehow
don't
never ping the devs unless it's 100% important
or your like me and enjoy talking to them
lol
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
Look at how other mods do the ssme thing and use that as a template @spare cloud a
just tested using OnGameBoot in build 40, and build 41. No issues
build 40:
41:
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)
Oh, I could definitely used that for when I was trying to nerf hydrocraft toy wagons etc on my server!
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
isn't that HC?
yis
Very nice!
Not HC. It's called TableSaw Mod, not released yet, in development.
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
well, you could delete from the file what you want and dont @fallow bridge
HC buulshit
@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
First day of life is the first day in hell
Indeed lol, gotta find where I can edit that
lol
tbf, it could have taken 27 years for me to mature!
....
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 ๐
hold on, are we literally going to ignore the fact of a mod that lets you start in a lab
Talking about it we are!
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!
oh, was this a new update or somethin?
No! Its all my mod
OH
I wanted to bring some unique and real challenge to PZ
i see
Not that it isn't hard
but outside you have options
trapped miles underground, not so much
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
zambies
So, its a very difficult time you'll be having
at the start
what does the lab grown trait do
Its a slightly better fast learner
Oh
+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
interesting, cant wait till its out
๐
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
@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.
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.
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.
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
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.
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
Hm. Interesting. Thanks, I'll be looking at what else might've been wrong there >_<
@rocky lynx so cool!
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.
@rocky lynx sounds awesome bruh I hope he will appear in the workshop sometime
chop dem hands off!
A new Mod has been Published!
FMJs Lockpicking (v.41)
https://steamcommunity.com/sharedfiles/filedetails/?id=1931669063
Time to paint some Crates ๐ (Working on Tooltip now) :p
damn thats amazing
@rocky lynx mmmm neeeegro)))
that's nice @drifting ore
People will love that for organizing their stuff @rocky lynx !
yes. finally a solution to the orgm ammo stockpile problem! ๐
I can never remember which crates hold what ammo ๐ฆ
@rocky lynx ohhhh well, I guess I'll tick that one off my list
๐ being able to paint crates would really help with my ocd loot organizing
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.
@rocky lynx is it possible to do a white crate with a red cross on it for medical supplies? Just a thought.
help me with hydrocraft beta someone please
@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.
@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?
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
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?
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
Huh. So local takes precedence? Nice! Thank you too ^_^
if you want more info on the local vs global and its effects...its pretty well layed out here https://github.com/FWolfe/Zomboid-Modding-Guide#global-vs-local
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.
'bit weird' is a understatement lol
Yeah, that was an euphemism. ๐
ordered list, unordered list/hash/dict, and object all at once ๐
local MyTable = {"a", "b"; "c", nil, d = 5; [6] = 'e', f = function(self) print(self.d) end }

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
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
coming from python, i was hoping to get away from list madness D:
i like python lists ๐ฆ
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
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.
I'm horrible. I mix lua and python ๐
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 ๐
why settle for lists or tables when you can have both! ๐
๐ฎ ur a wizard
just indecisive ๐ฆ
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
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.
uhhhh an item?
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.
i wonder if it will work after 41 gets fully released
@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 ๐
@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.
I was joking around... also do not call me kid
you do you kid
...
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
I got it by reading lua source from other mods ๐
A new Mod has been Published!
More Traits - Build 40
https://steamcommunity.com/sharedfiles/filedetails/?id=1932599395
Ha Ha, pathetic
Oof don't hate on the peeps who still do 40 ๐
not aginst, its just that it will be really hard for them once B41 gets out of IWBUMS
Oh that is true ๐
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....
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
they are
I might to the same for mine. mostly because it will mean i can actually start updating the workshop items myself ๐
how do you even write mods for b41
@sharp prawn By making it compatible with IWBUMS for now
|| Most mods that work for b40 work fine with b41 as is ||
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
A new Mod has been Published!
The Nutritionist (for Build 41.23)
https://steamcommunity.com/sharedfiles/filedetails/?id=1934095105
A new Mod has been Published!
ApocoPz (41.23b IWBUMS)
https://steamcommunity.com/sharedfiles/filedetails/?id=1934168657
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
@vast dome i don't have a link but imma warn you, once build 41 hits stable your car mod will break
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
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.
Yeh, I found the textures and reminds me of the kingpin model editing days lol
Are the meshes edited in the PZ tools?
Nope, you gotta make them in blender or another 3d modeling program first and then convert them to the PZ format.
A new Mod has been Published!
Cybertruck
https://steamcommunity.com/sharedfiles/filedetails/?id=1934231094
Ehe
finally made it eh?
Yes
YES!!!
A new Mod has been Published!
Do Your Own Stuff
https://steamcommunity.com/sharedfiles/filedetails/?id=1934243362
Thanks ๐
that's great
Testing out the autopsy mod on some b41 zombies.
You end up getting a lot of wounds testing out an autopsy mod... 
....and the above in the autopsy.
cool stuff ๐
Thanks @grizzled grove , it's nice to hear that considering what a... ....pain... ...working on this mod has been ;P
It's just a flesh wound
As we say in Aus... ||Just piss on it.||
Great looking work Blair! ๐
Thanks @spark crystal !
Oh HELL YES @rocky lynx !!!
absolutely marvellous
For now i have food, medical, weapons, ammo and literature crates, need to do, metal, carpentry, scavenge and fishing.
Can I suggest one that is 'Trash'?
Vehicle parts might be another good one too
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?
I would have trash grey, construction yellow
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!
It really is. Snake is a massive inspiration to the modding community ๐
Nice work on the Autopsy mod and the crates!
A new Mod has been Published!
Better Video Games
https://steamcommunity.com/sharedfiles/filedetails/?id=1934751140
A new Mod has been Published!
Do Your Own Stuff
https://steamcommunity.com/sharedfiles/filedetails/?id=1934243362
A new Mod has been Published!
Better Video Games
https://steamcommunity.com/sharedfiles/filedetails/?id=1934751140
so... 2 mods where uploaded twice? i'm confused as to why the bot mentioned those mods twice xD
is the bot ok?
check if he has a fever
Probably because it got updated.
A new Mod has been Published!
Pick Up Exceed Capacity Item (for Build 41.23)
https://steamcommunity.com/sharedfiles/filedetails/?id=1934820584
ah yeah that's probably it
@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
Need Clothing Crate :p
Yeah, I agree; that character of yours looks like he needs some clothes!
yeah! :p
A new Mod has been Published!
Better CD Players
https://steamcommunity.com/sharedfiles/filedetails/?id=1934920186
@rocky lynx is the best community modder, it had to be said and it was said ๐๐๐ป ๐ฆ๐ท ๐ช๐ธ
A new Mod has been Published!
Walk to Exactly (for Build 41.23)
https://steamcommunity.com/sharedfiles/filedetails/?id=1934968353
oooh thanks my friends! ๐
I wish there was more questions regarding Lua. 
I don't know PZ's API though so I can't help with that.
Clothing Crate Added, and a way to unpaint all crates using Turpentine
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
A new Mod has been Published!
Better CD Players
https://steamcommunity.com/sharedfiles/filedetails/?id=1934920186
Snake Tool crate would be awesome. Sledgehammer, hammer, or axe icon
maybe for build 40? :)
A new Mod has been Published!
???????????? (Build 41.23
https://steamcommunity.com/sharedfiles/filedetails/?id=1935406960
A new Mod has been Published!
Walk to Exactly (for Build 41.23)
https://steamcommunity.com/sharedfiles/filedetails/?id=1934968353
can someone make a batterting ram mod? which adds a battering ram and it opens/destroys locked doors
An axe does that quickly already?
Crowbars can do that too, but not as affective as axes
You can uninstall windows with crowbar
@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...
can someone make a batterting ram mod? which adds a battering ram and it opens/destroys locked doors
I literally updated a Lockpicking mod exactly for that.
๐คทโโ๏ธ
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.
Do someone know how to change a clothes condition (Build 41)
A new Mod has been Published!
True Sterilized Bandage (for Build 41.23)
https://steamcommunity.com/sharedfiles/filedetails/?id=1936598417
how can I retexture items?
sorry if it's a rookie question, i have no experience modding PZ
Icons or model textures?
A question running in the same vein: is there a way to retexture clothing items? Iโm sure there is because Iโve seen mods that change the texture of zombie and survivor skins
D:\Steam\steamapps\common\ProjectZomboid\media\models
In here there are the models which you can retexture
including the zombie models
A new Mod has been Published!
add some Jonny wakeman Hair
https://steamcommunity.com/sharedfiles/filedetails/?id=1937830177
Sweet! Thanks, Mailo!
๐
A new Mod has been Published!
[RU] MiniStatPanel & Manual Save
https://steamcommunity.com/sharedfiles/filedetails/?id=1938049154
@still veldt is not first)
what
A new Mod has been Published!
Auto Repeat Forage (for Build 41.23)
https://steamcommunity.com/sharedfiles/filedetails/?id=1938261082
A new Mod has been Published!
Read Faster When Sitting (for Build 41.23)
https://steamcommunity.com/sharedfiles/filedetails/?id=1938484133
RH4DB4 has been pumping out mods like crazy
@jagged sentinel seems like their file format is .txt, is that normal by any chance?
Oh okay
im playing build 40 so i can't find them rn
All good fam
@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.
@grizzled grove Yea... i know about it.
It is necessary to test this in the game, but I have not finished it in terms of the model.
A new Mod has been Published!
Low Ammo Weight
https://steamcommunity.com/sharedfiles/filedetails/?id=1938991627
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)
anyone know how to find out what mods are erroring
@hardy sigil what i usually do is load each mod seperately until i find the culprit
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
@rocky lynx are you working with/for hydrocraft or were can I find your mods? absolut fantastic work ๐ต
It's his standalone mod
I honestly think it will beat hydrocraft when it's out
and iit's not out yet even ๐
wow.. dind't know he is working on a big mod ... cool ๐
Hey I recognize some of that stuff!๐
Do the tile and world zed editor still work/are compatible with the IWBUMS?
@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)
Glad to see it's inspiring more work! I keep meaning to get around to finishing it
Hey, guys.
If you would like to see all my mods in action, you can watch ditoseadio's streams in Twitch, he's testing and showing them.
https://www.twitch.tv/ditoseadio
@rocky lynx are your mods working with iwbums ?
@hardy sigil yes but not released - now he tested all
oh nice what mods are going to be released, i tried watching the stream but i dont have a clue what he is saying