#mod_development
1 messages · Page 419 of 1
from Snake's mod that's in development.
We need an FAQ with your screenshots @rocky lynx :p
@drifting ore that my friend is the amazing thing we call, a corn stock
when i first saw it i thought "trees?"
but then i saw the corn and was like "mmmm i want corn now"
Ah yes, America's ever growing infinite corn infrastructure derived from the early use of slavery during the colonization on which the entire country's economy depends on. Corn.
Corn is good for you
no
snake simply provides screenshots with mods that society will never see. empty show off
Probably an asked question, but where would I go to find all of, or at least the most used exported lua functions, stuff like getSoundManager?
snake made mods for yourself? ;d
It will come out eventually, and when it does it will truly be worth the wait
starting fire using a magnifying glass depending on weather condition.
outdoorsman trait reduces time to half. Campfire needs to have fuel also.
A new Mod has been Published!
Craftable Dairy Foods [Build 41]
https://steamcommunity.com/sharedfiles/filedetails/?id=1939995891
@quasi geode I'm guessinf your professions framework from Build 40 isn't likely to work with Build 41, right?
if your looking at the workshop version, it pretty much will but one the profession traits needs to be commented out. If you use the version on github, its fully compatible and has extra b41 features like clothing options for profs...i have a commit i need to push to github later allowing clothing options with traits (char creation screen option clothes, not extra inventory stuff)
sounds good to me. thank you. :) I hope to get some custom professions put together using it before the build goes multiplayer
ya i'm still actively working on that one, so adding in some experimental features and such...i need to redo all the examples but the version on github should have better documention at any rate (though still missing the newest features)
pretty sure i threw some of the examples for the newer stuff up on the TIS forums thread for the mod
A new Mod has been Published!
Display Roughly Burn Time (for Build 41.23)
https://steamcommunity.com/sharedfiles/filedetails/?id=1940275222
no 41 yet
Okay
theres no point yet anyways until 41 is closer to being stable branch
I can understand, I really liked that mod for adding alot of firearms in the game, tired of just having pistols and shotguns
(even though b41 has some new firearms, some guns like the m14 are kinda hard to acquire without using the cheat menu mod)
its still being worked on, just not any of the pz specific code for now
theres a discord for the mod but i'm not going to lie..if you post it in there by the time i'm ready to actually deal with it, i wont remember. lol
theres a discussion on the workshop page with the current list, put it in there and i'll at least have a record of it later 😄
Okay
whispers sweetly at Fenris "Broomhandle Mauser.... ....Micro Uzi.... ....Hardballer Longslide... ...Underbarrel Shotgun"
Okay, I made my list in the discussion
You can check it out if you have free time
@willow estuary what the heck is an underbarrel shotgun
out of those 10, 5 are already in the mod, and 1 is ambigious (the L.E.....theres 2 already in)
...
Wait fuck I forgot what I listed
So....which of the ten?
I assume the WA2000 isn't added yet
eh the only ones not there are the WA, scar, scout, and 98
The scar is another one I'd like to see; just because I liked mine so much in CDDA.
its highly requested. bit out of date though so lower priority. ofc the real deciding factor on additions is if Fili feels like modelling it. 😉
The Yeet Cannon or the Scar?
attachment mechanismthe lockhart tactical ubs-12 features dual locking levers manufactured 100% in the usa by american defense. these patended quick release, automatic locking levers are the best in the world.
the scar lol
i have
Oh
A new Mod has been Published!
Keep AUTO Sound Volumes (for Build 41.24)
https://steamcommunity.com/sharedfiles/filedetails/?id=1940502792
Is it hard to make a mod with your own custom music in PZ?
I used to change .ogg files in other games but I don't want just swap original music to my custom music
I want to have original soundtrack and my custom songs playing randomly
No its not hard, you Just have to add them in a music file i dont Remember, there you can change some factors which I dont Remember but its not hard at all
Are there perchance any mods out there that allow vehicle customization, like armour or spikes and the like? Always wanted something like that but I'd kinda be surprised if it exists
I don't think so
hey, would it be possible to make glass more durable using mods?
This is a pretty dumb question but is it possible to... like add a species framework as a mod? (species I mean races like elves, orcs, lizardmen and whatever)
would probably be doable via Fenris' profession framework, wherein you select the race as a profession, which forces a selection of traits. May also be possible (down the line, or with some guidance) to change skin colour at least - custom character models / rigs is probably less possible.
I was thinking of character selection but I guess that works too
You could have an Orc profession (forced traits, race based buffs/debufs) that forces the skin colour to a shade of green or grey, etc.
That's as close to character selection as zomboid offers
What about something let's say... exotic like argonians?
would suggest the same thing. Not quite sure how that's any different from what you said earlier
That would be awesome
Man honestly Snake keep doing what you are doing, i can't wait for the b41 version of this mod to come out! 😄
not sure the ambulance is needed. pretty sure the moose is already dead. 😉
hunting during a blizzard nice experience :p
lol just wait til 42 when theres actual animals you can play with....bear charging out of the blizzard 🙂
or alternately, possibly using that ambulance to hunt instead of the rifle. roadkill 😄
yeahh!
@rocky lynx you happen to have a list of features you have planned for LGE in build 41?
Dont want to beg, but there is this mod called 'Superb Survivors', It's uploaded in the workshop and only in the workshop, so can someone of you upload the mod folder somewhere else because I haven't bought the game over steam
https://steamcommunity.com/workshop/filedetails/?id=1905148104
pleas
@drifting ore https://www.steamworkshopdownloader.io/ maybe this might work for you
NOW EVEN FASTER DUE TO SERVER UPGRADE. Sleek website. More games. Improved stability. Auto extraction. Workshop collection viewer. Direct download.
smh why does that site doesn't have rimworld support
now I have to wait or what? it says:
trying download using steam client...
I'll have my Steam client open, i'm also logged in.
Alright, tried it with Opera, didn't worked either, but there it failed and it gave me a error message, soon after the Firefox 'version' of steamworksdown... failed, I clicked on 'retry' and it worked, but I think thats more a server like problem, thanks.
I think there are other websites that do the same thing, not sure
I vaguely remember Nolan linking a non steam download page, I couldn’t find it in the chat search tho, might wanna just shoot him a DM he’s on this discord maybe he can give you a rar file of the mod
is the java function dump on projectzomboid.com/modding not up to date?
I'm trying PathTo on a zombie and it's nil but other functions work
its pretty outdated. better off using a decompilier like JD-GUI
I am doing that now
i found pathToLocation but also nil
somehow
actually no, now math.random is nil?
math.random shouldnt be nil
though its not often used, most ppl end up using ZombRand(), and w/e the float version was idr...math module should work fine though
naw most of the built in modules work except io and a few others. its not real lua
its kahlua
The following functions are not implemented in Kahlua:
* io.`*`
* debug.`*`
* string.dump (but you can dump a closure into an InputStream from Java)
* loadstring, loadfile, load, dofile (but loadstring is available if you link with LuaJ)
* gcinfo
* xpcall
* os.execute, os.exit, os.setlocale, os.getenv, os.remove, os.clock, os.tmpname, os.rename
* newproxy
* gcinfo (deprecated in lua)```
rest is pretty much there though
dunno
I'm just trying to remake nocturnal zombies
without the use of sending client commands. or it not working at all
ya that constant send client command is kinda ugh. deciding factor in not throwing that mod on my server lol
ya lol much better XD
math.random though i've used in a few things, so that one should be fine
i'm pretty sure i've tested on 41, but not sure if i actually triggered the function i'd have to check. i dont think the kahlua vm has changed at all over versions.
should be global
huh, odd. looks like it tried to call nil
well wth. just dumped the math table. not in there 🤔
@willow estuary features? A lot... New Farming, fishing, trapping mechanics. Hunting with rifle and slingshot, new foragable items, new way to found seeds, new building options and cooking mechanics, a lot of new fishes and lures.
Working on some Vanilla item trash; just barebones at this point, hence the lack of icons.
theres a mod that already has some of this stuff but not all of it
We're doing this from scratch for a couple of reasons 🙂
anyone know how to install the hydrocraft beta for build 41 ?
Wait for it to be updated?
Alot of stuff in hydrocraft won't work in build 41
You might as well wait until the build becomes stable
ok shouldn't be to long until there is a stable build
I mean, stuff built from the cheat menu doesn't work for some reason (sometimes)
And for some reason too, I can't grab dirt
@hardy sigil it's gonna take about 3 months or so for it to hit stable
not to long then
3 months to hit stable 
so im not getting orgm until past my birthday
this is a bruh moment
A new Mod has been Published!
Droppable even if moving (for Build 41.24)
https://steamcommunity.com/sharedfiles/filedetails/?id=1943211380
A new Mod has been Published!
the walkng dead project-pack
https://steamcommunity.com/sharedfiles/filedetails/?id=1941399521
A new Mod has been Published!
?????????????Build 41.24??
https://steamcommunity.com/sharedfiles/filedetails/?id=1941334575
A new Mod has been Published!
Grab To Current Inventory (for Build 41.24)
https://steamcommunity.com/sharedfiles/filedetails/?id=1941172548
@short forge maybe even longer, we don't know how long. that number is just a guess
@rocky lynx you have a very strong modding skill
@rocky lynx do you have any group?
@drifting ore да только это просто картинки
@drifting ore не думаю что он выложит это когда то
@spiral dove ну почему же. У него там есть распильныстанок
@drifting ore как мод называется?
Table Saw Mod
Do you want to see some gameplay?
i'm not speak english but i can make a little stream to show what's comming
Table Saw?
Yep
@drifting ore i'm part of spanish community, from Argentina.
well, i'll try to make a discord stream now
Muldraugh channel! If you want to see the upcoming mods in actions, enter to that channel 😄
@rocky lynx Spanish ... uh ... can you send an invitation to the channel?
Is the table saw a proper constructed thing like a wall or shelf or is it like hydrocraft where you make it in your inventory then drop it?
@torn patio its an world object like the base game, can move it , dismantle it, zombies can destroys. Also are a container, so you can place some items inside.
you can interact with it with right click to saw logs or planks, only if have electricity in that place.
also comes with an addon to paint crates.
Awesome
@drifting ore Done!
that looks fucking awesome
Man I can't wait for the mod
@rocky lynx when you loading this in workshop?
Is the camo water container in the mod too?
That's dope
Military Canteen.
@drifting ore What mod is it?
@ivory lance ask Snake, it is his mod
@rocky lynx ?
It's called Le Gourmet Revolution
skelly
kind of spooky
Original Song "Spooky Scary Skeletons" and Video from Disney 1929
Copyright Disney & Andrew Gold
LIKE & SUBSCRIBE!
---------------------------------------------------------------------------------------------------------------------------------------------------------------...
A new Mod has been Published!
Dreams
https://steamcommunity.com/sharedfiles/filedetails/?id=1945359259
A new Mod has been Published!
Just CDDAy (b40)
https://steamcommunity.com/sharedfiles/filedetails/?id=1945301278
Wow that dreams mod is such a unique idea
Yup
New vehicle 🙂
Ford model t
No
it's a tesla semi isn't it
@long grove make a LLV so i can take my rage out on christmas zombies
no
:(
has anyone created a remote opening powered gate mod yet? specifically for the double gate
No
someone plz make a mod that changes the way Machetes get holstered
they should go onto the belt instead of your back
What a legend
Anyone know of a function that you can use in lua to change sandbox values?
@willow estuary is this a mod you are creating or is this something already in the workshop
i need it
INFORM ME
Naw, I was working on something else at the time, and just changed the machete properties with the lua command line in debug.
But it's literally the simplest, entry level modding tutorial thing to do yourself if you want it, seconds of work.
@willow estuary if you tell me exactly what ya did I can make a attempt at it
So when adding clothing through a mod, is that even possible? Or is it gonna be really hard to do so? I’d assume it will be easyish
Meat Grinder for making patties?
yep!
Nice
mmm very nice
С наступающим
What is the yellowish rod thing on the floor in the image?
Could you remind me how your mod is named? 😮
Really impressed with the work Snake is doing
Custom clothing mods @willow estuary ?
proper riot police armor would be nice
Medieval Armor
A new Mod has been Published!
Display Roughly Bed Quality (for Build 41.24)
https://steamcommunity.com/sharedfiles/filedetails/?id=1956732412
A new Mod has been Published!
Turn off the TV/Radio from the context menu. (for Build 41.24)
https://steamcommunity.com/sharedfiles/filedetails/?id=1955995443
A new Mod has been Published!
https://steamcommunity.com/sharedfiles/filedetails/?id=1954811582
A new Mod has been Published!
Arsenal[26] Vehicle [ADD-ON]
https://steamcommunity.com/sharedfiles/filedetails/?id=1952245854
A new Mod has been Published!
Mystery Machine
https://steamcommunity.com/sharedfiles/filedetails/?id=1953245097
A new Mod has been Published!
Makehift Machetes
https://steamcommunity.com/sharedfiles/filedetails/?id=1950664690
A new Mod has been Published!
Save CUSTOMISE CHARACTER (for Build 41.24)
https://steamcommunity.com/sharedfiles/filedetails/?id=1951717816
A new Mod has been Published!
Into The Wild
https://steamcommunity.com/sharedfiles/filedetails/?id=1950354261
A new Mod has been Published!
Should sleep even on the floor! (for Build 41.24)
https://steamcommunity.com/sharedfiles/filedetails/?id=1949965133
A new Mod has been Published!
Marcin Items Mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1949081120
oh boy
man the bot is going at it
am learning modding
first "real" mod i wanna make will be lamp posts you can build
like lamp on pillars except they run on gens
How difficult are clothing mods?
@willow estuary
Lotta stuff to it or is the new clothing system pretty easy to work with?
At this point I can only swap textures; there's some unknown mechanism preventing the addition of new working clothing items.
hopfully the devs add some mod support
?
Figured out the mechanism preventing adding new clothing items; it's currently set up so that you can't add "new" clothing items with steam workshop mods, it involves editing game files that mods don't affect.
I'm sure this will change, probably has to do with testing the new clothing systems, and how many bug reports they get already about mod items.
lol
Hmm, but no. You can make a hipster texture yourself if you want to 😄
Like this
But textures for cars from mods are rarely made by people... There will be a standard textures and a little commercial textures!
anyone know of the vehicle repair mod works in 41?
https://www.youtube.com/watch?v=dQw4w9WgXcQ btw guys you should check out this video, it makes it really easy to learn modding
@heavy hearth um, you can already?
it's called "Repair car parts"
or "Car parts repair"
one of the two
@heavy hearth
the one I linked is the only one I'm finding. is it a low rated mod?
or even better linky
I wonder how easy it would be to make new weapon models for 41
anyone know where the vegitation_farming icons are?
Does this still work for build 41?
https://steamcommunity.com/sharedfiles/filedetails/?id=1415491388
@nimble spoke I have a question about your farming mod. I've just created a quick POC to add some more veggies such as leeks, onions and bell peppers and wondering if it's possible after planting to loop it's state so that after harvesting it's status would go back to young so that I could put in apple, orange and lemon trees
@heavy hearth I still have to add that for the iwbums version, there were huge changes to farming code so I need to find the function for that
cool. I'm doing this on iwbums so I'll put that on the todo when you've done your bit
Ok, if you have other ideas that may need changes to the farming system let me know
will do
I don't know if I'm doing this right though. I basically made a coppy of the lettuce example and added onions, leeks and bell peppers. Went out for a drive and found all 3 seed packets in a warehouse. I copied the menu scripts for each veg, editing in the correct name then in the NewCrops.lua I copied that block of text 3 times again editing it for the respective veg. Just planted some onions and it gives me a attempted index: growCode of non-table: null error in the log
are you using it and my lettuce mod together?
I removed all mention of lettuce from mine
so using it as a template for adding the other veg
hi guys, I wanted to place some npcs of the mod "Superb Survivor" in specific locations in my mod "The Walking Dead Project" with their our dialogue. I have seen a guide to place the survivor, but how do I give them specific dialogues?
actually, that NewCrops.growThingy is a farily generic function. I don't need one for every veg
You don't really need one for each, but in case you want to customize some details
I'm in the get it working mode atm. customize later lol
If you also have my lettuce mod enabled, try to disable it and then test on a new save
just to be sure the problem isn't the lua file being the same in both mods
they shouldn't be. I added onions first then grep/awk'd the directory to remove "Lettuce" from every file
or I should say I grep/awk'd to remove lettuce and replace with onion
I'll give it a go though to see what happens
I really need to do more coding. management has made me lazy. Your NewCrop object was conflicting mine so I just renamed mine to RthNewCrop and it's working. No errors in the log at least
just make it local. doesnt look like that table needed to be global anyways
oh nvm. i see your referencing it in a string later
As I suspected, I forgot to warn people to change their lua file names to avoid this conflict
@nimble spoke I've got a handle on how this works now and have seed packets, seeds and crops for most of the missing veg + watermellons. Main question where are the textures used during the growing phase? I serched the steam PZ directory but couldn't find them
@heavy hearth The only textures I made are used by wheat, all the others use textures from the game. Textures can be found in texture packs
Would anyone happen to know what lua script I have to add to in order to make a new tree change with the weather?
That might be java side only?
You can also edit the texture pack files to replace tree sprites.
I suppose I could always write my own script, it isn't that complex to just make the overlay sprite change depending on the season
I'd prefer to make my own trees though
Also like, the erosion system started as a mod, so, if anything is gunna be in the lua I'd think that would be
can play online ??
i try PZ Unity mod
what
PZ unity?
if it's a mod that allows PZ MP in build 41 than i'd advise you to not use it and just wait for MP to be released
use splitscreen
erosion system is all java, and a nightmare to understand in my opinion
easy
each day that goes by adds +1 to the erosion max number, after awhile the texture gets swapped to a more damaged texture
once that number hits it's max (usually around a month and a half) it stops the texture changes
Yeah It isn't that complex of a concept, the scripts might be weirdly written though. I just want to add some apple trees to my map and having them have green leaves all year round seems a bit weird.
hey guys, does anybody have the updated scripts for blender 2.8 to import/export models in and out?
i have them, but im getting errors when hitting run the script
Only been able to load the models with .txt, does anyone know how to import/edit the new models with .X ??
I believe there's .xml files in the media directory that are used to load models?
I can't find any file that resembles a model loader, do happen know the file name?
Ah, sorry, I was wrong; the xml file I thought of was for adding clothing items to the character graphics.
Ooooo, that seems very interesting. Are you talking about the files in SteamLibrary\steamapps\common\ProjectZomboid\media\clothing ?
I've found that you can view those .X files with DX Viewer if you installed DirectX SDK August 2009 version, but cannot edit it.
There was an addon for older version blender, but it can't seem to load any .X model in the zomboid folder.
.X is a DirectX 3d model. theres a number of modelling apps that will support it (either natively or with plugins). blender support seems meh
Yeah.. I've found so many model program that claims to support X format, and then turn out to only export it or not have the option at all.
export is more common then import for x if i remember right
Seems that way. I'm really hoping to not get to those expensive modeler like 3DS Max, but options are running out.
hrm at the very least, theres always open asset import library (aka: assimp) which is what pz uses to load the models. Open source and free, BUT its more of a software library then actual software.
I keep it installed on my linux laptop since theres a command line program to convert model formats.
The Asset-Importer-Lib Website
probably not so useful to the majority of people though that need to quickly convert though
oh hey. try LithUnwrap if you can find it...should import and export to .X and its free
its older software
if i recall the old version was really good, then another company picked up the name and remade the software (not as good? its ages since i payed attention). But was a great tool for converting formats and doing the UV mapping
Thanks a lot for the tips. I really appreciate it.
Just tried assimp, so its a model viewer that works as a format exchanger? Seems to import and export .x file just fine. I will check out LithUnwrap as well.
oh cool, i didnt realize the viewer did conversions...but no, the viewer is just extra...assimp is the actual code that does the importing (and exporting), its not actually tied specifically to any one viewer or software
good to know the viewer will convert though, i've never used it. just through command line interface
Well, I didn't know what to do with the source code download link so I pick the older version with an Installer lol. Found the assimp_viewer.exe in Assimp/bin/x86.
older one should be fine, i dont think the .X model format has changed in years.
That's good news.
A new Mod has been Published!
Solid Snake 41
https://steamcommunity.com/sharedfiles/filedetails/?id=1962968685
So out of curiosity been looking through items in scripts folder as a reference (learning to mod), been wondering how the icons actually look like, let's take Dogfood as an example, I've been looking for the icon sprite of it everywhere, no result... Where the hell are they located at?
They're in a texture pack and not the textures directory.
A new Mod has been Published!
Bolt Action Reload Tweak
https://steamcommunity.com/sharedfiles/filedetails/?id=1964832212
A new Mod has been Published!
Chaparral
https://steamcommunity.com/sharedfiles/filedetails/?id=1964853451
A new Mod has been Published!
Chaparral
https://steamcommunity.com/sharedfiles/filedetails/?id=1964853451
um
Any way I can edit a mod's script on my computer as a file? What I mean is, I downloaded a mod, not through the steam workshop, but as a file from online, an I'd like to take out some content from it so it doesn't appear in game.
It's the ORGM mod
hello
i am wondering if there is reason to believe that AIZ mod and a few others will not be working anymore after update next week?
one of our players mentioned something...
I think you can install the mod locally instead of inside Steam workshop folder. As I understand, if you delete stuff from mod inside Steam folder, the game will re-install it next time you launch, but install the mod in C:\Users\Administrator\Zomboid\Workshop\ and those file will remain after you modify them.
Thanks 👌
A new Mod has been Published!
Indestructible Log Walls 41.x
https://steamcommunity.com/sharedfiles/filedetails/?id=1965117520
New Update to my mod guys check it out https://steamcommunity.com/sharedfiles/filedetails/?id=1949081120
A new Mod has been Published!
?? ??? Korea Radio Mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1965705951
Interactuando con un item a distancia y realizando la acción por lua en vez de scripting.
Not finished, need a lot to do.
Heyo I'm trying to edit a mod's values from workshop but can't find the files for it? Is there something I'm missing? The only mod showing in C:\Users*****\Zomboid\mods is the examplemod, is there a different place for workshop mods?
If you download the mod via steam, it should be in SteamLibrary\steamapps\workshop\content\108600\
A new Mod has been Published!
Into The Wild B40
https://steamcommunity.com/sharedfiles/filedetails/?id=1967376134
A new Mod has been Published!
Reasonable House Alarm (for Build 41.24)
https://steamcommunity.com/sharedfiles/filedetails/?id=1967450889
do we have unreasonable house alarms? 🤔
just go off for no reason
isn't it because there a new flag for zombies activating alarms?
@nimble spoke found an admissionin the Lettuce example. it's missing the HasSeed=True statement in the server/Farming/NewCrops.lua
I'm addicted to RH4DB4 tweak and fix, this guy doesn't make any mistake all his stuff should be concidered in next update imo
@rare vortex #pz_b42_chat
@latent mantle that looks amazing
So far it looks great
Hello, anyone here ther maker of the ERIS minimap?
id like to have a plugin for my map plz
maybe in a way that i can maintain it myself if that is possible...
Mas items agregados con posibilidad minima y maxima segun el nivel de cocina del personaje. Ahora los items aparecerán esparcidos por la celda donde se encuentra la presa.
Agregada la posibilidad de continuar depostando el animal en una nueva acción.
Agregado trozo de cerdo...
Here is one for Military Complex Map
@rocky lynx amazing dude, love your work.
Any of you dudes have an idea of how to add more working wheels to vehicles?
Where can i get additional furniture and also buildings?
has anyone here written a script to add sheet rope to the log stack recipe?
I think I've seen that in More Builds maybe?
@latent mantle how does one get the overlay sprites on their custom furniture?
I know there is a script, although it is autogenerated in tilezed, that you can add to it
not entirely sure what I am to do though!
That’s possible?
@latent mantle it'd be cool if you made like wall lamps from like the sims they aren't many variations for lights that are on the walls
Hey guys, does anyone have any links for tutorials on scripting? I want to try my hand at creating a few simple mods (starting with crafting), but I'm not sure how to start. I checked the FAQs, but didn't see any references for it.
Or hell, a collection of links for world building and model creation would be appreciated too.
anyway i erased door and added some detail :3
Can someone point me toward anyone who knows something about Hydrocraft? I'm playing the github 41 beta and had a question! ✨
How do I get started with map modding?
@vivid osprey What do you need man! 😄
The compass is.....very broken. I'm fairly sure it's a part of the mod.
opening it causes about 300 exceptions.
You might want to report that
Check what it says in the logs and make a possible github report for it
This storage furniture mod looks interesting
How do I go about making a report? I've only been playing the game about a week but I tend to break things with mods immediately.
((unrelated. I dissected a zombie and have no damn clue what to do with its bodyparts. 😆 I put them on a shelf like a decoration))
Haha
You should get a mod like Craft Helper for that
Right clickin on items gives you all possible recipes
look, the end of the world doesn't exempt me from wanting a cute house, damnit. It needs feng shui
😛
Eat the corpse
the shelves up there also look nice. I was considering learning to mod for this game myself- There aren't enough clothing options. I wanna kill zombies in an early nineties aerobics jumpsuit. 🏃♀️
If you are that said Artiste with the skill for pixels and the eye for color
You might as well do it 😄
Aesthetics Mods: beautify your home before the fucking helicopter finds you
I'll like do create some vehicles. Is anyone here who can script? So we could work together? I could increase 3D modeling exp, and someone codding
I'm not good with scripts but I can help you with cars :)
@celest seal
i'm also same question' custom funitures' but, i dont know how can fix the container overlay? i think some lua file to make them. Is there a tutorial link?
and one more question.
When I make a map, I know that things are placed according to the local name of the building.
But how do we do that with military supplies like Kingsmouth?
From media/lua/server/items/distribution.lua:
armystorage = {
locker ={
rolls = 2,
items = {
"HolsterSimple", 3,
...
"Vest_BulletArmy", 0.5,
},
},
metal_shelves =
{
rolls = 2,
items = {
"HolsterSimple", 3,
...
"Radio.HamRadio2",2,
}
},
},```
Looks like `armystorage` is what you need to define the room as.
oh realllllllly thx i'll try right now😂
Is it possible to make fast shambles faster?
Like not sprinter fast
But more fast
Cause sprinters break multiplayer
Looks great @latent mantle !
thx!
A new Mod has been Published!
Hamster Pack
https://steamcommunity.com/sharedfiles/filedetails/?id=1969474173
A new Mod has been Published!
Primitive Survival
https://steamcommunity.com/sharedfiles/filedetails/?id=1969674962
A new Mod has been Published!
CoordinateView Fix
https://steamcommunity.com/sharedfiles/filedetails/?id=1969474173
@radiant ginkgo yes?
Of course
Oh fuck yeah!
@latent mantle your a fucking god at making that shit
when and will it be 41 compatible?
That looks nice.
A new Mod has been Published!
Lootable gun magazines
https://steamcommunity.com/sharedfiles/filedetails/?id=1970228736
A new Mod has been Published!
??????UI????Build 41.27??
https://steamcommunity.com/sharedfiles/filedetails/?id=1970287999
Very nice
A new Mod has been Published!
Escape Scavenge UI (for Build 41)
https://steamcommunity.com/sharedfiles/filedetails/?id=1970364593
A new Mod has been Published!
Superb Survivors! Fix
https://steamcommunity.com/sharedfiles/filedetails/?id=1970439838
A new Mod has been Published!
Improvisation Craft
https://steamcommunity.com/sharedfiles/filedetails/?id=1970511875
A new Mod has been Published!
More common seed types (IWBUMS)
https://steamcommunity.com/sharedfiles/filedetails/?id=1970539673
is there a mod that will show you the condition of a lightbulb while its in your inventory? I'm always getting my headlight salvage mixed up with my electrical
A new Mod has been Published!
Flash On Lightbars on Emergency Service Vehicles
https://steamcommunity.com/sharedfiles/filedetails/?id=1970731822
A new Mod has been Published!
More common seed types (IWBUMS)
https://steamcommunity.com/sharedfiles/filedetails/?id=1970539673
A new Mod has been Published!
Flash On Lightbars on Emergency Service Vehicles
https://steamcommunity.com/sharedfiles/filedetails/?id=1970747513
A new Mod has been Published!
More common seed types (IWBUMS)
https://steamcommunity.com/sharedfiles/filedetails/?id=1970539673
A new Mod has been Published!
Flash On Lightbars on Emergency Service Vehicles
https://steamcommunity.com/sharedfiles/filedetails/?id=1970747513
A new Mod has been Published!
HCsomefix
https://steamcommunity.com/sharedfiles/filedetails/?id=1970944295
A new Mod has been Published!
HCCookingFix
https://steamcommunity.com/sharedfiles/filedetails/?id=1970957620
noice 🙂
A new Mod has been Published!
Flash On Lightbars on Emergency Service Vehicles
https://steamcommunity.com/sharedfiles/filedetails/?id=1970747513
A new Mod has been Published!
AddmoreHCfoodlittle
https://steamcommunity.com/sharedfiles/filedetails/?id=1971391232
A new Mod has been Published!
Flash On Lightbars on Emergency Service Vehicles
https://steamcommunity.com/sharedfiles/filedetails/?id=1970747513
A new Mod has been Published!
AddmoreHCfoodlittle
https://steamcommunity.com/sharedfiles/filedetails/?id=1971391232
A new Mod has been Published!
Flash On Lightbars on Emergency Service Vehicles
https://steamcommunity.com/sharedfiles/filedetails/?id=1970747513
tool cart! :3
Can't wait to decorate my base with those furnitures
and I wish that a 2-wall garage door can fit a damn car
Saw this on reddit. Being made by someone called vilespring? https://i.gyazo.com/88310aa9f2cc9f85543a46c1da1b4817.mp4
How do I make the zombies sound like Sanic?
idk
oh baby
we need placeable spiffo and other toys :/
ooooh
kind of toy shelves?
that sounds interesting >:3c
oh and i changed gas can to without spout. At reddit. someone said without spout is normal when store them
looks better without the spout
but it would be better if the game didnt have the spout out
so wbfactory whats these mods called?
i didn't make them as mod yet
i don't know how to make them as mod... like coding thing
so... i'm just keep drawing until someone help me with coding X3
sorry about that
and i'm trying to make campfire cooking stand as new campfire image
but i have to choose which one i have to put on that. like between frying fan and cooking pot
which one would be good?
dang they look awesome like they should be apart of the game as gas station shelves
you should make a propane tank one
yeh i'm considering that too
but since propane tank is 20 weight in game
only 3 tanks can be stored
when i'm searching good design of it. it usually store 4 tanks in thing :3c
oh wait i think i found something
maybe just making it as one space storage would be good
with this design >:3c
thank you for suggestion!
i mean just make the container bigger :/
oh XD well i'm not sure is it able to make container bigger. usual maximum container is 65. right?
why dont you just make them a 3 tall unit
like 3 shelves and skinny
or do it like the ice cream fridge
Oooh~ I will try!
no problem 😄
c h o n k b o x
@turbid gale The problem with this APC is glass. Zombies will still bite through APC or have you solved this problem?
not sure, haven't gotten to that stage yet
In my opinion they will bite even if you remove line with glass code
that's an opinion, or is it a speculation?
Speculation is likely but try to remove it
obviously. I'll get to it when I get there
there's still a lot of parts I need to work on
All these parts are limited or I don't understand anything in code:) Like to add 6 wheels to car
the game's base vehicles class doesn't do anything else with more wheels, even though you can define them
at least, I haven't tried much more
I'm just defining parts and what not to make it more what I want
That's why they are limited
ah I see what you're saying
Keep good work! 🙂
A new Mod has been Published!
Recycle Plastic Bags
https://steamcommunity.com/sharedfiles/filedetails/?id=1973151520
learning that PZ is quite hard-coded with suspension/tire names. But not brakes!
Soup from the soup store
Woh
lmao
Can they bite?
they never did
they knocked the "window" (periscope) and the "door" (hatch) to 0%, but never actually hit my character
they just kept pounding on it
I already did early on
I can't make the suspension stronger
so when I make it very heavy it just bobbles around strangely
I did the same thing, but the result is the same as yours. Make a burnt out version of APC it would be cool
Or not burned
vehicles script allow for a lot of customization, but it can be hard as hell to get the result you want
The game seems to be able to adjust dampening and stiffness, but no matter how stiff it is, it just caves in over a heavy load.
Tire and suspension names seem to be very hard coded though.
A new Mod has been Published!
Death And Decay Server Map
https://steamcommunity.com/sharedfiles/filedetails/?id=1973466899
also i don't know if this "car" has this problem
but does it make you back up/go fowards to kill em like other vehicles do?
it does, but it's not really a problem
A new Mod has been Published!
Craft Sack Bags
https://steamcommunity.com/sharedfiles/filedetails/?id=1974106155
Hey guys, I'm trying to make few not very complicated mods and have few questions, maybe you know the answers.
- Is there something similar to "NearItem: Campfire" to check for other movable objects nearby? Was thinking about checking if there is TV nearby.
- Also, would be good to check if there is electricity (I assume, it doesn't matter if its from powerplant or generator).
- Is there a way to check for heatsource, not only campfire?
Yours looks good too!
Thank you!
Any feedback is welcome
would pick it up and haul to my base
They look great, maybe there could be an arcade referencing PAWS
@drifting ore I can change the top right one to spiffo if that is what you mean
Cool!
is this intentional?
spiffo version looks nice, but some of those other look more luxurious.
@turbid pasture Nice catch, not sure why all of the ones facing that direction miss a chunk.
Luxurious is not a bad thing though is it? I plan on making some more arcade stuff so you can have an entire hall full. think air hockey and stuff. I tried to make one of those basketball throwing games today but it looked really odd in a single tile. Will need to explore 2+ tile set ups for those.
Is there a guide for importing models in game?
luxurious is a good thing. in that time, people thought that more colors = better quality 🙂 well, some thing that way now too.
air hockey and backetball would look strange if on one tile.
exactly, so I figured I'll draw the stuff first and then figure out how to put it in game
I guess it's best if you make 2 tiles each for the air hockey and the basketball then make them connected when you're gonna move/disassemble them
Just like the pinball machine in twiggys
Guys, I'm looking for a tutorial on texture packs. @latent mantle has created me some awesome textures for a farming extention to @nimble spoke 's Farming time with the growing phases of the plants I added and sent me the original alpha png but I have no clue as to what to do with it
@heavy hearth im in the same boat as you. If i make any progress ill update you.
@viral compass turns out to be really simple. I used TileZed. Tools -> .pack files -> create pack file then point it to where you want it, where the images are, click ok
@heavy hearth sweet, then how do you add properties to the tiles?
no idea lol
😂 👌
So... is there gonna be a mod that makes gardening spray cans more common again?
Hi -- I wanted to change the color of the blood; but it appears changing the blood overlay doesn't do anything 😐 Thoughts?
if any of you guys is taking requests 😄
it would be very nice if someon ecould look into something relating to radio uses.
having a beacon would be nice, or at least something so i can make my own broadcasts for my server
for players a beacon that allows saving/repeating a short message of a max number of letters maybe
@heavy hearth for most farming tiles you don't really need special tile properties so the texture pack alone will be enough
all the farming code does is to point to textures, and because the object will be defined as a growing crop several properties are automatic
@nimble spoke I worked it out. I unpacked your .pack file and was trying to marry up the numbers in the xml file to the png and it wasn't making sense. Was pointed at TileZed and it did everything I needed
Foooooood
@latent mantle did the textures
now we just need 41 to drop onto stable so you can get that looping functionality in 😄
apple, lemon and orange trees
I had some issues with Tilezed... I don't remember which one but either the 1x or 2x pack received wrong numbers that I had to fix manually in the xml and then repack
I'm glad to see that in the end my farming code will be useful, have fun farming
@latent mantle what are the top two ones that you added recently?
@lavish adder are they still rare? I mean, they were removed when 41 came out, but were put back in together with mouse traps.
the catch is that kitchen counters now are randomly set into a type of loot, instead of spawning everything that kitchen counters could spawn before, so kitchens with only 1 or 2 counters don't have a good chance of spawning the loot type that has traps, seeds or the spray
in my opinion small kitchens lik that should keep the old spawn method
it makes no sense that a kitchen with only 1 counter with have pans, but no canned food or knives or anything else
counters in spiffos still spawn multiple loot types. I've had a spray can from spiffos a few games ago
spiffo has its own spawn tables
Thanks for info, didnt knew that. Sure sucks not to find good items in small kitchens then.
@nimble spoke you wont be updating farming time? Im asking because that raathtuxinator uses your framework. And i think you for sure had some of same vegetables in. And since it requires your mod to be on, kinda no reason to duplicate it.
I'll update it at some point, specially if modders ask for new functionalities that the farming code does not allow for right now
I see. Well, bad, that its hard to add new plants. I have tux's mod downloaded, but didnt have time to check out normaly. Have in mind what i would like to do with hot peppers, but probably will end up by adding it into forage tabble.
@turbid pasture yes
@turbid pasture wasn't that hard tbh. @nimble spoke did all the hard work. It's pretty much just filling in an array and hoping to get someone to do textures for you
the feature I'd love to see is being able to loop the growth cycle so that fruit trees and other plant once, harvest many can be implemented
But you need to use another functioning mod. Not framework without items allready in. Or am im wrong?
with a random chance of disease that puts it on the last growth stage
farming time is a framework
Oh, my bad then. Maybe i mixed it with cooking time then. It for sure has items and recipies in it.
Yeah, trees would be nice
Could be used for decoration too.
it is a framework with some new things included yes, I understand some people would prefer a blank framework to add their own crop types, but you can always override or possibly disable my stuff if you want to
from the start my goal was to get farmoid and other famous mods to use the framework, that's why I added crop types that were not in farmoid, and then latter added corn and wheat
with build 41 I added lettuce as an example mod on how to use the framework, maybe that would have been the best decision for all crops
@heavy hearth I'll work on that, I had it working at some point before, but never added a crop type that used it. Right now I'm trying to update the extra skills system though
@nimble spoke had you ever considered looking into including irrigation in your framework (or as a separate framework)
To be honest no, do we have working mods for that?
Not anymore, afaik
Unless @rocky lynx has sneaked it into LGRP?
It was part of Hydrocraft at one point (and standalone before that)
Last I knew, farming was pretty much removed from HC
I believe this was the original
https://theindiestone.com/forums/index.php?/topic/4763-0501-build-2326-sp-mp-drip-irrigation-farming/
Updated for Build 26 (SP & MP). How to install.Single player : as with any mod, put the waterPipe directory inside the mod folder of project zomboid and check garden hoses in the in game mod menu. When joining a server, desactivate the mod.Multiplayer (on both server and clie...
Well, if HC moved farming additions to my framework then people would finally stop asking me to make it compatible with a mod that was not meant to work with anything else
I may take a look eventually, but I wont make any promises
👍
I don't care for HC- I only used it for the pallets (Which I had permission to move into my Simple Logistics mod) and the irrigation
Hello? Irrigation for LGR you say?
Hey Snake! did you ever work on irrigation for farming systems, like the old mod above? :p
Good morning. I would like to make a request to the fantastic creators of mods or that they provide me with the necessary tools or guides to create the following: My idea is to show the numerical values for Insulation, Wind Resistance, Waterproof, Bloody, Dirty, State of clothing. As it does with the values of weight and protection.
I would look into similar mods, how they get the values. I know Health bars mod shows body temperature slider. Maybe you can find something useful there. Or maybe you can contact mod author on steam. Maybe he is here, don't know.
@turbid pasture Thank you very much for answering, I will look for how to contact them to help me with that mod. At least for me it would be more comfortable to see the values than the colored bars.
My query is more technical. When you create a new bookmark, for example if I create a new one that says Base Reyghel, what is the exact file that saves it? Where can I find it? I am helping Atox test its map, I have already tested 37 houses with different errors, what I did was mark them with their exact number so that he can see them and correct the errors, but I want to send him that file, So you know what houses they are and their exact locations in the map coordinates. I've already asked the creator of the mod on Steam the question, but maybe he was here in the community or someone else would know the answer.
Hey @spark crystal with an irrigation system players can't do any work in farms, only plant seeds and wait... i want to give to players a work to get good food. Now in LGR some plants needs wooden sticks and sheet ropes to make special plants. Need to think about it. For now players need to exit from their bases sometimes to make sheet ropes from zombies (I want to force players exit from their bases to get a good farm and good food)
@drifting ore remembered another mod, that might interest you. https://steamcommunity.com/sharedfiles/filedetails/?id=1926711176&searchtext=MiniStat
And for another question, what are you using to crate bookmark? Eris minimap?
@rocky lynx I know, and that's what I love about it!
You could try a weed system? It could also help for compost too, rather than using some of the food from the farm
Add an item (weeds) for when you clear grass on a tile.
And add a new option to farming plots, clear weeds - which may happen randomly.
Gives weeds item, which you can compost to make fertiliser
If you don't clear weeds, much higher chance for the plant to become diseased
Irrigation system, would require very high farming and high carpentry to put together.
Would remove the need to water manually, but would make weeds grow faster in your farm plots
Still need to make sure the barrel the irrigation system is connected to has water
And build the pipes and lay them down
That one person you might want to meet in the apocalypse so you can kill personally, but may be useful to you
A new Mod has been Published!
DIY Mouse Trap
https://steamcommunity.com/sharedfiles/filedetails/?id=1977186658
A new Mod has been Published!
DDmod Change
https://steamcommunity.com/sharedfiles/filedetails/?id=1977232535
@nimble spoke what recipes are you planning to add for that chemistry teacher?
@turbid pasture Thanks for letting me know about that mod, I didn't know it existed. I was already using it and done just what I wanted, to give me the values of hunger, resistance, disease and others with numbers. I have left a comment on Steam thanking the mod and asking my questions about the values.
Yes, to create the markers I use the eris-minimap itself.
I do all this to help Atox test its map and release it as soon as possible. Fetzen and Ethereal fell in love with an image that they put out of a huge map of their server that is made up of more than 10 maps made by the community.
I seen eris minimap txt file somewhere with bookmarks, probably not in mod folder. Will check when I will be at computer. I think it could be c users user zomboid main folder.
Hey guys. I was messing with the "Custom Categories" mod, trying to update it to b41. Someone can tell where (if there's a way) to check the Base.ItemName of the new items?
you can check all items in media/lua/scripts/
@turbid pasture any recipe that seems possible and useful with items you would find in 90's kentucky. If you think a recipe should be added let me know
the idea is to use a school tabletop lab for the "harder" recipes, but not all of them
I think you should use not only possible recipes, but also recipes for some items, which are limited, but it would be harder to make. Since its another proffesion, it has to be worth to take it.
the profession will unlock all chemistry recipes I decide to add, so I think it will be worth taking, at least in MP where people go for different careers. Some recipes will be available through magazines too
more interesting than engineer anyway, since the recipes are varied in thei uses
all kinds of uses, from soap to gunpowder to alcohol.... who knows, what would you like to make with it?
The words are wrong way
A new Mod has been Published!
DIY Mouse Trap
https://steamcommunity.com/sharedfiles/filedetails/?id=1977186658
A new Mod has been Published!
DDmod Change
https://steamcommunity.com/sharedfiles/filedetails/?id=1977232535
Oof hows that APC mod coming?
@nimble spoke Pesticides, medicines which could have some plants with it, drugs like the normal pills in game perhaps
Does anyone know if it's possible to mod it so two backpacks can be equipped at the same time?
you mean on the back? Because you can equip second backpack into secondary hand and have 1handed weapon in main hand.
Im not sure, but i think that having 2 backpacks on the back isn'p possible. but that is easy to workaround - create new op backpack with higher capacity.
or make "2" backpacks by combining them into one singular equipable entity
well, result is the same, new item(backpack). Doesnt matter how you want to add it to the game, craft or find.
I actually thought about similar thing, to add more capacity to backpack by sewing "pouches". Like military backpacks have additional ones for medkit. maybe tools, but you already have tool belt.
i mean like
say you have a dufflebag and a schoolbag
"Craft" and make dufflebag and school bag
wear it on your back, with their models for each
for that modder would need to create various combinations of textures. I would choose easier path and create new backpack with 1 texture variant (well, and would just recollor vanilla one of army backpacks).
as for combining. backpacks and duffel bags have different color, and that wouldnt show up in the new texture anyway.
Well, I was wondering if you can define a vest with pockets as container instead of clothing, therefore giving you more equipped container on your person. But it seems that if you define an item type as container, the only CanBeEquipped spot will have to be "Back". Meaning no matter what, you can only equipped 1 bag on Back, Primary, Secondary, and that's it.
I agree, that would be great, I also thought about that. As I understand, developers will add that in future. So in the meantime 30 weight backpack should be good, if not edit it, or add new backpack with higher capacity.
There is mod in steam workshop, that counts how many pockets you have. I didnt test it. Maybe it has something like adding pockets. But I think it just has values what clothes can add to carrying capacity. Its called something like realistic weight. Will check how its called later.
realistic inventory https://steamcommunity.com/sharedfiles/filedetails/?id=1920135086
Interesting. I'll check it out. Thanks.
A new Mod has been Published!
Glenn Outfit TWD
https://steamcommunity.com/sharedfiles/filedetails/?id=1979986711
A new Mod has been Published!
New baseball Bat Texture
https://steamcommunity.com/sharedfiles/filedetails/?id=1979997671
hey! any fun mods you'd recommend that don't break the balance? right now i'm using hydrocraft
Well, hydrocraft already breaks balance
true but it provides a lot of things to do while being reasonably complex
i don't want easy mode, merely diversity
Filibuster's Used Cars; Soulfilcher's Driving Time; ORGM
i dont see minimap as such a bad thing. just turn off that it didnt showed where zombies are
you probably can navigate your town irl without map
I didn't say that mod was bad
It's small and doesn't break balance as long one turns off zed location
you didnt, Jack did. Or it wasnt written after your suggestion.
I feel like being able to never get lost does make the game easier?
Do you use online map?
Yes, it makes game easier. But same if you had a lot of ingame hours and knew map very well.
If you get lost in the woods it's still a problem since it'd be hard to find a reference point
Its useless discussion. He uses hydrocraft and dont want game to be easier? Sure, more things to do with it.
Another thing, that its probably wrong channel to ask
The mini-map includes the x & y coordinates in the display, so you always know exactly where you are.
Plus you can put markers on the map, which makes locating any caches you put in the woods trivial.
@nimble spoke quick question mate. Strawberries. I had a look at the grow function but couldn't see how you've done it. Can that functionality be implemented into fruit trees like I mentioned the other day?
strawberries are from vanilla.
hey, is there a way to open .txt car models in blender?
I'm an absolute noob in modelling and wanted to see how other cars are made and try making my own car
@heavy hearth Not yet, I will add it in a way it will be very simple, just a matter of setting the growth phase you want for it
@eternal stirrup there are import/export scripts for these txt files
@nimble spoke would you mind pointing me in the right direction for these scripts? I tried googling before I posted,but couldn't find anything. Thanks!
@nimble spoke are you fixing something with strawberry growing, or just making posibility to grow something like strawberries are growing now?
import/export script (work with blender 2.79) https://theindiestone.com/forums/index.php?/topic/12864-blender-3d-scripts/
Blender 3D Model Import / Export Scripts are a WIP (Work in Progress). Right now the scripts can do the following:Import:Import all modelsImport rigsExport:Export non-weighted models (Weapons)Export weighted models (Clothes, hair, etc)Export Animations These features are plan...
Dev Tutorial on how to mod cars https://theindiestone.com/forums/index.php?/topic/24408-how-to-create-new-vehicle-mods/
THIS IS A NEW FEATURE THAT CURRENTLY ONLY WORKS ON THE WEATHER TEST BRANCH, MAKE SURE YOU ARE SUBSCRIBED TO THE WEATHER BETA BRANCH BEFORE TESTING 1) The first thing you want to do, as with most mods is to create your mods folder structure, use the image below as a refere...
@turbid gale those are so seriously good i cannot express that enough.
those aren't even the total number of skins
there's 15 olive, 5 camo, 4 olive medevac
they have different serial numbers
the probability of finding two with the same serial number will be very low
niceee
Very nice
Some postapocalyptic mad maxish vehicles would also be cool
But ill gladly take a tank
What will be the trunk size? Will it fit all my loot?
Would you please make one blood splattered?
As if id had rolled over q lot of zeds already
hot damn.
Realism of T2K in a nutshell
Famous examples include the concept of a limited nuclear exchange without mass retaliation, a massive American terrorist organization called New America which is basically Slavery 2.0 with Branch Davidians, and the entire US Navy somehow getting wiped out except for one sub.
Yet PZ would be the perfect game for it since the basic concept is the same: murderhobos in a truck driving around scavenging trying to stay alive, except the Zombies are Poles, Czechs, Soviets, and NATO goons gone land pirate
So tank will have 7*20 space on seats + glovebox? not bad anyway
or 30 if big seats
the cloink is amazing.
cool
however, you are only immune to bullets
being an idiot and crashing into things will still injure the player
hell, I should actually make its protection against crashes bad
as armored vehicle accidents are really really bad for the crew
yeah maybe stuff like fractures more than wounds
you wouldn't cut yourself but harm you badly maybe
everything you get would be fair, basically
there's nothing soft in armored vehicles
yeah of course
tho hitting at not too high speed something such as tree wouldn' make the crew inside die of bleeding, maybe they would hit inside around somewhere, though there shouldn't be big lacerations if not at very high pseed
speed*
making this code more complex to provide more complex protection well
isn't somehing I really want to do
release for testing allready
i want to find one beside school. i hear americas schools have a lot of shootings. and guns i found in school only confirm that
as for injuries inside armored vehicle, if person wears helmet, crash isnt big, then its not so big damage taken.
not really. Even with protective gear, armored vehicle collisions are bad
the vehicle stops instantly. The crew doesn't
so the crew go however fast the vehicle was going into the insides.
armored vehicles do not have airbags nor crumple zones. The vehicle does not absorb any collision energy
low PlayerDamageProtection it is then! 😄
I like it when a balancing mechanic also reflects reality.
Also makes the tactic for dealing with an enemy in a m113 for pvp to ram it with a vehicle with high PlayerDamageProtection.
yup: ramming tanks with bulldozers is a valid tactic IRL
Sick!
Is it possible to toggle world items such as doors and gates from LUA?
crashing is bad
It's called "Lua", not "LUA". 
@turbid gale did you set front and back health to higher values?
ohhhh and player protection, that should be higher too
no it shouldn't
have you seen military reports from armored vehicle accidents?
even at very low speeds they're very very bad
LAV-25 rear-ended another LAV-25 at like 25 mph. Broken bones and one fatality
the fact I let your character live at a crash going 45 mph is a blessing
well, hitting a lamp post with that thing would possibly break the post instead of stopping it completely, right? And since we can't do that....
but, the durability of the vehicle itself is very very good
it's about 20x stronger than cars
also, it needs some balance
you are completely immune to being attacked when init
zombies can't hurt you
survivors from super survivors can't shoot you
(it even plays a sound when armor stops bullets)
It is good to see people going for more custom vehicles, I always tought we had so much potential there, and I never finsihed some of the ideas I had
basically, I'm okay with the crash damage as it makes the driver of the M113 have to be well, good
yeah, I guess that immunity is enough as a positive side of it
Yeah, this is some good shit here.
I'm a HUGE proponent for vehicles not being a "win button" vs zeds, but people crash so much I think this I'll balance it out in play?
Smoke 'Em IF You Got Them/420
I want die
xd good luck
is that a fix washing machine panel?
it does look like a washing machine now that you mention it
lmao
so is the nature of boxes on treads
What tools does everyone use for modding in this game?
Gimp, blender, notepad++
notepad++??? Im over here in sublime and visual studio lmao
you don't need it
you don't compile anything, but notepad++ is above ordinary notepad and it's as complex as it needs to be while being decently easy to use
anything else is each to your own
VS Studio, VS Code, etc, it will work
Visual Studio is nice, I use it when working with Unity, but notepad++ can start up instantly with "right-click -> open with Notepad++"
everyone uses what they are used to, or like. im also using notepad++ for zomboid, because its enough for me. can serch in folder, highlight, opens fast. even faster then sublime.
that mechanics menu sure looks like washing machine
yeah oh well
washing machine has more buttons now.
What parts are you going to use? I assume not vanilla ones?
muffler, headlights, gastank, battery, seats, engine parts are vanilla
suspension, doors, brakes, windows are custom
i see, so would be harder to repair. but more realistic
M113s have a high chance of spawning with some spare parts in them
where will you put those parts? on seats? glove box? I remember you said there will be no trunk.
glove box, wont have space for parts, so nwm on that part
I made the glove box a smidge bigger and put them in there
so the capacity in ti will be quite a bit bigger
however, not like
huge
in PZ brakes and suspensions are quite small
same with the "periscope" items
no hatches or doors will spawn in it
i see.
so, it'll be convenient vehicle storage wise until you try to do what dedicated trucks are for
which I think is fair
I just wrote my first lua script today!
Clap clap
is there a way to link a remote controller to an item not in the players inventory?
Well, that's how you can detonate some bombs, so probably.
the bomb needs to be in the inventory to link them. I want to make a mod that implements an electric gate so we lazy people don't have to get out of the car to open/close them but I need to be able to link the remote controllers to the gate with the electric motor attached
I like it, err... I mean lazy people would use it. Even when on foot, you need to walk close to end of gates, to open close. Dont want to close if i walk in middle.
@pine tree congrats. What are you modding?
Well, cmd line lol but I made a text adventure and now I think I'm going to tackle something else lol
Gotta start somewhere
A new Mod has been Published!
Spawn Car Windows
https://steamcommunity.com/sharedfiles/filedetails/?id=1982384705
A new Mod has been Published!
Vilesprings M113A1 Armored Personnel Carrier
https://steamcommunity.com/sharedfiles/filedetails/?id=1983277711
Yay m113 is out. Going to test it out.
good job vilespring, spiffo's proud of you!
💯
A new Mod has been Published!
Bigger Trunk Space (B41+)
https://steamcommunity.com/sharedfiles/filedetails/?id=1983796461
In tha Wordzed thingy, how do I know what specific time the broadcast will happen?
cuz the only option I see is for hours, but what if I want the broadcast to happen later on in the thing like after a month or so
you'd put the hours to whatever hour would be that set months
it goes from 6:00 to 23:50
:S
Oh! How do I get the musical notes in the radio mod?
grrr I can't get the radio mod to work
can anyone help me :< I = idiot, apparently
I got it figured out
After my M113 mod, I'm thinking of what to make next. I'm thinking an M3 Halftrack and an M3 Scout Car. They would be like the M113, kinda. As they would be rare spawning only in junkyards and places that would make sense for collectors to have them, but unlike the M113 would use standard heavy duty parts instead of its own special parts.
yes
the items in vehicles do make the vehicles heavier. Their suspensions cannot take as much as that mod allows
like, expanding the trunk inventories of the trucks to 800? That won't might bottom out the vehicles, it will.
Yeah, I think Fili had someone complaining to him to fix his box trucks because a previous trunk space mod was overloading it 😆
what about old cars from the 50's or earlier?
world war?
M5 Halftrack, M3 Scout Car
hm, i was thinking 20's to early 30's classic cars but thats cool too
we should have some old pickup trucks, even their rusted broken versions around farms
This is something I totally expect to find in farm areas
I think there definitely needs to be some old wrecks like that; figured out a way to spawn them at farms as well.
A new Mod has been Published!
Improved Build Menu [Build 40] (fix [url)
https://steamcommunity.com/sharedfiles/filedetails/?id=1984696655
aw man, I lost all my save data cuz the power went out earlier. I lost that entire power thirst commercial
@tired charm :D so far I've got like 14 ish days of a survivor radio.
cool
you should add bob and kate communicating if possible
I'd be willing to do that; or at the very least if you wanna write the script I can enter it in
In fact if anyone wants to write stuff or has suggestions; I'm all ears. I wanna release this as having a lot of content.
I mean; it should be ready to test if anyone wants to help me out with that too
@devout zephyr I hate to bother you, but I'm having problems getting the adverts to work in WordZed -- can you help me?
alright, I came up with a decent script
You can change it however you'd like.
This is kate
this is bob
Bob? Bob? where the hell are you?
I'm just going on a little supply run honey.
Didn't you hear the helicopter?
Those things will be swarming west point!
if you want me to dm you this script I can.
plz do
hey everyone
if you had to guess
how would you go about trying to mod vehicles into boats?
First: I'd sacrifice a goat to the PZ devs
Second: I'm not sure it's possible cuz like how the water works as an impassable barrier
vehicles (ffs)
@abstract raptor i agree BUT: PZ takes in account tiles for friction and sliding potential
so it means that somewhere there is a file giving individual info for each tile
maybe it would be possible to create another an exception in that document for a certain class of vehicle
I need to have a look at it closer
You might be able to make "fake boats" that aren't actual vehicles but are able to move across water tiles, if real vehicles don't work.
Using the Drivable Cars mod that predates vehicles as a template?
There's a plane in there, it thinkit might "fly" over water.
@willow estuary that a good idea
i should have a look at what they did
although I think it would be cleaner to use the framawork they already have for vehicles
Also, if you could somehow give a vehicel the noclip property, but only while on water tiles, that may work?
well sure that's idea, but noclip is really a hl thing
i think it would mostly require me to see if you cna a new class
and edit the drivable tiles somehow
Yeah, replicate the PZ vehicle classes java in lua? Might work.
@drifting ore this something that may be worth taking to Filibuster's discord? There's a lot of work being done there on how to do unconventional things with vehicles is PZ.
@willow estuary i will have a look ty
Anyone else have some ideas for shortlived survivor frequencies that can be found ? :)
Hmmm 🤔
A new Mod has been Published!
Survivor Radio -- More Radio and TV
https://steamcommunity.com/sharedfiles/filedetails/?id=1986229241
(hehehe)