#mod_development

1 messages · Page 420 of 1

turbid pasture
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@abstract raptor does the radio broadcast descrease boredom? Or it just for players immersion?

abstract raptor
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just for immersion

drifting ore
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Ze immersion

abstract raptor
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Zed Immersion

drifting ore
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Noice radio immersion

abstract raptor
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^_^

red zinc
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I would like a mod to make custom broadcasts for a server

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And beacons for players that can broadcast repeatedly

red zinc
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how can i find out how long a zombie has been dead?

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i would like to know whether a zombie has been dead for longer than 12 hours or not

heavy hearth
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just checking but nobody's done a mod to craft vinegar have they?

past bough
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@abstract raptor very cool mod, very immersive

undone echo
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@heavy hearth There is the "jarring made easy" mod, but I don't know about the compatibility with iwbums

heavy hearth
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@undone echo cheers. just wanted to check before I start work on a new mod if craftable vinegar was out in the wild somewhere

undone echo
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Could still be useful for some to have it on its own I guess 😄

heavy hearth
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yup. was just thinking that

quaint nightBOT
drifting ore
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World War Z mod would be cool

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Bite-proof blue uniforms and the headshot rifles

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Maybe a speaker truck

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Can't forget the axe tool

abstract raptor
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@past bough thanks I'm glad you like it

abstract raptor
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Adding a preacher character that reads bible passages

heavy hearth
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is there a way for a mod to check if another mod is installed and if it's not don't load that feature?

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or do I need to use the io.open method to check if a file relating to that mod exists?

quasi geode
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getActivatedMods():contains("SomeMod")
io.* module doesnt work in kahlua (pz's lua version)

heavy hearth
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cheers

heavy hearth
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how do I use the ReplaceOnCooked? I've got the cooked item declared above the preperation item, checked, double checked and tripple checked the syntax but get message in console that it can't find the item

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tried enclosing it in quotes and without quotes

heavy hearth
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nvm I figured it out. I had to prefix it with my module name

quaint nightBOT
quaint nightBOT
turbid pasture
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@heavy hearth as far as i know, mods which adds recipies to craft vinegar has more things in them. So its worth to include into your own, instead of using bigger mods for only vinegar. You dont have grapes in your more seeds mod? I think not, but to be fair, any juice from fruit will work. I have unreleased version, where i make juice from strawberies and wild berries first.

heavy hearth
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but I hear you. all vinegar out there seems to be part of larger mods which for me would be pointless. So I think I'm safe to create a solo mini mod then there's no worries about dependancies or compatability

turbid pasture
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Good idea with mustard.

heavy hearth
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that one was giving me a bit of a headhache. My original plan was to make the mod I'm currently working on craft all 3, ketchup, mayonaise and mustard but whereas the other 2 can be crafted by resources already available in game there is no ingame mustard seed which would make it dependant on the more seeds mod which is dependant on farming time and that way lead to madness. So I'm putting the mustard seeds and crafting recipe in the more seeds mod and leaving the condiment mod as an independant stand alone

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I'll do the same for the vinegar. make it a simple stand alone optional.

turbid pasture
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yes, I understand. Dependency for another mod scared me away from using your mod (well, I didnt test your mod much, but I think that it could have some balancing). Same reason why I dont make my own growable vegetable (have idea, and what can be made from it). Soulfilcher did all the work, could easily use his framwork, but don't want to use 2 mods for one new vegetable. Yes, its kinda dumb, since its doesnt really matters, if its 1 mod or 2 mods. Everything depends on code.
As for small mods, i like those, but having more mods, you need to check in more places, that everything is working correctly.
You could add mustard seeds (or dry crushed mustard in "vinegar" mod as spawn in kitchen. Sure its not long term plan, but would work for shorter gameplays. How many seeds one could get from grown plant? And how long it will grow?

quaint nightBOT
heavy hearth
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well mustard seeds don't take long to grow. We've all done the wet tissue paper growing experiment in school so I'm looking at setting the growth cycle to be about a week to a week and a half. A fairly fast crop. It'll need 12 seeds to plant and give about 20 seeds back. That should balance it out I think

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the mustard recipe needs 20 seeds, water and vinegar so it will take a couple of crops to make one bottle

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keeping in mind that the player will need to keep a stock of planting seeds for the next crop

turbid pasture
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sure, week isnt long. But you need more, than half seeds for next planting. So need to grow 3 times/plots to make one usable item. For what you also need other ingriedients. I would lower amount needed for planting. Because from player perspective, I would rather grow more cabbages (yes, im savage, who doesn't use spices in game because i ran out of them, and dont count on them).

heavy hearth
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lol

turbid pasture
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true. Well, until developers will nerf cabbages, or buff other vegetables. I grow potatoes and tomatoes too, but rely more on cabbages. They are good for rabbit traps too.

abstract raptor
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added a bunch of content to my mod-- a secret station that plays coded messages, a preacher who reads the bible and plays gospel music, a bandit gang radio frequency that starts on day 30 -- I'm already on version 21 of the xml file heheh

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also that corgo is agnry

heavy hearth
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tbh I don't think they need to. What got me interested in this condiments mod is picking the nutritionist trait and seeing how many calories the food I was eating had. A simple ham salad with potatoes, lettuce, leek, onion and a dolop of ketchup and mayo may only have -20 or -30 hunger but they have about 800 calories

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so condiments kind of work to balance out hunger/calorific needs

turbid pasture
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well, those radio translations will give meaning to radios in singleplayer. Didnt had time to test your mod yet. Speaking of uses of radios, does radio translation make more noise, than static?

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@heavy hearth 800 calories is nice, but you shouldnt list ham salad as example, since Ham will be gone soon. I have to admit, that i take nutritionist + mod for expiring time for learning purposes. And it is very valuable info, sure, no need to know everything exactly, but its nice to know.

heavy hearth
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works with rabbit and small bird as well. I like to go with very underweight and unfit then top off with all the usefull positive traits but was finding that as I got up to normal weight and the ketchup and mayo gone I started to lose weight. On this run I was interested to see that going for the highest hunger is all very well but was more surprised to see that a -30 sandwich had as much calories as a -100 stir fry

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@developers, serious question. When you assigned items into their script file did you take the balistic approach and throw a dart to decide which file an object should go into?

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look what you made me write!

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recipe Make Marinara in a bowl
{
Bowl,
Base.Wine/Base.Wine2,
SunflowerOil=1,
farming.Tomato=2,
Base.Onion,
Sugar=1,

 Result:MarinaraMix,
 Time:80.0,
 Category:Cooking,

}

turbid pasture
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you mean from what module items are? Like base and farming in your examples? I kinda think, that some are planned, some are left where it were written long time ago.

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Btw, you didnt wrote module name before sugar

heavy hearth
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yeah I know

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some you ave to like Onion and Wine but Sugar and Bowl are fine

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If you put Base.Sugar or Base.Bowl it stops working

turbid pasture
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interesting

heavy hearth
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what do you reccon @turbid pasture ? Should condiment recipes be common or tied to some recipe magazines? Was thinking something like "The Condiment Kingdom : Vol 1. Totally Tomatos. Ketchup + Marinara"

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Vol 2 : The mystery of mustard

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Vol 3: Properly Pickled lol

turbid pasture
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I personally would probably stick them all into 1 magazine.

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well, pickled may deserve its own magazine. not sure what recipes you will put there

heavy hearth
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vinegar

turbid pasture
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well, i know what can be put, but not sure what you will use

heavy hearth
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I'd have to split them up. mustard is going into the seeds mod. There's no way about that

turbid pasture
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then, yes, either adittional magazine, or common knowledge without magazine

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there is another possibility - add recipe into existing cooking magazine.

willow estuary
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That's what the imports section of scripts are used for; so you don't have to use the prefixes.

heavy hearth
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ah that makes sense. so I need to add farming to the imports

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hang on though, I've got Base already in my imports so why do I have to declare Base.Wine but not Base.Bowl?

willow estuary
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You shouldn't have to.

heavy hearth
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need some help here guys. In a recipe can you consume only a portion of a food item? I only want to use 1/5 of a bottle of wine but even though I've put Wine=0.2, it still consumes the whole bottle

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or does that only apply to drainable items?

willow estuary
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Only drainable items.

wet dune
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I’m working on a sorta memey mod

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That literally replaces all the screams with Michael p screams

abstract raptor
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lol

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I wanna make a joke mod with different zombie audio

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I want them to all say

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"BRAINS"

heavy hearth
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getting close to a solution. I've added an OnCreate function which reduces the HungerChange by the right amount but changing it's not effecting the calories for the item. I'd have thought changing the baseHunger or HungerChange would change the calories also?

quaint nightBOT
tired charm
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@heavy hearth Probably the calories remain the same though the amount acquired from eating the item is reduced by the missing quantity? It should be like that if I'm not wrong ; the calories you see are just from "reading" on the bottle. Not sure though.

turbid pasture
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@heavy hearth calories arent tied to hunger, so you need anothet check for calories. I think SoulFilchers cooking time doest that when spliting intk bowls some dishes.

rare vortex
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Hello, is it possible to add functional NPC to the V41 build? I'm not new to modding, I just don't know the tools and possibility for PZ yet.

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Looking for advices 🙂

drifting ore
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Super Survivors may be what you're looking for

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Though it's not very optimized, it drops my framerate by a lot

rare vortex
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Yes I tried it, but I want to add my own stuff o make survivor more interesting

drifting ore
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Then I don't know, that mod is the only one that adds functional npcs

rare vortex
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there is no modding tool for V41 made public?

willow estuary
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Just make a mod that modifies Superb Survivors with your changes?

hexed anchor
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V41 is still in the iwbms branch tho

turbid pasture
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Wanted to say the same thing as Blair Algol. There is even mod in workshop, that fixes something in superb survivor mod.
And from superb survivors we can see, that its possible to add npcs. Now its even easier, when there is something already done.

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As for modding tools. For developers to make a tool (with functionality to add npcs and optimize them, give them good AI), would be easier and faster to implement npcs themselvs. So tools wont do that.

rare vortex
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@turbid pasture Yes but I want to add my own NPC, I don't saw the option in Superb Survivor mod to do that

willow estuary
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WorldEd, TileZEd and WordEd are all modding tools that work for b41 that have been released to the public.

Superb Survivors is just lua code; it doesn't need a modding tool?

The options to add more NPCs is definitely in Superb Survivors, by modifying the code; I've done it myself.

rare vortex
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I just want to add named/custom survivor to the Superb Survivor mod ^^

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I like the wife/husband option but, I want her name to be displayed and not "wife"

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@willow estuary What tool do you suggest me to use?

willow estuary
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Just a text or a code editor? You can mode lua using notepad.

heavy hearth
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Can a Base item (the actual game item blueprint) be modified via LUA to add or change attributes globally without needing to redefine it in the scripts folder?

red zinc
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so a recipe cant have multiple results?

willow estuary
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There can be multiple recipes with the same name, but different results.

heavy hearth
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techincally yes if you define an OnCreate function

red zinc
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yea i mean like returning nails and planks after recycling something

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so via lua is the only way?

willow estuary
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Also, yes, you can use a function as well for multiple results.

Changing the attributes of Base Game items is really weird and funky right now? Not workinglike it did in b40; haven't fully cracked it yet.

heavy hearth
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fraid so

red zinc
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damn that doesnt sound like i shouldnt even get into it right now

heavy hearth
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@willow estuary so probably best to define a new item. I basically want to modify the ReplaceOnUse attribute on some of the spice based foods

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but Im working on multiple related mods which will use the same base items so I don't want to redefine it if I can possibly help it

willow estuary
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Gotcha; I use a function to modify the attributes of items to do exactly that, it's just been working kinda weird lately with some weapon stuff.

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There's a utility/api workshop item for that that I use, don't remember the name offhand? Hold on.

heavy hearth
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is it possible for a recipe to only apply to a food item if it's state is rotten?

abstract raptor
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did a bunch of stuff to Survivor Radio -- mainly just got the music notes to work and extended the Big Lebowski script

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Also added a raider gang that shows up on day 30

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WHICH ID BE ABLE TO TEST IF THE GAME STOPPED CRASHING GRR

quaint nightBOT
abstract raptor
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hehe I've started to add Star Trek the Next Generation

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should be easier to implement than an entire movie

heavy hearth
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in the OnCreate function if I change an attribute on the result object, is it effecting the actual result or is it just a notification of the result?

quaint nightBOT
rare vortex
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I managed to add customs survivor to the game by using the SuperbSuvivor mod and his file "SuperSurvivorPresetSpawns"

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Thanks a steam user who helped me to figure it out ^^

abstract raptor
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good job!

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🤔 I wonder what files would need changing/editing/adding to make my current broadcasts get rid of the boredom/sad moodlet

turbid pasture
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maybe there is function, something like on listen, then you could check if its your translation, and add stats from there

abstract raptor
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woosh

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Yeah, I wonder if it's something written in the broadcast itself, cuz I know there's some channels that give you skills in the vanilla game

turbid pasture
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there is a mod from that Japan guy(dont remember his nick) in workshop, where he messed around with life and living shows. To gain xp even if you fast forward. You could look into that.

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his nick is RH4DB4 in steam. But his profile is private

quaint nightBOT
red zinc
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is there a way to find out how old a zed corpse is?

flint gorge
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@abstract raptor looking forward to seeing TNG in Zomboid, my fav series 🙂

abstract raptor
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:)

turbid gale
radiant ginkgo
rare vortex
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anyone to help me doing some "paint" job on a vehicul texture in the game?

radiant ginkgo
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@rare vortex I can help you 🙂

fallow bridge
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woah those models look... really detailed!

quaint nightBOT
turbid pasture
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I like that rat-rat-rat-rat-tat-tat

abstract raptor
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wooo

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314 subscribers~

turbid pasture
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Why some mods gets updated normaly, and some get taged like new uploads? Like we see with Raat vinegar mod?

abstract raptor
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Perhaps spiffobot knows

turbid pasture
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315 now 🙂

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well, I also had one update acting as new upload. And seen some mods, that were updated, but only show "uploaded" date, and no info about update time

abstract raptor
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Yay

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I think now the broadcasts go for like an entire month on the main channel, the TV's loop forever and there's a couple broadcasts that show up half a month in, and a month in

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Reverend Dan also has a 70% chance of looping for 3 weeks and a 30% chance of dying once a week.

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I keep getting asked about making like

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VHS tapes

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While that'd be dope... I lack the know how

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Wouldn't there also have to be like VHS players

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lol

turbid pasture
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didnt had time to test your mod yet. But those translations could last longer. I try to get maximum from life and living while it lasts. Then, or a bit before, there helicopter, and only then secure the base. Then need generator, some items etc etc.. and only then i could listen radio

abstract raptor
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How long do you last in an average play through?

turbid pasture
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I am thinking about vhs tapes for long time. Then could ditch life and living, and watch it later. But I also lack knowledge.

abstract raptor
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lol you could

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... RECORD a broadcast

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heheh

turbid pasture
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2months+, i play safely

abstract raptor
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Ok; I'm positive that I have 2 months of material. I'm also going to set it so that if there isn't anything written for the music station, it just plays a random song.

turbid pasture
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well, for vhs, i got stuck at checking if tv is near and if electricity is on. heck, could check if tv is in inventory, if there were a check for electricity. But radio.tvpremium (well, its not correct, writing from memory) isnt working in recipes.

abstract raptor
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yup, that was easy -- using adverts I can just have an empty broadcast for 60 or so days after her "last broadcast" and it just plays from a random list of songs in adverts

turbid pasture
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if there is something for longer, i will check out. have new save with 5 days, so have other needs first. Didnt had chance to check vanilla radio update either.

abstract raptor
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@forest tiger there's a bunch of little tools on the indiestone forums that can help you gets started, TileZed, WordZed, etc

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currently I don't have to write any code to do the radio mod in WordZed

turbid pasture
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there are also links pinned to this channel

quaint nightBOT
turbid pasture
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I also learned from looking into other mods.

abstract raptor
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does the let me speak! mod still work?

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Oh dang; that's a shame.

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I liked that mod.

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Cuz I like talking to myself.

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ya

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I did

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heheh

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Thas me

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That's what inspired my mod, honestly

abstract raptor
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nah, I haven't RP'd in a long long time

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:/

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I kinda RP by writing the mod

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I might; there's some talk of my mod being used in the Gateway community

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and if that happens I kinda like

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wanna make a cameo as my radio character

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I'd definitely get back into it

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Yeah they're "voting" on it

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but we'll see

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its New Dawn

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but like revamped

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(moving to DMs)

abstract raptor
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A mod that makes all the zombies wear flannel and have cowboy hats

rare vortex
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any idea what I did wrong here?

PresetSpawns[#PresetSpawns+1] = {Suit = "Biker1", PerkName = "LongBlunt",PerkLevel = 4, Greeting = "I pity the fool!", isFemale = false, Name = "Baracus", Skin=4, Hair="CrewCut", Beard="Full", Color="Black", X = 10759, Y = 10550, Z = 0 , Weapon = "Base.Axe", Orders = "Patrol", isHostile = false, Patrolling=true, PX=0,PY=-5};

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I just can't get him getting the right skin or haircut

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For some reason it feels like it's randomised whatever what I change... Since I loaded too diferent game with the same preset and my Baracus survivor was looking different

willow estuary
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Ah, the way PZ handles the physical appearance of zombies is weird with how it interacts with the "reality" bubble of players. Might be that.

You could try having, in the update function for super survivors, some code that tries "force-overriding" the desired apperance for the survivors in question.

rare vortex
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Yup I don't think the creator considered that people would want to create their own survivor crew with such details

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Still there is a survivorpresetspawn file so it should be possible, with a function like you said

quaint nightBOT
red zinc
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i seem to be doing something wrong with this line

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SkillRequired:Carpentry=2,

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what is my problem?

willow estuary
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Ah, the skill names in the code don't match what's displayed in game a lot of the time; use Woodwork instead.

    {
       Plank,
       keep Saw,

       Result:MortarPestle,
       SkillRequired:Woodwork=2,
       Sound:Hammering,
       Time:50.0,
       Category:Carpentry,
    }```
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You're gonna have to check what skill name is used in the code for pretty much everything when writing recipes.

heavy hearth
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don't you love consitency lol

willow estuary
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PZ code is very "exceptional" in that regard.

red zinc
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ah one of those cases

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is there a list of those anywhere?

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nice, works now

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another question, can i have no result?

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I am returning the output of my rcipe through lua

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so i would like to not have a "Result: ABc"

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but that seems to give me issues

willow estuary
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RemoveResultItem:true

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An example:

    {
    keep HCHuntingblind/HCHuntingblind2,
        keep HCBinoculars,
        WoodenLance=3,
        HCSmallgamepoop,
        Result:HCBinoculars,
    Sound:BreakWoodItem,
        Time:1000.0,
           CanBeDoneFromFloor:true,
        NeedToBeLearn:true,
        Category:Hunting,
        OnCreate:HCHuntSmallGame,
        OnGiveXP:HCTrapping_OnGiveXP,
        RemoveResultItem:true,
    }```
red zinc
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nice, thanks

willow estuary
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  • that's from b40 Hydrocraft; it's possible that may not work with b41, should test it to make sure it still works.
eternal stirrup
pallid matrix
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Yes!

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I'd love it if some one were to put my car in the game, I drive a Mercedes 190E from 1993.

quaint nightBOT
abstract raptor
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I wonder if you make the soap out of corpses

abstract raptor
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how easy/hard would it be to make a mod that just makes it so that there's permanent heavy fog for any game mode?

wet dune
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I wanted to make a mod that makes the zombies arms always up.

willow estuary
tired charm
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Damn interesting, looking forward to this.

turbid pasture
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Nice looking. That should have a lot of army zombies around. For player to have harder time with so many nice vehicles.

sonic helm
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Ahh, a soap making mod

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Reminds me of the days where the devs had extremely low soap spawn

turbid pasture
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If you play with hemophobic soap is still low. Unless you have other set of clothes to be in home.

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Not sure why author rushed to release not working mod.

quaint nightBOT
pallid matrix
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Can't wait for it.

wraith oriole
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Can someone explain to me why

    item Case_545x39mm_Can
    {
        Count = 1,
        Weight = 11.0‬,
        Type = Normal,
        DisplayName = ORGM_Case_545x39_Can,
        DisplayCategory = Item,
        Icon = Case545x39,
    }
    item Ammo_545x39mm_FMJ_Can
    {
        Weight = 11.0,
        Type = Normal,
        DisplayName = ORGM_Ammo_545x39mm_FMJ_Can,
        DisplayCategory = Ammo,
        Icon = AmmoBox,
    }

results in:

1581180977675 java.security.InvalidParameterException: Error: Weight = 11.0? is not a valid parameter in item: Case_545x39mm_Can
```?
turbid pasture
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Is there a way to know how many zombies are left in the world? Or at least cell? I try to kill all zombies with no respawn. Would be nice to know how much I still need to kill. I assume, that cell info maybe would be accessible, but migration or those not spawned passive zombies may interfere with statistics.

tired charm
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I think you can check per-cell zombies with debug. Though only the current one you're in.

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there should be a map or something, dont remember the name but there is in the debugger.

heavy hearth
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Has anyone done any experimenting with clothing and containers? Wondering if it's feasible to add a small container to the hunting vests which could be used to hold gun magazines

undone echo
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Not sure if it's feasible as of now, but there was an article about how they'd like to have clothing serve as containers in the future, so maybe some day.

nimble spoke
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containers and clothing are separate item types

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you would get into a lot of trouble trying to make containers pass as clothing, but it may be possible since what can be equipped where is handled by a lua file

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I don't know about the specifics of models and all the new stuff

willow estuary
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You'd have to do some fancy override stuff with lua.

abstract raptor
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Can I look at the original radio files using WordZed?

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I have a script I wanna add in that would involve editing the vanilla script; IE a character sets up shop at the radio station after they've been kaputt for a while

turbid gale
quaint nightBOT
willow estuary
tired charm
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Cool, what's this environment?

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Ooohh right, you were testing custom vehicle stories.

turbid pasture
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@tired charm thanks for suggestion. I have messed with debug mode before. That map with zombies were interesting to watch to see how zombies migrate.

tired charm
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Yeah, it's really interesting.

abstract raptor
heavy hearth
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@abstract raptor you can view it in any text editer. be a lot eaiser. something like Sublime. Atom or Notepad++ would be best. they're in ProjectZomboid/projectzomboid/media/Radio

abstract raptor
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I was looking in there-- but I wasn't sure which file was the one that had the script. Because WordZed does XML files

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ermagerd found it

heavy hearth
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RadioData.xml is the English, the rest are translations

abstract raptor
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noice

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I am a radio editing GODDESS

abstract raptor
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So it turns out there's a couple scripts in the broadcast

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that are in the code

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but don't play

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Is that intentional? Cause I can release the fix for it in my mod.

abstract raptor
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hooray my mod almost has 500 subscribers

wraith oriole
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Nice!

abstract raptor
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^_^

rose notch
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...I might get into making mods for this game

wraith oriole
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Do it, it's fun!

abstract raptor
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Agreed. Highly rewarding.

wraith oriole
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I only started modding at the start of this month. Already added two guns to my slowly increasing ORGM expansion. Now I just need to figure out how to patch in the ORGM suppressor mod and the base ORGM attachments and I can crank out a new gun, basically every day.

drifting ore
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Maybe work with the ORGM team to help them pump out guns instead of making a seperate mod?

wraith oriole
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Nah.

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Fenris is busy working on B41 and with it, he wants to make it so people can make easy expansions.

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So you can pick and chose what weapon categories you want.

drifting ore
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Are you in the orgm discord by chance?

wraith oriole
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I'm taking this opportunity to get familiar with PZ before he drops the new addon tools.

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I am.

drifting ore
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Ah okay i see

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Well i like all the expansions available, adds more flavor to the world

wraith oriole
#

From what he's shown me in terms of code and roadmap you'll be able to just select a gun, and it will auto generate code for you with all the best publicly available real world data, barrel lengths, bullet diameters, velocity, ballistic coefficients etc. All I have to do is just model the gun and texture it, maybe do a bit of sound work and generate what I need.

#

At least that's how I understood his plans.

#

As some people don't want certain weapons spawning and having just a year limit isn't very granular.

drifting ore
#

I forget, is he working on the B41 of orgm or is he waiting for B42?

wraith oriole
#

I believe he's working on the code independently of PZ's releases but intends to roll it out when
IWBUMS multiplayer hits? I could be wrong.

drifting ore
#

Ah okay, orgm is my go to mod for PZ

#

I cant play without it

wraith oriole
#

Either way I don't intend to learn how to make stuff for B41 until multiplayer drops and ORGM/Harvestcraft/Filibusters used cars come out.

drifting ore
#

Fillbuster does have a B41 beta build that i like

#

Its not buggy for the most part

wraith oriole
#

I'm using the time I have now to make my models and get a good solid collection of guns. Right now I just have two, as I said.

drifting ore
#

Ill try it out once its available

wraith oriole
#

My trusty M107 with HEIAP ammo, and my AK-74N with FMJ, I want to move away from the typical FMJ/HP with the russian weapons to use more specific ammo types, like the 7N22

#

My mod is already up if you want to check it out, s'called ORGM Expanded

drifting ore
#

Iogolnik?

#

Or stuff like 5x45mm BP?

#

Kinda like escape from tarkov yes?

wraith oriole
#

BP is fictional

#

FMJ just describes a general full metal jacket.

drifting ore
#

Yes i know

wraith oriole
#

7N22 is the actual russian designation for their general purpose armor piercing ammunition.

drifting ore
#

Hmm, i imagine in B41 Armor percing for pvp will be much more usefull

#

Due to armor having actual value

wraith oriole
#

They issue 7N39 in some instances but it's mostly 7N22 because they have a literal metric asston per square foot of russia.

drifting ore
#

I can imagine hydrocraft having their armors like there riot armor to there plate armored of steel and bronze, ect

wraith oriole
#

They trynna use it up so they can rely more on 7N39 but without throwing it away

#

I have debated on making a full medieval armor set for B41

#

Tie it into hydrocrafts stuff.

drifting ore
#

Maybe save that for when HC comes out for B41? Cause i think they already have that in

wraith oriole
#

Full suit of armor, no zombie bites until it breaks, makes you much slower etc.

#

That or maybe an EOD bomb suit lol.

drifting ore
#

Ooh that be cool

#

Maybe something like....well 1995 i guess

wraith oriole
#

Because I do intend to add explosives to my expansion

drifting ore
#

If have to think

wraith oriole
#

Loads and loads of explosives.

drifting ore
#

Yess, C4? Or maybe IEDs?

wraith oriole
#

I don't really care for the time period, I just add what looks like it'll fit.

drifting ore
#

Like artillery shells you loot and turn into IEDs

drifting ore
#

Does hydrocraft have a discord or no?

wraith oriole
#

It probably does

drifting ore
#

Oh i should add, the kriss vector is already in ORGM if im not mistaken

wraith oriole
#

It might be, if it is then I'll make whatever version of it isn't in the game.

#

Pistol variant if the full SMG is in there.

drifting ore
#

Yeah its a .45 submachinegun

wraith oriole
#

But yeah, I'm just experimenting and having fun.

turbid pasture
#

if I remember correctly, HC already has medieval armor. Made from metal or wood. And HC already have beta version of the mod for v41.
Swat suit, or bomb demonitionist suit would be nice to have. But very risky, when you are slow are rely on their protection.
I would agree with most people, to make simple protection from magazines around your hands/legs. Or cut tire and tie it around. But somehow zombies tend to scratch groin more than arms in Zomboid.

abstract raptor
#

Is it possible to create

#

New maps

#

Like in game maps

wraith oriole
#

#mapping is the place to look up about map creation.

#

My guess is that map makers respond there quicker than in the general modding chat.

#

@abstract raptor

abstract raptor
#

No not like a custom map

#

Like the map image that you can write on

abstract raptor
#

like the map item.

#

lol sorry

#

I was just thinking since it's an image it could be literally any image and it'd be funny to have like a meme as a map as a joke

wraith oriole
#

Oh lol

#

I can't imagine why you wouldn't be able to make a map.

#

There are minimaps after all.

turbid pasture
#

"annotated map", i wonder what city is this map for. lets read that. Yeah, that could happen. But people would knew if they install that mod.

earnest prairie
#

The Kriss Vector / Super V is a mewer invention, but for a subgun with a large caibler, the MAC 10 in 45, the Thompson, the colt model 636, and a MP5 chambered in 10mm and 40 would have been available in the 90 timeframe

abstract raptor
#

I got this sort of... I dunno is this a complaint about my mod? :S
"Ah ok. Now I understand.
But I wonder how to make localization? I don't ask neat localization kit but there are really too much lines. And it's not clear what is translated by the game and what is not."

turbid pasture
#

its not complaint, that guy just wants to translate your mod into his language.

abstract raptor
#

Oh I thought he was wanting me to make it

#

which put me off cuz like

#

👉 👈 I only speak english

#

I would translate if I could but oof

turbid pasture
#

well, in other mods, mod author does specific markup that other could translate their mods. But in your case, i think everything is in one xml file?

#

while I wrote that, I thought, that vanilla tv and radio is translated, so your mod should be also translatable.

abstract raptor
#

Hm yeah, and there is functionality for it in the wordzed tool

#

I just don't know languages

#

I mean, I know a little german

#

eine kleine bisschen Deutsch

turbid pasture
#

as i understand, most of the times, other people provide translations. mod author writes in english and sometimes one other language. but maybe im wrong,

willow estuary
#

Heads up, not saying that's this case, but a lot of people in the PZ community are these weird, demanding punishers that will try and boss around mod authors.

Check out the comments on some mods and you'll see examples; It's one reason I don't upload more stuff to the workshop.

People will literally argue with you about the features and changes that they feel you are obligated to do for your mods.

nimble spoke
#

Other mods can help with translation, if you can set up the translation files I may be able to help with PTBR

#

I've helped others around here before

drifting ore
forest tiger
#

@drifting ore that looks great

pallid matrix
#

Damn that looks good

undone echo
#

That looks really nice!

drifting ore
#

TY!

quaint nightBOT
drifting ore
#

Thanks spiffobot

nimble spoke
#

uhhhh as a place you can actually walk inside? well, you need to turn that into tiles

#

which means slicing it into separate z levels first and then tiles

#

if you want a vehicle without the ability to see the interior it could be easier, but I guess it isn't what you want

sonic helm
#

Ahh yes

#

The greatest mod ever

#

??????????????Build 41??

#

What does it even do?

#

"?"

#

Ahh

#

That's great

#

At least we know it works with the IWBUMS

#

In all seriousness, it basically appears to just be translation mod that renames objects you can pick up

willow estuary
abstract raptor
#

gets off work

#

goes to work on modding more

#

what even is my life!?

willow estuary
abstract raptor
#

good ol kentucky water

abstract raptor
#

so people keep asking me if its possible to make a radio mod that plays actual music and I keep saying "No!" cuz I'm sure that it's not and also that legalality/copyright gets crazy

sonic helm
#

Unless you want to avoid getting sued

#

Unless, you mean, actual audio being acutal music

willow estuary
#

Those people need to find the easter egg in Filibusters Used Cars b41 version.....

sonic helm
#

Because I doubt lyrics are high up on Warner Music Groups Crusade

abstract raptor
#

Actual Audio

#

I mean, I don't know how it'd even work; I'm content just adding lyrics of songs to the game lol

sonic helm
#

Yeah, I wouldn't cross that line.

#

The game doesn't have actual audio support for TV/Radio...so

#

I think its a good idea to stay far away from copyrighted audio

turbid pasture
#

military base looks more luring with those cars around

#

for copyright in music, there are songs (old ones) without actual copyright. And there are royalty free music.

#

game doesnt support audio for tv/radio, but you can play sound either way. just not sure, how to check if player is still near radio/tv or if he didnt turned off the radio/tv

sonic helm
#

I mean, honestly

#

That is a little to much hassle

abstract raptor
#

agreed

sonic helm
#

It also doesn't really fit with the rest of the game

willow estuary
turbid pasture
#

how come all the cars have sirens? or its from another mod?

abstract raptor
#

Are those crows in the background

#

how come I've never heard crows before

willow estuary
abstract raptor
#

did you just replace those .ogg files

#

lol

willow estuary
#

I do a lot of things different with PZ.

sonic helm
#

I'm assuming so lol

#

Blair brings all the zombies to the yard

abstract raptor
#

I want crows in my game hnnggg

willow estuary
#

But the "siren"/tape deck is Filibuster's work, with some small help from me.

abstract raptor
#

I live in Montana and I love crows

#

magpies too

#

I might make a "BRAINS" zombie soundpack hehehe I did that a long time ago

#

LMFAO UM WTF

#

I found this in my PZ folder

sonic helm
#

Randy Savage Voice Pack

#

I see

abstract raptor
#

I mean, I did a randy savage voice pack a million years ago

#

but I've since reinstalled the game

#

and like

#

how did that sound file still ... wtf

#

My files are verified!

sonic helm
#

It is dark... you're alone

#

Also you have a shotgun, and some canned food

abstract raptor
#

you here

sonic helm
#

You hold your spiffo tight

abstract raptor
#

OOOOOOOOOOOOOOO YEAAAAAAAAH

#

SNAP INTO A SLIM JIM!

sonic helm
#

Oh no

abstract raptor
#

Should I do Randy Savage voice pack or zombies that say "BRAINSSS"

sonic helm
#

They're here you think

abstract raptor
#

Hmmmmmmmmmmmmmmmmmm I replaced a bunch of files with ones of me groaning "brainssss"

#

but it didn't seem to work

#

I must've replaced old files that are no longer used.

#

welp that was a waste of time; I hope my roomates aren't made at me for saying "BRAINS" over and over for like an hour at 1 am XD

patent quail
#

Does anyone know how to remove the dark and grey fov lines completely ?

#

Maybe an existing mod or remove it in the game files?

heavy hearth
#

does TileZed have issues with alpha channels created in GIMP?

tired charm
#

@abstract raptor , though, if you think about it, the fact of hearing someone in your room groan BRAIIIINS for one hour would be incredible.

quaint nightBOT
radiant ginkgo
abstract raptor
#

Theres gotta be some way to do a little sound pack for the zombies

#

I recorded 18 instances of me saying BRAAAIIIIIINS like a zombie I need to use them

#

lol

tired charm
#

xD

abstract raptor
drifting ore
#

No idea how to mod audio files but if I could I'd make a Fallout 1/2 music replacer

abstract raptor
#

I don't wanna change tha music, just the zombie sounds so that they're all saying BRAIIINNNSSS or maybe macho man randy savage noises

abstract raptor
#

damn guys 560 subs and a 4 star rating on SurvivorRadio 😊

tired charm
#

Ahah that's interesting

fallow bridge
#

@willow estuary my real question is how the fuck did you get your PZ resolution to be that small yet it looks so good?

#

im jealous

#

whenever i tried to go under 1280x720 i can't click anything cause the main menu clips off my screen xD

willow estuary
#

Oh, the video?

Yeah, I changed the resolution to 640x480ish in fullscreen to keep the video file size down.

I remeber there was a lot of fucking around with alt tabbing and stuff to get shit to start displaying properly? I think it has to have a chance to reorientate/reinitialize screen elements?

wraith oriole
#

The real question is, will it move? :>

calm portal
#

If it can move. I'm loading up one of em full of an entire gigamarts worth of food and chilling on the river

turbid pasture
#

one way or another, boats will be incorporated. but if you will stay too safe, it will get boring for you to play

#

kukrapok will implement docks, so you wont be able to get out of boat anywhere.

wraith oriole
#

I don't see how it'd make it safe at all.

#

You'd have to redock constantly to resupply.

turbid pasture
#

if zombies wont wait for you at the dock for long enough, you have food, have water, you can wait till they spread

wraith oriole
#

And by not putting your base in a town, where you can cull the zombies as you go, it'd be much more dangerous.

turbid pasture
#

it would be safer. not so safe as flying forstress, or car walled houses

wraith oriole
#

It'd be the same as any other safehouse, except you can move it.

turbid pasture
#

another thing, if you has a anchor, and anchor boat anywhere, then its very easy, you swin till you see no zombies on shore

wraith oriole
#

I think the only problem with moving boats, is that it would need a huge refactor of the games grid system. It' probably be limited to rudimentary movement. 4 directions and 4 rotations of movement.

#

But who knows, maybe kukrapok has a solution that works.

turbid pasture
#

i think he still doesnt, and would like some help with that. He is more into mapping, has nice huge cherebourg map

#

where wants islands to be accessible somehow

abstract raptor
#

woop woop

#

hey guys

#

like suggestions for TV stations?

sonic helm
#

Public Television?

drifting ore
#

@wraith oriole @turbid pasture it's only concept for now, but trying to give some incentive to those that shall not be named to do it

abstract raptor
#

oooh

drifting ore
#

i dont think movement are the real issue (not more than cars and character)

abstract raptor
#

like a bob ross type character

#

Maybe I can just add Bob Ross

drifting ore
#

the boat would be safe indeed, but as stated below you would need to refill and repair (repair in a harbour with equipment)

#
  • sailing would not be entirely safe
radiant ginkgo
#

kuk

#

What you need a 3d interior? @drifting ore

#

Why*

drifting ore
#

@radiant ginkgo hi there

radiant ginkgo
#

Привет!

drifting ore
#

no i don't really need it

#

we were thinking about how to make the boat work with tiles

#

like that

radiant ginkgo
#

You said you needed a 3D interior, didn't you?

turbid pasture
#

he wants more like house, because traveling to islands would take time.

radiant ginkgo
#

Okay, so you want something from me? @drifting ore

turbid pasture
#

and wont be instant

radiant ginkgo
#

I know

turbid pasture
#

anyway, if someone would work out, how to do this boat, then people want working RV's. or the other way around, if RV's is implemented, then the boat could use some of the code from there

radiant ginkgo
#

We just tried to make a boat out of cars, but we were prevented by a water barrier, and through buildings it floated perfectly :D

abstract raptor
#

how does it move tho

radiant ginkgo
#

Some talked about changing water tiles to remove this barrier. But I don't understand anything about it.

turbid pasture
#

i dont understand either, but before moving, code could check if tile is water, and only then move.

#

if thats possible.

willow estuary
abstract raptor
#

nice

sonic helm
drifting ore
#

@radiant ginkgo sorry i was getting tortured by the dentist

#

@radiant ginkgo no nothing particular to do, I did the boat because I wanted to try a few things before getting back to the french cars

#

i will be able to use the new techniques on the cars too

#

so it was not all for nothing

drifting ore
#

with the sails

ivory lance
#

That looks awesome, hope you'll be able to make it work 🙂

#

I don't know how to do mods but I was wondering if it's possible to add instruments into the game

#

with ability to play on them on multiplayer so other players could hear melody

#

So we could gather around campfire and play some campfire songs from stalker 😄

heavy hearth
#

Is is possible to overwrite or disable a base recipe?

turbid pasture
#

to overwrite - yes, to dissable - dont know. but if you write recipe baserecipename {} you render that recipe unusable, so kinda the same result as disabling. EDIT, NWM, maybe im wrong,

nimble spoke
#

override = true; obsolete = true; should work, I think

#

@drifting ore you can't have the tiles inside a vehicle model, either the entire boat is made of tiles or models

#

if you want it to move around then forget about using tiles, and try to make it a vehicle that moves on water somehow, or at least a "custscene" movement where you teleport the boat + character to another location/island/whatever

heavy hearth
#

@turbid pasture @nimble spoke thanks. Now here's the stickler. I've written an OnCreate function for the Coffee Make Hot Cuppa recipe but the Base Tea recipe has the same name. override = true will override both of those yes?

nimble spoke
#

probably yes

#

honestly I don't know why we still have the original separate recipes when the new evolved hot beverage covers both and more

turbid pasture
#

my suggestion probably wont work, i thought when finished writing, that i have seen and wrote recipes with same name, but different ingriedients, and you cant use / as "or" if you need part of consumable items in recipe.

#

what will you make? recipe to use less coffee?

#

add new recipe to make tea also, if all recipes get overwriten, and you will be good.

nimble spoke
#

you can't have optional consumable, making separate recipes with the same name is the way to do it

drifting ore
#

@nimble spoke my thought was that for now i could use as pure decoration to be frank

#

but you are right

nimble spoke
#

You can have it as decoration, but in my opinion that would be a waste. Since you already have the model, try the vehicle approach first, maybe make a small test map with a custom vehicle spawn for it

#

"burnt" vehicles can basically be any model you want to decorate the world, so maybe try that first?

#

Then move to a working vehicle with things to do inside

#

even if it doesn't move, it can be a place to live and store stuff

nimble spoke
#

one thing just popped in my mind now, the model is probably too big. At least in build 40 even my trucks were too big, I don't know if that is still an issue in build 41

turbid pasture
#

how to know which folder to put lua files? client, server, shared. i read, that shared gets loaded first, but didnt see anything what goes where. as for logic, i would think other things could be in client folder, but probably are in server because of multiplayer, so kinda everything could go there.

velvet axle
#

Anyone know if the current aiming highlight system is gunna stay in outside of iwbums?

#

Cus that used to be in the debug version for years

#

I made a precision aiming mod awhile back but you couldnt actually see what your aiming at unless u had debug mode on

#

Basically narrows the firing arcs so you can hit individual targets instead of everything infront of you

#

Meant for mp so you can actually hit someone in a firefight and not every zombie in a 180 radius

calm portal
#

I would like an aiming system similar to Mini DayZ. Where you can actively see highlighted targets. And the cone of where your bullets are gonna hit

#

Even if its locked behind an aiming level. It would be cool.

velvet axle
#

@calm portal thats in the debug mode

calm portal
#

@velvet axle ah, well. I don't use Debug mode. My bad

velvet axle
#

But they only just recently added highlighting to the iwbums

calm portal
#

Yee

velvet axle
#

@calm portal im more concerned bout mp though

#

As u cant run debug in mp

calm portal
#

I know that, I just wish that firing cone was implemented in vanilla

#

I have had some garbage kills cause of the old system, I was hitting players all the way to my far right while aiming dead ahead.

velvet axle
#

Same

#

I begged devs for years to improve aiming and use shit they already had in debug mode

#

So i just gave up

wraith oriole
#

@drifting ore One jank way you could do it is maybe have an action trigger that teleports you to the interior, that's static at some new unreachable tile, and every time you exit you're just sailing the boat etc.

velvet axle
#

I should be able to meet the devs halfway now though

wraith oriole
#

Imo there should be no highlighting. Your gun should shoot directly where you're pointing and use it's parameters to offset the bullet as necessary.

#

You shouldn't have to guess where you're shooting, at all.

velvet axle
#

@wraith oriole yes thats what my mod did but bullets originate from the gun weird

wraith oriole
#

Maybe if you get really high up on aiming then you can have a highlight.

velvet axle
#

Reason you basically require the highlighting system

wraith oriole
#

It's poor coding tbh.

velvet axle
#

Ik ive complained for literal years

wraith oriole
#

It's not just a PZ issue tho, EA had the same issue when they changed how guns work in BF4

velvet axle
#

And got shut down by moderators for it

wraith oriole
#

When they switched to spawning from camera to muzzle, we had to relearn to shoot from the bore axis not sights, which is how it should be.

velvet axle
#

But i havent modded this game in like 4-5 years now

wraith oriole
#

I only got into it like, 12 days ago so I can understand your frustrations over a 5 year span.

velvet axle
#

I used to make mods for mp servers

wraith oriole
#

I'm just working on a ORGM expansion, simple stuff really.

#

Not doing much coding besides ripping Fenris' code and modifying what I need.

velvet axle
#

Ya i got permission from orgm man to edit his shit

#

But that was years ago

#

So ill prob check with him again

wraith oriole
#

Just check with Fenris, he's refactoring the entire mod for B41.

velvet axle
#

Ya all i need to do is change some of the variables on guns to make them fire where your pointing

#

Its a real easy fix

#

Annoyed devs never implemented it

#

Just gotta change one variable

#

And u have a better aiming system

wraith oriole
#

Idk anything about how it works but I'll take your word on that.

velvet axle
#

Basically your gun projects like a 90 degree cone in front of you

#

And you fire at everything within the cone

#

Though the cones more like 140 degrees

#

So your aiming all over the place

#

So you cant actually aim

#

And hit an individual target

#

You just fire at whatever is closer

wraith oriole
#

It's not even what's closer lol.

#

It's so damn psuedo random.

velvet axle
#

Ya

#

Its stupid

#

It gets worse in multiplayers

#

Cus you start shooting your friends

wraith oriole
#

I have my PvP thingy disabled so I don't attack players.

velvet axle
#

Ya but when your trying to fight

#

Also makes sniper rifles useless

#

A rifle with an 8x scope has some stupid range on it

#

Not being able to pick targets makes it shit

wraith oriole
#

Yeah, it really does.

#

I'd love a system like Foxhole has.

#

standing, crouch, prone, cover etc

#

all has an impact on your accuracy and chance to be hit

#

The longer you shoot the worse your accuracy

#

controlled bursts are better

#

spaced single shots even more so

#

Foxhole used to be isometric until they added camera rotation.

abstract raptor
#

I wish putting in TV scripts wasn't so tedious

#

I won't give up till all of the Big Lebowski is in the mod tho

sonic helm
#

I hope that the game can handle it

#

Since that broadcast would last... an hour or 2 in real time

heavy hearth
#

is there a trigger for containers associated with putting items into it?

sonic helm
#

Yes

#

Its determined by the internal name of the room it is placed in

heavy hearth
#

what I'm meaning, if I put an item into a container, is there a trigger for that event? Something is put in run this function.

#

specifically, the antique stove, bbq, campfire. I'm wondering if it's possible to add a trigger to them so that it runs a function which checks what items are in it and if it's not a food or drink related item to "consume" it and add the relevant burn time.

#

the current method of fueling heat sources is, well, tedious

nimble spoke
#

I messed with related events some time ago but as far as I remember none of the events did what you want. There was an event related to updating containers it just didn't fire every single time a container lost or received an item, it fired when the cell updated all its containers or something like that, I'm not sure

naive sable
#

is making a mod for b41 the same as making a mod for b40

sonic helm
#

Depends

#

The process will likely be the same, but you could face compatibilty issues, depending on what you want to do

naive sable
#

ok time to try it

calm portal
#

I wonder when OGRM will be updated 🤔

sonic helm
#

IIRC, when build 41 comes out

#

on stable

#

since they have to redo most of the gun models

calm portal
#

Its gonna be so damn fun

#

Yee

turbid pasture
#

@heavy hearth you only need this in /lua/server/
require "Camping/camping_fuel";
campingFuelType.Pinecone=15/60.0;
Adjust pinecone and 15 to desired item and time.

abstract raptor
quaint nightBOT
winged raptor
willow estuary
#

Holy Shit!

winged raptor
#

That dents look good i think

willow estuary
vestal umbra
#

Does anyone know how I can access this part of the customization screen?

pallid matrix
#

holy hell that looks good Priman

turbid pasture
#

Nice crow sounds, Algol.

#

You only changed attactment type, or need to add vector how it looks? I have seen code how to change type, but didnt tried it.

tired charm
#

Shinyshark, isn't that just b41?

drifting ore
#

Hold on

#

Is that ORGM?

#

In build 41?

#

@willow estuary

forest tiger
#

@wraith oriole

#

foxhole combat system is epic

#

they should add it into pz

abstract raptor
#

I think I broke the TV channels

#

ugh

nimble spoke
#

now you need to pay for cable tv

abstract raptor
#

T_T

#

fixed it

#

I took all the adverts from Erin's station and made it so there's a TV station that has broadcasts every half an hour and plays music from the huge advert list
24 hour music station

turbid pasture
#

add boredom reduce when you listen for music on tv

abstract raptor
#

How do I do that ?

waxen badge
#

How can I write output message to the console?

#

print() doesn't really work...

nimble spoke
#

print works

#

or at least it used to

waxen badge
#

I don't get any message in javaw console, lua console and F11 debug menu

naive sable
#

ok is there a list for every item parameter

waxen badge
#

nevermind, in F11 menu I just had to check "General" to true

waxen badge
#

"print( getGameTime().Day )" returns nil

#

what

willow estuary
#

print works just fine?
try using a placeholder like print("test") when you have issues like that.

#

You may be might also need to use getGameTime().Day() instead? But I'm not an expert, that's just how I always write my function calls.

waxen badge
#

print works fine now

#

"Day" is a field, not method

#

Day() throws exception

willow estuary
#

Oh, good, so it;s working fine now?

quasi geode
#

fields are not accessable via lua

#

(more or less)

waxen badge
#

yeah, I said that I just had to check "General" to true in F11 menu

#

ouch

waxen badge
#

but are there debugging tools for java mods?

winged raptor
#

Some minor updates for Ambulance Van

naive sable
#

do i need to make seperate sprites for different drinks in different cups

abstract raptor
#

Is there a way to make it so that radio's decrease boredom?

sonic helm
#

Honestly...I would think they did that already

#

But if it doesn't

#

That's something that we should tell the devs to implement

calm portal
#

Would be nice to counteract the boredom while reading

#

Incentivize reading early on to catch all the radio broadcasts instead of sitting on it for months. Just binge read while the world burns around you.

turbid pasture
#

I do that. Read the books i can, and watch life and living. Sometimes even skip sleeping to read book in time. So the day without sleep also not very productive. One thing i use, when character gets bored while reading, i go outside the house and read there. More risky, but manageable, if you clear your surroundings.

#

And i think i have seen mod, where you dint get bored while reading. But didnt tried it.

#

@naive sable for different sprites, either recolor and use different, or use same sprite with full glass. Its up to you. Would be nicer to have different images.

vestal umbra
#

@tired charm yes but I wanted to find a way to take easy screenshots of items for the wiki

#

So I thought I could just modify that part of the menu to show wearable items

tired charm
#

Oh

rugged cedar
#

fellers

#

I want to create an infusion and tea mod

#

how could I start?

#

are there any guides to create consummables?

heavy hearth
#

is there a tutorial or mod resource guide on how context menus work? I've worked out how to create a new option but can't get the OnClick to work correctly. It's firing when I right click the item associated with the new option

turbid pasture
#

@rugged cedar you need to create items and recipes. i have made my won tea, but dont have my code now. I ended up going easier route, and not checking if water is cold or not. Drainable items differ from normal items by these lines.
Type = Drainable,
UseDelta = 0.1,

#

use delta is how many uses item has. so 0.1 has 10 uses

#

and in recipe, where you write ingriedients, you can either consume one use of the item, or few uses, like
Tea=2,

#

so, in this example, you could make 5 tea servings from one tea item.

#

as for main general tips, looks at pinned messages here in this channel

wise silo
#

@waxen badge @willow estuary Use getGameTime():getDay().

quasi geode
#

getGameTime():getDay() have to use : instead of .

wise silo
#

Oh, it's a method? Okay. I know Lua but I've never used the PZ API.

quasi geode
#

ya getGameTime returns a object instance

neat flicker
#

i have one question

#

how can people download mods if they bought it from gog

abstract raptor
#

I just had a fun idea for a mod

#

like what if during the day, zombies were weak and Ran away from the player, but during night they run.

#

like they're coward zombies during the day

sonic helm
#

I mean, you can sorta do that

#

But they don't unfortinetly run away during the day.

abstract raptor
#

Yeah I just want cowardly zombies

#

that run away

#

I got the idea from uh, you know those monsters from The Binding of Isaac

#

they cry and run away (and sometimes explode)

turbid pasture
#

@neat flicker I agree, that this situation is bad, when you can only subscribe to mod, and no way to download it manually (heck, even after subscribing, if that changes anything). People with Gog PZ version need to use other websites to download mods, I think some/most aren't working anymore. TIS forum is one place, where some mods are posted. Some modders publish their github link, or upload mods to their websites/cloud storage and include links into description. If I had GOG version and wanted a mod badly, I either asked a friend, to subscribe and zip mod folder from his PC (faster way), or comment in steam workshop asking mod author for a way to download his mod.

#

@abstract raptor your idea sounds like good old packman.

#

@willow estuary I want to use/try your mods. Would have written about knife holders, but you have more interesting things. Talking about that knife holders, is it hard to mod additional slots to show up on body? Have few ideas, but would like to have at least one special spot for knife.

abstract raptor
#

I feel like it'd give you this dichotomy on the zombies. Like it'd be super easy during the day to chase them away, right, but at night then they CHASE you. It'd be really tense

#

Also since they run from you, hard to kill em

willow estuary
#

A lot of zombie behaviour is hard coded to the java. Although you can do a fair amount of modifications to it if you're creative with the exposed java functions in IsoZombie, that one is probably a no-go, and, the new tiered zombie behaviour makes stuff like that even harder.

#

@turbid pasture It's shockingly super easy to mod in additional hotbar slots.

My mod stuff isn't gonna be released soon; the stuff I've been showing/talking about are intended to bundled with other peoples' mods, and there's still tons of work that needs to be done on them. But in the meantime, if you look through the scripts and lua you'll see how easy it is to add the additional slots.

Pretty sure 10 hotbar slots are gonna become the new trunk space mod.

abstract raptor
#

That sounds dope Blair

#

Can you make a hotbar slot that holds radios? 👀

turbid pasture
#

Oh well, will do it myself one day then. And while I will be testing and cleaning it up before releasing for others to use - someone will publish before me.
Anyway, so you dont have to draw anything? just point where on the body it should be?

#

it can be done, easy fix to rewrite radio type, and then it can be cliped on the belt. But not sure if it would broadcast. Probably also need to rewrite "usewhile equipped" in radio code. Didnt look at the code, just from what I allready seen.

abstract raptor
#

Hm that'd be cool cuz I'd like to just have it equipped on a belt or like pretend that its playing from behind the backpack or something

#

in a pouch or whatever.

#

I need to learn codeeee

#

lol

willow estuary
#

Radios were java hardcoded to work only when either equipped in hand or on the ground in b40; I'd like it if that changed in b41.

turbid pasture
#

well, you first need to add more value for your radio broadcast. Not only for roleplaying. Boredom reducement would be enough for people to want to use more radios.

#

ah, i see. well, rip for that plan then. I doubt it changed in 41

abstract raptor
#

ah man that's lame. and yeah I wanna learn code so I can figure out how the radio broadcasts give skills and stuff like that

#

I'd think it be cool to make some of the broadcasts actually make your character stressed out or depressed haha

turbid pasture
#

that would be lame, but nice 🙂 You dont know how radio would affect you. But probably would need something more than helping with boredom, if there is a chance to get stressed or depressed. I get that enough on my hemophobic smoker.

neat flicker
#

so pz is coded in java

turbid pasture
#

yes, its coded in java. some parts are accessible with lua. Some parts cant be messed.

neat flicker
#

so does it have its own game engine

balmy pine
#

@turbid pasture Lietuvis?

turbid pasture
#

Taip, labas. | Hello

balmy pine
#

šaunu

turbid pasture
#

Nice to meet you too. Will refrain from Lithuanian here. Do you have any mods published? Would look at them.

balmy pine
#

no i dont

quaint nightBOT
abstract raptor
#

that mod looks neat

neat flicker
#

how can i get some decent mods for iwbums

willow estuary
#

@nimble spoke killing it as always dude!

neat flicker
#

like i mean that arent crappy mods

nimble spoke
#

Thanks, the first the use a new skill in IWBUMS, let's see how that goes

#

@neat flicker I think you have to try them to be sure, but Filibuster's cars and some of my own mods are a decent start, I haven't checked the workshop that much lately, so may the guys around here can share some mods they've been using too

#

I just released Blacksmith but Cooking Time, Farming Time, Clearing Time and Learning Time already have IWBUMS versions

sonic helm
#

I think calling mods "crappy" is really insulting to the people who made them

turbid pasture
#

Nice mod Soul Filcher. Does metal barrels collect water? Or you can only store in them?

nimble spoke
#

They can

#

but their main use is to burn logs into charcoal

turbid pasture
#

Everything depends on what one think is crap, or not. One likes simple qol improvements, other person want god mode.

#

Nice one then. One more suggestion, that could work as a safe campfire.

#

was thinking about utilizing those metal barrels, but didnt knew how to implement that.

nimble spoke
#

@sonic helm It isn't necessarily an insult, we all know there are mods we would use and some others we wouldn't, for a reason or another. I know I want to see the lightsaber mod updated for iwbums

sonic helm
#

Fair

turbid pasture
#

well, if thats the case, than if one doesnt like the mod, since its too real life, or balanced to be similar to vanilla PZ, that still doesnt make it crappy.

#

as for finding mods, think what you want them to add into your game, and search in the workshop. check when mod is updated and comments, that in most cases is enough to know if its even worth to try on v41

nimble spoke
#

Some mods are using iwbums in their titles, try searching that

#

ohhhh and superb survivors for a complete maaaaayhem

wet dune
#

I have an idea for a gun mod

#

Homemade musket

#

One shot

#

A long time to reload

#

But its easy to find the parts for it

#

And it takes all pistol ammo

#

How would I do this?

turbid pasture
#

Open weapon item from vanilla game. Copy info, change a bit, nerf values.

wet dune
#

What weapon do you recommend

#

I was thinking a rifle

turbid pasture
#

To prolong realoading after each shot, i would probably add a recipe to reaload, which take time and consume 1 pistol ammo.

#

Use riffle texture, but riffle is for sure too strong for homemade gun. So mess with riffle and pistol properties to see how to nerf it a bit. Also, pistol is not si hard to make irl.

#

For creating weapon either add new items into the game (then you will have to define spaw places and rarity), or try to use something from existing items.

#

Any gun probably would use pipe.

wet dune
#

And a plank

#

Maybe I should add the need to carve the plank into shape

#

Sorry, what file are the weapon items in?

turbid pasture
#

Sorry, not at computer. Will write tomorrow if nobody else writes.
You should need more items than a plank, would worh with hammer, wire, but those arent so common. So maybe add nails.

sonic helm
#

Hey @nimble spoke

#

Extra Skills System apperently requires Profession Framework

#

You might want to add that to the required mods on its download page

nimble spoke
#

ohhhh yeah, thanks

#

Added

#

I've been thinking about more improvised stuff, I'd rather leave realistic guns to Fenris Wolf and his orgm mod

#

but maybe something like a civil war musket could be found in a museum? or a collector's house?

#

would a blacksmith in his backyard be able to make a working musket?

wet dune
#

It’s possible

#

If you can make a flintlock mechinism out of spare parts then maybe

willow estuary
abstract raptor
#

😮

#

@willow estuary you absolute madman

sonic helm
#

I like it

willow estuary
willow estuary
abstract raptor
#

@willow estuary yass tactical whiskey

turbid pasture
#

@wet dune guns are here C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\scripts\items_weapons.txt
But dont write to that file, because it can be overwriten with game updates. You should create new mod folder in here C:\Users\YOURUSERNAME\Zomboid\mods\ (or Steam workhop folder, mods need to be placed there to uploade them to workshop).

#

Blacksmith for sure would have easier time making DIY guns, than regular person. He would have metal scraps, can work with metal to bend it how he needs.

sonic helm
#

The best part of anyones tatical kit

#

Tactical Whiskey

#

Right below Tactical Beer or Tactical Pizza

turbid pasture
#

tactical pizza wont be on the top of that list for long, because it would expire.

sonic helm
#

...

#

Shhhh

#

Don't ruin my fun

#

Or... Just get a mod that lets you make more

turbid pasture
#

I think in Cooking time you can make pizzas.

willow estuary
#

@turbid pasture yeah, but it serves as a quick key to equip one inhand. Plus, when I get a model for one, they can be visible when atatched.

turbid pasture
#

good point.

calm portal
#

Tactical cucumber?

neat flicker
#

actually i caan go to the most subscribed ones to see

#

tactical sour head

turbid pasture
#

most subscribed is before v41, new ones dont have so many subscriptions, as old ones.

neat flicker
#

or i can sort through the most popular ones

sonic helm
#

tactical sour patch kids

neat flicker
#

tactical human meat

quaint nightBOT
turbid pasture
#

went to look at new mod. instresting statistics.

#

another question, why im not shown as unique visitor? or im the first one? I didnt subscribed.

tired charm
#

It's gonna update, or maybe you watched it without signing in your account (?)

quaint nightBOT
turbid pasture
#

first visited not logged in, then visited from steam app, so logged. but counter didnt updated. Was just interested how it worked. As for that mod, probably author favorited his own mod.

crimson panther
#

I have a question

#

is there like a float somewhere in the code, which I can compare and then turn on something in game?

#

Like, I want to trigger certain music past midnight in game

winged raptor
turbid pasture
#

nice lamborgini

winged raptor
#

Thanks)

wet dune
#

What type of item would a flintlock mechanism be?

nimble spoke
#

the general type, if you're talking about a part that will be used to build the weapon

wet dune
#

Ok, thanks!

#

Annnd PZ crashes

#

I might’ve done something wrong

#

Could y’all better modmakers help me?

turbid pasture
#

@nimble spoke suggestion, maybe these garbage cans can also be used instead of metal barrels in your newest mod? Went past it, and thought its kinda the same item, so just letting you know. Not sure if its worth to add it, since everyone can look at map where to find metal barrels. On another note, maybe you want to release metal barrels for rain collecting/log burning as standalone mod? Would gladly use that, now kinda dont want to use 3 mods only for that part 🙂

wet dune
#

How would I make the flintlock mod appear in the menu?

turbid pasture
#

You mean on steam? You have to publish it. Or as mod to enable/disable only for you?

#

If for you. Go to zomboid/mods/

#

To upload to steam zomboid/workshop

#

Loom at sample mod in each of those folders, it shows what mod have to have.

#

To upload to steam, in game main menu choose workshop, from there you can upload

#

If you need more help, i willbe back in fewhours, couldgive more detailed help

nimble spoke
#

@turbid pasture I'd have to check for that garbage can's name or tileset specifically but it is possible. So you want the metal barrel but nothing else from the mod? That's so sad

turbid pasture
#

Well, its probably good mod, as your other mods. Actually didnt had enough time to check that mod. There is some things i will learn from it for sure. And for barrel, i now burn logs in campfire like a pleb.

wet dune
#

Alright, I released my mod, once the bot detects it, can y’all tell me if it’s broken?

nimble spoke
#

Can you make more charcoal using a campfire?

tranquil plank
#

Can you make more charcoal using a campfire?
@nimble spoke IRL you need pressure to make charcoal, so you cant make it with open fire.

nimble spoke
#

I asked because you said you're burning logs in a campfire

quaint nightBOT
turbid pasture
#

@nimble spoke not in vanillla. But needed ashes and charcoal, so made simole recipe to do that.
For pressure needed to make charcoal, well, didnt knew that, but its even harder to achieve.

wet dune
#

Why won’t my mod show up in my mods menu?

willow estuary
#

Did you thoroughly playtest it before uploading it?

wet dune
#

Yeah, I should probs remove it from the workshop

willow estuary
#

@wet dune Okay dude, the first problem I see is that the directory structure is messed up; those folders need to be in a folder called media

#

One thing that I really stress to people trying modding is that you must, absolutely, know how the file directory structure, and all the formatting, file names, folder names, everything, needs to conform to the structure used by PZ and good mods to avoid all sorts of problems.

#

It's a good idea to take a working mod as a template, and use that to build the structure of your mod; that way you can avoid these pitfalls.

turbid pasture
#

Listen what Algol says. I just downloaded. But mod doesnt show in the mod list because in mod.info you didnt change these lines.

#

name=Mod Template
id=ModTemplate

willow estuary
#

Yeah, second problem:

id=ModTemplate
description=This is an example mod containing two maps.
poster=poster.png```
#

You need a name and a id; and you should endeavor to have names and ids that aren't going to be used by any other mods.
You also need to have different names and ids for instances where you have both a b40 and a b41 version of a mod, to avoid problems (not relevant in your case, but worth mentioning as that happens all the time)

#

Okay, this has some problems:

    recipe Make Musket
    {
        FlintlockMechanism/MetalBar/Plank/Saw,

        Result:Musket,
        Time:300,
    Category:Survivalist,
    }

    recipe Make FlintlockMechanism
    {
        Nail/Hammer,
        keep Hammer,

        Result:FlintLockMechanism,
        Time:80.0,
        Category:Survivalist,
        OnGiveXP:Give5WoodworkXP,
    }```
You don't have a module definition at the beginning (I don't know if recipes actually work or not w/o one), but,also, there's a missing bracket at the end,.
It should be like this:
```module Base
{
    recipe Make Musket
    {
        FlintlockMechanism/MetalBar/Plank/Saw,

        Result:Musket,
        Time:300,
    Category:Survivalist,
    }

    recipe Make FlintlockMechanism
    {
        Nail/Hammer,
        keep Hammer,

        Result:FlintLockMechanism,
        Time:80.0,
        Category:Survivalist,
        OnGiveXP:Give5WoodworkXP,
    }
}
turbid pasture
#

here "Nail/Hammer," probably should be just "Nail," EDIT: ment to write nail.

willow estuary
#

Okay, @wet dune the other 2 files in the script directory have the same sort of issues with no modules being defined.
And yeah, @turbid pasture is right, your recipes look to be backwards in that regard; you should look at some working base game recipes and use them as a guide.

Also there is a texture for the musket, but not a model, so I have no idea what you'd be seeing ingame.
Just use 'WeaponSprite = Shotgun,` until you have all of these other issues fixed.

turbid pasture
#

Start simple, add more complicated stuff later. And test at every step, that way you will know that everything works how it should. That missing } could have braked not only your mod, but all other mods person used.
I also was curious what is in texture folder, so went to look. That is step further than you need when starting. Use game icons, just as you did with flintlockmechanism, use ingame sprite till you design your own, but create one before releasing, if the sprite is very different like you used thread icon for flint mechanism.

#

I personally would probably sticked all items/recipes in same file, its 2 items +2 recipes only.

#

item FlintLock Mechanism
{
Weight = 1,
Type = General,
UseWhileEquipped = FALSE,
UseDelta = 0.1,
DisplayName = Thread,
Icon = Thread,
cantBeConsolided = TRUE,
SurvivalGear = TRUE,
}

#

wont work either. because you have spaces in item name

#

and you have to match precisely in recipe ingriedients. In recipe "lock" L is lowercase. FlintlockMechanism/MetalBar/Plank/Saw,

#

DisplayName = Thread, - This is where you write human readable item name with spaces.

willow estuary
#

@wet dune Also, yes, pull that mod from the workshop as soon as you can; there are a lot of entitled assholes on there that will make all sorts of shitty comments on your mod if they find it and try using it. I cannot stress this enough.

wet dune
#

Sorry folks, the mod.info wouldn’t open

turbid pasture
#

use notepad++

#

checked, opens perfectly in notepad

#

just right click and choose open with

#

one more thing, not with how mod works. But you have flint mechanism drainable 10 uses. i think its not the limiting factor, since one can be made just from 1 nail. metal bar would be rarest part

#

also, missed another thing.

#

FlintlockMechanism/MetalBar/Plank/Saw,

wet dune
#

Thanks for the advice, I’m quite new to this stuff

turbid pasture
#

delete saw, and write next line keep Saw,

#

and my bad again, you need to write all those items in separate lines. "/" is "or" so, either flint mechanism, or metal bar or plank or saw will be used to create musket

quaint nightBOT
wet dune
#

Ok, I think I fixed it, I’m gonna test it right now to see if it worked

#

Once again, thanks for all the help!

turbid pasture
#

i didnt read all item musket, but i think it will be normal gun, and not one time use.

heavy hearth
#

is it possible to add the drainable attribute to clothing?

turbid pasture
#

how would you use(drain) it?probably not

#

btw, was it you, who said where to edit radio preset in car?

heavy hearth
#

Mining Helmet + flashlight

#

I got a basic recipe working with an wearable mining helmet that lights up but it's a bit of a cheat item atm as it doesn't drain a battery

nimble spoke
#

You could add mod data to your item and show it in the item's tooltip

turbid pasture
#

yeah, basic item is easy to do, thought about that at one time. On tick probably would be best way to check if its on

heavy hearth
#

yeah that should be easy to do

turbid pasture
#

@heavy hearth do you know in what file to edit radio presets in cars?

heavy hearth
#

RADIO_SAVE.txt

turbid pasture
#

thanks

heavy hearth
#

it's in savegamename/radio/data

turbid pasture
#

looking at it now, so 105.6 mhz is 105600? And what does this mean? 205,1,1,main,0,none,-1

heavy hearth
#

good question. I have no idea lol

turbid pasture
#

i thought maybe its radio ids (which you found already).

crimson panther
#

anyone here good with lua?

heavy hearth
#

@nimble spoke ok I take it back. how do you add mod data to an item?

#

I've created an addition to the tooltip, and an event that runs ontick but I don't know how to store the data into an item

#

it's a smiple function that reduces a delta value by 0.0009 per game second but atm it's not tied to an individual item. it's more if the item is in the inventory then reduce this value

rugged cedar
#

Is animZed a public animation modding tool?

#

I really wanna create a kiss your homies goodnight animation for when MP comes out

turbid pasture
#

you can check if item is equipped on back, first or secondary hand. Other mods use 2 items for on and off state, that is mininghelmet, and mininghelmetOn

heavy hearth
#

it's worn on the head

turbid pasture
#

i understand that, but i dont know if there is a way to check other things. know its possible to check the ones I listed

tawdry siren
#

@heavy hearth do you test your mods?

heavy hearth
#

no. I randomly throw code together and hope for the best 😆

tawdry siren
#

I like sarcasm @heavy hearth

abstract raptor
#

@turbid pasture so the radio frequencies are divided by 1000 thats why they show up like that. If you use wordzed you can edit the radiodata.xml to change the presets

turbid pasture
#

I understood that. I know my save has that frequency, last line in that file is: 105600,1,1,GEN-120214,-1

#

Though, i will edit preset in last car i used. But looks like i can edit that to lets say 105000 and manualy set in game car radio value to 105,0

abstract raptor
#

should work~

#

"105600,1,1,GEN-120214,-1" wonder what that means tho

turbid pasture
#

yeah, I wondered that too. checked different save. there is different numbers after GEN-

#

anyway, wont mess with it today, have some things to finish, and will test this only tomorrow.

#

still need to mess with knife holsters like Algol has.

heavy hearth
#

@turbid pasture I think I understand why you gave up on this item

turbid pasture
#

I understand your struggle, but imagine, that I have less knowledge and experience than you.
In the workshop there is mod for night vision helmet, but I think its isnt working for b41. That would be even better than just having light source zombies can see. So maybe creator of it will update to work with new version.

rugged cedar
#

Aw come on dude

#

Mods shouldn't alter mechanics so much

#

Imo

#

Mods should be more for fun stuff and more content

nimble spoke
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@heavy hearth I have to check de details but basically item:getModData, you can store any type of table and or values you want

turbid pasture
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@rugged cedar sure, maybe night googles could be OP, but if it has very rare spawn and drains battery fast, that can balance things. And you have what to hope to find.

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I didnt even had luck finding M113

nimble spoke
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@heavy hearth item:getModData().yourVariable = value should be enough

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and then in your tooltip check if item:hasModData() and item:getModData().yourVariable != null then

kindred bear
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just recently updated my mod after noticing a few clones pop up hopefully i can renew interest

heavy hearth
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@nimble spoke Thanks. that did the job of tying battery use delta to an item. do you by any chance know how I can check if the hat is on or off though? Seems as though the clothing type does not have access to some of the properties the torch does wich is drainable

willow estuary
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The stuff for NVG was added to the code in b41, so I dunno that modding them in would "alter mechanics too much"

tired plank
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I was wondering, are there any good desert mods/maps? I was thinking: what if PZ took place in somewhere in the Southwestern US? Cactuses, shortgrass prairies, fewer alpine areas, scarcer water supplies, variable heat and cold, generally desolate and dry areas? That sounds like an amazing setting for the apocalypse

rugged cedar
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hey

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how can I install hydrocraft for 41?

sonic helm
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I don't think Hydrocraft is currently compatible

willow estuary
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There's a link to the HC b41 test build on the HC Workshop page.

sonic helm
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Oh

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I stand corrected.

willow estuary
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Ahahahaha, hold on, you think NVG are too much for PZ, but want HC? HC is a million times more OP than NVG.

nimble spoke
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@heavy hearth get the item, then get the item equipped on head and compare if item == equippedItem. I think it should work

blissful meteor
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havent played in a while, can anyone confirm the m16 spawns with using my Unique Z mod?

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just updating it so need to know if i can just take the m16 stuff out

willow estuary
drifting ore
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Awesome, that'd work great for emergency vehicles

willow estuary
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Thanks!
Right now I have it so all vehicles have it (for basic testing); the next step is to have it so that vehicles with HAM radios installed will have the capability,

abstract raptor
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so check this out

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I can add skill boosts or moodlet things to happen from hearing a broadcast

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which means I can make the radio kill boredom

sonic helm
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That's awesome

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Is that a new version?

abstract raptor
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Yeah

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envy

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dm me

sonic helm
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Sure

calm portal
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Can you make the last radio broadcasts cause anxiety, fear, or panic?

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Like when the event line breaks its gradual. And as the vestiges of society crumbles outside of Kentucky it gets worse and worse?

abstract raptor
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Yee I can

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I hesistate to edit the original broadcast further because I might have to reimplement the way they do skills because it seems that the old wordzed editor broke them.