#mod_development
1 messages · Page 420 of 1
just for immersion
Ze immersion
Zed Immersion
Noice radio immersion
^_^
I would like a mod to make custom broadcasts for a server
And beacons for players that can broadcast repeatedly
how can i find out how long a zombie has been dead?
i would like to know whether a zombie has been dead for longer than 12 hours or not
just checking but nobody's done a mod to craft vinegar have they?
@abstract raptor very cool mod, very immersive
@heavy hearth There is the "jarring made easy" mod, but I don't know about the compatibility with iwbums
@undone echo cheers. just wanted to check before I start work on a new mod if craftable vinegar was out in the wild somewhere
Could still be useful for some to have it on its own I guess 😄
yup. was just thinking that
A new Mod has been Published!
Fast Reading [Build 40] (10x)
https://steamcommunity.com/sharedfiles/filedetails/?id=1986912114
World War Z mod would be cool
Bite-proof blue uniforms and the headshot rifles
Maybe a speaker truck
Can't forget the axe tool
@past bough thanks I'm glad you like it
Adding a preacher character that reads bible passages
is there a way for a mod to check if another mod is installed and if it's not don't load that feature?
or do I need to use the io.open method to check if a file relating to that mod exists?
getActivatedMods():contains("SomeMod")
io.* module doesnt work in kahlua (pz's lua version)
cheers
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
tried enclosing it in quotes and without quotes
nvm I figured it out. I had to prefix it with my module name
A new Mod has been Published!
ORGM Expanded
https://steamcommunity.com/sharedfiles/filedetails/?id=1987186043
A new Mod has been Published!
Fast Reading [Build 40] (10x)
https://steamcommunity.com/sharedfiles/filedetails/?id=1986912114
@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.
@turbid pasture yeah about them grapes
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
sneak peak at what I'm working on. Think mayonnaise and my previous question makes sense
Good idea with mustard.
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
I'll do the same for the vinegar. make it a simple stand alone optional.
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?
A new Mod has been Published!
EvilDeadPublic
https://steamcommunity.com/sharedfiles/filedetails/?id=1987869415
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
the mustard recipe needs 20 seeds, water and vinegar so it will take a couple of crops to make one bottle
keeping in mind that the player will need to keep a stock of planting seeds for the next crop
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).
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.
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
also that corgo is agnry
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
so condiments kind of work to balance out hunger/calorific needs
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?
@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.
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
@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?
look what you made me write!
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,
}
got it working though 
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.
Btw, you didnt wrote module name before sugar
yeah I know
some you ave to like Onion and Wine but Sugar and Bowl are fine
If you put Base.Sugar or Base.Bowl it stops working
interesting
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"
Vol 2 : The mystery of mustard
Vol 3: Properly Pickled lol
I personally would probably stick them all into 1 magazine.
well, pickled may deserve its own magazine. not sure what recipes you will put there
vinegar
well, i know what can be put, but not sure what you will use
I'd have to split them up. mustard is going into the seeds mod. There's no way about that
then, yes, either adittional magazine, or common knowledge without magazine
there is another possibility - add recipe into existing cooking magazine.
That's what the imports section of scripts are used for; so you don't have to use the prefixes.
ah that makes sense. so I need to add farming to the imports
hang on though, I've got Base already in my imports so why do I have to declare Base.Wine but not Base.Bowl?
You shouldn't have to.
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
or does that only apply to drainable items?
Only drainable items.
I’m working on a sorta memey mod
That literally replaces all the screams with Michael p screams
lol
I wanna make a joke mod with different zombie audio
I want them to all say
"BRAINS"
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?
A new Mod has been Published!
Display Equipped Location (for Build 41)
https://steamcommunity.com/sharedfiles/filedetails/?id=1988306113
@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.
@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.
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.
Looking for advices 🙂
Super Survivors may be what you're looking for
Though it's not very optimized, it drops my framerate by a lot
Yes I tried it, but I want to add my own stuff o make survivor more interesting
Then I don't know, that mod is the only one that adds functional npcs
there is no modding tool for V41 made public?
Just make a mod that modifies Superb Survivors with your changes?
V41 is still in the iwbms branch tho
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.
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.
@turbid pasture Yes but I want to add my own NPC, I don't saw the option in Superb Survivor mod to do that
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.
I just want to add named/custom survivor to the Superb Survivor mod ^^
I like the wife/husband option but, I want her name to be displayed and not "wife"
@willow estuary What tool do you suggest me to use?
Just a text or a code editor? You can mode lua using notepad.
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?
so a recipe cant have multiple results?
There can be multiple recipes with the same name, but different results.
techincally yes if you define an OnCreate function
yea i mean like returning nails and planks after recycling something
so via lua is the only way?
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.
fraid so
damn that doesnt sound like i shouldnt even get into it right now
@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
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
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.
There's a utility/api workshop item for that that I use, don't remember the name offhand? Hold on.
is it possible for a recipe to only apply to a food item if it's state is rotten?
did a bunch of stuff to Survivor Radio -- mainly just got the music notes to work and extended the Big Lebowski script
Also added a raider gang that shows up on day 30
WHICH ID BE ABLE TO TEST IF THE GAME STOPPED CRASHING GRR
A new Mod has been Published!
Craftable Condiments (IWBUMS)
https://steamcommunity.com/sharedfiles/filedetails/?id=1988824036
hehe I've started to add Star Trek the Next Generation
should be easier to implement than an entire movie
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?
A new Mod has been Published!
Craftable Vinegar
https://steamcommunity.com/sharedfiles/filedetails/?id=1988885785
I managed to add customs survivor to the game by using the SuperbSuvivor mod and his file "SuperSurvivorPresetSpawns"
Thanks a steam user who helped me to figure it out ^^
good job!
🤔 I wonder what files would need changing/editing/adding to make my current broadcasts get rid of the boredom/sad moodlet
maybe there is function, something like on listen, then you could check if its your translation, and add stats from there
woosh
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
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.
his nick is RH4DB4 in steam. But his profile is private
i was wrong. mod wasnt written by that person i said above. https://steamcommunity.com/sharedfiles/filedetails/?id=1954803538&searchtext=
A new Mod has been Published!
Devbranch Rising Heaven Mod Pack
https://steamcommunity.com/sharedfiles/filedetails/?id=1989439749
A new Mod has been Published!
Craftable Vinegar
https://steamcommunity.com/sharedfiles/filedetails/?id=1988885785
is there a way to find out how old a zed corpse is?
@abstract raptor looking forward to seeing TNG in Zomboid, my fav series 🙂
:)
Ratta-tat-tat
ZIL-130 (WIP)
anyone to help me doing some "paint" job on a vehicul texture in the game?
@rare vortex I can help you 🙂
woah those models look... really detailed!
A new Mod has been Published!
Devbranch Rising Heaven Mod Pack
https://steamcommunity.com/sharedfiles/filedetails/?id=1989439749
A new Mod has been Published!
Craftable Vinegar
https://steamcommunity.com/sharedfiles/filedetails/?id=1988885785
I like that rat-rat-rat-rat-tat-tat
Why some mods gets updated normaly, and some get taged like new uploads? Like we see with Raat vinegar mod?
Perhaps spiffobot knows
315 now 🙂
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
Yay
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
Reverend Dan also has a 70% chance of looping for 3 weeks and a 30% chance of dying once a week.
I keep getting asked about making like
VHS tapes
While that'd be dope... I lack the know how
Wouldn't there also have to be like VHS players
lol
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
How long do you last in an average play through?
I am thinking about vhs tapes for long time. Then could ditch life and living, and watch it later. But I also lack knowledge.
2months+, i play safely
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.
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.
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
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.
@forest tiger there's a bunch of little tools on the indiestone forums that can help you gets started, TileZed, WordZed, etc
currently I don't have to write any code to do the radio mod in WordZed
there are also links pinned to this channel
A new Mod has been Published!
Devbranch Rising Heaven Mod Pack
https://steamcommunity.com/sharedfiles/filedetails/?id=1989439749
I also learned from looking into other mods.
does the let me speak! mod still work?
Oh dang; that's a shame.
I liked that mod.
Cuz I like talking to myself.
ya
I did
heheh
Thas me
That's what inspired my mod, honestly
nah, I haven't RP'd in a long long time
:/
I kinda RP by writing the mod
I might; there's some talk of my mod being used in the Gateway community
and if that happens I kinda like
wanna make a cameo as my radio character
I'd definitely get back into it
Yeah they're "voting" on it
but we'll see
its New Dawn
but like revamped
(moving to DMs)
A mod that makes all the zombies wear flannel and have cowboy hats
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};
I just can't get him getting the right skin or haircut
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
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.
Yup I don't think the creator considered that people would want to create their own survivor crew with such details
Still there is a survivorpresetspawn file so it should be possible, with a function like you said
A new Mod has been Published!
Sheetrope Log Stacks
https://steamcommunity.com/sharedfiles/filedetails/?id=1991126259
i seem to be doing something wrong with this line
SkillRequired:Carpentry=2,
what is my problem?
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,
}```
You're gonna have to check what skill name is used in the code for pretty much everything when writing recipes.
don't you love consitency lol
PZ code is very "exceptional" in that regard.
ah one of those cases
is there a list of those anywhere?
nice, works now
another question, can i have no result?
I am returning the output of my rcipe through lua
so i would like to not have a "Result: ABc"
but that seems to give me issues
RemoveResultItem:true
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,
}```
nice, thanks
- that's from b40 Hydrocraft; it's possible that may not work with b41, should test it to make sure it still works.
Yes!
I'd love it if some one were to put my car in the game, I drive a Mercedes 190E from 1993.
A new Mod has been Published!
Craft Soap NOT WORKING ATM. JUST TESTING
https://steamcommunity.com/sharedfiles/filedetails/?id=1991438941
I wonder if you make the soap out of corpses
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?
I wanted to make a mod that makes the zombies arms always up.
WIP on a system for spawning custom vehicle stories.
Damn interesting, looking forward to this.
Nice looking. That should have a lot of army zombies around. For player to have harder time with so many nice vehicles.
Ahh, a soap making mod
Reminds me of the days where the devs had extremely low soap spawn
If you play with hemophobic soap is still low. Unless you have other set of clothes to be in home.
Not sure why author rushed to release not working mod.
A new Mod has been Published!
CrossRoads Mega Mall [Build 40]
https://steamcommunity.com/sharedfiles/filedetails/?id=1992007610
Can't wait for it.
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
```?
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.
I think you can check per-cell zombies with debug. Though only the current one you're in.
there should be a map or something, dont remember the name but there is in the debugger.
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
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.
containers and clothing are separate item types
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
I don't know about the specifics of models and all the new stuff
You'd have to do some fancy override stuff with lua.
Can I look at the original radio files using WordZed?
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
👀
A new Mod has been Published!
Customizable Zombies (Build 40 + IWBUMS 41)
https://steamcommunity.com/sharedfiles/filedetails/?id=1992785456
Cool, what's this environment?
Ooohh right, you were testing custom vehicle stories.
@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.
Yeah, it's really interesting.
@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
I was looking in there-- but I wasn't sure which file was the one that had the script. Because WordZed does XML files
ermagerd found it
RadioData.xml is the English, the rest are translations
So it turns out there's a couple scripts in the broadcast
that are in the code
but don't play
Is that intentional? Cause I can release the fix for it in my mod.
hooray my mod almost has 500 subscribers
Nice!
^_^
...I might get into making mods for this game
Do it, it's fun!
Agreed. Highly rewarding.
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.
Maybe work with the ORGM team to help them pump out guns instead of making a seperate mod?
Nah.
Fenris is busy working on B41 and with it, he wants to make it so people can make easy expansions.
So you can pick and chose what weapon categories you want.
Are you in the orgm discord by chance?
I'm taking this opportunity to get familiar with PZ before he drops the new addon tools.
I am.
Ah okay i see
Well i like all the expansions available, adds more flavor to the world
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.
I forget, is he working on the B41 of orgm or is he waiting for B42?
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.
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.
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.
Ill try it out once its available
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
Yes i know
7N22 is the actual russian designation for their general purpose armor piercing ammunition.
Hmm, i imagine in B41 Armor percing for pvp will be much more usefull
Due to armor having actual value
They issue 7N39 in some instances but it's mostly 7N22 because they have a literal metric asston per square foot of russia.
I can imagine hydrocraft having their armors like there riot armor to there plate armored of steel and bronze, ect
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.
Maybe save that for when HC comes out for B41? Cause i think they already have that in
Full suit of armor, no zombie bites until it breaks, makes you much slower etc.
That or maybe an EOD bomb suit lol.
Because I do intend to add explosives to my expansion
If have to think
Loads and loads of explosives.
Yess, C4? Or maybe IEDs?
I don't really care for the time period, I just add what looks like it'll fit.
Like artillery shells you loot and turn into IEDs
Does hydrocraft have a discord or no?
It probably does
Oh i should add, the kriss vector is already in ORGM if im not mistaken
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.
Yeah its a .45 submachinegun
But yeah, I'm just experimenting and having fun.
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.
#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
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
Oh lol
I can't imagine why you wouldn't be able to make a map.
There are minimaps after all.
"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.
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
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."
its not complaint, that guy just wants to translate your mod into his language.
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
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.
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
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,
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.

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
if anyone knows how to make this happen: https://www.reddit.com/r/projectzomboid/comments/f1wpxu/why_we_must_add_boat_to_pz/
let me know
@drifting ore that looks great
Damn that looks good
That looks really nice!
TY!
A new Mod has been Published!
???????????????Build 41??
https://steamcommunity.com/sharedfiles/filedetails/?id=1994291022
Thanks spiffobot
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
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
"Fixed" the secret government base at 5600x12500
Real Country Shit
good ol kentucky water
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
Unless you want to avoid getting sued
Unless, you mean, actual audio being acutal music
Those people need to find the easter egg in Filibusters Used Cars b41 version.....
Because I doubt lyrics are high up on Warner Music Groups Crusade
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
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
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
agreed
It also doesn't really fit with the rest of the game
how come all the cars have sirens? or its from another mod?
I do a lot of things different with PZ.
I want crows in my game hnnggg
But the "siren"/tape deck is Filibuster's work, with some small help from me.
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
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!
you here
You hold your spiffo tight
Oh no
Should I do Randy Savage voice pack or zombies that say "BRAINSSS"
They're here you think
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
Does anyone know how to remove the dark and grey fov lines completely ?
Maybe an existing mod or remove it in the game files?
does TileZed have issues with alpha channels created in GIMP?
@abstract raptor , though, if you think about it, the fact of hearing someone in your room groan BRAIIIINS for one hour would be incredible.
A new Mod has been Published!
Extra Skills System IWBUMS
https://steamcommunity.com/sharedfiles/filedetails/?id=1994874592
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
xD
No idea how to mod audio files but if I could I'd make a Fallout 1/2 music replacer
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
damn guys 560 subs and a 4 star rating on SurvivorRadio 😊
Ahah that's interesting
@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
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?
The real question is, will it move? :>
If it can move. I'm loading up one of em full of an entire gigamarts worth of food and chilling on the river
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.
I don't see how it'd make it safe at all.
You'd have to redock constantly to resupply.
if zombies wont wait for you at the dock for long enough, you have food, have water, you can wait till they spread
And by not putting your base in a town, where you can cull the zombies as you go, it'd be much more dangerous.
it would be safer. not so safe as flying forstress, or car walled houses
It'd be the same as any other safehouse, except you can move it.
another thing, if you has a anchor, and anchor boat anywhere, then its very easy, you swin till you see no zombies on shore
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.
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
Public Television?
@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
oooh
i dont think movement are the real issue (not more than cars and character)
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 hi there
Привет!
no i don't really need it
we were thinking about how to make the boat work with tiles
like that
You said you needed a 3D interior, didn't you?
he wants more like house, because traveling to islands would take time.
Okay, so you want something from me? @drifting ore
and wont be instant
I know
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
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
how does it move tho
Some talked about changing water tiles to remove this barrier. But I don't understand anything about it.
i dont understand either, but before moving, code could check if tile is water, and only then move.
if thats possible.
nice
This is an extended version of the famous GTA III theme that I've made in HD.
I'm not the original composer of this song. Credit goes to Rockstar Games.
@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
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 😄
All guitar songs of S.T.A.L.K.E.R in high quality.
I really like this kind of game music, it fits the atmosphere of the games perfectly.
When you like it, try this: http://www.youtube.com/watch?v=Ay3PmxZJthk (Guitar Soundtrack from Metro 2033)
Free HQ download link: http://sh...
«METRO 2033»
4A Games / THQ (2010)
http://www.metro2033game.com
«METRO 2033 OST»
Arranged & Composed by Anthesteria.
Is is possible to overwrite or disable a base recipe?
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,
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
@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?
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
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.
you can't have optional consumable, making separate recipes with the same name is the way to do it
@nimble spoke my thought was that for now i could use as pure decoration to be frank
but you are right
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
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
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.
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
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.
@calm portal thats in the debug mode
@velvet axle ah, well. I don't use Debug mode. My bad
But they only just recently added highlighting to the iwbums
Yee
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.
Same
I begged devs for years to improve aiming and use shit they already had in debug mode
So i just gave up
@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.
I should be able to meet the devs halfway now though
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.
@wraith oriole yes thats what my mod did but bullets originate from the gun weird
Maybe if you get really high up on aiming then you can have a highlight.
Reason you basically require the highlighting system
It's poor coding tbh.
Ik ive complained for literal years
It's not just a PZ issue tho, EA had the same issue when they changed how guns work in BF4
And got shut down by moderators for it
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.
But i havent modded this game in like 4-5 years now
I only got into it like, 12 days ago so I can understand your frustrations over a 5 year span.
I used to make mods for mp servers
I'm just working on a ORGM expansion, simple stuff really.
Not doing much coding besides ripping Fenris' code and modifying what I need.
Ya i got permission from orgm man to edit his shit
But that was years ago
So ill prob check with him again
Just check with Fenris, he's refactoring the entire mod for B41.
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
Idk anything about how it works but I'll take your word on that.
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
I have my PvP thingy disabled so I don't attack players.
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
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.
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
I hope that the game can handle it
Since that broadcast would last... an hour or 2 in real time
is there a trigger for containers associated with putting items into it?
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
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
is making a mod for b41 the same as making a mod for b40
Depends
The process will likely be the same, but you could face compatibilty issues, depending on what you want to do
ok time to try it
I wonder when OGRM will be updated 🤔
IIRC, when build 41 comes out
on stable
since they have to redo most of the gun models
@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.
just what the title says -- this is using the SurvivorRadio Mod -- it doesn't actually add the music, but my video capture didn't get the normal game audio so I just uh... put this song in the background for the full effect lol
A new Mod has been Published!
Weapons are three times more durable
https://steamcommunity.com/sharedfiles/filedetails/?id=1996182268
Holy Shit!
More flexible attachment options for Katanas, Machetes and Kukris.
Does anyone know how I can access this part of the customization screen?
holy hell that looks good Priman
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.
Shinyshark, isn't that just b41?
now you need to pay for cable tv
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
add boredom reduce when you listen for music on tv
How do I do that ?
I don't get any message in javaw console, lua console and F11 debug menu
ok is there a list for every item parameter
nevermind, in F11 menu I just had to check "General" to true
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.
Oh, good, so it;s working fine now?
but are there debugging tools for java mods?
do i need to make seperate sprites for different drinks in different cups
Is there a way to make it so that radio's decrease boredom?
Honestly...I would think they did that already
But if it doesn't
That's something that we should tell the devs to implement
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.
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.
@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
Oh
fellers
I want to create an infusion and tea mod
how could I start?
are there any guides to create consummables?
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
@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
@waxen badge @willow estuary Use getGameTime():getDay().
getGameTime():getDay() have to use : instead of .
Oh, it's a method? Okay. I know Lua but I've never used the PZ API.
ya getGameTime returns a object instance
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
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)
@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.
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
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.
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.
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
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.
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
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
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.
so pz is coded in java
yes, its coded in java. some parts are accessible with lua. Some parts cant be messed.
so does it have its own game engine
@turbid pasture Lietuvis?
Taip, labas. | Hello
šaunu
Nice to meet you too. Will refrain from Lithuanian here. Do you have any mods published? Would look at them.
no i dont
A new Mod has been Published!
Blacksmith IWBUMS
https://steamcommunity.com/sharedfiles/filedetails/?id=1997530421
that mod looks neat
how can i get some decent mods for iwbums
@nimble spoke killing it as always dude!
like i mean that arent crappy mods
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
I think calling mods "crappy" is really insulting to the people who made them
Nice mod Soul Filcher. Does metal barrels collect water? Or you can only store in them?
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.
@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
Fair
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
Some mods are using iwbums in their titles, try searching that
ohhhh and superb survivors for a complete maaaaayhem
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?
Open weapon item from vanilla game. Copy info, change a bit, nerf values.
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.
And a plank
Maybe I should add the need to carve the plank into shape
Sorry, what file are the weapon items in?
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.
Hey @nimble spoke
Extra Skills System apperently requires Profession Framework
You might want to add that to the required mods on its download page
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?
I like it
Go home Tactical Whiskey, you're drunk...
@willow estuary yass tactical whiskey
this is easy to do. But if radios/walkie talkies wont work when not in hand, theres no need to do this.
@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.
The best part of anyones tatical kit
Tactical Whiskey
Right below Tactical Beer or Tactical Pizza
tactical pizza wont be on the top of that list for long, because it would expire.
I think in Cooking time you can make pizzas.
@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.
good point.
Tactical cucumber?
most subscribed is before v41, new ones dont have so many subscriptions, as old ones.
or i can sort through the most popular ones
tactical sour patch kids
tactical human meat
A new Mod has been Published!
Last Call For Alcohol (IWBUMS)
https://steamcommunity.com/sharedfiles/filedetails/?id=1997978868
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.
It's gonna update, or maybe you watched it without signing in your account (?)
A new Mod has been Published!
Better Refueling Fires
https://steamcommunity.com/sharedfiles/filedetails/?id=1998113947
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.
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
nice lamborgini
Thanks)
What type of item would a flintlock mechanism be?
the general type, if you're talking about a part that will be used to build the weapon
Ok, thanks!
Annnd PZ crashes
I might’ve done something wrong
Could y’all better modmakers help me?
@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 🙂
How would I make the flintlock mod appear in the menu?
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
@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
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.
Alright, I released my mod, once the bot detects it, can y’all tell me if it’s broken?
Can you make more charcoal using a campfire?
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.
I asked because you said you're burning logs in a campfire
A new Mod has been Published!
Craftable Musket!
https://steamcommunity.com/sharedfiles/filedetails/?id=1998420127
@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.
Why won’t my mod show up in my mods menu?
Did you thoroughly playtest it before uploading it?
Yeah, I should probs remove it from the workshop
@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.
Here's an quick example of what that directory should look like
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.
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
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,
}
}
here "Nail/Hammer," probably should be just "Nail," EDIT: ment to write nail.
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.
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.
@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.
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,
Thanks for the advice, I’m quite new to this stuff
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
A new Mod has been Published!
Better Refueling Fires
https://steamcommunity.com/sharedfiles/filedetails/?id=1998113947
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!
i didnt read all item musket, but i think it will be normal gun, and not one time use.
is it possible to add the drainable attribute to clothing?
how would you use(drain) it?probably not
btw, was it you, who said where to edit radio preset in car?
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
You could add mod data to your item and show it in the item's tooltip
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
yeah that should be easy to do
@heavy hearth do you know in what file to edit radio presets in cars?
RADIO_SAVE.txt
thanks
it's in savegamename/radio/data
looking at it now, so 105.6 mhz is 105600? And what does this mean? 205,1,1,main,0,none,-1
good question. I have no idea lol
i thought maybe its radio ids (which you found already).
anyone here good with lua?
@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
Is animZed a public animation modding tool?
I really wanna create a kiss your homies goodnight animation for when MP comes out
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
it's worn on the head
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
@heavy hearth do you test your mods?
no. I randomly throw code together and hope for the best 😆
I like sarcasm @heavy hearth
@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
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
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.
@turbid pasture I think I understand why you gave up on this item
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.
Aw come on dude
Mods shouldn't alter mechanics so much
Imo
Mods should be more for fun stuff and more content
@heavy hearth I have to check de details but basically item:getModData, you can store any type of table and or values you want
@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.
I didnt even had luck finding M113
@heavy hearth item:getModData().yourVariable = value should be enough
and then in your tooltip check if item:hasModData() and item:getModData().yourVariable != null then
just recently updated my mod after noticing a few clones pop up hopefully i can renew interest
@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
The stuff for NVG was added to the code in b41, so I dunno that modding them in would "alter mechanics too much"
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
I don't think Hydrocraft is currently compatible
There's a link to the HC b41 test build on the HC Workshop page.
Ahahahaha, hold on, you think NVG are too much for PZ, but want HC? HC is a million times more OP than NVG.
@heavy hearth get the item, then get the item equipped on head and compare if item == equippedItem. I think it should work
havent played in a while, can anyone confirm the m16 spawns with using my Unique Z mod?
just updating it so need to know if i can just take the m16 stuff out
Got a simple two-way vehicle radio working in PZ
Awesome, that'd work great for emergency vehicles
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,
so check this out
I can add skill boosts or moodlet things to happen from hearing a broadcast
which means I can make the radio kill boredom
Sure