#mod_development
1 messages Β· Page 422 of 1
having martial artist trait in this build would be awesome
maybe it will be possible to add custom animations some day so we can go full on Jackie Chan experience
What difference would it give if bare hands did 4 dmg instead of 3? How much hp zombies have on average?
@turbid pasture i wasnt going for damage but rather max hit. so that i can push more zombies away with the spacebar
more = more zombies at one push, or more = further from you/more likely to drop him on the ground?
changing the maxhit on barehand does nothing. also having nothing equip only allows you to push one zed at a time. i believe it should still be 3 as the older build you can push 3 max unless it was an intentional nerf. it somehow makes sense having a weapon on should make you push more zeds but what difference does it make if youre wearing a knife on pushing zeds so i kinda think its a bug
no just push more zeds
rn, you can only push 3 max
and i believe it's tied on maxhit
yes, i think i would push more zombies with bare hands, than with a knife
in RL i mean
ill go test with maxhit line with an axe. ill put something crazy like 10
it must be capped at 3. i cant hit more than 3
or maybe theres a line that makes the hitbox wider
it can be somewhere deeper
but I for sure would like to be able to hit 3 zombies with axe on apocalypse settings with level 10 axe mastery
i was just trying to buff the knife a little bit. it got nerfed so bad
a little speed up make it somewhat usuable
CriticalChance = 60,
CritDmgMultiplier = 3,
If jaw stab is only based on crit chance, then increasing crit chance would be enought to always have 1hit kill
but I doubt, that 3 times higher dmg is enough to kill with only 1 hit
i had damage preview at one time, and jawstab had very high damage displayed.
looks nice. sadly it bugs while moving. I assume same is happening if driving in care while listening to car radio?
haven't tested in a car lemme check it probably will
right now the sound is playing from the player
I need to get it to come from the device
and also make it form queues so files don't overlap
and also so that it shuts the music off when turning the radio off
This is how it works right now
local function doStat(_statStr, _player, _amount, _isSet) if _statStr=="Boredom" then applyBoredom(_player,_amount,_isSet); return; elseif _statStr=="Unhappiness" then applyUnhappiness(_player,_amount,_isSet); return; elseif _statStr=="Drunkenness" then -- call to your mod function RadioWavs.PlaySound(_amount) end
which is in IsoRadioInteractions.lua
then...
RadioWavs.Lua
`RadioWavs = {};
RadioWavs.files = {};
RadioWavs.files[1] = "SurvivorRadio/rescue";
RadioWavs.files[2] = "SurvivorRadio/Jaytest";
function RadioWavs.PlaySound(_number)
local plr = getPlayer();
local sound = false;
if RadioWavs.files[_number] then
plr:getEmitter():playSound(RadioWavs.files[_number]);
end
end`
then what I do is pop a sound file in a folder and assign a drunkenness value to a broadcast line
instead of player:getEmitter you can do vehicle:getEmitter for a raiod in a car
just remember to get the vehicle and pass it to the function
I think there'd still be audio choppiness from that until it can play from the device itself
Turbo was saying a workaround could be done with playsound or something
a vehicle part does not have an emitter, but the vehicle does
but sounds don't need to be played from an emitter
I guess you could play the sound for the player to avoid the stuttering and also play an emitter so zombies can "hear it"
π€
any help for modding dissassembly time for lamps
i can't seem to find it. i think it's on timedactions since it has a loading bar
isn't it in recipes_radio.txt? literally the first one @ember plinth
ah
it's radio
my bad
like the lamps in appartment rooms to level up electricity
i know we have fast forward haha but i wanna have them faster so i dont have to use the fastest timeskip
since it's ISO object you probably won't find it in scripts
try to browse lua folder
i was scrounging the lua folder i found one has dismantle on it
usually everything that has a load bar is in the timedactions and all i have to do is o.maxtime = o.maxtime/2. to half the time at the end
but it's not working on lamps
i see this
which file
ah
it's dissassemble something
ISDismantleAction
which leads to ISMOvableAction
which leads to animation
i found this in movableaction
maxTime var
i cant test it out rn haha
well me too. But it's probably it
thank you it worked!
Wonderful!
Any ideas where can i open pz models and try my textures on them?
blender?
does it open .x files?
Does anybody know how to generate custom m_GUID for modded clothing?
<clothingItem> <m_MaleModel>skinned\backpacks\m_duffelbag</m_MaleModel> <m_FemaleModel>skinned\backpacks\f_duffelbag</m_FemaleModel> <m_GUID>b02d3217-b692-4035-8a61-8c4305998464</m_GUID> <m_Static>false</m_Static> <m_AllowRandomHue>false</m_AllowRandomHue> <m_AllowRandomTint>false</m_AllowRandomTint> <m_AttachBone></m_AttachBone> <textureChoices>thermalbag</textureChoices> </clothingItem>
i know this is a long shot but if anyone can help me remove the random knife stuck on jawstab that would be pretty awesome
haha, they nerfed it already so bad and then this. i was going for a challenge run with knife only but that was just too much and i already buffed up the jawstab animations
doesn't it depend on small bladed skill?
yeah but i rather dont have it at lvl 0
well, that's PZ. train your char and the game will be ez
yeah i guess, but imo i believe it's unusable and not even worth doing when the other options are FAR better
heck even planks are much better than knives
i think knifes can be solid at higher levels of sb
they're faster than hand axe with lots of crit chance and lesser stamina drain
i think it needs a better lvl 0
just add new free trait with sb level
@grand walrus what do you mean "create custom m_GUID"? in-game?
each clothing item has a unique m_GUID
how can i create one for my custom peice of clothing?
local random = math.random
local function uuid()
local template ='xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'
return string.gsub(template, '[xy]', function (c)
local v = (c == 'x') and random(0, 0xf) or random(8, 0xb)
return string.format('%x', v)
end)
end
that creates random guid's
you could probably adapt it to use zombrand, or seed the math.random function properly
do i have to specify this guid somewhere in game files so PZ would actually load my cloth piece appearance?
no idea, I haven't done PZ modding in... way too long
I thought it was just about generating the guid string
it appears i'm missing something. PZ doesn't load my custom clothing .xml appearance definition, but if i'm using existing one it's all fine.
The current PZ file structure doesn't allow one to add new "mod" clothing items that aren't just retextures of existing clothing items.
I'd speculate that they didn't want to be dealing with feedback/reports involving modded clothing items while they were/are working on the new clothing systems?
Ahh, that's disappointing. I've made the texture and all that...
Maybe you may know from where can i access player inventory on said inventory update?
blindcoder, any plans on updating the map?
@ember plinth I hate knife stucking in zombies, but I also like that. I hate when it gets stuck, but mechanics are nice.
btw, I did some testing in game. I did 10-25 with knife stab, and 10k+ with jabstab. That can't be crit hit damage.
maybe make it a sandbox option when knives get stuck
it isn't crit damage for sure, it might be some mislabeling thing
I would play with knife stucking. Heck, would play with few other weapons stucking with very low chance (axe, machete, katana, etc.). Would hate when it happens, but its nice. I like how weapons are shown on zombies too.
I think, that it might be not mislabeling, but code written in another place for checking jawstab
well whatever the case. i just needed to find the file that made the animation fast haha
made it faster, works for me
https://github.com/Littleneo/Directx_Blender/wiki Beldner plugin for importing x files.... didn't try importing Mulder or Scully though
Thanks SF, but without ability to add custom clothing I don't need it.
@heavy hearth did you manage to fix campfires in "Better refuiling"?
I'm about to make a few tests with new clothing items, what have you found so far? What kind of clothes you tried?
the problem is in .xml files. I think there is a system somewhere that loads those files based on either guids or it's own internal list of clothes or something. I tried bags and gloves, but i think it doesn't really matter. I didn't try to use existing guid with my cloth piece tho, it may work.
where can I find those xml files?
media\clothing\clothingItems
I'm using existing gui and so far the model doesn't appear on the character
blindcoder posted guid generating script, but there's no luck either
so basically overriding items work but new items don't?
I'm even trying a vanilla model for the new item just in case the custom model is the problem here
i think you can only use existing files for now. i haven't tested using custom textures with vanilla xml tho
overriding a vanilla model with mine doesn't work
ok, so overriding a vanilla model with another vanilla model works, so the problem here might be my custom model
encoding maybe?
I'm going to compare them in blender, maybe I got something worng
i still think it's something internal to prevent us messing with this new system
I don't think so, because all they needed to do was to block mods from loading models_X folder
but then again we wouldn't be able to mod weapons
I'll keep making tests
tell us if you'll manage to figure it out please
the new item also uses tint in the icons even when I tell it not to
default placeholder?
Not everything is lost
We can override models with our own
my previous model was bugged
what about textures?
they work too
that's very good to hear
i only need to find out how to detect player inventory updates then
oh?
is there an event where the game is fully loaded and player is spawned as well?
and what about inventory update?
inventory update should work, you just need to detect if it is a player inventory
no, i mean is there an event about player inventory change?
I don't remember, maybe not for players, just the general inventory update
which should work
where can i look for this event? or every event list or something like that?
there is a class file that lists all events
let me check
LuaEventManager.class
you need to search around what parameters are used by each event
thank you very much
Not sure if I remember poorly, or what. I know I recollored vanilla icons before, now I can't find them. Are they in texture packs? Maybe I used png's from website.
Where to find that LuaEventManager.class ? That needs repacking java files?
item icons are in a texture pack
but you can override them individually in separate png files
Ah, i see, checked in zomboid/media/lua folder, didn't find anything. Sad, wont decompile, at least not now.
Ok, so I'm not dumb not finding png's, probably edited from website before. Thanks for clearing it up.
I couldn't find a file for the clothing items or their models. I have no idea why a new item won't work
nothing like clothing loader then... If your model and texture worked it leaves only wrong guid format or something like hash sum check on load
I made my new hat a copy of baseball cap with the same guid, and yet it doesn't work as intended. Icon is still tinted and model won't show up
hair model returns to the base one when I equip it, which means it is also failing to recover the model it should be using with the hat
it probably conflicts with existing one
so far the only files that seem to reference guid are the ones that set zombie outfits
and maybe the ones that list hair/beard styles, things like that
nothing that screams "you must include your item here or it won't work"
hmm... I've come to that myself but hoped you'll find something really
there was a mod in workshop with Glen's from Walking Dead outfit. It replaces existing one, but as I understand, it works.
isn't it just retextured varsity jacket or something?
yes, its retexture of something
I added my hat item and clothing entry to PZ folders just to check if it was a mod limitation and it didn't work, so it is probably not that
yeah, i tried it too
I went through a lot of class files and found nothing I could link to guid or this problem, so I'm done for now
maybe turbo knows something? But he's busy now i think
Devs could possibly help here, but since we don't have the clohing tool yet they may want us to wait..... we usually don't lol
FileGuidTable.xml in ProjectZomboid/media @nimble spoke
Morning Blair π
@willow estuary ok, one more step, and it still doesn't work
@nimble spoke not sure what the problem is on your end, but for me, to add new clothing items I needed:
- a corresponding entry for the clothing item in FileGuidTable.xml
- matching information for the clothing item in th eactual script for the clothing item```
And everything worked?
However, __this does not work for workshop mods__. Only altering FileGuideTable.xml in ProjectZomboid/media has an effect; having the same file in a mod folder does nothing. || I'm gonna speculate this is deliberate, so they don't get the constant tech support and feedback reports about modded clothing items while working on the clothing systems ||
Ohhhh yeah, moving that file to zomboid folder did it
Thanks
So it is really a mod limitation for now
At least we can work on these items so they will be ready when modding clothes is good to go
π
this looks way better then the blue one you posted before
yeah, it was using the baseball cap texture lol
I still have to resize and fix everything, that model comes from another game, it was just a test
yeah, and I noticed we can add model to zombies that don't need to be found as items, like scratches and bandages
so.... zombie appearance modding
mummies.... not a bad idea
go to a museum, find a sarcophagus and then a mummy attacks you
whoa wait, that could be where the infection came from lol
ancient mummy curse
Mummy's had cooties
thats pretty awesome
do you think it's possible to mod the trashcans to empty every day
i don't
but it might be possible to delete item if it's transrefed to trashcan
i'll try to make it mod friendly then π
RJ
About clothing
I think its possible to delete items inside trashcan. But script would need to check every trashcan in the world. And thats not very good for performance. And. Would also delete unchecked trashbins with items spawned inside.
I would make buildable 'trashbin' like composter and tie function to that. Or just burry the trash.
There is mod which lets you burn the trash. Not sure if its updated.
Anyone tried to do something with water coolers? Would like to have them refillable.
If they it doesn't have item in script folder, than it means it cant be targeted in recipe when lifted into inventory?
maybe it's actually possible. Try to find them in debug item spawner
maybe you'll be able to get item name this way
Will try a bit later to be sure, but I think it isnt there. Or called entirely different.
or you can make a quick function that'll check player inventory and print all the item names in cosole
Was thinking about that. But im noob at functions. But will give it a try late in the evening.
i dont know how to script timedactions yets
that composter function tied into a trashbin could be nice
@ember plinth https://github.com/FWolfe/Zomboid-Modding-Guide has lots of information including events
i am able to make a script for making bowl of stir fry
was wondering why only soup, stew, pasta and rice can be put in a bowl
yummy
probably because those can reach higher hunger values, which makes eating directly from the pot, even if 1/4 more than you want to eat
a full cooking pot isn't really meant for one person
would it be possible to mod diaginal gravel, sand and dirt tiles? Is it worth putting some research into it?
Everytime I've tried putting in custom tiles they never seem to work with the auto tile/vegetation tool. It always states the tile number/image is missing even if I can manually place it in the world myself.
So I gave up on trying to make custom tiles for the game.
I was thinking mroe along the lines of being able to pour out a half amount for a diagonal tile and make my paths look nice and neat, not jigsaws
but you can make diagonal paths with those
I mean, if you make the options to drop those specific tiles
isn't PZ floor building system kinda deletes a tile and puts a new one instead of it? that's why it's not possible to destroy floors you built on water or on the ground
Yeah, you could absolutely make it so you lay down the diagonal sand, dirt, etc sprites instead of the full square ones.
It would just be a pain in the ass to code in the interface.
Be way easier to just use necroforge and clone the diagonal tiles in if it's just an aesthetic concern.
A new Mod has been Published!
DDMOD by HUANXI for 41 BETA
https://steamcommunity.com/sharedfiles/filedetails/?id=2011292467
A new Mod has been Published!
Crowbar 2 UnBarricade
https://steamcommunity.com/sharedfiles/filedetails/?id=2010986515
A new Mod has been Published!
Craft Soap IWBUMS 41
https://steamcommunity.com/sharedfiles/filedetails/?id=2009645877
A new Mod has been Published!
FPS DISPLAY ???? V1.0
https://steamcommunity.com/sharedfiles/filedetails/?id=2008563367
A new Mod has been Published!
Repeat Forage Automatically (for Build 40)
https://steamcommunity.com/sharedfiles/filedetails/?id=2008615646
A new Mod has been Published!
Health Bars (for Build 40)
https://steamcommunity.com/sharedfiles/filedetails/?id=2008035565
A new Mod has been Published!
Ultimate Fire Experience
https://steamcommunity.com/sharedfiles/filedetails/?id=2007895161
Can someone make a mod where you can cover yourself with guts and such with a action, and zombies can't detect you from that point on
But that it goes away when it rains
not sure how to do it, but basicly ghost mode when not raining. wouldnt be very interesting to play
It's certainly doable, and is something that someone requests every week or so, but it's not anything I'm interested in working on.
nice crash. 10/10 would watch again
π
Pls somebody write a script which do an ingame highscore board with all online player βalive timeβ
don't think, that now somebody would write mods for v40, and while v41 multiplayer isnt out, that mod wont happen.
how alive time is counted in server? wouldn't be surprised it client counts that
Alive time is saved client side in b40, but would be server side b41.
Should be pretty easy to have that display on the scoreboard?
If you wanted to get really fancy you could even have the server log that info, and have a discord bot be able to retrieve and display it.
right now what I want to do is to change the character info screen so the character model is bigger
what do you guys think?
what else should go in that screen?
Now that's something interesting!
I'm reorganizing the info screen so that top half is for stats and bottom half is for appearance, then I can move and resize avatar
Ohh, you doing something fancy with age @nimble spoke ?
Now age actually shows the age value stored, instead of the ever present 27 value
I'm not sure if age value actually changes over time, someone will need to test that
I also fixed survivor kills to actually show kill count, just in case players use this mod with a survivors mod
progress for today
Can you make the whole window resizable and add button to hide clothes so we can see wounds and blood?
I don't want to make it resizable, probably a nightmare to deal with. Hiding clothes would be a matter of finding how that is done
as much as i want to use this bar it's brobably not really possible with my 1024x768 display.
can you at least make character doll hidable?
that window is smaller than the skill window
but I could try a hide button. Right now I'm trying to add the rotation buttons from character creation screen
maybe even mouse drag rotation, eh?
I don't even know if that's possible
well it's in the character creation screen already...
hide button that would keep char doll hidded on stats window reopening would be nice
if I can't hide it, looks like I can at least resize it
Can Meta sandbox options be accessed?
try media/lua/client/OptionScreens/SandboxOptions.lua
Yeah, you can access and change sandbox options with a mod.
@nimble spoke I looked in there and couldn't see what I was looking for. Noticed that on the updated generator window that it doesn't seem to take into account the sandbox's generator fuel usage delta. If L/h indicates litres per hour and a genny holds 6 litres then my genny's would run out in about 22 hours @ 0.3L/H when in actual fact they run for about 4 days due to me setting the delta to 0.2
handy to see what's connected though and I can see if any of the exterior compound lights are off
I should probably put a ticket on rfor that right?
That is the screen, values are not stored there
yup. Looking at the java class seems that most of the common settings have get commands but not meta based data.
but then again I don't know how often that site is updated
You can get and change all the settings AFAIK?
Just look at a mod that changes them to get a code example.
you guys are talking about default values when creating new game, or changing midgame?
just getting a specific value. in my case the generator fuel consumption delta
one thing I know you can do is make a new game with the settings you want then copying the sandbox file over
yeah, I did that. Thought, maybe its easy to change only few values. Now, all I wanted was to increase zombie amount, and also don't have electricity now. Fun thing, I listened to broadcast, and about 5 days after I transferred settings from another save, i heard "power grid is down".
I was hoping I could make age a value you pick during character creation, so far it doesn't work
Huh, so there is an actual age in the game engine? Crazy.
I wiped the age display from that window for my own mod stuff.
yeah there is, but for some reason instead of getting the value character screen simply slaps a 27 on it
not that it changed much so far, since all characters receive the standard 25 age
This is what I did with it; removed the time survived and zed killing data for immersion reasons.
It really depends on what your objective is, I decided to change it because I wanted the model to be larger so I could see equipped stuff a little better
I still want the model to be larger but I'd have to reorganize the hair/beard stuff
Huh, you could put the hotbar organizing interface in that window as well if you really wanted to?
Maybe, but players would have to keep that window open to access the hotbar, not ideal
Ah, I meant as well as opposed to instead?
ohhhh ok
How do you set the pose the character is in for that?
I copied it from character creation screen, but I had to make small modifications to the UI model lua for that
Basically it received an animation when created, so I added a function to receive animations whenever I tell it to
π
it is a value used by the game along some other things like loot rarity as the chance it will spawn in that container, I can't really say what the chance is, just compare to other values
I wanted to make a meme mod for build 40 and 41 that makes all the zombie skins blue and the only song in game is the blue song.
Anybody have experience with FMOD? To get the fast forward functionality to work I need to create a .bank file and I have the software and was able to do that but because the project file isnt included in the games files I cant edit or access any other banks so I dont know if theres a specific way they're supposed to be formatted
So you guys decide to play a test build called "I will back up my save" to complain that a patch has bugs or is not balanced?
ops, wrong channel for some reason
I'd have to check but several loot tables got their names changes or were replaced/erased. Are you getting an error for that?
Crank 0.85 up to something ridiculously high and then see if it spawns.
yeah, like 20
yeah, 0.85 is a low chance
most common items use between 2 and 10, spammed items sometimes over 10 up to 20
Won't be visisble as a "worn item" however, you;d need to exit the outfits .xml for that.
should add to inventoryfemale as well just in case
you can also add it more than once to each
That's a very good spawn
what value are you using now?
keep in mind that if you keep testing it over time that spawn rate may be a little different
you may have been lucky or unlucky with the first 18 zombies
yeah, I know. Leave it for a balance update later, that's the best we can do in these cases
some items have optional appearances
what? why?
So question for anyone who happens to be familiar: I have experience in Autocad Inventor models, is there any way to transfer my skill into the games' modeling? I'd be happy to make guns or swords or whatever
@minor snow you don't need to test for every drop. Just do extensive testing and them count from there. Do you really think, that every 20th zombie should drop something? Thats a high chance. Lets not foger, that backpacks can be spawned from vanilla code (you also got that in your test, when you seen the backpack on zombie).
And "losing 10 minutes for every value test"?, that's an unavoidable part of testing stuff properly.
You really gotta put in the time and make sure stuff works properly or else all sorts of bad shit can happen.
I mean it's not even game of chances
if I knew a specific percentage of loot, I would not even test
I have 0.65 for food, and it's good enough for make sense zombie kills
Yes, you knew its specific loot probability, but you said, that it doesn't work, when first zombie didn't dropped what you were looking for. Balancing and testing out takes time.
And Blair Algol said, that you need to test everything. And he is right. I have few mods, I know that everything works, but before releasing to public, would test it even more in every situation, intended and not intended use.
Nothing like well-spent modding time
Ahahahahahaha
hey, Im trying to find the mod responsable but dont understand how to interpret this, does anyone know what it means?
one mod can mess up other mod. I would try to turn off one by one. or turn off all, and turn on one by one. Don't see anything from your screen valuable to help identifying something. Something writen above is where those files came from, I think its vanilla code.
the error happens when I try to craft a wall, basically these wall frames are unclickable
so its likely the responsable its a mod related to building right?
likely this
could be
could be that, turn it off and test it
don't want to do that on current save? create new one.
i use "cheat engine" mod, others use necro forge for easier testing, with ability to spawn things. but those mods can conflict with mod in question.
oh also noticed, some mods you can turn on/off and they are added/removed from the game easily
but some other mods, even if you remove them, they will still be in the game, is there a way to force the game to not recognize that mod?
what mods can't be turned off? I only know about maps
maps cant be turned on/off midgame
like I removed this wooden dowels mod, tested the game and can no longer build things with wooden dowels
(still get the error and cant work on those walls
)
but for example, there is a mod that allow you to dream, even after I remove it, the player dreams
didn't had trouble turning other mods midgame. Well, had some, but it was due to bugged mod, and not because general conditions. Had mod choosing screen broken, but that can be fixed by editing active mod file in save folder.
damn, dont want to restart this match to test, what should I do?
do you have a lot of mods on?
yeah
create new save and test with item spawner, and turn off one mod at a time
well, better to turn on one at a time, and test if everything works correctly
did you remove them in your save?
i tend to forget this new feature from time to time
how do you mean in the save
- close game
- open mods / disable
- continue
?
yeah
this stuff
ah
no
when you:
-Load save
-Manage (or something)
-Choose mods specific for this save
-Play
I did not did this, lmc 
from few updates ago, every save has its own mods. Enabled mods can be found: C:\Users\USERNAME\Zomboid\mods\default.txt
and save's enabled mods are in save folder: C:\Users\USERNAME\Zomboid\Saves\Sandbox\SAVENAME\mods.txt
if mod has bugs, intended way (how Outcognito wrote) may not be available (stucks on loading mod list). So editing file is easy way around that.
oh interesting, it seems that by doing this, it does remove the mods (just tested removing the dreams mod, and it did worked
ok so now I need to find the culprit 
good luck with that :)
hah will take a while
yeah, need to find the one causing this wall issue tho
eris-food-expiry works. Crashed cars works if its v41, immersive overlays, i tried on v41 few updates back, didnt had issues, but I didnt liked it.
Recycle plastic bags works. Nice to see it
i had issues with either desperate crafting or primitive survival
gonna remove a bunch
oh checking
damn the thing is, from all the mods
thats the only mod that allows you to turn rope into twine
that can be easily fixed.
and yeah
let me check
how much twine you want from a rope?
just little
its basically that sometimes I have to run to the forest
and you can obtain almost everything you need from the forest, except ripped sheets
but with these mods
you can get birch tree -> bark -> craft rope with it -> make twine
i think 10% for a twine is fine @turbid pasture
well, twine from forageable item, yeah, check Def's long term survival. Good mod, I had mine midway before him publishing it. Its too OP at some points, can't say nothing else bad about that. A lot of items are similar/same to mine. And Def is working on update.
is it really op tho?
Im currently checking Def's long mod, I remember seeing it in the workshop but ignored it since there wasnt info, but just now saw there is a whole wiki
3x trunk space. i suggested to lower to 2. well, at begining it was 4x π
i think that kitchen counters that are bigger than car trunks are just ugh
but this Def long mod, allows to get them without the saw?
sure, i agree. even more, when now we can have 30kg 90% backpacks in vanilla.
so having backpack sometimes give more capacity than car trunk is ridiculous. or 2 backpacks
@wet osprey i think every sane human being can heat up some junk metal and turn it into some kind of metal spikes that resemble nails
lol, there's a little bit of zomboid in that save... long lost and buried by mods
I wanted to post 2 recipes, and you would have been good with twine/rope. but you want to use birch bark for that, and for that there is 2 ways. 1 foraging for birtch bark. 2 cut bark from sticks. New item = new sprite. Check LTS mod, if you still will need help with bark->rope/twine, I will help you tomorrow.
I mean, I love the idea of converting scrap metal into nails, sounds logical
so I have been using the junk metal and cast nails mods
but this Def long mod seems to include this already, if I add it, I no longer need the junk metal one right?
I do love them 
test it out, if it has everything you used from junk metal, then yes, less mods = less chances to brake game. after all, its still early access. and even more, IWBUMS (well, I assumed you are playing IWBUMS).
oh damn this mod even includes obtaining thread from ripped shits, I have been using other mod called something like reclain thread just for that
damn this def long mond contains way more than I thought
ok just saw the car container buffs, it is indeed a bit too much lol
but its ok, I mean the cars already allow to hoard a lot
abuse those poisonous mushrooms while you can
specially the scooby doo van
seems like it also contains more loot for the zombies, meaning I dont need that other mod more zombie loot lol
i had/have same problem in my recipes, but was too much work, to fix that logic error and since its not public, i left it that way too. I sometimes prepare salads from poisonous berries/mushrooms. it still gives cooking xp.
Car Trunk Space mods can also bottom out your suspension.
And were causing cars to despawn before the vehicle db fix.
They're the jankiest shit.
they fixed their db in .30 i believe
it became much smoother
and no crashes so far
@grand walrus how hard is to make an scrapping saw with the mod?
Well, they can still fuck up the operation of a vehicle when it overloads it's suspension.
So, good luck hauling an entire town's worth of loot up a dirt road when the vehicle physics have been fucked up by the trunk space mod.
@grand walrus how hard is to make an
scrapping sawwith the mod?
@wet osprey idk, never used it lol
i'm doing more chemistry than scrapping
oh cause I was wondering if I also need to remove this mod
its super handy
and just require scissors
I don't see how one would craft a larger plastic bag with scissors only
he stretches the plastig bag without tearing it
Less work to just make garbage bags spawn more often.
I mean, it really depends on where exactly you want to use , I suppose for rain barrels?
scissors needed to run with them obviously
I added requirement for scissors for balancing reason. But now, scissors are usefull anyways, when there is tailoring.
its for the barrel craft, you can only use the black garbage bags
box one you mean?
@willow estuary thats the thing, the settings are to extremely rare on everything, so I almost never find one 
for water collectors, barrel, box, doesnt matter. Didn't messed with its code, so mod only changes plastic bags into garbage bags,
for carrying, thats a downgrade.
as for using this mod or not. In DLTS you need to recycle plastic bags into plastic something, then create garbage bags.
chemistry
ohhhh I still need to resume work on my chemistry mod
and for making crapsaw. You need
'''BlowTorch=5
keep WeldingMask,
Saw,
ScrapMetal=3,
LTSSharpeningStone=3,
Water=3,'''
oof
definitely keeping my other mod then, I almost never see a blowtorch
even less a welding mask
yeah
anyone wanna play build 41 split screen
wrong channel #lfg_americas or #lfg_nosteam
I know, but I need to redo all the fucking roof rack model offsets, port all vehicle models to fbx, and then check everything else
and probably the pickup trunk offsets too
nothing hard just..... time consuming
how did Filibuster manage to make it? he has lots of cars
well, converting the models is not the worst in my case because I only have a few vehicle models, but the roof rack offsets need to be tested for each model and adjusted, it took me a looong time when I added that
btw guys, how complex is to make a mod that is like, just add a recipe or 2
ez
you don't even have to know anything about coding and tech stuff
literally copy-paste-rename
where are these files so I can test? 
just open any mod that adds recipies and see for yourself
something simple like garbage bag conversion for example
oh I mean, where are the mod files, I can never find them
SteamLibrary\steamapps\workshop\content\108600
and Ctrl+F mod Id you can see here
let me take a pic of this
I know, but was curious why there was only numbered folders
oh wow
its literally just this
`module Base
{
recipe Recycle Plastic Bag
{
keep Scissors,
Plasticbag=1,
Result:Garbagebag,
Sound:PZ_ClothesRipping,
Time:50.0,
Category:Survivalist,
}
}
`
so I need to put the name rights
you can find all the item names here
1 sec
SteamLibrary\steamapps\common\ProjectZomboid\media\scripts\newitems.txt
let me take a pic
i don't know abouth the sounds tho
damn kind of want to get into modding and start adding items and shit 
but I also need to play the game lol
what are you working on?
oh related to survival/items, or like adding new mechanics?
mechanics i guess

sounds are in the same folder in sounds_....txt files
under event = "soundname"
heck you can assign helicopter sound to it if you want
I don't even remember the last time I tried to play it without testing any of my mods lol, probably over a year now
But playing with my mods is sooo satisfying
when they fucking work
and you don't find some kind of bug you really need to fix that wasn't found during actual mod testing
true
quite a few
many of them with my name slapped on the title
who thought hiding zombies inside cars was a good idea? Ohhh wait it was me, just got bitten on the head while testing driving time
Yeah, scavenging time will need a rework before I can update a version for iwbums
I'm already working on clothes for a new dressing time version too
man all of your mods seem organized and well put, congrats on it
I love when they put art thumbs that makes you connect all of them so you can keep browsing what the guy created
but sadly I couldnt get the scavenging one 
will patiently wait tho
yeah, I will update them all eventually
I feel really silly for asking this but I'm kinda butting my head against a wall. Say I want to make a mod that goes through and changes up the weight value of base items. The way I'm thinking of going about it is just going to change the values in the vanilla object without creating a clone to overwrite the spawn of that one.
However in practice it is not working this way. Am I SoL and have to make a clone of everything and replace it all in the distribution list?
it's all greyed out and I can't modify anything
You either override the item in your txt files, no need to override distributions, or use something like the Item Tweaker API mod
thank you so much
What a best way to check my modpack works properly without errors?
like you seen above - testing testing and more testing. I also am messing with testing more, than playing. But what I learned, that play test is also needed, to test in other situations. So, if you have friend you plays a lot, that could help, is very good thing.
I like scavenging time, would be nice to use it.
@wet osprey yes, creating simple mods is very easy. Well, Zomboid is modding friendly after all. If you plan only to write mods for yuourself, then I suggest to make new mod and write your stuff in there. If you edit game files, or mod files, those can be updated, and you will loose your code. Would say, that recycle garbage bags is safe to edit, but I will probably update it with lua code, to check if plastic bags are empty before converting. Craft sacks also need that check.
oh thats good info, thank you
might need a couple more runs until I figure out what to mod
I mean some guys saying about server errors, in minecraft you can look to server console to check errors, but not client until crash
there is log folder C:\Users\USERNAME\Zomboid\Logs . You can see there without needing to crash, or can see yesterday logs
No debug mode like in RimWorld?
f11 for debug
ok I died 
but also I know now what mod I want to make
need to add a recype that allows to turn the tape scotch into duck tape
wait how can I add it as a separate mod? I copied the other numbered folder, changed the values, how to make it appear in the mod list?
drop it here C:\Users\USERNAME\Zomboid\mods
but dont forget to change mod.info, or it will have same mod name
How did you manage to use ItemZed, Bunker? It keeps crashing on start and I'm obligated to use good old text editor.
Change mod file. You may have forgot to change it's I'd and mod name.
I did change the id
cant see it in game/mods
Did you restart the game?
it should be
yes
but image will be old mods
yes, the difference is because steam needs additional folders and few files.
niiice it works
Just get everything from mods/ModNname in your GrafoMod folder
Is there anywhere I can lay my hands on WorldZed source code?
btw, talking about Steam. If you will want to upload mod, you will need to have it in C:\Users\USERNAME\Zomboid\Workshop
oh I dont think anyone will want this
what recipe did you add?
I think I've seen something like that...
now need to add some modifications to the spears 
shit this is awesome hah
I know is the stupidiest mod, but feel so nice to be able to add a custom recipe hah
everything is ok, start small, and later you will create big complex mods, if you will want.
Adhesive tape into duck tape if its not 1 to 1 ratio, I think its allright.
what you want to edit in spears?
testing atm, oh I set those the same cause I almost never see a duck tape, and maybe I will get 1 or 2 adhesive tapes in a week, and the duck tape is needed to make better spears
so from a realism point of view, should be totally doable to still improve spears with adhesive tape
I think besides adding recipes here and there I wont be able to do anything bigger
the only 3 things that I would do if I could make something bigger are
- barricade empty door frames/door holes, (like if the zombies break the door of a house, should be possible to barricade that hole, with like a bigger plank
- have an invisibility item, (like you collect tons of blood in a bottle, and then shower yourself with it, making you full bloody but zombies dont attack you while the effect last, which should go away if you touch rain too
- a better noise maker, less sound range and more throwing range
and also some kind of torch that you can refuel / a helmet that provides light / attach a flashlight to some firearms
but im pretty sure these are quite complex, so will just stick to adding recipes hah
You could tweak spears recipes instead of converting adhesive tape to duck tape.
for personal use, I for sure would convert adhesive to duck tape, instead of adding ~5 recipes to make spears + rely on dev not to change anything in spearcrafting lua.
For public one, depends, but its easier and less chance to get broken.
Raathtuxinator is worked on helmet with light. didnt see it in workshop yet, so not sure if its finished or will be released.
You can tweak noise maker to have lesser sound range, not sure about throwing range, I think throwing is tied to game mechanics and is unchangeable.
baricading door way is actually good idea, I think it should be option in vanilla to do so. Now we can only craft doors and place it in. Or demolish doorframe and build a wall
invisibility item would be too OP. Listen to radio, if there will be rain, you either spend that day inside, or you know that your blood disguise will get removed, so you stay wont do crazy stuff. In my latest save, im on day ~20, there were only 2 days at begining when there was rain, and one of those days, the rain very short. I know, because water was shutoff on day 2.
It would depend on weather, but whatever amount of zombie blood is needed, I would for sure collect it in 15 days to cover my needs.
shit.... the vehicle FBX model format must be in a specific year version
i wanna make a way to combine vanilla condiments
so that you dont have a TON of options when you keep your condiments in one container
combine condiments
Looking good @ember plinth
wasn't sure what to do with the negatives. just made the script to make them constant instead
also made mayonaise not to expire. i wasn't sure how to code the freshness thingy
canbeconsolidated: yes. Doesnt work on food?
Hm, I'm not an items modder, so I have no clue how the freshness is done
@ember plinth what did you change? Overwriten vanilla items, or only added recipes and lua scripts?
only added lua+recipe
i QoL the mayo. modded it to turn off expiry. it's like the only condiment that expires anyways
Try this
{
HungerChange = -10,
Weight = 0.2,
Type = Food,
DisplayName = Pepper,
Icon = Pepper,
Spice = true,
ThirstChange = 20,
UnhappyChange = 20,
EvolvedRecipe = Soup:1;Stew:1;Pie:1;Stir fry Griddle Pan:1;Stir fry:1;Burger:1;Salad:1;Roasted Vegetables:1;RicePot:1;RicePan:1;PastaPot:1;PastaPan:1,
CantBeFrozen = TRUE,
cantBeConsolided = FALSE,
}
I added last line, not sure if that works for food. Would solve all your problems
cant test it out now.
mayo expires IRL. And you only changed it to not expire, because you didnt knew how to do it. You said that yourself.
I dont care, if you add or remove something. Just suggesting to try different approach when you said, that you werent happy with how you did
well ketchup expires also but ingame it doesn't so it doesnt really matter..
consolidate only works for drainable items
i think cantbeconsolided can only work for drainable
I think the way you want to do it, you'd need an evolved recipe for sauce
ah i already finished coding it
please do try it out
only works with vanilla stuff. no hydro stuff
just quickly scanned the code. I think you don't need to use Override: True, on items. They get overwritten anyway. You also loose empty bottle after combining.
i see thanks
Yeah, oveeride is just for the recipes that already exist in vanilla, otherwise you're just creating another recipe with the same name
Oh, there's a recipe override parameter????
I think it means to just include original file as a reference or something
Can I find worldZed source code somewhere?
There is, if you ser Override = true in a recipe you override the vanilla recipe of the same name
Sick! Thanks Filcher π
Yo, guys, what the programm are you using to make .X format models?
blender
blender working with .X files in old 2.7 version
and it can only export .X files
not import
@nimble spoke
hey I have a problem with a mod, for some reason I just can no longer make crossbows
the mod is set to require the player to invent crossbow before the recipe can happen
the requirements are 2 planks / 2 nails / 2 in carpentry
even if I have 10 in carpentry, everytime I get the message "I'm not good at this"
before I would get the "easy" or "yeah, that should work" but now, no matter what I do, its always "I'm not good at this"
what am I missing?
@onyx pelican Grab this plugin https://github.com/Littleneo/Directx_Blender/wiki
place it in the plugin or addon folder, I don't remember which one
then enable it in blender preferences
okay, thx
@wet osprey it depends on self.possible, but from that I can't say what the problem is, whatever should make that true is not doing it
so it always go to the else with "I'm not good"
question can I remove this whole .lua file and that will make the crossbow always available?
because it seems all the info in this .lua its about inventing it
it looks like the crossbow recipe needs to be learned, but instead of giving it to the player, that code makes it so the recipe no longer needs to be learned, which would make it available for everyone in MP
weird way of doing it in my opinion
if you want the recipe to be available for everyone, change the recipe to NeedsToBeLearned = flase
false
oh let me check that, thanks
wait cant find that line of code, should I add it on the recipe?
if it doesn't have that line then it should be false already
@nimble spoke I got error when try to import clothes, but with weapons it`s all ok, do u know something about that?
all the recipe is this
recipe Make Crossbow
{
Plank=2,
Nails=2,
/Woodglue/Glue,/
keep HuntingKnife/KitchenKnife/Machete/Saw/HandAxe/MeatCleaver/BreadKnife/Axe,
Result:CrossbowUnstrung,
SkillRequired:Woodwork=2,
Sound:Sawing,
Sound:PZ_Saw,
Time:600.0,
Category:Carpentry,
OnGiveXP:GiveSawLogsXP,
AnimNode:SawLog,
Prop1:Hacksaw,
Prop2:Plank,
}
Looks like it should be available for everyone
@onyx pelican I've only tried some of the "static" models that don't apply texture masks over the character models, like hats or glasses
Oh, okay, thx
Looks like self.possible is a boolean that is set elsewhere in the code?
here
No, there should be some other code where self.possible is set to true or not?
Honestly, you should just take this to Lactose? He's been pretty responsive to fixing issues people have had with the crossbow mod; he fixed something about it when I brought it to his attention.
oh there is the setNeedToBeLearn
No, that's irrelevant to whether you get that "I'm no good at this" message or not.
I will, have been commenting in the crossbow thread before, was just curious if maybe this could be fixed with an small change
Ah, Lactose seems to make his stuff more complicated than usual, I'd just take it to him.
oks will do, thank tho
Or you just remove the entire check for self.possible there and have it act as if self.possible was true.
let me check
But like I said, that shit looks way more complicated than it should be, so probably best to just have Lactose fix it.
yeah, but is worth a test
you mean like kill all of this?
wait a second
what is this line?
is that related to the character xp multiplier?
Without the rest of the code that could be anything really
Yeah, dude, it's impossible to say w/o reading the whole thing.
And I'm normally fine with combing through code to figure shit out, but I'm not gonna deal with that headache knowing that Lactose can, and will, do a better job of it?
That's way more fucking complicated than anything I would make for a crafting recipe.
It makes my eyeballs hurt trying to figure out what's going on there π
I like Lactose's stuff, but they definitely do things in their own special way.
That line seems to be based on your skill level in the craft. Kind of like how the books will sometimes call for you to have a certain level of skill before you can read them without your character spamming "I cant read"
wait, but the only skill related on crafting is carpentry, or am I missing something? 
Naw, somewhere else a value is assigned to self.multiplier, and it's likely carpentry skill plays a part in calculating it?
But like we said, theres a whole lot more than what you posted that is used by that function, so it's impossible to figure it out from just that snippet.
skill level would retunr an interger not a float, it would go from zero to 10
Yeah, thats why I said it probably is used in the calculations to derive the value of self.multiplier? But since it being easy requires a low self.multiplier value its obviously not just the skill level being used straight up.
That is waaay to much trouble for a recipe
Yeah, hahahahaha, I know.
That Lactose is a character alright.

Like all of his weapon mods have some crazy overly conplicated shit in them? I like them, and Lactose does a good job with them, but it's still crazy town looking through the mod files for them.
just trying to wonder what have I started doing differently that is not triggering this thing
Ah, Lactose is the only person qualified to answer questions about this stuff?
They've always been nice and helpful when people have issues with their stuff.
Could just be a change in the code with b41.30; that's one reason I'm a proponent of doing stuff as simply as possible, makes fixing stiff when pz changes less of a pain.
I'm pretty sure stuff like this has happened a bunch of times with that crossbow mod when there were new versions of the b41 beta; one time it broke reloading guns.
yeah, right now I think blacksmith is broken too, or maybe their hotfix also fixed whatever was breaking it
Oof!
Shit, guess I better go through all my b41 modding stuff and test it all again.
That happens when I trying to open my exported .X model, anybody know what the matter?
Where is it recommended to start to understand in the development of mods as quickly as possible?
there is modding guide but it's mostly empty. Try to see into other's people mods. I'd recommend to start from items and recipes
btw modding guide is in the pinned messages in this channel
There's no shortcuts for doing anything properly.
Fenris' pinned modding guide, although incomplete is still the best resource available, and Fenris knows programming stuff properly inside and out.
Other than that your best route is to find good, well implemented, simple mods that you like, and to look through the files inside and out, and experiement with them to see how they work.
I can't see pinned massage here
This one i guess
Yes, thats the one.
Why cant you see pinned messages? There is more good stuff in there. And I can see it on PC and mobile without problems.
For lua code tutorial, it would cover the basics only. If you think of something new, you would need to get something from one mod, something from other, add, fix, add your own from what you have. Or check if something is possible to access through with lua in Zomboid.
When I started to poke zomboid modding I saw lua for the first time. It's very easy to learn and you should worry about interacting with the game engine instead of learning how to work with lua for the most part.
Any idea where can i find mechanism that controls attachment slots when belt is equipped?
creates them to be specific
Must have tool for modding is jdgui for me
it's a bit too advanced for someone new to modding in general i'd say
but yeah, java decompiler is a must when you're creating complex mods
How can i change original file's functions without completely overriding said file?
if its global, just redefine it. theres actually a section in that guide on doing overwrites
i don't think it's global. my file doesn't even load
well it's not defined as local either
i'm kinda lost on that
function ISRadioAction:performToggleOnOff() if self:isValidToggleOnOff() then self.deviceData:setIsTurnedOn( not self.deviceData:getIsTurnedOn() ); end end
it's defined like this
i'm trying to overwrite it like this
local originalToggle = ISRadioAction.performToggleOnOff; function ISRadioAction:performToggleOnOff() --custom code originalToggle(); end
mostly correct. when you call the original it needs a 'self' argument.
functions defined as
function table_name:fun_name()
end
using the : between table and function are OO format, and have a invisible arg self (the table itself)
calling a function ISRadioAction:performToggleOnOff() is the same as ISRadioAction.performToggleOnOff(ISRadioAction)
local originalToggle = ISRadioAction.performToggleOnOff;
function ISRadioAction:performToggleOnOff()
--custom code
originalToggle(self); -- << right here
end```
not sure what you mean. all the arguments intended for the original are getting passed to your overwrite instead (looks like theres only one, the self argument)
self in the original refers to radio object, but self in my file would likely refer to this file instead, isn't it?
FYI, just in case you're trying what I think you're trying, radios only send/receive when:
- placed in the world like a furniture object
- installed in a vehicle
- or held in one of your hands
You can turn a radio that's attached to a hotbar slot on/off, for example, but it will not receive or send any broadcasts.
no, i'm just dancing around it's functions a bit
to understand the whole mechanics behind overwriting them
your overwriting a method in a table, self doesnt refer to a file...it refers to the table that the method is being called from. which is usually a instance (or copy sort of) of the original table
so it will take place of the original with all the original's references?
if you call a function like:
ISRadioAction:performToggleOnOff()```
then `self` directly is the ISRadioAction table. More likely the function is getting called in this method:
```lua
local action = ISRadioAction:new() -- creating a new instance
action:performToggleOnOff() -- call the function
in which case self is the instance of the table stored in action
hmm... it's logical, So if i define my function as TableName:function it'll take stuff from said TableName?
and what if i want to pass something from my custom table?
do i define it as global or something?
now you've just lost me, not really sure what direction your going there lol. might be worth going through some lua tables tutorials if you need a better understanding of them.
defining anything as global should be avoided imo
Will someone reincarnate FMJ Lockpicking?
Okay. I have my custom table and pairs array in it:
`RadioWavs = {};
RadioWavs.soundCache = {};in the same file i overwrite vanilla function. Can i somehow putsoundCache` in this overwritten function?
put whatever you want in your overwrite. if the variable/tables are in the same local (or global) scope its fine
ahh so it's possible to make my stuff global
everything in lua is global by default unless defined with the local keyword
that said, globals should be avoided, local should always be preferred. its faster, and isolates code and variables from other areas that dont require access
but i can't access ISRadioAction's self in my table's function
i'll swing with trying to pass my array as global then, it's unavoidable basically.
though Lua is a little different than functional or OOP languages i'm familliar with
thanks @quasi geode passing global variables works perfectly
importing skinned x files with blender bugs them.... ohhh well
I managed to have a modded beard show in character creation but the model is useless
any ideas if it is possible to loop through the contents of folder in Lua?
@nimble spoke I'm not too good with pz blender, but I think the import/export scripts are for blender 2.78?
which scripts?
Oh, theres import/export scripts for pz models for blender? @ember orchid knows way more than I do about this.
I asked him about the FBX vehicle models but not skinned X
I just tried importing skinned X for the first time because I think @onyx pelican was asking about them yesterday
I found that another guy tried to post a fix but the author never accepted it, https://github.com/JLouis-B/directX_blender this one has files that should replace the ones in the link I posted before, but so far I got the same results when importing and then exporting
Keep in mind these are old, this update was planned for bledner 2.6?
Good, which version of blender was it?
I mean using the .fbx models as a mod works fine now.
ohhhh ok
You were having issues importing them into blender, right?
It looks like there are two types of .fbx.
One is ascii.
You need to convert the ascii over.
I didn't know what the problem was exactly, I got errors in game
how can I convert these fbx types?
I don't remember, I messed with it a long time ago.
I'll see if I can export another model.
ok
I'm currently using one I exported a long while back, so I can't remember the details of it.
@nimble spoke
Those were the settings when I exported it.
It worked fine in game.
I'm using Blender 2.78.
When you hit export as and choose .fbx, it should appear in the lower left.
Oh, and check selected objects only.
thanks
Not a problem, dude.
I exported one blender example and it worked, the scale is totally off but that's probably the value in vehicle script
I'm using blender 2.75
Cool man.
When I was converting my .txt models to .fbx, I scaled it up in blender by 2.54.
Then in the script, I set the scale to 0.003937.
That got it to the same size as the original .txt model.
Anyone know about weapon and clothes models?
what do you want to know?
Question: In item scripting, does anyone know how to make an item turn into another item when it's frozen? I think I've figured out how to make an item turn into a different one when it thaws using the ReplaceOnRotten modifier, but not the other way around. Also, how do youcode it so that an item will disappear from your inventory when it goes rotten?
Where is car physics handled? Specifically crashes and damage to parts.
@nimble spoke I want to know how to import/export .X models in blender. That was so easy with .txt scripts in blender, but now I dont have idea how to do that, because this blender import/export addons so bagged.
@onyx pelican it depends on the model, weapons hats and glasses work fine for me. The ones with armatures bug, sadly I don't know of any other option at the moment, maybe for the people who own other modelling softwares
@grand walrus Mostly java sided
Thank you, SF. That's not really what i wanted to hear...
I was thinking about tweaking the damage mechanics a bit
cause destroying the hood on the lowest damage settings after smashing a couple of zeds is bullshit
there may be options to tweak that, conditionmax for example. Depending on how damage is calculated, you could increase conditionmax for hoods
Naw, Vilespring tried that for their apc; doesn't work, as it apears that damage inflicted is claculated as a % of condition max.
The good news is that the only effect that damaged hoods can have, aside from cosmetic, is to make engines less likely to take damage from overheating.
I always thought that after hood is gone engine starts to take damage from impacts
Engines don't take damage from anything but overheating.
And I've never seen an engine take overheating damage.
hmmm
so basically you can create a mad max style vehicle with only engine, and wheels to squash zeds
Vilespring's apc would be golden for it, cause it's wheels don't take damage
i tried to tweak damage multiplier in sandbox options, but it's tied to dropdown list and can't be anything except 1-5
Yes, if you absolutely must make it any easier to cheese zed killing with a vehicle, it's possible.
lol
i just hate when my perfectly fine car accidently hits a walker and suddenly looks like a honda civic my dad used to drive
the aestetics
m13a doesnt take damage when driving ontop of zombies?damn, i need to obtain it. not for zombie killing, but to not worry leaving zombies in the middle of the road.
You can just remove the damage from the damage mask if you find seeing damage on a car troublesome.
it's too much work for something that should be possible to tweak with just one number
Damn, dont take my dream away :( will keep using my beat up car then and draging zombies from road after killing them with my trusty axe.
If you want to be serious about modding stuff, I would reccomend getting practice with stuff like editing the textures and stuff. Worth learning how to do properly.
well i plan to do this after clothing modding will be oficially released. Now i'm playing with functions mostly
Question: In item scripting, does anyone know how to make an item turn into another item when it's frozen? I think I've figured out how to make an item turn into a different one when it thaws using the ReplaceOnRotten modifier, but not the other way around. Also, how do youcode it so that an item will disappear from your inventory when it goes rotten?
you mixing some things. OnRotten changes item when it rots, and not when it get thaws from being frozen.
I tried a long time ago to do exactly that, not in a simple way because there isn't one, and it failed. Freezing items is java side of the code, you can't change it and there's no linked event or anything so all you can do is to constantly try to detect a frozen item and change it, very probematic
on food there is daysfresh, and there is daysfullyrotten. When time passes, and item rots, then it gets changed to fully rotten. From vanilla food, I know icecream "rots" and changes to different item
well, when you have a total of zero days for rotting, item will rot pretty fast after losing the frozen status, that's what he meant
I asked the devs before for a ReplaceOnFrozen, but I guess that's a big change in the code they didn't want to try
maybe they will add it with food balancing
i'd like a proper food pickling and drying
how do i add effects to radio lines in wordZed?
tag Azakaela
She wanted to tech me, but I didn't had plans to make new radio stations.
and from thursdoid, looks like, that VHS tapes will be in vanilla at some point. Well, it was written DVD's.
i will gladly search for tapes/dvd's with same programs as were shown on tv.
but they're one-time use items
im not playing 6months later, but would be very useful in that scenario.
get the xp and throw them out
it gives hella xp, if you have boost even more.
didnt managed to read all carpentry books, fast learner, +1 in carpentry and from watching all carpentry shows, I wen to 6 and a half levels of carpentry
so "today we will learn how to build stairs" really worked. A bit of bed dismantling and I water collector barrel is available to build.
depends how it will be implemented, maybe some tapes/dvds with movies, you could rewatch those for boredom reducement.
weapon skill boosts, recipe learning.
But it wouldn't have very high impact, thats why its not implemented yet
but that could help with playing strategy. now I try to stay indoor, and watch TV. could have more freedom at begining.
and how your endgame looks now?
i need those books sometimes
the longer you survive, more sims stuff you will need to do
and you can't level up electric and mechanics without electronics and cars
wait for the NPC's. I didn't play Sims much, but when I tried it, I remember that need to talk with other "people" in game wasted my precious time to min/max there.
I thought about making VHS tapes, At least what was shown on TV. Best case scenario - 1 time use, if you watched episode on tv, you wont get xp boost. So, later, you can read a book, choose time for your convenience when you watch the tape.
For leveling more traits (electronics, mehanics), tapes or tv programs can be added easily. But that arent high on developers list. If it at all is.
You using DLTS, Def included a way to level skills with DIY books.
And thats logical, Real life situation. I also had Almanaxs with recipes, and knowledge written in them.
Game follows that line, needing to read magazines with recipes, to learn new stuff.
@nimble spoke Feck. Oh well.
I had an idea to make Ice by using ice trays
I want to make a mod that lets you make ice cream, ergo the ice.
ice cream from what? milk? Adding more options to get milk? Milk powder?
Well, many recipes call for ice as an ingredient for a milkshake.
The mod I'm working on already has milk powder, among other things.
But yeah, I wanted the ability to make some foods after the apocalypse.
I see, thats why I asked about milk powder.
I could probably just gamify it, omit the ice from the process.
@zealous wing exactly what I tried to make lol
Think if we pester TIS some more, they'd add a "ReplaceOnFrozen" variable for us?
Ice could have workaround with very short shelf life, but but time goes when food gets frozen, and it still has to be at least 1 day
Who knows? It happened before with soem requests
I assume it happened now with radio something added in new update
yeah
if you come with a good explanation of how it should work you probably have better chances of getting a change
Another question I got, is there a way to make/script an item to completely disappear from a player's inventory? E.g. When the ReplaceOnRotten variable triggers, the item just disappears?
what about food temperature? Boiling water can be checked if its hot. so maybe we can check if food temperature is belowe freezing, i.e. frozen water
I wanted these hypothetical ice cubes to melt/evaporate if they weren't in a container.
Huh, I'd need to see an example.
my bad, I think it was recipe
I don't tihnk I ever tried that
on craft no craft, not sure how it was written. vanilla or mod, but i for sure seen that
@nimble spoke when you modded new info interface, is zombie kills saved as string somewhere and value could be changed? I have idea, not real life like. To buy traits for zombie kills
zombie kills is an interger saved in the characters, I tihkn it can be changed with character:setZombieKills()
thanks, will need tot test that out.
Think if we pester TIS some more, they'd add a "ReplaceOnFrozen" variable for us?
@zealous wing I'd ask for events on defreezing and freezing. You can basically do whatever you want with your item once it chages it's state then
I guess that would be harder because events have the potential to slow servers down, I don't remember who told me that and what was the situation though
Hello, good day,
Im searching all forum and mods for a way to increase item transfer time
How can i edit the trait " Dextrous " to increase item transfer time to 100% or more?
I once made a texture pack that changed all the color of the blood to rainbow colors
Now it seems way harder to do
So, I'm working on some evolved recipes. How can I go about adding entries for my new recipes under the relevant condiments/dishes/etc in media/scripts/items_food.txt as unobtrusively as possible?
E.g., I want to add my evolved reciipes to the ketchup and mustard condiments.
If anyone has any plans on making a mod to add more traits, "Bad Knees" to cause minor pain when sprinting or sneaking sounds like a good idea :O
β is there somewhere list of removed / modified values for table.insert in IWBUMS 41.3x (vs40) ?
(so i avoid going mad from trying fix item spawns ... )
Would anyone be capable to make lifestock possible when in build 42 wildlife happens?
So we can have cows and ox, and chickens and similar?
Or lamb
Probably but there's no way to know with there being no information available regarding anything abiut the animals or what can be modded with them; it's impossible to make any plans.
@zealous wing You have 2 options, override the item, or use something like Item Tweaker API mod
@frozen scarab Sounds like a good idea
Yee!
@polar river I've been checking with their Distributions.lua directly
Aw fuck what if they made it so short sighted was way more impactful but you started with a pair of glasses, and every pair of glasses you found after that will only mostly optimize your vision? Random prescriptions that might make far off even worse or what not. At high levels of medicine you could even try to make your own prescription with salvaged lenses from other glasses..!
A friend of mine knew a guy who would do that with dollar store rack glasses, he was far sighted so he'd take reading glasses off the racks, cover one eye and just read posters and gauge which lenses worked best for each eye, the get home and combine the lenses appropriate for each eye and get a 500$ prescription quality pair of glasses for like 20 bucks
Vests With Pockets Mod is now up on the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2016213788
@willow estuary looks interesting. Do they occupy back slot?
I don't half-ass shit.
so it's vest slot then?
but they don't count as clothing with insulation dirtiness and protection huh
from https://steamcommunity.com/sharedfiles/filedetails/?id=2016213788
"Note that as they are containers items, and not clothing items, that they will not function as clothing items with many of the clothing systems in PZ."
yeah, it wasn't a question
2 kilos per every vest is a bit boring. probably gonna change it for my game
Ugh, if people start using my mods to cheese the game I'll just delete them from the workshop.
no i mean progression system
why is safety vest has exact same capacity as hunting vest with lots of pockets?
The safety vest isn't in the mod. Those things are fucking useless in real life.
The foreman vest, however, represents the higher grade of construction vest.
also overwriting the whole ISInventoryPaneContextMenu is not a good way to do it
can't you overwrite only functions without the whole file?
That's why I included the disclaimer regarding that on the mod page.
so apparently you are changing only createMenu function
you could create a lua file with only this function
it will preserve other parts of the file for other mods to change
like this
it's not optimal, but it's better than swapping the whole file @willow estuary
i'll probably try to make it even more mod friendly tommorow
Where can I find a list of the item names of all the movable furniture in the game?
Alternatively, which game file lists all of the item names?
Is there a list of them anywhere online? I've looked but came up empty.
when i tried to create custom buildables i only found an incomplete list of sprites
Well, I'm not looking to create custom stuff, I just need a list of class names for cold/heat sources. It's for a mod I am working on.
you can probably look into "more builds" mod. It's somewhat complicated but there are buildable antique oven and mini fridge there
hey, is there a mod or a way to remove/change a negative trait from an already create character? 