#mod_development

1 messages Β· Page 423 of 1

drifting ore
#

Debug mode

wet osprey
#

oh, how do I enter it?

drifting ore
#

Set the game's launch parameters on steam to -debug

wet osprey
#

hmm my screen gets black when I start the game with those parameters

drifting ore
grand walrus
#

just goodle it lol

wet osprey
#

yeah it looked like that hmm

#

huh starting with -debug mode just gets me black screen

grand walrus
#

try to press f11

wet osprey
#

let me check

#

hmm nothing Thinking

grand walrus
#

try safe mode?

willow estuary
nimble spoke
#

why is that not-raynor holding a kukri?

grand walrus
willow estuary
grand walrus
grand walrus
#

@quasi geode how do i override this one:
ISInventoryPaneContextMenu.createMenu = function(player, isInPlayerInventory, items, x, y, origin)
?

zealous wing
#
    {
        Steak/MuttonChop/PorkChop/Rabbitmeat/Smallanimalmeat,
        Bowl,
        keep Saucepan,
        
        NearItem:Campfire/appliances_cooking_01_1/appliances_cooking_01_5/appliances_cooking_01_9/appliances_cooking_01_13/appliances_cooking_01_17/appliances_cooking_01_21/appliances_cooking_01_25/appliances_cooking_01_28/appliances_cooking_01_32/appliances_cooking_01_35/appliances_cooking_01_44/appliances_cooking_01_42/appliances_cooking_01_43,
        Result:AAAHomemadeGelatin,
        Time:200.0,
        Category:Cooking,
        OnGiveXP:Give5CookingXP,
    }```
Is the NearItem line of code valid? Or did I cock it up? Trying to make it so that you need to be standing near a heat source to craft this item.
#

Basically are those the right item names for the relevant stoves?

willow estuary
#

Testing should sort that out? I think you can see the tile names in TileZed, or when you use the clone tool with Necroforge?

#

@fallow bridge ^ there you go.

zealous wing
#

@willow estuary Don't have TileZed, I got all of those class names from looking at Necroforge code to see what it called.

zealous wing
#

Another question: How do you add a custom item to the trapping loot? I.e., A a new animal you can trap in the trapping crates.
Can't figure out where the code for it is, although I probably missed it.

zealous wing
#

NVM, I think I figured it out.

turbid pasture
#

new items in traps are easily added in lua code. When you use vanilla traps. Adding new trap would be way harder.

#

I tried to find info what works with NearItem. And got stuck. Most of the items I tried - didn't worked. I'm 99.99% sure. that line wont work how its written.

#

what animals are you adding to extract gelatin? Im lazy to draw new animals, so didn't released my addition. So, saying to myself, that I'm still testing. Have added lizard, another bird and spiffo errrr i mean racoon.

#

Downloads Algol's mods while they there

#

I think 2kg pockets is enough, or atleast almoust enough. Never finished my belt/backpack addition, to have different compartment to store every day carry items. I have enough space in backpack to carry it, but want them not to get in my way.

#

@willow estuary there is no poster.png in vest mod.

zealous wing
#

@turbid pasture The only thing I'm adding is Wild Chickens. Going to start drawing sprites for things when I get the energy.
Do you know of any way TO write that line? I guess I'll have to rewrite stuff if it nothing else works.
As for gelatin, red meat generally makes the most. No poultry or fish.

turbid pasture
#

No, I dont know what can be used with NearItem or where items are listed, that can be used with it.

willow estuary
#

@turbid pasture Ah thanks.

polar river
#

hmm LOG : General, 1583679063721> ERROR: SuburbsDistributions["garagestorage"] is broken ERROR: General, 1583679063724> java.lang.ClassCastException: java.lang.String cannot be cast to java.lang.Double ERROR: General, 1583679063724> at zombie.inventory.ItemPickerJava.ExtractContainersFromLua(ItemPickerJava.java:248) ERROR: General, 1583679063724> at zombie.inventory.ItemPickerJava.Parse(ItemPickerJava.java:161) ERROR: General, 1583679063724> at zombie.iso.IsoWorld.init(IsoWorld.java:1952) ERROR: General, 1583679063724> at zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:241) ERROR: General, 1583679063725> at zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:200) ERROR: General, 1583679063725> at java.lang.Thread.run(Thread.java:745)
and game refuses to continue, but i can't find anything wrong wondering

willow estuary
#

Looks like PZ is expecting a number and it's getting a string.
My guess is that you have a formatting error somewhere in your distribution tabls, like a missing quotation mark or something.

They way I usually troubleshoot something like that is start with a small chunk of the code, feed that into the game, and if it works, add another, and so forth, until the chunk with the error gets in there.

willow estuary
#

So it doesn't update instantly, seems to need a mouseclick or keypress to initialize, but I have "containers attached to hotbar slots are accessible in the inventory interface w/o having to be equipped" working

nimble spoke
#

NearItem detects the name of the tile object

lost stirrup
#

Is there a trenchcoat mod for Zomboid?

nimble spoke
#

the only known example of NearItem comes from the smithing system where it detects the Anvil

#

And it can only detect tiles on the floor level

#

Unless you guys want to bug devs for fixing that

pastel estuary
#

tfw I take the pages out of a book and the resulting pages weigh more than the book

turbid pasture
#

Thanks Flitcher for clarification. I won't bug developers for that. I don't think thats so important now.

willow estuary
mossy mantle
#

hey, one question. Anybody knows the difference between SoundVolume and SoundRadius in the weapons script?

abstract raptor
#

Sound Radius would affect from how far the sound can be heard at max volume

#

I think, I have nothing to back that up on of course πŸ‘€

willow estuary
#

I believe that Volume affects aggro from zeds and Radius affects how far other players can hear it in MP.

mossy mantle
#

well, after making a file and trying it out, turns out is the other way around... or so I assume.
Radius affects aggro, volume I assume affects the sound in MP?

willow estuary
abstract raptor
#

equipable walkies looks rad

drifting ore
#

Love it

willow estuary
#

Kinda a funky attachment point (used the walkie talkie one for testing), but visible canteen!

willow estuary
#

Gonna need some fine tuning down the line, but I have the belt attachment positionings for radios and canteens at the "good enough" stage.

grand walrus
#

waht about chest walkie-talkie position?

whole sphinx
#

@willow estuary oUUfMN3

willow estuary
whole sphinx
pastel estuary
#

it loads properly in singleplayer, being an admin doesn't matter because I can't actually enter the server in the first place

#

yeah, reverted to a previous version and it works, I think 2.9 is bugged

spark vector
#

Does anyone know if there's a way to let the player select a backpack in the character design screen?

#

Like on the screen where they choose their look and starting clothes, is it possible to add a "Backpack" slot? It looks like right now the only items that get slots are Clothing items, and the backpack is not Clothing it's a Container

grand walrus
#

i know it's possible. Look into "occupation items on spawn" mod. You can choose backpack for burglar that's i'm certain about @spark vector

spark vector
#

thanks @grand walrus

pallid matrix
#

hell yeah spiffo

spark vector
#

Can someone tell me what I'm doing wrong? I want to add new definitions to /media/lua/client/Definitions/ClothingSelectionDefinitions.lua

#

So I made a mod whose file structure looks like this:

#

MilitaryClothesEnabled/Contents/mods/MilitaryClothesEnabled/media/lua/client/Definitions/ClothingSelectionDefinitions.lua

#

Just that one file. I thought that it would simply overwrite the old version and that would be that, but it seriously crashes the game. The splash screen background loads but no options to play or exit the game appear after that.

grand walrus
#

you've messed up with lua somewhere. if it doesn't compile and overwrites game files it won't load

spark vector
#

okay so there's probably just a missing comma or something?

grand walrus
#

something more significant i'd say

spark vector
#

like what?

grand walrus
#

like end block or function structure

#

hell it can be anything lol

spark vector
#

I didn't actually write any new script or anything, I just added extra clothing options to some of the JSON lists

grand walrus
#

idk then

#

especially without seeing those files lol

spark vector
#

But in theory that should basically work, though, right?

#

Like it's okay to just rewrite lua files instead of crafting an injector?

grand walrus
#

i'd avoid it as much as possible tho

#

but it works

spark vector
#

yea I know it's a bit unprofessional and will possibly break future updates

#

okay so I just did it again with the original text and it loaded fine, so I think I'll just add each option back in slowly, testing in between

grand walrus
#

yeah, that's one way to do this

spark vector
#

Actually, better yet... can you think of a mod that uses a script to just update one JSON {} somewhere in a specific file?

grand walrus
#

you don't actually need a cript or anything

#

i'll show you

spark vector
#

thanks πŸ™‚

grand walrus
#

have you tried to make a custom named lua file with only your custom configuration?
like clothingMod.lua with something like
`ClothingSelectionDefinitions.customCofig = {
Female = {
-- Shirt = {
-- chance = 20,
-- items = {"Base.Shirt_PoliceBlue"},
-- },

    Tshirt = {

-- chance = 20,
items = {"Base.Tshirt_Profession_PoliceBlue", "Base.Tshirt_Profession_PoliceWhite"},
},

-- Jacket = {
-- chance = 20,
-- items = {"Base.Jacket_Police"},
-- },

    Pants = {
        items = {"Base.Trousers_Police"},
    },
    
    -- we remove sweater from this outfit, you can still select one if you want

-- Sweater = {
-- items = {};
-- },
},
}`
inside?

#

without overriding the whole file

spark vector
#

The thing is I want to change the default configuration so that all professions can use

grand walrus
#

so try to include only the default config then?

spark vector
#

@grand walrus sorry for disappearing, my dog came back from her daycare and she was completely matted in dog shit

#

So I had to drag her into the bathroom and wash her for over an hour

#

Thank you for the advice, that lua file is exactly what I needed

willow estuary
#

Current Maxxed-Out Demonstration of Load Bearing Equipment System
In this pic:
back > belt > belt > calf sheath > holster > holster > back2 > webbing > webbing

  • the second back slot requires a back rig; you can wear a backpack or a back rig, but you can't wear both
  • the second back rig only works for big blades such as katanas, machetes, and kukris, or a sawn off shotgun
wet pecan
#

those attachment points are pretty cool

#

I mean, imagine shit like security guards with walkie talkies and soldiers with canteens

#

neat

drifting ore
#

B A CK R I G

willow estuary
kind peak
#

lol

willow estuary
whole sphinx
#

I'm not saying it's not cool, but what do you keep in there? πŸ˜… @willow estuary

willow estuary
#

shrugs
Whatever you want to?

#

People kept saying they wanted me to make fanny packs, here they go. It's up to them what they do with them.

whole sphinx
#

There's not a lot of room, that's what I mean.

ember orchid
#

Sounds like a real one to me.

willow estuary
#

It'll hold a pistol? Anything more than that and people will be able to fit sawn off shotguns and shit in them.
I don't know what people expect to jam into a fanny pack?

whole sphinx
#

No, but it's really well done. I don't deny the talent. It's just that we've seen better.

willow estuary
#

This seems like a reasonable amount of stuff to fit in one, I'm not sure what I'm missing here @whole sphinx ?

whole sphinx
#

Oh, yes, I agree. @willow estuary

#

I thought you could just put some poor pencil at most.

abstract raptor
#

is there a way to set fog to be permanent?

#

I want it for the atmosphere without the stupid map they force you to use in The Descending Fog

polar river
#

@willow estuary sorted that crash, was just missing line in items distribution ...

whole sphinx
#

Vests With Pockets and Fanny Packs (build 41) @willow estuary

#

did you make this mod?

willow estuary
whole sphinx
#

Well, look, I think you've probably heard this before, but okay. I really appreciate your mod. You did a really good job. Well done to you. @willow estuary

willow estuary
#

Thank you very much! πŸ™‚

whole sphinx
#

I have a question if you don't mind.

willow estuary
#

?

whole sphinx
#

I've been meaning to ask you, are you planning on adding more outfits in the future?

willow estuary
#

It is currently impossible to add new clothing items to workshop mods.

But yes, when that becomes possible, we have plans in that vein.

whole sphinx
#

Yeah, no, when I talk about clothes, I'm talking about what you did with the jackets.

#

πŸ˜‹

willow estuary
#

No, it messes significantly with the clothing system on a code level, and breaks several systems in the game.
I'm fine doing it for something like a few vests, but anything beyond that would cause all sorts of problems.

whole sphinx
#

Ok

whole sphinx
grand walrus
#

the colour is bloody sexy man

radiant ginkgo
#

πŸ˜„

grand walrus
#

we need bread truck edition

radiant ginkgo
#

Of course

#

And milk edition

grand walrus
#

yeah boi!

drifting ore
#

How hard would it be to make an rp oriented mod which replaces the basic text box notebooks with something higher quality like the map UI and allows you to type and draw on it?

drifting ore
#

and then if its a locked note, then just the image of what it says without options to make alterations

willow estuary
#

I think the typing stuff would just involve changing the font used, and throwing up a graphic as a backdrop?
Dunno, should be doable I'd guess.

blissful meteor
#

Would be great if you could find those on the survivor Zs

willow estuary
#

Ah, there's a mod that pretty much does that? "Survivor journals" I think? Kinda surprised it's not more popular with how people say they want more of a story experience out of the game.

cyan spade
#

Does anyone here know the spawn rates for cars?

spiral plover
#

Is it possible with Tile Properties to make a tile immune to the sledgehammer?

nimble spoke
#

Ohhh I had fanny packs in my to do list but you beat me to it....

willow estuary
#

@nimble spoke Hohoho! Hey, I was gonna DM you and thank you for that reorganized info window mod; it's a blessing for looking at the attached gear stuff I've ben working on ingame!

nimble spoke
#

That's exactly why I made the mod, I could barely see glasses with the vanilla size

willow estuary
#

Appreciated a lot!

nimble spoke
#

I wanted to make the model even larger but I'd have to move the hair/beard options again

blissful meteor
#

@spiral plover not in the tile properties, I couldn't find a way

nimble spoke
#

@cyan spade you can check them in VehicleZoneDefinition.lua

#

At some point I wanted to make literature items that simply show an image, much like maps but without the note or symbol options. I might give it a try

drifting ore
#

@nimble spoke Why not the note or symbol options if you don’t mind me asking? In my example I just left them for the heck of it, but ideally I’d want to have one button to edit text, and another to be able to draw with

#

So like a substitute for the note and symbol suited for writing a journal instead of a map essentially

#

If you do wind up making the sort of mod I think you’re talking about, which is to say, the kind that I was talking about, I’d be hyped af

nimble spoke
#

If I do get to the point of testing these ideas, I'll try to to make both options possible

drifting ore
#

Will be EPIC for rp man

#

I wonder if typewriters were a big thing back then

nimble spoke
#

I think they still were, well at least in countries where computers took longer to replace them

#

back in 93 I had not seen a PC in front of me yet

willow estuary
frozen scarab
#

I wonder if between the different clothing items that attach models to the body and now the upcoming tattoo system, if we'll soon see modders adding... furries...

cyan spade
#

@nimble spoke thank you, much appreciated.

frozen scarab
#

So the map_xxx_xxx files in the save folder are what the game uses to remember and store data on cells that the player has visited, right?

willow estuary
calm portal
#

When shall it be ready oh lord above?

polar river
#

i just realized , it would be really nice if the .lua files in the base game had theirs own versioning in the header of each file

#

sometime i'm really scratching head about some mods, like wth this version of the file and what game build it came from 😁 etc.

spark vector
#

Is there a way to load changes you just made to your mod without having to quit the game and reboot?

nimble spoke
#

if you enable/disable mods in the mods window the game reloads all lua

#

I think debug mode also has a force reload button

cold swift
#

little tweak to have the same feel of the original texture in terms of layout and picture

nimble spoke
#

I'm testing the option to expand avatar model even further in character info screen. I think I will hide hair/beard/chest options when it is expanded and keep the original width for that screen

cold swift
#

love the outfit

ember plinth
#

hello can anyone help me with the attachmentType for handaxe?

#

i think i screwed it up i can't undo it

turbid pasture
#

Hi, from vanilla handaxe. AttachmentType = Hammer,

ember plinth
#

thank you. i did a reinstall haha..just to make sure

abstract raptor
#

I added in the functionality to add your own music to my mod

#

You just have to convert the files to .ogg using audacity and rename them custom1.ogg custom2.ogg etc all the way down to custom14.ogg

#

and place them in the RadioMusic folder where the mod is contained

turbid pasture
#

@ember plinth no need to reinstall, there is option to recheck game files in steam, so only edited/missing ones would be deleted. I did that once after editing files.

#

@abstract raptor nice addition. But for people, who are afraid to edit something, it would be nice, to add your mod settings, so when creating new sandbox game, people could choose files from settings menu.

#

if that possible

abstract raptor
#

I dont know how to do that X_X

turbid pasture
#

I know, I have seen somewhere pointed out which file has sandbox settings, but don't remember. I think, that superb survivors adds some settings

abstract raptor
#

that'd be pretty cool

willow estuary
nimble spoke
#

cool

#

is it possible to make it play different songs? I wonder if adding different CDs could be a thing

nimble spoke
#

we already have song tape icons, I think I should make a sony walkman icon

abstract raptor
#

Ahh stealing my thunder

nimble spoke
#

also is it compatible with headphones? it would be neat. Equip headphones to avoid becoming a zombie magnet

willow estuary
#

@nimble spoke

  • yes, it's being made to play different cds, each of which have a different tracklist
  • I really want to do cassette tapes, and probably will eventually, but there's some issues with keeping track at what position in the tape that the tape is at when stopped that make it core complex code-wise than CS.
  • it uses the same headphone system that radios do

@abstract raptor Ah sorry, this has been on my conspirators' and my agenda for a while, just that the new device functions made it easier.

nimble spoke
#

I didn't even know radios used a headphone system lol, guess I have to stop modding a little and play more

abstract raptor
#

Well Blair I hope it goes well ! that's exciting

spark vector
#

What's the actual proper way to update an xml table? The only mods I can find that modify xml files do so by just overwriting it completely, which would render it completely incompatible with any other mods that did that as well.

#

There must be some way to xpatch or something like in Rimworld, right?

willow estuary
#

Thanks Azakaela, it's been pretty exciting with how... ....delicate... ....the radio stuff is πŸ˜„
A nice rmeinder to backup stuff whenever you reach a milestone for sure.

abstract raptor
#

The radio stuff has been cool

#

I've dug it

nimble spoke
#

@spark vector I'm curoius about that as well. The only case I've dealt with xml compatibilities was in Starcraft 2 and I have no idea if their method was unique to their engine

turbid pasture
#

I went into debug mode, there is new radio tab there.

#

On a different note. Is there a way to insert into loot table item spawn in specific backpacks? Would like to have military items in those military ex survivors big backpakcs.

wet osprey
#

hey, whats the item name of pen/blue pen/red pen/crayons?

#

cant find it

main cave
#

what is the debug mode password

main cave
#

What do i type in to go into debug

pseudo lake
#

-debug

#

Set Launch options in properties (steam obviously)

main cave
#

ok thank

turbid pasture
#

@wet osprey Base.BluePen Base.Pen Base.Pencil Base.RedPen its in items_weapons.txt . Base.Crayons from newitems.

wet osprey
#

@turbid pasture thanks!

willow estuary
abstract raptor
#

coooool

willow estuary
#

Thanks!

It's about time people got around to the serious business of making b41 mods that make the game harder, instead of easier.

abstract raptor
#

so is the fog actually green?

#

πŸ‘€

willow estuary
#

I don't fuck around or play games with photoshop, so yes!

#

🟩

true thicket
#

Warcrimes

#

Undead edition

main cave
#

whats the reason

willow estuary
#
  • to make the game harder
  • to give the game more of am apocalyptic/post holocaust vide
true thicket
#

Actual damage?

willow estuary
#

I'm upgrading it right now to make it spicier and do damage as well as sickening you.

fluid heath
#

Does it turn you into a zombie if you die in it?

#

I could see that being very entertaining in multiplayer

#

Actually I suppose you could just turn on everyone’s infected and it would do that, nevermind

wet osprey
#

@willow estuary that looks dope af, how is the logic of the radiation mist, its already everywhere on the map/certain zones or appear when fog appears?

willow estuary
#

The regular fog is now green and poisonous; nothing more sophisticated than that.

wet osprey
#

does it add more masks? (currently only find one with the armor mod)

willow estuary
#

I don't half-ass shit; there are additional spawns for multiple items in the mod.

pseudo lake
#

I find most of my gasmasks on firefighters

#

Cool mod meng

willow estuary
#

Thanks.

Mod has been updated with an alternative extra hardcore option where the rain is also toxic, although less dangerous, but requires full-body protection for full protection from it's effect.

turbid pasture
#

Nice mod. Full protection from rain is hazmat suit?

willow estuary
#

Thanks! I prefer to leave the specific details for people to discover in play; but all reasonable assumptions are indeed reasonable.

willow estuary
drifting ore
#

@willow estuary well done bro

willow estuary
#

Thanks @drifting ore ! That means a lot to me coming from one of my favourite mappers πŸ™‚

drifting ore
#

@rooooooooh

#

@willow estuary so cute

#

i will play your mod tonight

#

will see how it plays on my map

#

does it work like the classic fog?

#

or is it driven by loot areas?

willow estuary
#

@drifting ore just like the classic fog; the fog from vanilla pz is now just naughty.

drifting ore
#

this is a very good idea in my opinion

#

I don't know exactly how to connect that with the lore, but it makes a massive gameplay difference

willow estuary
#

Ah, I don't really care about the official PZ lore myself? 1993, Kentucky, Spiffo, Kate and Bob, I don't find any of that compelling.

But toxic clouds that require gas masks are a definite trope in post-apocalypse/horror media.
Myself, since we already have contaminated rainwater, I don't find toxic fog, or rain, to be much of a stretch, especially when we have magic cannibal corpses on top of that?

drifting ore
#

i agree

#

i really don't think it's a stretch

#

if anything, PZ is a customizable zombie simulation

#

so again, i think you did really good

willow estuary
#

Awwww, thanks πŸ™‚

drifting ore
#

if we consider lore, making a map in CHerbourg is probably ridiculous anyway

willow estuary
#

shrugs I mean, with the officialPZ lore, sounds like it goes worldwide anyways? I can't think of many examples of contained zombie outbreaks in popular zombie fiction.

drifting ore
#

true true

pastel estuary
#

does anyone know if the lua interpreter can access java fields? I'm trying to edit the sandbox vars on my current game via a lua interpreter but can't seem to access the relevant fields even though the fields are public

willow estuary
#

They have to also be exposed by the lua manager class in addition to being public AFAIK?

pastel estuary
#

I tried getSandboxOptions():Lore, getSandboxOptions().Lore, and getSandboxOptions()[Lore] and they all return nil@willow estuary

willow estuary
#

getSandboxOptions():Lore() should be the proper way of having it in code AFAIK, but it would still need to be exposed to work.

polar river
willow estuary
#

Way ahead of you on that ;)
||Well, actually Hydrocraft was, I just took their cue for my own environmental hazard mod||

drifting ore
#

Ever since weapons became visible i've been wanting this, yet this is the closes thing so far, but the item that lets you carry a second back item uses the backpack slot

zealous wing
#

Algol (The guy who made it the mod you linked) actually considered that IIRC, but he decided to not make that for balance reasons.

#

@drifting ore He talked about it in another discord.

willow estuary
#

@zealous wing Ahahahaha, I never considered that. I have nothing but withering disdain for convenience "trunk space" mods that make the game easier.

I guess this is a misunderstanding on your part, but it's practically slander! πŸ˜‰

zealous wing
#

@willow estuary Oh, ok. I might have misread something then days ago when you were talking about it or something related.

willow estuary
#

Oh I was just being polite to Hurley when he asked me to do the same thing, but I would rather wipe my hard drive and throw my computer in the trash than make mods that make the game easier.

pseudo lake
#

I don't really see how you actually made new attachment points, did you have to edit the player model or some such?

#

Oh I see now

#

In scripts, I just hadn't got there lol

drifting ore
#

Of course the guy that made great mods had to be an elitist

willow estuary
#

Shrugs Again, I have zero interest in making mods that make the games easier, or contributing to making the game easier.
How I choose to spend my time is my business. And everyone is entitled to their opinions. My opinion just happens to be contrary to your own.

#

But, perhaps, there is a correlation between making "great mods" and having strong opinions about the game?

zealous wing
#

Hmm.

#

Well, thinking about it some, it's not really making the game easier by having a second back slot. Carrying a second M16 or axe or whatever means you're carrying extra weight too, plus whatever you need to maintain it.

turbid pasture
#

2x weapons on back for sure would make game a bit easier. But a lot of things does that.

#

2x spears probably would benefit most players.

willow estuary
#

Well, to me, I like the fact that if your M16 jams, you can't just hotkey a second M16 into your hands to bypass the issue?
I like difficulty.
Anyways, with the mod I made, you can't use it for a second M16 or Axe, it only works for Machetes, Katanas, and my modded in Kukris and sawn-off firearms.
And having to choose between a backpack, and thatlimited second back slot is a delicious decision.
I like hard decisions like that, I think it's good game design.

turbid pasture
#

I also thought about making additional carying points, that could be balanced by needing to equip something to gain those spots, like belt or holsters are in vanilla.

#

easiest workaround to carry 2 big weapons is to equip one in hands, and second on back. spear breaks/m16 jams, just press 1 to equip

willow estuary
#

Anyways, it's moot point what my opinions are? I'm a big fan of the devs' dedication to punishing difficulty, and, with my own modding, I find the idea of reducing that difficulty in any significant fashion distasteful.

But sooner or later someone will make a "trunk space mod" for weapon hot bar keys, and people will be able to use a mod that gives them hotbars 1 through 10, as well as !, @, #, $, etc, and everyone will be happy.

turbid pasture
#

yes, and sadly that mod would be more popular, than your balanced one 😦 And I didn't had time yet to try it. Well, didnt tied Kukri, because I didnt found one.

willow estuary
#

Well, if it makes you feel any better, the Kukri mod is pretty much entirely cosmetic; they're identical to machetes aside from the weapon model, icon, and lower spawn chance?

turbid pasture
#

Thanks for tryingh, but it didnt helped, I still want to find one πŸ™‚

willow estuary
#

Yeah, I still haven't found one in a legit playthrough yet myself πŸ˜„

pastel estuary
#

does the game expose the ability to call a function when a food item is consumed? I feel like eating a hydrocraft skinned carcass should roll for zombification because it's the corpse of a zombie but idk if such functions exist or if I'd have to do some java modding

turbid pasture
#

I am still looking for that MA13 too. So much to explore and to find for me.

#

@bitter basin Hydrocraft lets you eat zombie body parts? Those probably should have poison value added, and if poison level is high enough (and it should be), vanilla machanics would end your chars life as being poisoned.

turbid pasture
#

was in game, found belt, and decided to check maybe sheaths can be made from it ( I use craft helper), and yes, there is recipe. Nicely done. exactly how I imagined it. Now need to level tailoring.

wet osprey
#

how could I make a mod that enables light posts to be dismantled and obtain back the flashlight? as a matter, how does one make a mod to add custom furniture/buildings, was looking at the mod list to see if I can copy one and start editing from there but cant find any mods that add custom buildings

pseudo lake
#

Well if he looked at the code, he would have found that it really wouldn't be hard to give the backpacks two slots πŸ˜›

#

I was going to post it for him, but the way he acted towards you makes me not give two fucks if I'm honest

#

The hardest part was working out the rotations on the waepon offsets

turbid gale
#

you still looking for an M113? lol

#

hey, if it keeps taking a while, you'll find one after I fixed all the bugs with it. :P

#

I've already stomped out 2 really nasty bugs with it

turbid pasture
#

Well, I don't play very much, so that might be one of the reasons. I spawned M113 when I was testing my mods on a new save, checked it out, but still didn't found it on main save.

#

@pseudo lake I think Algol knows how to do that, but he said he wouldn't. If you found better way to implement, then he did it, tell him, it would benefit mod users.

pseudo lake
#

I mean it's just an attachment point

#

He wrote the hotkey part I believe

#

It wouyld jsut be as simple as editing the Backpacks and giving them the second attachment point

#

I deleted the folder though cuz I didn't care too much, I was just interested at the time πŸ™‚

#

I'm working on BOTW tracker, just gotta find out how they made the zombie debug map >:^))

turbid pasture
#

BOTW?

willow estuary
#

I could have been more diplomatic, but it was late, I had a mild headache, and I was ribbing Andre for mildly misrepresenting me, when with my own modding, not making the game easier is a matter of principle to me.

turbid pasture
#

Debug map is connected to zombie AI, since it shows where they are going

willow estuary
#

And, TBH, I've been getting annoyed with people "bug reporting"/complaining about the vest container mod not providing bite/scratch resistance and the like.

pseudo lake
#

Yeah like in Zelda botw you see a line that shows your journey over time on the map

#

I'd like to mimic it, track the players life and when you die, give you the option to view your journey :D

#

Thank you though, that points me where to look, I'll take a nice long look tonight

turbid pasture
#

that would look interesting, not very practical, but I would look where I was

pseudo lake
#

Yeah I suspect it's gonna be quite tricky, but I should just be able to track players x/y over their life and at the end draw a map and recall those locations and step through them/render it

#

I have some pseudo code done but I get distracted easily lol

#

I really have no idea about making the map tho which is why I wanted to look at the debug one

turbid pasture
#

yeah, that will take a lot of work

pseudo lake
#

Even more interesting might be for those people that continue on saves where a player died, would be cool to track your old zombie corpse πŸ˜‚

turbid pasture
#

Algol, I dont know why they are complaining. I sometimes feel, that scratch protection doesnt help. Not sure, if my last save has cold temperature, or game got tweaked, but earlier, in the summer you couldnt even wear anything with protection without overheating.

#

i assume, that majority who continues to play same save - looks for their predecessor.

pseudo lake
#

I think there are some limitations around it but idk, we'll see :)

frozen scarab
#

@wet osprey Theres a mod that let's you build lamp posts that draw from grid power instead of batteries and the recipe just uses a lightbulb instead of a flashlight. Same everything else but lightbulbs are much more common and expendable than flashlights soo

calm portal
#

Blair. Can you make it possible for the sawn off weapons to be compatible for the thigh sheath? So we can get that Mad Max vibe with the sawn off?

wet osprey
#

@frozen scarab I know the one you mean, its the More buildings mode, but really looking for something not so electric (since I usually play without electricity)

frozen scarab
#

No that's not the one I meant.. the one I use is JUST an electric lamp on pillar.

#

Though there is a mod that let's you craft a crankable flashlight using electronic scrap

wet osprey
#

will need to check, tho any idea of a way to dismantle the flashlight pillars? they are really handy but I dont have that many flashlights

willow estuary
#

@calm portal they already are compatible with holsters.

calm portal
#

I was unaware of that. I think I have a conflicting mod then, thank you!

frozen scarab
#

Tallow candles from raw butchered trapped animal meat mixed with twine when

willow estuary
turbid pasture
#

Nice, wanted to test it. Now I will need to add another item to look for in game.

#

Btw, seen one youtuber, who tested how flashlights work, zombies doesnt react to light beam, they just can see you better in the light.

ember plinth
#

is cooking handled via lua or is it internally coded

#

I'm trying to mod cooking. like when you have higher cooking level you end up with spare but marginal hunger level of used ingredient.

turbid pasture
#

not sure from where I know that, but I think, that higher cooking level creates better food in vanilla.

#

I never actually tested it

nimble spoke
#

I decided to make a quick zombie avatar window before I go on creating items that could be used by zombies too

turbid pasture
#

looking good, how you make it pop up? Clicking on zombie?

nimble spoke
#

for now right-clicking and selecting check zombie

turbid pasture
#

thought so, how to you check if its a zombie you right clicked?

nimble spoke
#

I have no idea why top bar with close button isn't showing though

#

get the square, then the list of moving objects in it, go through the list and check if any of them are zombies

turbid pasture
#

thanks. not planning on using it now, but it may be handy at some point.

willow estuary
#

Goddamn SoulFilcher, thats awesome.

nimble spoke
#

Thanks, the last thing to fix is that if you already have the window open it will swap the zombie and not open another window

willow estuary
#

This actually has a lot of potential as an admin tool.

#

...especially with some secret spicy surprise stuff I'm working on.

nimble spoke
#

good, if you need anything for that window let me know

willow estuary
#

Will do, thanks!

willow estuary
#

Well, I just got a working mod which absolutely destroys cheesing zeds with cars!

drifting ore
#

Completely or it balances it?

willow estuary
#

If a car engine is running and a player is in the car and a zombie is close enough there is a random check, and if that random check passes, the engine quality is reduced.
The variables regarding distance and the random chance are adjustable.
Still needs to be balanced.

But, for the servers that want it, GOODBYE SOFT BABY CAR VS ZED CHEESE!

drifting ore
#

The zed needs to be close to it, or get hit by the car?

willow estuary
#

Close by; there's no lua-accessible check to see if a zombie has been hit by a car that I can find.

nimble spoke
#

I have my own planned nerf for cars, a little less wonky, but it is good to see someone else trying to do that

#

Is the engine (and other parts) damage from crashes and zombie hits in java? I never checked those

willow estuary
#

Engine are not damaged by anything but overheating.

#

....until now πŸ˜„

nimble spoke
#

yeah, exactly.... and that's how I'm going to damage it really, really bad

#

unless a player is very careless or the car was in a bad shape anyway overheating is never an issue

zealous wing
#

Does anyone know what variable to use for an item to make it just disappear after x amount of time? Similar to the ReplaceonRotten variable, but just deletes the item.

zealous wing
nimble spoke
#

@drifting ore I can't really say, I didn't have any experience with lua when I started modding for PZ. I learned a lot from existing mods. At some point you may need to at least understand java too but it depends on your objectives

willow estuary
turbid pasture
#

mm WD40 πŸ™‚ Is that the house with high fence in muldraugh?

willow estuary
#

Probably? Just randomly spawned in to test this shit.

turbid pasture
#

i see. Brush is also consumable? Will the mod helps to take care for guns and will keep them working longer if maintained? Or just to make harder to use?

willow estuary
#

Yes, all the cleaning items are consumables. It's the gun maintenance items from ORGM.
yeah, it's used to take care of guns, and make it easier than in Vanilla PZ
||Not too much easier though, I could never do that!||

turbid pasture
#

yes, I already know that you would never do that.

hexed anchor
#

I kind of wish there was a modular weapon system, kind of how you can dismantle weapons in Stalker Anomaly down to it's component parts like barrel, trigger, bolt, etc

#

so you could just hoard a bunch of weapons, dismantle them, repair the components and replace them

#

how effective the repair would be would depend on how much engineering you have

#

Think of like how cars work in current build, and put the same concept on weapons

turbid pasture
#

well, you can create mod with that functionality. Combining it with something like seen above would make interesting mod.

hexed anchor
#

Oh I can't create shit, I'm just throwing the idea out there in case someone madlad enough would do it

willow estuary
wet dune
#

I won’t use the models in the final game however

zealous wing
willow estuary
grand walrus
#

oof

#

this looks nice

#

can you add remote detonation feature?

nimble spoke
#

walking dead vibes.... drive through someone's fences run and blow it ohhhh man

#

does it need to change vehicle scripts or just a variable that allows you to blow it?

willow estuary
#

My current revision doesn't touch vehicle scripts at all.
It gets blown when a car with a bomb installed is started, that's it. No remotes.
Not interested in putting in remote functionality either; people will just use that + sirens as another way to cheese zeds.

#

The intent for this is solely for nasty, spicy PVP.
Any functionality that could make it useful for anti-zombie measures is a functionality that I won't implement.

nimble spoke
#

I also made some progress on nerfing cars last night. There is still a lot to do but it is going to be part of my updated Driving Time

willow estuary
#

Oh excellent @nimble spoke !!! Care to share what your method is? No worries if you want to keep it a secret πŸ™‚

#

Just updated the Car Bomb mod so that the lightbar/siren sets it off as well, for spicy trap purposes.

nimble spoke
#

Radiators will be damaged by collision and hitting zombies like any other part in the engine area, a damaged radiator will not contain much water or may even leak. Without water you can't lower engine temperature properly so overheating and damaging the engine will happen way more often

#

Basically by hitting a lot of zombies you are risking damage to the engine indirectly. And radiators will require Mechanics 5 to install/uninstall

willow estuary
#

Oh SICK

#

....however, assuming that radiators are only damaged by frontal collisions, I'd assume people would just switch to reversing to kill zeds?

nimble spoke
#

you're right, but reverse damages the trunk, so it isn't "free kills" anymore

willow estuary
#

Gotcha.

Hmmm, I wonder if there's some way to implement live zeds causing sickness like the corpses do? That could serve as another detriment to car vs zed cheese.

nimble spoke
#

I don't know

drifting ore
#

That would actually make a lot of sense, considering the only difference (that i'm aware) between zombies and corpses would be that the zombies move, but they're still rotting and you should get sick by being around them

willow estuary
#

Precisely!

drifting ore
#

@willow estuary also, about your mod wich adds a second back slot via a rig, i wasn't asking about a second slot because i want an easy game, i'm asking because it's realistic. IRL i have a military cargo backpack, and it's fairly easy to strap a ton of shit onto it, and the whole m16/axe thing was an example, i get your point of wanting the game to remain difficult, but, generally speaking, having a second spear or even a fully loaded m16 won't make the game that much easy

Yet if you still don't have any intrest in doing that, i respect that, and i'll try to make a mod like this myself

willow estuary
#

Ah, yeah, I understand that for sure. I'm just very apprehensive about making anything that could possibly interfere with the intended balance of the game?

#

Like, the rainwater being contaminated isn't realistic either, but I appreciate why it's in the game.

drifting ore
#

Removing the reduced weight of a hotkey'd weapon could be a workaround to the balance thing, if it's possible

#

About contaminated water, yes, it should be (mostly) safe to consume, but making rain an infinite clean water source would make survival too easy

nimble spoke
#

Damn these player and getSpecificPlayer shenanigans... Does anyone know the opposite? specificplayer -> player

#

I got bored surfing java files for too long

nimble spoke
#

Apparently it is very easy to add items that open the map window with all the buttons, so my focus will be the simpler version with no write or symbol options

#

the last detail will be to remove the standard "open map" and "rename map" for items that shoudln't have them

willow estuary
#

Yeah, I use that in the Toxic Fog mod for a "clue" as well πŸ™‚

#

But never got around to fixing the open and rename mpa options.

nimble spoke
#

well, I have a simple solution if I can find an "unused" item variable that I could use for checking and then changing context. Any suggestions?

#

hmmmmm let me try something here

willow estuary
#

Maybe Condition?

#

What I would do is make a test object and plus a ton of item variables into it, with some method, say a function, that you can use to evaluate the value of said variables, and see which ones the Java lets you use?

nimble spoke
#

I may end up using two variables but I need to make a test here

#

Maybe I can use food's CustomContextMenu to set the context for each item

willow estuary
#

Have the code search for map in the display/type name? If map is in it, use the standard options, if no remove the open map and rename options?

#

That strikes me as the simplest solution.

nimble spoke
#

I made the CustomContextMenu work, so other modders can easily set up their own context for each item, I will include that option for other items like literature too

#

now I just need one variable that we could give items that says it should open the simple window instead of map window and block the rename option

craggy furnace
#

@nimble spoke couldnt that be used for news papers?

#

i was speculating on using that interface for that

nimble spoke
#

Yeah, it can be used for anything basically, for now without a variable, any item that has a customcontextmenu and a map variable linking to an image will open a window without the buttons

#

I forgot to change my item from literature to normal so it still shows the read option there

pseudo lake
#

@drifting ore if you take a look, it's just creating a second catchment point to whatever back pack and assigning a hot key. If u use his code you've got the hotkey stuff right there and examples of how attachment work, or you could take a look at the stock scripts

drifting ore
#

@pseudo lake I have absolutely no experience with code or moddinh

#

i created..."something" but it doesn't work as i wanted it to

#

What's the name for the back hotbar slot?

nimble spoke
#

I'm glad I decided to test that image thing today, it led to finding the code for other ideas I had left unfinished

#

I finally made a coloring book that requires crayons like cigarettes require a lighter

drifting ore
#

do they serve any purpose?

nimble spoke
#

borem, stress, standard literature use

#

I plan on expanding that if I think of any other items that would require something to be used

drifting ore
#

Firecrackers as one time use sound makers?

pseudo lake
#

Coding isn't as hard as you would think πŸ™‚ It can be very tricky mind you, but LUA is pretty straight forward and quite an easy language to grasp. There are some concepts you will need to familiarise yourself with, but just reading the code really does give you a lot of information. Basically, you read it, what you dont understand you research then you read it again until you find something else you dont understand and again research it πŸ™‚

#

ask plenty of questions

drifting ore
#

i just want to be able to carry a weapon on each side of a backpack...

pseudo lake
#

it's basically plain text dude

drifting ore
#

A lot of text

#

Text wich i barely understand

#

I managed to make something

pseudo lake
#

So start by asking about something you dont understand πŸ™‚

#

I've got 1 million points into patience I'm sure I can help you

nimble spoke
#

I was positive we had firecrackers but couldn't find them, what the hell?

#

or are they called something else?

drifting ore
#

i dont believe they exist, actually

nimble spoke
#

ohhhhh I was thiknig of sparklers

drifting ore
#

hmm

#

it's similar

#

also, @nimble spoke i love your mods, they're awesome

#

fav one is learning time

nimble spoke
#

Thanks, is it working? A guy asked because he couldn't find the books

#

I think he just had bad luck, some of them are rare

drifting ore
#

yep, can confirm

#

works perfectly in build 41, haven't gone on a single playthrough without it

#

found all the books so far, i believe

nimble spoke
#

nice

drifting ore
#

is there a way to make it so that spears only make stabbing attacks and remove/disable the swipe one?

calm portal
#

I do think it's kinda weird you slash with the spear. I get if it were against a living being. But zombies don't bleed.

#

Well, they bleed, but it doesn't do anything to em

drifting ore
#

My thoughts exactly

#

It would kiiiinda make sense with the machete spear since it would be similar to a halberd, but it's still a spear, and your best option would be to stab and stay out of reach

drifting ore
nimble spoke
#

cool

#

is it a replacement or a new variation?

spark vector
#

What is the meaning of the number after each recipe name in a food item's EvolvedRecipe list? Example: item Honey { EvolvedRecipe = Cake:5;Sandwich:5;Salad:5;Roasted Vegetables:5;Stir fry Griddle Pan:5;Stir fry:5;HotDrink:5, ... }

#

What does that "5" symbolize?

nimble spoke
#

it will take 5 "hunger" from your item and add it to the recipe

#

and do the math for nutrition stats based on that

spark vector
#

If the number is higher than the amount of hunger actually in it will it throw an error?

#

thanks by the way

willow estuary
#

@nimble spoke just a replacement; still can't add "new" clothing items, and it's crazy restrictive in places as well!

zealous wing
#

I wish that the t-shirts with the logos were clearly marked better. Some have descriptive names but most don't it's so inconsistent.

#

I put on a shirt the other day and it had the TIS logo on it.

#

It was just named 'T-Shirt."

#

πŸ˜›

#

@spark vector What Soul Said.
Basically, if you have a food item listed there that has 10 hunger and you instruct the recipe to remove 3, the food item will be reduced to 7 hunger, while the evolved recipe item's hunger will rise by 3.

willow estuary
hexed anchor
#

Same

fair kite
#

Hello guys I have a question, can I add mods to a server that is already running (I am the host)?

drifting ore
#

Might have to shut it down, add the mods and then re-open it

fair kite
#

ok because it is weird. because when I am joining a server the mods are working weel. But when I create a local server the mods are not working. Do I have to instal them in my server folder ?

radiant ginkgo
#

New vehicle for PZ

nimble spoke
#

This is how you died: with style

radiant ginkgo
#

πŸ˜„

nimble spoke
#

close enough to the game's starting day and way too funny to leave out of my "check items" idea, Where is the newspaper guy now?

cyan spade
#

Hello everyone. I was wondering what the functions of the townzone, nav, vegitation, trailerpark, farm and farmland actually do? Much<3

fluid heath
#

@willow estuary Can you spray on walls too, or just the ground?

willow estuary
#

Just the ground at this point; it's not my mod, I just added letters to it.

upper junco
#

Man, if you could β€œlook at” the newspapers and have an image show up similar to the paper maps showing old headlines like that would be pretty sweet, A little pointless gameplay wise but still cool.

shrewd copper
#

Are there any mods that can be used without IWBUS? I wanna play multiplayer and the base game is in desperate need of mods. Seems like everything on the Steam workshop needs IWBUS

drifting ore
#

Yes most can be, usually the description will say if they are

nimble spoke
#

@upper junco That's exactly what I'm doing, not only newspapers but magazines, comic books, postcards and cigarettes for now

upper junco
#

Nice man looking forward to it.

#

Redoing the notebooks, journals, sheets of paper to work that way would be cool also. So when you write on them it looks like you are writing on paper.

nimble spoke
#

I will try that at some point, for now I want give these items a varied list of covers/headlines

drifting narwhal
#

how do i mod? or start modding?

drifting ore
#

are there canning mods?

zealous wing
#

That mod basically ups the availability of jars and lids. There are two other mods, but one is a Hydrocraft addon and the other is stuck in B40.

drifting ore
#

thanks but i shouldve been more specific...

#

i thought of a mod allowing players to can more things

zealous wing
#

I tried it a while back but it sketched me out, since it enabled cannibalism.

#

Allegedly the creator is working on a 2.0 for B41, so there's that.

drifting ore
#

thank you!

drifting narwhal
#

why is the game so fucking hard now

#

i finnally find a house with tones of loot and in one of the rooms there was about 10 zombies

#

and you cant run away becuase they stun lock you when they bite you!

polar river
#

any idea why would mod refuse to load (compare of list in default.txt vs mods.txt in save folder) there is zero entry about in console.txt

nimble spoke
#

wrong folder names?

polar river
#

found it, seems like some mods on workshop got weirdly saved formatting of the mod.info causing either weird names used, url or fail

nimble spoke
shrewd copper
#

can anybody point me towards some mods that add clothes/weapons/cars that don't require IWBUMS? preciate ya uwu

hexed anchor
#

Touch the cow...

#

Do it now.

nimble spoke
#

@shrewd copper adding clothes in build 40 is pretty much pointless since there's no way to change appearance. My Dressing Time added a few things like gloves as a way to protect from the cold but that's all. There were lots of weapon mods but I don't know which ones updated to IWBUMS, try my Clearing Time

#

and for cars, my Driving time or Filibuster's used cars I think he's keeping both versions on steam too

upper junco
#

Yeah hydrocraft and orgm adds aton of weapons and guns for build 40 also

#

Filibusters used car mod is a must have for me and the crashed cars mod is pretty nice too

nimble spoke
shrewd copper
#

I installed orgm, but i can't find any of the guns anywhere and can't figure out how to see if the mod's working and the content's in my game

ivory lance
#

@nimble spoke Looks good

#

Will be there a option to choose between paper types or something?

#

Like you know

#

new, fresh, clean and beauty or yellow, kinda old etc.

shrewd copper
#

figured it out!

hexed anchor
#

@shrewd copper you need to enable the mods first

shrewd copper
#

Had to put the mods on under the steam workshop, not mods.

#

wooo, bf and I have tons more to do now. Big yay

hexed anchor
#

remember to get a screwdriver to add/remove attachments

undone elbow
#

Is it possible to know what is target part of the body in Events.OnWeaponHitXp?

nimble spoke
#

@ivory lance The texture is defined in the item, like maps or even have random options for each item like I'm doing for magazines and other literature items.

spark vector
#

I'm trying to modify the weight reduction that you get from wearing an item of clothing. Does anyone know where the code is that does that? I've been looking at every piece of code that has "cloth" "weight" "mass" "reduc" and such in it but I can't find anything that looks right.

fluid heath
#

@nimble spoke thats awesome

#

this is kinda random but would it be possible to add shape or brush tools to maps (or notebooks)

drifting ore
#

anyone know in what file I can find data about the m1911 gun

#

So I can make a gun by myself

#

In the game

polar river
polar river
#

i really hope i manage to fix OZmeds, i loved all those additional medicines and way to treat wounds

upper junco
#

Yeah ozmeds was fun and the doctor in the group had to actually know what the medicines did. Was pretty realistic and immersive imo.

wet osprey
#

sorry, cant find it but what are the item names for the backpacks (duffle/hiking/etc) trying to make a recipe to craft them but cant find their names

#

(also the item id of the belt please)

nimble spoke
#

theyre all in media/scripts/clothing/clothing_others.txt

wet osprey
#

oh my bad, didnt check the clothing one, thank you

wet osprey
#

@nimble spoke hey sorry to bother, found everything I need, just missing something
want to make that the craft requires tailoring, what is the code for tailoring (where can I find the codes for skills, just found the Woodwork one

nimble spoke
#

Tailoring internal name is probably Tailoring too

wet osprey
#

will test

weary vault
#

Can someone tell me some good mods?

spark vector
#

Does anyone know where the code is that determines how much weight is reduced when you wear a piece of clothing?

#

Or that decides your max speed while driving?

#

I can't find either of those even though they seem like they'd be rather easy to locate

pseudo lake
#

ProjectZomboid\media\scripts\clothing\clothing_others.txt I believe

#

for bags, there is a variable in there for weight reduction

ember orchid
#

@drifting ore Hey man. You trying to just change the stats or change the looks, too?

drifting ore
#

stats

#

@ember orchid

ember orchid
#

Look in media/scripts. Look for a file that had weapon in the name. I can get you the exact file name in a little bit when I get my pc started up.

ember orchid
#

Alright @drifting ore , it's steamapps\common\ProjectZomboid\media\scripts\items_weapons.txt
The 1911 is Pistol2 and starts on line 4751. Have at it!

quaint nightBOT
quaint nightBOT
quaint nightBOT
quaint nightBOT
quaint nightBOT
drifting ore
#

@ember orchid thanks

quaint nightBOT
drifting ore
#

ill add new pistols

#

in there

ember orchid
#

You're welcome, dude.

drifting ore
#

Can anyome make a mod so you can attach weapons to spears using rope instead of duct tape, or any other substitute to duct tape, for that matter?

drifting ore
#

Hey ^^ I know it is silly to say it here, but I really love your mod Azakaela, it adds a lot more atmosphere to be able to drive around and play music, and walk into the occasional home playing loud music while I break into it, sitting on the porch while playing music and eating molten ice cream, it adds quite a bit, I am happy to see more coming from you, thanks ^^

wet osprey
#

hey, is it possible to mod traps so they dont have to be at 75 tiles away from the player to work? (I mean, to reduce that distance, anyone know where is that value saved?)

spark vector
#

@pseudo lake unfortunately that's just for bags. I'm talking more like how when you wear a shirt it goes from weighing 1.0 to 0.3

spark vector
#

One of my players is asking for me to add multi-language support for my mod. However, I'm totally confused by this request because my mod doesn't add any text. It just changes the stats for the item OpenBeans. There are no new items or anything that would add language-specific content.

#

Does anyone know what he's asking for? What do I have to actually change to make it multilingual?

#

I've tried asking him what he means, but he hasn't been able to give me a useful explanation, probably because of the language barrier, ironically.

nimble spoke
#

Maybe he's talking about the mod description? I've had players post google translation versions of my mod descriptions before.

spark vector
#

I think you're right, it looks like there's a pulldown tab to choose different languages in the Edit Description page

#

So, is there a way to change just a few attributes of an item? Like right now my mod includes this, which overwrites the existing OpenBeans item. But most of the attributes are the same. Is there a way to keep the item intact and just update the UnhappinessChange and EvolvedRecipe lines?```
item OpenBeans
{
HungerChange = -25,
Weight = 0.8,
Type = Food,
DaysTotallyRotten = 4,
DisplayName = Opened Canned Beans,
Icon = BeansOpen,
DaysFresh = 2,
Carbohydrates = 33,
Proteins = 7,
Lipids = 1,
Calories = 170,
Packaged = TRUE,
ReplaceOnUse = TinCanEmpty,
StaticModel = CanOpen,
EatType = can,
CannedFood = TRUE,
FoodType = Bean,
EvolvedRecipe = Soup:25;Stew:25;Pie:25;Stir fry:25;Stir fry Griddle Pan:25;Roasted Vegetables:25;Salad:25;RicePan:25;RicePot:25,
}

#

this is in items_Food.txt or whatever

nimble spoke
#

There is, check the item tweaker API mod

spark vector
#

Okay, thanks. Is that mod on the workshop just to make it easier for modders to get their hands on, or is it a pre-req?

#

and it works for 41, right?

nimble spoke
#

yeah you can find it on the workshop

#

I think it should work in build 41 normally

spark vector
#

thanks

quaint nightBOT
drifting ore
#

Pasta and Rice Meals Will Rot
They... don't?

#

TIL some forbidden knowledge

spark vector
#

@nimble spoke thanks for your help, the ItemTweaker API totally worked.

#

@nimble spoke So now I know how to surgically update .lua and .txt files, but what about .xml? I can't seem to find any resources that actually tell you how to change single lines in an xml table without re-writing the whole thing.

#

that question goes to anyone else here who might know, too. thanks

nimble spoke
#

XML just became a reality in PZ modding, I looked into that but nothing so far. I'll post here if I find anything about that

willow estuary
#

.xml is just plaintext like .txt and .ini, the onky difference is the file suffix.

spark vector
#

The issue isn't how to edit the file. The problem is that there isn't any way (that I know of) to add new xml to the game other than completely overwriting the entire file. Which is an issue because then if there are two mods that both need to change the same xml file, they won't be compatible with each other.

#

@nimble spoke where can I find more information about that? is there a thread about it somewhere?

nimble spoke
#

Not that I know of, I've been reading the some related java files in PZ, for fileGuidTable.xml for example

spark vector
#

where can I find that?

nimble spoke
#

this one is /zombie/fileGuidTable.class I also checked fileGuidPair.class

polar river
#

256 mods loaded with IWBUMs (no progress on complex ones) ... crazyness ... but something has ate most of my FPS now 😁

nimble spoke
#

"something"

drifting ore
#

Hmmm, it's almost like adding a lot of mods to an experimental branch that's being treated like a full one is a bad idea

polar river
#

but that's the fun part πŸ˜‰ squeeze it till it break

quaint nightBOT
drifting ore
#

I will keep my herbs for the winter tyvm

spark vector
#

They still last a month πŸ™‚

upper junco
#

I feel like thats a much needed mod for some added realism. Nice job!

#

@spark vector

spark vector
#

thanks @upper junco !

#

I've been churning out mods to fix all the little things that have been bothering me since day 1 but that aren't important enough for the devs to take care of

#

I'd really like to make one that lets you choose what speed you want to drive at instead of tapping the key

#

but I can't for the life of me figure out where the code is that actually does that is.

#

Wait... maybe it's an external library that's a couple of folders up?

upper junco
#

That would be a nice quality of life mod for sure

spark vector
#

Does anyone know what the tag AlwaysWelcomeGift does?

nimble spoke
#

I guess it was related to NPCs

spark vector
#

That's my guess too. I guess it's easier to just add it now for when they need it again down the road, rather than omitting it and then needing to go back and change everything later.

pseudo lake
#

A cruise button would be cool. Get to the speed you want, tap cruise and it'll continue at that speed

spark vector
#

I truly can't find the place in the code that determines it, though. I can find the parts that consume gas, degrade tires, update the odometer, etc. You'd think the Speed Demon and Sunday Driver traits would have to show up somewhere as a multiplier, but I can't find those anywhere either.

#

It's like there are no references to either of them outside of the code that assigns traits.

quaint nightBOT
spark vector
drifting ore
#

Holy shit someone actually made it

spark vector
#

glad you like it πŸ™‚

#

If you like it please consider Liking/Favoriting!

quick ocean
#

what files I need to change if I want to mod melee fighting?
I would like to make a simple mod that would revert 41 knife attack changes to those from 40 build so knife always crits

drifting ore
#

Oi, @spark vector

#

I can give you spanish translations to the mod

spark vector
#

Oh thanks!

drifting ore
#

May i dm?

spark vector
#

yea that's great

quaint nightBOT
radiant ginkgo
nimble spoke
#

looking good

wide timber
#

@radiant ginkgo Reminds me of the Walton from San Andreas πŸ˜€

radiant ginkgo
#

Yes, it's because of shadows and light I've been working on today

#

@wide timber πŸ˜„

drifting ore
#

@radiant ginkgo nice zil-130

radiant ginkgo
#

Thank you

nimble spoke
#

We have good modellers working on new vehicle types, that's why for Driving Time I'm focusing on code drunk

main cave
#

Who is accepting vehicle suggestions?

quaint nightBOT
rugged cedar
#

yo

#

is the animation tool out yet?

main cave
#

How do you play music

abstract raptor
#

@main cave whatchya mean?

drifting ore
#

I think he's reffering to survivor radio

abstract raptor
#

Oh Well, you have to catch the initial broadcast, if you miss it your kinda sol -- but thats usually not a problem unless you leave a radio on. Now sometimes, it straight up just wont' play the sound files -- usually a restart fixes that, I don't know why it does it.

drifting ore
#

I hope somebody makes ''Kino'' radio music.

quaint nightBOT
abstract raptor
#

@drifting ore Kino?

#

Also I'm working on another expansion mod that'll just be covers of super mario songs done jazz style

#

I should do actually instead

#

a lofi beats to relax to radio

drifting ore
#

Kino is a soviet russian group

#

i love it

abstract raptor
#

There's a way to add your own music to the mod,

#

you just have to place some ogg files in the mod's sound/RadioMusic folder.

wide timber
#

Hi modders

#

If I want to try making a custom car, where do I start?

#

Please let me know if there's anything useful that I should know beforehand

#

Gonna sink my teeth into this rn tho, toodles

nimble spoke
#

You can always check the existing mods if you get stuck with anything

main cave
#

Time to create or at lease to try to make a car

#

Nevermind I am not a modder or a creator

#

And I do not hold the skills to create one

wide timber
#

gotta give it a whirl man

main cave
#

Im not really a programmer

#

I'm gonna wait and see if people like my suggestion

ember orchid
#

@main cave What was your idea, dude?

main cave
#

The suggestion or the car i was gonna make?

ember orchid
#

Weren't they one in the same?

main cave
#

My suggestion was Age and my mod idea was a car

ember orchid
#

Oh sorry, my bad. What car?

main cave
ember orchid
#

What is that, a LeSabre?

main cave
#

Let me see

#

1967 buick skylark 4 door

ember orchid
#

Nice, nice.

#

I love the front ends on late 60s Buicks.

#

I know it's not exactly the same, but I've got a two-door Wildcat in my mod. I'm pretty sure it's a 1968.

nimble spoke
#

@main cave I will probably add character age if that's what you're talking about

main cave
#

Character age

nimble spoke
main cave
#

How are you doing that?

upper junco
#

That’s pretty sweet much more immersive that the original way

#

Were you able to increase the allowed characters any?

nimble spoke
#

That is basically a modified map screen. I haven't changed max characters but it is in my to do list. I decided to release it now because I think feedback will help me a lot

quaint nightBOT
main cave
#

what is this

#

I want it I got I want I got it I want it i got it, My wife she's pissed

willow estuary
#

Nice works as always @nimble spoke !

spark vector
#

I have sort of an open-ended lua question that I was hoping someone more experienced might be able to help me with

#

I made Fashion Montage, and I want to include an easy way for clothing modders to add their stuff to the list without having to overwrite any parts of my mod

nimble spoke
#

@willow estuary thanks!

#

@spark vector that is always a good initative

spark vector
#

Thanks, I need a few minutes to write up some more details

#

First thing to know is that the vanilla Clothing Picker at character gen requires each item on the list to have a unique DisplayName. That means that if you have two items that are both called "Shirt" in the game, when you add them to the outfit list, only one of them will actually appear.

#

To get around this, and to make the mod easier to use, I create a separate instance of each clothing item with a unique name, that is also alphabetized

#

e.g., one of the "Jacket" items in the base module would go from this:

#
 module Base {
 item Jacket_WhiteTINT {
      Type = Clothing,
      DisplayName = Jacket,
      ClothingItem = Jacket_WhiteTINT,
      BodyLocation = Jacket,
      Icon = Jacket_White,
      BloodLocation = Jacket,
      RunSpeedModifier = 0.95,
      BiteDefense = 10,
      ScratchDefense = 25,
      NeckProtectionModifier = 0.5,
      Insulation = 0.5,
      WindResistance = 0.35,
      FabricType = Cotton,
      Weight = 2,
  }
...
}```
#

to this: ohgodspidersno: module DistinctNames { ... item Jacket_WhiteTINT { Type = Clothing, DisplayName = Plain Jacket, ClothingItem = Jacket_WhiteTINT, BodyLocation = Jacket, Icon = Jacket_White, BloodLocation = Jacket, RunSpeedModifier = 0.95, BiteDefense = 10, ScratchDefense = 25, NeckProtectionModifier = 0.5, Insulation = 0.5, WindResistance = 0.35, FabricType = Cotton, Weight = 2, } ... }

#

The differences being the module name and the DisplayName

#

So what I would like is for people to be able to add a file called, for instance fashionmontage_NEW-MOD-NAME_jacket.txt

#

Whose contents would look something like```
module NewModNameClothingNames {
item Jacket_new {
Type = Clothing,
DisplayName = Awesome New Jacket,
...
}
}

#

And then my mod, Fashion Montage, would have some additional logic to automatically :

  1. Detect that a loaded mod has new clothing it would like to add
  2. Generate a new distinct name with the formula (NEW-MOD-NAME) - Awesome New Jacket
  3. Put that new item at the bottom of that clothing type's list
#

(I just edited the last comment)

nimble spoke
#

It is easier for other mods to add to your list if you plan it well, than your mod go on detecting possible additions

#

for example, Necroforge's plugin for mod lists is very outdated and I simply added necroforge compatibility to the mod I just released

spark vector
#

There must be some way for it to look in a specific folder, like say scripts/clothing/fashionmontage-mods/ and just add every .txt file that's in there?

#

If I know how to do that I think I can come up with the rest of the logic I need

nimble spoke
#

nah, allow people to add to your list man, that's all you have to do

#

for example let's say your shirt table is FashionMontage.Shirts and all I'd need to do is check if that table exists, and if it does table.insert what I want

spark vector
#

So right now there's one mod that does that, Fashion Try-Out, and it does so by replacing the entire file fashionmontage_clothing_pants.txt, and others. That means that if someone else wants to do something that also changes pants, they would also have to overwrite fashionmontage_clothing_pants.txt and then only one of the mods' clothes would show up

#

It's possible I'm already doing something poorly. Let me post the entirety of one of the shorter sections

nimble spoke
#

I understand, you should switch to a better system

spark vector
#
\media\scripts\clothing\fashionmontage_clothing_legs1.txt

module DistinctNames {
  imports {
      Base
  }
  item LongJohns_Bottoms {
      Type = Clothing,
      DisplayName = Long Johns Bottoms,
      ClothingItem = LongJohns_Bottoms,
      BodyLocation = Legs1,
      BloodLocation = Trousers,
      Icon = TrousersLongjohns,
      Insulation = 0.3,
      WindResistance = 0.15,
  }
}
nimble spoke
#

how do you create the list of items for each category?

spark vector
#
\media\lua\client\Definitions\OGSNfashionMontage.lua

...
local listTorso1Legs1 = {
  "DistinctNames.LongJohns",
}
...
ClothingSelectionDefinitions.default.Female.Torso1Legs1 = {chance = 0, items = listTorso1Legs1}
#

so already I see one opportunity for improvement which would be to make that last line a loop that does insertion instead of one that overwrites the list completely

#

but that still doesn't solve the issue of how do I make sure to also include other mods' clothes

#

It would b cool if I could do something like have my code look for all the .txt files in \media\scripts\clothing\legs\*.txt and then add those to the listTorso1Legs1

nimble spoke
#

Let them do it themselves

#

if you can simply insert new entries in the table other modders can do the same

spark vector
#

Ah, true!

nimble spoke
#

just write instructions somewhere telling them items must have unique names

spark vector
#

So I make it have a for loop instead of overwriting, and then everyone can just make a new file that does the same

#

And I can include commented out example files

#

that is totally doable

#

Thank you!!

#

πŸ¦†

nimble spoke
#

yeah, comments in the code should be enough

spark vector
#

wait, you weren't really a rubber duck there, you actually told me something I needed to know

#

thanks

nimble spoke
#

no problem man, all the power for increased compatibility

spark vector
#

https://en.wikipedia.org/wiki/Rubber_duck_debugging in case that phrase isn't as widely known as I think it is

In software engineering, rubber duck debugging is a method of debugging code. The name is a reference to a story in the book The Pragmatic Programmer in which a programmer would carry around a rubber duck and debug their code by forcing themselves to explain it, line-by-line, ...

nimble spoke
#

I didn't know that one

willow estuary
#

Haha, that's one of my unintentional debugging tricks.

I write a message to my buddy who helps me with code sometimes and usually writing the message will let mw figure out an approach for a fix. :D

#

Great mental tool that duck, for sure.

nimble spoke
#

I've been doing that with my girlfriend, lucky me she actually likes to know what I'm doing in my mods

willow estuary
#

That's a keeper alright!

spark vector
#

There's something wonderful about discovering a name for something that was so ubiquitous you didn't even realize it was a thing

#

Like fish finding the word for "wet"

#

Say does anyone know if being dirty actually does anything in the game, currently?

spark vector
#

Is there any way to make your mod's image actually fill the whole space when it's enlarged like this?

radiant ginkgo
spark vector
#

Is there any way to remove a recipe from the game? Like by giving it an OBSOLETE tag or something?

#

I'm trying to remove a recipe and replace it with an evolved recipe

quaint nightBOT
silent portal
#

Need help, how does one create clothing mods? Is there a start up guide for creating new clothes?

drifting ore
#

Is there any HECU uniform mods? πŸ˜„ I love the HECU in Half Life x'D

silent portal
#

@drifting ore I'm trying to do clothes mods really, could make one like that as a ref, but sadly don't know how to do them yet

drifting ore
#

πŸ˜„

drifting ore
#

@drifting ore Very nice, could you do UAZ jeep?

radiant ginkgo
#

But for 40.x version

drifting ore
#

Oh nice!

#

Is there any MTZ or LADA?

radiant ginkgo
#

Check my workshop

drifting ore
#

Oh!

nimble spoke
#

@spark vector if you use override = true and obsolete = true it should disable the recipe

#

@silent portal for now clothing mods are basically reskinning existing clothes, because we can't add new clothing items. All you need to do is to override the texture files for that

silent portal
#

Oh alright.

spark vector
#

@nimble spoke Thank you! That's amazing, really really useful to know.

quaint nightBOT
nimble spoke
#

welp.... it seems that only clothing and container items can update a character's appearance

shrewd copper
#

two questions. Hydrocraft gives me the ability to anchor things as an admin, but if I put them down in the wrong spot/wish to move them...how do? Also, how do I change orgm gun settings in the options menu? Anytime I go to the options menu it won't let me change em, they're greyed out

nimble spoke
quaint nightBOT
quaint nightBOT
spark vector
#

I just made a top-down perspective shift of the Project Zomboid Map for a mod I'm working on. I thought it might be useful to someone else

#

And another one with the extra maps (they're the same size png so it will be easier to lay them on top of each other

quaint nightBOT
spark vector
#

Has anyone else noticed a static number of consistent downvotes on all of their mods? I almost wonder if there are a handful of people that downvote everything. Either that or they vote on everything but just hate my stuff.

#

Or it's just a coincidence

nimble spoke
#

I don't even check that, I read the comments mostly to find bug reports and suggestions and that's all

spark vector
#

I like points I guess

#

makes me feel loved

nimble spoke
#

Trust in yourself and aim for very polished mods, you can't please everyone

nimble spoke
willow estuary
#

Some poor soul kept uploading the same new clothing mod that doesn't work because of how fileguid.xml works

stray ferry
#

Is someone able to look into sitting anims? Really want to be able to sit in chairs, couches, beds, etc.

willow estuary
#

Animations tools haven't been released yet.

BUT it would require some significant reworking of a bunch of furniture sprite system, on the Dev's end, as well.

nimble spoke
#

It doesn't take long to realize the file doesn't work in mods

willow estuary
#

There's a fair amount of modders that upload stuff before testing it.

nimble spoke
#

yeah, go figure

drifting ore
#

Can you modify a clothing item so it can't be damaged?
I'm getting tired of loosing my black fingerless gloves

nimble spoke
#

maybe a recipe to cut off gloves' fingers so you can make your own fingerless gloves?

hexed anchor
#

you could get some tailoring levels going on

#

and repair it

spark vector
willow estuary
#

That's remarkably efficient at communicating the environment of the Vanilla map!

spark vector
#

thanks

#

I projected a screenshot of the zomboid map project, then put it into adobe illustrator and I've been creating shapes and paths for all the various features. I've matched the color scheme to roughly that of the vanilla maps, and grouped the settled areas by light suburban, urban, farmland, and commercial.

#

The dark orange areas are "urban" and correspond to the various towns. Just gotta label those, add a legend, and then add the code for loot tables and such.

#

I'm thinking of having a rare variant where someone's drawn on a map to the military base

spark vector
#

Speaking of which, is there anyway to see the military base on the PZ Map Project? Some hidden settings somewhere?

willow estuary
#

Naw. I imagine the super-special-[REDACTED]-base-club wouldn't be happy with that anyways πŸ˜„

#

I submitted a POI for it months ago, but nothing came of it.

quaint nightBOT
upper junco
#

So you could use a gps mod and go to it in game. Then use those coords to see where it is at on the main map. Would give you an idea of where to place it

willow estuary
#

It is in the eris-minimap mod.

river plinth
#

ok guys, I'm completely stuck, I'm looking for a way to get the first aid skill level of a player, can't find it (think it's not called first aid)

spark vector
#

@upper junco @willow estuary thanks guys, I ended up using the GPS that's a part of Cheat Menu since I already had that installed, but it hadn't actually occurred to me to do that until you two brought it up

#

@river plinth o.doctorLevel = player:getPerkLevel(Perks.Doctor);

river plinth
#

@spark vector Thanks! Need to write it down that it's called "Doctor" in the source files

shrewd grove
#

@nimble spoke so if i understand this correctly, you found a way to make more clothing items?

nimble spoke
#

@river plinth Ohhh the irony, First Aid is called Doctor

#

@shrewd grove Not in a mod, the only way to add new clothes is to include them in fileGuidTable.xml and that file doesn't load from a mod. So for now I'm testing new clothes that will go in a mod once that limitation is solved

shrewd grove
#

ah

#

could you make it a workshop link to a github mod WITH instructions?

nimble spoke
#

Yeah, a modder could do that

#

I'm waiting for the fix though, no need to rush it

spark vector
#

We should have a pinned message at the top that explains that XML files like fileguid cannot currently be edited

#

I spent A LOT of time trying to figure out how to do it. It would have saved me a lot of time if I had been able to find something that explicitly told me to stop looking

#

Does anyone know what the cursive font is on all the in-game maps?

spark vector
drifting ore
#

Wrong county

fluid heath
#

yeah its 'knox country'

spark vector
#

oh thanks!

#

I thought that was a typo!

#

wait, are you guys sure?

nimble spoke
#

Knox County isn't there

#

Muldraugh is a home rule-class city in Meade and Hardin counties in the U.S. state of Kentucky. It lies on U.S. Route 31W north of Elizabethtown. The city limits are completely encompassed by the Fort Knox army base. The population was 947 as of the 2010 census. The city is pa...

spark vector
#

Oh so Knox County and Knox Country are two different things?

#

Is there a name for the full area that PZ takes place in?

nimble spoke
#

It seem the game area is Hardin County

spark vector
#

Okay good to know

nimble spoke
#

And Meade County

spark vector
#

Maybe I call it the Tri-County area and just leave it up to everyone to fill in the blanks?

nimble spoke
#

lol Muldraugh population was 947 in 2010, imagine back in the 90s

spark vector
#

lol serious?

#

wow the game area might be bigger than the real life one

#

for that town, at least

#

@nimble spoke If I had to choose between Hardin and Meade, which would you say is a better match?

nimble spoke
#

looks like everything to the left of muldraugh is Meade county. Muldraugh itself is mostly inside Hardin County

#

amybe include both names in the map?

#

from that google map, only westpoint is totally inside Hardin County

spark vector
#

Actually, Tri-County might be the way to go

#

It looks like Hardin-Meade-Breckinridge probably have all of them

#

well, sorta, since the locations are actually pretty wrong for a few of the towns

#

but if you squint...

nimble spoke
#

No, the game map doesn't even get to Lickskillet, it doesn't get near Breckinridge

drifting ore
#

I’m not sure where the term knox country came from

#

I’ve never heard the area described like that, and it seems like it’s fooled a lot of people into thinking it’s Knox County which is an entirely different location

nimble spoke
#

maybe because it is near Fort Knox?

drifting ore
#

I imagine that’s how the devs got the name, I don’t know why they didn’t just stick with the actual location names though

spark vector
#

is that the name used in-game?

#

I'm even more confused now than I was at the beginning

drifting ore
#

For the map you might want to just put Knox Country instead of any county names since that’s the term used in-game

#

Irl there’s not actually a description like that of the area, but for the game you might as well use it

spark vector
#

sounds good to me

#

Knox Country it is

nimble spoke
willow estuary
#

Hahahaha!

hexed anchor
#

mood

nimble spoke
#

I want to include as many different equip slots as I can think. So far I have earrings slot, wrist slot for watches and I'm going to add a policebadge/name badge slot

quaint nightBOT
drifting ore
#

@hexed anchor fingerless gloves can't be repaired

#

And even then, repaired gloves look horrid

hexed anchor
#

no u

drifting ore
quaint nightBOT
hexed anchor
#

is this a shitpost?

#

the more I look at this the more it feels like a shitpost

spark vector
#

What language is EE? The game files don't even seem to know. Sometimes it seems to be English, other times Spanish.

calm portal
main cave
#

It's a bot it can't listen to you

undone elbow
#

Is it possible to increase character temperature in build 41?
player:getBodyDamage():setTemperature(37) --does not work
Thermoregulator has only "get" functions.
Each body part has only "get" functions.
And there is no other functions for changing heat or temperature in BodyDamage.
@devout zephyr

nimble spoke
#

@spark vector I'd like to know that as well, in my mods I simply copy from EN

#

in my head I call it England English even though there are files in spanish

spark vector
#

weird, that's exactly what I've been doing

#

Also I would never imagine a European would ever cede the official "EN" to the United States

nimble spoke
#

makes sense

river plinth
#

is it possible to save a Lua table to modData?

#

I've found an old thread where lemmy states it's disabled because of save bugs, but he clarifies that it will be back at some stagehttps://theindiestone.com/forums/index.php?/topic/1221-some-information-about-the-moddata/&tab=comments#comment-18077

#

as I'm currently struggling doing this I think it might still be disabled, but then again I'm not that familiar with modData to begin with and might be doing something wrong

nimble spoke
#

yes, modData is basically a table of values itself

#

How are you trying it?

river plinth
#

I have a Lua object with a metatable and want to save the complete Lua object (so basically a table) to modData

quaint nightBOT
river plinth
#

so basically I have my Lua class: ```ZHBaseItem = {}

ZHBaseItem.Type = "ZHBaseItem"

function ZHBaseItem:toString()
print("[" .. self.Type)
for k,v in pairs(self) do print("-->'" .. k .. "' = '" .. v .. "'") end
print("]")
end

function ZHBaseItem:derive(type)
local o = {}
setmetatable(o, self)
self.__index = self
o.Type = type

return o

end

function ZHBaseItem:new()
local o = {}
setmetatable(o, self)
self.__index = self

return o

end```

#

and I'm doing this: ```ZomboHexal.spawnItem = function(container, itemType, chance, max)
local roll = ZombRandFloat(0, 100)
local result = {}

if roll > chance then return result end
local count = Rnd(max)
for i=1, count do
    local item = ItemPicker.tryAddItemToContainer(container, itemType)
    if not item then break end
    item:getModData()["ZHBaseItem"] = ZHBaseItem:new()
    table.insert(result, item)
end

return result

end```

main cave
#

Rip horse and Person

spark vector
#

@nimble spoke would you mind making a slight change to Relaxing Times? It would be 1000x easier to do it on your end than mine. It's pretty straightforward, just two lines in media\lua\client\ISUI\SFRelaxInventoryPaneContextMenu.lua . Lines 11 and 12: -- if the game is paused, we don't show the item context menu if UIManager.getSpeedControls():getCurrentGameSpeed() == 0 then would become local letMeThink = getActivatedMods():contains("LetMeThink") -- if the game is paused and LetMeThink is not running, we don't show the item context menu if UIManager.getSpeedControls():getCurrentGameSpeed() == 0 and not letMeThink then

nimble spoke
#

@river plinth table.insert(result, item) but result returns the resulting item, that's not a table

#

or am I missing something?

#

I'll read it all over again later

#

@spark vector I can do that for the next update

spark vector
#

Thanks!

river plinth
#

@nimble spoke in result there should be the items with the modData set to a new ZHBaseItem

nimble spoke
#

You said you were trying to insert a table in mod data, I thought it was a straight yourModData = newTable

#

@ember orchid Ohhhh the brave and the bold, using the vehicle system to make horses

ember orchid
#

It's not perfect, but it just works.

nimble spoke
#

@river plinth maybe I got it wrong, but saving the whole object would be item:getModData()["ZHBaseItem"] = ZHBaseItem

#

Yeah Mr Rhymes, the system was made for cars, I guess nobody would expect horses to be perfect in that system. Even my motorcycle test were barely working until we got b41 and all the motorcycle stats were broken

#

I wonder how much tweaking of the whole system was necessary just to make it work

river plinth
#

@nimble spoke but wouln't every Item have the same table? What I'm trying to achieve is a Java Object (here an Item) to give a coresponding Lua object. So whenever I get that specific Java Object I get the according Lua object through modData aswell.

nimble spoke
#

But you're saving the function that creates the object, not the object itself, that's possibly the problem

#

I never tried that, needs more testing

drifting ore
#

Does the horse make engine sounds? XD

wet osprey
#

is it possible to mod the amount of time it takes for a foraging spot to refill itself?

abstract raptor
#

say I wanted to use the debug to play a sound; anyone know how to do that? I just wanna see if I can like use it for sound effects by typing something in

wet pecan
#

Can someone here update this if they have some free time?

#

I tried fixing it up myself, unfortunutely it's no match for my modding skills.

#

It just replaces a bunch of names, so shouldn't be too hard.

#

Thanks in advance.

radiant ginkgo
abstract raptor
#

how hard would it be to make say an item "Scalp" that you can get off of corpses if you have a knife. πŸ‘€

#

I want to scalp zombies

#

hehehe

hexed anchor
#

a single person can live comfortably in one of these

ivory lance
abstract raptor
#

I published this as hidden so it never came up plz check it out

#

It's public now tho