#mod_development
1 messages Β· Page 423 of 1
oh, how do I enter it?
Set the game's launch parameters on steam to -debug
hmm my screen gets black when I start the game with those parameters
You sure it looked like this?
try to press f11
try safe mode?
Finally threw the Kukri that I've been sitting on for a while now (ouch!) up on the workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2016368240
why is that not-raynor holding a kukri?
Did i do it right? I don't think i did
@nimble spoke Ah it was an old screencap with a random character with the Kukri.
I would have made a RE Mila but I didn't think the PZ engine could do my queen justice?
Can you help me please with argumented functions overriding?
https://discordapp.com/channels/136501320340209664/232196827577974784/685956182313402386
@quasi geode how do i override this one:
ISInventoryPaneContextMenu.createMenu = function(player, isInPlayerInventory, items, x, y, origin)
?
{
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?
Testing should sort that out? I think you can see the tile names in TileZed, or when you use the clone tool with Necroforge?
Just banging off my backlog of work here, Katanas and Machetes on Back or Belt:
https://steamcommunity.com/sharedfiles/filedetails/?id=2016648690
@fallow bridge ^ there you go.
@willow estuary Don't have TileZed, I got all of those class names from looking at Necroforge code to see what it called.
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.
NVM, I think I figured it out.
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.
@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.
No, I dont know what can be used with NearItem or where items are listed, that can be used with it.
@turbid pasture Ah thanks.
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 
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.
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
NearItem detects the name of the tile object
Is there a trenchcoat mod for Zomboid?
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
tfw I take the pages out of a book and the resulting pages weigh more than the book
Thanks Flitcher for clarification. I won't bug developers for that. I don't think thats so important now.
hey, one question. Anybody knows the difference between SoundVolume and SoundRadius in the weapons script?
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 π
I believe that Volume affects aggro from zeds and Radius affects how far other players can hear it in MP.
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?
I know one affect one and one affects the other, but I don't have it memorized; was just going off of what Fenris had on his modding guide?
https://github.com/FWolfe/Zomboid-Modding-Guide
equipable walkies looks rad
Love it
Kinda a funky attachment point (used the walkie talkie one for testing), but visible canteen!
Gonna need some fine tuning down the line, but I have the belt attachment positionings for radios and canteens at the "good enough" stage.
waht about chest walkie-talkie position?
@willow estuary 
** Turn up the Fucking Heat! **
Rawr!!!

would anyone know how to resolve cheatmenu crashing on server load and causing a "File doesn't exist on the server" message on 40.43? here's my console window https://pastebin.com/UPEirCjb
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
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
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
thanks @grand walrus
hell yeah 
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.
you've messed up with lua somewhere. if it doesn't compile and overwrites game files it won't load
okay so there's probably just a missing comma or something?
something more significant i'd say
like what?
I didn't actually write any new script or anything, I just added extra clothing options to some of the JSON lists
But in theory that should basically work, though, right?
Like it's okay to just rewrite lua files instead of crafting an injector?
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
yeah, that's one way to do this
Actually, better yet... can you think of a mod that uses a script to just update one JSON {} somewhere in a specific file?
thanks π
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
The thing is I want to change the default configuration so that all professions can use
so try to include only the default config then?
this is how "Occupational items on start" does it
@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
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
those attachment points are pretty cool
I mean, imagine shit like security guards with walkie talkies and soldiers with canteens
neat
B A CK R I G
lol
I'm not saying it's not cool, but what do you keep in there? π @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.
There's not a lot of room, that's what I mean.
Sounds like a real one to me.
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?
No, but it's really well done. I don't deny the talent. It's just that we've seen better.
This seems like a reasonable amount of stuff to fit in one, I'm not sure what I'm missing here @whole sphinx ?
Oh, yes, I agree. @willow estuary
I thought you could just put some poor pencil at most.
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
@willow estuary sorted that crash, was just missing line in items distribution ...
Vests With Pockets and Fanny Packs (build 41) @willow estuary
did you make this mod?
Well, if nothing else, the usernames serve as a good hint regarding that?
But yes.
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
Thank you very much! π
I have a question if you don't mind.
?
I've been meaning to ask you, are you planning on adding more outfits in the future?
It is currently impossible to add new clothing items to workshop mods.
But yes, when that becomes possible, we have plans in that vein.
Yeah, no, when I talk about clothes, I'm talking about what you did with the jackets.
π
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.
Ok

the colour is bloody sexy man
π
yeah boi!
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?
Here's an example of what I mean btw
and then if its a locked note, then just the image of what it says without options to make alterations
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.
Would be great if you could find those on the survivor Zs
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.
Does anyone here know the spawn rates for cars?
Is it possible with Tile Properties to make a tile immune to the sledgehammer?
Ohhh I had fanny packs in my to do list but you beat me to it....
@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!
That's exactly why I made the mod, I could barely see glasses with the vanilla size
Appreciated a lot!
I wanted to make the model even larger but I'd have to move the hair/beard options again
@spiral plover not in the tile properties, I couldn't find a way
@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
@nimble spoke Why not the note or symbol options if you donβt mind me asking? In my example I just left them for the heck of it, but ideally Iβd 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 youβre talking about, which is to say, the kind that I was talking about, Iβd be hyped af
If I do get to the point of testing these ideas, I'll try to to make both options possible
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
Who Farted?
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...
@nimble spoke thank you, much appreciated.
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?
Sawn-Off Shotguns and Rifles
https://steamcommunity.com/sharedfiles/filedetails/?id=2020440975
When shall it be ready oh lord above?
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 π etc.
Is there a way to load changes you just made to your mod without having to quit the game and reboot?
if you enable/disable mods in the mods window the game reloads all lua
I think debug mode also has a force reload button
you:
the boy she tells you not to worry about:
little tweak to have the same feel of the original texture in terms of layout and picture
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
love the outfit
hello can anyone help me with the attachmentType for handaxe?
i think i screwed it up i can't undo it
Hi, from vanilla handaxe. AttachmentType = Hammer,
thank you. i did a reinstall haha..just to make sure
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
@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
I dont know how to do that X_X
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
that'd be pretty cool
cool
is it possible to make it play different songs? I wonder if adding different CDs could be a thing
we already have song tape icons, I think I should make a sony walkman icon
Ahh stealing my thunder
also is it compatible with headphones? it would be neat. Equip headphones to avoid becoming a zombie magnet
@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.
I didn't even know radios used a headphone system lol, guess I have to stop modding a little and play more
Well Blair I hope it goes well ! that's exciting
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?
Thanks Azakaela, it's been pretty exciting with how... ....delicate... ....the radio stuff is π
A nice rmeinder to backup stuff whenever you reach a milestone for sure.
@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
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.
what is the debug mode password
What do i type in to go into debug
ok thank
@wet osprey Base.BluePen Base.Pen Base.Pencil Base.RedPen its in items_weapons.txt . Base.Crayons from newitems.
@turbid pasture thanks!
Do you love gasmasks? Now there's a reason to use them in PZ: https://steamcommunity.com/sharedfiles/filedetails/?id=2022545424
coooool
Thanks!
It's about time people got around to the serious business of making b41 mods that make the game harder, instead of easier.
whats the reason
- to make the game harder
- to give the game more of am apocalyptic/post holocaust vide
Actual damage?
I'm upgrading it right now to make it spicier and do damage as well as sickening you.
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 everyoneβs infected and it would do that, nevermind
@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?
The regular fog is now green and poisonous; nothing more sophisticated than that.
does it add more masks? (currently only find one with the armor mod)
I don't half-ass shit; there are additional spawns for multiple items in the mod.
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.
Nice mod. Full protection from rain is hazmat suit?
Thanks! I prefer to leave the specific details for people to discover in play; but all reasonable assumptions are indeed reasonable.
If you absolutely must carry more weapons, I got you: https://steamcommunity.com/sharedfiles/filedetails/?id=2023314777
@willow estuary well done bro
Thanks @drifting ore ! That means a lot to me coming from one of my favourite mappers π
@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?
@drifting ore just like the classic fog; the fog from vanilla pz is now just naughty.
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
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?
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
Awwww, thanks π
if we consider lore, making a map in CHerbourg is probably ridiculous anyway
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.
true true
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
They have to also be exposed by the lua manager class in addition to being public AFAIK?
I tried getSandboxOptions():Lore, getSandboxOptions().Lore, and getSandboxOptions()[Lore] and they all return nil@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.
inspiration for protective gear DIY mod https://discordapp.com/channels/136501320340209664/237676514047426561/688819546114752550 π
Way ahead of you on that ;)
||Well, actually Hydrocraft was, I just took their cue for my own environmental hazard mod||
https://steamcommunity.com/sharedfiles/filedetails/?id=2023314777
Is it possible to make a mod similar to this, but only adding a second back slot?
Like, to be able to strap things on either side of backpacks, like a shotgun on one side and a wood axe on the other
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
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.
@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! π
@willow estuary Oh, ok. I might have misread something then days ago when you were talking about it or something related.
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.
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
Of course the guy that made great mods had to be an elitist
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?
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.
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.
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.
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
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.
yes, and sadly that mod would be more popular, than your balanced one π¦ And I didn't had time yet to try it. Well, didnt tied Kukri, because I didnt found one.
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?
Thanks for tryingh, but it didnt helped, I still want to find one π
Yeah, I still haven't found one in a legit playthrough yet myself π
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
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.
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.
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
Well if he looked at the code, he would have found that it really wouldn't be hard to give the backpacks two slots π
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
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
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.
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 π
I'm working on BOTW tracker, just gotta find out how they made the zombie debug map >:^))
BOTW?
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.
Debug map is connected to zombie AI, since it shows where they are going
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.
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
that would look interesting, not very practical, but I would look where I was
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
yeah, that will take a lot of work
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 π
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.
I think there are some limitations around it but idk, we'll see :)
@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
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?
@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)
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

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
@calm portal they already are compatible with holsters.
I was unaware of that. I think I have a conflicting mod then, thank you!
Tallow candles from raw butchered trapped animal meat mixed with twine when
Just a quick patch to make the Eris NIghtvision Goggles mod work with build 41: https://steamcommunity.com/sharedfiles/filedetails/?id=2025153114
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.
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.
not sure from where I know that, but I think, that higher cooking level creates better food in vanilla.
I never actually tested it
I decided to make a quick zombie avatar window before I go on creating items that could be used by zombies too
looking good, how you make it pop up? Clicking on zombie?
for now right-clicking and selecting check zombie
thought so, how to you check if its a zombie you right clicked?
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
thanks. not planning on using it now, but it may be handy at some point.
Goddamn SoulFilcher, thats awesome.
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
This actually has a lot of potential as an admin tool.
...especially with some secret spicy surprise stuff I'm working on.
good, if you need anything for that window let me know
Will do, thanks!
Well, I just got a working mod which absolutely destroys cheesing zeds with cars!
Completely or it balances it?
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!
The zed needs to be close to it, or get hit by the car?
Close by; there's no lua-accessible check to see if a zombie has been hit by a car that I can find.
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
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
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.
Commansatum Est:
https://steamcommunity.com/sharedfiles/filedetails/?id=2026187681
@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
||Of course I have it set up so it manages attachments, ammo and magazines properly. ||
mm WD40 π Is that the house with high fence in muldraugh?
Probably? Just randomly spawned in to test this shit.
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?
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!||
yes, I already know that you would never do that.
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
well, you can create mod with that functionality. Combining it with something like seen above would make interesting mod.
Oh I can't create shit, I'm just throwing the idea out there in case someone madlad enough would do it
Gun Cleaning Mod now up on the Workshop
https://steamcommunity.com/sharedfiles/filedetails/?id=2026821879
I wonβt use the models in the final game however
In case y'all missed my 6 am post:
https://steamcommunity.com/sharedfiles/filedetails/?id=2026187681
Mod adds new food and cooking recipes. π
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?
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.
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
Oh excellent @nimble spoke !!! Care to share what your method is? No worries if you want to keep it a secret π
Just updated the Car Bomb mod so that the lightbar/siren sets it off as well, for spicy trap purposes.
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
Oh SICK
....however, assuming that radiators are only damaged by frontal collisions, I'd assume people would just switch to reversing to kill zeds?
you're right, but reverse damages the trunk, so it isn't "free kills" anymore
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.
I don't know
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
Precisely!
@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
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.
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
Damn these player and getSpecificPlayer shenanigans... Does anyone know the opposite? specificplayer -> player
I got bored surfing java files for too long
Ok, moving on with that open image idea
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
Yeah, I use that in the Toxic Fog mod for a "clue" as well π
But never got around to fixing the open and rename mpa options.
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
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?
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
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.
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
@nimble spoke couldnt that be used for news papers?
i was speculating on using that interface for that
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
If there's no customcontextmenu then it is a standard map and the game shows the original options
I forgot to change my item from literature to normal so it still shows the read option there
@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
@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?
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
do they serve any purpose?
borem, stress, standard literature use
I plan on expanding that if I think of any other items that would require something to be used
Firecrackers as one time use sound makers?
Coding isn't as hard as you would think π 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 π
ask plenty of questions
i just want to be able to carry a weapon on each side of a backpack...
it's basically plain text dude
So start by asking about something you dont understand π
I've got 1 million points into patience I'm sure I can help you
I was positive we had firecrackers but couldn't find them, what the hell?
or are they called something else?
i dont believe they exist, actually
ohhhhh I was thiknig of sparklers
hmm
it's similar
also, @nimble spoke i love your mods, they're awesome
fav one is learning time
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
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
nice
is there a way to make it so that spears only make stabbing attacks and remove/disable the swipe one?
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
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
got the thing working, if someone can help me make the second weapon show on the backpack's left side, i would appreciate it greatly

Filibuster's OG Walkie Talkie Models: https://steamcommunity.com/sharedfiles/filedetails/?id=2028812112
Zombies Don't Burn: https://steamcommunity.com/sharedfiles/filedetails/?id=2028102668
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?
it will take 5 "hunger" from your item and add it to the recipe
and do the math for nutrition stats based on that
If the number is higher than the amount of hunger actually in it will it throw an error?
thanks by the way
@nimble spoke just a replacement; still can't add "new" clothing items, and it's crazy restrictive in places as well!
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."
π
@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.
A plug-in that adds letters to the spray-paint mod.
https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=2029478510
Same
Hello guys I have a question, can I add mods to a server that is already running (I am the host)?
Might have to shut it down, add the mods and then re-open it
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 ?
This is how you died: with style
π
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?
Hello everyone. I was wondering what the functions of the townzone, nav, vegitation, trailerpark, farm and farmland actually do? Much<3
@willow estuary Can you spray on walls too, or just the ground?
Just the ground at this point; it's not my mod, I just added letters to it.
Man, if you could βlook atβ 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.
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
Yes most can be, usually the description will say if they are
@upper junco That's exactly what I'm doing, not only newspapers but magazines, comic books, postcards and cigarettes for now
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.
I will try that at some point, for now I want give these items a varied list of covers/headlines
how do i mod? or start modding?
are there canning mods?
@drifting ore Yeah: https://steamcommunity.com/sharedfiles/filedetails/?id=795965198
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.
if you gonna use the one i linked, use this hotfix I made to unfuck its distro table:
thanks but i shouldve been more specific...
i thought of a mod allowing players to can more things
There's this for B40: https://steamcommunity.com/sharedfiles/filedetails/?id=1739052336
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.
thank you!
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!
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
wrong folder names?
found it, seems like some mods on workshop got weirdly saved formatting of the mod.info causing either weird names used, url or fail
ohhhh well, I think I'll never finish it
can anybody point me towards some mods that add clothes/weapons/cars that don't require IWBUMS? preciate ya uwu
@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
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
And testing is done for today. Pretty good for a start but there's a lot to fix and improve.
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
@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.
figured it out!
@shrewd copper you need to enable the mods first
Had to put the mods on under the steam workshop, not mods.
wooo, bf and I have tons more to do now. Big yay
remember to get a screwdriver to add/remove attachments
Is it possible to know what is target part of the body in Events.OnWeaponHitXp?
@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.
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.
@nimble spoke thats awesome
this is kinda random but would it be possible to add shape or brush tools to maps (or notebooks)
anyone know in what file I can find data about the m1911 gun
So I can make a gun by myself
In the game
those 240 mods i got to work so far with IWBUMS41.33, no loading errors, minor issues, no function errors yet
-- ones are override hell aka wip todo https://pastebin.com/PAFzk3B1
i really hope i manage to fix OZmeds, i loved all those additional medicines and way to treat wounds
Yeah ozmeds was fun and the doctor in the group had to actually know what the medicines did. Was pretty realistic and immersive imo.
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)
theyre all in media/scripts/clothing/clothing_others.txt
oh my bad, didnt check the clothing one, thank you
@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
Tailoring internal name is probably Tailoring too
will test
Can someone tell me some good mods?
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
ProjectZomboid\media\scripts\clothing\clothing_others.txt I believe
for bags, there is a variable in there for weight reduction
@drifting ore Hey man. You trying to just change the stats or change the looks, too?
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.
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!
A new Mod has been Published!
Let Me Think
https://steamcommunity.com/sharedfiles/filedetails/?id=2033451936
A new Mod has been Published!
EngineDamage - Car (Nerf)
https://steamcommunity.com/sharedfiles/filedetails/?id=2030700375
A new Mod has been Published!
Lickskillet
https://steamcommunity.com/sharedfiles/filedetails/?id=2031508310
A new Mod has been Published!
Spray Paint Letters (build 41)
https://steamcommunity.com/sharedfiles/filedetails/?id=2029478510
A new Mod has been Published!
You Can Cook With Herbs [IWBUMS 41+]
https://steamcommunity.com/sharedfiles/filedetails/?id=2029398775
A new Mod has been Published!
Filibusters OG Walkie Talkie Models (build 41)
https://steamcommunity.com/sharedfiles/filedetails/?id=2028812112
A new Mod has been Published!
Black Leather Biker Jacket
https://steamcommunity.com/sharedfiles/filedetails/?id=2029056179
A new Mod has been Published!
Zombies Dont Burn (builds 40 & 41)
https://steamcommunity.com/sharedfiles/filedetails/?id=2028102668
A new Mod has been Published!
Daryl Dixon Outfit
https://steamcommunity.com/sharedfiles/filedetails/?id=2027525353
A new Mod has been Published!
Banjos New Professions & Traits
https://steamcommunity.com/sharedfiles/filedetails/?id=2027182254
A new Mod has been Published!
Banjos Start Points - Dixie Park
https://steamcommunity.com/sharedfiles/filedetails/?id=2027155751
A new Mod has been Published!
Gun Cleaning (build 41)
https://steamcommunity.com/sharedfiles/filedetails/?id=2026821879
A new Mod has been Published!
All American Apocalypse
https://steamcommunity.com/sharedfiles/filedetails/?id=2026187681
A new Mod has been Published!
No Sheet Ropes - Build 40 and Build 41 Versions
https://steamcommunity.com/sharedfiles/filedetails/?id=2025815288
A new Mod has been Published!
iCDPlayers
https://steamcommunity.com/sharedfiles/filedetails/?id=2025319303
A new Mod has been Published!
Eris Nightvision Goggles Build 41 Patch
https://steamcommunity.com/sharedfiles/filedetails/?id=2025153114
A new Mod has been Published!
Back Rig and Calf Sheath
https://steamcommunity.com/sharedfiles/filedetails/?id=2023314777
A new Mod has been Published!
Strength Matters (IWBUMS)
https://steamcommunity.com/sharedfiles/filedetails/?id=2022594709
A new Mod has been Published!
Toxic Fog (build 41)
https://steamcommunity.com/sharedfiles/filedetails/?id=2022545424
A new Mod has been Published!
??????????Do it yourself.?for Build 41?
https://steamcommunity.com/sharedfiles/filedetails/?id=2021066687
A new Mod has been Published!
Fashion Montage - Start with any outfit
https://steamcommunity.com/sharedfiles/filedetails/?id=2020740322
A new Mod has been Published!
Sawn Off Shotguns And Rifles
https://steamcommunity.com/sharedfiles/filedetails/?id=2020440975
A new Mod has been Published!
Zomboid Detran
https://steamcommunity.com/sharedfiles/filedetails/?id=2019525812
A new Mod has been Published!
MoreOriginalRecipes
https://steamcommunity.com/sharedfiles/filedetails/?id=2018557765
A new Mod has been Published!
Survivor Radio V2 [MUSIC!]
https://steamcommunity.com/sharedfiles/filedetails/?id=2017654378
A new Mod has been Published!
Rick Grimes Outfit
https://steamcommunity.com/sharedfiles/filedetails/?id=2017665332
A new Mod has been Published!
Survivor Radio V2 [MUSIC!]
https://steamcommunity.com/sharedfiles/filedetails/?id=2017654378
A new Mod has been Published!
Katanas and Machetes on Back or Belt
https://steamcommunity.com/sharedfiles/filedetails/?id=2016648690
A new Mod has been Published!
Kukri
https://steamcommunity.com/sharedfiles/filedetails/?id=2016368240
A new Mod has been Published!
Dangerous Zombies
https://steamcommunity.com/sharedfiles/filedetails/?id=2013479771
A new Mod has been Published!
(OLD) Customizable Zombies
https://steamcommunity.com/sharedfiles/filedetails/?id=2013678725
A new Mod has been Published!
More Dangerous Zombies
https://steamcommunity.com/sharedfiles/filedetails/?id=2013479771
A new Mod has been Published!
Hurleys Scrapyard Cars
https://steamcommunity.com/sharedfiles/filedetails/?id=2034343459
@ember orchid thanks
A new Mod has been Published!
Banjos Reusable/De-Weaponized Pens & Pencils
https://steamcommunity.com/sharedfiles/filedetails/?id=2034653492
You're welcome, dude.
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?
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 ^^
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?)
@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
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?
the mod is here btw https://steamcommunity.com/sharedfiles/filedetails/?id=2029398775
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.
Maybe he's talking about the mod description? I've had players post google translation versions of my mod descriptions before.
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
There is, check the item tweaker API mod
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?
thanks
A new Mod has been Published!
Pasta and Rice Meals Will Rot
https://steamcommunity.com/sharedfiles/filedetails/?id=2035447891
@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
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
.xml is just plaintext like .txt and .ini, the onky difference is the file suffix.
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?
Not that I know of, I've been reading the some related java files in PZ, for fileGuidTable.xml for example
where can I find that?
this one is /zombie/fileGuidTable.class I also checked fileGuidPair.class
256 mods loaded with IWBUMs (no progress on complex ones) ... crazyness ... but something has ate most of my FPS now π
"something"
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
but that's the fun part π squeeze it till it break
A new Mod has been Published!
Edible Herbs Rot Eventually
https://steamcommunity.com/sharedfiles/filedetails/?id=2036566222
I will keep my herbs for the winter tyvm
They still last a month π
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?
That would be a nice quality of life mod for sure
Does anyone know what the tag AlwaysWelcomeGift does?
I guess it was related to NPCs
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.
A cruise button would be cool. Get to the speed you want, tap cruise and it'll continue at that speed
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.
A new Mod has been Published!
Un-Sterilize Rags
https://steamcommunity.com/sharedfiles/filedetails/?id=2036923155
@drifting ore Just for you https://steamcommunity.com/sharedfiles/filedetails/?id=2036922754
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
Oh thanks!
May i dm?
yea that's great
A new Mod has been Published!
Fashiontryout
https://steamcommunity.com/sharedfiles/filedetails/?id=2037187648
#2
looking good
@radiant ginkgo Reminds me of the Walton from San Andreas π
Yes, it's because of shadows and light I've been working on today
@wide timber π
@radiant ginkgo nice zil-130
Thank you
We have good modellers working on new vehicle types, that's why for Driving Time I'm focusing on code 
Who is accepting vehicle suggestions?
A new Mod has been Published!
Fallout 3 Music [Requires Survivor Radio]
https://steamcommunity.com/sharedfiles/filedetails/?id=2037852930
How do you play music
@main cave whatchya mean?
I think he's reffering to survivor radio
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.
I hope somebody makes ''Kino'' radio music.
A new Mod has been Published!
Vehicle rebalance
https://steamcommunity.com/sharedfiles/filedetails/?id=2038609846
@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
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.
Hi modders
If I want to try making a custom car, where do I start?
Nvm found this https://theindiestone.com/forums/index.php?/topic/24408-how-to-create-new-vehicle-mods/
THIS IS A NEW FEATURE THAT CURRENTLY ONLY WORKS ON THE WEATHER TEST BRANCH, MAKE SURE YOU ARE SUBSCRIBED TO THE WEATHER BETA BRANCH BEFORE TESTING 1) The first thing you want to do, as with most mods is to create your mods folder structure, use the image below as a referen...
Please let me know if there's anything useful that I should know beforehand
Gonna sink my teeth into this rn tho, toodles
You can always check the existing mods if you get stuck with anything
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
gotta give it a whirl man
@main cave What was your idea, dude?
The suggestion or the car i was gonna make?
Weren't they one in the same?
My suggestion was Age and my mod idea was a car
Oh sorry, my bad. What car?
It was gonna be like this
What is that, a LeSabre?
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.
@main cave I will probably add character age if that's what you're talking about
Character age
How are you doing that?
Thatβs pretty sweet much more immersive that the original way
Were you able to increase the allowed characters any?
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
A new Mod has been Published!
Soul Filchers Relaxing Time IWBUMS
https://steamcommunity.com/sharedfiles/filedetails/?id=2039234811
Nice works as always @nimble spoke !
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
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 :
- Detect that a loaded mod has new clothing it would like to add
- Generate a new distinct name with the formula
(NEW-MOD-NAME) - Awesome New Jacket - Put that new item at the bottom of that clothing type's list
(I just edited the last comment)
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
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
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
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
I understand, you should switch to a better system
\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,
}
}
how do you create the list of items for each category?
\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
Let them do it themselves
if you can simply insert new entries in the table other modders can do the same
Ah, true!
just write instructions somewhere telling them items must have unique names
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!!
π¦
yeah, comments in the code should be enough
wait, you weren't really a rubber duck there, you actually told me something I needed to know

thanks
no problem man, all the power for increased compatibility
https://en.wikipedia.org/wiki/Rubber_duck_debugging in case that phrase isn't as widely known as I think it is
I didn't know that one
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.
I've been doing that with my girlfriend, lucky me she actually likes to know what I'm doing in my mods
That's a keeper alright!
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?
Is there any way to make your mod's image actually fill the whole space when it's enlarged like this?
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
A new Mod has been Published!
Evolved Professions & Traits [Build 41]
https://steamcommunity.com/sharedfiles/filedetails/?id=2039641156
Need help, how does one create clothing mods? Is there a start up guide for creating new clothes?
Is there any HECU uniform mods? π I love the HECU in Half Life x'D
@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
π
@drifting ore Very nice, could you do UAZ jeep?
@drifting ore You missed, I'm not MrToodler π This mod has been in the workshop for a long time, check it out https://steamcommunity.com/sharedfiles/filedetails/?id=1773965512
But for 40.x version
Check my workshop
Oh!
@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
Oh alright.
@nimble spoke Thank you! That's amazing, really really useful to know.
A new Mod has been Published!
Clementines Hat
https://steamcommunity.com/sharedfiles/filedetails/?id=2039940464
welp.... it seems that only clothing and container items can update a character's appearance
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
When you're trying to add a new clothing item, and it was not an invisibility cloak, I swear
A new Mod has been Published!
Get a job! (Profession mod)
https://steamcommunity.com/sharedfiles/filedetails/?id=2040632854
A new Mod has been Published!
Fashion Mode 1.1
https://steamcommunity.com/sharedfiles/filedetails/?id=2041006515
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
A new Mod has been Published!
Pancho & Noodles Save The World
https://steamcommunity.com/sharedfiles/filedetails/?id=2041100406
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
I don't even check that, I read the comments mostly to find bug reports and suggestions and that's all
Trust in yourself and aim for very polished mods, you can't please everyone
By the time we can truly add new clothes I think I'll have some interesting ideas ready
Some poor soul kept uploading the same new clothing mod that doesn't work because of how fileguid.xml works
Is someone able to look into sitting anims? Really want to be able to sit in chairs, couches, beds, etc.
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.
It doesn't take long to realize the file doesn't work in mods
There's a fair amount of modders that upload stuff before testing it.
yeah, go figure
Can you modify a clothing item so it can't be damaged?
I'm getting tired of loosing my black fingerless gloves
maybe a recipe to cut off gloves' fingers so you can make your own fingerless gloves?
a little teaser of what I'm working on
That's remarkably efficient at communicating the environment of the Vanilla map!
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
Speaking of which, is there anyway to see the military base on the PZ Map Project? Some hidden settings somewhere?
Naw. I imagine the super-special-[REDACTED]-base-club wouldn't be happy with that anyways π
I submitted a POI for it months ago, but nothing came of it.
A new Mod has been Published!
Military Canteens and Flashlights
https://steamcommunity.com/sharedfiles/filedetails/?id=2041993851
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
It is in the eris-minimap mod.
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)
@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);
@spark vector Thanks! Need to write it down that it's called "Doctor" in the source files
@nimble spoke so if i understand this correctly, you found a way to make more clothing items?
@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
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?
Wrong county
yeah its 'knox country'
Knox County isn't there
Oh so Knox County and Knox Country are two different things?
Is there a name for the full area that PZ takes place in?
It seem the game area is Hardin County
Okay good to know
And Meade County
Maybe I call it the Tri-County area and just leave it up to everyone to fill in the blanks?
lol Muldraugh population was 947 in 2010, imagine back in the 90s
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?
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
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...
Iβm not sure where the term knox country came from
Iβve never heard the area described like that, and it seems like itβs fooled a lot of people into thinking itβs Knox County which is an entirely different location
maybe because it is near Fort Knox?
I imagine thatβs how the devs got the name, I donβt know why they didnβt just stick with the actual location names though
is that the name used in-game?
I'm even more confused now than I was at the beginning
For the map you might want to just put Knox Country instead of any county names since thatβs the term used in-game
Irl thereβs not actually a description like that of the area, but for the game you might as well use it
"We want bulletproof vests and shit" Me:
Hahahaha!
mood
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
A new Mod has been Published!
MA Organized Item Names IWBUMS B41 v1
https://steamcommunity.com/sharedfiles/filedetails/?id=2042752621
A new Mod has been Published!
Knox Country Map - Lootable Map Item of Whole Game World
https://steamcommunity.com/sharedfiles/filedetails/?id=2042761166
@hexed anchor fingerless gloves can't be repaired
And even then, repaired gloves look horrid
no u
A new Mod has been Published!
THE WALKING DEAD FULL CONVERSION: With ZOMBIE GUTS CAMOUFLAGUE AND MORE!!!
https://steamcommunity.com/sharedfiles/filedetails/?id=2043172570
What language is EE? The game files don't even seem to know. Sometimes it seems to be English, other times Spanish.
A new Mod has been Published!
THE WALKING DEAD FULL CONVERSION: With ZOMBIE GUTS CAMOUFLAGUE AND MORE!!!
https://steamcommunity.com/sharedfiles/filedetails/?id=2043172570
@quaint night this is a statement to stop trying to make the game easier
It's a bot it can't listen to you
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
@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
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
makes sense
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
hi, I recently began again with some modprojects Im working on and have some things Im a bit stuck with. first of all: Ive learned/found that the current modData (2.9.9.10) only takes data from type number and type table. But I also read on a topic(forgot which) that there wou...
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
I have a Lua object with a metatable and want to save the complete Lua object (so basically a table) to modData
A new Mod has been Published!
Filibuster Rhymes Horsin Around
https://steamcommunity.com/sharedfiles/filedetails/?id=2043562972
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```
Rip horse and Person
@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
@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
Thanks!
@nimble spoke in result there should be the items with the modData set to a new ZHBaseItem
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
@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
@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.
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
Does the horse make engine sounds? XD
is it possible to mod the amount of time it takes for a foraging spot to refill itself?
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
Lewd Literature Mod Renames all skill books and magazines with sexual innuendos and double entendres. I thought that the descriptions like Fishing for Beginners and Intermediate Electricity were very boring. So I renamed all the book titles to something more... interesting. Th...
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.
how hard would it be to make say an item "Scalp" that you can get off of corpses if you have a knife. π
I want to scalp zombies
hehehe
a single person can live comfortably in one of these
Ricky talks on living in his car from seasons 1 & 2 extras
