#mod_development
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Does it play just lyrics or audio for each song too?
I mean - You know how it looks like with TV in PZ
is it this same but with the different lyrics?
This just shows the name of the song and the artist and has actual music that plays
Because of the way the text durations work it's impossible/extremely hard to line up the lyrics with the music
because the radio text can be 1.5 seconds up to 5 seconds, depending on the length of the text in the broadcast line
I know I wish there were functionality to make it work easily like, maybe selecting how long the duration of the text was but
shrug
I work with what I got
is there some way to disambiguate a moveable in a recipe (ie have a particular piece of furniture be used in a recipe)?
on the surface there doesn't seem to be a way to because all moveables are shapeshifted instances of Base.Moveable
but maybe I'm not looking hard enough
The isn't even if each item had defined stats, the recipe internal code does not accept them
hmm, it might be possible to use an OnTest function to check if the moveable has certain properties
since I think crafting is halted if the recipe's associated test function returns false in respect of any of its ingredients
the recipe won't work anyway
(x)
Moveable extends InventoryItem and RecipeManager doesn't explicitly block Moveable from being used so there's no mechanical reason for it to break apart from disambiguation issues
A new Mod has been Published!
Chest Rig and Webbing (Build 41)
https://steamcommunity.com/sharedfiles/filedetails/?id=2045758247
A new Mod has been Published!
Drunke County
https://steamcommunity.com/sharedfiles/filedetails/?id=2046121678
what sort of interest would there be in a mod that lets you dig up stuff like roads and move them elsewhere
@willow estuary Prepared for everything / dies in a car crash
apparently there's an OnObjectAboutToBeRemoved lua event so it'd be simple to check if the thing being removed is something on the ground and putting dirt in its place
(that event seems to trigger twice at least in singleplayer, but that shouldn't make a difference)
@pastel estuary There are all sorts of tastes in zomboid community, me personally I try to stick to a bare minimum of realism
hey, just checking again, anyone knows if its possible to mod the time it takes for foraging to be done again?
I think it is linked to a sandbox option, I remember dealing with foraging code at some point, but it's been some time
Oooo
So can modders add custom clothing/armor?
Hmmm alright so if you have a 3d model you can port it into zomboid and use that for new clothing?
we can add custom clothing and armor, but right now new entries can't be released through Steam, only new texture variations of existing items
yeah, you can import existing models
Is it possible to make a script .txt file only apply if another module is also loaded?
I tried requires{} but it didn't do what I expected
Broken recipes still loaded
oh wow that skateboarding thing is awesome @nimble spoke
As far as I know you can't be selective with txt files like that
Sub-mod it is :/
What CannedFood = TRUE property does exactly? I think it wasn't there before Build 41
I think it has to do with automatically adding it to "canned food" loot tables
Particularly so that you can adjust the relative quantities in the sandbox settigns
I haven't looked at it line by line, but I see 'CannedFood' showing up in ProceduralDistributions.lua and SandboxVars.CannedFoodLoot
@sudden lichen
it could be that it's a kind of food that doesn't really expire maybe?
or at least it doesn't until you open it
argh, modifying the game's java code is proving to be rather annoying
using a java agent to modify classes at runtime didn't work and editing the bytecode directly is rather infuriating to do
why do that though? The only mod that even bothered at some point was super survivors
Moved the knife attachments so they don't overlap with handguns.
cool
those look fantastic
@hexed anchor @sudden lichen I thought that too, but expiration and stuff is taken care of in the script files. Canned Food isn't classified as food. There's just a recipe that goes Can + CanOpener = OpenCan + CanOpener and the open can is a food item.
I'll have a look with jd-gui and see if I can figure out what it does
figured it out @sudden lichen if CannedFood = TRUE for a food item, its spawning is governed by the canned food loot modifier
russian maps are going to look very nice with their own vehicle models
zomboid is getting more and more local, like you could actually visit different parts of the world with their own styles
True
Is there a way to access the skeleton state of a corpse when it's in your inventory?
Where the heck is the code that actually like, influences what traits do?
Hard of hearing, speed demon, sunday driver, etc... none of their variables seem to appear anywhere in the code except for the TraitFactory, which is just what adds them to the list.
have you searched for references to the traits themselves?
yea, everything I can think of
For the trait "Dextrous" its in here "media\lua\client\TimedActions\ISInventoryTransferAction.lua"
You can make transfer time very fast changing this code
For the trait Hard of Hearing, its inside the java in AmbientStreamManager$Ambient.class. And use this code "if (((IsoGameCharacter)isoPlayer).HasTrait("HardOfHearing")) {
distanceToSquared *= 4.5f;"
For the traits Speed demon and sunday driver are here: "zombie\core\physics\CarController.class"
I'm new to modding like I literally know nothing but I'm interested. I have Itemzed but no knowledge of coding. What should I do??
Have you checked out the (outdated but still useful) Modding guide?
Thank you!!!
Does anyone else boot up the game to start playing, think of a tweak, and then find themselves like an hour later working on a brand new mod while the main menu music is still playing on loop in the background?
Is there any way to detect what language the player is using? By which I mean which human language translation they're playing with.
@proven turret I split FMJLockpicking into several submodules so that players can decide which features they'd like to use.
Would you like to have it for your steam workshop?
@spark vector why do you need to detect language?
I was thinking of making it so that the text on all the in-game maps would be automatically translated to whatever language the player was using
you would just have to use that itemtweaker API to change which filename the item looks for
The only thing I don't know how to do is set up the if statements to check for the current language settings
That's not the way to fix it
Where are the note entries located? I will take a look
Lokks to me that map notes are already translated if that's what you meant
Hello! You can help me deal with one mod or direct it in the right direction. There is a rope from the window. And she works. And there are vertical stairs. They do not work. Need to write a mod. You right-click and in the context menu appears, "Climb the vertical ladder." And also, it would be cool to create an item, "Crank + rope." This is so that you can climb or go down to the roof or very high fences. I found ClimbDownSheetRopeState.class. Decompiled. And I got this, but it's hard to figure it out, I'm sorry for translating google.
used jd-gui online, but it's hard for me to figure it out
There are vertical stairs in the world, but I could not find their variable and what it is called.
That is probably a tile variable, I think there is a western map that made it possible to climb those ladders
I realized that there is a check. Then there is a calculation of the height, rotation of the character to the window, and a decrease in the Z coordinate in the cycle. This is where I ended. My brain began to crunch like faffles.
My k
That is probably a tile variable, I think there is a western map that made it possible to climb those ladders
@nimble spoke My knowledge is limited in this = (
the operation of sheet rope-like objects is likely handled in lua
yes
@nimble spoke No I'm not talking about the map annotations, I'm talking about the words that are part of the png itself
Well, will you turn those into notes on the map?
because switching the image might break map-related code, would require testing
There is such an item
Doesnβt want to go up if you go into it and there is no function in the context menu
A the rope has this function
Such a staircase canβt even be built, just raise and put.
added in a Tarot station to my most recent test build; it's run by a crazy lady. She runs from 08:00-20:00 everyday for 90 days and the station chooses which script fires at random from a list of 23 different broadcasts. she pulls all the major arcana cards and also one Minor Arcana.
I'm afraid to ask what you're going to add next
@nimble spoke item KnoxCountryMap { Type = Normal, DisplayName = Knox Country Map, Icon = Map, Weight = 0.1, Map = media/ui/LootableMaps/knox_country_map.png, SurvivalGear = TRUE, } The way I would do it is by using the ItemTweaker API to simply change the "Map" attribute of each map item depending on which language the player was using. And then I would just have a different png file for each language.
Almost expecting a Merle Dixon joke by now.
@abstract raptor Because it looks like you are going to add every single possible broadcast in the world, it will never end lol
@spark vector Yes, you could do that, but you need to check if that png vaule isn't used anywhere, because the 2 ways you can define which map it is are item entry and that map value, worth testing first
:<
I don't mean it is a bad thing that you're adding so many, but I bet there will be some weird broadcasts in that list
@willow estuary Cool idea, I've been trying to think of new ways to use animation masking and showing items in hand too
Well, this particular broadcast is going in the Gateway edition not the original mod
and it does feel neverending
Ok, sorry for joining just to ask a question, but I'm curious why there's no mods to make it so that only bites transmit the knox infection. I was considering making the mod myself but stopped myself because, I figure that something like this should have been done by now if it were possible
Does anyone know if it's something that can be done?
It can't, that part of the code is in the java part of the game
damn. Well, thanks for the info. Seems really weird that you can't customize that
can anyone help me with my modding issue? i cant seem to get the mods to work on my server
rename your custom settings to "servertest", first of all. Then go find the server config file, and then follow this vid https://youtu.be/z11zDix8l2Y
-Mod and Map installation instructions on multiplayer server: https://theindiestone.com/forums/index.php?/topic/18329-mod-and-map-installation-instructions-on-multiplayer-server-pz-3320/
-spawnpoint.lua information: https://theindiestone.com/forums/index.php?/topic/12270-how-...
@nimble spoke true, but I doubt anyone else would have a png file named ogsn_translatedMaps_Knox_RU.png in their mod
@drifting ore For one thing, there just aren't that many modders in PZ compared to a game like Rimworld. There's just a limited amount of manpower to go around. I think this is is changing, though. I had never even heard of it until last year but IWBUMS is such a great game that I'm sure there are lots of people like me who are jumping on the bandwagon now.
That's now what I meant, you need to find if the game uses the original png name for anything and if changing that breaks something important, that's all
Ohhhh I see. Yea, that's a really good point.
In this conversation I'd been talking about all maps but truthfully I was only actually thinking through what it would mean to edit new maps, and I hadn't really put the necessary thought into what might happen with vanilla maps.
@drifting ore Secondly, PZ has changed a lot throughout its development, so it's possible someone made an obvious mod idea but it doesn't work anymore because of a change that happened ten versions ago.
honestly fair
@drifting ore Thirdly, I've noticed that in general a big chunk of modders like to add new content and art assets. Small tweaks to basic game settings might not be interesting to those folks. I'm speculating, though. My favorite kinds of mods, and the ones that I like to make, are QoL improvements and UI fixes. Really unglamorous stuff.
@novel vine Fourthly, I think some stuff seems like it should be the domain of the devs, or the idea seems so obvious that surely someone else is already working on it.
And then it just never gets made
Hey don't downgrade QoL life mods, there are lots of them on steam, it is a little hard now to know which ones are working or not, but that's true for all old mods
I mean, we had Svarog's recolored bags with a whole lot of subscriptions and all it did was to recolor hiking bag and big hiking bag because they used to have the same icon as duffel bag
Oh QoL mods are my absolute favorite, I'm just presuming that many people aren't all that interested in making them
(I could be totally wrong about that, though)
@nimble spoke The vanilla game seems to have a typo in the weight of Empty Notebook. It has half the pages as a journal but five times the weight (journal=0.1 with 20 pages, notebook.=0.5 with 10 pages) My guess is that they meant to make notebook 0.05 but messed up. Either that or they meant to make journal 1.0 but I think that's pretty excessive.
I thought since relaxing time already changes those items so much you might consider adjusting the weight of Empty Notebook, too
weight for vanilla items is all over the place. I doubt they'd give it a 0.05 because items that "small" usually get 0 weight. I will change that in relaxing time, thanks
You see, sheet of paper is 0.1
ohhhh no no, you got the wrong color for the side mirrors
that thing will be op for killing zombies
well, player will prefer the ones with large trunk sizes
yeah, not for this one, but the others you posted before
Hm
like that milk version
I'm waiting for the inventory mechanics at the car
But in reality it lifts more than its weight
Now
hahahah oh well, now you got it
If there was a restriction on the transport of a certain number of things it would be great
what do you mean? number of items?
that limit should come from items'weight
furniture are not heavy enough now with vehicles
I mean space
@nimble spoke yea, 0.1 is probably 'right'
I mean the correct choice given everything else we know
weight in zomboid is also space, kinda, a mix of the two
That's bad
Since if I install 5 tons of load capacity I can accommodate furniture from an entire city
so in my opinion right now some types of furniture should have their weight increased
yeah
don't do that lol
But it is
I know, but it will be waaaay too much
For mine exp it's not much
just increase X times from a van or something like that
yeah, pick a value that you think will be enough like 8 x van trunk size
I don't know how much that would be, maybe less maybe more
yeah, don't go for a real life value, it will be out of balance
And there is a version of "G" where the trunk is 2 times larger than ZIL-130 π
But to balance this car I have to make it noisy and not fast to get around
But we really need a system that limits the number of items in the trunk
See, one of those could carry all items in the world map lol
Do you know if they have any plans to split carry weight into mass and volume?
And make it so you can't have too much of either
Also does anyone know if carrying-capacity-related exhaustion is quantum or gradual? Like if I am carrying 0.0 will I get less exhausted than if I'm carrying just below my comfortable max, or does it only matter what moodle you have?
there were discussions about changing the current system but no planned change
I think it is based on moodle levels
thanks
so what do you need to make mods?
@drifting ore depends on what you want to do. you could make one with nothing but the text editor that comes with your computer
but there's a bunch of tutorials here: https://pzwiki.net/wiki/Modding#Modding_tutorials that are a pretty good place to start
Those, I believe, also have resources on what you need to make new art assets and mods
also even if all you're doing is text editing you probably want to get a proper text editor that colorizes your functions and variables and helps you spot dumb errors
Atom is free and easy and great
thanks at least making new furniture
@nimble spoke hey uh... idk if it's a mod conflict or not but I'm having alot of trouble finding seeds like wheat seeds and grape seeds
I can't seem to find them at all
@lavish adder I had other players reporting that, the loot system has gone through some changes in IWBUMS, I will have to check it and increase spawn chance.
A new Mod has been Published!
West Point's Lighthouse
https://steamcommunity.com/sharedfiles/filedetails/?id=2054501556
Farming Time update with increased spawn chances
Does anyone know what, if any, is the difference between changing an item's translation name using this format ItemName_Base.Spoon = "Cuchara" as opposed to this one DisplayName_Spoon = "Cuchara"
The difference is first will always work for that item even if the original name changes, the second works for any item named Spoon, but will stop working if the name changes
Some retextures for my scenes
NY PD and no fat cops? What in the world is this?
I'm just kidding, these scenes look cool, is it just taking screenshots after the retexture is done?
imagine a full ny city map, that would be insane
@nimble spoke Thanks!! That really helps, and I think it's great they have both options.
tbh, any big city wouldn't work
we have no means to make realistic height or road infrastructure
we can't make overpasses, underpasses, anything
it all has to be flat, and that just, isn't very accurate for a lot of areas
I know, specially now with how vehicles work, we can't have those
Can a vehicle never be on a second story?
There would be alot of zombies, even on a low pop setting
Like it was a full fledged big city
@spark vector they can't only floor level
is that actually a prohibition, or is it merely that they can't climb stairs?
there's been several times where my vehicle has flown into the air because I hit a hard object so they can at least exist on z>0
yeah, but that's a model height value and not floor levels, your vehicle will never collide with anything on second floor or higher, believe me, I've tested vehicles that were flying over houses and forests before
Question. Can you guys add custom animations to the game or is that a no go?
inb4 people start making fortnite dances
No I was thinking about adding muzzle loading weapons to the game
Which will take a lot of animating and want to know if itβs possible to add animations for reloading weapons.
Right now some required XML files won't load from a mod
so i'm just triying to make a simple item but the icon wont load
do i need to write the file extension for it to work
it is currently in the mod textures folder
nvm i got it
now i need to know how to make a custom model work
there's a txt file for them in media/scripts/
oh ok i will check the tutorial on how to export them from blender then
just export to .x
ok i made the model and exported the txt file
do i need to make a subfolder called weapons under models_x?
and does the file name need a prefix like item?
txt models are not the same as .x models in the way you add them to the game
model names don't need prefixes
txt models go in models folder, .x models go in models_X
ok
i used the x model
so i don't need subfolders if it is a 2 handed weapon?
and i just need to change WeaponSprite = modelname
or do i have to do another process?
subfolders don't really matter as long as you use them correctly in the model script mesh = subfolders/yourmodel
and remember that if you don't provide a texture path it automatically uses the same subfolder and filename from your model
but inside media/textures
oh, so i need to use mesh instead of weaponsprite then?
weaponsprite in the weapon script, mesh in the model script
then weaponsprite points to the model name in model script
oh i don't have a model script
model yourmodelname { mesh = subfolder/filename, texture = subfolder/filename, }
that's it
you can throw it inside your item scripts file, just like you would do for an item
should i create a new module or the main one should suffice?
I hanve't tested them in a new module, Base module works fine
ok, the file name needs the extension or just the name?
no extesnion
ok thanks
ok i got it, since i was not using the base module i hade to use the mymod.mymodel approach
now the thing is huge
thanks for the help
nice, have fun modding
will try but need to find tutorial for build 40+ the other ones are outdated or are missing details like the ones you gave me
Why doesn't this work? for i = 1, 10, i_step do player:getInventory():AddItem("FMJ.BobbyPin") end
If I want to add ten of something do I really have to write out player:getInventory():AddItem("FMJ.BobbyPin") ten times?
how can we export animations?
We canβt yet I believe
oh sad
@spark vector AddItems("FMJ.BobbyPin", 10)
@drifting ore so far all the skinned models I tried to export were bugged
sadx2
Is it possible to make a recipe like Screw=20/Nails=20?
20 of one or 20 of the other? No, make 2 recipes with the same name, one with screws and the other with nails
oki doki
@drifting ore Yea that was seriously messing me up when I was making my spear mod. The way recipe objects are named and called is so weird.
Thanks @nimble spoke and @pastel estuary I'll try those later.
@nimble spoke I had tried AddItem("FMJ.BobbyPin",10) but didn't make it plural. I probably wasn't able to find any examples of AddItems( because I was searching for AddItem( instead of AddItem. Thank you, I was at my wits' end.
Is there a way to see an exact diff between consecutive updates to IWBUMS? I've been making one myself by turning the game folder itself into a git repo and making a new commit every time a new version is released. But it seems like there should be some official way to rollback to previous versions or at least see the diff log.
hey, can someone help me find the file connected to foraging, would like to disable it or tweak it, but my mod understanding just touches basic recipes
oh hey, thank you
do we need a specific size for 3d model to not look weird?
trying to either remove it completely, or remove everything except foraging for materials
or change the refill time to a week instead of a day
Oh before modding, you might consider going to the in-game sandbox settings and substantially lowering "Nature's Bounty"
I did, set it to lowest, its still too much
I'll take a look
thank you so much!
@wet osprey okay if you want to disable it entirely, the easiest way would be to modify the function ISWorldObjectContextMenu.doScavengeOptions = function(context, player, scavengeZone, clickedSquare) that's in Java/media/lua/client/ISUI/ISWorldObjectContextMenu.lua and basically just bypass that completely. Just replace all the code inside it with nothing.
let me check
Let me know if you want specifics on how to do that
searching for the file first, will let you know in a second
cant seem to find that file 
where are you looking?
in the whole drive, found these 2
any idea on how to make a custom reload?
You're looking in the mods folder, you need to be looking in the game folder itself. It'll be here steamapps/common/ProjectZomboid/Project Zomboid.app/Contents/Java/media/lua/client/ISUI/ISWorldObjectContextMenu.lua
I think thats the one
found the line of code
If you want to make it so that cells refill less quickly, there is a line that appears in two files that you'll need to tweak. The line is if getGametimeTimestamp() - zone:getLastActionTimestamp() > 50000 then and it appears in ```Java/media/lua/client/TimedActions/ISScavengeAction.lua
and
Java/media/lua/client/ISUI/ISWorldObjectContextMenu.lua
need to kill all the function or just that one line?
oh wait
let me check that refill thing
wait the refill time you found is better
let me check that
If you do go the first route, though, you want to keep the first line and the final end that closes it, but delete everything nested inside them.
The second route, what you'll want to do is just jack up that 50000 to as high as you want it to be
wait this refill thing is perfect tho, will start testing, so I change both values and, do you think I need to do a new game or this works on old saves?
I think it'll work on old saves, but you'll definitely want to back everything up. You'd want to do that anyway, though π
this is awesome, you just fixed my game 
Glad I could help!
Oh wow my own SrGrafo!!
I might make that my new avatar π
I've actually been trying to come up with a "brand" logo so to speak
This is perfectly timed
will do o/
Oh, I probably should actually ask, too, is it alright if I use that picture of me as my Steam avatar and use it in the corner of my mod images?
Yea, here's my page: https://steamcommunity.com/id/OhGodSpidersNo/myworkshopfiles/?appid=108600
is there any way to increase reload time?
oh Im using 2 of your mods, (and a lockpicking mod but from a different modder)
I hope you're enjoying them π
I think the MeTaL AnGeR's lockpicking mod isn't being maintained anymore, unfortunately, and stopped working properly recently, which is why I forked it. I also fixed a few bugs and imbalances, and made it so it doesn't come bundled with all those dairy and foraging changes.
oh let me switch to yours then
Let me know if you spot any bugs or opportunities for improvement
also, the way you made the map mod, I was thinking about this some time ago, but do you think is possible to make a mod
where random magazines spawn, and when the player opens its a comic image (wanted to make comics about the game and would be funnier if they are inside the game)
@wet osprey Check my Relaxing Time mod
(let me check)
Oh that sounds awesome! Talk to @nimble spoke, his Relaxing Time does something similar. Also the Toxic Fog mod (https://steamcommunity.com/sharedfiles/filedetails/?id=2022545424) has Novelty Postcards which you can open up and have images on them. so you could use that as a reference.
oh nice, will check that too
(btw Im testing and the foraging change works perfectly
)
any idea in how to make reload slower?
@drifting ore, I'm not sure, let me check
@drifting ore I think reload speed is calculated inside function ISReloadWeaponAction:initVars() in the fileJava/media/lua/client/TimedActions/ISReloadWeaponAction.lua
I have a mod that adds basic recipes, and it starts with module base {
soul filcher starts with module filcher { imports { base }
if I want to add these comics into my current mod, do I need to add the word imports? (
)
Can you clarify more?
Im quite a noob when it comes to mods, managed to make one mod that adds recipes, the mod is really simple, is just a list of recipes
was looking at the relaxing time mod, that adds literature items/etc
Ah gotcha. So good coding practice says that you should do module Whatever { imports{Base} ...}
can I add that module at the bottom of my mod, or need to create a different file?
but a lot of mods just do module Base {...}
Most of mine do, because I started when I didn't know any better and it's kinda too late to change it now without risking killing people savegames.
So you should probably do what SoulFilcher does
At the end of the day if your item and recipe names are really unique it probably doesn't matter one way or the other.
importing a module allows you to access values from it iirc

because what I need to work with, its this
so can I
- add that text to my mod
- create a
texturesfolder in my mod folder, and add the respective image
Yea, what he said. If you start with module Base { then you get all the Base ones for free. If you start a new module you need to import it. Most vanilla stuff is in Base, but there are other ones like "farming" and "camping".
@drifting ore, I'm not sure, let me check
@spark vector thanks will check around there
You bet, let me know how it goes
@wet osprey , yes that should work. You will then have to add a loot distribution file so that they actually appear in the world, but you probably already saw that in the other mod.
wait still testing, then will get to the loot distribution
just mirror the naming conventions of file names and paths that you see in other mods and you should be good
welp it seems i can't do too much a comment says -- we don't care about time, the anim is controlling the speed/time
so probably the reloadtime attribute is not being used anymore
so i would either need to find a way to slow the animation or edit/create one
@drifting ore don't give up yet, that might just be about that one variable
If I had to guess I think that's saying that the time isn't set by a progress bar anymore, but you still have control over the animation speed elsewhere
welp i tried setting a really high number but it didn't do anything
i found another clue in animsets
-- Setup IsPerformingAction & the current anim we want (check in AnimSets LoadHandgun.xml for example)
@wet osprey If you use my mod as a requirement, all you need to do is to give your item certain values, module doesn't matter
@drifting ore you may have tried this but if not, do this. There are three lines in that file: ```baseReloadSpeed = baseReloadSpeed + (self.character:getPerkLevel(Perks.Reloading) * 0.07);
baseReloadSpeed = baseReloadSpeed - (self.character:getMoodles():getMoodleLevel(MoodleType.Panic) * 0.05);
baseReloadSpeed = baseReloadSpeed + (self.character:getPerkLevel(Perks.Reloading) * 0.03);```
Just pump up those numbers at the end of each line and see what happens
but wouldn't that change reload speed for all weapons?
Isn't that what you're trying to do?
sorry i didn't specify. i need to make a longer reload for a modded weapon
Ohhh, that's easy!
there's a ReloadTime variable in for guns in items_weapons.txt, it might be used somewhere
Yea, what @upper bough just said
@nimble spoke If is not set as a requirement, I need to do the import line?
@upper bough that's the one i said i tried, it doesn't affect the reload time
WeaponReloadType = shotgun is the only thing that seems to mather
matter*
@wet osprey import is only used when you're using your own module like I do, or if you're overriding items in a module that isn't Base, like farming
hmm what should I do if I want to just include the new items with distribution loot, can I do this under my current mod?
i just did a test in build 41, reloading speed on shotguns seems to be affected by the reloading skill, so it's possible to change the speed of the animation
yep i need to slow it a lot tho since is a single bullet
would be easier to make an animation but it seems we can't
you can add items from any module in distributions, the only difference is that items in Base module don't need to use Base. before their item names when added to the loot table, items from other modules do need that. So Base.Spoon can be added as Spoon, while filcher.Spoon needs to be added as filcher.Spoon

create a module name for your own use and stick to it, then you need to add those import Base lines in your txt file. That's it
still tweaking around and no change, i could try with animations
a module is a set of item definitions
module is just a name, consider that a list that includes items and recipes, using your own name is good because you avoid overlaping with an existing item from the game or from another mod
Im looking at your mod, so in the files, which one is the module?
In my previous example, if I create filcher.Spoon it won't conflict with Base.Spoon
module filcher { in the first line of my txt files
oh that line is the module? thought it was an entire new file
yeah, that's the module, just a name at the start
so making a module is just like this? https://i.imgur.com/6d03bcX.gifv
yeah

got it
I added the postcard part of the code now
can spawn the item, but the image wont appear on inspect
I checked that the file is in the textures folder
and set the name for the new image
first, is my mod enabled?
oh no
the code to pen the image is in my mod, you need it
without my mod you're trying to open a map with that image
is there a way to make it that it doesnt require the mod?
only if you copy all the needed changes
requiring the mod is the easiest way to go, and the reason why I create my code in a way that is easy to add new items for it
now let me tell you what the other values do. MaxCapacity = 0 is used for a literature item that can't be read because it gives no bonus or recipes
ConditionMax is used for items that have many possible images, that's the number of variations
starting from zero
oh thats why your image names are numbered _
yeah
this way I don't need to spam loot of hundreds of separate items each with it's own image
are those 2 lines vanilla code or is something you added?
those lines are vanilla but used for other purposes
all items have those variables internally, even if you don't add values in your item script
wait I just checked, your mod was enabled
ok, what happens in game?
trying, just doesnt appear in the spawn menu
spawn menu?
yeah, using cheat mod to test
like necroforge? can't you type what you want to spawn?
yeah, the item is now Grafo.ComicTest
you should try necroforge, I don't know this cheat mod you're using so I don't know the features, but necroforge does a lot
the one in cheat menu gets its item definitions from the game's script manager, so it should automatically register any modded items
@nimble spoke Am I supposed to be able to harvest grapes in stage 6/7?
I don't know, ask the guy who added grapes
Oh, sorry I thought the grapes were added by your mod
If I made a guide for how to make a radio mod with music would anybody be interested in that?
ZIL in game!
gj!
Is there a way to add workshop.txt for multiple languages? It's a real hassle to post all the translations through Steam. It would be really nice if I could use my text editor to quickly generate it for all of the languages at once.
I don't know
thx
I ran out of creativity with my personal base mod and added a working class with inheritance in lua. Fiddle with metatable no more.
@stuck kayak Can you tell us more?
I made a special function that create classes like oop in java.
Lua on its own doesn't really have "classes" though you could simulate it using metatables. Even with metatables, inheritance like extending one class require a lot of hardwiring....
I made it easy for myself with my specially crafted function to create classes and do the wiring automatically.
Totally inspired from https://theindiestone.com/forums/index.php?/topic/8023-simple-lua-oop-without-metatables/
(Though, I used metatables to prevent doing silly things and reduce the memory foot print copying the methods).
Simple Lua OOPIIIIIIIVVVIVIIVIIII. ForewordI havent written a tutorial in a while and since I had some free time I wrote a quick one Todays tutorial isnt specifically about PZ-Modding but about a simple approach to OOP in Lua. Im not going to talk a lot about the technical det...
I wonder what kind of uses that could have
There might not be actual use case to simple mod like adding custom items and stuff.
Could it be used to create new extensions like IsoMannequin, IsoCompost through lua?
I find programming in OOP structure way easier, that's why I'm currently experimenting with metatable-based classes in Lua
Yep @nimble spoke , I have a Mod in my backlog where I created a new box Variant that served as a tool to cut wood planks
https://gist.github.com/jianmingyong/a777ab836127f9b0c51735f519d04157
I made this crazy class looking feature for me.
I'm in need for a tile object that uses a model instead of a sprite, where I can set the model according to the game's IsoDirections
extending a java class could be possible
nice
If I had to pick my priority one test it would be extending IsoPushable into something that actually works
Though I created advanced oop classes, it is not fully tested.
It might end up xD crashing hehe. I broke the debugger with this.
That's part of making progress
I broke it lel, their debugger canβt handle complex metatables though it works as it should be.
Only the stack work normally. I played around with it
The template that I had created thus far...
--- @class A
local A = Class(βAβ, {
const = {
SOME_VALUE = 5,
},
static = {
properties = {
instance = nil,
},
methods = {
getInstance = function (self)
-- self: refer to the class A. A better name would be to put the class name...
if not self.instance then
self.instance = self();
end
return self.instance;
end,
},
},
properties = {
value = 5,
},
methods = {
-- This is constructor
init = function (self, value)
self.value = value;
end,
getSpecialValue = function (self)
return self.value;
end,
},
});
local aObj = A(10);
-- Each properties has implicit getter and setter by default :P Convenient.
print(aObj:getValue()) β> 10
print(aObj:getSpecialValue()) β> 10
print(aObj:toString()) β> βAβ
β This is another way.... to go about it. Lol.
local aObj = A.new(10);
Not only that, I made it impossible to edit once the class is defined.
I'm trying to clear up my to do list so I can feel less guilty testing that
@willow estuary I updated Reorganized Info Screen with a new debug option to expand character avatar, I guess you will have uses for that
MMZ 555
It's a bit rough, but I wrote a scraper for nicetranslator that will take all of the translations and put them in several formats that might be useful for copy-pasting.
To use it make sure that you first have EVERY language selected otherwise it won't work
After that just paste this into your browser's console and hit enter:
Kentucky in safe now
It travelled a long way to protect Kentucky
Are those from your mod? Looks nice
@ivory lance Yes, it will soon be π
π
Noice
I'd like to play MP on build 41 already D:
A lot of time but no game to spend it in 
It would be cool if we could sit on the back of that truck in build 42
@ivory lance I can do this, but character models will not be visible, so we are waiting for update of car animations!
Yup
Is there a mod for the 41 build that lets ammo magazines spawn?
what
@signal pier what do you mean by that? Ammo mags rarely spawn in zeds and some containers but common in police stations and the gun store
i keep fining guns everywhere but none of em have mags, in the gun store i havent seen a single mag
finding*
anybody knows if there is someting like a zombie:addItems() ?
lua is case sensitive right?
(in lua)
@signal pier do you have hardcore reloading on?
Though I'm not sure if that's in b41, I'm too used to having ammo mags
Okay there's no reload difficulties in b41
What version are you on anyway? @signal pier
@lavish adder 41.34
... yeah they should definitely have ammo mags
Reloading difficulties don't exist in b41 anymore
i havent seen a single mag outside of corpse
i saw a mod that added a mag spawn rate in the places you find ammo a while back but i cant seem to find it again π
Because you can set the ammo spawn rate in the sandbox mode
Meaning that mod is really obsolete now
i found it around 2 days ago? It was for the right version, i just didnt sub to it because i thought i would never need it
What mode you're playing on?
sandbox
i have the spawns all set to rare aside from ranged weapons which is normal
I guess that makes sense
Ammo's rare
That means you don't get mags that easily
I recommend checking the police station too
Police vehicles should have them too in the trunk
And if you set loot respawn in the settings, just clear out the gunstore and wait for the loot to respawn
welp, guess il just have to get lucky then XD
XD
What kind of mag you're looking for anyway?
anything at this point
i only have 3 9mm mags XD
i found a couple .556 mags in a Humvee which was dope
nope it seems that reload doesn't work the way i think
lua/shared/ISReloadManager has this function
----
-- ISReloadManager:startReloading
--
-- Sets up and starts the reload timed action
--
--********--
function ISReloadManager:startReloading()
-- prep the reload information
local player = getSpecificPlayer(self.playerid)
local moodles = player:getMoodles();
local panicLevel = moodles:getMoodleLevel(MoodleType.Panic);
self.reloadable = ReloadUtil:getReloadableWeapon(self.reloadWeapon, player);
self.reloadAction = ISReloadAction:new(self, player, player:getSquare(),
(self.reloadable:getReloadTime()player:getReloadingMod())+(panicLevel30))
if not self.chainReload then
ISTimedActionQueue.clear(player)
end
ISTimedActionQueue.add(self.reloadAction)
end
But no matter what number i put in reload time it wont work
it seems that reload is only affected by animations π¦
Are there any mods out there that make the zombies completely blind? Looking to experiment with a survival build.
@spark vector i found the way to make the weapon reload speed to have the reloadTime variable from the weapon into consideration π
now i need a way to do it without modifying the base game
yeah but if i share the mod others wont have that code
then you need a variable that is unused for guns, that you could give to your items and detect that, like ItemCapacity for example
I think ItemCapacity base value is -1, so if you set it to zero for your weapons it wouldn't detect other weapons like vanilla or from other mods
Here's my guide to adding music to the radios. Comes with a little premade mod an .xml file to play with as well as a newer custom version of WordZed.
Is there a straightforward way to make a food item dangerous even after its cooked?
I figure I can solve it by coming up with a custom tooltip and lua script, or sidestep it by making it burn immediately, but it would be great if there were some easy tag or trick already in place.
there is a flag for that, let me check
hmmm I think it was poison, not dangerous
RemoveNegativeEffectOnCooked = false, I'm not sure which negative effects are included here
I'd say your best option is to use ReplaceOnCooked
Yea I was afraid of that
Actually can I describe my goal and planned solution and you tell me if I'm making it too hard on myself?
sure
My mod will make herbs
- Rottable
- Ingredients in several EvolvedRecipes
- Used to create special herbal teas (each herb gets it s own simple recipe, herb + mug of water = mug of that herb's tea)
- Dryable. When you cook an herb by itself it is ReplaceOnCooked by a dried version of that herb that is less potent and has no happiness rating, but also does not rot.
- If you overdry an herb it eventually burns
I think PZ's default behavior will take care of their usefulness in tea making, However, I want to make sure that rotten herbs cannot be dried, since that would defeat the whole purpose of preserving them ahead of time.
Here is my current solution:
Herbs have a ReplaceOnCooked that replaces them with a dried version. The dry version can be cooked, but the window between cooked and burned is very very short. This all seems fine to me.
The rotten part is where things get iffy.
Then either:
a) Have a ReplaceOnRotten that turns into its own new item. The rotten version item has ReplaceOnCook that goes to yet another BurnedAndRotten version of the herb that isn't dangerous but is very bad, and effectively useless, but can still be used as an ingredient in EvolvedRecipes (but not teas).
b) Add a special lua script to the normal version of the herb, so that if the Herb is rotten it can't be used as an ingredient in the teas
c) Just make the rotten version really bad and useless, but not dangerous
then you need a variable that is unused for guns, that you could give to your items and detect that, like ItemCapacity for example
@nimble spoke No, i mean the modification i made to the lua file that tests reload speed, not to the weapon script
to prevent rotten herbs from being dried use ReplaceOnRotten, or a recipe function that checks if the herb is rotten
@drifting ore Yeah, you want reload speed to be used just by some weapons and not others, right?
Thanks
yep just for my modded weapon, but i cannot share the mod like that if i need to modify a game file anyway
So, as I suggested give your weapon a variable that can be checked in the reload script so only that weapon will use reload time, and other weapons with the same variable value
(anybody check out my guide? )
Hi all! Who might know of a really good workshop content collection for the current build?
@abstract raptor I read your guide. It's nice that you made it, cuz now I actually understand how to add music.
Yes.
lol yes it did
hencewhy I mention one of things you need is patience
lol
which ironically I do not have as much
XD
I also don't have much patience, but now I at least know what to do.
give it a shot π
Im scared, i got a map mod which adds a military fort onto the map. So im exploring it expecting to find guns, but when i open a gun cabinet its filled with toilet paper. THIS ENTIRE BUILDING IS FULL OF TOILET PAPER
on my last save it had guns n such all over the place, this time its only toilet paper
Im like Midas, but whatever i touch turns to TP
What's the map's name?
I think it's like a meme event kinda thing. I've found a building full of toilet paper too on riverside
you know, like, seeing houses with boarded windows or burned to the ground. those kind of events
you see, here i was thinking some higher being was taking divine retribution for us puny humans buying all the TP
Does anyone else have something like this !Java/media/fileGuidTable.xml, !Java/media/lua/shared/Translate, !Java/media/luaexamples/, !Java/media/radio/Radio*, !Java/media/profanity/, !Java/media/animsold/, !Java/media/AnimSets/, !Java/media/anims_X/, !Java/media/anims_Y/, !Java/media/models_X/, !Java/media/models_Y/, !Java/media/shaders/ permanently affixed to their find-all-in-project bar?
Also real question, can we make new moodles?
@signal pier usually it's a normal residential house that gets struck buy the special event hammer, but every now and then it'll hit something like the fire station or giant mixed-use building with half a dozen stores and condominiums.
One of the maps apparently has a really big high rise building, and someone was saying they were playing and it got hit by "survivor" house so the entire thing was full of canned food and guns, so they were like "cool I won the game"
Also already fully barricaded
Oh also I found something neat. Usually if I ever find a big molly backpack it's because one of the clothing store mannequins is wearing one. But I found that sometimes a zed inside a survivor house will have one. So it's good to check those out. They don't just contain lots of items, they also contain totally unique ones sometimes.
So, as I suggested give your weapon a variable that can be checked in the reload script so only that weapon will use reload time, and other weapons with the same variable value
@nimble spoke yeah but the i don't think that will work if the mod is installed from the workshop, unless if putting a modified copy of the reload file in my mod lua folder replaces the base game one
@signal pier You made Twitter lol
@drifting ore it does replace the original
pfffff
You're famous!
wooo!
xD
Does anyone know if you can modd new zombies into the game? I'm trying to find how you should do it.
@drifting ore Fenris_Wolfs Modding Guide has a section that covers overwritting base game files/functions https://github.com/FWolfe/Zomboid-Modding-Guide
for compatibility you should only overwrite as little as possible and there are a few other caveats to look out for described in the guide
If your Translate item begins with a blank space the game automatically trims the leading whitespace. What's the tag to specifically tell it you definitely want a single space?
@drifting ore Fenris_Wolfs Modding Guide has a section that covers overwritting base game files/functions https://github.com/FWolfe/Zomboid-Modding-Guide
@river plinth cool thanks , i will check it
anyone happen to know the proper encoding for _ES translation files?
Wow just realized there's a translation sub
sorry
Although if anyone happens to know the answer that would be grand
Is there any mod that lets you change how many days in a year there is?
So for example, having 120 days in a year. Every 30 days would be a new season, basically
I don't think you can do that
Why isn't this working? ```local oven = herb:getContainer();
oven:getItems():removeItem(herb)
oven:removeItem(herb)```
neither of the bottom two lines works
oven is a valid container, I can add items to it and it shows up when I print() it.
and it's defined by the fact that herb is inside of it, so it's not like the herb isn't there
here's my stack trace function: CookRawHerbOGSN -- file: recipecode_ogsn_herbs.lua line # 82 ERROR: General, 1587020370588> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: Object tried to call nil in CookRawHerbOGSN at KahluaUtil.fail line:82. ERROR: General, 1587020370588> DebugLogStream.printException> Stack trace: java.lang.RuntimeException: Object tried to call nil in CookRawHerbOGSN
thanks in advance, talk to you all tomorrow
:Remove(herb)
@nimble spoke that worked, thank you!
Anyone know which version of lua pz is on?
does anyone know how to set freshness?
I've tried result:setFresh(false) result:setFreshness(false) result:isFresh(false) result:Fresh(false)
ohhhh wait
you do it by setting the age, don't you
probably yeah
Uagghhhhhhh
Is there ANY way to change or get rid of the (Uncooked Rotten) at the end of a particular item of food ?
I totally assumed you could and built my entire mod on that assumption
I put this DisplayNameDried_Common_Mallow_(Fresh_Uncooked) = "Dried Common Mallow (Fresh)" in items_EN but it didn't seem to work
oh wait...
hang on let me try one thing
Nope that didn't work. I tried DisplayName_Dried_Common_Mallow_(Fresh_Uncooked) = "Dried Common Mallow (Fresh)", thinking maybe I needed a _ in between DisplayName and the first word, but that didn't work either.
Can I force a custom name in lua?
stats in ( ) are not part of the name, they are added later by java code
if your item can rot or be cooked those will show
is there any way to modify that java code?
technically you could override java files, but you can't have them in a steam workshop
why do you want those gone?
btw is there any tutorial on how to make items to randomspawn in the wolrd?
hello
in the game, when i opened a pack of seed, the pack is gone from inventory and replace with the seed;s
if i want to make a pack of seed but inside that pack it have 3 or 4 kind of seed (for example fruit seed pack contain strawbery,orange,apple,watermelon)
how to write the lua command for that?
thank you
oh yeah btw i play the 41.33 version
anyone?
please help, i think i almost found it
i need to make : when MRE package is open it give MREAccessoryPacketA, MREPorkwithRiceinBBQSauce, MREFlamelessRationHeater to player infentory......
i try to fix alec real mre mod to be able to function properly for 41.33 build
but somethink is wrong with my code but i dont know how to fix it
recipe Open MRE package
{
MREmenu01,
Result:MREAccessoryPacketA, MREPorkwithRiceinBBQSauce, MREFlamelessRationHeater,
OnCreate:OnOpenMREPorkwithRiceinBBQSauce,
Time:2.0,
OnGiveXP:NoXP_OnGiveXP,
Category:Cooking,
}
i haven't used result i've only played newer versions
i have a similar thing for a recipe
In result you should only have one item
is it use player:getInventory():AddItems?
ther must be a file that has the function called OnOpenMREPorkwithRiceinBBQSauce
function OnOpenMREPorkwithRiceinBBQSauce (items, result, player)
local inv = player:getInventory();
inv:AddItem("nameofthemodmodule.itemname");
end
that's what the lua file should look like
a part of it at least
ok i check again
search for that function and paste it here so i can check
ok
-- MRE(Menu01 Pork with Rice in BBQ Sauce)
function OnOpenMREPorkwithRiceinBBQSauce(items, result, player)
player:getInventory():AddItems("USMRE.MRECrackers",1);
player:getInventory():AddItems("USMRE.MREJelly",1);
player:getInventory():AddItems("USMRE.MREApplesauce",1);
player:getInventory():AddItems("USMRE.MRECandy1",1);
player:getInventory():AddItems("USMRE.MRECocoa",1);
player:getInventory():AddItems("USMRE.MRESugarFreeBevBase",1);
player:getInventory():AddItems("USMRE.MREHotSource",1);
player:getInventory():AddItems("USMRE.MREAccessoryPacketB",1);
player:getInventory():AddItems("USMRE.MREFlamelessRationHeater",1);
player:getInventory():AddItems("USMRE.MRESpoon",1);
end
it is missing the local inv = player:getInventory(); before the additems
it seems right but maybe it was updated ?
or lua works different sorry i'm not experienced
so i go add local inv = on all of them?
delete the player:getInventory(): from all of the add items and replace it with inv
could yu give me the example sir?
and place the local inv = player:getInventory(); before all if them
-- MRE(Menu01 Pork with Rice in BBQ Sauce)
function OnOpenMREPorkwithRiceinBBQSauce(items, result, player)
local inv = player:getInventory();
inv:AddItems("USMRE.MRECrackers",1);
invAddItems("USMRE.MREJelly",1);
end
and so on
ok i try
remember to leave only one result on the script, and move the others to the lua
it still doest work sir >.<
-- MRE(Menu01 Pork with Rice in BBQ Sauce)
function OnOpenMREPorkwithRiceinBBQSauce(items, result, player)
local inv = player:getInventory();
inv:AddItems("USMRE.MRECrackers",1);
inv:AddItems("USMRE.MREJelly",1);
inv:AddItems("USMRE.MREApplesauce",1);
inv:AddItems("USMRE.MRECandy1",1);
inv:AddItems("USMRE.MRECocoa",1);
inv:AddItems("USMRE.MRESugarFreeBevBase",1);
inv:AddItems("USMRE.MREHotSource",1);
inv:AddItems("USMRE.MREAccessoryPacketB",1);
inv:AddItems("USMRE.MREFlamelessRationHeater",1);
inv:AddItems("USMRE.MRESpoon",1);
end
how does the txt script look like at the first lines?
errr
/*** MRE XIII (1993) - Meal Ready to Eat MOD Real version ***/
module USMRE
{
imports
{
Base
}
recipe Open MRE Box
{
MREbox,
Result:MREmenu01=1,
OnCreate:OnOpenMREBox,
Time:12.0,
OnGiveXP:NoXP_OnGiveXP,
Category:Cooking,
}
recipe Place MRE in Box
{
MREmenu01,
MREmenu02,
MREmenu03,
MREmenu04,
MREmenu05,
MREmenu06,
MREmenu07,
MREmenu08,
MREmenu09,
MREmenu10,
MREmenu11,
MREmenu12,
Result:MREbox,
Time:12.0,
OnGiveXP:NoXP_OnGiveXP,
Category:Cooking,
}
recipe Open MRE package
{
MREmenu01,
Result:MREPorkwithRiceinBBQSauce,
OnCreate:OnOpenMREPorkwithRiceinBBQSauce,
Time:2.0,
OnGiveXP:NoXP_OnGiveXP,
Category:Cooking,
}
this one right?
yep
the scrip folder have two txt file
btw are you restarting the whole game between tests ?
item and recipe
btw are you restarting the whole game between tests ?
@drifting ore ouwww shit... no
so sorry, i try restarting all the way to window now
and make a new game?
ohh ok
still not working sir >.< it only gime me item that being writen on the item txt inside the script folder
You opened the package?
if you do it should give everything i wont show in the recipe results
yes i open the package
bellow that red package mre is the result sir
the yellow box one
hmm weird everything seems to be correct up to this point
i event try add if inv~=nil then just now but still not working T_T
well it's ok, i guess i play without that mod for now sir π
and hope the author of theat mod is updateing
but thank you sir for the help π
maybe i try make my own mre mod some day and all the above is a great lesson for me
ZIL-130 in game! https://steamcommunity.com/sharedfiles/filedetails/?id=2064137012
Is there any tutorial on how to make stuff spawn around the wolrd
or to modify loot tables if those exist?
Check any mod that spawn new items and you will find one or more lua files that use table.insert to add items to the spawn tables
now in iwbums there are 3 relevant files in the game that you might want to check: distributions.lua, proceduraldistributions.lua and vehicledistributions.lua
thanks i will check them
@nimble spoke I wanted to make it so that if you tried to use a burnt or rotten herb to make a tea blend, the blend would come out as rotten or burnt. I also wanted dried herbs to be burnable. I also was entertaining the idea of having fresh blends and dried blends. To have an OnCooked function (to make them dryable), or if you want something to be burnable, they must be cookable.
But I wanted that "cooked" status to be hidden from the player. I didn't want players to think of fresh herbs as being 'uncooked' or to think of unburnt dried herbs as "cooked".
well, being an uncivilized barbarian I wouldn't care that much about tea, but maybe you could find something in the inventory-related lua files? and possibly the craft menu too in case you want to hide it there too
Can you tell me more about that?
I'm just going to simplify it, though. It's not really worth fiddling with menu lua that's likely to change in future updates
In lua, is NameOfAThingFactory an expression that gets generated automatically? Like how if you have an attribute called Foo in an object then the methods setFoo() and getFoo() automatically work?
no
that would make a bazillion things way easier
but, anything saved in a table, or in this case a lua object.Foo
object.Foo = whatever is the same thing as setFoo()
@nimble spoke The vanilla code has things like TraitFactory or whatever that aren't ever explicitly defined. They just start using them as though they already exist. What am I missing?
(I don't explicitly remember if TraitFactory is a good example but you get my meaning)
TraitFactory, PerkFactory and others are java and basically the lists for those things, they have nothing to do with how lua works
the integration between java and lua only allows us to use the exposed functions and parts of the java code, so if you need a getAnything it needs to be created and exposed to lua first
if you feel you have a very good use for something that is already in the code but isn't exposed, explain the case to a dev and they might change it for you
cool
I'm learning so much
Is all the lua stuff there mostly for modders and to make development easier? Like, is the whole thing really operating in Java after compiling the stuff written in lua?
that might be a silly question
I know lua is big on tables
no, not mostly for modders, a big part of the game uses lua, things that could have been done in java but lua is faster to develop, test and all that. lua is not compiled
Test of various Photoshop down-resolution resampling options. Each image is a conversion of a 120x120 pixel icon to 32x32
Thought someone might find it useful for general icon stuff that needs sharp lines even after downsampling.
the tl;dl is that nearest neighbor might be good if you're lucky otherwise it's going to look all crooked and bucktoothed. Otherwise bicubic automatic, or bicubic sharper.
Hi! Im making a car mod and I have 2 questions for you guys. How can I make the car to spawn somewhere?And how can they be RNG (different colors and stuff). Thanks for answering, Love ya!
Random colors need you texture to have transparency, I can't say exactly how because I use Photoshop and it can't handle that properly. Check Filibuster Rhymes' mods for examples
Making them spawn is easy, just add them to one of the categories in melia/lua/shared/VehicleZoneDefinition.lua
Aye thanks alot m8
I'm gonna re-try making the musket mod, But first I should model it. any good modelling tutorials?
something I'm working on
We need this in vanilla ^ 11/10
hi all, is there any mod that avoid to build walls etc in a safezone?
@wet dune Hey dude, I only skipped through this video, but it seems to cover all the basics.
Hey Guys, Here is a tutorial on : "How to Create a Low Poly Gun". In this tutorial I create a Glock 18.
Steps Links :
| Step 1 - Preparation : 00:22
| Step 2 - Blender Setup : 00:39
| Step 3 - Modeling : 01:22
| Additional Step - Tips : 06:59
----- Song -----
Music by Mar...
I'd say learn the basic stuff with a video like that and Google up whatever fancier stuff that comes to mind as you need it, like automatically mirroring your work.
Hey, I created Pillow's Many Spawn Points and recently I got notice some people are having issues getting the custom spawn selections to show up on their new game menu. Has anything changed fundamentally on map coordinates or how mods have to be packaged?
Note, I have not been following development closely since like Jan of this year
I don't think map coordinates changed, and mod packaging is still the same
It must be something else
Maybe the files for spawn changed somehow
User error.. Yeah I made sure even the info files had 41.33 in there because it works locally
I double checked everything. If someone has a moment and has "Pillows Many Spawns Project" installed, could you try to do a new game to see if the other options show up? I would truly appreciate it, want to make sure it's not just these few people with issues.
I just tested it here, looks like all options are showing up
Thank you very much. Also - great mods π
And I just discovered your mod is what I was looking for, no need to select starting city, let the game pick one for me. So thank you too
I like the colors of the 4th one but design wise I like the first/second ones with the exception of electricity
but if I were to pick one
I would pick the 4th
The one with the gold letters?
(just confirming that they're appearing in the same order for me and you)
Yeah
they seem more obvious than the 3rd one(the one without the golden letters) and draws more attention
It's good to design stuff assuming everyone is a deranged brainless lunatic
I'm partial towards the first and the second one (second being favourite), but the third one is pretty nice too. The gold lettering does make the fourth stand out, though.
2nd, 3rd or 4th. They all look good though.
Has anyone tried to spawn certain items along with zombie outfit? Like police zombies having guns or doctors having medicine?
@spark vector The 4th one is the most informative (+plus gold letters look cool), the 2nd variant has the best pictures
@spark vector I think the second option looks best, but the third one is the preferred one for me, a mix between damn good looking and informative
hiya, was looking to see how i could get the nerdculture mod working for b41
not sure whats wrong past items not spawning for whatever reason
Thanks for feedback everyone
@nimble spoke I think Realistic Military Zombies does that, but I haven't actually been to the base with it enabled so I'm not 100%. But I'm pretty sure zeds have spawn tables that you can change.
@long grove Item spawn tables have changed, it is probably a table that no longer exists, or have been changed to the new procedural system
thats what i thought, but i don't know much about either systems
ill check it out eventaully
seems a bit weird though, this mod never worked from the git go of b41 if i recallnright
Hi all
I'm trying to create new models of static clothing but I have a problem and that is that I can't get it to work properly
'' <files>
<path>media/clothingItems/Hat_NewEraCap.xml</path>
<guid>7b339ad5-da2e-42a5-8a51-ee87239a943b</guid>
</files>''
the guid is what I can't figure out how to create a single one for that object.
this is off topic for your question, but is that clemintines hat?
I'm very bad at 'programming'. I'm good at modelling.
No, it's just the modified baseball cap, flatter.
So where should I post this to help me?
how is she?
you'll probably get help here eventually, we've got modellers
also hats just looked vaguely similar
I use the same vanilla texture, i just learning if I am doing the code rigth
good lord, and here I came just wanting to see if there's an easy way to import models in to PZ from blender
i was tasked to investigate making a sony walkman model (which seems relatively simple, PZ's scaling should mean it's basically a cube with a texture, but goodness
@willow estuary This is actually kinda spooky 
Imagine if you could poison food with that O.o
or water
and prepare nice stash of poisoned food in one place in some random house
so you could kill a lot of people
in multiplayer
<<
@ivory lance hey can I perform a medical check on you? great thanks
...
wow hey you have an infection, I have max first aid so you probably can't tell yet, but don't worry
...
I have an.... antibacterial serum here. lemme just... get that for ya
xd
I wouldn't trust anyone with max first aid, only mad men go that far

@errant bluff GUID is just a random value actually, as long as it doesn't match an existing GUID, type what you want in there. But..... mods can't add new GUID to the table yet, so no steam mod with new clothes for now
@nimble spoke thx for response, we'll just have to wait then.
is there like a definitive, recommended mod list out there anywhere?
especially for IWBUMS
I want a pretty normal experience but with some enhancements to fill in gaps the game can't provide for, if that makes sense
@wet dune Idon't know what to say beyond double check the folder structure and files
if it is in the workshop folder and folder structure plus mod info is correct then it should show up
It says some of the mods from the workshop and from the forums are all the way from 2016. Are those still functional?
I think afew still are. Reading the comments below the mod description is usually a good indicator if its still working or not.
Yes, you can, among other things, use a syringe of zombie blood as a weapon, although the infection % on a hit is not 100%. You do, however, only get to land one strike before draining the syringe.
Man thats some nice additions you been coming up with. @willow estuary
Thanks! @upper junco
So I'm sure this is probably been asked before, but when I go to check both of the mods folders (the one installed in the Steam folder and User Folder), both of the mods folders are empty. They contain the example mod, but no actual mod folder itself when using the steam workshop. Where are the mod folders?
Hi I was looking thru my Logs and I keep seeing this:
WARN : Lua, 1587664552300> LuaManager$GlobalObject.require> require("NecroList") failed
anyone know what NecroList is?
the actual mod folders are under workshop under the steam directory
@earnest prairie Necrolist is a table created by the Necroforge mod
Ah Got ya
Is that on Steam or will I have to find that somewhere else?
I remeber hearing that it is somewhere else and not on steam
Some of my players are having a strange problem. It appears that the only people experiencing it are Russian players. Their character just simply refuses to do the action and instead just stands still.
Could this somehow be a language encoding issue? It seems really unlikely but I don't want to rule anything out and it seems to be the one variable they all have in common.
I have played the game with their exact modlist but could not reproduce it
Different unrelated question:
Let's say I'm overriding the function ISInventoryPaneContextMenu.createMenu()
If I need to use a variable that is defined in ISInventoryPaneContextMenu, but NOT in the original createMenu, how do I do that?
Im playing the English version and Im getting that as well with the not doing any action.
for our purposes assume the variable in question is called isAllLiterature
@earnest prairie Would you mind sending me your save game?
And is it happening always, or just sometimes?
@earnest prairie I do hope you can send me your saved game. I have had no luck reproducing it from scratch and until I do there's no way I'll be able to fix it. Thanks π
I wrote this in the Modders Wishlist thread on the forums which describes a problem I'm having:
I'd like to make a change to how it handles one particular kind of item, but this is problematic because that logic happens inside the loop. I can't override the logic inside the loop without overriding the entire function, which I'm unwilling to do for compatibility reasons.
Could you tweak the code so that the loop calls a new createMenuItem function on each item, rather than handling all of the logic explicitly? That way modders could override the smaller sub-function without having to replace the entire createMenu function. ```
If anyone knows of a solution to this that I'm not seeing please let me know
If I do have it happen again I will let you know, I had a lot of saved games and I just started Deleteing them sorry
Wish I would have seen this eariler
However I have a few error messages that I have captured
LOG : Lua, 1587761929368> LuaManager.RunLua> Loading: C:/Program Files (x86)/Steam/steamapps/workshop/content/108600/2026821879/mods/Gun Cleaning/media/lua/server/Items/ALICEpack_distribution.lua
WARN : Lua, 1587761929368> LuaManager$GlobalObject.require> require("Items/VehicleDistributions") failed
LOG : General, 1587761929604> IsoMetaGrid.Create: finished scanning directories in 0.03 seconds
LOG : General, 1587761929604> IsoMetaGrid.Create: begin loading
LOG : General, 1587761929606> ### Merging distribution tables ###
LOG : General, 1587761929607> Merging distribution addon # 1
LOG : General, 1587761929616> ###################################
LOG : General, 1587761929620> ERROR: SuburbsDistributions["garagestorage"] is broken
LOG : General, 1587761929624> ERROR: SuburbsDistributions["ToolsCache1"] is broken
LOG : General, 1587761929625> ERROR: SuburbsDistributions["GunCache1"] is broken
LOG : General, 1587761929625> ERROR: SuburbsDistributions["GunCache2"] is broken
So I've noticed something a bit strange. I recently downloaded some mods, but for some reason, they don't seem to be really showing.
I've had a few mods installed for a bit, but never actually seen them in action whatsoever in the game. Examples of this is CraftTecs and ORGM. I installed a new mod recently and nothing from that said mod is actually present in the game.
Have I missed something? I did enable it in the main menu and server menu and even did a reload of the game client. It's not a dedicated server and the mods came from the steam workshop. I checked the server ini file and it seems like its listed there and tried to look for any clues on why it may be happening. Is there something I'm missing?
This mod patches Nolan Ritchie's Armor Mod (the same armor system that Hydrocraft uses) so that it works with Build 41 clothing items
It does not add any of the new armor items from that mod to the game; it only provides armor functionality from that mod to Vanilla Project Zomboid clothing items.
The Bite and Scratch protection of this mod has been disabled, as now Vanilla PZ provides that.
Some spawn locations for helmets and bulletproof vests have been added as well.
It has been tested, and bulletproof vests will provide protection from gunfire from Superb Survivors.
@earnest prairie Necroforge is on steam
@spark vector if you want to use the variable, instead of adding it as local isAllLiterature, add it as a global, at the beginning of the file where there is probably ISInventoryPaneContextMenu = {}, add ISInventoryPaneContextMenu.isAllLiterature = nil;
thanks I'll give that a shot
Did you happen to see my other question? https://discordapp.com/channels/136501320340209664/232196827577974784/703388499499286578
can someone make a weed mod please i wann get high and u can already smoke cigs
@spark vector I'd have to make tests first
A silly question. To test the mods I have to upload them to the workshop or can I try it in the zomboid folder?
Because maybe the file address paths are not detected because the mod is not uploaded to the workshop
Put them in C:/Users/yourLoginName/Zomboid/Workshop
slashes are the wrong way but you get the idea
Mac location is pretty much the same /Users/yourLoginName/Zomboid/Workshop
There's an example mod in there, so follow the rest of the naming and file structure formatting based on that
After that you can upload to Steam by clicking on the "Workshop" button at the main splash screen when you boot up the game
If you have a mod in your Zomboid/Workshop folder and you are also subscribed to it, the one in the Workshop folder should take priority but sometimes it acts weird so I always make sure to not subscribe to any of my own mods.
@errant bluff
To add to what I said above, I think there might be a few other valid locations for you to put your own mods but the one that I described is the best one to use, I believe
Ok, I'd need to know which part of the code exactly you would like to override so I can test it here, I think your concern is important as I also need to override things in ISInventoryPaneContextMenu and I'd like to have everything compatible
I can't say when I'll be able to make extensive tests but I'm taking a look at the code right now
How would I remove the hair and color options for build 40?
Iβm trying to recreate the old zomboid with all player characters having bald spots and not many color options
And also remove the skins being darkened
Then the Decals on the shirts don't work either so I just checked and no GUID is used there.
@spark vector Yes, all that is correct, I was referring to a directory of a particular .xml file (to place the texture)
So question for yall. With vehicles can they move above level 0 in the world?
They never count a being in any other level, they do ignore collision in certain cases though
@errant bluff oh, woops! sorry π
I thought that seemed like too basic a question for you, but I just figured I'd mixed up your name with someone else
Is it possible to create a new VehicleZone?
Like if instead of just adding my new vehicle to the parkingstalls zone or whatever, could I actually define a brand new one?
Second question: can modders create new vehicle stories?
I'm trying to make one street atlas appear relatively rarely in only certain locations. Here is the code I am using to distribute it:
table.insert(SuburbsDistributions["all"]["desk"].items, "Base.KnoxCountryMapSecret");
table.insert(SuburbsDistributions["all"]["desk"].items, 0.0005);
table.insert(SuburbsDistributions["Bag_WeaponBag"].items, "Base.KnoxCountryMapSecret");
table.insert(SuburbsDistributions["Bag_WeaponBag"].items, 1);
-- VehicleDistributions
table.insert(VehicleDistributions["Police"]["GloveBox"].items,"Base.KnoxCountryMapSecret");
table.insert(VehicleDistributions["Police"]["GloveBox"].items, 0.1);
table.insert(VehicleDistributions["Ranger"]["GloveBox"].items,"Base.KnoxCountryMapSecret");
table.insert(VehicleDistributions["Ranger"]["GloveBox"].items, 0.2);
table.insert(VehicleDistributions["Radio"]["GloveBox"].items,"Base.KnoxCountryMapSecret");
table.insert(VehicleDistributions["Radio"]["GloveBox"].items, 100);```
That's the only file that even contains the word "KnoxCountryMapSecret" other than the script that defines it
However, it is appearing in gloveboxes of any kind of car, incredibly frequently. Any idea what might be causing this?
@nimble spoke sorry for the early ping. But if vehicles are not on one set βlevelβ would it be possible to force them into the air so you could make a flying vehicle of sorts? Cause Iβve seen em go flying way in the air so Iβm curious about it all.
Maybe apply such a physics force to it that the physics send it up in the air after an animation. Hmmm would be jank af
In theory it is possible, I've talked to Filibuster about that, the thing is it would require a shit load of tweaking and testing. It is something I want to try eventually but for now I'm too busy with other things
@spark vector all glovebox tables point to the same table, so all you're doing there is adding it multiple times
well, not all glovebox I don't remember but most of them
Hehe
@nimble spoke thanks!
Is there any real way to make it only show up in police cars and forest rangers?
Yes, check the police and ranger lists and if they point to the base glovebox table, change it to your own table of items
@radiant ginkgo Nice, I'd love to find that in that yard to the right of Muldraugh
@nimble spoke Soon... π
thanks @nimble spoke
Do any modelers feel like whipping up a new model for a spear made of chipped stone?
Right now I'm using a kitchen knife spear but with a darker texture. It'd be sweet to have one that actually looks like a sharpened stone. (https://steamcommunity.com/sharedfiles/filedetails/?id=2036922754)
@spark vector I can do it π
get the chipped stone from the foraged axe
Okay
I can't find folder with current music, I've found only some music from previous builds in media
