#mod_development

1 messages · Page 430 of 1

quaint nightBOT
topaz pendant
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dafuq

severe ridge
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Spiffo Bof is firing

hollow sundial
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I noticed he also

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spammed news and teases

quaint nightBOT
hollow sundial
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LOL

severe ridge
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Lul

topaz pendant
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LAMO

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the gang tried to solve the mystery of Kentucky's lockdown

severe ridge
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They ded

hollow sundial
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who is beneath the mask

severe ridge
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Shot by a Russian probably

hollow sundial
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how tf do you dress up zombies like that

severe ridge
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You can dress super survivors by code

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And name etc

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Zombies too but they spawn more than once

hollow sundial
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well I'm a dumb ape so I'll never figure that out

severe ridge
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Player and zombie are basically same type of character xD

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Me 2

quaint nightBOT
topaz pendant
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spiffo pls stop

hollow sundial
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he's contracted rabies

severe ridge
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get a job
No thx

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Lmao

hollow sundial
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wow

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so cool

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so many epic new mods

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thank you spiffo bot

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very cool

hollow sundial
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getting old now spiffo smh

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joke was funny the first time

hollow shadow
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what deh fack just happened

long grove
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a bot catching up on like a few months of mods

wary cipher
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Anyone knows what program i need to make a 3d model for the game? what in an x file?

drifting ore
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I think people use Blender

wary cipher
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Blender cannot seems to export x file, is that what zomboid needs ?

sonic helm
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Hi Spiffo bot

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Thanks for finally posting my mod

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but it was like.... 3 months now since I uploaded it?

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Anyways, plz download "Valley Station Town" and give me validation. Thanks

hidden marsh
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@sonic helm Isn't the map already part of the npc mod?

sonic helm
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Is it?

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I think thats the Valley Station Checkpoint

wary cipher
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Ive been looking into the x file for a while now, i am not getting any wiser by looking for into at google, most talk about other type of x file, some even the tv show....

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blender so far is useless and every addon i tried is useless

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guess i am gonne have to do with the vanilla models for my mods....... for now ...

radiant ginkgo
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@wary cipher In blender 2.79 works .X files

wary cipher
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@radiant ginkgo I have that version downloaded but i refuses to open x. files, oO

radiant ginkgo
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Why?

wary cipher
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blender opens up for a second and then closes

radiant ginkgo
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Maybe your blender broken or whatever

wary cipher
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no idea, if i want to open the file from inside blender nothing shows up, maybe i need to change its setting

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@radiant ginkgo now i got to the point where it opens an .x file but its just shows the grey cube, and these x files are supposed to not be a grey cube xD

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dafuq is going on lol

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i did enable the import/export .x format but still nothing works lol

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I got so far as to exporting from blender to .x

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2.79 can't seems to import it,

radiant ginkgo
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Grey cube?

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@wary cipher Dude it start cube in blender

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Model in .x files is very small

wary cipher
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uhm, well i imported a vanilla zomboid model to see if it would work and its a grey cube

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i know it supposed to be a grey cube if you start it but not when you import a file

radiant ginkgo
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You know how to model in blender or start learning ?

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No, if you import file blender support your start model or other

wary cipher
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i decied to start to learn it since my mod currently uses the vanilla models

radiant ginkgo
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Learn how to work with a blender and your questions will disappear

wary cipher
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i came from 2d sprites in unity

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never did anything 3 related

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3d

radiant ginkgo
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And it a problem with .x files

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Just learn

wary cipher
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i was expecting to see the 3d model of the 9mm gun if i was to load it into blender

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but yeh

radiant ginkgo
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Next week I will be available and I can help you with your .x models, but first learn blender :)

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@wary cipher

untold swift
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ok, I must be blind...how do you spawn items in debug in b41? i see reference to bug icons to get you to lists but I don't see that. I see the lua debugger screen or an overlay with grid and objects on square type stuff. Sorry for noob questions.

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or hell, what is the lua command for spawning an item or adding an item to char inv?

untold swift
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nm...found it - was being suppressed by another mod drawing a thing up there.

wary cipher
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@radiant ginkgo that would be cool, i'l get busy learning blender

sage ermine
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If you want to learn blender, I suggest the donut tutorial, its what I was told to learn

hollow shadow
long grove
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pain is suppose to reduce accuracy not damage

raw violet
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mb, wrong channel

wary cipher
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Currently i am messing around with modding but i got into a problem. I have copied the vanilla model for the Handgun03 into my mod map and named it Handgun04, then i copied the texture for the Handgun03 and copied it into my mod map aswell and named it Handgun04, then i added in a script to have the model and texture be applied to eachother, i also made sure my item scrip is using the Handgun04 as a sprite yet my weapon is invisible, any ideas?

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everything should be in the correct folders and or subfolders

severe ridge
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tried to make my weapon shoot faster and it turned into one handed?

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lel

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one handed firearms dont suffer from the fire slowing

wary cipher
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My problem is solved, i had a typo

wary cipher
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After about 10 ish hours from starting to learn to this point i managed to make a nailgun, with costum magazine, recipe etc. It is rather weak and can't shoot far but nails are all around right? it lacks the punch to knock a zombie to the ground but what do you expect from an improvised electrical pistol?

long grove
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its nice

wary cipher
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i cannot take credit for the model of the weapon nor the texture, as they both are vanilla stuff

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i just combined an existing nailgun texture not being used atm with the model of the 9m pistol

severe ridge
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have sounds?

sage ermine
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Laser pistol sounds if you add sounds. Thats my vote. Like a toy laser pistol. I'd love to roam around with a nail gun that sounds like a good old fashioned laser pistol. Would be exciting and wild at the same time.

long grove
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hey pawlow, do you know lua at all?

severe ridge
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i must say no, but i understand when i open a code :V

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can manipulate, can't really create

wary cipher
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turns out zomboid has a nailgun

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oops

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hold on

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xD

severe ridge
long grove
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thats what i need helpwith pawlow

sage ermine
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Wait are you the one who created the mod with the witchy hat and armor and stuff? Also Meem I can take a look too I dont know why I didnt say anything in our conversation it kind of just hit me

severe ridge
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yep, that mess

long grove
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you see, i deleted a few lines of code in a trait mod

wary cipher
long grove
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and it caused the weirdest issue

severe ridge
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nice

sage ermine
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Yo looks sick Kickdok

wary cipher
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pulled these out of the zomboid files themselfs

sage ermine
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Also Paw Low I dont know what you mean by that mess but I love it so far

wary cipher
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going to breath life in this little thing

severe ridge
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im going to keep redoing that mod all the time :x it's my first one so im learning on it

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tyvm

long grove
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im guessing you cant help much with weird lua issues then

severe ridge
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so, you wanna fix the trait mod?

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the extended traits?

long grove
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evolved traits

severe ridge
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oh

long grove
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it causes weird issues with hc

severe ridge
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i know that they dont work well with superb survivors around

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oh, that too? /hm

long grove
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basically

severe ridge
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hc has so many files e.e and a lot of unused nowadays

long grove
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i removed a few lines of code and it worked fine, but now books from hc don't spawn

severe ridge
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hm

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what you removed?

long grove
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outdoorsmen trait

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they added it to all professions

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which broke saving/loading

severe ridge
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@wary cipher you can use that sound if you dont have one yet, i can lower the volume if you want

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oh

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and why it would change books? thats craazy

wary cipher
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thats an amazing sound

severe ridge
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because books are in the distribution table

long grove
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books spawn fine on the unmodified version of the mod

wary cipher
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it might be cool if its a tad lower

long grove
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so thats why i am stumped

severe ridge
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so

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maybe you need to remove another distribution table being applied /hm

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i have the traits mod, lemme see

long grove
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thing is, evolved doesnt effect distribution in the slightest

severe ridge
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oh, its actually the Evolved Professions & Traits ? never tried

long grove
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yep

severe ridge
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so, works wwithout hc

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and dont work with hc

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?

wary cipher
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where did you got that sound? xd

long grove
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it works fine normally, but i removed a trait and now books dont spawn specifically in book stores

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the trait in question is outdoorsmen

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(evolved adds it to all professions

severe ridge
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it public domain sounds :B

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it's*

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use as you wish :l freesound

wary cipher
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@severe ridge can you link a website? xd

severe ridge
severe ridge
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i was playing with custom meshes, seeing how far i could go, did a piece of torso armor and gave up, too much work right now lmao

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can't make long coats im sad

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i mean, you could do in two parts but nah

hollow shadow
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i was playing with custom meshes, seeing how far i could go, did a piece of torso armor and gave up, too much work right now lmao
@severe ridge I still want to know how u made that armor work reee

severe ridge
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if its only attached to the torso its easy, just place on bone and position on place, but if extends anywhere it gets stiff :l thats why i made by parts... so many parts

hollow shadow
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@severe ridge So probs not worth it?

severe ridge
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you can make a vest but you cant make a t-shirt (?) because shoulders

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not yet

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not gonna spend time on that mygawd

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but maybe ill use the samurai armor chest :l see how it goes

hollow shadow
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i just spent 12 hours to find, add and amplify sounds for my mods xd but it was so worth

severe ridge
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theres satisfaction on that lmao

wary cipher
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does look like there is recoil so seems like the thing packs a punch oO animals are not what i want to get into

near copper
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Well, real nailguns do have some recoil.

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But all nailguns have a safety plug, which makes you press it against your board before you are able to fire ir

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It

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I guess this one doesnt though

wary cipher
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It uses the pistol shooting animation as that is the most suitable but sadly that has recoil, but hey its a game afterall :p

willow estuary
craggy furnace
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mmmmmmmm

wary cipher
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noice

severe ridge
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make it do ratataatatatatattatatata

severe ridge
uncut depot
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@wary cipher that nail gun is actually pretty neat. You said it actually consumes nails as ammo?

wary cipher
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@uncut depot yes it does

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it has a custom magazine designed to only accept the vanilla nails

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the nailgun is rather weak, low range, have little to no knockback or pushback and it likes to jam but the positive is that its uses nails as ammo and its sound radius is 3

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While exploring the zomboid files i came across some things not in the game like this nailgun, who knows what else i might find 😉 came across chainsaw etc xDµ

uncut depot
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Lol

trail raptor
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Hey guys. Does anybody know how to trigger meta events like helicopter or random screaming/shooting?

wary cipher
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All that is left for the nailgun and the nailgun magazine is to have it spawn in places, test it out during a gamesession and maybe upload? xD I think that would be very neat, a small mod and its my first one

untold swift
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nice job @wary cipher !

wary cipher
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What would be the spawning locations aproperiate for the nailgun? i mean in the files, i assume metal shelves and storage crates?

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maybe anyplace any of the other tools can show up, like a screwdriver or saw

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Warehouse, loggingfactory, shed, garagestorage, garage, toolstore, and maybe a low chance for kitchens, i bet you someone out in the world can rn pull a nailgun out of his kitchen drawer

untold swift
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Sounds about right

wary cipher
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Ive tried to have a gun with a chamber and a magazine, the gun itself was able to shoot either nails or "air", basicly i made a magazine with the ammo property of an item i made and called air, the idea was that you in the crafting menu fill up the magazine with 3 "rounds" of air using the pump for car tires, then you load it up your gun and have it load 3 metal pellets and with each time you fire both will be drained thus creating an gun powered by air

calm fern
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ok

wary cipher
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well i think it is possible if you have some knowledge but still, by just tweaking the files it is not working 😦

calm fern
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sound legit

wary cipher
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the game only lets you pick either a magazine gun or a chamber gun

wary cipher
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does anyone know why the line AmmoBox = is for?

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what does this specify?

spark vector
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@zenith tangle I'm interested, definitely. I haven't looked at the code yet but since everything is already in place for four of the moodles I imagine it will be pretty simple to basically copy-paste-tweak it for the remaining ones.
I could take care of all the code aspects; do you want to produce the overlays themselves?
Also I think we should re-think the drowsy overlay. To me, being exhausted doesn't really darken the world so much as it makes it hazy and bright. I do think it's important that it still visually reduce the player's ability to detect threats, though.

zenith tangle
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I think i could give the overlays a try, but im just not too confident in my aritist ability @spark vector

severe ridge
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Man, I don't wanna create anything else before 41, that's frustrating

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Just gonna update my stuff for now when needed

spark vector
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@zenith tangle I could probably do the whole thing myself, but I'd feel bad since I have the sense that you want to collaborate

zenith tangle
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I would be fine with that, im just glad someone actually took my suggestion, my specialization is blender/animations, so i dont think i could really help you here
@spark vector

fallow bridge
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@wary cipher funfact there is a nail gun in the vanilla game, just not scripted yet

wary cipher
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@fallow bridge fun fact, i am using that exact vanilla 3d model and texture for my mod

fallow bridge
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oh cool!

wary cipher
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i did say that yesterday in this channel aswell that i got that from the game files xD

fallow bridge
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sorry never saw that

wary cipher
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haha nps xD

fallow bridge
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someone should edit the gold clubs stats to fit the one that Abby used

wary cipher
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i have even came across a chainsaw model and texture

fallow bridge
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yeah

wary cipher
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i might take a look into that after the nailgun mod is done

fallow bridge
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those have been in there for a long time

wary cipher
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loggingfactory =
{
crate = {
rolls = 1,
items = {
"Eweapons.NailGun", 6,
"Eweapons.SNB", 5,
"Eweapons.NailMagazine", 3,
}
},
},

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anyone knows what the rolls are for?

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i think it picks to see, if you have it roll 2 times and you have 3 items you can have a chance to have 2/3 or if ur unlucky have 2 of the same

wary cipher
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@hollow shadow I need your help 😦

hollow shadow
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@hollow shadow I need your help 😦
@wary cipher Idk what rolls are too

wary cipher
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well i sorta had another question :p

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but i'l figuere it out eventually

hollow shadow
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well i sorta had another question :p
@wary cipher heh waht? you know what rolls do?

wary cipher
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No haha, but i am trying to get items spawned and the game crashed when i load it but i'l find it :p

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dw

lavish adder
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@fallow bridge is that a matter manipulator?

wary cipher
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Anyone sees why the game crashes? the console.txt file mentions an error with merging Distributions

hollow shadow
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@wary cipher It needs its own name. Try Distributions_Nailgun.lua

wary cipher
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trying

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it din't crash, got a zombie free world

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lets go looking for a nailgun xD

hollow shadow
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lets go looking for a nailgun xD
@wary cipher try using the cheat menu to teleport to places and noclip trough walls

wary cipher
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I went trough all the garages in west point, the toolstore, the warehouse and the storageunit

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din't found a single of my mod items

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haha

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i did notice that vanilla zomboid has some items more then once listed in a place to spawn

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maybe i should try that

hollow shadow
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try to use itemzed, thats how i did it

untold swift
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hey what all events are there related to recipes...i know there is an OnCreate...is there an OnCreated (after the create is complete)?

craggy furnace
wary cipher
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@craggy furnace Looking good!!

quaint nightBOT
untold swift
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is it possible to set up a recipe with no result, and do all the resulting in the OnCreate event code?

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or possible to have a result in the recipe, but then change/wipe it out in the OnCreate event?

quaint nightBOT
untold swift
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woot!

wary cipher
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Anyone knows what the UseDelta command is for? its on most items like batteries, lamp, gasolinecans, propane tank, etc etc

placid delta
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It defines how much of a drainable item grts used when item:use() is called

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So if you setit to say 0.1 then it can be "used" 10 times

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Because each time you "use" 0.1 gets added to the usage and once it reaches 1.0 that means its all used up and empty

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It also defines how much of that drainable item gets used when its part of a craft or recipe ingredient. Because the craft function just calls the item:use() function for that item for each quantity

wary cipher
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@placid delta do you have any example of a piece of code that uses the item:use() ?

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recipe Refill Blow Torch
{
destroy BlowTorch=1,
PropaneTank,

   Result:BlowTorch,
   Time:50.0,
   Category:Welding,
   OnTest:RefillBlowTorch_OnTest,
   OnCreate:RefillBlowTorch_OnCreate,
}
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ive been looking at how the blowtorch get refilled

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recipe Make Small Metal Sheet
{
SheetMetal,
BlowTorch=7,
keep WeldingMask,

   Result:SmallSheetMetal=3,
   Time:250.0,
   Category:Welding,
   SkillRequired:MetalWelding=4,
   OnGiveXP:Give25MWXP,
   NeedToBeLearn:true,
}
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it uses 7 of the blowtorch, so the blowtorch also has UseDelta = , the question is how many?

placid delta
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See there blow torch has use delta of 0.01

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So that recipy shows blow torch is an needed ingredients at quantity 7

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So (7x 0.01) x 100 = 7%

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That recipe uses 7% of a blow torch

untold swift
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Ok, so is there a way to load file changes without restarting pz completely? I see the load file in the lua debugger, and that picks up changes but they don't apply until i completely exit out and restart...so i make changes, alt-f4, restart. Am I missing something obvious here?

trail raptor
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@untold swift F11 -> choose you script and hit reload button

quasi mortar
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REQUEST: tosses coin in modding well i wish there was a Fallout mod. doesnt even need dialogue. just the items and a map of some bullshit vault. a man can dream

craggy furnace
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@quasi mortar i can tell you one thing

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there is something similiar

quasi mortar
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tell me

long grove
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look up the bunker mod

untold swift
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@trail raptor yeah, i've done that...i see the visible change to the file, but on next run of it with a breakpoint I can see that it skips over new lines and is still running the earlier code. maybe I'm doing it wrong.

uncut depot
quaint nightBOT
wary cipher
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what is the name of the electrical skill in the file? i know carpentry is Woodwork

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nvm found it

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its named

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Electricity

hexed anchor
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based mod

quaint nightBOT
wary cipher
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@untold swift This one is yours right?

untold swift
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nah, that is way more put together than the little thing I was working up

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I think that one extends the Smoker mod to work with another mod.

wary cipher
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ooh

untold swift
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I just wanted to pack up my cigs in packs of 20. i didn't want cigarette butts, etc.

wary cipher
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aha

zealous wing
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@wary cipher @untold swift It adds some functionality from one mod to another I have. I didn't want to release it on the Workshop but someone convinced me to do it.
Anyways, you can combine cigarettes into packs, although you need an empty pack to do it. The butts are a function both mods have (Littering and Smoker), and something that I think adds realism.

severe ridge
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@wary cipher tried adding
CanBarricade = TRUE,
to the weapon?

wary cipher
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no but i was thinking about being it able to barricade, the problem is that it might count towards metal sheets to

severe ridge
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🤔 wut

wary cipher
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planks and metal sheets are both considered barricade

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i'l test it out later

untold swift
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anyone know a function to get the current in-game time and date?

untold swift
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nvm on the in-game time...found it

wary cipher
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Propane tank has a UseDelta of 0.125.
Blow Torch has a UseDelta of 0.01.
If you want to create something using a blow torch and you specify "BlowTorch=2" then it will look at the delta of the BlowTorch and calculated 0.01 x 2 x 100 and that is the number in % you will lose of your BlowTorch. If you want to refill your blowTorch then the game says hey Destroy the current one, replaces it with a new one and take 1 unit away from the propane tank, Propane tank has 0.125 delta so thats is 0.125 x 1 x 100 so according to this math you should be able to refill a BlowTorch 12.5 times but in reality you can only refill a blowtorch 5 times from a propane tank.

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So i wonder why i can accuratly drain a BlowTorch using recipes but not accuratly drain a propane tank using basicly the same recipe

wary cipher
wary cipher
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@zenith tangle

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can you make it like 100 times smaller?

zenith tangle
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ah, yeah

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forgot about that part

wary cipher
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also its on the wrong angle

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the handle is suppose to be in the ground as i am aiming the character

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so he should point it downwards right? :p

wary cipher
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@severe ridge Can barricade did not made the nail gun barricade, i will look into it deeper, who knows

sage ermine
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Hey guys I need some help with this mod edit im doing. Im taking the antiserum mod and trying to make it so the "vaccine" has to be refrigerated and does not last long at all, and also is as easy to find as it currently is. For personal use of course I dont plan on publishing it on steam I just cant figure out how to do it. Im looking at other mods trying to figure it out but I need help

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Id have to basically write it as a food item and use something like this " DaysTotallyRotten = 4," or am I wrong cause i dont know if i am or not

wary cipher
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get testing :p

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ive spend hours and hours just testing stuff yesterday

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make a script, see what happens :p

tropic hazel
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is hydrocraft worth getting for a new player

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well not really new i played for a while now

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but im still learning a lot of things

hexed anchor
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if you want more things to do yeah, though I wouldn't recommend it for b41 because it's not a complete thing, still a work in progress

lost spear
#

So, with modding can you add more health to a vehicle component?
Or, is there a way to disable the diminishing returns with repairs?

wary cipher
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if someone comes across the lua that handles barricades let me know please, So far the nail gun is able to build everything out of the carpentry menu but no barricade

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without that code i can't have it used as a building weapon since currently its only doing half the job 😄

wary cipher
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You can build carpentry structures with the nailgun, eg anything accesable from the buildmenu but you cannot dismantle stuff with the nailgun (as planned)

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the ability to barricade is still abcent aswell.

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So i won't update it unless i can have it barricade aswell 😦

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I did found the files handeling barricading and unbarricading but i had no succes, as if i where to replace the hammer from there totally the game still give the hammer the ability to barricade so i am currently looking at a brick wall

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This means that the walls you place on the wall frames are considered barricades aswell

zealous wing
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Is there a way to have an evolved recipe have more than one base item?
As in, have it be a choice between one base item and another?

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For example:
evolvedrecipe Burger { BaseItem:BreadSlices, MaxItems:6, ResultItem:BurgerRecipe, Cookable:true, Name:Prepare Burger, }

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Is it possible to have the BaseItem be choice between bread slices and another item?

hollow shadow
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Would be dope if it was possible to shove furniture with the push attack :v

zealous wing
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I have a mod that adds burger buns, and I'm wanting to know if there's some simple method that can keep me from having to make too many changes to base items to add recipe modifiers for a custom evolved recipe.

hollow shadow
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I think you just do BaseItem:BreaSlices,BaseItem(NewItem),

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or did i get that wrong?

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Oh waiiit

zealous wing
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So:
evolvedrecipe Burger { BaseItem:BreadSlices, BaseItem:NewBugerBun, MaxItems:6, ResultItem:BurgerRecipe, Cookable:true, Name:Prepare Burger, }
?

hollow shadow
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for vanilla items you dont need to add BaseItem if its in the required recipe

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what does MaxItems:6, mean tho

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oh

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the items you can put in it?

zealous wing
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Yeah.

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Ingridients, toppings, etc.

hollow shadow
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Ah i see

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yeah than my plan shud work

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wait no it doesnt

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do you want it to use both or either or?

zealous wing
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I would like the choice of either bread slices, or the new item.

hollow shadow
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BaseItem:NewBugerBun/BaseItem:BreadSlices,

zealous wing
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Ah.

#

I don't think I tried that yet.

hollow shadow
#

But you cant choose, it will just take the one you have

#

or the one you right click

zealous wing
#

evolvedrecipe Burger { BaseItem:BreadSlices/BaseItem:NewBugerBun, MaxItems:6, ResultItem:BurgerRecipe, Cookable:true, Name:Prepare Burger, }
?

#

I will try that right now.

hollow shadow
#

ye

#

w8

#

u made a typo at burgerbun

#

@zealous wing

zealous wing
#

?

hollow shadow
#

wont work if u do Buger xd

zealous wing
#

Lol

#

the actual item name is 'AAABurgerBun', actually.

#

The name of the bun item.

#

Just threw that up as a quick placeholder.

#

Be back in 3 😄

#

Hmm, sadly that doesn't work either...
evolvedrecipe Burger { BaseItem:BreadSlices/BaseItem:AAABurgerBun, MaxItems:6, ResultItem:BurgerRecipe, Cookable:true, Name:Prepare Burger, }

#

I can make a burger with the bread slices, but not with the buns 😛

zealous wing
#

@hollow shadow So I got it to work with Burger Buns, by replacing the bread slices in the original recipe.
The slash as shown above just breaks the recipe, sadly.

wary cipher
#

ow damn, something went wrong with my mod, it reverted to an old state

#

......

#

it is ruined and i uploaded it liek this

#

xD

hollow shadow
#

Thats very bad

#

You didnt test your mod before upload xd?

#

or made a back up?

wary cipher
#

its fixed again

#

xD

#

basicly itemzed combined all my recipes scrips i had seperated

#

becouse of all the files had the same module name

hollow shadow
#

yees you copy your mod in the desktop, do itemzed, put it in desktop mod, and delete the old mod and use the desktop one

#

i learned it the hard way and now all my stuff is just 2 scripts

wary cipher
#

i could avoid it by naming the modules different and just importing them or calling them by the module name

zealous wing
#

@hollow shadow Itemzed? what's that?

#

Huh, this is a neat tool. A bit confusing to use though.

wary cipher
#

if you have scripts for items and recipes you added and use itemzed for distribution, keep in mind it will combine every script with the same module name

#

@zealous wing

#

either copy the mod folder to another location and use that for distribution and then add the lua to the other folder that isn't screwed by itemzed xD

#

or give all of you modules a different name but then you need to either import them or call the item from another module by its module name

zealous wing
#

Gotcha.

#

I might use that program for my next project to learn how to use it. 😄

wary cipher
#

i only use it for item distribution

#

making sure things spawn where i want it to is easy with itemzed

craggy furnace
#

is there a custom tileset somewhere?

quaint nightBOT
wary cipher
#

half of the mods on the workshop don't even state for what build they are

quaint nightBOT
wary cipher
#

Uhm

#

3 times now

#

i think instead of updating hes reposting? xD

fallow bridge
#

@wary cipher A: they don’t need to... you can tell when they are for B41 or aren’t
B: 3/4 of the mods in the workshop has been abandoned and no longer work or do work but not that well

uncut depot
#

The update to animations was really a sort of "out with the old, in with the new" all around.

trail raptor
hexed jungle
#

Thanks g

frank merlin
#

@sly vessel

#

👍

sly vessel
#

@frank merlin thanks a bunch, that gas mask set looks sooooo cool. im all about this too since i heard theres not much in the ways of protective armour unless its either winter or you wanna MASSIVLY overhear

frank merlin
#

yeah, thankfully the armor gives great protection boosts and its good for winter protection.

#

@sly vessel honestly its a cool set, let me see if males can equip it.

#

i found a piece of gear on my male character, never tried it on tho

sly vessel
#

oh thanks a ton man

#

that'd be a huge help

frank merlin
#

mhm

#

@sly vessel i only had one piece and it worked so i decided to boot up another mod that lets me equip all clothes

#

you're in luck.

sly vessel
#

SHWEET

sly vessel
#

thanks a bunch man, thats awesome

#

hmmm thats green... can you use hair dye to die clothes? i rememver yours being black

#

if so thats cool

frank merlin
#

you can find different colors

sly vessel
#

ahh

#

makes more sense XD

frank merlin
#

i think there's like two types

#

black and green

#

i found black and some green on my main playthrough.

sly vessel
#

well im just happy it works, thanks a bunch for that

#

iv been thinking clothing is sorta lack luster in this game

frank merlin
#

everything fits

#

and doesn't clip, great.

#

aaand this is probably the color you're looking for.

sly vessel
#

legend

frank merlin
#

enjoy

#

props to paw for making cool stuff like this tho

#

imagine if they built ontop of it and made even more clothes, would probably end up being the biggest modpack on pz.

#

for customization alone

hexed jungle
#

So female characters work best for this mod?

frank merlin
#

nah

#

they both work the same from what i just saw

severe ridge
#

well... the dress for the witch is the same as the wedding dress, works on males but add tiddies :x

wary cipher
#

I created a mod that combines 5 full batteries into a battery pack, you can also make a pack of 10 or a pack of 50 batteries. I have also created an item named Battery Charge Station and it is able to recharge 50 batteries, once it is depleted you must pour in gasoline and you can recharge another 50 batteries

#

it feels useless xD

#

but it was worth it, i learned so mutch about OnTest, OnGive and OnCreate functions

#

i might add it into my nail gun mod

low spear
#

i posted in the wrong channel

long grove
#

ooh, nerd culture does something similar for charging their stuff

#

please release this, i'd love to recharge batteries

#

hydrocraft has a similar system but it takes forever to get to ;>

wary cipher
#

i have not played with either of both mods

long grove
#

nerd culture requires you to assemble a bunch of batteries into a pack and out of a pack to make a battery pack to charge eletronics

#

hydrocraft has means of recharging batteries but they are a bit...cumbersome

wary cipher
#

i try to stay in the vanilla theme

#

you basicly needs 5 batteries and 1 rubber band to get a small battery pack (pure storage) you need 2 rubber bands and 10 batteries for the battery pack and you need 3 rubber bands, ductape and 50 batteries to make a large battery pack

#

you get the rubber bands back but the ductape is lost

zenith tangle
#

hm, im thinking of making a clothing mod centered around military/operator gear

#

im decent in blender

#

just clueless about code

#

also, a problem i encountered when i was working on @wary cipher's models was formating the models correctly to be imported into the game

#

and i was wondering if it's possible to export the models using 2.8 blender

wary cipher
#

ive spend the past few days working with ongive, oncreate and ontest functions, i have not even looked at clothes, i won't be much help 😦

#

but i will try to if i know

zenith tangle
#

don't worry about it

#

i'll see if i can come up with a few prototype models

#

the first idea i got for clothing is a skull mask like this:

wary cipher
#

@zenith tangle ive spend about 3 hours tryng to rotate the model

#

never succeded

#

a small turn in blender

#

was a HUGE one in zomboid

#

was unable to get the wep in the proper Y,Z,X axis for the game

zenith tangle
#

Hm

#

you would probably have to find the exact XYZ vaules that people use

#

which i wouldnt know

hollow shadow
#

@zenith tangle Are you gonna try to add new clothes?

zenith tangle
#

yeah

#

@hollow shadow

hollow shadow
#

yeah
@zenith tangle If you get it to work, let me know, i have been trying to do it for 2 weeks and it wouldnt work for me

#

At least not an efficient way

zenith tangle
#

im not exactly experienced in this stuff

#

but

#

im wondering if @severe ridge or @frank merlin would be able to help

zenith tangle
severe ridge
#

you would need those head models to make it fitting, it's a pain in the S, i would recommend just duping the balaclava as a new item and applying a new texture, then adjust it until it fits (you can even use higher res textures)

#

but you got the right idea, just make it more head-shaped wise, it took a lot of time for me with some helms/hats

zenith tangle
#

how would i get the head models/duplicate the balaclava? @severe ridge

wary cipher
#

you need to create an item script for the baclava, you need to add in the mesh, model and textures and create a model script, best way is to go and look how they did it in the pz code

#

copy it all, rename it

quaint nightBOT
frank merlin
#

anyone know a mod where i can edit my sandbox settings from in-game?

radiant ginkgo
#

@frank merlin Only in debug menu i think

frank merlin
#

I see, thanks.

granite wing
#

hurry the fuck up with your multiplayer you fucking lazy cunts

#

(friend request)

wary cipher
#

4 more days of work then i am off work for 14 days

#

got about 5 days of that free for modding my mod

#

expect a ton of content to be added soon

drifting ore
#

Hello, How can I export my models to PZ in Build 41... I tried to use the text extension but it doesn't seems to work and I heard about the file .X but I don't even know what extension is that lol

#

okay I'm dumb... I ddnt saw the DirectX addon sumimasen

severe ridge
#

moette kudasai

#

lmao

severe ridge
#

Can someone borrow me photoshop? lmao

zenith tangle
severe ridge
#

i use photoshop for more than 12 years now, i've been trying to use gimp but i wanna kill myself while at it rj

zenith tangle
#

also you never told me how to get headmodels/balaclava stuff

#

lmao

#

kickdok tried to explain it

#

but me dum dum brain

severe ridge
#

browse your local zombboid folder > java > media

#

most of the way you mod stuff and find stuff

zenith tangle
#

uhhhh

#

im looking in my steam directory

#

and there is no java folder

severe ridge
#

if you have projectzomboid.app just open its contents

#

i cant open the models for the body 🤷‍♂️ but i know they are in the skinned folder in models_x

zenith tangle
#

how would i import the files into blender?

wary cipher
#

@zenith tangle This weekend i could help you out to explain and show how to get your scrips setup and what scripts u need from PZ to make it work but now comes the fun part, i never touched clothing or bagpacks so the axually working part is gonne be on your side xD

#

for example, i wanted to get 5 items in return but the recipe in the scripts only give 1 so you need to write a function in lua and call the function in your script on the recipe, i mainly been doing that

#

OnGiveXP,OnTest and OnCreate

#

eventually i failed for 3 hours on ends, and i kept looking at how PZ devs did it

#

it turned out the box of jar lid had the perfect function for my cause

#

the best way to learn is to cheat :p

severe ridge
#

you gotta fiddle

#

nobody helped me lel

wary cipher
#

ive got great help from djvirus

severe ridge
#

Im just being dramatic, but yeah, it's pretty hard to get help on some specific stuff. i had the total of 3 people that i helped and helped me. Devs never answer mod-related question, only if youre having trouble running the game lmaoz

wary cipher
#

if you come from the minecraft modding community

#

this is a very different envoirment then that :p

plucky nova
#

hey guys, I just wanted to know if i could replace the "startle" music thing with something else

#

if I cant, then its fine

analog sandal
#

anyone know how to replace the gunshot effect sounds? drag and drop doesn't do the trick, neither is a separate file contained in any of the libraries and banks

wary cipher
#

@analog sandal What gun are we talking, about?

#

do you have a mod map? or are you messing around in the PZ files themselfs?

analog sandal
#

just regular 9mil

#

pz files

radiant ginkgo
wary cipher
#

damn

#

thats a train

restive granite
#

@wary cipher nope, thats a tree

wary cipher
#

oO

#

it touk me a second to realise what it was, so i was amazed someone was working on a train with a tank

trail raptor
#

@drifting ore Hello, is it possible to work with websockets from LUA?

fallow bridge
#

@trail raptor lemmy doesn't really help with modding

trail raptor
#

@fallow bridge I see...

fallow bridge
#

i don't remember which dev helps with it

#

i think it's Ringo but im not sure

wary cipher
hexed anchor
#

giving me space station 13 vibes...

sullen sorrel
#

The power of the graytide.

analog sandal
#

anyone got some java experience?

trail raptor
#

only in decompiling PZ scripts yet @analog sandal

analog sandal
#

@trail raptor I was looking more for some structural stuff, bc I'm trying to redirect and hijack some instances and calls

trail raptor
#

I would decompile - hijack - and compile back

analog sandal
#

basically, what I'm trying to do is get the code to recognize my custom fmod audio bank (done), then find the individual events and point them to events in my new sound bank, which would allow me to modify the sound files (I assume, haven't been able to verify yet)

#

yh but I can't seem to find the invidivual events in the .class files and was hoping someone could point me as to where they would be specifically assigned to a specific sound

#

for example the weapons have FirearmShootSound or smth like that in the script files, but I haven't been able to find what event this refers to in the .class files within the StudioOnly sound bank, if I found that, I could simply make it go to my sound and preserve all the other settings that FMOD has (reverb, priority, layering)

trail raptor
#

I see.. I'm just digging in such situations 🙂 It's hard to get help here or on forum

analog sandal
#

yeah, was just trying to see if someone has experience with this 🙂

trail raptor
#

But you could add your custom sounds using scripts.txt file and play them via LUA

#

you can also overwrite vanilla sound events by your own

analog sandal
#

which vanilla sounds could I ?

#

I know about weapons, but they don't integrate into the FMOD and lose a lot of functionality that way (they cut in/out)

#

I know about car sounds, as they have not been added to the sound banks and work independently

#

could I change zombie sounds?

trail raptor
#

ah.. you want some additional FMOD feature for sounds

analog sandal
#

well I can't modify footsteps for example without fmod

trail raptor
#

Yes you can change zombie sounds as well.. But I'm not sure if you can change FMOD configuration to play it like you want

analog sandal
#

because they are part of a sound emmiter to my knowledge and are triggered via event with random pitch shifting and other stuff

#

how would I change Z sounds?

#

without the fmod stuff let's say

#

(for footsteps and zombies, the events are made by cutting up a long - 30s - track of zombie moans)

#

same for footsteps, the events are then multisounded and variated in pitch etc to get a natural and organic sound

#

at the same time, it should allow Zs to layer on top of each other

#

but I'd rly like to at least change the Z sounds to experiment even without the fmod

trail raptor
#

Look at ProjectZomboid\media\scripts there are bunch of sound_<something>.txt files

analog sandal
#

those only point to an event

#

not to sound files

#

as the sound files are part of the event which is part of the encrypted sound bank

#

I can decrypt the bank but I can't get the event names from there, only the raw audio, which I don't need, as I wanted to replace that 🙂

#

I tried building my own soundbank and replacing the existing ones, but it still doesn't read it as there is a hidden structure (possibly name and ID?) that it needs and that the end user doesn't see

trail raptor
#

yeah but you can replace for example sound AlarmClockRingingLoop script

#

by your custom code

#

sound AlarmClockRingingLoop { category = Item, clip { file = <path to your file>, event = alarmClockLooped, volume = 3.0, } }

analog sandal
#

ah you mean point it to a specific loose sound isntead of an event?

trail raptor
#

try something like this

analog sandal
#

that sounds good , lemme give it a try

trail raptor
analog sandal
#

the path to my file just normal plaintext without any file endings right?

#

like media/sound/SOUNDNAME

#

didn't work though

trail raptor
#

yes media/sound/SOUNDNAME.ogg

analog sandal
#

ah oh hang on

trail raptor
#

put it in your mod folder

#

module Base { sound Scream { category = Meta, master = Ambient, clip { file = media/sound/scream.ogg, distanceMax = 200, volume = 2.0 } } }

#

this is my custom sound file - make sure you have module Base

analog sandal
#

module is base

#

hm but that doesn't point to an event

trail raptor
#

some ogg files may not play for some reason - I don't know why, so I would recommend to pick some random vanilla file for tests

analog sandal
#

I have a vanilla 9mm sound

trail raptor
#

yes this is not pointing to event, but I'm almost sure you can do so

analog sandal
#

was the original pointing to an event?

trail raptor
#

Meta/Event/fscream,

#

just drop event property into clip I guess it should work

#

oh and also sound name should match vanilla in order to overwrite

analog sandal
#

ah that makes sense

#

I actually don't know the name of the sound though

#

only the event

#

which I guess could be (but doesn't have to be) similar

#

sound SliceBread
{
category = Item,
clip
{ file = media/sound/PZ_SliceBread
event = PZ_SliceBread,
}
}

this is what I have but it doesn't work

trail raptor
#

you forgot .ogg

#

and coma 🙂

analog sandal
#

ok did, but still nothing

#

I think it's related to the fact that it points to an event which it is reading from a different place, as it still plays the original sound

trail raptor
#

well then it could be not working in that way..

#

yeah there's must be mapping somewhere in Java files

analog sandal
#

yh that's what I was trying to find in the .class files

#

but couldn't really

#

was thinking it would be in a string file

trail raptor
#

there's also file lua\shared\SoundBanks\SoundBanks.lua - looks like mappings

#

maybe you can hijack it

analog sandal
#

I already checked there, it only names sounds not events 😦

#

but hang on, maybe I could do something

#

nevermind, doesn't work 😄

#

the audio solution in this game is just so pointlessly complicated...

trail raptor
#

yep...

analog sandal
#

guess ill stick to changing gun sounds for now

trail raptor
#

@analog sandal I found something on sources: FMODSoundEmitter class. There're lot of code related to events sounds

#

and this class is exposed into LUA

analog sandal
#

where in the lua is it?

#

sorry it's my first time tangling java and lua in itself

#

I saw the FMODSoundEmitter but wasn't abvle to find the names in it

trail raptor
#

so it looks like events are compiled into sound banks

analog sandal
#

yeah

#

that's what I said at the beginning

trail raptor
#

the name should be like: "event:/" + paramString

analog sandal
#

you can open the banks but can't repack them with "events"

#

I dunno what the paramString stands for

#

I am not able to find the exact name under the string

trail raptor
#

it stands for event name

analog sandal
#

yh but I dunno how to hijack that to point to a diff event

trail raptor
#

I'd dig into vanilla sound banks if you can decompile them somehow..

analog sandal
#

I can

#

but there are things you can't get from them

#

like, you can get the audio, but that's exactly the thing I don't need

#

but you can't get the fmod data (like the event names, multisounds and attentuation etc)

#

which is rly a bummer bc I know how to work fmod so if I had the file structure and project data the devs used, even if they were blank, I'd be able to recreate that in a day

trail raptor
#

ikr it's disappointing

analog sandal
#

like, some of the vanilla sounds are especially poor

#

or need some cleaning which is a 10min job but then the putting them in is killer 😄

fallow bridge
#

Looks at all the gun sounds

analog sandal
#

those I can replace Vunder

wary cipher
#

i finaly after a week figeured out how to properly get guns exported and fitting right on the character model

#

what a journey

wary cipher
stark parcel
#

Is there still no way to do custom item_Types?

ember geode
#

make a mod with
reload every magazine

fallow bridge
#

@stark parcel what do you mean with custom item_types? like custom objects completely?

#

like clothes and shit?

stark parcel
#

Like making an ammo , set it specifically a type and then a container to only accept that type

#

I.E Crossbow bolt - > Container only accept type "Bolt"

fallow bridge
#

oooh

#

i... don't think so?

stark parcel
#

What about making a recipe give more than one result

radiant ginkgo
stark parcel
#

My current method is really round-about and produces a trash item

#

and that there is a train

radiant ginkgo
#

Yes

stark parcel
#

inb4 thomas edit

radiant ginkgo
#

What that means inb4?

stark parcel
#

like saying in before this or that happens

#

basically saying something will happen before it does

radiant ginkgo
#

first of all to do Thomas? :)

stark parcel
#

Is right-click aiming hard coded , or in a lua file?

fallow bridge
#

hard coded

#

like 9/10 of the game

spare ridge
#

hI folks. New player here. I've bought the game on GOG, but I'm having difficulty finding a direct link for the update of Super Survivors called Superb Survivors. Does anybody know where/if i can find that mod packet? I'd really like to try it 😢

bronze plinth
#

If I remember correctly there are sites that give you downloads from the workshop, Don't know if it supports project zomboid tho.

#

@spare ridge Try this website, just input the Mod's link from the steam workshop

#

If it works with Superb Survivors it will probably work for any other mod from the project zomboid workshop

wary cipher
#

one more mod before my modding break xD ^^

spare ridge
#

@bronze plinth thanks for looking into it. I do believe i passed by that info the other day. It looks like that may be my only option. Appreciate it!!!!

bronze plinth
#

No prob

fallow bridge
#

@spare ridge just buy the game on steam, it’s more worthwhile

spare ridge
#

well, at this point i dont want to pay 30 bucks on this game. lol. the steam api worked wonderfully tho. For some reason ive begun to use GOG more, especially as their catalog grows. the attraction of owning the game and not just a license is high for me. like the "good ole days"

fallow bridge
#

It’s... only 15 bucks though

#

Not 30

spare ridge
#

im....a cheapo lol. ive already paid 14 for it on GOG. plus, i have hundreds of games that i never play. i may end up double buying this if multiplayer isnt crossplay

fallow bridge
#

It won’t be I’m pretty sure

spare ridge
#

well, then ill see you on steam multiplayer lol. At the moment I've played less than 2 hours and I know so little about it. There are only 2 games ive double bought so far. that is kenshi and kerbal. im sure it will happen again but i have to know more. and i cheap lol

quasi geode
#

it semi is. GOG clients cant play on steam servers....steam clients can play on GOG servers by flipping into 'nosteam' mode

#

own the game on both, bought on GOG, gifted on steam. i prefer my GOG copy. always. MP servers is the only advantage to steam

spare ridge
#

interesting. good to know - thanks.

quasi geode
#

you can still access the workshop mods via pages like the one linked above, or using the steamclient command, dont actually need a steam account to do it

spare ridge
#

yeah, im really happy to have been "pushed" to use it. was intimidating 2 days ago, but it literally took me 2 seconds to figure out when i had no other choice.

quasi geode
#

plus that way your mods dont auto-update, potentially screwing your saves due to careless mod updates lol

spare ridge
#

@quasi geode i hear that. i subbed to a database mod for pro cycling manager 2020......everyday there was a new update. the thing kept updating until it was 12 gigs lol

quasi geode
#

lol

spare ridge
#

anyway. thanks for all the help guys. i have almost zero play time and im already anxious for the NPC update lol. where is my pitchfork and torch? lol jk jk

fallow bridge
#

Npc update is years away

#

I think

hexed anchor
#

it should be after b41, and even then all you'll get is animals

#

then 43, 44 and 45 is humans

bronze plinth
#

Still, it will be worth the time

#

I'm pretty happy with how detailed and fun the cars turned out to be, and those also took a while

#

They take their time with the updates, but man it sure is worth it.

stark parcel
#

Is the workshop.txt file broken when it comes to tags?

#

Changing it doesn't seem to change the tag from "Mod"

analog sandal
#

to anyone wishing to mod the sounds in this game, I have found the first event GUIDs, enjoy

#

35 Seconds - Very Aggressive - Trail off {c4a32131-37c9-431f-8e9c-6cd2b3d28399} agg3 {db58e9dd-9f15-4f8a-82aa-f19c8ae4934a} 37 Seconds - Very Aggressive - Barkish {1d8f09af-2250-4632-a015-b82bf24c1985} agg5 {0aaac68b-1f5e-42d2-b23e-b977b2edf640} agg2 {68c294a4-e275-484d-a6b0-e9406b12dd59} agg4 {ea109cfc-2d73-4c96-9105-ee49ae74c592} Breathing-Slow-HighPitchExhale {1db6a238-ed42-4a4f-b17e-2c12ca095b0f} agg1 {06bc616f-ea55-438f-9d68-3741e23deaf0}

crisp mauve
#

Anyone familiar with ORGM. For some reason it's not making gun shot sounds for me.

quasi geode
#

playing MP with admin mode on?

#

admins are invisible by default. thus no gunshot sound is played

tight lotus
#

Can someone help me, I wanted to edit the player model but I don't know if I can just use blender or if I need some other software

#

I also don't know where the player model is located

crisp mauve
#

Oh. Okay. That's why. Thought it was a conflict like ivaccidently loaded different versions or something. Thankyou @quasi geode also thanks for your work on the mod. Much respect.

#

🍻

#

I was pretty sure it was compatible with the other mods but wasn't sure. I appreciate a response from the author.

#

Now to reattached that mod

eternal bridge
#

Just wondering, how difficult is it to add a custom action to an item? I've figured out how to run an animation from the actions group in Steam\steamapps\common\ProjectZomboid\media\AnimSets\player\actions, but I don't know how to add a custom action to the actions in that folder

granite wing
#

hey guys I have this problem w my map

#

it just shows a bunch of red question marks as you can see

#

I have checked the directory to Tiles folder and everything seems to be okay with it

#

nvm fixed it, files were corrupted

abstract raptor
trail raptor
#

@analog sandal Nice! Is this packed into FMOD banks?

analog sandal
#

@trail raptor no this is in the java class files both in fmod folders and zombie folders

#

but it seems it verifies the guid somewhere within the fmod banks, which are not accessible beyond audio mining so this data seems for now of little value

trail raptor
#

I see looks like hardcoded stuff..

analog sandal
#

inaccessible is the worst part

trail raptor
#

yeah

analog sandal
#

because you can compile and decompile the java but the banks can't be properly rebuilt

trail raptor
#

I don't think you can overwrite java files via workshop

#

well anyway good finding! @analog sandal

analog sandal
#

thanks

#

not via workshop

#

I was going to cut it all up and do it manually

#

but can't do much else other than looking at it

upper summit
#

its normal to in Hydrocraftb41 the models and armors dont work correctly?

viscid kelp
#

yep

upper summit
#

dont need any oher mod?

#

like in b40

viscid kelp
#

I don't really know, TBH. But I think there's no fix mod for that

crisp mauve
#

anyone know a good silencer companion mod for ORGM for 40.43

#

it looks like most of the mods are outdated on steam regarding silencer attachments

quartz nacelle
#

Русскоговорящие амигос. Пишите в дис, поиграем

radiant ginkgo
#

@quartz nacelle Амиго, не в тот канал пишешь #lfg_americas :)

spare marsh
#

Hey guys im using the scrap guns mod, what bullets does the sar mag use?

#

sorry im dumb

radiant ginkgo
#

@hollow shadow

#

He can help you

hexed anchor
#

heres something people that want to get into modeling to make mods for pz might find useful to start with

https://www.youtube.com/watch?v=1jHUY3qoBu8

Expand description for timestamp shortcuts! This is a long video but it goes through all the techniques that I've learned about low poly modeling in my 5 years of using Blender. I use Blender 2.83 with default keys:

TIMESTAMPS:
00:00 Intro
00:55 Basics (navigation, viewport)
...

▶ Play video
hollow shadow
#

Hey guys im using the scrap guns mod, what bullets does the sar mag use?
@spare marsh It uses Metal Scraps spiffo

slow spade
#

Hello everyone, I just wanted to ask, is it possible to make food satiety not increase the healing effect?

#

Within one setting if possible

humble sapphire
#

I've tried out the prison break scenario with superb survivors
and I just loaded back in, I don't hear the guards or see them anymore?
do they despawn after reloading the save?

oblique stirrup
#

as far as i know the prison break thingy with superb survivors doesnt work on build 41

#

i always get errors everywhere in the prison

humble sapphire
#

this is in b41 btw

#

I guess I got lucky if that's the case

spiral plover
#

So, is it possible to make an indestructible tile?

#

as in, sledgehammer proof

#

could use some help with that as it will provide a lot of optimizations to my facility map if I can do that

wary cipher
#

Would anyone know the name of tailoring in the game files? eg carpentry = woodwork

abstract raptor
#

how do I access the mod tools on steam?

wary cipher
#

The name for Tailoring = Tailoring xD

zealous wing
#

Can anyone help me with some lua coding? I'm trying to get a recipe to work.

#

Basically I have a recipe where you open an item like so:
recipe Open Spiffo Box { SpiffoBox, Result:SpiffoBoxEmpty, Time:15, OnCreate:function GetSpiffo, }

And the OnCreate should execute the following:
function GetSpiffo(items, result, player) SpiffoBox = {"Base.Spiffo", "CSpiffo.SpiffoAlien", "CSpiffo.SpiffoGolden"} ; Spiffo = ZombRand(#SpiffoBox) + 1; player:getInventory():AddItem(SpiffoBox[Spiffo]); end

The problem is that the above doesn't work. I'm basically at the tutorial level when it comes to lua code so I probably missed something obvious. So any help would be greatly appreciated.

quasi prism
#

$10 to the first person to make a First person mod for PZ ;]

frail whale
#

It's called, 7 Days to Die hehe

quasi prism
#

if PZ had auto turrets, spinning blade traps, electric fences, dart traps, and zombie bears I might just believe you.

frail whale
#

Eh, who knows, maybe people will add mods with traps like those in 7 Days to Die

uncut depot
#

Hey, any peeps over this way use Survivor Radio?

fallow bridge
#

I do @uncut depot

uncut depot
#

Vunder, do you currently have functioning music in your game?

fallow bridge
#

Yes

#

And functioning Star Trek

abstract raptor
#

I gotta add more episodes one of these days

fallow bridge
#

Lol

#

How about more twilight zone

#

Who cares about trek when twilight zone is way better

#

@abstract raptor

abstract raptor
#

I suppose I could add excerpts from the best episodes lol

limpid fjord
#

what is that mod called again when u zoom out there is no blur?

wary cipher
#

no idea but tell me if you find out!

#

one level of zoom is very blurry

wary cipher
#

This should work, it gives you back the empty box and the 3 spiffo's

#

i just tested it with 3 spiffo's instead of the ones from your mod and i also used a box of nails inseead of your empty box, so if there is an error for you it might be one of your other items

#

I do think you are trying to get only 1 spiffo out of the box?

#

you open the box and get one of 3 spiffo's right?

wary cipher
#

This Lua will make it so you can have 1 spiffo out of the box and it will randomly pick 1 of 3

#

please do watch the function names

#

and adjust properly in the recipe

#

i hope this helps

#

Also the recipe.txt has another module name then your module, so becareful if you copy and paste ^^

#

if EA sees this, they are gonne be modding in loot boxes i bet you

#

They want all of your Zollars!

lilac night
#

Hey Dok, could I get a link to you nailgun mod? I can't figure out how to get to your workshop homepage.

wary cipher
#

Btw that handsome looking is me, Kickdok

lilac night
#

Thanks a bunch!

wary cipher
#

in my full outfit

lilac night
#

Lookin' good!

wary cipher
#

I have a few more mods, smaller ones like this

#

give it some time and the collection will grow :p

sly vessel
wary cipher
#

why not?

sly vessel
#

shouldnt it last way longer in the freezer?

wary cipher
#

OH yea

#

is the timer going down?

sly vessel
#

its the same date in the fridge or the freezer

#

yeah seconds arent slowed down

wary cipher
#

oh ok well imo it should stop the timer if its inside a fridge :p

#

who's mod is that?

sly vessel
#

okay something even weirder is happeneing

#

these were taken 5 seconds apart

wary cipher
#

maybe the axual item won't rot but the timer just keep moving on ? ;:d

sly vessel
wary cipher
#

is this your mod?

#

one from the workshop?

sly vessel
#

workshop mod

wary cipher
#

Try to contact the mod author?

#

let them know their mod is funky

sly vessel
#

i guess i can try yeah

#

another reason it confuses me is cause i slapped fridge effectiveness way up

#

partly cause if you freeze something and keep it frozen, it wont really go bad

spiral plover
#

So, how do I detect attributes on a tile

#

Want to add a custom tile property on an object, something like "sledgeproof" and so if the object is sledge proof, the player can't destroy it

#

for that all I need is to test if the object is sledge proof

#

I think I've got it

spiral plover
#
require "BuildingObjects/ISBuildingObject"
ISDestroyCursor = ISBuildingObject:derive("ISDestroyCursor");

local oldSledgeCanDestroy = ISDestroyCursor.canDestroy
function ISDestroyCursor:canDestroy(item)
    print("Unsledgeables got called")
    oldSledgeCanDestroy(self, item) -- call the original
    print("I called the original canDestroy")
    local props = object:getProperties() --Get prop properties
    if not props then return false end

    -- No sledgehammering the daffodils.
    if props:Is(IsoFlagType.sledgeproof) then  
    print("I am sledgeproof")
    return false end
end
#

that is my entire code, it compiles but breaks when I try to destroy something

#
STACK TRACE
-----------------------------------------
Callframe at: setDrag
function: onDestroy -- file: ISWorldObjectContextMenu.lua line # 1817
function: onMouseUp -- file: ISContextMenu.lua line # 99

ERROR: General, 1595533170740> ExceptionLogger.logException> Exception thrown java.lang.IllegalArgumentException at NativeMethodAccessorImpl.invoke0 (Native Method).
ERROR: General, 1595533170740> DebugLogStream.printException> Stack trace:
java.lang.IllegalArgumentException
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:498)
    at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62)
    at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:198)
    at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:188)
    at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182)
    at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1002)
    at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
    at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1975)
    at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1777)
    at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:76)
    at zombie.ui.UIElement.onMouseUp(UIElement.java:1236)
    at zombie.ui.UIManager.update(UIManager.java:778)
    at zombie.GameWindow.logic(GameWindow.java:237)
    at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
    at zombie.GameWindow.frameStep(GameWindow.java:722)
    at zombie.GameWindow.run_ez(GameWindow.java:640)
    at zombie.GameWindow.mainThread(GameWindow.java:467)
    at java.lang.Thread.run(Thread.java:745)
#

that is the error I get

wary cipher
#

So if i can see this right

#

you are trying to add in a new sledgehammer

#

and have it so it can destroy?

#

@spiral plover

spiral plover
#

Not a new sledgehammer

#

I'm modifying the canDestroy code so that it checks if the tile has the tag "sledgeproof" and if it does, any sledgehammer attempts fail

#

so basically, indestructible tiles

wary cipher
#

that does not exist in the game do they? if so find the item that is and look why it is the way it is

spiral plover
#

It does

#

I literally copied vegetation's check

wary cipher
#

hmmm, never messed around with that but i had added in building tools and sledgehammers etc

spiral plover
#
function ISDestroyCursor:canDestroy(object)
    -- No destroying door-wall that has a door.
    if self:_isDoorWallN(object) or self:_isDoorWallW(object) then
        local isNorth = self:_isDoorWallN(object)
        local objects = object:getSquare():getObjects()
        for i=1,objects:size() do
            local object2 = objects:get(i-1)
            if isNorth and self:_isDoorN(object2) and object ~= object2 then return false end
            if (not isNorth) and self:_isDoorW(object2) and object ~= object2 then return false end
        end
    end
    if self.dismantle then
        return object and instanceof(object, "IsoThumpable") and object:isDismantable()
    end
    if not object or not object:getSquare() or not object:getSprite() then return false end
    if instanceof(object, "IsoWorldInventoryObject") then return false end
    if instanceof(object, "IsoTree") then return false end
    local square = object:getSquare()
    local props = object:getProperties()
    if not props then return false end

    -- No sledgehammering the daffodils.
    if props:Is(IsoFlagType.vegitation) then return false end

    -- Sheetropes
    if props:Is(IsoFlagType.climbSheetTopW) or props:Is(IsoFlagType.climbSheetTopE) or
            props:Is(IsoFlagType.climbSheetTopN) or props:Is(IsoFlagType.climbSheetTopS) or
            props:Is(IsoFlagType.climbSheetW) or props:Is(IsoFlagType.climbSheetE) or
            props:Is(IsoFlagType.climbSheetN) or props:Is(IsoFlagType.climbSheetS) then
        return false
    end

    -- No destroying the floor tile at the top of a staircase.
    -- The floor tile isn't visible when climbing the stairs.
    -- This is to stop mp griefers.
    if object:getZ() > 0 and self:isFloorAtTopOfStairs(object) then return false end
#

that is half of the function

wary cipher
#

i don't think i can assist with this one 😦 i am very new my self into the modding scene

spiral plover
#

No worries man, appreciate the help

#

got that part working, but still errors on the prop iso types

wary cipher
#

@zenith tangle Hey there man, hows your models going?

zenith tangle
#

Pretty decent

#

I have like a blog thing in my discord

#

Made an AX-50 and FN FAL

wary cipher
#

So i have been playing with bags and i touk a look at clothing and i feel confident i can add in all of your models for clothing ^^

#

oh noice

#

i tought u where doing clothing only

#

idk where that idea came from

zenith tangle
#

Nice, I just need a reference for the clothes

wary cipher
#

gun examples are plenty thats true ^^

zenith tangle
#

I mean like body types/heads from the game so I can get the proportions right lmao

wary cipher
#

btw the shotguns you made me look very blocky in game

#

the barrels is just a square

zenith tangle
#

Yeah, sadly I didn't have a reference

#

And also, that's pretty wierd

wary cipher
#

some models behave like this, i don't know why

zenith tangle
#

If you want me to remake them, let me know

wary cipher
#

no need

zenith tangle
#

Alright, all i need is the models for body parts (head, torso, etc) and i can work on clothing

radiant ginkgo
#

Just extrude

zenith tangle
#

hm?

radiant ginkgo
#

Well you just squeezed out an image

#

It call extrude

zenith tangle
#

oh

#

i thought you meant you want the model file for a second

wary cipher
#

:p

#

yes send me all of them

#

😄

zenith tangle
#

alright i'll dm you the AX-50

radiant ginkgo
#

It just looks very simple now... You're going to finish it, aren't you? 🙂

zenith tangle
#

wym by finish

#

like yeah there are some details missing

#

like magazine

#

and the scope actually being circular

#

and the barrel being too large lmao

lilac night
#

I feel like you wouldn't need a ton of detail in the first place, what with how small the models are and how far you play with the camera zoomed out 90% of the time.

zenith tangle
#

you are correct about that, but its just im pretty ocd about gun detail lmao

#

but also at the same time lazy

#

so the problems bug me

#

but not so much that i actually fix them lmao

radiant ginkgo
#

In PZ rendering allows you to see the most accurate details, and some still like to look at weapons in their hands 🙂

zenith tangle
#

imagine if ORGM had individual models for all guns

#

pretty cool

#

and definetly something i would want to help with

zealous wing
#

So, here's a question: How can I get commas to show up in tooltips?
For example, An item with a tooltip that reads "One, Two, Three" will just show in game as "One".
How can I get the text after the first comma to appear correctly? I tried using quotations but that didn't work.

humble sapphire
#

anyone else use the B41 survivors mod? has anyone had them despawn as well?

#

every time I reload it's a 50/50 if they despawn or not

long grove
#

i haven't checked for that, never made a group or so

quasi prism
#

when does animation support come out again?

zealous wing
#

Is there any way to run a lua script while wearing a specific piece of clothing?

#

For example, say I want to set sickness to 0 while wearing a gasmask.
What's the specific function in lua if any?

wary cipher
#

Get Thread, Twine or Rope by working it the old fashion ways! no more cheating thread by using a scissor and ripped sheets

#

it now involves a bit of a process

fast fractal
#

@zealous wing I think you can add a check that occurs with the event onPlayerUpdate and look for the name of clothing

#

You can find some good examples in the more traits mod.

lilac night
#

Still yet to find a nail gun, but I'll keep you updated.

zealous wing
#

@wary cipher Now that's nifty.
@fast fractal I'll have to check that out. Thanks for the tip.
I don't suppose there's any extensive documentation for PZ's flavor of lua lying around? Such as a list of all the different possible variables and whatnot?
Preferably something updated for B41.

fast fractal
#

Best to install a Java ide and look at the classes.

zealous wing
#

I have JetBrains, would that work with PZ?

#

Although I'm not sure which file would even contain all that stuff.

fast fractal
#

Yeah. Look at the Iso... whatever you’re concerned with. IsoPlayer , Etc

#

You can also install something like agent ransack that will search for text strings in files within directories and their subdirectories for examples of how functions are used.

zealous wing
#

Ah, thanks for the help.

#

Strange how none of my ideas seem simple or easy to implement.

#

Looking into how to do one thing turns into an odyssey.

#

Ah well, I'll figure it out.

#

Kinda weird though, that no one's thought to do any scripting with the clothing yet.

fast fractal
#

Yeah honestly the best place to learn is to just look at other mods lua. I’ll send you some pseudo code later on how I’d approach your problem above. (On mobile right now)

zealous wing
#

Thanks!

#

And yeah, I've been looking at both the lua in the game files and other mod files for insight.

wary cipher
#

@lilac night nail gun should now be spawning at many more locations with an increase chance aswell. update just went out on steam.

#

Save some of your batteries

#

wind up your flashlight!

#

This one is seperate from vanilla nor overwrites!

fast fractal
#

@zealous wing here you go pal:Events.OnPlayerUpdate.Add(MyLuaProgram.MyFunction);

MyLuaProgram.MyFunction = function ()
if whateverclothingitemon = true
then getPlayer():setSickness(0) --not the actual call, but whatever
end

stark parcel
fast girder
#

Is it even possible...

zealous wing
#

@fast girder Believe it or not, all that basically exists in ORGM.

#

Different scopes, stocks, suppressors, etc.

fast girder
#

Well, in text yes

#

But not in a real model with different anims like with grip

zealous wing
#

Suppressors at least are possible.

#

The suppressor mod works fine and has a visual model.

fast girder
#

Well, yeah, but we're talking about some heavy shit right there like different stocks and mags

zealous wing
#

Fil and Algol are working on something like that. A whole gun mod with interchangeable parts.

#

Fil posts updates in his own discord.

#

It will basically be ORGM 2.0 for B41 onward.

radiant ginkgo
wary cipher
#

@zealous wing why are you so "negative"? 😄

#

let kitsune do what they want to do

#

there can never be enaugh of good quality material on the workshop

#

looking at the crossbows i just feel we can expect a ton of amazing models

lilac night
#

Looks rad as fuck, Kitsune!

wary cipher
#

Ey matt!!!!!!

#

have you found a damn nail gun yet?

#

like

#

it has so many spots it can spawn

#

soem spots have 25% to spawn one

#

if u can't find one then i'l pull out the last bit of butt hair i have

lilac night
#

lol