#mod_development

1 messages · Page 431 of 1

lilac night
#

I haven’t gotten the chance to play since I updated

#

Been doing yardwork and running errands and stuff

grand walrus
#

Can you remind me how do i print stuff in console? print("message")?

fast fractal
#

You got it. Two dots allows you to concatenate a variable to it after the last double quote

#

Works in succession Print(“sup world” .. myvariable .. “I like turtles” .. myvariabletwo)

grand walrus
#

Thanks. Returning to modding PZ after half a year is quite painful

coral yarrow
#

Hi all! I'm super new here.

#

I was trying to make a car model to put into the game.

fallow bridge
#

are you on B41 or B40

coral yarrow
#

The DMC DeLorean. I've seen one on the Workshop

#

I'm prefer 41, if you're asking me.

fallow bridge
#

only person talkin atm 😉

#

and do know B41 has a lot of car changes

coral yarrow
#

Yeah I was/am following the vehicle mod guide on the forums

fallow bridge
#

eventually cars will have animated interiors

coral yarrow
#

Oh wow that's great

fallow bridge
#

i believe thats out of date

coral yarrow
#

Ah well shucks

fallow bridge
#

a lot of the mod guides have to be updated

coral yarrow
#

Yeah I have only recently returned after years away

long grove
#

maybe hurley can help

fallow bridge
#

@shrewd grove

#

god of leaving warframe games

coral yarrow
#

lol

fallow bridge
#

help this individual

long grove
#

cuz god knows where fillibuster is

fallow bridge
#

i can ping Fili meem

#

if you really wanna

#

i could ping the poor sod

coral yarrow
#

So I have a DeLorean 3D model I was able to find a decent one online.

#

I'm half-decent at graphic art/design but not 3D

#

So I found a model I liked online, trying to keep it simple enough for PZ

fallow bridge
#

i mean it would be best if you made it yourself?

#

most models found online wouldn't fit Zomboids style and as i've learned things that don't fit with the games style can be... odd

#

it's pretty easy

coral yarrow
#

Yeah I suppose I could teach myself Blender over the course of a day or so

#

But I come from absolute zero 3D modeling experience

radiant ginkgo
#

@coral yarrow You're late, I made a DeLorean model a long time ago 😛

coral yarrow
#

I've seen one on the workshop

#

Does that work with Build 41?

radiant ginkgo
#

No

coral yarrow
#

I thought it was out of date

radiant ginkgo
#

Need to update...

coral yarrow
#

So my options are/were to convince you to update yours or make my own. So here i am..

radiant ginkgo
#

Show your model

coral yarrow
radiant ginkgo
#

"your"

#

xD

coral yarrow
#

Yeah I dont care to get any credit for this

#

I'm not trying to make it mine

#

I wanted it in the game because I love the way they look. So if I am the only person who ever uses it/sees it, that's fine.

#

I figured this was at least a starting point

radiant ginkgo
#

Looks so-so, too flattened

coral yarrow
#

:/

radiant ginkgo
coral yarrow
#

yeah that's too many eh?

radiant ginkgo
#

My model have less

coral yarrow
#

Yeah this model has an interior

radiant ginkgo
#

Hm

coral yarrow
#

I figured I would end up turning it into a solid block like PZ cars in the process

radiant ginkgo
#

My model looks ugly because of the wheels

#

But now I can do new wheels for this

coral yarrow
#

hmm ok?

#

I feel like this didn't really go as I was hoping..

radiant ginkgo
#

You can make your own model

coral yarrow
#

You've only told me that it was your idea, first. You've criticized the way it looks and the way I am trying to go about this..

radiant ginkgo
#

And learn how to make models

#

I'm not criticizing your model, but someone else's

severe ridge
#

oof 7k

radiant ginkgo
#

I'm not saying that you don't need to make your own mod

#

Make it

coral yarrow
#

Let's pretend like I'm incapable of learning to make 3D models from scratch.. Why can I not support artists out there who are already doing this stuff?

severe ridge
#

rj get public content, edit, it's yours.

coral yarrow
#

I am literally willing to pay lol

severe ridge
#

its good

#

ive used paid content before

#

that's how art rolls since ever (?)

coral yarrow
#

Yeah, as a graphic designer, I have worked similarly

severe ridge
#

me too man

#

fuck us

coral yarrow
#

So I figured I could save myself the time of learning a whole new art/program

radiant ginkgo
#

In General, make your mod based on someone else's model, no one forbids you to do it 🙂

severe ridge
#

if you can pay someone to do something for 15 bucks in a work you gonna get paid 1000 thats stonks

#

but learning 3d is awesome

coral yarrow
#

Right. When I was teaching myself coding in elementary school, I was picking apart QBASIC programs to see how they worked lol

#

So anyways, the situation is, I would love to put a DeLorean into build 41. I have a 3D Model that is clearly too advanced and I need to dumb it down.

#

I was hoping someone may find this project interesting and offer to help

radiant ginkgo
#

You can leave it like this, since my models are under 5K+ polygons 🙂

shrewd grove
#

whomst awoken me

coral yarrow
#

But also, I didn't realize that guide was out of date

#

Greetings Hurley. I fear you were summoned on my account.

radiant ginkgo
#

It's better to ask people who already know about it

#

I can help you with that

#

If you want

coral yarrow
#

Sure I'm open to any/all help

#

Just, I don't find "learn to 3d model" helpful

#

xD

radiant ginkgo
#

Ah

long grove
#

step 1: use blender

#

step 2: ???

#

step 3: profit

coral yarrow
#

mhmm lol

radiant ginkgo
#

@long grove under step 0,5: learn how to use blender

coral yarrow
#

WTB Experienced Blender artist lol

#

While some people may insist the best way or only way to get something done is to learn how to do it yourself from scratch, I contend that paying someone who already knows how to do it is always an option.

hexed anchor
#

I sent a tutorial on how to use blender for lowpoly models

#

it's a pretty good channel

coral yarrow
#

Ooh where would I find it?

long grove
coral yarrow
#

Thanks so much!

frigid rain
#

This will truly teach you the fundamentals of what you want

#

Here's something I made with no prior experience in 3d modelling

coral yarrow
#

:D Looks good!

stark parcel
#

whent to sleep

#

@zealous wing Was actually talking to fil while doing my guns, to make sure we don't have overlapping stuff , @fast girder and having all of those appear as modeled parts is 100% possible i have the m4 working on my own save. It just some parts have to be set to weird slots since they don't exist in the base

#

Unless there's a way to add your own "slots" in which case it's entirely easier than what im doing

#

working with 0% lua knowledge is great times xD

zealous wing
#

@stark parcel Oh, okay. Are you making your own gun mod for the workshop, or is it just for private use?

stark parcel
#

Maybe after do the next big update for the crossbows

#

i do*

#

Hard to decide if its worth the time

#

with fil goin ham on weps too o-o

fallow bridge
#

@stark parcel I like your crossbows mod btw, really well made

willow estuary
spiral plover
#

I'm looking to make a light that flashes between a bright red and a dim red to simulate an alarm, and then runs off of a battery when the power goes out. Does anyone know an files/mods that would be good to look at for reference? I know I'd need to get the tile that is flashing and then probably the individual light for that object as well, but not sure how to go about it

#

Also, anyone know how to check if the helicopter is currently active?

fast fractal
#

there is a helicopter class that has an isActive() function

spiral plover
#

Ah, that is great to know!

fast fractal
#

yeah np, not sure how to actually access it via like a "get" call in lua

spiral plover
#

Yeah not sure either, but I'll figure it out

fast fractal
#

oh maybe in IsoWorld, there is some stuff that looks promising

spiral plover
#

oh? alright

fast fractal
#

yeah btw, you can use a tool like agent ransack to search for strings against a directory, it can see java files. just did "helicopter" 🙂 to get some clues

spiral plover
#

Ah yeah I have a java tool, forgot about it

trail raptor
#

I use JD-GUI helps a lot 🙂

spiral plover
#

That is what I'm using!

#

This is gunna be a challenge but a fun one

#

gunna try to make it so that if the player is inside a custom EVAC object zone I need to make, and the helicopter arrives, they can evac and 'win' the challenge map

#

the helicopter needs to be hovering though

trail raptor
#

you can call heli by testHelicopter() global LUA func

spiral plover
#

oh? that may help

trail raptor
#

so when player enters your designated area - just call this func

spiral plover
#

Ah! That would be ideal for a different area, this one I don't want to call it, just like, if the player is able to get there when the heli comes

#

then they can escape

#

adding some time pressure

trail raptor
#

well.. you can't control helicopter it's hardcoded in java

spiral plover
#

Indeed, not trying to control it

#

just get if it is there or not

trail raptor
#

I see

spiral plover
#

and if it is, and the player is in the zone

#

then they can evac

trail raptor
#

cool so you could spawn it yourself and set some kind of timer..

spiral plover
#

That could work!

#

is there any way to read the java variables?

#

not edit them, just read it

#

obviously there is, I'm just being dumb

trail raptor
#

yes if the object is exposed to LUA

spiral plover
#

How would I know? Public/protected?

#

or is there an actual function/method/variable saying exposed to lua

#

New to this all, if you can't tell lol

trail raptor
#

this is a list of exposed classes from java

spiral plover
#

Aah, alright

trail raptor
#

np 🙂 have fun

spiral plover
#

Wait, so, if I'm getting this right, since the helicopter instance is created and held within the IsoWorld.class, which is exposed, could I reference the variables and such through the IsoWorld class in LUA? It would obviously have to be either protected or public variables but I guess I can just test it

trail raptor
#

yep there's should be a state somewhere saying if heli is active

spiral plover
#

Looks like there are also accessible states that tell me what state it is in, but there’s enough info to make it work regardless

lilac night
#

@wary cipher Made a new save and ran around to get nails and a nailgun ASAP. Messed around with it for about an hour and I really like it! I kept panicking when I first used it because I was so used to the loud-ass guns. Killed a bunch of zeds decently quickly. Really enjoyed it!

quasi geode
#

@spiral plover Wait, so, if I'm getting this right, since the helicopter instance is created and held within the IsoWorld.class, which is exposed, could I reference the variables and such through the IsoWorld class in LUA
sorry but nope. been there tried that. even with access to the instance, the class still isnt exposed. theres really not a hell of a lot that can be done with the chopper mod wise atm

spiral plover
#

Damn, not even it's public bool of is active?

#

Function*

quasi geode
#

if i remember right anything i tried to access in the class bombed out due to the lack of exposer even with that direct line of sight.

spiral plover
#

Damn

wary cipher
#

@lilac night its good to read the spawns are better ^^ its strong for a nail gun but then again why do ppl worry that mutch about realism in a game where u kill zombies with car tires in your bagpack

spiral plover
#

Well, atleast there appears to be access to when helicopterday1 happens, there is a start and end

#

guess I could just check the start and ends

drifting ore
#

We need a mod to crash that damn helicopter

quasi geode
#

need a mod that just reimplements the whole chopper in lua so we can do whatever the hell we want with it 😄

drifting ore
#

Apache horde killer chopper

quasi geode
#

i wanted to do something similar...sometimes the choper trolls like normal, sometimes it guns everything down for you..or takes potshots at you

drifting ore
#

Or napalm bomber

quasi geode
#

rockets lol... lots of potential

drifting ore
#

fortunate son starts playing

spiral plover
#

@quasi geode even though it doesn't work, how the hell would I go about writing this

#
function IsHeliHere()

  local heli = IsoWorld.instance.helicopter
  if heli:isActive() then
  print("Heli is Active")
  end

end```
#

I know that won't work

#

but idk quite how to reference the java stuff in the lua and such. I'm missing that vital link and it is throwing me off

trail raptor
#

Guys you can make your own heli event 🙂

#

just play heli sound and do addSound() - it will attract zeds

spiral plover
#

Oh, that is fair

#

very well may end up doing that

wary cipher
#

or just do a chopper sound with ur mouth as u run around sprinting

trail raptor
#

lol

#

getPlayer():getEmitter():playSonud()

river plinth
#

@spiral plover The helicopter isn't exposed to lua, I tried getting access to it but failed. I then started to port the code to lua, but didn't finish it till now.

spiral plover
#

Oh? I could definitely use that!

trail raptor
#

@river plinth So you basically want to copy/paste java code into LUA script?

#

this is cool but depends on exposed things again..

willow estuary
#

Naw, just rebuild a lua version of the java functions.

The helicopter java isn't complicated.

zealous wing
#

Would anyone be interested in assembling and painting scale models in PZ?

#

I.e. model cars, tanks, planes, etc.?

long grove
#

like a hobby task?

#

sounds fun

#

would be nice to do something like that on a rainy day or so

latent orchid
#

amusement as an effect needs to be added/tracked against boredom

#

having the opposite effect to boredom in that it can possibly add a boost to other stats when the player is 'feeling good'

#

given there are games, toys, CDs, instruments already ingame

zealous wing
#

@long grove Yeah, in a nutshell. I had an idea for a mod.

long grove
#

video games in hc are the best thinh ever

#

but hecc yea i'd be interested in that

zealous wing
#

The basic idea I have is to be able to find model kits in the world in boxes. You can use a "modeling kit" (Baiscally a container with snips and files) plus "plastic glue" to assemble an given unpainted model.

#

Then you can use a "model paint set" to paint it.

#

Maybe have each step have a long timer but give a sizable boost to boredom and unhappiness.

long grove
#

ship in a bottle

#

wouldn't it be crazy if pz had rc? this reminds me of it

zealous wing
#

Like little RC cars?

#

Holy shit I'm surprised no one's thought of that.

#

How hard would it be to control a vehicle remotely in PZ?

#

Via lua/scripting I mean?

#

Goddamn the possibilities that would allow.

lilac night
#

you could probably right click and send it to places you could see

zealous wing
#

You could wire up fire bombs and pipebombs to it like some CoD shit.

lilac night
#

would be neat if you could place the finished models like you can with furniture

zealous wing
#

Yeah, it would.

radiant ginkgo
#

DeLorean 2.0

#

New tires and some changes on model

fallow bridge
#

Hot

#

Give me plz

radiant ginkgo
#

@fallow bridge You need to subscribe to my mod and wait for update 🙂

#

The update will happen automatically and this can be seen at bottom of Steam downloads

coral yarrow
#

I wonder what happened to that guy who was in here a couple days ago asking about making a DeLorean..

#

Oh all he got was "learn2codenoob"

trail raptor
#

lol

heady kiln
#

does anyone here know if there is a mod that lets me set the sandbox world temperatures to even colder than very cold? i want to be getting -50C in the middle of summer

coral yarrow
#

Is there a guide somewhere for making a very simple mod that just replaces textures? I have made several custom camo textures and tshirt textures that I use in my own game, but how would I make those available on the Workshop?

wise wigeon
#

@heady kiln I'm currently tweaking the ceaseless rain mod for another project; there's some code there you could potentially use to modify the weather in such a way (perhaps check the ceaseless snow mod to start with something closer to what you want)

#

@coral yarrow in order to replace textures it's just a matter of having them in the mods texture files; if they're named the same they'll simply overwrite when you load your modded lua

#

USERS/your name here/Zomboid/mods/examplemod

#

there's the default example mod; you can also for example download a similar mod with the workshop then check it's code in the steam/steamapps/workshop folders

#

in order to use it for inspiration

coral yarrow
#

Okay so you DO need to include an .lua file w/ code in order to make a txture replacement mod?

wise wigeon
#

no

#

you just need the image

#

unless you want to add fresh tshirts into the game

coral yarrow
#

In the proper file structure?

wise wigeon
#

it's simply in the mod folder under the texture folder

coral yarrow
#

Oh instead of overwriting existing ones. I see. Good point

wise wigeon
#

my recommendation is to use existing workshop mods as templates

#

I managed to figure out how upload a mod last night and i'm half a boomer; i'm sure you'll figure it out.

coral yarrow
#

Thank you for the advice

#

will do

wise wigeon
#

Type in Eypatch in workshop 😉

coral yarrow
#

I struggled for a while just to find the folder where mods were being downloaded to. There's so many different places lol

wise wigeon
#

yeah; steam gives each of them a different numerical folder; i've got a spreadsheet doc that's slowly being added to to keep them semi organised for code reference

coral yarrow
#

Right, not as simple as dropping them into the several MODS folders that are created lol

wise wigeon
#

Well Steam is modular; each game is separate from the workshop.

abstract raptor
#

eyyy

#

check out this voice line I got for my mod

wise wigeon
#

Ooo new voice work Azakaela ? Nice! The last work was phenomenal; had a true sin city vibe to it.

abstract raptor
#

it's for the preacher character 😄

#

Yeah, Raven did a bang up job with the Private Eye

wise wigeon
#

Azakaela would you by chance have a rough idea how I would go about ensuring in the spawned game world that 100% of light switches are turned to on? I'm working on combing fear the rain, ceaseless rain and a couple other mods to create a Dawn of the Dead scenario.

abstract raptor
#

Hmm... I'm afraid not 😦

wise wigeon
#

I'll keep digging; me Peach, and puncakes were testing it last night; but the ceaseless rain made the shaders too dark; maybe i should just focus on the weather and make it a light rain; it'd be enough to activate Fear the rain; our current settings are pretty cool; the zombies push their way into the mall.

#

Listening right now; you're setting the benchmark pretty high for the developers lol; hopefully they follow suite and voice the news reports.

abstract raptor
#

(I was told that the devs had no intention of voicing the vanilla broadcasts so after Season 1 of Survivor Radio is fully voice acted, I'll shift my attention to that)

wise wigeon
#

Nice.... I mean makes sense on their end; they've got their hands full pushing the anim build towards hunting

abstract raptor
#

you ever hear the PAWS jingle in game?

#

cuz there's files for it

#

it's like they originally we're planning for having like at least background noise on the TVs

fallow bridge
#

heck yes

abstract raptor
#

I could possibly rig it so it plays those during the kids tv shows

coral yarrow
#

There is currently a mumbling type noise when you're watching tv broadcasts

#

If you dare to turn the volume up lol

wise wigeon
#

I'd have to go digging. I think I listened to it the other day when me and Peach were doing some digging.

heady kiln
#

i will have a look at the endless snow mod at some point later on when i am not high on acetone fumes

wise wigeon
#

This one is a hidden gem.

#

Should be the title them imo

coral yarrow
#

I am convinced that the noise when hammering(carpentry) actually plays notes from the original theme

heady kiln
#

where are mods located?

#

the ones from the workshop

coral yarrow
#

Steamlibrary/steamapps/workshop/content/108600

abstract raptor
#

108600 is a number forever burned into my brain

coral yarrow
#

lol

abstract raptor
#

quick tip: navigate to that folder and add it to quick access

coral yarrow
#

mhmm

abstract raptor
#

saves a lot of headache

heady kiln
#

thx

coral yarrow
#

lol addshortcuttodesktop

wise wigeon
#

hahaha; the way it's going Azakaela you'll end up getting 108600 tattooed somewhere

heady kiln
#

here's a tip, dont sniff a bottle of nail polish remover, even if it smells nice, the acetone fucks with your ability to think, my eyes hurt and i can see time

wise wigeon
#

lol.... it's not glue

abstract raptor
#

same vibe tho

wise wigeon
#

why insufflate nail polish remover; ephedrine is legal

abstract raptor
#

adds glue sniffing mod

#

sniffing glue would make your character less depressed and stressed, but reduce their movement speed

heady kiln
#

ive opened the lua file for the infinite snow mod, there seems the to be same code written multiple times with different event add things before it

wise wigeon
#

lol; i was thinking of adding a magic mushroom mod with an animated shader similar to ambigious amphibians discords image

abstract raptor
#

ambi amph joined my discord the other week -- never posted tho

wise wigeon
#

ah nice; probably busy as hell

#

he's often mentioning it in his videos/discord

#

I've never met him; but have heard from others he's pretty chill.

heady kiln
#

what does "triggerwinteriscomingstorm" actually do, obviously it uses the effects from that challenge, but what exactly are the effects

wise wigeon
#

the challenge effects to my knowledge is a blizzard of infinite duration

#

if it's similar to the rain challenge code it should have a trigger where it reactivates the weather effect every 10 min

#

you could just load it up with debug and check as well

heady kiln
#

Events.EveryDays.Add( function() -- print('EveryDays: WintersAreComing enabled') if getGameTime():getWorldAgeHours() >=4*24 then getCore():setForceSnow(true); end if getGameTime():getWorldAgeHours() >=3*24 and getGameTime():getWorldAgeHours() <=4*24 then getClimateManager():triggerWinterIsComingStorm(); end end );
this is the bit of code i think i would need to insert whatever code would be used to set stupid cold temps into

wise wigeon
#

okay go check the ceaseless rain next

heady kiln
#

wait i think i am stupid

wise wigeon
#

-- Events.OnInitWorld.Add(
-- function()
-- -- print('OnInitWorld: StormsAreComing enabled')
-- end
-- );

-- Events.OnGameStart.Add(
-- function()
-- -- print('OnGameStart: StormsAreComing enabled')
-- end
-- );

Events.OnInitSeasons.Add(
function(_season)
-- print('OnInitSeasons: StormsAreComing enabled')
_season:init(
25, --aprox miami florida
16, --min
30, --max
4, --amount of degrees temp can go lower or higher then mean
_season:getSeasonLag(),
_season:getHighNoon(),
_season:getSeedA(),
_season:getSeedB(),
_season:getSeedC()
);
end
);

Events.EveryTenMinutes.Add(
function()
-- print('EveryTenMinutes: StormsAreComing enabled')
getClimateManager():triggerCustomWeather(0.95, true);
end
);

-- Events.EveryDays.Add(
-- function()
-- -- print('EveryDays: StormsAreComing enabled')
-- end
-- );

heady kiln
#

Events.OnInitSeasons.Add( function(_season) -- print('OnInitSeasons: WintersAreComing enabled') _season:init( 50, -- Newfoundland. _season:getLat(), -5, -20, 8, _season:getSeasonLag(), _season:getHighNoon(), _season:getSeedA(), _season:getSeedB(), _season:getSeedC() ); end );
this bit controls temp yes?

wise wigeon
#

Here's your temperature code.

#

Yep.

#

See how it says Newfoundland.

heady kiln
#

the numbers are decrees C?

wise wigeon
#

Correct.

#

In the rain code it calls it "Florida"

#

or aprox miami florida

#

you should be able to crank that down

heady kiln
#

so top is rain/snow, second is highest temp, third is coldest, and foruth is what?

wise wigeon
#

4, --amount of degrees temp can go lower or higher then mean

#

check the rain code i posted

heady kiln
#

is rain/snow percentage chance per day?

wise wigeon
#

it has alot of the code comments there

#

well ceaseless rain does this

#

Events.EveryTenMinutes.Add(
function()
-- print('EveryTenMinutes: StormsAreComing enabled')
getClimateManager():t

#

it just reenables to the trigger

heady kiln
#

Events.OnInitSeasons.Add(
function(_season)
-- print('OnInitSeasons: WintersAreComing enabled')
_season:init(
50, -- Newfoundland. _season:getLat(),
-50,
-100,
20,
_season:getSeasonLag(),
_season:getHighNoon(),
_season:getSeedA(),
_season:getSeedB(),
_season:getSeedC()
);
end
);
so if i do this, the warmest will be -50, the coldest -100, and it can go 20 degrees either way past those?

#

and it snow 50% of the time?

wise wigeon
#

warmest is correct coldest is -100 and during the day it can change up to 20 degrees between -50 and -100

#

should be a neat test; i'm not sure if the game code will allow you warm up at that point

heady kiln
#

ill change -100 to -70

wise wigeon
#

IRL it's hard to function; i've worked in -55 centigrade outdoors before; i doubt anyone would last long in a zombie apocalype in the US or Canadian arctic; unless the zombies froze in place like in max stone's zombie apocalypse guide

heady kiln
#

and this mod should override whatever sandbox temp settings are set?

wise wigeon
#

i'd probably set it from -20 to -50 with a 10 or 15 degree variance to test at first

#

that is correct

heady kiln
#

ill start with extreme just to see if ive done it right

wise wigeon
#

if it's running it'll hijack the weather console commands

heady kiln
#

if i die in 2 seconds ill know it worked

wise wigeon
#

seems like a neat mod idea; you'd even be able to mod the zombie behaviour so they slow down the colder it gets (to the point where they "freeze" in the place)

heady kiln
#

if i wanted to prevent this mod updating and undoing these changes, would i just move the entire "InfiniteWeather_OGSN_snow" folder into zomboids mods folder?

wise wigeon
#

well what i would do is put in my Users/Name/Zomboid/mods

#

that way it's your own custom mod

#

you can then tweak it without the code ever changing

heady kiln
#

yes, i was just wondering which folder i would actually move, the one with the name or the one with the numbers

wise wigeon
#

the name

heady kiln
#

ok

wise wigeon
#

the number is a steam workshop reference number

heady kiln
#

im gonna cheat in a digital watch and check the actual temp

wise wigeon
#

nice!

heady kiln
wise wigeon
#

hahaha

#

damn; that's antarctica

heady kiln
#

its -36C indoors

wise wigeon
#

rarely gets that cold even deep in the arctic

#

can you spawn a campfire

#

a lighter and a log

#

to see how warm you can get indoors

#

maybe add some winter clothing as wel

#

Canada: The Mod

heady kiln
#

17C next to a fire

wise wigeon
#

oh that's good to know

#

so survival is possible

heady kiln
#

though it dropped to 15

wise wigeon
#

and that's wearing full insulated clothing?

heady kiln
#

no thats in a shirt and jeans

wise wigeon
#

rgr

heady kiln
#

ill spawn clothing in and see how i do outside

#

though my character's body is going full beans to not freeze

#

how much of the code in that file is important, if i removed, or at least disabled, all but the temperature code, would it still work as just changing temperature and nothing else?

wise wigeon
#

i'm not 100%

#

i think you need at least the code where it constantly resets the weather

#

otherwise the game climate system will take it back to normal; but you'd have to test it

heady kiln
#

ive made a copy incase i break something

#

well changing file names and mod info seems to have gone well

#

and it does still seem to be -80C without any of the other code

#

warping time to summer, its still -40C, so it hasn't reset the temperature

#

the only thing cheatmenu cant do is force it to start raining, so i have to wait and see if the rain is snow

#

just going to stand outside in godmode for a few weeks

#

nevermind im bored after 4 days im gonna start a new world and set day length to 15 minutes

#

ah good, it does snow

#

its not confused and sending rain

#

now to check it snows in summer too

#

it does, yay

#

the game does actually recognise that its -30C in summer

#

i have been standing in a parking lot for 3 months to make sure nothing breaks during season changes

#

it seems to be fine, its been 4 months and nothing broke

#

must have gone through a season change by now

heady kiln
#

well, here is the probably finished mod, -30C summer, -80C winter, idk how to upload it to the workshop so its going here, unzip and place in C:/Users/(username)/Zomboid/mods

long grove
#

make it -100C

heady kiln
#

it'll hit -90 on a cold day

long grove
#

is this on normal settings?

heady kiln
#

the mod should work on anything including challenges, it overrides the game's settings

long grove
#

oh, so what happens if i use very cold? same as normal?

heady kiln
#

the sandbox temperature setting should have no effect, the mod takes control of temperature

heady kiln
#

screw it, here's a stupid verison of the mod, same install instructions, idk what happens if you enable both at once it probably breaks something

spiral plover
#

When does the function ReplaceExistingObject run? Does that replace tiles placed in the editor with the appropriate modified tile?

#

For example, if I used the tilezed to place a lamp on a pillar, that object has no tile data, so does that function run, find that tile, and turn it into a javaObject with the correc tattributes? how does this work lol

#
local function ReplaceExistingObject(isoObject, dir)
    local cell = getWorld():getCell()
    local sq = isoObject:getSquare()
    noise('replacing isoObject at '..sq:getX()..','..sq:getY()..','..sq:getZ())
    local javaObject = CreateObject(sq, isoObject:getSprite():getName(), dir)
    local index = isoObject:getObjectIndex()
    sq:transmitRemoveItemFromSquare(isoObject)
    sq:AddSpecialObject(javaObject, index)
    javaObject:transmitCompleteItemToClients()
end```
#

I'm trying to figure out how to find the sprites in the world and then apply the custom script

#

want to make a light that flashes for example, so I write the code, but then how does the code know what sprites to apply that code to

#

I'm learning a lot and it is starting to click, but it is still not like, fitting together quite yet

spiral plover
#

Got that partly figured out but now I can't figure out why I cant modify the light setting once initialized

#
local function CreateObject(square, spriteName, direction)
    local modData = {}

    local cell = getWorld():getCell()
    local north = false
    local javaObject = IsoThumpable.new(cell, square, spriteName, north, modData)

-- light stuff
    local offsetX = 0
    local offsetY = 0
    if direction == "E" then
        offsetX = 5
    elseif direction == "W" then
        offsetX = -5
    elseif direction == "S" then
        offsetY = 5
    elseif direction == "N" then
        offsetY = -5
    end
    
    javaObject:createLightSource(2, offsetX, offsetY, 0, 0, "Base.Battery", nil, nil)
    
    local lightSource = javaObject:getLightSource()
    
    if lightSource ~= nil then
    noise('There is a light')
    lightSource:setR(220)
    lightSource:setG(0)
    lightSource:setB(0)
    elseif lightSource == nil then noise('Light not found!') end

local fuel = InventoryItemFactory.CreateItem("Base.Battery")
    if fuel then
        fuel:setUsedDelta(1.0)
        local previous = javaObject:insertNewFuel(fuel, nil)
    end
    
    

    return javaObject
end```
#

this adds the battery, the light appears, but lightSource is always null

#

all the light classes are exposed, the functions are public, there's no reason this wouldn't work

spiral plover
#

I've been trying for hours now and I can't figure why on earth this doesn't work

#

Does createLightSource not set the javaObject's light source??

#

I tried manually creating a lightsource and assigning it but that didn't work

#

how do I create new instances of java classes?

long grove
#

you don't, p e r i s h

spiral plover
#

okay, well, I created a new instance

#

and it is supposedly there

#

but it isn't visable

#

idk wtf I'm doing, this shouldn't be necessary to edit the light after it is created :/

worn shuttle
#

Hi

wary cipher
#

Looking sexy, hot pixel womans

spiral plover
#

Anyone know how I could go about getting the light source on a specific tile?

#

I can’t find any get lightsource function, so I assume I’d have to do some sort of search through the tile for the instanceof lightsource?

#

I just want to set a color for my light goddamn it

spiral plover
#

And of course! I run into shit like this where all but the FIRST don't even print!

#
local gridSquare = getCell():getGridSquare(square:getX(), square:getY(), square:getZ())
    noise('Grid Square is isoObject at '..square:getX()..','..square:getY()..','..square:getZ())
    if not gridSquare then print("No square :/") end
    for i=0,gridSquare:getSpecialObjects():size()-1 do
        local object = gridSquare:getSpecialObjects():get(i)
        if object and instanceof(object, 'IsoThumpable') and o:getLightSourceFuel() then
            print("Light was found")
        end
        print("Loopity")
    end
#

the noise line there is a fancy print statement, and it prints out the correct coordinates

#

compared them in-game

#

Like, the for loop doesn't even run

#

and there are no errors

#

I give up man, I'm ready to throw my computer in the dumpster

wise wigeon
#

Seeing as you're digging around the lighting spyjack; do you know how to set the chance for light switches to be on to 100%?

spiral plover
#

Well, you could manually toggle them all on

#

as there are public functions for that

#

but getting the lights seems to be impossible even though it is done several times in the lua \_0-0/

#
local getThumpableLight = function(x, y, z)
    noise('Look man this gets called everytime you change a light')
    local gs = getCell():getGridSquare(x, y, z)
    if not gs then return nil end
    for i=0,gs:getSpecialObjects():size()-1 do
        local o = gs:getSpecialObjects():get(i)
        if o and instanceof(o, 'IsoThumpable') and o:getLightSourceFuel() then
            noise('It even finds the light!')
            return o
        end
    end
    return nil
end
wise wigeon
#

there's no master setting for the randomised world spawn to your knowledge?

spiral plover
#

I haven't seen it

#

probably is though

wise wigeon
#

yeah; i assumed that they'd go with a global trigger; because the way the world spawns work wehre the lights are always random

#

or seem to be

spiral plover
#

Check IsoWorld maybe?

wise wigeon
#

will do thank you

#

trying to combine a bunch of mods (fear the rain, ceaseless rain, toxic rain and fog) to recreate the mall challenge

spiral plover
#

Aaah, makes sense

wise wigeon
#

but the storms make the mall too dark

#

but i got the zombies workiing well, added the restless zombies fixed mod as well, they pour into the mall just the like in the old challenge

spiral plover
#

Nicely done!

#

That sounds like fun

wise wigeon
#

yeah me peach and puncakes tested it a couple nights ago

#

but it needs some refinement, the lights always on, item spawns (i want to get rid of the sledge so the escalators can't be destroyed), and modding the toxic rain fog a bit, i think it relies on gear, i know there's some new item spawns, a poncho and a gas mask, so ill probably eliminate the poncho and anything but the vanilla gas masks and just set gas masks to spawn frequently

#

the only other option i see for the lighting is to make it only lightly rain and then every 10min make it reset that light rain again

spiral plover
#

@inland gull @vernal ferry would either of you happen to know why the lightSource variable of the IsoThumpable is seemingly always null? getLightSource() always returns null even when a light has been created that can be toggled

#

@wise wigeon You could always modify the sledge code, real easy, to check for specific tiles and make them indestructible

wise wigeon
#

hey thanks, that might be easier than modding the loot tables

spiral plover
#

Also gives you more control ;)

#

Plus, then players can do still do fun things with it!

#

You could also do something like if the Z coord of the tile is >0 then it can't be broken

#

or if it is a floor, or something like that

radiant ginkgo
calm portal
#

Someone drove through the tomato field's.

radiant ginkgo
#

Zedmatos

wise wigeon
#

Damn you Blair, so many politically incorrect back to the future jokes in reference to current events that can't be made now! shakes fist

slow spade
#

@wise wigeon Ahahahaha

spiral plover
#

Progress

#

FINALLY

#

by completely switching how I was doing it lol

spiral plover
#
local function ObjectInstantiate(isoObject, direction)
    local cell = getWorld():getCell()
    local sq = isoObject:getSquare()
    noise('Alarm Light isoObject at '..sq:getX()..','..sq:getY()..','..sq:getZ())
    local object = isoObject:getSprite():getName()
    
    if instanceof(isoObject, "IsoLightSwitch") then
    noise('Alarm Light is a Light Switch')
    local lights = isoObject:getLights()
    lights:get(0):setR(220)
    lights:get(0):setRadius(3)
    --Events.EveryTenMinutes.Add(ToggleRadius(lights:get(0), 3, 10)) --This works, but is only triggered once
    end
end

function ToggleRadius(isoLight, minRadius, maxRadius)

    if instanceof(isoLight, "IsoLightSource") then
    local radius = isoLight:getRadius()
    
    noise('Alarm IsoLightSource at '..isoLight:getX()..','..isoLight:getY()..','..isoLight:getZ())
    
    noise('Alarm IsoLightSource radius was '..radius)
    
    if radius <= minRadius then
        isoLight:setRadius(maxRadius)
    elseif radius >= maxRadius then
        isoLight:setRadius(minRadius)
    end

    noise('Alarm IsoLightSource radius is now '..isoLight:getRadius())
    else
    noise('Alarm IsoLightSource not found is')
    end
end```
#

This works, it find the object and set its color and radius

#

and the event will be added and fired, but it will only fire once for every light then stops

#

does anyone have any suggestions on how I could get this to work properly?

radiant ginkgo
spiral plover
#

I'm almost there... If someone is able to help me I'd be ecstatic

#
function ToggleRadius(isoObject, minRadius, maxRadius)

    --if instanceof(isoLight, "IsoLightSource") then
    local isoLight = isoObject:getLights():get(0)
    
    local radius = isoLight:getRadius()
    
    noise('Alarm IsoLightSource at '..isoLight:getX()..','..isoLight:getY()..','..isoLight:getZ())
    
    noise('Alarm IsoLightSource radius was '..radius)
    
    if radius <= minRadius then
        isoLight:setRadius(maxRadius)
    elseif radius >= maxRadius then
        isoLight:setRadius(minRadius)
    end
    
    
    
    if isoLight:isActive() == true then
        isoLight:setActive(false)
    elseif isoLight:isActive() == false then
        isoLight:setActive(true)
    end
    
    --isoObject:sendObjectChange('switchLight', {paramBoolean = isoLight:isActive()})
    --isoObject:sendObjectChange('toggle')
    --isoObject:sendObjectChange('lightRoom')
    --isoObject:sendObjectChange('lights[0]')
    noise('Alarm IsoLightSource radius is now '..isoLight:getRadius())
    --else
    --noise('Alarm IsoLightSource not found is')
    --end
end```
#

this function works, it is being called, the light radius is being set and the light will toggle, but

#

the radius doesn't actually visually change, ever, and the active toggling doesn't work unless I first turn off the light

#

I was trying to use sendObjectChange, but I wasn't having any luck

#

Oh, that is interesting

#

it actually only works when the light is "off"

#

if I turn it on, then it will stop working

#

if I remove the lightbulb, it stops flashing

#

Ah, I've found the issue, the update function is turning the light back on even though it should be turned off

#

that makes sense

spiral plover
#

well, all I need to know is how to get the light to update it's radius

#

unfortunately, I can't find shit on that

uncut depot
#

Maybe?

spiral plover
#

@uncut depot appreciated but I don’t think that’ll quite do it

#

I think I really just need to figure out how to modify a java variable that has no function to do so

#

If it’s possible

#

Essentially there are 2 variables that need to be set for lights to recalculate, I can set one but not the other

trail raptor
#

@spiral plover you can't modify java code in mods..

spiral plover
#

Not trying to modify the code, but trying to set variables

#

I assume I can only call functions though

radiant ginkgo
#

@mossy furnace Yo, thank you, mе too, terribly that I cannot this strengthen than, but developers have made blood, and this already progress and I think that armor will not take long to wait 🙂 Everything okay, you too?

long grove
#

tfw the 3d preview has better lighting than pz

radiant ginkgo
#

@long grove Photoshop does its job, but I'm a noob at it so it could look even better 🙂

long grove
#

is this a sports car or?

radiant ginkgo
#

@mossy furnace Honestly, I can do all this, but it will be in form of decoration or just object, and I do not want everyone to ask questions like "does the armor work?" "why the armor doesn't work" "no armor" etc

#

@long grove Yes, In life, it seems so, but in the game, a sports car is called a car that can go up to 120, there are no other differences, unfortunately

#

@mossy furnace If it were as easy as you say 🙂 The code is cruel to modding, and I don't know it, so we have to wait for some modification or from the developers themselves

severe ridge
#

Oh god, I have to update my fileguid again :f

#

@willow estuary is it possible to make a auto-prompt for guids? That would be a awesome tool for everyone :x

willow estuary
#

@severe ridge I don't know what an auto-prompt for guids are?

I'm honestly of the opinion that it's best to just wait until TIS implements things so that mods can have new clothing items instead of all the fucking around involved with clothing mods that's currently required.

#

Oh shit, yeah, today and the next couple of days are gonna be rough for clothing modders with the update 😄

severe ridge
#

😢

#

I have no expectations from TIS

willow estuary
#

I assume you mean some sort of application that will update the relevant files in the Project Zomboid directory with the new clothing items?

Naw dawg, they'll definitely have clothing be moddable; they're just holding off for now while they work on the build.

severe ridge
#

Something more basic actually

#

The guidlist just have some values added to it, so would be more about checking values and writing them to the actual file

coral yarrow
#

So I have found the textures folder with most of the in-game textures, where would I find the item icons files? like not the 3d model for the duffel bag, but the icon used in the inv ui
edit: found the answer> "If you choose to modify a PZ sprite then PZ item icons are withing .pack files in Project Zomboid\media\texturepacks specifically UI.pack and UI2.pack to unpack them you'll need a tool like PZ Unpacker"

severe ridge
#

Seems easy in DOM logic

#

But I can't 🌕

willow estuary
#

I mean, just as far as I'm concerned, clothing mods will absolutely be easier in the future, so making tools to handle that stuff in the meantime is wasted effort? Just on my end, but also, clothing modding isn't something I find as compelling as some other people find it?

severe ridge
#

Would you call it a prompt? Lmao, I have no idea. I Know how to load stuff like this in JS

#

You're right, I just wanted to get rid of people complaining about it to me every time 💀

willow estuary
#

Hahaha, well, you chose to stick your dick in that blender 😄

severe ridge
#

Oh god

#

Pp soft as hell

#

I basically abandoned everything for now

#

Literally dick in the blender

willow estuary
#

I knew damn well what a hot mess of a garbage fire clothing mods would be when I cracked how to add new clothing items.

I didn't think anyone would be crazy enough to put up with the hassles on the workshop to actually do any clothing mods with that method.

severe ridge
#

Nice experience tho

#

Don't reccomend

#

I could try adding new clothing without guids tho

#

It IS possible

#

But what would happen?

#

🤔

#

Never tried

#

I don't think it would behave as a clothing item

willow estuary
#

Never got anywhere with anything but using the guids myself.

#

I think the guids serve as a reference for the animation system to use the clothing models.

coral yarrow
#

Got it, thanks guys

severe ridge
#

Weapons are like "hey game, model is there ok, follow this values"
Clothing is like "sup fool, got this code, figure out this group and how you fit, now create a whole new file just for each little thing in clothingitems and refer that code"

#

Never did cars tho

willow estuary
#

Well, nothing worth doing is easy and all?
Challenging hobbies are as much about the journey as the destination.

severe ridge
#

It is indeed

#

I feel proud about my trash content

#

I felt like the king of the rats

#

Just peeking around corners

#

LamdjsksbajbBsbhansbs

#

Fiddling with what wasn't fiddled before, just to watch the inevitable dread

#

Thanks for being around btw -v- I'm a curious shit

willow estuary
#

Well, at least you pop open the hood and get your hands dirty instead of "guys! I really want to get into modding. how do I make a mod?"

severe ridge
#

Hahahahhaahaha

#

Ive been there

#

Never got an answer

#

So I look for my answers 🗡️🗡️🗡️🗡️🗡️🗡️

#

Feels good tho

#

I got to bother couple of lads

#

Just to know how normals work in 3d

#

And that they are completely flipped if you don't assign a bone to an item that doesn't has a pre-set bone to that part

willow estuary
#

Speaking from my own experiences, there's no helping people until they've learned some basics on their own.
So modding really involves some initial resourcefulness and investigation.

If someone, for example, doesn't know how to poke around in the files on their computer in the first place, yeah, no way they can make a mod.

severe ridge
#

It's true, just like wanting to code without learning a language/library

willow estuary
#

Learning/teaching is actually a fascinating subject all on it's own; much more complex that people may expect it to be.

severe ridge
#

So many people

willow estuary
#

Plus the attention to detail and minor discipline required just to format stuff properly.
A lot of people get hung up on that alone.

severe ridge
#

I've watched so many YouTube tutorials, we didn't had internet like this back then drunk

#

I usually make drawings and designs before I can get my hands dirty :v but that's all college process stuff

wise wigeon
#

Hey Paw Low and Blair, when you guys are adding new custom items, where are you getting the ids from, are you creating fresh ones, retrieving them from somewhere, or overwriting an existing id? Me and AuthenticPeach are trying to add several coloured varieties of spiffo suits.

#

<m_GUID>50659e76-dc71-4398-9cc1-d3ab17bd9993</m_GUID>

tawdry siren
#

someone know where now i can looks recipes for hydrocraft?

wise wigeon
#

peaks in hydrocraft folders, runs in terror begone foul unorganised demon; all jokes aside if you dug around in the mod folder under media/lua/server you'd find some files that you can read to get a rough idea.

wary cipher
#

Does anyone has a clue how mutch health player build walls have? in the files ive seen 200 + 100 * carpentry level and for log walls ive seen 400 + 100 * carpentry level, but i cannot find any info on walls builds with metal frames vs wooden frames nor the health difference of planks vs metal sheets for building the wall ontop of the frame.

grand walrus
#

@wise wigeon I think you can generate them online and just jam them in...

wise wigeon
#

@grand walrus Hey thanks a bunch for pushing me in the right direction in regards to the image links; appreciate it a bunch, it's days like these I feel I should have joined as AuthenticBoomer lol...

grand walrus
#

Did i really do this? I think my boomer dementia is kicking in

wise wigeon
#

We're all halfway there, at least it's sometimers and not alltimers lol

grand walrus
#

I can feel sand in my joints and fresh breeze where my hair was. being 21 y.o. is tough

#

i hope it helps with your GUID thou

quasi mortar
#

who the fuck is responsible for that?

long grove
#

blair

severe ridge
#

delishous bong

#

inserting one marijuana unit

abstract raptor
#

any idea where it saves the text from journals in game?

analog sandal
#

custom horde sounds (max intensity), big thanks to the voice actors 🙂

coral yarrow
#

@abstract raptor I would check the c:/users/username/Zomboid That's where all your custom settings and saves go. I would assume it goes somewhere in your save folder.

analog sandal
#

I think you meant Ravenim 🙂

coral yarrow
#

I honestly didn't even know the journals were functional lol

analog sandal
#

no, I'm saying that I'm not the same person as AuthenticRavenim 🙂

coral yarrow
#

@analog sandal I know, and I wasn't even talking to any Ravens. I fixed it already. Discord was trying to push the wrong username on me, simply because you were the last person to speak in the channel before me

analog sandal
#

oh I see 🙂 alright

coral yarrow
#

Your zombie horde sounds frightening though! good work!

analog sandal
#

thanks 🙂

abstract raptor
#

@coral yarrow You were right -- the game stores the text in the save folder, inside player.db

radiant ginkgo
severe ridge
#

FUCK yeah

#

some cars to beat my slav meat songs to

zealous wing
severe ridge
#

Imma apply some tactical armbands today as a try on the cosmetics items

long grove
#

out of curiosity, how does this connect to the rosewood dirt roads?

#

also paw low that skirt from #creativity is from ur mod right?

severe ridge
#

No, that's vanilla :f

#

Short skirt

#

Imma try to make a tight balaclava too

#

All of them seems to clip on stuff so might be a alternative

#

I got to make turtleneck clothing finally

long grove
#

ooh

#

wasn't sure cuz it looked like it went over the shirt, which the short skirt dont do

severe ridge
#

it does on shirts, not on t-shirts i guess 🤔

#

the tucking right?

long grove
#

yea

wary cipher
#

Since no one is mainting the mod

#

and 41.40 broke it

#

i decied to fix it

#

and maintain it for as long as i can

#

use this instead of the other mods of this mod 😄

wary cipher
severe ridge
lilac night
#

@zealous wing Love the story in your description! Gonna check out the mod tomorrow, hopefully.

severe ridge
#

if you attach a weapon item that has the flashlight options to it to a belt/holster, you still can use the light settings from that weapon. would be good for a flashlight that can be used on the side(without being held) and to smash something

vivid zinc
#

hey guys, i'm trying to recreate undeniable.info since it has been down for a bit now and has some issues in general

i'm just scrubbing the data i've extracted from recipes and i'm not familiar with the use of ; in a recipe. for example in this Hydrocraft recipe:

recipe Brush Teeth
    {    
        Toothbrush,
        Water=1,
        HCToothpasteopen;1,
        Result:Toothbrush,
        OnCreate:recipe_minorhyienic,
        Time:150.0,
        Category:Hygiene,
    }

does anyone know off the top of their head the difference between Water=1 and HCToothpasteopen;1? i assume it would be like... ; circumvents the UseDelta? but i'm not sure, figured i'd check here

severe ridge
#

you need one unit of toothpaste that its open to result on the toothbrush, which is the action to brush teeth

#

oh, and yeah, different kind of values prob

vivid zinc
#

couldn't it use HCToothpasteopen=1 in that case? if it just wanted one use of open toothpaste? (similar to the water)

severe ridge
#

it uses the whole thing? :v

vivid zinc
#

it seems like that must be the difference.. was being slightly lazy by asking here full disclosure haha 😛

#

i'm like knees deep in rails/react/graphql land and feelsbadman to launch the game and potentially get distracted lol

#

my friends and i use undeniable.info a lot - has sucked with it being down the last bit. so far i've created a python script to extract all recipes from base game/hydrocraft, loading it in to a sqlite database which i will use to power an alternate rails/react/graphql based version of undeniable.info - at the very least to host locally, but maybe if Nolan is done with undeniable.info, potentially could replace

vivid zinc
#

i tested in game and it seems exactly the same to me - it did not consume the whole open toothpaste, just consumed an amount according to the UseDelta - unless someone corrects me i guess i will assume these are the same 🤷‍♂️

severe ridge
#

sounds like it is lel

zealous wing
#

@lilac night Thanks. I might do more lore related stuff in the future. 🙂

fallow bridge
#

wait

#

C O N S U M E T O O T H P A S T E

#

oh hydrocraft

#

nevermind

zealous wing
#

@vivid zinc the ';' in a recipe indicates a single unit of that item. It's used most often in cooking recipes. Depending on the type of item, it either shaves a precentage from hunger or a percentage from the depletion bar.

#

E.g., if an item has 10 hunger and you have a recipe that uses ;1 of that, it takes 1 Hunger from the item. So it now has 9 hunger.

#

If it's a drainable, it will take 10 percent of the item. So if you have an item that is at 80 percent, ';1' will drain it to 70.

#

Unless I'm misremembering something.

#

That's how I've been treating it.

#

Robo, are you making a toothpaste mod? Because no joke, I had a notion to do that.

severe ridge
#

defense is 100% tied to blood location in clothing lol

#

is there a list for blood location? there's only groups in vanilla, not selectable by part

zealous wing
#

I BRING YOU DENTAL HYGEINE

#

KNEEL BEFORE MADMAN

hollow sundial
#

Tasty

vivid zinc
#

@zealous wing thanks! and nah just trying to make an informational website like undeniable.info and running in to stuff i hadn't seen before when parsing the recipes

heady kiln
#

how do you upload a mod to the workshop?

abstract raptor
#

Arghh

heady kiln
#

i suspected that may be the answer when i typed the same thing into google and saw pictures of the command prompt

long grove
#

blair literally released a few drug mods a few days ago

heady kiln
#

anyone else remember that story about a finnish soldier in WW2 who took an entire platoons worth of meth and ran without sleeping for 2 weeks through a minefield to rescue the rest of his team?

long grove
#

ye blair is pretty cool modder

#

he probably isn't here right now, only tends to talk when he releases a mod

abstract raptor
#

is there a line of code I can add to weapons that allows for it's name to be changed like the title of a book

#

(notebook)

wary cipher
long grove
#

yknow, i guessed this is what you were planning

#

still cool regardless

wary cipher
#

:p, well yea

#

maybe in the future if i get better i can do things more decent

#

i am learning as i go and i would love to have the furnace be a static object

wary cipher
#

this is the last mod i'l do for a while

long grove
#

weren't you making a battery charger?

wary cipher
#

I am, but i wanne learn more first so i can make a decent one, something that you pickup like a generator, connect to the grid and it has a container only accepting batteries and it will over time slowly recharge the batteries

#

gonne be a headache for sure

long grove
#

if you do get working tiles, youll be more advanced than hydrocraft

wary cipher
#

i am not trying to be more advanced then anyone ^^ but having an item and then have it used from the ground is alot easier then having a static object and the result is the same, i guess it just comes down to time and knowledge or patience

long grove
#

just sayin, everything in hydrocraft is an item

wary cipher
#

that is the same for all of my mods

#

hydrocraft is also a big project, i think it is easier to take the easiest route

#

but then again if you get the code done once then you can copy paste for the future

#

ive only been doing this for little over 3 weeks

#

so mutch to learn

long grove
#

you've already pumped out a bunch of mods, almost at the speed of blair

#

take it at yer own pace

wary cipher
#

blair?

#

my mods are not that big either

long grove
#

advanced gear and so on

wary cipher
#

that is mutch more advanced

long grove
#

you're still a good mod dev for being as new as you are regardless of how simple it is

wary cipher
#

now that i have taken the propane station mod under my wing i learned alot from the code, so i feel confident i can get something going one day

#

also corona is making alot of my time into free time

long grove
#

also, what does the propane mod do? not sure what it does past making the tanks more common, weigh less and have more proane in them

wary cipher
#

well it adds in propane stations

#

where you can go and fill up your propane tanks

long grove
#

oh, sick

wary cipher
#

the original mod added in the propane tank stations and made propane tanks not disapear, i just updated it for b41.40 becouse propane tanks changed and while i was at it i also decied to just double the capacity of both

#

since a propane tank only had 4 refills on a propane torch

long grove
#

i presume it is just vanilla items?

wary cipher
#

it overwrites the vanilla propane tank

long grove
#

oh sorry i mean the metal working mod

#

i presume its just vanilla metal stuff?

wary cipher
#

Yea, its a way to basicly smelt up metalsheets,smallmetalsheet,scrapmeta,metalbars,metalpipes,unuseablemtals,nails and screws into metal ingots

#

if u only want sheets u can turn the rest in sheets

long grove
#

can you melt other things like pots or pans or so?

wary cipher
#

no

#

but it should be not alot of work

#

to get pots,pans,spoons etc in

#

i felt i wanted to still motivate ppl to go out and dismantle

long grove
#

ye ye, i just feel like forks and other similar stuff has no use

wary cipher
#

i do agree that maybe adding in those would be a better idea

long grove
#

same for hydrocraft but i wouldn't want you to suffer through hydrocrafts items

wary cipher
#

i never used it

#

i decieded not to so i would not be influinced

long grove
#

thats fine

#

you've already done a lot of work i reckon

wary cipher
#

work of what?

long grove
#

on making this mod

wary cipher
#

as "basic" as it looks, ive a few hours yes

#

😄

#

i will be adding in the pans and pots on a later date

long grove
#

totally fine, do it as you feel

wary cipher
#

this are for example the recipes

#

without any of the fancy stuff

#

making sure it is all tested and working is the most work

long grove
#

and where do you find this stuff? hardware/warehouses?

wary cipher
#

the butane tank, butane gas smelter, ceramic curcible and crucible tongs spawn in toolstores,metal shelves, storage unit, garages etc

#

the other stuff is crafted

#

from vanilla items

long grove
#

alright, can you refill butane tanks or is it like propane tanks?

wary cipher
#

butane tanks cannot be refilled

#

but they last a bit

long grove
#

alright, because i can feel that becoming an handicap depending on how rare they are but i have yet to use the mod so

wary cipher
#

i could fix that by having the butane gas furnace also be filled with propane

#

beats the creation of butane in the first place xD but hey its a thing now

long grove
#

ah, sorry, i just tend to think long term

wary cipher
#

in reality that is possible

#

butane tanks are easier to find then propane tanks, if you use the propane stations then you have an easier time finding propane tanks aswell and you can refill them, thus kinda beating the purpose of butane, but it is still fun to have so i'd keep it around but have the furnace also be refilled with propane

long grove
#

you could maybe make it an addon or separate version?

wary cipher
#

seperate version BUTANE STATIONS

#

lol

#

total ripoff of this guy his code

#

just copy paste

#

here and there

#

done

#

xD

long grove
#

i mean like, a version where you can refill the tanks and one where you dont

wary cipher
#

i think the mod comes from build 39

long grove
#

didn't even know this mod existed, only knew of the mod that lets you fill up propane tanks using gas pumps

wary cipher
#

ugh

#

sound unrealistic

long grove
#

yea, it was either that or suffer without propane tho

wary cipher
#

propane tanks only spawn in garages, storage units and gasstations, ive added a 1% change to spawn in metal shelves in the station mod and i added them in toolstores aswell

#

just a little increase to find a tank

#

then they r doubled

#

the stations r doubled

#

stations are not always full btw

long grove
#

ye, most of your mods are always use for me now

wary cipher
#

if they generate it will take 800 and then do a random 0 to 200 and subtract that from the total fuel of 800

long grove
#

and the pumps are infinite unless the power goes out or you have no generator connected?

wary cipher
#

they don't need power but they are not infinite

#

they are just big

long grove
#

like gas station big?

wary cipher
#

and there are multiple stations

#

When refueling an empty propane tank it only takes a few % away

#

every town has 2 aswell

#

i doubt you wil ever run out of propane xD

#

i am going to bed, for tomorrow i'l take a look changing some of the things you said, they do make sense ^^

long grove
#

ah, thanks a ton

#

these mods have already made life a bit easier in pz

wary cipher
#

i like the planks the most, but i noticed a problem in the sprite so i need to take a look into that, ive also found a typo in another mod of mine

#

things are not perfect 😄

#

i also wanted to add in more for the bag mod

#

oh man

#

anyways gn ^^

long grove
#

gn

vivid zinc
#

saw some people mentioning undeniable.info being down in here.. just wanted to share some exciting progress i've been making on re-creating it with react/rails/graphql :D. still a WIP but getting there!

severe ridge
#

is there an easier way to make stuff spawn in survivors house? or its just in the distribution table?

severe ridge
#

anyone messed with procedural distributions? i tried so many different ways, no avail

severe ridge
#

yeah, i can create them and everything but it doesnt seems to merge

#

gave up

radiant ginkgo
#

New ZAZ-968M

grand walrus
#

yay, this thing has it's trunk on it's front!

radiant ginkgo
#

@grand walrus Don't confuse it! 🙂

grand walrus
#

@radiant ginkgo it's kinda funny how this happy looking piece of soviet glory turns into perfect zombie squasher when you can't damage it's engine 'cuz the engine is in it's back

radiant ginkgo
#

@grand walrus That would be cool! But this can't be done in PZ 😦

grand walrus
#

mirror the model and tell people to drive backwards if they want to drive forward looking car! you gonna need some compromises for this cutie

radiant ginkgo
#

Funny 😄

wary cipher
#

looking good

wary cipher
#

how many ppl would be interested into a modding stream?

abstract raptor
#

a modding stream?

#

what mod you working on ?

wary cipher
#

get on stream, decied on a small mod to make, and make it with some explenation

abstract raptor
#

I've been looking for help with getting text to spawn inside the writeable books I made.

wary cipher
#

do you have any lua for that?

#

have you found the functions used for the vanilla ones?

abstract raptor
#

We were looking at a similar mod that used to work back in the day

#

Survivor Journals

#

it made procedural journals that would show up

#

it doesn't work anymore

#

but it has a decent sort of framework for us to go off of

#

And I was able to make like I said, writeable books

#

by editing the Items_Literature.txt

#

The goal of course is to create a mod that adds a new reading experience to PZ

#

with a lot of public domain books to go over

#

I was also able to extend the number of pages a book can spawn with by quite a lot

wary cipher
#

i doubt i can help you out

#

ive been headsdeep into delta

abstract raptor
#

All I need to do is be able to get just one writeable item spawn with a prewritten amount of text

#

We figured out that the text from writeable items is actually saved in player.db in the save file

#

But we were thinking we could get either a lua file or an xml to have the text it'd pull from

zealous wing
#

Is the new watches/jewelery bugged to high hell for anyone else?

severe ridge
#

just the icons for me

zealous wing
#

All the icons are broken, and some of them can't be worn or used, and cause console errors if you try.

severe ridge
#

for no udder reason

zealous wing
#

Same.

severe ridge
#

but they are all working pretty well for me

zealous wing
#

Hmm.

severe ridge
#

i mean, i reinstalled the game twice

#

lmao

#

still no icon but i can use everything

#

i feel like some errors are too mystical for me to touch :B

zealous wing
#

Yeah, I try to wear any of the watches I get this as an error:
`function: createItem -- file: ISClothingExtraAction.lua line # 55
function: perform -- file: ISClothingExtraAction.lua line # 38

LOG : General, 1596410002629> bugged action, cleared queue zombie.characters.CharacterTimedActions.LuaTimedActionNew@2cc5d074`

severe ridge
#

i dont know if i tried without the gear mod

#

but i will rn

#

do you use it?

#

not related at all :B

zealous wing
#

Yeah, I have gear.

#

Didn't think it might bi an issue w/ mods.

severe ridge
#

its not :f i just don't seem to get the icons downloaded or the path is incorrect

abstract raptor
#

Teaser for Classical for the Dead's voice acting

wise wigeon
severe ridge
#

:f

#

Ⓜ️ 🇵

abstract raptor
uncut depot
#

If you do all these SNES titles, but skip Earthbound, Chrono Trigger, and Secret of Mana, we can't be friends anymore, Aza.

abstract raptor
#

I was getting to those jeez

#

I have an actual modding question tho

#

Can I make my own distributions file or do I have to edit the pre-existing one?

uncut depot
#

You can, though I'm not fully clear on how

#

I've seen tutorials on how. Somewhere.

abstract raptor
#

heh for now I'll just focus on writing the script

#

I might make it so each of the games has its own icon too

uncut depot
#

I'll try to get a solid answer from someone. Maybe someone here will beat me to it.

viral spire
#

Anyone here heard of SCP-3008? The infinite IKEA?

#

Would be interesting to see a mod for PZ based off that.

fast latch
#

I have questions about making custom loot table. I tried some solutions on the forum, but all didn't work for me

viral spire
#

Giant IKEA store, several Staff wandering around and ignoring you during the day then night flickers on and they all give chase while telling you to leave the store.

fast latch
#

I tried this kind first: require 'Items/SuburbsDistributions'

table.insert(SuburbsDistributions["EPtoolsLong"]["shelves"].items, "Axe");
table.insert(SuburbsDistributions["EPtoolsLong"]["shelves"].items, 40);

table.insert(SuburbsDistributions["EPtoolsLong"]["shelves"].items, "Base.WoodAxe");
table.insert(SuburbsDistributions["EPtoolsLong"]["shelves"].items, 40);

table.insert(SuburbsDistributions["EPtoolsLong"]["shelves"].items, "Base.PickAxe");
table.insert(SuburbsDistributions["EPtoolsLong"]["shelves"].items, 40);

#

didn't work

#

then this one:

#

SuburbsDistributions["EPhardwareFaster"] = {
rolls = 6,
items = {
"Base.NailsBox", 20,
"Base.NailsBox", 10,
"Base.NailsBox", 5,
"ScrewsBox", 10,
"ScrewsBox", 10,
"Base.Padlock", 5,
"Base.CombinationPadlock", 5,
},
fillRand = 5,
};

#

also didn't work

wary cipher
#

i use itemzed

#

makes life easy

fast latch
#

what's that?

#

found it

#

im gonna look into it now. Thanks!

fast latch
wary cipher
#

You can't this are you options, it is a bit limited

#

but easy

#

have it make a script and change the building

#

see if it works

fast latch
#

I have never write a script before TAT

#

any lua example of adding new rooms to the distribution table?

lyric drum
#

Are there any French gun mods?

quaint nightBOT
severe ridge
#

every time i try to create custom configs for reloading it makes the character put their hands up like an emote lol

native plover
#

🤣 👍

severe ridge
#

is it possible to make a custom duplicate of the doublebarrelshotgun reload type?

coral folio
#

I am making my first attempt at modding and have run into a problem. When I add the file to the /mod folder and load it still isn't showing in the mod selection page. I thought maybe it would just be automatically added if in that folder, but starting a new game did not include anything I had put into the mod. Is there something I am missing that is just so obvious to experienced modders that they don't include it in tutorials?

coral folio
#

I also tried the /workshop version without success

fast fractal
#

are you adding it in your user data directory or directly in PZ installation folder?

#

C:\Users\username\Zomboid\Workshop\Pillow's Random Scenarios\Contents\mods\Pillow's Random Scenarios example of how mine is set up

coral folio
#

When I attempted the workshop method, that is the folder layout I used yes.

coral folio
#

Wait... user.. I need to verify that when I get home

rocky lynx
coral folio
#

Thanks Pillow. I suspect I know the issue after readding it. I think I was accidentally making adjustments in the installation folder

#

Now I can at least test to see how to get the thing functional! I greatly appreciate the redirect.

quasi prism
#

Do you think it would be possible to program a turret into the game?

long grove
#

don't think so, without it being something like a reskinned npc

quasi prism
#

thats what I was thinking.

#

have something stationary with the ability to shoot

long grove
#

should totally be possible but it would be janky with how npcs are right now, you'd also somehow have to replace the models

quasi prism
#

tru

severe ridge
#

you can probably code a superb survivor to not move by command and reskin it as a turret lmao

#

it bleeds

abstract raptor
#

can anyone assist me in constructing a recipe for my super nintendo mod

#

I want the games to be playable to reduce stress and boredom

#

like

#

would this work?

#

recipe Play Super Mario World
{
SuperNintendo, SuperMarioWorld
Result: SuperNintendo, SuperMarioWorld
Time: 500.0,
UnhappyChange: -25,
StressChange: -25,
BoredomChange: -50,
}

#

nope that didn't work

severe ridge
#

what didnt worked? D:

#

im not really sure about stats in the recipes but might trigger with OnCreate:

abstract raptor
#

yeah I wound up jacking some code

#

mwahah

severe ridge
#

b0y, i just wanna know where reload types are defined so i can make custom ones :B

#

i fiddled everything i could in player actions and scripts, no cake

#

or pie cherrypie

#

closest you can get is model swap by function end, but not the tied reload time swap

long grove
#

the trick is to copy and paste all your code

severe ridge
#

you cant create reload types by just making a different variable for it

#

ive tried in different ways

fast latch
#

Anyone know how to add a new room to the loot table?

severe ridge
#

asides from the load/rack/unload files

<animNode>
    <m_Name>LoadHandgun</m_Name>```
what do i need to set to use as custom?
placid delta
#

Would anyone be interested in a character editor program?

long grove
#

like in game?

severe ridge
#

every tool from you is more than welcome man :v but how come?

lilac night
#

@severe ridge Hell yeah

#

Go combat witch go

severe ridge
#

xD lulul ❤️

abstract raptor
latent orchid
#

Would be cool if you could link certain sound bites to actions so that it makes player say catch phrases when they kill a zomb

#

like using a bat, knife, spear etc says diff funny things

#

or depending on moodle being present like panic maybe

abstract raptor
#

Hmmm

#

that's actually a cool idea

#

I wonder if there's a code I could use to make sure the right gender voice is used for the character

severe ridge
#

to equip a mask 🦍

long grove
#

thought this was a riot helmet lmao

severe ridge
long grove
#

what benefit does this provide tho

severe ridge
#

its like that bomb suit from swatpack

#

full protection but slow

#

but you can take part by part with this armour so you can balance as you wish :B

long grove
#

i mean the opening and closing of the helmet ;>

severe ridge
#

oh

#

fullhelmet to helmet

#

you can wear masks

#

like taking the hood off the poncho lets you equip a head equipment

#

and well, theres the toxic mod, you need masks for that

long grove
#

i don't even think its possible to find a full set of armor in one map so

severe ridge
#

no much applications

#

nope

long grove
#

never found the chest or leggings

severe ridge
#

i mean, possibily

#

but very hard

long grove
#

make it craftable already, REEEEEEEEEEEEEE

severe ridge
#

i rlly thought about that, just for the armor, taking out of the drop table and applying for a high lvl craft

#

but would almost work a duplicate for armor crrafting book in hydrocraft

#

that doesnt even work anymore :B

long grove
#

armor doesn't work in hc?

severe ridge
#

i think hc armour isnt working in 41 yet

#

only if tied to the armour mod, maybe 🤷‍♂️ havent tried

#

only used hc in mp

long grove
#

armor mod doesn't really work either

severe ridge
hollow sundial
#

Finally I can kiss egirls after donating 1 million pounds to their twitch by lifting up my white knight helmet 😎

severe ridge
#

HAHAHHAHHAAH thats the best use, i believe

#

gotta be a white knight armour tho

#

should i make it tintable? lol

#

would be a mess

long grove
#

make it so that if you run into a wall the helmet closes

severe ridge
#

AHHAHAAHAHAHA i wish

#

and ur mask would fall

drifting ore
#

thats gorgeous

lost spear
#

So,
Question y’all. Is there a way to remove the diminishing returns of repairs for a certain item? Ie a vehicle trunk. Or is that hard coded?

hollow shadow
#

Is it possible to make explosion knock down zombies? atm they either die or get small knockback.

fast fractal
#

zombieobject:setVariable("bfalling",true) maybe something along those lines

hollow shadow
#

@fast fractal and i just put "zombieobject:setVariable("bfalling",true)" in the script?

fast fractal
#

Oh not exactly that's some psuedo code. You gotta determine the zombieobject somehow

hollow shadow
#

errr

#

what

#

I dont speak code xD

fast fractal
#

Like - zlist = getPlayer():getCell():getZombieList(); returns an array of all the zombies by the player

hollow shadow
#

I still have no clue what all this means, and how i use it

fast fractal
#

I would recommend taking someone else's mod and changing it to do something else slightly. Your question is possible, but not simple to implement

hollow shadow
#

I dont know any mods that do this

fast fractal
#

You'll have to learn a bit about coding and the relevant in game things to make that happen

hollow shadow
#

otherwise i would have looked there already 😛

marsh beacon
#

Idk what you are looking for specifically to reference from but nolon's landmine mod had a strong knockback for the explosions

hollow shadow
#

Is it possible to make existing furniture craftable? for example a metal table? or one of the smooth wooden tables?

#

i guess its not? since i cant find the furniture anywhere in the game files

long grove
#

yes

fallow bridge
#

Yes.

abstract raptor
#

Custom tile sets in a more build mod expansion? Would that be doable ?

latent orchid
#

are custom tilesets possible in b41?

abstract raptor
#

well there's maps that utilize custom tile sets

long grove
#

probably

severe ridge
severe ridge