#mod_development
1 messages · Page 431 of 1
Can you remind me how do i print stuff in console? print("message")?
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)
Thanks. Returning to modding PZ after half a year is quite painful
are you on B41 or B40
The DMC DeLorean. I've seen one on the Workshop
I'm prefer 41, if you're asking me.
Yeah I was/am following the vehicle mod guide on the forums
eventually cars will have animated interiors
Oh wow that's great
i believe thats out of date
Ah well shucks
a lot of the mod guides have to be updated
Yeah I have only recently returned after years away
maybe hurley can help
lol
help this individual
cuz god knows where fillibuster is
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
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
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
@coral yarrow You're late, I made a DeLorean model a long time ago 😛
No
I thought it was out of date
Need to update...
So my options are/were to convince you to update yours or make my own. So here i am..
Show your model
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
Looks so-so, too flattened
:/
yeah that's too many eh?
My model have less
Yeah this model has an interior
I figured I would end up turning it into a solid block like PZ cars in the process
You can make your own model
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..
oof 7k
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?
get public content, edit, it's yours.
I am literally willing to pay lol
Yeah, as a graphic designer, I have worked similarly
So I figured I could save myself the time of learning a whole new art/program
In General, make your mod based on someone else's model, no one forbids you to do it 🙂
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
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
You can leave it like this, since my models are under 5K+ polygons 🙂
whomst awoken me
But also, I didn't realize that guide was out of date
Greetings Hurley. I fear you were summoned on my account.
It's better to ask people who already know about it
I can help you with that
If you want
Ah
mhmm lol
@long grove under step 0,5: learn how to use blender
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.
I sent a tutorial on how to use blender for lowpoly models
it's a pretty good channel
Ooh where would I find it?
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)
...
Thanks so much!
This is a very simple start to our model going over some of the most common shortcuts and processes we'll use in making our car.
the next part will continue modelling.
Thanks.
This will truly teach you the fundamentals of what you want
Here's something I made with no prior experience in 3d modelling
:D Looks good!
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
@stark parcel Oh, okay. Are you making your own gun mod for the workshop, or is it just for private use?
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
@stark parcel I like your crossbows mod btw, really well made
Enhancements and Fixes for Superb Survivors:
https://steamcommunity.com/sharedfiles/filedetails/?id=2179323807
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?
there is a helicopter class that has an isActive() function
Ah, that is great to know!
yeah np, not sure how to actually access it via like a "get" call in lua
Yeah not sure either, but I'll figure it out
oh maybe in IsoWorld, there is some stuff that looks promising
oh? alright
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
Ah yeah I have a java tool, forgot about it
I use JD-GUI helps a lot 🙂
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
you can call heli by testHelicopter() global LUA func
oh? that may help
so when player enters your designated area - just call this func
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
well.. you can't control helicopter it's hardcoded in java
I see
cool so you could spawn it yourself and set some kind of timer..
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
yes if the object is exposed to LUA
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
Aah, alright
np 🙂 have fun
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
yep there's should be a state somewhere saying if heli is active
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
@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!
@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
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.
Damn
@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
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
We need a mod to crash that damn helicopter
need a mod that just reimplements the whole chopper in lua so we can do whatever the hell we want with it 😄
Apache horde killer chopper
i wanted to do something similar...sometimes the choper trolls like normal, sometimes it guns everything down for you..or takes potshots at you
Or napalm bomber
rockets lol... lots of potential
fortunate son starts playing
@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
Guys you can make your own heli event 🙂
just play heli sound and do addSound() - it will attract zeds
or just do a chopper sound with ur mouth as u run around sprinting
@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.
Oh? I could definitely use that!
@river plinth So you basically want to copy/paste java code into LUA script?
this is cool but depends on exposed things again..
Naw, just rebuild a lua version of the java functions.
The helicopter java isn't complicated.
Would anyone be interested in assembling and painting scale models in PZ?
I.e. model cars, tanks, planes, etc.?
like a hobby task?
sounds fun
would be nice to do something like that on a rainy day or so
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
@long grove Yeah, in a nutshell. I had an idea for a mod.
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.
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.
you could probably right click and send it to places you could see
You could wire up fire bombs and pipebombs to it like some CoD shit.
would be neat if you could place the finished models like you can with furniture
Yeah, it would.
@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
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"
lol
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
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?
@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
Okay so you DO need to include an .lua file w/ code in order to make a txture replacement mod?
In the proper file structure?
it's simply in the mod folder under the texture folder
Oh instead of overwriting existing ones. I see. Good point
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.
Type in Eypatch in workshop 😉
I struggled for a while just to find the folder where mods were being downloaded to. There's so many different places lol
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
Right, not as simple as dropping them into the several MODS folders that are created lol
Well Steam is modular; each game is separate from the workshop.
Ooo new voice work Azakaela ? Nice! The last work was phenomenal; had a true sin city vibe to it.
it's for the preacher character 😄
Yeah, Raven did a bang up job with the Private Eye
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.
Hmm... I'm afraid not 😦
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.
(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)
Nice.... I mean makes sense on their end; they've got their hands full pushing the anim build towards hunting
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
heck yes
I could possibly rig it so it plays those during the kids tv shows
There is currently a mumbling type noise when you're watching tv broadcasts
If you dare to turn the volume up lol
I'd have to go digging. I think I listened to it the other day when me and Peach were doing some digging.
i will have a look at the endless snow mod at some point later on when i am not high on acetone fumes
Project Zomboid game by The Indie Stone. Song composed by Zach Beever.
This one is a hidden gem.
Should be the title them imo
I am convinced that the noise when hammering(carpentry) actually plays notes from the original theme
Steamlibrary/steamapps/workshop/content/108600
108600 is a number forever burned into my brain
lol
quick tip: navigate to that folder and add it to quick access
mhmm
saves a lot of headache
thx
lol addshortcuttodesktop
hahaha; the way it's going Azakaela you'll end up getting 108600 tattooed somewhere
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
noted
lol.... it's not glue
same vibe tho
why insufflate nail polish remover; ephedrine is legal
adds glue sniffing mod
sniffing glue would make your character less depressed and stressed, but reduce their movement speed
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
lol; i was thinking of adding a magic mushroom mod with an animated shader similar to ambigious amphibians discords image
ambi amph joined my discord the other week -- never posted tho
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.
what does "triggerwinteriscomingstorm" actually do, obviously it uses the effects from that challenge, but what exactly are the effects
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
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
okay go check the ceaseless rain next
wait i think i am stupid
-- 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
-- );
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?
the numbers are decrees C?
Correct.
In the rain code it calls it "Florida"
or aprox miami florida
you should be able to crank that down
so top is rain/snow, second is highest temp, third is coldest, and foruth is what?
4, --amount of degrees temp can go lower or higher then mean
check the rain code i posted
is rain/snow percentage chance per day?
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
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?
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
ill change -100 to -70
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
and this mod should override whatever sandbox temp settings are set?
i'd probably set it from -20 to -50 with a 10 or 15 degree variance to test at first
that is correct
ill start with extreme just to see if ive done it right
if it's running it'll hijack the weather console commands
if i die in 2 seconds ill know it worked
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)
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?
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
yes, i was just wondering which folder i would actually move, the one with the name or the one with the numbers
the name
ok
the number is a steam workshop reference number
nice!
it worked
its -36C indoors
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
17C next to a fire
though it dropped to 15
and that's wearing full insulated clothing?
no thats in a shirt and jeans
rgr
ill spawn clothing in and see how i do outside
some decent stuff
2 hours in -74C and its not too bad
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?
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
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
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
make it -100C
it'll hit -90 on a cold day
is this on normal settings?
the mod should work on anything including challenges, it overrides the game's settings
oh, so what happens if i use very cold? same as normal?
the sandbox temperature setting should have no effect, the mod takes control of temperature
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
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
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
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?
you don't, p e r i s h
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 :/
Hi
Looking sexy, hot pixel womans
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
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
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%?
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
there's no master setting for the randomised world spawn to your knowledge?
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
Check IsoWorld maybe?
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
Aaah, makes sense
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
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
@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
hey thanks, that might be easier than modding the loot tables
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
Someone drove through the tomato field's.
Zedmatos
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
@wise wigeon Ahahahaha
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?
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
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
@spiral plover https://www.tutorialspoint.com/lua/lua_loops.htm
Lua - Loops - There may be a situation when you need to execute a block of code several number of times. In general, statements are executed sequentially: the first statement
Maybe?
@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
@spiral plover you can't modify java code in mods..
Not trying to modify the code, but trying to set variables
I assume I can only call functions though
@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?
tfw the 3d preview has better lighting than pz
@long grove Photoshop does its job, but I'm a noob at it so it could look even better 🙂
is this a sports car or?
@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
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
@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 😄
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.
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
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"
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?
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 💀
Hahaha, well, you chose to stick your dick in that blender 😄
Oh god
Pp soft as hell
I basically abandoned everything for now
Literally dick in the blender
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.
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
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.
Got it, thanks guys
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
Well, nothing worth doing is easy and all?
Challenging hobbies are as much about the journey as the destination.
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
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?"
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
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.
It's true, just like wanting to code without learning a language/library
Learning/teaching is actually a fascinating subject all on it's own; much more complex that people may expect it to be.
So many people
Plus the attention to detail and minor discipline required just to format stuff properly.
A lot of people get hung up on that alone.
I've watched so many YouTube tutorials, we didn't had internet like this back then 
I usually make drawings and designs before I can get my hands dirty :v but that's all college process stuff
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>
someone know where now i can looks recipes for hydrocraft?
site http://undeniable.info is down
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.
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.
@wise wigeon I think you can generate them online and just jam them in...
@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...
Did i really do this? I think my boomer dementia is kicking in
We're all halfway there, at least it's sometimers and not alltimers lol
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
blair
any idea where it saves the text from journals in game?
custom horde sounds (max intensity), big thanks to the voice actors 🙂
@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.
I think you meant Ravenim 🙂
I honestly didn't even know the journals were functional lol
no, I'm saying that I'm not the same person as AuthenticRavenim 🙂
@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
oh I see 🙂 alright
Your zombie horde sounds frightening though! good work!
thanks 🙂
@coral yarrow You were right -- the game stores the text in the save folder, inside player.db
Revision of old ZAZ-968M mod - new model(texture will be later) and new tire model
Finished the 'map' I was working on earlier:
https://steamcommunity.com/sharedfiles/filedetails/?id=2183283602
Honestly I'm not too keen on delving into mapping again anytime soon.
Imma apply some tactical armbands today as a try on the cosmetics items
out of curiosity, how does this connect to the rosewood dirt roads?
also paw low that skirt from #creativity is from ur mod right?
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
ooh
wasn't sure cuz it looked like it went over the shirt, which the short skirt dont do
yea
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 😄
made use of the sprite and changed it into the item for the propane tank
yay, switch-able sides elbow bands :U
@zealous wing Love the story in your description! Gonna check out the mod tomorrow, hopefully.
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
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
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
couldn't it use HCToothpasteopen=1 in that case? if it just wanted one use of open toothpaste? (similar to the water)
it uses the whole thing? :v
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
getting there
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 🤷♂️
sounds like it is lel
@lilac night Thanks. I might do more lore related stuff in the future. 🙂
@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.
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
Tasty
@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
how do you upload a mod to the workshop?
Arghh
i suspected that may be the answer when i typed the same thing into google and saw pictures of the command prompt
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?
ye blair is pretty cool modder
he probably isn't here right now, only tends to talk when he releases a mod
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)
@long grove, Get ready for smelting soon!
: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
this is the last mod i'l do for a while
weren't you making a battery charger?
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
if you do get working tiles, youll be more advanced than hydrocraft
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
just sayin, everything in hydrocraft is an item
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
you've already pumped out a bunch of mods, almost at the speed of blair
take it at yer own pace
advanced gear and so on
that is mutch more advanced
you're still a good mod dev for being as new as you are regardless of how simple it is
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
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
oh, sick
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
i presume it is just vanilla items?
it overwrites the vanilla propane tank
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
can you melt other things like pots or pans or so?
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
ye ye, i just feel like forks and other similar stuff has no use
i do agree that maybe adding in those would be a better idea
same for hydrocraft but i wouldn't want you to suffer through hydrocrafts items
work of what?
on making this mod
as "basic" as it looks, ive a few hours yes
😄
i will be adding in the pans and pots on a later date
totally fine, do it as you feel
this are for example the recipes
without any of the fancy stuff
making sure it is all tested and working is the most work
and where do you find this stuff? hardware/warehouses?
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
alright, can you refill butane tanks or is it like propane tanks?
alright, because i can feel that becoming an handicap depending on how rare they are but i have yet to use the mod so
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
ah, sorry, i just tend to think long term
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
you could maybe make it an addon or separate version?
seperate version BUTANE STATIONS
lol
total ripoff of this guy his code
just copy paste
here and there
done
xD
i mean like, a version where you can refill the tanks and one where you dont
i think the mod comes from build 39
didn't even know this mod existed, only knew of the mod that lets you fill up propane tanks using gas pumps
yea, it was either that or suffer without propane tho
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
ye, most of your mods are always use for me now
if they generate it will take 800 and then do a random 0 to 200 and subtract that from the total fuel of 800
and the pumps are infinite unless the power goes out or you have no generator connected?
like gas station big?
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 ^^
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 ^^
gn
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!
is there an easier way to make stuff spawn in survivors house? or its just in the distribution table?
anyone messed with procedural distributions? i tried so many different ways, no avail
yay, this thing has it's trunk on it's front!
@grand walrus Don't confuse it! 🙂
@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
@grand walrus That would be cool! But this can't be done in PZ 😦
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
Funny 😄
looking good
how many ppl would be interested into a modding stream?
get on stream, decied on a small mod to make, and make it with some explenation
I've been looking for help with getting text to spawn inside the writeable books I made.
do you have any lua for that?
have you found the functions used for the vanilla ones?
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
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
Is the new watches/jewelery bugged to high hell for anyone else?
just the icons for me
All the icons are broken, and some of them can't be worn or used, and cause console errors if you try.
for no udder reason
Same.
but they are all working pretty well for me
Hmm.
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
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`
i dont know if i tried without the gear mod
but i will rn
do you use it?
not related at all :B
its not :f i just don't seem to get the icons downloaded or the path is incorrect
If you do all these SNES titles, but skip Earthbound, Chrono Trigger, and Secret of Mana, we can't be friends anymore, Aza.
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?
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
I'll try to get a solid answer from someone. Maybe someone here will beat me to it.
Anyone here heard of SCP-3008? The infinite IKEA?
Would be interesting to see a mod for PZ based off that.
I have questions about making custom loot table. I tried some solutions on the forum, but all didn't work for me
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.
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
what's that?
ItemZed Scripts & Distribution editor. Welcome to ItemZed! ItemZed is a development and modding tool that is used to edit the contents of script modules (foodstuff items, weapons, recipes etc) and the distribution table that dictates where different in-game items can be found ...
found it
im gonna look into it now. Thanks!
@wary cipher How can I add new room?
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
I have never write a script before TAT
any lua example of adding new rooms to the distribution table?
Are there any French gun mods?
A new Mod has been Published!
Harder Hotwire Nerf
https://steamcommunity.com/sharedfiles/filedetails/?id=2169538919
every time i try to create custom configs for reloading it makes the character put their hands up like an emote lol
asdfghjkl im almost there :C
🤣 👍
is it possible to make a custom duplicate of the doublebarrelshotgun reload type?
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?
I also tried the /workshop version without success
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
When I attempted the workshop method, that is the folder layout I used yes.
Wait... user.. I need to verify that when I get home
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.
Do you think it would be possible to program a turret into the game?
don't think so, without it being something like a reskinned npc
should totally be possible but it would be janky with how npcs are right now, you'd also somehow have to replace the models
tru
you can probably code a superb survivor to not move by command and reskin it as a turret lmao
it bleeds
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
what didnt worked? D:
im not really sure about stats in the recipes but might trigger with OnCreate:
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 
closest you can get is model swap by function end, but not the tied reload time swap
the trick is to copy and paste all your code
you cant create reload types by just making a different variable for it
ive tried in different ways
Anyone know how to add a new room to the loot table?
asides from the load/rack/unload files
<animNode>
<m_Name>LoadHandgun</m_Name>```
what do i need to set to use as custom?
Would anyone be interested in a character editor program?
like in game?
every tool from you is more than welcome man :v but how come?
xD lulul ❤️
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
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
gonna try to make this work like the hoodie clothingextra so you can open and close lol
to equip a mask 🦍
thought this was a riot helmet lmao
doing some retouches on this D:
what benefit does this provide tho
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
i mean the opening and closing of the helmet ;>
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
i don't even think its possible to find a full set of armor in one map so
never found the chest or leggings
make it craftable already, REEEEEEEEEEEEEE
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
armor doesn't work in hc?
i think hc armour isnt working in 41 yet
only if tied to the armour mod, maybe 🤷♂️ havent tried
only used hc in mp
armor mod doesn't really work either
yay, love when something works on the first try lmao, very rare
Finally I can kiss egirls after donating 1 million pounds to their twitch by lifting up my white knight helmet 😎
HAHAHHAHHAAH thats the best use, i believe
gotta be a white knight armour tho
should i make it tintable? lol
would be a mess
make it so that if you run into a wall the helmet closes
thats gorgeous
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?
Is it possible to make explosion knock down zombies? atm they either die or get small knockback.
zombieobject:setVariable("bfalling",true) maybe something along those lines
@fast fractal and i just put "zombieobject:setVariable("bfalling",true)" in the script?
Oh not exactly that's some psuedo code. You gotta determine the zombieobject somehow
Like - zlist = getPlayer():getCell():getZombieList(); returns an array of all the zombies by the player
I still have no clue what all this means, and how i use it
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
I dont know any mods that do this
You'll have to learn a bit about coding and the relevant in game things to make that happen
otherwise i would have looked there already 😛
Idk what you are looking for specifically to reference from but nolon's landmine mod had a strong knockback for the explosions
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
yes
Yes.
Custom tile sets in a more build mod expansion? Would that be doable ?
are custom tilesets possible in b41?
well there's maps that utilize custom tile sets
probably
figuringoutwherethatmappingis.jpg
takes a while but the armor can break by parts and layers -v-