#mod_development

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drifting ore
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Something is rising and it is not the shield hero

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lookin sexy

jade token
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Needs a window

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Looks super cool

radiant ginkgo
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@jade token Soon texture!

civic galleon
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@abstract raptor are all the survivor radio stations based on the same timing for song changes? I'm mainly asking because I wanted to up the song change rate to be only once a day and make entire day long mixes

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Primarily to play entire albums

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Or is it based on PZ code and not your own for the mod?

drifting ore
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Tagging along since i'm actually interested in this too

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I need to know this

civic galleon
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Ive already made my ogg files and they work, but the song change has been inconsistent. I know its unvoidable if I fast forward at all, but Im not experienced at all with LUA and skimming through the coding didnt net me the info I was looking for.

analog sandal
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this is done from wordzed I believe

abstract raptor
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๐Ÿค”

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It is done from Wordzed -- which, a lot of the stations are set to play songs from a random list every half hour

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@civic galleon

civic galleon
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oooohhh

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also

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found 71.0

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what do I get for winning?

analog sandal
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do we have a prize, aza?

civic galleon
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also, the main forum post for WordZed has a broken download link

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unless its because im not signed into an account on the indie stone forums

abstract raptor
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Oh lemme get you

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The version I use

analog sandal
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yh the link has been broken for some time

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oh, aza is already on it...

abstract raptor
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I need to make a new expansive tutorial for this

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my last one was kinda shit

civic galleon
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danke schon

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I wonder if there would be a way to make a settings option to increase or decrease these times in game

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also I take it the 30 mins is supposed to be real time?

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I guess I'll just play around with it. Thanks again!

civic galleon
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update on my progress

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the songs stopped changing if the adverts run out of lines to display

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currently using a macro to add tons of duplicate music note lines

civic galleon
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welp, that didnt work and was a huge waste of time. I give up. oh well

severe ridge
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also I take it the 30 mins is supposed to be real time?
@civic galleon ye, if its in the world settings.

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songs seems to last as long as the actual running script doesn't changes because of time duration

civic galleon
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I used WordZed to edit the times. song changes rarely happened at the set scheduled times. That was always an issue for me, even before doing any editing

severe ridge
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i never tried that cd player thing tho, can you just change songs whenever you want?

civic galleon
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yea you can, but you'd have to find your cd you've made in a cd player

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at this point, I'd rather just keep the mod as is and listen to my own music through another out of game program

civic galleon
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Maybe I need to set the first broadcast to happen at noon and it'll make the song scheduling work...

willow estuary
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My patch/enhancement for Superb Survivors, SERIOUS SURVIVORS, has just received an update including:

  • FACTIONS: The simple beginning imlementation of a NPC Faction system; encounter, lone or in groups, Militia, Bandits, and other NPC Factions.
  • Further tweaks & improvments to Superb Survivior's AI and behaviour.
  • Integration with the following weapon mods: DD Mod; Paw Low's Loot; and SWAT Pack. (Just weapon items, I'm not touching that GUID mess)
    https://steamcommunity.com/sharedfiles/filedetails/?id=2179323807
severe ridge
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๐Ÿ”ฅ penisham ๐Ÿ”ฅ

drifting ore
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๐Ÿ—ก๏ธ penisham

severe ridge
civic galleon
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๐Ÿด penisham ๐Ÿ˜‹

severe ridge
drifting ore
civic galleon
severe ridge
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bone broken

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no boner

civic galleon
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Sorry, penis bone broke

severe ridge
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imagine having a peepee bone, 24/7 flat erection, terrible

civic galleon
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Prince alberts to attach chain to keep down would be a thing still

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At least it would be common

severe ridge
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๐Ÿ‘€ what a terrifying reality

severe ridge
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is there a way to make the throwable icon different from the throwable itself?

analog sandal
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pawlow, there were medical steel inserts before inner pumps became a thing

severe ridge
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OOoof

shadow geyser
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hi
I'm a super new to modding and using lua and I am hoping to try to revive the waterpipes mod that was discontinued. Ive spent the last few days reading the old code and some relevant bits of the lua for project zomboid. The way I see things, in the lua code, the mapobjects and the globalobjectsystems are what I should be looking at to be implementing them as so they will continue to update when they arent in loaded cells. I just wanted to ask just incase I was misunderstanding anything and should implement the water pipes using a different class or if anyone had any general advice for me. Thanks!

analog sandal
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I'm not familiar with that mod... plumbing itself is in the vanilla game already, do you mean that?

shadow geyser
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oh mb its not actually call waterpipes. Its the irrigation mod

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all the folders and symbols in the mod use waterpipe as the name for the functions and objects so I got them confused

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basically you can build water pipes between farming tiles and rain collector barrels and it will drain the water barrel to keep the plants water level up, so you dont need to keep hydrating each farm tile individually, as long as the barrel has water

long grove
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yea that mod was broken

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can't recall exactly why though right now

shadow geyser
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yeah when I read the steam page it said that it broke when plants and barrels were reimplemented into a different system in the game breaking the mod

long grove
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so you'd probably have to write it from scratch if they gave up on it i'd guess

shadow geyser
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yeah basically

long grove
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also don't know about the constantly loaded thing...hydrocraft didn't have that and probably for a reason

shadow geyser
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idk could take me forever to do it since im only just starting modding but it seemed like a nice challenge to push myself on

long grove
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do you have experience with lua or programming at all?

shadow geyser
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I have experience in programming but mostly in python

long grove
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well just letting you know, the further you try to mod the game the further you tend to have to find roundabout solutions based of what ive seen

shadow geyser
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mb they arent like loaded in, but like for example the rain barrels have a event that runs every ten minutes to check if it is raining to fill the barrel

long grove
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i don't know how that system all works, since something like solar generators doesn't work but farming does

shadow geyser
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and the plants have a similiar thing to update all their disease and growth

long grove
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might be a hard coded thing

willow estuary
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Oh good lord start with something easy.

Pretty sure the hydroaddicts have been trying to fix irrigation for years?

shadow geyser
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yeah it was a big scary when I opened a lua file and it was 1200 lines XD

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but I initially took it up because in my group of friends we've got like 1 dude who wants to do all the farming and cooking, while the the rest specialized into other stuff, but because of that none of us know how to take care of the crops

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and in a way, we cant really play without him without all his stuff dieing

long grove
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well you'd want to be by a well or river or other water source for farming first off then

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farming is a bit complicated if you do focus on that mostly

abstract raptor
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Hey so -- can I make my own distributions file so that my mod will be compatible with other item mods ?

abstract raptor
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Blair good one ๐Ÿ‘

abstract raptor
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PLZ

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someone tell me

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can I make a seperate distributions thing

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I want my mod to be compatible with other mods

abstract raptor
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recipe Play Smoke On the Water
{
GuitarElectricBlack/GuitarElectricBlue/GuitarElectricRed,GuitarAmp,
Result: GuitarElectricBlack/GuitarElectricBlue/GuitarElectricRed,GuitarAmp,
Time:2000.0,
Category:Leisure,
OnCreate:OKA_PVGStatModifier,
Sound:smokeonthewater,
}

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I borked this recipe

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I get an error code whenever I click on the guitar or amp

green yarrow
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Any good firearms mods for b41? Realistic 90's weapons and not too much.

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@ me

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Looking for glock weapons

lavish adder
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There's OGRM but that's still b40... might as well wait for what Fenris and the others has to say

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maybe until the game becomes stable

plucky nova
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anyone know what it actually does? im interested

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i just tried it and all i could notice was the zombies were screaming and sprinting

drifting ore
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I'm trying it myself right now

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"Do not use this mod, you'll fucking die" I mean, isn't that the point of the game?

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Fough a few zeds in apocalypse, I have no idea what it does

long grove
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i'd tell you, but then i'd have to kill you.

drifting ore
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I don't see any zombies sprinting

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I know it says "rare special zombie" but I have yet to find it

long grove
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you think its just sprinters? oh you poor sod.

drifting ore
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God I feel for you, poloski

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Found one!

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...and I killed it

long grove
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theres a whole hell of a lot more waiting for you bud

drifting ore
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Eh, it was alright

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||Still, I kinda like the idea, I'd make it so that the scream attracts other zombies||

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||Imagine being constantly chased by a single sprinting zed that doesn't stop attracting zeds to you||

willow estuary
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๐Ÿ™Š ๐Ÿ˜‡

long grove
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wow, actual bases r useless now

severe ridge
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yay

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living in trailer trucks and shit

shrewd grove
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welp

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this means somethin for me

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๐Ÿ™‚

drifting ore
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Filis RV gonna be pimped as hell now

willow estuary
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I can't believe I've been sitting on all that for 3 months now. ๐Ÿ˜

long grove
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hope filli updates his mod soon

idle crane
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How do i install mods manually?

radiant ginkgo
long grove
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its under your user and zomboid

sly vessel
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id use that vehicle mod with the RV ๐Ÿ˜„

viral spire
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Are there any mods out there to make the zombies only come out at night or die when exposed to sunlight?

I'm basing the question after the mod Fear The Rain. In that mod, whenever it rains, zombies will immediately wander into the nearest building.

I'm wondering if it's possible to have a mod where at 8 PM, the zombies have free range across the world like normal, but as soon as 8 AM hits, any zombie outside will burn to death. They all start going indoors at 7 AM.

long grove
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nothing that advanced, just a mod that forces them inside during day.

abstract raptor
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So I'm having an issue with Playable Instruments -- People are claiming that it conflicts with the crafting menu and also the hotbar items

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Anyone mind helping me figure out why? I can't think of a reason, the mod is literally based on just a script.

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(and then there is one lua file)

willow estuary
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Bad scripts will break the crafting menu.

severe ridge
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๐Ÿ‘€

abstract raptor
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Well I just cleaned up the script yo

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it still don't work

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There were a lot of instances where

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I had spaces instead of tabs

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fixed that though

willow estuary
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No spaces vs tabs shouldn't do anything.

Try it with the scripts removed from the mod and see what happens.
Process of elimination.

abstract raptor
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The scripts are how the mod works so if I removed that then there wouldn't be a mod XD

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I kinda suspect this file

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OKA_PVGStatModifier.lua

willow estuary
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No, you don;t understand what I'm saying.

If you try the mod without the scripts, and craft menu and hotbar works, then you have established that the script files is the source of your issue.

As bad scripts break the crafting menu, then I strongly suspect the scripts are indeed the issue.

abstract raptor
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Well...

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I removed the script but I still get the error.

willow estuary
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Are you subscribed to the mod in addition to having it in your workshop folder?

abstract raptor
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yeah

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I'm editing it in the steamapps/workshop/content/numbersnumbers

willow estuary
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Unsubscribe.
Don;t have mods that you work on subscribed, fucks up stuff liee that.

abstract raptor
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Hrmmm

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I have a feeling it might be the item I added

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just unsubscribed

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trying it through just my mods folder

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Nope. Not that.

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Dang I wonder if it's because each of these musical items is also a weapon

abstract raptor
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Ok so through some trial and error I've deduced the problem is definitely because guitars and banjos and stuff are weapons.

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I have a similar mod that's just a soundboard that uses a similar recipe structure to play sounds

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And that doesn't break the crafting or hotbar

abstract raptor
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Ope! I found the problem

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It was electric guitars

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They're the devils instrument!

hollow shadow
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OwO i see some good stuff in here

abstract raptor
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heya @hollow shadow i fixed that issue

hollow shadow
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heya @hollow shadow i fixed that issue
@abstract raptor Cool, i realy like your mod. Do you agree with the idea of a vocalizer?

abstract raptor
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Yeah, so like for that it'd be like:

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options like

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"I NEED HELP!" or "RUN!" or "PILLS HERE"

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kinda thing?

hollow shadow
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Yeah, like in left 4 dead i downloaded a vocalizer and every time i got downed i made my char scream it made it very funny

abstract raptor
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I might be able to get some of my voice actors to do that

hollow shadow
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I might be able to get some of my voice actors to do that
@abstract raptor Oh wow, with those you could get realy creative, i realy liked the intrudoction of the radio broadcasting girl in the survivor radio mod, very good voice acting btw

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forgot the name alrdy xd

abstract raptor
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the character's name is Erin, she is voiced by the wonderful Scarlet

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We just got voice acting for Classical For the Dead all finished

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so I'll be entering that in sometime this week

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hopefully it'll be ready by next week

abstract raptor
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recipe Random Sound { SoundEffectsBoard, Result: SoundEffectsBoard, Sound:howlingwind/explosion/distant_gunfire, }

Would this be the correct way to get it play a random sound or is there a different way I have to do that?

abstract raptor
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I guess the current sound block probably doesn't support randomized sounds without an additional lua file? Is that a correct assumption?

(I really wish someone could point me in the right direction)

lavish adder
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@latent orchid Quick question, where's this "military surplus"?

abstract raptor
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@hollow shadow

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(voiced by robots for now)

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(I'm getting it voice acted tonight!)

hollow shadow
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@abstract raptor Omg this will be awesome

abstract raptor
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And it works on multiplayer I'm pretty sure, i did some testing with my soundboard mod on build 40 the other day

astral summit
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about the "vocalizer" voices...
i've always said that PZ needs some QoL stuff in all areas, one of them being the absence of audios in some events like hurting yourself or getting too cold/hot or even really panicked. Just quick "audio feedbacks" to the player so it would be more immersive.

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I really like the way Zelda BotW did those things nicely that you can even play with the UI off and still know when something bad (or even) good happens...
I like the idea of moodles (simple way to show), but I don't like having to keep an eye on them..
there's some simples points to adjust that and others not so simple as would need more animations and stuff

drifting ore
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@latent orchid can you add this to an existing save without having visited west point and surroundings yet?

calm portal
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@drifting ore, as far as I know. You can't add map mods to a save once you initially load in. Im sure you can manually force them to appear in a save game if you manually add the necessary files. But that may break your save.

hollow shadow
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@abstract raptor If you want to add multiple voice lines to the same thing, i think i got a script that makes it randomly choose a sound, its fairly simple, lmk if u got one alrdy or want mine.

abstract raptor
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I was askin about the random sound thing earlier !

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Whats the script look like ๐Ÿ‘€

hollow shadow
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For example you can make a sound category, and when you put that soundcategory name in the sound then it will randomly choose the sounds in that sound category

abstract raptor
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Aha! I'll have to tell my voice actors to record mutiple versions of the lines

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Thats perfect dude ๐Ÿ‘Œ

hollow shadow
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like this

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Ill send u my existing one and u can edit it

severe ridge
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Random sounds are sounds definitions with more than one sound file entry

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We did it 8)

abstract raptor
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Yassss

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Im stoked !

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I'll have to do some testing

hollow shadow
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@abstract raptor if you want to double the chance of a specific sound playing, you can put it 2 or 3 times to increase the chance

abstract raptor
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Aaahhh OK

hollow shadow
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just put category name at the sound thingie and shud work

abstract raptor
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in the recipe?

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like OnCreate = SMGRack ?

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no wait, it'd probably just be Sound = Categoryname

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gotcha

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testing right now

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IT WORKS!

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โค๏ธ

latent orchid
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@lavish adder military surplus store is next to laundromat store (opposite furniture store). It has secure shutters across its windows so you will need sledgehammer

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@drifting ore i could be wrong, but if you have never gone to WP then the cells will never have been loaded...so it might work. However if you have driven past the area on the main highway (i.e. crossed the big bridge over the river) then you most likely went through one of those cells

zealous wing
ember geode
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hey guys can someone help me out with a problem here?

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i wanted to make a texture mod but the game doesent start if i replace the texture of the hat, so how do i fix this?

abstract raptor
abstract raptor
severe ridge
lavish adder
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Wendy's taking down Spiffo one way or another

latent orchid
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West Point Expansion updated to v1.1

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Fixed a bunch of issues with spawning spaces and 1 console warning

long grove
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remind me to test out the buildings as i have yet to go in a lot of them

latent orchid
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Fashionabelle is now fixed...should spawn jewelry instead of nails in glass counters

long grove
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yea i saw, will test it out when i get a chance to make sure

latent orchid
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For those playing on the v1.0 map, the changes are not material enough to impact your current game

long grove
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don't upload mods so i can't help

latent orchid
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@ember geode are u updating an existing mod?

long grove
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yea

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they're updating a hat texture mod they made

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to include a jacket texture too

latent orchid
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so assuming you hav successfully 'created' it via the workshop option in the game...the exact same steps are repeated and it should detect the id is same and update

ember geode
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i try

latent orchid
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did you change the actual image name and forget to also change name in mod.info file (e.g. poster=preview.png)

ember geode
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i changed the preview icon, the name, description, and addet 1 new texture

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that showed up und nothing changed

latent orchid
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can you post the text in your mod.info here?

ember geode
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what?

long grove
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(random example but is the same for every mod)

ember geode
latent orchid
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if you open the file, this line:
poster=poster.png
needs to be changed to:
poster=preview.png
as I assume that is the name image you want to display

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oh wait...

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actually you need to do the same thing with the workshop.txt file which should be in the same folder hierarchy

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the thumbnail image on the workshop is from the workshop.txt file 'poster=' entry

ember geode
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i need to go to dinner, please write a full description wha that update failed

latent orchid
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??? That is the suggestion I typed. Seems like a typo in your filename references by the looks of it

willow estuary
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๐Ÿ‘€

zealous wing
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@willow estuary You know that dot item? It seems to break the loot all function.
Since it can't be looted, the loot all button stops working.

willow estuary
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@zealous wing huh, I never use the loot all button?
Anyways, I have a ton of stuff that runs off of that dot, and future plans for the same system for autopsies, so loot all from corpses is an acceptable casualty from my view?

long grove
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its to show whether or not something is infected atm

willow estuary
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I'm sorry that it interferes with getting bloody socks off of dead zombies ๐Ÿ˜„

long grove
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guessing its because pz tries to get the smallest item first in a list or so

willow estuary
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I'll look into fixing it so loot all works with it, but I don't find this issue that.... ....compelling or game breaking?

long grove
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don't know if its fixable without making it really heavy

willow estuary
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You know, I'm not entirely comfortable with people discussing my modding backend details in public TBH?

long grove
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ah thats fine

willow estuary
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Just ignore the damn dot and manually loot corpses ๐Ÿ˜„

long grove
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was just saying what might be the issue

willow estuary
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You can't be a Wizard of Oz if people don't play ball and ignore the man behind the curtain.

zealous wing
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All right, just letting you know.

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I use loot all frequently so I noticed right away.

willow estuary
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Naw, thanks, I'll try and fix this. ๐Ÿ‘

I'm just perturbed with how much attention that damn dot has been getting lately ๐Ÿ˜„

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Paw Low was getting bug reports about his mod putting that dot in corpse inventories ๐Ÿ˜„

zealous wing
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It's UI, basically.

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Baiscally, if something sticks out or lies outside the norm of gameplay, people notice.

willow estuary
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I'll change it's display name from . to . IGNORE THE FUCKING DOT AND DON'T LOOT ALL FROM CORPSES

zealous wing
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lol

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But yeah, the dot sticks out, and that will mildly annoy some people.

willow estuary
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Hahaha, fuck 'em. Too many people use my mods as is ๐Ÿ˜„

zealous wing
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What exactly does it do?

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Basically a lua flag in item form?

willow estuary
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It's used for flags that multiple of my mods use.

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Yeah.

zealous wing
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Hmm.

willow estuary
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It's an inventory item for very good reasons.

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It's the stub of an autopsy system.

zealous wing
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I assume you needed to have an item there because the game doesn't have lua classes exposed that would otherwise be used?

willow estuary
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No, it's the stub of a corpse-inventory based autopsy system.

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Actually, the entire autopsy system exists, just hasn't been plugged in.
But it lets you see what injuries a person had at the time of death, or the injuries on a zombie.

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It's so in MP when you find a player;s corpse you can evaluate the cause of death.

zealous wing
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Huh. That's pretty cool.

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What if any variables could the devs expose to make your work easier?

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If that makes any sense.

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The stub really seems like a workaround to be honest.

willow estuary
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Naw, the text is generated at the time of death using body damage information that doesn't transfer to the corpse object.

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THE DOT

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โšช

zealous wing
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good to know.
There was a mod I had a while back that basically did what yours does, letting you inspect corpses to CSI how they died.

long grove
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T H E D O T

willow estuary
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Huh, I wonder how that mod worked? Maybe mod data atatched to the corpse?

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Hahaha, now I'm dying to get get a complaint about THE DOT, so I can reply with
"I don't have to justify my dots to anybody!"

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"Listen buddy, if you don't like THE DOT, then just don't use the mod!"

zealous wing
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Basically the same as yours. Listed injuries at time of death. I can't find it for the life of me.

ember geode
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HELP!

willow estuary
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That.... .....doesn't do much to encourage me there Clem'.

young sequoia
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lol thats one hell of a profile pic

willow estuary
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What I'm saying is a calmer, more patient, less bossy approach may work better if you need help with your modding.

young sequoia
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@ember geode i subbed bro

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im your 41st subscriber never forget that

ember geode
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my mod got 41 subs!?

young sequoia
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nah i subbed to your channel bro

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u prob got more than 41 on your mod tho

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yeah u got 171

ember geode
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That.... .....doesn't do much to encourage me there Clem'.
@willow estuary i cant update my mod to steam workshop. i already got a mod and i wanted to update that. but i dont work

young sequoia
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o

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lol

ember geode
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wait

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search Clementines bloddy Hat

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thats mine

ember geode
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i need help:
i cant update my mod to steam workshop. i already got a mod and i wanted to update that. but i dont work

abstract raptor
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Steam is being all fucky right now

ember geode
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that means i didnt make anything wrong the problem is steam?

slow spade
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Clementine, is that you?!

severe ridge
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fucky fucky lmao

severe ridge
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if i create my own animation for a equipment, is it possible to implement?

willow estuary
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I get the distinct impression, from my own attempts, and from the state of clothing modding, that this is just another thing that you either got to be patient about until TIS unlocks it for modding.... .....or you can deal with another fileguid-esque delight on the workshop.

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ie.

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all over again....

severe ridge
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uehwuaheaw

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dick in the blender

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havent unlocked this character yet

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i'm almost at 50mb at my mod e_e gonna start making some cuts in verts where i can

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i have 66 added models tho :U + 2 unused

long grove
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whats unused

severe ridge
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open barrel weapons that i want to implement

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on reloading ;-;

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its the open revolver and open m79

willow estuary
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Are you even going to be able to see an open revolver with the scale you have ingame?

severe ridge
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my revolver is big 8l

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but yeah, it's visualizable (if thats even a word lel)

willow estuary
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  • visible
severe ridge
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eiuwahdiosaha89eaw

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sorry, i autocorrector told me it was fine

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Search Results
Featured snippet from the web
: capable of being visualized.

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if its on the internet it's true tho, right?

#

hueahewhauwewaw

willow estuary
#

Oh, hahaha, I don't care about ESL stuff, just seemed like you were asking if that was right?

severe ridge
#

xP wut?

willow estuary
#

esl = English as a Second Language

severe ridge
#

unhappy yo dont speako anata lรญngua desu

latent orchid
#

WPE v1.2 is now up (alot of fixes)

drifting ore
#

Do you know where I can find a list of mods compatible with build 41

willow estuary
#

Nobody is maintaining anything like that.

#

If a mod works with build 41, then, for the most part, it will say that it works with build 41 in the title or page.

...but, then again, the mod page saying that.... ....people release mods for build 41 all the time that don't work so?

brazen fossil
#

@latent orchid i have a question will your expansion change this place? becouse i have a base here

latent orchid
#

It wont change the buildings, but it adds more around it. You need to start a new game for changes to take effect as you have already had those chunks initiated

#

If you look at this image, you can spot those same buildings near the grain silo

#

near the hospital

brazen fossil
#

Ahh :/ i wanted to continue well i guess i will play it if i will die

latent orchid
#

no probs

#

let me know what u think of it ๐Ÿ™‚

brazen fossil
#

Sure from what i see i like it

lavish adder
#

btw eris minimap addon when? @latent orchid

drifting ore
#

Nobody is maintaining anything like that.
@willow estuary thanks man

#

any list of qol mods?

#

thats fuckedstressed

#

@warm radish Its you, again

strong dove
#

has anyone successfully loaded a modified Skinned .X file into the game?

remote elk
#

Does anyone know any good guides on adding buildable objects into the game? I cant seem to find one. nor can I find a mod that actually does it

latent orchid
#

still playing around with design and colors

calm portal
#

Is it possible to make blood act like the new puddle system? ๐Ÿค”

long grove
#

ohno.jpg

severe ridge
long grove
#

you need to add it for the entire body

abstract raptor
#

I'm bad at this, if I use OnCreate: TalkingTest, in a recipe,
and then have a lua file named TalkingTest with this in it
local function self.character:Say(getText("IGUI_custom_test")) end

and then in the IG_UI_EN have this added
-- Custom IGUI_custom_test = "This is a test",

would that get text to show up above a players head?

quasi geode
#

TalkingTest should be the name of the function, not the file (file name wont matter)

-- not a local function, since it needs to be called externally to the file
function TalkingTest(items, result, player)
    player:Say(getText("IGUI_custom_test"))
end
hollow shadow
#

Anyone know how to add another crafting category?

willow estuary
willow estuary
abstract raptor
#

@quasi geode thank you!

spark vector
#

Steam Workshop: Project Zomboid. Mods that improve User Interface and User Experience issues without drastically changing any of the balance or gameplay

Steam Workshop: Project Zomboid. Mods that add stuff that change balance and difficulty, but only somewhat, and always for the better. It adds things that seem to be "missing" from the base game, and whose presence makes the game mor

abstract raptor
#

๐Ÿ˜„

severe ridge
#

๐Ÿค”

severe ridge
#

i have something very important to do

#

torso straps

fervent grotto
#

Whats the name of the mod that adds npcs to the I will back up my saves?

shadow geyser
#

i think it is superb survivors

severe ridge
#

i did a chest rig with the hunting vest pockets, then removed the mask and treated it as a sweater, now you can attach it to any bullet vest (:

#

imma make it as a small container too :f

severe ridge
long grove
#

why not

severe ridge
#

heh, its funny on the civilian vest

#

but yeah, im doing for my vests u.u

#

cuz molle

latent orchid
#

I need to fix the number alignment

long grove
#

lmao

severe ridge
#

updated some funny shit :x

long grove
#

it seems like every time i sort by last updated

#

you're at the top

slow spade
#

@latent orchid Pretty close. Although I think that some of your colours are not shown on vanilla maps

#

Bright red for example. If I remember correctly

severe ridge
#

i'm using my mod to study :X basically

latent orchid
#

I redid the colors as I have afew extra categories and red seemed very 'medical'

calm portal
#

Oooh, whats that mod with the tactical vest pockets?

long grove
#

why is this an addon and not with the other mod?

#

(just wondering cuz most other map makers fuse em)

latent orchid
#

I want to keep the code bits separate incase things break down the track. Map can remain working this way. Contingency planning

long grove
#

i see

severe ridge
drifting ore
#

@latent orchid can u still find those maps in an old world? or do u have to start a new game?

long grove
#

only in new unvisited cells

drifting ore
#

awww

hollow sundial
#

Trumpet paladin

hollow shadow
#

Im very jelly that paw low can make clothes

#

like, super jelly

slow spade
#

@latent orchid How did you make that map? Like represent how big buildings and where they stand in right proportions

hollow shadow
#

Anyone know what i need to put here so the game plays a specific sound or crafts a specific recipe?

latent orchid
#

@slow spade CartoZed is a good source for exporting things and then using a graphics editor to overlay the color system. I editor one of the CartoZed themes to simplify the map colors

severe ridge
#

self.sound = self.character:getEmitter():playSound("soundfile")
?

#

i don't know, there is some actions that emits sounds, fiddle around timedactions i guess

hollow shadow
#

I tried this, now it gives me errors when i press the key

severe ridge
#

Put them in quotes, but even so I don't think that's the right entry for that x.x gotta try other available stuff

hollow shadow
#

Tried quotes before aswell @severe ridge

severe ridge
#

):

hollow shadow
#

;

calm portal
#

Paw low. Is that vest mod a WIP or is it out?

severe ridge
#

it's out :f but it's just a cosmetic in the jacket slot, at least doesnt makes you lukewarm

#

i want suspenders

#

and proper striped shirts :f

hollow shadow
#

I want to meek scrap armor

severe ridge
#

if someone knows how to add something to procedural distributions table (without replacing it) pls help me ;-;

willow estuary
#

Calm your tits Paw Low, Daddy's here...

severe ridge
willow estuary
#
require "Items/ProceduralDistributions"
    table.insert(ProceduralDistributions.list["FirearmWeapons"].items, "Base.FlareGun");
    table.insert(ProceduralDistributions.list["FirearmWeapons"].items, 1);```
@severe ridge
severe ridge
#

OH

#

inserts

#

i never used them

willow estuary
#

The proper way of appending loot tables.

severe ridge
#

8l dont judge my arrays

#

i cant even use itemzed or debug mode /cries

#

ill buy a master race pc when i start my next job -_-"

willow estuary
#

looks at Paw Low Loot's distribution files
Jesus fucking christ Paw Low ๐Ÿ˜„

severe ridge
#

๐Ÿ’€

#

ppcold

willow estuary
#

Hold on, you better fix this mess if I'm gonna spend my valuable time sharing my wisdom ๐Ÿ˜‰

severe ridge
#

:U but

#

ok u.u thats my next doing

#

i just need to steal someone's homework ๐Ÿ‘€

willow estuary
#
require "Items/SuburbsDistributions"
    table.insert(SuburbsDistributions["bookstore"]["other"].items, "Base.Grimoire");
    table.insert(SuburbsDistributions["bookstore"]["other"].items, 0.5);    
severe ridge
#

๐Ÿค”

#

i was just opening my mod folder

#

hahahaha

#

ok

#

ill use it as a reference

#

can i apply both procedural and regular dist on the same file?

willow estuary
#

Oh, for sure!

severe ridge
#

shotgun rj lazy coding

#

not you RJ, you do good /kiss

#

i had no idea, you can see my scripts folder

willow estuary
#

Naw, your script folder is fine; I think it can be better to split up scripts into smaller chunks for easier debugging, editing, etc.

#

Look at the scripts folder in the gun mod for how much I break down the scripts into lil manageable pieces.

severe ridge
#

so

#

i start the file with the require?

#

heauhweuwa

willow estuary
#

I think Itemzed is bullshit, in that people build better skills by manually making the scripts?

severe ridge
#

or i still need to reference the Distributions = Distributions or {};

willow estuary
#

Not sure, I don;t use that?

severe ridge
#

that's the right answer

#

aheuwahwuewueaw

willow estuary
#

This is all the result of me copying how other mods do it, not any deep technical acumen on my part FYI ๐Ÿ˜„

#

We're probably seconds away from Fenris showing up and laffing at my half-assed implementation ๐Ÿ˜„

severe ridge
#

||toot||

willow estuary
#

Now make me a giant hoagie model for all my hard work educationg you ;P

severe ridge
#

i have a lot of work zombie

#

but you cant have a soft hoagie at the moment

#

:f

#

that flaps around

#

dwqheiuqwd

willow estuary
#

๐Ÿคข

severe ridge
#

i should make this smaller and coloured as a emoticon :U

willow estuary
#

Haha, don't make me a hoagie model if that's what you meant by on it; I'd feel bad.

severe ridge
#

don't judge me tool of coding lmaosewqdsa

willow estuary
#

๐Ÿ‘

severe ridge
#

roger that

#

and that

#

thx daddy

willow estuary
#

Haha, let's pretend I never called myself daddy. I just wanted to use calm your tits and went a lil too overboard ๐Ÿ˜

#

But you're welcome!

severe ridge
#

if i want to make more rolls

#

i just repeat it?

#

im joking shotgun

willow estuary
#

Oh yeah, that works well.

#

Now, if you have a case where there is no distribution table for something that you want filled, say if you make a new container item and want to spawn with certain items in it, then you build the distribution table from scratch like how you defined the the distribution tables for your loot.

lost spear
#

When changing repair requirements

#

What does condition modifier do?

severe ridge
#

i've finished but it doesn't works so i haven't finished

calm portal
#

I can't seem to find the chest rig in the cheat menu

long grove
#

use the debug menu

#

if you need it for whatever

abstract raptor
#

@severe ridge can u make an astronaut suit

#

๐Ÿ‘€

hollow shadow
#

@severe ridge can u also make scrap armor?

long grove
#

you have to add it now

severe ridge
#

it's totally possible, would just suck on the modelviewer because of the transparent pixels/empty mesh spaces.

#

If it's a one piece (with gloves, shoes and hat apart) then it would be the easiest

#

Like the riot suit in swatpack, and still looks good

#

Not those riot boots tho, don't use that lmao

abstract raptor
#

In a Lua file, in lua/client/Travel
function teleportDart() -- Teleport to SS Dart local player = getPlayer(); player:setX(9744); player:setY(6157); player:setZ(0); player:setLx(player:getX()); player:setLy(player:getY()); player:setLz(player:getZ()); end


in a script file, item_teleporter.txt
`module Base
{
item TeleportationDevice
{
Weight = 0.5,
Type = Normal,
DisplayName = Teleportation Device,
Icon = teleporter,
}

recipe Teleport to S.S. Dart
{
keep TeleportationDevice,
Result:TeleportationDevice,
Time:500.0,
OnCreate:teleportDart,
Sound:beam,
RemoveResultItem:true,
}

recipe Create Teleportation Device
{
keep Screwdriver,
ElectronicsScrap=20,
Battery=10,
ElectricWire=5,
Result: TeleportationDevice,
SkillRequired:Electricity=10,
Time:2000.0,
}
}`

#

Why doesn't this work like it should

severe ridge
#

save our ship zomboid? D:

long grove
#

save our ship 2 zomboid*

abstract raptor
#

plz someone help

#

for great justice

long grove
#

i can help you commit tax evasion

abstract raptor
#

i need a way to teleport people to my ship

#

That'd be cool too

#

I thought for sure this OnCreate code would work

#

but it simply does not

#

I must've fucked something up hardcore and not know what I did

severe ridge
#

unhappy i failed everything i've fiddled with lately

long grove
#

didn't you get helmets to open and close

severe ridge
#

ye

long grove
#

so you only have failed 98% of the time fingerguns

severe ridge
#

it actually says "hood up/hood down" because if you add your own context menu it adds "contextmenu_" before it

long grove
#

yea im guessing it had to do something with padded jackets/hoodies

severe ridge
#

"contextmenu_open helm"

#

no thx

long grove
#

what sorta plans are in store for the mod next?

severe ridge
#

nothing really, im just gonna keep it up to date/making stuff look and work better

long grove
#

btw yknow that tuba thing you made

severe ridge
#

i would create more separate mods but

#

it's just more hassle of GUIDS

#

wut lol

long grove
severe ridge
#

man, theres many

#

hahahhaha

long grove
#

the ultimate armor

long grove
#

do we even have tubas

severe ridge
#

no

#

HahaAHAHA

#

but they rarely spawn in music store counters

#

its not "tuba hat"

#

its "tuba large piece" but hey, you can put in your head

hollow shadow
#

@severe ridge can u teach me the way of armor modding?

long grove
#

"how much tuba can you wear before the game begs for mercy"

severe ridge
#

we're very limited for making armor/clothing rn, most of my clothes are from retexturing vanilla models :x, BUT, you can use whatever model you have to attach to any bone you like, problem is that you can only do one by one, at a time.

#

that's why you can work torso and helm better

#

its single piece lel

hollow shadow
#

What if i wanted to make something easy like an armor suit

long grove
#

"easy"

severe ridge
#

lemme try to give a example

hollow shadow
#

U mentioned full sets are easier

#

Teech me pls im very determined to learn ;v

severe ridge
#

most animated clothing uses this texture reference

hollow shadow
#

Hmm

long grove
#

if you retexture clothing i don't think you need to fuck with the guid either

severe ridge
hollow shadow
#

Does any of your armors use that?

severe ridge
#

the hazmat model is great for armor

#

because it lays over most clothing

#

and the gloves closes like gauntlets lmao

#

even the feet is big

hollow shadow
#

Hmm, so its just a retexture?

severe ridge
#

another one i abused was the wedding dress

#

most of them yeah

long grove
#

is this why some clothing took up weird spots like the socks did?

severe ridge
#

you can see the difference when i can just do the textures whatever

hollow shadow
#

How would i retexture it? What did you use

severe ridge
#

i used the game and patience :l no jokes

#

like, paint this part one color to get the reference, open the char creation, go back

#

thats why i use the fashion mod so much

#

lmao

#

you can use the models and the mapping they provide, probably but its a mess to extract directX properly

hollow shadow
#

I could somehow get the model of hazmat and remodel and retexture it?

severe ridge
#

yeah

#

slap item script, clothing item definition, guid, good to go

hollow shadow
#

Noice, if i remodeled it to have some exposed parts it still worl?

severe ridge
#

yes, it only accepts PNG

#

and PNG has transparency

hollow shadow
#

Ok, now just need to know about guid

severe ridge
#

guid is basically

long grove
#

hell

severe ridge
#

table has

<path>media/clothing/clothingItems/BeltRig.xml</path>
<guid>4b84e68f-d238-4c53-a783-8e27daf18c7e</guid>
</files>```

BeltRig.xml has
```    <m_GUID>4b84e68f-d238-4c53-a783-8e27daf18c7e</m_GUID>```
#

it's just that but it's poop

#

of course beltrig.xml holds more values regarding the item but for guids its just that

hollow shadow
#

I get the guid from some generator? And put it in script and gaem?

severe ridge
hollow shadow
#

I can butcher ur mod later to see how guid work i guess

severe ridge
#

feel free lmao xd

hollow shadow
#

And the hazmat model is in game files?

severe ridge
#

is in the media/textures folder

#

oh

#

the mode;

#

llol

#

its model_x

hollow shadow
#

Ok but its in there?

severe ridge
#

you dont even need to duplicate it if you want

#

you can just use the same vanilla and apply just the different texture

#

i did because i dont trust updates lol

hollow shadow
#

Yes but if i use blender to hand paint i newd model

severe ridge
#

heh

#

i used photoshop
only

hollow shadow
#

I saw dat

severe ridge
#

but hm

#

if you can use the model

#

its gonna be on models_x

hollow shadow
#

If i wanna change the model ill need it aswell

severe ridge
#

on skinned, inside clothing, inside models_x

hollow shadow
#

M?

severe ridge
#

and yeah

#

there male and female

#

you need to reference both even if they use the same model

#

you can play around this

hollow shadow
#

Can u dm me it with guidgenerator

#

Im at work rn ;v

severe ridge
#

oh, sorrey

hollow shadow
#

Lol no thanks for sending it

severe ridge
#

but if you want to make lets say, a tighter male vest, you can use the female model

#

or a larger for female, the other way

severe ridge
#

o lala

hollow shadow
#

Gib car

radiant ginkgo
#

@hollow shadow What is that

hollow shadow
#

I want that ride

radiant ginkgo
#

Soon ๐Ÿ™‚

severe ridge
#

theres sfx of course

hexed anchor
#

I'm rather curious now

#

how many people are shitting on you for this?

severe ridge
#

nobody, i disabled my comments rj

willow estuary
severe ridge
willow estuary
#

What animNode is that?

severe ridge
#

its ripping

#

RipSheets

#

but i make it fast so its only one motion lol

willow estuary
#

Ah, cool! Thanks ๐Ÿ‘

severe ridge
#

like shes ripping the ethereal weapon from the grimoire, destroying it and claiming a new blingbling weapon

willow estuary
#

Oh BTW, the animations are listed here if you hadn't found them yet: C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\AnimSets\player

severe ridge
#

evil voice: g o o d

severe ridge
#

every time i need to update i have to run ```sudo find / -name ".DS_Store" -depth -exec rm {} ;

severe ridge
#

playing dress up in a zombie apocalypse game

abstract raptor
#

Paw Low it looks awesome tho

severe ridge
#

now you can bonk people with a heavy book (i guess its only stronger than pens, forks and spoons lol)

#

not that sound lol, just used vanilla hits

abstract raptor
#

lol

#

I wanna make that the noise for when you use a baseball bat

#

Agghh I wish I knew why the teleporter item wasn't working

#

Also the same with the recipe

abstract raptor
severe ridge
long grove
#

oh yea paw low

#

stupid idea but tf2 outfits

severe ridge
#

only if lord gaben whispered the number 3 in my ear

#

could be lh, could be l4d, who knows

long grove
#

i cri but understand

abstract raptor
#

NOPE

#

lol

zealous wing
#

I pored over the script, nada. No erroneous lua commands or anything of the sort. I hail mary speculated that it might be because the module is set as Base, so I gave it its own module and it still breaks cars. My last remaining crackpot theory is that the mod causes some weird freak coincidence of instructions to occur in the memory.

#

And it's not any other mods or anything, because I ruled that out long ago:
mods { mod = FRUsedCarsBETA, mod = MSMachete, }

autumn pike
#

I'm not sure what was broken, but i rewrote the recipe using another mod as an example and it works, although ingame it's missing a few ingredients I don't know why

#

recipe Craft Makeshift Machete { SheetMetal, BlowTorch=2, Screws=3, Plank/TreeBranch, LeatherStrips/LeatherStripsDirty, keep WeldingMask, keep Screwdriver, Result: MSMachete, Time: 650, Category: Weapons, SkillRequired: MetalWelding=4, OnGiveXP : Give100MWXP, }

quasi geode
#

LeatherStrips/LeatherStripsDirty << missing end ,

autumn pike
#

Right, and I had a typo in blowtorch too

dawn beacon
#

Hmm, I've been testing a mod and foolishly didn't backup my game files, and when I install activate the mod I get stuck at this screen with no menu options and it happens every time I restart after too. I deleted the mod from the mod folder but it still seems to be causing it to happen, is there a cache somewhere of activated mods that I need to delete it from?

#

Brand new to modding PZ so I hope you'll be patient with me ๐Ÿ™‚

zealous wing
#

Broken menus tend to result from things like brackets being missing in scripts.

severe ridge
#

BlowTorch=30

#

one charge has 100

#

full charged torch

zealous wing
#

Was/Is the mod in Zomboid/mods?

dawn beacon
#

Yes @zealous wing that's where I put it to test it.

#

I deleted it from there and it's still acting like it's active and failing to load the menu.

zealous wing
#

Check to make sure that the mod is disabled in both default.txt and the mods.txt within the specific save(s) you are using for testing.

#

default.txt is in Zomboid/mods, the mods.txt is inside Zomboid/Saves/Sandbox/YourSaveName

dawn beacon
#

I don't have a saves folder in that directory.

long grove
#

user/zomboid/saves

analog sandal
#

gun nuts, can I have some feedback?

dawn beacon
#

I removed all my saves and it's still not loading the menu

long grove
#

did you try a verify files?

dawn beacon
#

Ahh ok I found where it was loaded.

#

Menu loading up now.

#

Now I just have to figure out why it's erroring out.

analog sandal
dawn beacon
#

I'm essentially reverse engineering another mod with a similar function to build mine, since I'm new. And it's only 1 Lua file so I'm not sure what I could've changed to cause it to do this.

dawn beacon
#

Anyone familiar with the code willing to look at a diffchecker between my file which isn't working and the one I modified it from which is and see if any glaring issues stand out?

spark vector
#

@dawn beacon sure

#

just attach the files and I'll take a look

dawn beacon
#

Thank you ๐Ÿ˜„ I DMed you.

dawn beacon
#

Can anyone tell me where the list of Trait IDs are in the files and where what they do is defined?

dawn beacon
#

Got it working! Found a working trait ID list, seems like it's good to go. My next goal is to expand it with kits for each profession.

abstract raptor
#

make a burglar start with a crowbar ๐Ÿ˜„

plucky nova
#

the new serious survivors main menu screen scared the shit out of me lmao

abstract raptor
#

why

plucky nova
#

because I started up pz and alt tabbed to do other stuff while it loads and then I tab back in to see this

#

I jumped lmao

#

@abstract raptor

abstract raptor
#

lol

#

he gonna shoot u

plucky nova
#

ah god oh no

severe ridge
#

lol

severe ridge
#

fits all sizes, almost none clipping, to make a double one just needs to be mirrored, lmao. but ill only do this one for now :B need to do more stuff per update

#

only clothing type that covers it is the hazmat slot (which covers everything)

#

Should it take tint?

#

haha TIS, i made a waist pack and a holster first :P
my life is a failure

abstract raptor
frozen plaza
willow estuary
#

Yeah, although there are many older mods that do work with build 41, it's not noteworthy that these two mods, or other mods, don't work with build 41 @frozen plaza

solar mulch
#

best introduction to modding project zomboid

#

go

willow estuary
frozen plaza
#

Is there a problem pointing out mods that are incompatible with build 41 for everyone to know, @willow estuary ? ๐Ÿ™‚

willow estuary
#

I mean, If you want to flood the modding channel listing mods that don't work with build 41, sure go ahead?
But there's hundreds of mods that don't work with build 41, and people are generally aware of that.

#

Haha, there's currently 1,420 mods on the workshop.
Nobody upload a mod without taking one down first!

frozen plaza
#

๐Ÿคทโ€โ™‚๏ธ

willow estuary
#

People don't check this channel looking to see what mods work with build 41? It's mostly used by people who either have questions about modding, or showing off what they're working on.

So if you're interested in letting people know what mods don't work with build 41 probably the best venue for that is the comment section on the workshop page for that mod?

latent orchid
#

i would think most active modders tend to keep this kind of guidance up to date on their workshop item pages

#

thus trying to create a central list might prove too much effort for little gain

willow estuary
#

Plus, mods get broken with build updates too.
Any week a mod may break.
So a list like that is a tenuous resource?

latent orchid
#

hey blair, quick Q...how do tags work with uploadind mods?

#

I tried entering soem in my workshop.txt but they seem to get ignroed

willow estuary
#

I don't use them.

#

The tag system is broken, and you need to use an additional mod to have tags in your mod or something?
It's a headache, so I don't bother.

latent orchid
#

cool thx...thought i was doing something wrong

abstract raptor
#

Anyone wanna help me figure out why the teleport function wasn't working?

#

It worked for hydrocraft~

#

they had helicopters that could teleport you

latent orchid
#

coding is not my forte...not ignoring u ๐Ÿ˜ฆ

abstract raptor
#

Aw it's okay

#

I've been pulling my hair out about it for a couple days now lol

#

I had this in a lua file

function teleportDart() -- Teleport to SS Dart local player = getPlayer(); player:setX(9744); player:setY(6157); player:setZ(0); player:setLx(player:getX()); player:setLy(player:getY()); player:setLz(player:getZ()); end

and then an OnCreate in an item recipe

severe ridge
abstract raptor
#

nice

severe ridge
#

oof, i understand why they didnt got models right away

#

was a little ass to fit in

abstract raptor
severe ridge
#

uheauehauhuwae

#

3d does look nicer than some icons, wouldn't work with smaller items tho

abstract raptor
#

cursed book?

#

I think the reason my teleporter wasn't working was just cuz I was missing a comma !

#

well... the animation played.

#

but it did not teleport me.

#

what gives

#

maybe it has to do with the cooridinates

severe ridge
#

oof

#

little jump

abstract raptor
#

Yeah, it must not work in hydrocraft either cuz

#

I took the code from them

#

I should probably test it out in their mod to see if it works there

abstract raptor
#

hm

severe ridge
#

hmmmm

abstract raptor
#

I think I'm gonna try this

#

function teleportToDart() -- Teleport to SS Dart
getPlayer():setX(9744);
getPlayer():setY(6157);
getPlayer():setZ(0);
getPlayer():setLx(getPlayer():getX());
getPlayer():setLy(getPlayer():getY());
getPlayer():setLz(getPlayer():getZ());
end

#

huh

#

Well this is what's used in Cheat Menu and teleporting on that works

#

function compassPOI:teleport()
getPlayer():setX(self.poi["x"]);
getPlayer():setY(self.poi["y"]);
getPlayer():setZ(0);
getPlayer():setLx(getPlayer():getX());
getPlayer():setLy(getPlayer():getY());
getPlayer():setLz(getPlayer():getZ());
end

#

and they use this in the let me speak cheat

#

getPlayer():setX(coordTable[1]);
getPlayer():setY(coordTable[2]);
getPlayer():setZ(coordTable[3]);
getPlayer():setLx(coordTable[1]);
getPlayer():setLy(coordTable[2]);
getPlayer():setLz(coordTable[3]);

latent orchid
#

what ref source are you using for getPlayer()?

abstract raptor
#

I've seen it in LetMeSpeak, Cheat Menu and Necroforge

abstract raptor
#

I was able to teleport just a few inches.

latent orchid
#

no setY etc exists

#

i could be looking at something old

abstract raptor
#

Well, this is how other mods handle teleportation

#

I should be able to just input coordinates, but it's not working as an oncreate function

#

DebugContextMenu.onTeleportValid = function(button, x, y)
print("going to ", x, y)
getPlayer():setX(tonumber(x));
getPlayer():setY(tonumber(y));
getPlayer():setLx(tonumber(x));
getPlayer():setLy(tonumber(y));
end

#

^From DebugContextMenu.lua

#

There's gotta be a way to make this work

abstract raptor
#

Okay, I've tried nearly everything... It just doesn't seem to work from crafting.

#

If anyone can help me, please let me know

slow spade
#

Try doing it outside

abstract raptor
#

no dice

placid delta
#

@abstract raptor what does your console say after doing that? should say "going to " something.

abstract raptor
#

The console didn't output anything when trying to do the command

#

I even tried adding a print line to the function and still it showed nothing~

abstract raptor
#

๐Ÿฅบ

severe ridge
#

Questions that probably wont be answered #99999
Is there a way to set the equipment so it wont be affected by other equipments masks?

solar mulch
#

that looks cool

stone tapir
#

Dairy Free approved ๐Ÿ‘

willow estuary
#

Slick!

#

Yeah, it's not often I do something that doesn't significantly fuck with the game balance ๐Ÿ˜„

solar mulch
#

nice!

#

I found a interesting gun mod that adds South Korean weapons

#

it's really recent

echo roost
#

oh lawd its a USAS

solar mulch
#

the new ultimate zombie destroyer

#

this def is gonna satisfy my need till ORGM or Blairs comes out

#

Seems pretty good and so far way better than hydrocrafts guns lol

abstract raptor
#

how do I trigger the book reading animation

#

for a recipe

severe ridge
#

@abstract raptor if there's a animnode for that let me know, theres a file with a list i guess, just dont record where e_e

abstract raptor
#

yeah but is there like a function for item scripts you can use to trigger the animation?

severe ridge
#

reading doesnt works lmao

abstract raptor
#

yeah! : (

#

maybe try newspaper?

abstract raptor
#

YES

#

YESSSS

#

Subs immediately

humble kernel
#

wait

#

whatr

severe ridge
#

Just smaller now u.u

long grove
#

how well does this work with the swat stuff?

severe ridge
#

works (?)

#

i learnt some stuff from swat pack so they always work well together

long grove
#

like look i mean

#

since i dont think i can test it out myself until release

severe ridge
#

oh, its neat, i can use the elbow and knee pads together, those vest pouches can be used on any vest and the holster is always visible -v-

long grove
#

coolio

severe ridge
#

lemme mix some stuff /hm

#

i just have different tones of black, brighter, you can tell whats mine and whats relih's xD

#

s . wat

long grove
#

what

drifting ore
#

Ah! some exciting stuff ^^

indigo hound
#
willow estuary
abstract raptor
#

๐Ÿ‘€ Blair what are you up to

willow estuary
#

๐Ÿ‘€ Blair what are you up to
@abstract raptor learning how to make radial menus + a context sensitive vocal emote system for Serious Surviviors

abstract raptor
#

Nice!

#

I wish I could do a radial menu for the Vocalizer I made~

#

I keep getting more male voice lines from actors, but I already have 3 and it's like jeeeez guys, this is starting to look a little sexist. Where are all the female voice actors? lol

willow estuary
abstract raptor
#

Blair if you're looking for voice actors, my team has a bunch of people that'd probably be interested~

willow estuary
#

Ah, I'm just using left for dead assets for this.
Aside from Fili, and a couple other collaborators I'm tight with, I'm not really into working with others. Makes things a million times smoother.

abstract raptor
#

Aye, working with others has sometimes put things to a serious halt on my progress with things~

willow estuary
#

I'm an auteur, not a project manager ๐Ÿ˜„

severe ridge
#

oh

#

my

hollow shadow
#

Imo its ok if theres more male voices, its just a mod

severe ridge
hollow shadow
#

@abstract raptor if you want i can try to implement that radial menu into the vocalizer later

abstract raptor
#

That'd be dope @hollow shadow

severe ridge
#

spams laughter emote

#

i loved doing that in l4d

#

people playing with me prob dont 8)

hollow shadow
#

I used to take vocalizer on realism expert and scream with every 1 hp i lost

#

Coach is my favorite

severe ridge
#

ellis and francis

#

EIUAWHIEWAHEUIAW

hollow shadow
#

Anyone else got 30 fps or less? Im tryna find out which mods cause the most performance drops or is that vanilla? Playin with normal zpop btw

#

Its weird becouse when i soawn in i got no fps drop but after moving to the third house it drops to 30 rly fast

willow estuary
#

"I hate Ayn Rand"

#

๐Ÿ˜„

analog sandal
#

@willow estuary I thought you didn't like voice acting in Project Zomboid and mods like the vocalizer?

willow estuary
#

@analog sandal Huh, well

  • I like a meaty technical challenge
  • Ah, I just find amateur voice acting too awkward for my tastes?
analog sandal
#

that's not really what I asked

#

you're also awfully quick to jump the "amateur" VA card, when someone does something pro bono does not mean they are amateurs

#

mind you, some people prefer making their own stuff rather than stealing existing assets

calm portal
#

I mean, I'm pretty sure Aza is the one who found out how to do this in the first place ๐Ÿค”

#

Just saying

willow estuary
#

Oh, no, the code stuff in this is 100% me. Haven't looked at the vocalizer code.

#

It's just dirt simple PZ soundfile stuff.

honest drum
#

Are you saying the vocalizer mod is dirt simple PZ code, or that the challenge is dirt simple?

#

Not clear on what the "it" is in the last statement.

hollow shadow
#

Blair, you saying the vocalizer code i wrote is dirt simple?

calm portal
#

Because I find this funny

willow estuary
#

I'm saying the code in my mod is dirt simple?

calm portal
#

Really funny

#

I mean, it may be your mod with your name on it. But its his code.

hollow shadow
#

Nah he didnt take my code

honest drum
#

oh ok

#

so what makes dirt simple code a meaty technical challenge? (genuinely curious)

hollow shadow
#

My code uses the numpad, his code uses the vehicle menu (i think)

willow estuary
#

Okay, I dunno while you guys are piling on me attempting some internet slap fight?
But no, the code is all mine.
Fenris had to help DJ make his code work, as a matter of fact.

honest drum
#

idk I'm just curious what's meaty, I don't have much experience with code

#

Is it... the voicework aspect?

#

like, if it's not code then what's the challenge for you

calm portal
#

We aren't trying to push you into a slap fest. We're simply trying to understand here

analog sandal
#

Blair I'm just stating that it's a bit hypocritical going into this area, as you try to bash something that is 100% in-house while using ripped assets

willow estuary
#

I'm making this for Serious Suvivors, as I;ve had complains that the text when the surviviors is hard to read.
And again, I relish a technical challenge.

honest drum
#

so, the challenge is integrating it with an existing project of yours?

willow estuary
#

If you want to play the ripped assets card, was all the music in the radio mods written and performed by the mod producers?

#

That, and making it contextually active.
I have it so, dynamically, the voice lines are activated by actions such as reloading and performing first aid.

analog sandal
#

we're not calling any other mod amateur ๐Ÿ™‚ and for your information, I personally recorded, composed, and implemented all the sfx on CFTD, all the music on TPE and the rest are public domain, feel free to go ahead

#

please notice the word personally highlighted for your convenience

calm portal
#

We credit the artists ๐Ÿ™‚ we also make no profit from the mods ingame music. Nor do we ask for monetary compensation outside of a patron for sneak peaks at original content

honest drum
#

Oh shoot, he's not crediting artwork?

#

I thought by ripped assets you meant like placeholder voice lines or something

#

like idk, terminator "i'll be back"

#

since the retort was about the radio music

calm portal
#

As it stands. Yes we use the music. But we follow the fair use guidelines. We've also discussed the possibility about having each song in the mod covered by a live band and musical artists if said use ever became an issue. So we have no problems there! ๐Ÿ™‚

willow estuary
#

You know, if you want to take issue with my statement in that screenshot, that's fine. That was undiplomatic of me and I apologize for that.

But I dunno why I got all of you brigading me over some WIP footage.

You guys are being dorks about this, and I'm just gonna block y'all and continue with my project.

calm portal
#

Wow. How civilized.

honest drum
#

top tier rhetoric

calm portal
#

Talk shit behind the back of a woman who was done nothing but pour her soul into this project.

analog sandal
#

uhm, excuse me, what?

#

what kind of behavior is this, what are you, five?

honest drum
#

don't forget the group of voice actors but hey i'm just some dork is guess lmao

analog sandal
#

we come in here asking you to just explain what was said behind someone's back and you toss this out?

honest drum
#

@calm portal quiet, you dork

calm portal
#

Have the audacity to call our work, the prospect of a vocalizer, 'horrifying'

Then turn around like a hypocrite and make your own. Okay, cool.

#

@honest drum oh ha ha

#

๐Ÿ˜‚

warped sage
#

Here's the script to make zombies rise again after death (originally by Svarog):

    local corpse = _object
    if corpse and instanceof(corpse, "IsoDeadBody") then
        if ZombRand(2) == 0 then
        corpse:setReanimateTime(4);
        end
    end
end

Events.OnContainerUpdate.Add(MONReanimator);```
The reanimate time doesn't work. The zombies that do get up again always does it within a minute. Can I use "ReanimateLater()" instead or something? Any one got a clue, or will this just be a waste of time atm?
hollow shadow
#

@warped sage try changing (4) to (40)

#

should make it take 10x longer

warped sage
#

I could try that, sure. It's supposedly in hours, but I'll try.

hollow sundial
#

Yes

#

Or samurai jack voice lines

#

||Aka silence ||

zealous wing
#

@hollow shadow I know eris minimap can cause a big FPS drop, but only when it's open.

hollow shadow
#

@zealous wing never used eris minimap

#

I think its the zombies, i have less fps drop on isolated areas

zealous wing
#

Yeah, the game does start to chug if there's hundreds of zeds on the screen.