#mod_development
1 messages Β· Page 433 of 1
I have an RTX 2080 and PZ can absolutely bring that card to its knees on high pop.
Like, 4.0 and beyond.
So many zeds that they literally cover the screen I mean.
The only other game I have that can make my GPU chug is Kenshi.
That game is unoptimized as fuck though.
you got 60 fps on normal pop with mods?
lol
insane pop on mall
but can you

splitscreen coop with 4 players on medium pop with mods and survivors?
it works tho
Sounds spicy.
but for every player you add, your fps gets halfed LMAO
But yeah, how many mods are you using?
yes
god
mod = Vocalizer,
mod = AirsoftGuns,
mod = 1904952813,
mod = ArmorMod,
mod = ArmorMod_build41_patch,
mod = BanjoItemKitTraits,
mod = Better Belts,
mod = Better Car Sounds,
mod = CANNIBALISM_CORE,
mod = cheatmenu,
mod = CraftHelper,
mod = CrashedCarsMod,
mod = Rebuild,
mod = Eerie Country,
mod = FashionMontage,
mod = FRUsedCarsBETA,
mod = HBVW_names,
mod = HBVW,
mod = HatRetexturePackNOKY,
mod = tnt-naturalclock,
mod = FuelTanker,
mod = vehicle_additions,
mod = International,
mod = Hydrocraft,
mod = ImprovisedBandage,
mod = ItemTweakerAPI,
mod = improvedbuildmenu41,
mod = Kickdok's B41 Nail Gun,
mod = KCMcrossbow,
mod = LockpickingOnly,
mod = militarycanteensandflashlights,
mod = GEARCORE,
mod = ToadTraits,
mod = BackpackRecolor,
mod = Night Sprinters,
mod = OGSN_orphan_AmmoMagazines,
mod = OGSN_Orphan_OrganizedStorage,
mod = OGSN_orphan_GoodTeaCoffeeVitamins,
mod = PZBloodCure,
mod = Playable Instruments,
mod = RPGarbageDisposal,
mod = RadialMenuEx,
mod = Raven Creek,
mod = ReadFasterWhenSitting,
mod = Recipes+,
mod = rockshop,
mod = SeriousSurviviors,
mod = SuperbSurvivors,
mod = SuperbSurvivorz,
mod = SandboxPlus,
mod = sawnoffs,
mod = SGuns,
mod = ScrapWeapons,
mod = showmaterial,
mod = sizelabels41,
mod = Smoker,
mod = South Muldraugh,
mod = TieOnSpearheads,
mod = SurvivorRadioV2,
mod = tailoringfix41,
mod = thigh_holsters,
mod = toxicfog,
mod = toxicfogandrain,
mod = UNIQUEZ,
mod = VFFogsn,
mod = VibrantColorPaletteOGSN,
mod = WestPointExpansion,
mod = svgMCerdato,
mod = MyMainMenu,
mod = moretags41,
mod = chestrig,
mod = GEARBASIC,
mod = backrigandcalfsheath,
mod = backpackattachments,
mod = Swatpack,
mod = terrorzeds,
homie went through the entire workshop
jebus
Actually 208, got the math wrong.
is better belts compatible with advanced gear now?
Brita Weapons Pack, adds a shit ton of new guns
eww i dont like that one
A lot of the new weapons are just basically death lasers
I prefer it to scrap gunz
most of the rifles it adds look the same
point and click death with 0 skill requirement.
they are Korean weapons that's why
- most gun mods are just thicc pieces of cardboard with a gun texture slapped ontop
iirc
nah it was just mayrum
maybe he had something during mod testing idk dont matter
ima wait for fili gun mod, it fits to the lore
It had a recent update and it adds some diff guns
M1 Garand iirc
what i like is that it mostly uses vanilla rounds
I'm in the same boat as Blair, I like my game to be a bit lore friendly.
So how the heck did a bunch of ROK army weapons end up in rural Kentucky?
either way, that mods gonna get buried once filis done
maybe mine too idk, but im happy with how far my mod came
yea im using it till filis done
I do like lore friendly
but i also like exotic guns

But yeah, as a mod author and avid modder, I will say that once you pas the 50 mark on PZ mods, be ready to start patching stuff yourself to get it to work.
ESPECIALLY gun mods
Since eveyrone likes to make their own boolets and ammo for their stuff.
About 15 of those are patches for other shit.
Lol i would like to test your mod pack out
Either to get things to B41 or to fix distro files.
On that list, anything with SRC at the end is a source version of one of my mods.
I.e. the original version of the mod before I copypaste it into the Workshop directory.
is PLLOOT good? as far as i saw, it just adds a bunch of random cool stuff that doesnt realy fit anywhere xd
PLLOOT?
nice
AAApoc is all american apocalypse, dunno what the other is.
Btw, did you have issues with my mods? or did you fix them yourself
Paw Low's loot is okay. Got it for the body armor actually.
A couple of the guns are nice too.
im tryna learn body armor after im done with vocalizer
Which mods of yours do I have?
i see you got SGuns, and ScrapWeapons
no bugs?
the scrap weapons are good?
I just found one today at a mechanic
btw i made them craftable
cuz i cant take the time to fix loottables which are a pain in the a**
I haven't gotten to a point where I can craft the weapons yet though, they're pretty far up the skill level.
Oh if you use scraper trait from more traits you are good to g
The guns/firearms I mean.
The funny thing I keep seeing as I drive around, is zeds with stop signs sticking out of them.
which was realy usefull if u only found the shells
You ever been so mad you stabbed a foo with a stop sign?
IIRC, classic molotov recipe.
ah, if it changes the item you miss out on some good sounds
I don't think it does.
I got someone making blunt and wooden sounds for me, for scrap weapons
Same item, new(old) recipe to get it.
and spraypaint mod breaks the game for me, you probably fixed that
There's also that old build 40 blacksmithing mod coming back to build 41
that prob pairs nice with scrap gunz
@hollow shadow IIRC, the original B40 version of Spraypaint actually works on B40, it's just that the item spawns are ultra ultra rare due to loot table changes since.
Oh i tried adding a new skill tree before, it dont work
My unofficial release just unfucks the distro table, makes the items spawn more regularly.
and im fine with it being all in metalworking, i added another crafting tab for "weapons" which shows all the weapons, guns, grenades and ammo
@zealous wing you using creepy music mod?, but then you dont hear any of the normal combat music right?
I once tried to make it play only at night, so i can still have combat music at day, but i didnt manage to get it to work
I'm usually not fighting at night lol, so I wouldn't have noticed.
Nah i mean it would be cool to have the scary music play only at night, and have vanilla music at day, this could be fun in combination with night sprinters
oo where that at
Military Complex but double log door and logs door frames it's a part of a mod that I made. So I can build that things!
oh just notice rolf
the caws caws lmao
its probably better if we mix the crows and birbos
ONLY CROW :V
:V caw
CAWWWWWWWWWWWW
someone bitched that the super nintendo sounds were too loud now I have to edit a bunch of oggs
Slick!!!!
After a 3 week break too lol
I love using Scrap Weapons with Serious S., looks so good on bandits and cannibals!
well, it's a machine gun π€·
Deathsquad?
The Lewis? π
killed by my own creation
Perfectly balanced...
i need to nerf them, mostly the ppsh
like, raise accuracy, reduce damage
the lewis uses the 308 damage table but less accuracy would be keen
i wasnt touching guns for a while but i might play a little more
Oh sick!
should i copy your homeworks? 8l maybe later on
@severe ridge Yeah, no worries π
whats this OWO
lol yeeehaw
tactical holster ftw
A nice weight saver, buck aren't the lightest thing around
anyone got a list of all WorldObjectSprites? In particular those for glas roofs & walls?
whats this OWO
@severe ridge It holds .45 Colt; I need to set up tooltips for 'em since there's no way to know what ammo fits in it π
Yep!
π hm
Well that cal makes sense. I was just looking to exploit for max effect lol
Idk what scrap gun to make next
Blunderbuss if you haven't already?
Already added 3 different kinds of shotguns to the mod
tbh i think ill add some rifle with a scope, but im not sure if i wanna make it use gunpowdr or not
Never tried the mod. I'll give it a whirl.
Hello. Very noob to modding. I was pondering creating a pretty major overhaul of the game, and I have a few questions.
For one, is it common for overhauls to include the works of other modders? There are some things I would like to do, like include a plethora of improvised weapons, but I've noticed other modders have already been able to accomplish some of these things quite well already. Obviously, I would ask them first, credit and link them and so on, but are there other considerations?
It is generally considered a social norm amongst all modding communities to give credit where credit is due.
The Indie Stone's policy is here: By modding in Project Zomboid, you accept the following:
You are allowed to edit the game in any way, providing you do not edit it in such a way that it is either intentionally damaging to people's PCs, or removes the login system and enables people to play the game without purchasing.
Indie Stone reserve the right to implement any features in the game irrespective of whether mods exist that accomplish the same goal. While we will respect people's personal creations and always ask for permission and offer credit within the game before intentionally including any code, art or dialogue directly from mods with the core game, we do this out of respect to the authors and are not legally obliged, and general game-play ideas themselves do not apply (although again, we will be responsible when it comes to giving informal credit should ideas be used directly based on mods). We say this only to protect ourselves from the potential for mods to beat us to features we already intended to add and then having the origin of that idea disputed.
Unless any arrangements to the contrary have been made, mod creators cannot sell modifications to the game. Likewise, upon allowing us to use a modification in the game you cannot claim entitlement to any past, current or future profits from the game unless this is agreed upon at the time.
Project Zomboid modders are free to receive monetary/gift donations from the players who use their releases, and appreciate the time and effort put into them. However having mods created exclusively for those who choose to donate (or separate βin-modβ content and bonuses) is not allowed. Mod creators cannot sell modifications to Project Zomboid.
Otherwise all's fair in love, war, and modding.
I'm fairly certain that's been ripped out of the code somewhere. I've seen it somewhere in a .txt, lua, xml ect in the game assets.
While we will respect people's personal creations and always ask for permission and offer credit within the game before intentionally including any code, art or dialogue directly from mods with the core game, we do this out of respect to the authors and are not legally obliged, and general game-play ideas themselves do not apply (although again, we will be responsible when it comes to giving informal credit should ideas be used directly based on mods).
An example in music is if you were to write a song and somebody came by and said that they owned the rights to the E cord and that because your song used the E cord you now owed them money. This is to prevent a modder from saying that TIS owed them monetary reward for coming up with an 'original' idea like sleeping on the floor for example.
I mean, I see why
But, that's kind of a weird clause, not sure if they misworded it or I'm just connecting dots. Particularly, the part about "not being obliged" to ask permission or offer credit before intentionally including any code, art, or dialogue directly from mods
Like does that mean the devs could use your work in their builds and without crediting you, financially or otherwise? Because that would seem like a problem
No it wouldn't be a problem; because by modding the game you've already agreed to that legally binding clause that's written right in the code.
Hence why it's there.
On a brighter note; several high ranking modders of the community are now employees of the indie stone.
Well I mean, just because you agreed to it by virtue of it being in the code, doesn't make it justified to sell the unpaid work of modders?
the enforceability of parts of this are hardly enforceable but no one is gonna drag anyone to court over these
lol what did i just write...
It's to prevent people from using the law to extract money from the company using the legal system.
parts of this are not enforceable I wanted to say
For example you'll always be able to find a lawyer in the US willing to take your money to sue anyone over anything.
TIS is great Britain, so ip laws are slightly stricter then the US regarding the assets themselves
Basically if you feel that because you're not being financially compensated for your mods you probably shouldn't be modding in any gaming community in the first place. The solution if you feel this clause is not to your liking is to go open your own development studio and create your own game.
These are my individual opinions by the way.
I could see how it could be a problem for TIS. Someone adds, say, a minigun to the game, then TIS says, "We should also do that, with our own time and labor" and they add it in, then the modder says, "Hey you stole my idea". I don't object to that, I think ideas should be able to flow freely, and I would respect the devs decision. I'm just kind of concerned about the notion that the devs could potentially just take your own original work and assets and ship them, and profit of them, without crediting you.
" (although again, we will be responsible when it comes to giving informal credit should ideas be used directly based on mods)."
I mean, there are plenty of other games to mod
Anyway; i'm not a professional LIAR
But as I pointed out above several modders are now direct employees of TIS.
but also, the waivers could be disputed in court as they concern IP, which is highly protected, but you'd waste more money you would have made
I believe Yuri started off creating the super survivor's mod; xonyx created the Slocan Lake map mod, and a couple challenge maps and also works them now.
The whole point of the clause is to have it thrown out before it costs too much money.
I see why; it's a way of making sure they don't have to fight modders for decisions made with their IP.
Because there are people out there that think they own the E cord. Use The Rolling Stones and the song Bittersweet Symphony by The Verve as a real life example.
also turbo made the overgrowth mod
Aha another example.
that's like my favorite feature on the world design
It's a shame most players never live long enough to see it 
cure to a 6 month or 1 year start; Fisherman profession with Iron Gut, easy to live off the land.
Or get your cooking to level 7.
I'm sure the devs would respect the work and contributions of modders, I mean I doubt they're bad people. It's just kind of grey to me.
If someone spent a lot of time on a mod, and they didn't explicitly monetize it like some sort of DLC or addon, they might be reliant on donations. But maybe that content is taken by developers and thrown in; so nobody needs to download the mod and the modder loses a great deal of their support. I wouldn't be surprised if that's happened in some games
I'm going to point up to Raven2236's comment up above if you feel that about it. But I'm sure EccentricTurtle if you go read the documentation of the near decade worth of development on this game it should become obvious they're not in the business of releasing DLC with modders content.
There are some things I would like to do, like include a plethora of improvised weapons, but I've noticed other modders have already been able to accomplish some of these things
@tired plank mm have you modded a game before?
Nope :/ @hollow shadow
Nope :/ @hollow shadow
@tired plank Well alot of ppl like you came here, with the interest of modding and ended up giving up along the way
I learnt modding with just googleing, youtube, and asking ppl, altho asking ppl is very time consuming
@tired plank What kind of improvised weapons are you thinking about?
Well what I have envisioned is a sort of "Last of Us" style overhaul. So that might include things like, the ability to attach blades to a crowbar, reinforcing them, and so on. So maybe like a modular improvement system for melee weapons if you have the right skills
I saw something like that floating out there, I'd obviously have to acquaint myself with the active modding community if I wanted to make something like a modpack
But the reason why I'm interested in zomboid in particular is because I'm honestly just really impressed by what they've done with the game
Oh lol, i already added this kind of mod.
so something like this lol....
I'll have a look-see π
Modular system, ive been thinking about that too, but that would take too much time
And a good looking modular system would need coding experience aswell
speaking of, I'm processing the raw sounds as we speak dj
The issue is the animations; although the game will default to the screwdriver fixing animation.
Excuse my lack of knowledge, but doesn't the game already have gun attachments like lasers and stocks, so on?
for guns, yes
Not for melee though, yeah
you guys always up to something revolutionary...
the current attachment system for guns is kinda meh aswell, i would like to have a seperate menu if im gonna go in depth with that, like a different crafting menu where you could see the 3d model of the gun close up
can't wait
add custom paint jobs to the gun, etc
I think the easy way to go about it djvirus is to have multiple weapon types and as you modify the weapon it just makes the new one.
To work within the current code.
like in dying light?
I never played that; i just mean from basic item coding with the game.
For example when you fill a pot with water it creates a new item.
and deletes the cooking pot from your inventory.
I already did this with alot of items π
I like your idea for an up close crafting UI though.
I just started looking at the radial menu myself after blair posted a tease involving it the other day. I'm pretty sure he was reworking the radialreloadingUI
especialy since my models are very detailed, unlike some of the older and newer gun mods cough blackbeard cough
REEEE Modder War 3
ive still yet to use anything scrap wise because its all late/mid game lol
grab scraper trait from more traits mod
lol loved your mod; it's great especially as a short blade specialist. Shiv's galore.
isnt scrapper only like 2 metalworking
ahh, was thinking of the guns then
gun parts?
and air tank
air tanks are easier to get...gun parts on the other hand
i think you can make a double barrel at level 4 or 3? i dont even remember myself, but those are alot quieter and use cheaper ammo
just dissasemble the death beacons you find when looting
the gun i looked at was like level 8 lol
yee haven't used the mod much cuz lazy arse
I added weapn dissasembly for all vanilla items, you could get scrap metal by taking tools and kitchenware apart
also btw do you need the table to make sharpened screwdrivers? find them on zombies every now and then
coolio
the table is for dissasembly atm
i see
file is also craftable
In the Last of Us, you can get infected from bites just like Romero style zombies, but you can also get infected by inhaling the cordyceps fungus, which can slowly spread when an infected dies. I think that would be such a cool addition; dead infected bodies not only rot and cause negative emotions and potentially sickness, they grow and potentially spread through the building, generating spores that could necessitate the use of gas masks
eventually just get enough scrap to make a car lmao
there's a toxic fog mod
Yeah but he wants the fungus biomass with gas inside of buildings
that's tileset stuff
There's a mod that works in a similar fashion eccentricTurtle called the toxic fog mod; it wouldn't be much of a coding stretch to make it when you spend so much time in the fog you get the actual zed infection.
probs very hard to make
i dont think indoor weather effects are possible
Everything's possible Meem; the issue is modding the base game class files through the compiler.
It's beyond my smooth brain.

brains
I think there's no prescription here, or "miracle cure" as it is. Just gotta familiarize myself with Lua and so on?
lol like Homer in the simpsons halloween special where they check his head out then leave him be
The best way to learn is to go download a mod and then read it's code.
turtle, some sounds, for example, are simply not mods able at all
Then check the game code for reference. Basic LUA knowledge is useful but the game is written in Kahlua
which is Java with LUA mixed in.
I'm sure it's a joke reference to the alcohol.
The zomboid modding guide is probably going to be of help
I'll try and do that @wise wigeon
So what kind of mod are you going to make ?
Well it's entirely too ambitious so I'm sure you guys will laugh me off, but I want to make a sort of TLOU style overhaul, including fungal infection of buildings and survivors, new zombie types that morph over time, and new items. Some of this would by necessity require utilizing the additions of the developers, like the 3D modeling stuff which they haven't released yet if I'm not mistaken
an erosion overhaul would be nice
all the luck on this
But you know, one thing at a time, baby steps, could be cool
Like extreme erosion would be awesome
oh yeah I would love erosion to turn some concrete to grass and indoors grass too
Oof, you would need tons of free time and happy pills to pull this off
Ambition is the mother of invention... and insanity....
that can be done raven2236
as terraforming is a base command
that's vanilla
I don't know any code, I just make sounds for the talented people
The idea To slowly have the map detoriate over time, nature grows wild and the urban areas slowly decay. What will the mod do? Currently the planning is for Erosion to add the following effects to the game: Plantlife:Nature will slowly start to take over, popping up on natural...
for the talented people
@analog sandal
and you do a fabulous job at that !
Yeah come to think of it I think I'm way out of my league
FIX THE DOOR BLYAT
I wonder how all those insane minecraft modders do it
Adderal.
modifying almost any sound currently breaks a lot of stuff that's not immediately apparent unfortunately
It's probably better to pick one idea, I think, something managable, before saying "lemme make an entirely new game inside of this one"
Well you can use my scrap weapons, if its gonne be some kind of "modpack"
The issue I sumize is that they're in one file and the file that needs to be edited is the one that pulls from that as well, in theory you could just redirect to another one; the problem is tracking down where the codes are all used and all the shared processes.
ravenim, the sound?
Yeah;
yeah you can redirect some, not all, but then the sound gets cut short because the fmod sounds - vanilla - have a priority heirarchy and anything not in the bank had priority 0
there's a file somewhere (can't remember where) that directs where the sounds are pulled from
ah
but the file can't be opened
I've spent 3 weeks decompiling java in order to find a way, but devs said it ain't possible the way to make it integrated....
was sad
Well good luck on that. My big challenge is getting XML inserts working. If it's done once the gate will be opened for all sorts of mods.
btw, the putty I bought yesterday does wonders for hit sounds
nah I'm gonna rather spend time making Foley and sfx for new things rather than trying to fix vanilla
I want matching spiffo furries to kill in peach's mod lol
the only way i can see to do that is to insert new clothing codes into the existing zombie xmls
Once animzed is out ill make bows and throwing weapons π
lol now you just a bow to with it
Throwing weapons might be possible already, but need alot of time
djvirus it better be craftable through foraging for the true anprim experience
and it's an easy fix.
Nah i dont mean like grenades
same with making throwing rocks make sound
i mean throwing axes, knives, etc
nah, different eq and more bass on the string so needs to be 2 tracks with the wood separate
yeah; it's the same
the issue is the animstates
because you want that weapon on the zombie after you throw it
If i could make a gun that used melee animations..
why would you
Just link to them.
eh that would look silly, you wouldnt be able to see the thrown object π¦
Everything starts somewhere.
If it would show up on the zombie then it might also be possible to improve existing crossbow mods with that
I've been working on a side project to make rocks and empty pop cans ect throwable to generate noise to make playing with velocisprinters easier
oh i know how to do that
i made decoy, and throwable bottle already, you can use those as template
but they deal damage regardless if i put it to 0 or not
like for the xbow, after the collision check is done (or the relevent code for receiving firearm damage on the zombie side) it then changes the attchemnt for the zombie (adds a random retrieveable bolt somewhere on their body)
Oh yeah, ive seen this in the files somewhere, shotgunwound or something
weapons sticking out of zombies use the same code as other attchments
getting confused, but its possible?
I believe it should be.
I mean everything is technically moddable; it's all a matter of how much free time and patience you have.
Currently getting beaten by the armors lol
I'm confused, who's face/meme is that I keep seeing?
The dude with the glasses? Not the first time I seen that face but I don't get it?
hover over it then look to the right under developers
Should the following work to add a new room definition? Doesn't seem to work when I test a building using the def with a single crate in it.
table.insert(SuburbsDistributions["greendale_test"]["crate"].items, "Base.Sledgehammer");
table.insert(SuburbsDistributions["greendale_test"]["crate"].items, 100);
or do I need to add something extra if its a new room def i.e. SuburbsDistributions["greendale_test"] = {} ???
Probably or do I need to add something extra if its a new room def i.e. SuburbsDistributions["greendale_test"] = {}
But yeah, you need to define the table before you an add to it.
ah ok...i think I understand. New entry in table would require me to build it from scratch, thus the syntax would need to be like the Distriubtions.lau
Ill keep at it and see what a learn
ah ffs....i had a typo in my folder structure.
Happens to everyone. Probably the biggest stumbling block modders face π
Ahhh... you shouldn't have to modify Distributions.lua, just use it as a template for defining your table.
Anyone experience a bug where when you put on a watch on one of your wrists it disappears from your inventory? if you have the watch in your inventory its fine, but when you add it to your wrists it just disappears. I'm using a collection of mods so I'm curious as to what can cause that.
with distribution entries, does anyone know how the item number works in relation to the roll and chance?
I get 100, but what is the difference between say 2 and 0.5
rolls are how many times it will try to spawn that item by it's chance
so if you have 1 roll it can spawn one item, 2 rolls can spawn one or 2
my bad, i meant the number against the item itself
table.insert(SuburbsDistributions['blah']['crate'].items, 2)
A random number, the maximum value of which is determined by the appropriate loot scarcity, is generated and checked against that number; if it is below that number, the item is spawned in the container.
I don't know the max values for the loot scarcity category, but for testing to see if it works you want it really high.
I use the distribution tables to eyeball a value to use for my tables.
@winged grove i noticed that the other day ago too, pretty sure it's from the swat pack AFTER you download the extra content that renders the models
i only run with superb survivors, hydrocraft for build 41, and the swat pack (which i just added because my friend suggested it), so i think it has to be the swat one
it kind of sucks losing the ability to wear jewelry but at least if you keep it in your inventory it is still functional
is there any way to lookup all current 'base' items?
It all seems very chaotic naming wise and not sure if there are more items beyond what is specified already in distributions.lua
[EDIT] Nvmd, found what I needed
Questions? Ask me on here: https://discord.gg/qmnnxMR
I am doing a series of analyzing assets from Yandere Simulator and how simple it is to fix.
CORRECTION 3:45: A different way to do tiling.
Superb Survivors doesn't cause that watch bug.
Isn't it some Harry's Better Gun mod that royally fucked up jewelry?
harrys just messes (or used to mess) with the jewelry icons as far as i remember
@winged grove i noticed that the other day ago too, pretty sure it's from the swat pack AFTER you download the extra content that renders the models
@halcyon marlin thank you! that makes sense.
chainsaw amazin
Figured since I'm about to create a new map, I might add custom distribution types. Here's an example of a police station desk
alcohol, pills, ammo, guns....the stuff you would actually expect in a highly stressed detectives desk
see you in 2 months when you finish the map
lol...using an actual town for inspiration so the planning might easier
where is this town gonna be located at? or is it gonna be a new map?
Leitchfield, KY
It has 1 of everything you expect ingame π
well, 2 cop stations
sheriff and police dept
so past the highway of rosewood to the left...?
on the highway inbetween rosewood and riverside in the middle?
ooh
interesting
was worried about ravencreek
wish there was a highway from west point to riverside like that, would make life a bit easier
how big of a town is it anyways
depending on compression, maybe around same size as WP + Salt Ridge
damn that'd stretch across the entire bend of the river probably
wouldn't that make it close to the rural town?
mm have you modded a game before?
Nope :/
@tired plank
Hey, that's probably where this comes from. Any game that does not have a clause like this is opening up themselves for a possible legal battle and unnecessariy expenses on legal fees.
The clause is there to protect us from such legal disputes, where someone implements something even ever so trivial and then claims we took that and didn't just come up with it ourselves or have had it in our backlog for a while.
You will be hard pressed to find a commercial game that doesn't have such a protective clause and if you can, if those devs will contact a legal consultant, they will be told to.
As Ravenim said, you will not be able to find an instance where we stole a mod, implemented code without credit, or anything of the sort.
Ringod123, EasyPickins, TurboTutone, RJ, Xeonyx; all used to be modders and ended up on the team. Checking the credits will come up with quite some names of people who provided additional code or have contributed something else to the game, e.g. Stormy, Thuztor, blindCoder, Adric, etc.
Lol, i made my first part of the scrap armor but the game just crashes when i put on, got no idea how to fix it as ive tried everything :C
Does anyone know if it's possible to have mannequins spawn in with specific outfits, via use of custom room definitions or otherwise?
Is that something that will have to wait until I zone special zombie spawns?
@grizzled shell Java/media/clothing/clothing.xml contains a list of all possible outfits. I'm not totally sure if you can add new ones, or how to tell specific mannequins to pull from those lists, but it's a start.
@grizzled shell If you want to limit the choices to a few you could just modify the existing Mannequin outfits to contain only the things that you want.
@grizzled shell Do a search for mannequin inside clothing.xml to find the existing possible mannequin oufits
Definitely a great place to start - I feel I should be able to use it by changing up the existing outfits, yeah! Thanks!
@grizzled shell you bet π
Authentic suicide lmao
Yo, imma bout to suicide but no authentically so it doesn't counts uwu. Jk. Love the implementations
thanks pawlow; it's a WiP; still learning the transitions ect
I bet someone will think you got early access to AnimZed lol
Notepad ++ and smashing our heads against concrete walls lol...
So, the authentic anims and suicide, the folders where exactly do they have to go? I know they have to go into the actual PZ folder, but just in the folder beside every other folder, or in another folder? Do I have to put it in mods?
oh, im watching the video now
ok nevermind
boy that was sometiming
that video was posted as a comment 3 minutes ago
seriously, the minute i asked, it was posted.
the video should have been linked last night when the video went live, so we'll get that checked out later
Oh, well it said 3 minutes ago here.
yeah it wasn't that I discovered, so I threw that in as a comment in the meantime
Also, if I did the process with authenic animations, does that mean I have to do it again with authentic suicide?
yes
Ok then.
its just the .XMLs do not get distributed, you just have to put them in their respected folder that the mod folder mirrors
the animation files are linked to the .XMLs
Alright, everything is all set and ready to go. I'll go die in style now.

hell yeah shotgun to the face
can anyone help me figure out how to get my custom tile pack to work
A new Mod has been Published!
GimmeScrap
https://steamcommunity.com/sharedfiles/filedetails/?id=2207866942
A new Mod has been Published!
Bloodwork (build 41, re-upload by author)
https://steamcommunity.com/sharedfiles/filedetails/?id=2191082336
A new Mod has been Published!
First Attempt
https://steamcommunity.com/sharedfiles/filedetails/?id=2189975794
A new Mod has been Published!
Azas Sound Effect Board
https://steamcommunity.com/sharedfiles/filedetails/?id=2189646739
A new Mod has been Published!
You Have One Day Fix
https://steamcommunity.com/sharedfiles/filedetails/?id=2189539412
Hey hi, I was wondering if anyone new the dimensions of the Knox Country? I wanted to compare the size of it with the Normandy mod but I can't find any specific data of it
Thx
Hi guys, quick question. I've been trying to alter a vehicles coordinates but I cant get it to work and cant seem to find anything on it, is there any way to do that?
Hello, just one question, is zombi's dismemberment is in project (with for example possibilities to take a zombi's arm used like a weapon, etc ...) ?
Nope.
cutting zombi's head, disembowelment ?
It's an idea, it adds world "dΓ©coration" and variety in screen. 
Yeah sure, everybody would like that, but a lotta people's computers are having enough trouble rendering zombies and bodies as is, so I dunno if it's viable.
I also don't think using zombie limbs as weapons is actually all that practical, or in keeping, at all, in line with the serous gritty vibe they're goign hard for?
You're right. I like corpse on floor everwhere when you travel in game because it remember the fights you had in there. with dismemberment and others it create a scenery af the past actions π
sorry for my english ^^
They can pixelise the bodies parts in 2d when at floor...
like blood
like object icon
I wud prefer some better animated blood splatter
and gore
β‘οΈDownload my FREE 3d modeling guide: http://jlmussi.com/hsguide
β‘οΈWatch the original tutorial here: https://youtu.be/E0G1Z8EK6X4
3d Modeling Beasts Facebook Group:
https://www.facebook.com/groups/705710056658253
On Social Media, Lets Connect!
@severe ridge quality meme
Uploaded nail gun mod which got nuked off the workshop
why tho
I dunno DJ, if the mod author pulled their mod off the workshop, I feel like people should respect their decision?
I'm sure they had their reasons to do so.
how did that work exactly anyway? did you have to drag a compressor tank around with you to use it?
I dunno DJ, if the mod author pulled their mod off the workshop, I feel like people should respect their decision?
@willow estuary he told me to put his mods on teh workshop
@hollow shadow Ah! Sorry man π
@willow estuary if u removed ur mods i wud be upset af
plague -v-
time to try to reposition and fit it :l
Hoof, plague doc mask is π π¦
just stick to the male ones for now and branch out when your motivation comes back?
been modding custom music CDs into the game and it's quite fun to listen to, especially with a CD Player hah
nujabes β€οΈ β€οΈ β€οΈ β€οΈ
listen to the guy since he was alive :U
facial stuff is the worse
but i wish someone add more glasses lmao
has somebody ever successfully modded a car to work on water? (boats)
You absolutely cannot.
You can have ugly, clunky fake boats that are really shitty however.
I really wonder how, if even the devs are gonna add boats to this game
Pretty sure that's a big nope as anything zombie-proof is contrary to the intent of the game.
@harsh sapphire π
lol the zombies seem to enjoy it too
looked like they were desperately trying to leave the room!
@willow estuary I'm curious, is that an upcoming update to the Radio CD or the standalone CD mod?
@harsh sapphire naw, a proof of concept thingy I did half a year ago?
I actually just came across the files again today, so it was an cool coincidence seeing your post.
i hate testing the drop table :U
That plus no clip for me. So I can just run through walls from container to container.
Haha, I did screenshots when I tested the loot tables for the multitool mod, so when I get the "They don't spawn" time waster bug-report I could just point at the screenshots?
...all the screen shots are in Kingsport π
Things I don't care about:
- Spiffo
- Bob and Kate, or pillows
- Whether it's a military base, or a government base, or a daycare
- Getting the names of imaginary places right
Knox County/Country? What is this, final round Jeopardy?
Oh I didn't mean to correct you like a asshole or anything "people never learn" was for people thinking just because you made a mod it's gonna automatically spawn in kingsmouth
I thought kingsport was a location lol
Oh yeah, no I figured as much
....I just had to make a save since I have no idea which is the right name is π
π
π¦
π
its country dammit
country
country
its on the wiki so it must be correct, current and true
I guess things are only "canon" because it's the set of rules they have to balance shit and keep shit consistent instead of being something meaningful as people make it out to be
don't really think it's all that important too
agree...im just joking around and blair (hopefully) knows that
i personal couldnt care less what the actual lore is
π
I'm a big fan of supernatural zombie apocalypse myself, so PZ is... ...a framework for me to further build upon?
side note, the wiki is so out of date...it could be called the republic of knox for all we know now
im ashamed to admit it, ive never watched TWD
i just like the game
never been into the zombie lore thing
but PZ has peaked my interest
Like idk, because if that would be the case they would make something like a "how things were before the apocalypse" kind of thing which is something that's already on the nono list
unless they back paddle it for a tutorial maybe? even then I think it's stretching it a bit far
Games are good
show is pretty shit
was good when it first came out though, for a little bit
TWD show is absolute garbage now. Barely see zombies in most episodes now compared to earlier seasons.
I used to keep up with the graphics novel/comic, whatever it is, but haven't for a long time. Better than the show though.
The Telltale games were good, haven't played the final season. Clementine is awesome!
Get Surfshark VPN at https://Surfshark.deals/cgmatter and enter
promo code CGMATTER for 85% off and 3 extra months for free!
This video is sponsored by Surfshark VPN.
this could be lovely for explosions
ez export of phys anim, behaving as you wish
The Walking Dead was awesome, at first...
Then meh
Like most/all shows though tbf, the one up mentality means they get stupid pretty quick...
My man was opening up his heart and soul ruminating about the flaws of his show and you had to channel cockblock him like that
Mods are really fucking wonderful and add longevity to games by the way
He's a nitro booster π
does anybody know what are these two things?
cuz aparently one of them is making my guns lock at "7" Max range if I set said max range values to something greater than 7.
setting both of them to those values lets me go crazy with numbers and have a max range of 200 if I even wanted π
I'm honestly clueless as for a reason
zomboid workshop has had a huge influx of korean creations to 2 maps, translations and items
I wonder why
bigger korean streamer playing MP with others
https://steamcommunity.com/sharedfiles/filedetails/?id=2210760610 i finally found the button to upload my mod to the workshop
try deleting it and adding a new file
Put it in content folder
@hollow shadow i did that
@drifting ore did it work?
@drifting ore just put it in all the folders, if it deosnt work then rip :I
Put it next to contents folder
this literaly works for me
you need to have a "mods" folder in contents folder before u put ur "MODNAME" fodler in it
Guys
How do i attach attachments on blackbeard's weapons mod?
@drifting ore got it, thanks.
I got one but i didn't know i needed it.
@drifting ore where do i do it?
crafting menu?
Ahhh.
Thanks.
Got it, now i can enjoy my newly found M4
now all i need is military vest
now a mod to change zombies sounds to minecraft ones lmao
@drifting ore if you figure out how to replace zombie sounds, let me know
cool
Bit late to the party, but honestly, the Korean maps are really awesome just simply due to the sheer amount of custom assets they've included
I wonder how much work the author put in
How do I use custom assetsssss
Any mod out there that creates a temporary cure, like Zombrex? A lot of the cure mods out there seem to purge the infection completely from your body, but it would be cool if there was a medical treatment like Zombrex or Antizin that only suppressed the effects for up to 72 hours, min 24 hours.
How do i wear hydrocraft armor?
@rugged sluice hydrocraft dudnt get updated to build 41 yet
Translation... It's hard to call it a big fad, but)
https://steamcommunity.com/sharedfiles/filedetails/?id=2206786606
I'm guessing Hydrocraft will be updated after B41 goes public?
@rocky lynx I love those walls the vanilla ones always felt kinda weird with how they stood
Hey Thanks Mr.Blue, i do that mod to give an extra hp to log walls! π
is that mod released yet ? π
what mod is thiss
how i can make a mod for replace or add new music to the game?
you can't it's all tied up in fmod
the devs would need to release the fmod files
which they won't
I might release it a portion of it soonish
there's a lot of work to be done on it
all the highlighted cells are mostly done, I just need to add a couple more buildings to the ghost town
very nice
you mean super survivors?
it is indeed
@placid delta dang, if I knew you were still at it I would have kept an index of the bugs & bugfixes I've been finding/implementing?
came back and took another wack, is all.
but yeah thanks for w/e fixes or improvements you made that served the users in my absence
All corners works! π
Sick work, as always @rocky lynx !
Need to touch overlay sprites for tires containers (Only set one) and custom icon for inventorypage π Code for building a placing all different facing works!
thanks!
Oh those are tires? I thought they were barrels. Awesome, very Mad Max!
Yeah!!! Some tires can be found here!
But not sure to add tires to building requirements, i think i will use scrapmetal
Ohhhhhhhhh!!!!!!!
Piles of tires like that is a pretty accurate picture of a car shop like that.
@rocky lynx awesome log walls, kinda wish vanilla log walls have that kind of aesthetic, but then it'd jack up the build requirements
@upper summit There's a mod that adds CD player and CD-R into the game that you can put your custom music in and listen to it in-game
Thanks Stormie!!!
ordinarily item condition is not persistent when used as a weapon part, as just the item name string is saved in the weapon, not the entire item, but...
π€
it broke lol?
that's pretty hardcore if the slide breaks by accident while unjamming it in the first place
You might have the cause and effect backwards there.
evil grin hands noob a 'loaded' gun
I would like to tweak the storage capacity of containers like the fridge, oven, counters and shelves but I cant' find where they are defined. Are these values hard coded?
man i wanna play that mod right naw
^^
Multiple magazine types sound awesome
32 roundsss π
I assume a bigger capacity is gonna make it heavier, higher chance of jamming
the sound files themselves are hidden in the banks
except a few, like the car sounds for example
What mod is that?
π« π¦
gun nutted
@severe ridge the tactical holster comes from your loot mod right?
Yeah, kinda wip, I can't change the name of "wear down" and up to a different name without getting the context menu name bug
No difference from the regular holster π€·ββοΈ
the funny thing is that Hood Up (I think) makes the holster changed its name into G.E.A.R or something
module GimmeScrap
{
imports
{
Base
}
recipe cut into scrap metal
{
keep Base.BlowTorch=1,
keep Base.WeldingMask,
Base.SmallSheetMetal,
Result: Base.ScrapMetal=10,
Time:250.0
}
Can someone teach me why BlowTorch needs "=1"?
the funny thing is that Hood Up (I think) makes the holster changed its name into G.E.A.R or something
@harsh sapphire https://steamcommunity.com/sharedfiles/filedetails/?id=2050264961 changes your holster placement
Oh okay, thanks!
How can I via lua completely replace recipes from a mod?
I.e., disable a recipe from appearing so only my version does?
guns manuals between jugs and ammo
@severe ridge I'll throw a special edition or two of J'n'A with recipes in them into The Gun Mod, good thinking π
@willow estuary So I can add that line to a recipe?
Like So:
`module filcher
{
imports
{
Base
}
recipe Open Box of Tea Bags
{
filcher.SFBoxOfTea,
Override=TRUE,
Result:Base.Teabag2=2,
Time:5.0,
OnGiveXP:NoXP_OnGiveXP,
Category:Cooking,
OnCreate:GTCVCTTeaBox,
}`
?
Yeah, it just doesn;t work every time for some reason? :
Hmm
All right, I'll give it a shot
Well, that didn't work.
"Override=TRUE," just straight breaks the crafting menu.
np, sorry about that π
No Problem.
Yeah, it seems to work fine for this.
But yeah, that other mod replaces single tea bags with stacks of 25.
Which led to wonkers behavior when you unpacked a box of 12 and got 300. Box 12 of those and you get another 300.
rebox all of the original 300 and then unbox them, you wind up with thousands of tea bags π
i had to create a unique female vanilla model for the holster
forgot to test all of the positions and that one was clipping like hell
female and male thigh are same coord, hip not cuz women hawt men blocky
gun manuals
old soviet gun manual
lol whatt you going all out on it
I assume these gun manuals will only spawn at gunstores?
not libraries shelfs etc
makes sense
knowing how to dissamble and clean a firearm def requires some knowledge
what is the name of the mod Blair?
@royal chasm https://pastebin.com/MwcCpUkV
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Internal note.
thx
Is it possible to mod zombie infection to make zombification instant, as in the very instant a zombie bites a player or NPC, they don't die and then turn, they're just... instantly a zombie? Or would that break the game?
idk
If anyone could give some translation love to Fashion Montage I'd really appreciate it. I've restructured the way that it pulls items, which means that some items might be missing from dropdowns depending on the player's language. Adding the missing translations will fix this problem.
https://steamcommunity.com/workshop/filedetails/discussion/2020740322/1868371455932368079/
(I've also posted this message in #translations)
My master cooking patch is live. Please give it a try:
https://steamcommunity.com/sharedfiles/filedetails/?id=2216128516
i will
@humble kernel π
Interesting
I'm currently making a food mod
as well
That should hopefully give even more Variety in food/cooking
For example I already got chocy milk and white chocolate as finished assets :3
Oh thank god it's easy to edit recipes in this game
trying to get rid of transparent sides since i cant apply double sided textures to vanilla models
yeah, less transparent shoulders looks better
why create more stuff when you got a lot of trash to be fixed lying around already π
I think I found the most interesting way to make hats display hair π€ will be testing
Masks btw
anywhere i can learn how <m_Masks>0</m_Masks> works?
finally threw the modified summer hat out and made my own witch hat -v-
yay, now i have 2 hairs that fits in most hats 8V those are hard to do and very limiting
that is a lot of aks and ak accesories
do they kill zombies better than normal guns
a RPK with 75 Round Drum will decimate a horde
if you have the required levels that is...
I wonder how he's gonna balance his guns through around the 10 level aiming system
1-2 low cal Revolvers,Semi Autos Pistols,Shotguns, 3-4 high caliber semi autos such as the desert eagle some revolvers etc
as some sort of progression
5-6 is problably when you can use rifles effectively I assume
Handsome gasmask boye
it's literally half life 1 mask but edited π€·
the canister hole is on the wrong side, i can just flip
lmaozesdqdsa
do they kill zombies better than normal guns
@abstract raptor They're heavier than, louder than, do less damage than, and have lower accuracy and critical chances that vanilla guns.
However they have longer ranges and, on average, have more, larger capacity magazines.

So guns still get me killed more quickly! π
I hate guns!
lol
Maybe I should try a build that actually uses guns
see what all the fuss is about
More ammo sounds cool I guess
use shotguns on hordes to level up to level 4-5, then you will have no problem aiming with any gun
I suppose; I just want a mod that makes guns feel more like .. oh say, Call of Duty Zombies
I love COD Zombies mode
I just hate how in PZ guns basically mean early death
Cuz it's based on the character skill not the player skill really
all the skills are based off of the character
Yeah, but like that's just not very fun sometimes
but the player has the knowledge, that's what matters
And it feels like the game cheeses me
I'm right in front of a zombie point blank and I still miss
what gives
All I've managed to do is attract a horde
guns are worthless
in the early levels you have to stand in place then aim
you can't backpedal and aim and expect to hit
For a moment imagine that it were based on player aiming rather than character skill
Would that make guns more viable
well then it would be a first-person shooter at that point
I mean what if it were half and half
like you can still land a shot , but whether or not its a headshot depends on character skill
but there's less chance you miss point blank shots
I just would enjoy guns so much better if they didn't work like how combata in morrowind works
This has been Aza's hot take
π
oo lala
i love flat stuff, you can just map uv by view β€οΈ
terrible practice π€·
When animation UPDATE come on project zomboid? π
when you join the cool kids club 
What is that ? π΅οΈββοΈ
those who know, know
check the pins on the #pz_b42_chat to access the animation build beta
I understand heavier and louder for sure but I hope the high caliber rounds do more damage than vanilla high caliber at least lol
good job on the tec 9 through looks like some real fun
also like peach said guns are super effective at around level 4 to 5 aiming, getting there with a character not focused on guns takes at least 40+ of shotgun shells on a large horde but it's worth it
way easier with a police or veteran occupation
though
wayy way easier to get there expecially if you add hunter on top
I'm actually using guns to destroy 15+ groups of zombies expecially the m36 or m9 as they aren't super loud and i finish the rest with my melee
makes horde management super easy
M36 is great for the common ammo and quietness of the gun
I'm shooting it near my base and no zombies really come
keep in mind I'm in downtown west point
a 30 tile sound radius is super quiet for a gun
@solar mulch What's the scope of your cooking mod? I'm curious to know what items and stuff it adds.
it's currently just adding more food variety like chocolate milk, white chocolate pretzels all different types of new canned fruits from mandarins to peaches etc, Powdered juices and making real juices would be nice. think some of this is in Hydrocraft but I don't really use it
I got a few sprites done
πͺ
A new Mod has been Published!
Fix UniqueZ&SWATpack for 41.4x
https://steamcommunity.com/sharedfiles/filedetails/?id=2217075408
A new Mod has been Published!
Cars Redistribution
https://steamcommunity.com/sharedfiles/filedetails/?id=2187537112
A new Mod has been Published!
Cars Redistribution
https://steamcommunity.com/sharedfiles/filedetails/?id=2187537112
spiffo has a bolt loose
@solar mulch Ah, all right. Since you mentioned cans, I'd like to mention that I did some patching for Algol's Leatherdad mod. Also, chocolate milk sounds pretty dope.
As for the rest, CCCP has white and dark chocolate as well as canned fruit (apples, peaches and pears). Soulfilcher's CookingTime mod has evolved recipe Juice.
This might be an odd request, but if/when your food mod gets close to completion, can I have an advance copy? If you give me a copy, I'll use that as a basis to expand my master patch. π That way there would be cross compatability out of the box on day one.
@long grove My Satsuma in MSC ALWAYS has bolts loose π
I'll be driving down the road and something falls out.
Mac and Cheese is in the base game. You do know that right?
Really?
I did not know that. D:
I thought you could make a bowl of it.
I could have swore I did that in the past.
Feck, must have been some hidden feature of a mod I pruned.
Lol, well dang.
i cri
I now intend to add that to AAA.
delish boxes rich in fibre
No cookable mac n cheese is a crime.

also madman
how do you get dough if the materials to get it are rare
(ex. yeast n flour
Honestly if you are playing with scarce loot, you're SOL.
Besides literally scouring the worldmap that is.
And even then.
I know that Def's LTS and CookingTIme have ways to make more yeast.
You can cultivate it and/or make yeast starters.
Also:
item AAACookedMacCheese { Weight = 0.3, Type = Food, FoodType = NoExplicit, DisplayName = Bowl of Mac N' Cheese, Icon = AAACookedMacCheese, DaysFresh = 3, DaysTotallyRotten = 6, IsCookable = TRUE, DangerousUncooked = TRUE, MinutesToCook = 10, MinutesToBurn = 20, HungerChange = -45, BoredomChange = -15, UnhappyChange = -10, Carbohydrates = 126.0, Proteins = 21.0, Lipids = 12.0, Calories = 126.0, GoodHot = true, BadCold = true, ReplaceOnDeplete = Bowl, }
Whipped that up in 5 mins.
` recipe Prepare Mac N' Cheese
{
Bowl,
Macandcheese,
Water=1,
Result:AAABowlMacCheese,
Time:100.0,
Category:Cooking,
SkillRequired:Cooking=0,
}`
π
n i c e
milk u.u
Finally, eating the raw mac N' Cheese its wierd
@zealous wing Thanks for letting me know I'm focus on other areas on food and sure I wouldn't mind
I might give it a quick playthrough of that lil patch and see it myself
a nice collection of food mods with cross compatibility is nice
I'm scrap the white chocolate and look into other areas
also this one is a lil outdated but this is how the chocolate milk looks like except the letters being white in the front :)
Cool. Nice icon, I look forward to more of your stuff.
i always forget there's a zomboid mod nexus lel
Hydrocraft advanced building released π
Fella like you living in there shouldn't ever throw stones
Just a word of advice s'all
would be to bad if your greenhouse breaks especially in winter...
@craggy furnace
@hollow shadow just saw it
i am going to mess with it again
the problem is that i have lost all the original files because i didnt back them up
i had to reinstall windows
That was a much needed improvement
Funny how various mods get comments where u suddenly cant barricade windows anymore

Skill level: I'm an experienced 3d modeler and lua scripter and have modded other games.
Question for you folks: Any quickie guides/walkthroughs on how to get ingame models from PZ and mod them into new ones? I just want to mod the desktop computer into a "turned on" desktop computer that emits light and sound.
Reason: Tired of mine always being turned off ingame. I want my character to be working on his novel. To relieve boredom.
Also nostalgia value of Windows 3.1: https://www.youtube.com/watch?v=hSJDIGiepgU
This is an old computer booting up.
It's from 1993.
I didn't buy it, my parents did. It was my first computer. I still have it and it still works as of 2016.
The high pitched BEEP at 0:02, 0:32, and 1:02 is my smoke detector. My cat meowed at me at 0:13.
I see one pinned, gonna read.
Time to hunt something!
https://www.youtube.com/watch?v=aqKfMwvSWCI
La idea es que a los cortes mal hechos al depostar animales podamos mejorarles un poco sus valores (Sobre todo aburrimiento e infelicidad) usando un martillo de madera.
La exp de punterΓa ganada por matar al animal es 0 ya que el personaje de testeo tiene lvl 10 de punterΓa.
N...
@rocky lynx That is awesome! a great hunting mod, when you will release it?
It was released long time ago, this is an update!
anyone know how outfits on mannequins are generated?
@rocky lynx what is the mods name? I got intrested
jaja que rico
Hey. There is some kind mod who add more random backpacks/storge to the character? Like belt with aditional space. Or backpack pockets?
is there a list somewhere of all the possible param options for ISBaseTimedAction.setActionAnim()
@rocky lynx hey what is the hunting mod's name?
Not a hunting mod! its a part of a mod pack. Is only one of all mechanics i've added to my mod pack.
why super survivors dont have a muzzle flash? ),:
my caw caw guy just need its own vest and bag now, basically. Loved that Brita's HK LMG -v-
last set of this mod π€· then it's about enhancing
New Superb Survivors Feature for bandit play style!
if you have a gun and pvp is enabled, you can rob neutral survivors by getting close and aiming your gun at them.
they will put their hands up, while in this vulnerable state you can right click and order them to scram forever, drop all their loot.
or if your that evil, any survivor in this vulnerable state of having hands up can be shot and killed instantly (executed)
demo: https://youtu.be/lEL_ojkcf8g
This video demonstrates some new options for bandit like player style
Now if you have a gun equipped, you can quite easily rob players without guns of all their loot.
Aiming the gun at them when PVP is enabled will cause them to put their hands up. then you can right click a...
interesting
holy god, that is a fascinating addition Nolan π
wow that looks super cool
maybe the other survivor should run away though after you execute his friend?
is there a way to set the aim angle so it goes in a line? lol
added scope because i was calling the sniper rifle a sniper rifle without it being a sniper rifle :V
nothing, it just didnt made any sense for the range and name before. I will work around attachments properly later on tho u.u
ok
i wonder if the superb survivors hands up thing works for hostile survivors too
@shadow geyser said "maybe the other survivor should run away though after you execute his friend?"
Done, just made this adjustment a minute ago.
If I want to place a trading post (hydrocraft) in build 41, do I still need to use necroforge mod?
i wonder if the superb survivors hands up thing works for hostile survivors too
@humble kernel
I didn't test it with a hostile but if the hostile survivor does not have a gun, they indeed will trigger the HandsUp thing. but im not sure if they will prioritize running away rather than handsup. because hostile will see you as an enemy with a gun even before you get close and aim at them
Time to make coffee! π
How did you put items on table?
its an object, making tiles properties using Tilezed. Its a little container thats only allow cooked coffee seeds.
need to polish a little the sprite but it works π
coffo ovo

stop spoiling them
