#mod_development
1 messages · Page 434 of 1
Do you need any magazines to learn how to do this?
If so a trait that gives you all the recipes to make ammo would be nice as well as another idea
Gunsmith trait or smth
probably
he showcased some magazines about rifle maintaince that you need to read in order to repair it
doubt it'll be different with bullets
Now only the survivors you are precisely aiming at will enter the surrender state.
BEFORE this update the mere fact that you were hostile and aiming a gun would cause any nearby survivors to surrender if they were unarmed. (even if they were behind you)
but no more!
simple demo video here: https://youtu.be/dE7QBGnknuU
This is just a simple demo to show how that now only the survivors you are precisely aiming at will enter the surrender state.
BEFORE this update the mere fact that you were hostile and aiming a gun would cause any nearby survivors to surrender if they were unarmed. (even if ...
Is the build 41 version of superb survivor viable now?
Define "viable"
I think he means working
Well without extensive testing, it seems to be working as intended without errors. In other words.... working?/viable? ....lol
Actually do you still need to use that addon? or is that obsolete now?
Addon?
oh it's obsolete now
meant this addon
that's nice
Thank you for maintaining a great mod dude, really appriciate it
Sometimes it feels like a pain when regular job and life is busy. But then again all the effort up till now will go to waste if i just abandon it. + by comparison its much funner than "normal" work
That's good, i need to get busier too :f life has been slow as fuck after this rona thing
Who cares if they surrender shoot them anyway
Immersion
Real immersion is when someone tries to surrender and you shoot them while they do it
thats cringe, not immersion xd
@drifting ore "Real immersion is when someone tries to surrender and you shoot them while they do it"
you can do that too
Update:
Now you actually stand a chance against armed hostile Survivors!
Survivors now use a vision cone to "see" enemies in front of them, they cannot see you from behind anymore.
So now you can sneak up from behind undetected.
Even armed survivors will surrender if they detect you have come up behind them aiming a gun
furthermore NPC survivors rate of fire using guns has been nerfed and they must also reload
also they take extra damage from fire arms
see this demo video that demonstrates that with some sneaky tactics and good aiming points you can easily take out a whole gang and come out unharmed, "Mike Ehrmantraut style"
https://youtu.be/b03bsG7D2vI
Now you stand a chance against Armed Enemy NPC Survivors!
Survivors now use a vision cone to "see" enemies in front of them
So now you can sneak up from behind undetected.
Even armed survivors will surrender if they detect you have come up behind them and are aiming a gun
fur...
ya it was pretty much impossible to kill and and not die yourself
unless you used Other Survivors as body shields or sacrifice
i once found survivors that were called
''The saviors'' or something
then they shot me in the neck and i died
sob
sounds about right
maybe next time, they will just strip you naked and send you packin.
cuz next thing im gonna work on is task for one survivor to force surender & rob other survivors... or your main player
Nolan also another thing
It would be cool if the higher caliber/big the gun is the more they are willing to surrender or not
for example a guy with a m16 is less likely to surrender to a guy with the 38. snubnose
so that being taken into consideration could add a extra layer of depth
Ur saying if you jave a m16 and someone with a 9mm sneaks up behind you ans puts it to your head your gonna say " u wuss with the 9mm! Mines bigger!" Then your gonna try and spin thag long gun around before he shoots??
LOL
RP-wise u ded
gameplay/meta-wise you can take some boolets and maybe kill the guy first if you have better skills/weapons
but realistically if you have a guy with a gun next to your head, it doesn't really matters, even if you have a helmet you wont take the impact lightly
and helmets pretty much just blocks low caliber/speed boolets
more likely to win
@solar mulch yeah but u gotta do a 180 before u can shoot
Yeah
He should add some sort of ties
Hand cuffs
And like get prisoners
Idk what u could do with the prisoners tho
Maybe rape them for a happiness boost
0-o
Thats true but o ly because pzs current gun fight mechanics are wonky. You can take 4 gun shots and survive easy if you do standing in place surgery right away
Still cant believe you made a survivors mod for pz.
And With low aiming you can point blank emlty a 15 round clip into so.eone and they run away
its buggy. but its fucking amazing.
i love turning insane zombie pops on, turning npc spawns up to high and hear all the screams from outside my door
Ah yeas we all long for that chaos and anachy... bashing zombies heads in is... well just a bonus
evil laughs
@placid delta hey nolan, whenever i try to break out of the prison, its really difficult to sneak by. Do you think you could maybe make it so that you could like.. choke a gaurd out and have them be idle for maybe 5 minutes and not having them be able to see you for a certain period of time?
Is there an animation for "choking out"?
But how does disabling them temporarily make is easier when you could just sneak behind and surrender execute them
nolan gear solid
Is anyone knows if there a mod which by pressing 'Home' button teleports you to a random place (in my case its the same every time)? I've enabled it somehow and now I don't know to turn it off.
That's not necroforge for sure
X3M
Ya sorry i think thats superb survivors causing that. Ill patch it soon
😄 I've figured that's something wrong with a mod, wasn't sure which is. Nice mod!
Make Spiffo Mascot immortal, please.
..no
no, its always fun to bring zombies to spiffo when he's just trying to be in peace
With custom armor and clothing being possible via mods now, I'm kinda surprised no one's taken a crack at porting Warhammer 40k stuff into PZ yet.
Haha, I don't get modding stuff like that in PZ at all, aside from a Total Conversion type deal?
But, hooo boy, that is such a popular "...when?!/imagine if...." item that it's on my bingo card.
my dakka is satisfied
oh thts why i herd shots in my aly
lol, just found this in recipecode.lua; what is this all about? ```
--When creating item in result box of crafting panel.
function Recipe.OnCreate.TorchBatteryRemoval(items, result, player)
for i=0, items:size()-1 do
local item = items:get(i)
-- we found the battery, we change his used delta according to the battery
if item:getType() == "Torch" or item:getType() == "HandTorch" or item:getType() == "Rubberducky2" then
result:setUsedDelta(item:getUsedDelta());
-- then we empty the torch used delta (his energy)
item:setUsedDelta(0);
end
end
end
It checks to see if the item is a torch/flashlight OR a ** rubber ducky**?
Is that just a coding error that doesn't manifest a bug, or is there something in game that I haven't seen yet?
well i tried putting a battery in and out of a rubber ducky
and it wasnt possible
idk prolly a bug
or a thing thats gonna be implemented
l a t e r
OH
Actually my friend showed me a while ago
He was able to remove batteries from a rubber ducky
I think it makes u get battery when destroying torch
And we were really confused
Rubber duckies are battery powered yes
wait, what? why? how?
why
How many "ticks" are in a day?
@shrewd grove Maybe they're battery operated duckies that are even more helpful to coders than normal duckies https://en.wikipedia.org/wiki/Rubber_duck_debugging
Which usually leads you to these moments where your like
"How does it even work with the code like this?"
for me it's more like if it works, it works lmao
in models values, can i add more values than offset = and rotate = ? Something like scale maybe?
The part of Exhilaratingly Organized Literature Mod that flags books as seen is like that for me. I based it on something someone else wrote, but before I had actually "finished", it started working exactly as I had intended, but completely unexpectedly.
So I just put a bow on it and called it a day
theres a mod that makes the skill books retextured
like fishing ptus a fishing rod on it and a fish
or cooking it puts a spatula on it
but i dont even use it so idk
@humble kernel Yea that's the one I'm talking about, I made it
MA WEAPONS NOT RACKING ANYMORE IM SAD AND CRYING
jk
anyone had related probs?
i srsly moved a bolt to the left because of it :X
wait, not even the js... must disable some things probably
im a plane brrrrrr
i did my own muzzle flash -v-
bigger, sharper but with more alpha blending
is RackAfterShoot = TRUE, working?
ohgodspidersno also the weird closet mod is pretty cool too
but i like seriously wonder where to get hazmat suits lol
@wet osprey I took your idea from awhile back and ran with it! https://steamcommunity.com/sharedfiles/filedetails/?id=2223626084
where would I find where the weapon files are?
media folder
is there any tutorial for cars?
I wish people that who use my mods would let me know about things wrong with my mods.
Someone messaged me about one of my mods about a problem, and it was like a breath of fresh air.
First time that happened. D:
Is there a guide anywhere for uploading mods to steam? I know there is an interface in the game and I am currently mimicking the folder structure of the mod Example in the workshop folder. I got the irrigation mod into a functional state and after some play testing was going to upload it back to steam. I probably can get it working though trial and error but It would be nice if there was a guide somewhere on how to do it.
the end of this guide provides guidance on uploading to the workshop (even though its map mod specific...same concept applies)
Here you will find a (hopefully) comprehensive guide to map modding using TileZed, from scratch, to uploading to Steam Workshop. Step 1) Installation and setup Spoiler - Download the latest version of TileZed here ( https://theindiestone.com/forums/index.php?/topic/23803-lates...
thanks!
So is anyone here that used to modding with lua, could really use some help....
@shadow geyser PZ and the Steam Workshop need the folder structure to be very specific. The folder that goes inside Zomboid/Workshop is just the first layer of the onion that the Workshop wants. So the workshop.txt file (which is the description of the mod as it appears on the workshop, the preview.png (needs to be EXACTLY 256x256 pixels) and the Contents.
Inside the Contents folder goes another folder called "mods". Inside that you can copy/paste the mod you want to upload. E.g., the mods inside Zomboid/mods.
It's confusing at first, yeah.
there is an example mod with structure/files in the Zomboid>Workshop folder called 'ModTemplate'
Is unique z a good mod
can anyone recommend a small list of essential mods to download? ive been playing vanilla and its just hard for me to get into modding, feeling it takes away from the initial feel of the game..
crossbow mod
thank you guys ❤️ i appreciate the help
these work for the previous build too right? not just the iwbums?
Eh, I'm not too sure about that honestly
I mean, I am sure some of them will, and I am also sure some of them won't
I just don't know what the ratio is
no worries. im sure the few extra bits will help regardless.
ideally, each mod individually will say which versions they work in
But none of these works exclusively in v40. They all do work in IWBUMS
ohh okay i understand
thanks, I'm in a sort of over-explainy mood right now
shit man, no worries lol i appreciate the little details
are there no mods for spray paints on b40??
Can someone explain why this is not working
local Load=function()
local loadedRecipes=getAllRecipes();
if not loadedRecipes then
Realms.LogMessage("Realms Recipes Framework: issue with loading recipes");
Realms.LogMessage(loadedRecipes);
return;
end
for i=0,loadedRecipes:size()-1 do
self.AddRecipe(loadedRecipes:get(i));
end
end
It has smth to do with realms recipe framework obviously try to update the mod@valid stump
Look in mod description to see if the mod creator says smth about errota
That error
Or just update it
Well it has a issue loading recipes
You probably didint do something right
Like you maybe missed a line
Or a closing line
self.AddRecipe(loadedRecipes:get(i)); likely there.
your using self in a local function, unbound...self is likely undefined (nil)
Here is the whole file, maybe i can get better help if you see whole file
Any help would be great, I've been trying to get this to work for 3 days
For while kept getting random error from the ISCraftingMenu for some reason
do i need to do???
function self.AddRecipe(recipe)
end
for all the functions?
if your wondering about the wierd layout it is because i'm implimenting a version based on https://www.lua.org/pil/16.4.html
OK
who was the great genius
that had the idea of overlapping fullmask and hat?
every update is a new issue, god.
Maybe RJ, the nerf god
@severe ridge did you remove your mods from the workshop?
nope
eh?
i'm just fixing it
The new update changed the bodylocations.lua file rules, making it so you can't equip masks with a HAT (formerly only for the FULLHAT definition)
nope
im just going to have to force by my mod to replace the vanilla file, not a practice i like 🤷 but ill learn to apply it better on the go
I see
I thought you removed it because It wasn't on my list for some reason, now it popped up
spooked me for a sec
That's dumb
🤷♂️
i think it was supposed to be just for the welder mask, which is a FULLMASK, but they forgot all other items that are in this group/table/array too
they should make targeted rules, that would help the modding community like never
the difference between a mask and a fullmask is that you can't equip glasses in the latter.
yea
sorry
dSAIGHESOAHDsaHDsa
lmao
it's good to see they never issue the reports i do
guns that should rack after shooting are not racking, you still can sprint and moshpit into a zombie crowd and not get touched if you keep canceling the sprint animation
honestly
I feel like guns shouldn't rack after you reload them
or at least shouldn't in the hardcore reloading mode
I've been fucked more times than I can count because my character decides to rack their shotgun when theres no fucking time
they need to rack if your chamber is empty, its basic gun stuff lel
if you shoot a js 5 (6 if you double reload) times and reload, you wont need to rack it
because theres a b00let there already
but every shot needs to be racked in a chamber-style gun
bolt/tube i guess
@quasi geode Thank you, you where right about the self being the issue, I changed the function to self.AddRecipe and it got it working
Never fails, fix one issue, another always pops up
killing hydras i'd say
Rofl, well trying to although now i'm getting error and not sure what it is from
from file isnt touched
although could be messed up recipe
when someone without a mask coughs next to me
finally able to do equip wig and mask and whatever together :B
kekekeke
Your having way to much fun
Does The Obsolete part of recipes not work?
nvm on the last comment, realize i never tried to remove the old recipes 🤦♂️
so I take it it's impossible for now to make hairstyles
nah, i'm just too dumb to do it correctly, probably 🤷
lmao
need to tie the hair models to the bones, i dont know how to rig
i need to fix the padded jacket
will do
it needs to cover vests, it needs to have the hair group removed too (why does it has it at first place? lol)
That's for when the hood is up.
nope
when hood is up is nohair
but i gave up on doing a custom slot for wigs
hahahaha
hats were overriding group values -zzz
Has anyone been having issues with Fear The Sun working properly? Last time I played it, I went the whole day and hardly any zombies actually retreated indoors.
last time i tested i think it just made zombies spawn more inside
Odd. I think it's meant to be based off the code of Fear The Rain, which made all zombies in the world retreat to the nearest interior building when rain fell.
Perhaps something is off in the code?
i dont follow your rules TIS u_u
Is that a ballistic helmet?
@slender chasm When you say b40, do you mean Stable Version 40 (the one that loads automatically) or Beta 41 (IWBUMS)?
@slender chasm Because there are spraypaint mods for both. The main spraypaint mod is version 40, but there is a patch mod that makes it work in IWBUMS
The first one by itself will make it work in version 40. The third one (Spray Paint Letters) says build 41 but I think it also works in version 40. You'll have to test it yourself.
Yes the stable one, forgive my slowness. And I appreciate your help my friend ^-^
Hello, does anyone happen to know how one would go about making a function tied to a recipe that would unlearn said recipe on completion(OnCreate)? Is there anything like that at all, that could be done?
What I'm basically trying to do is make a recipe one time thing and then have another recipe that would give the knowledge of the unlearned recipe back to the player, upon using it.
Like, lets say I have a ground item "A", when player clicks it, he gets a "package" via a recipe he has to deliver to item "B" on the other side of town. Until he gets to item B and delivers it(again, via a recipe), he cannot recieve another package, thus the need for removing the recipe until it can be enabled again, so the player can't abuse this and flood himself with thousands of "packages".
I hope I didn't make it more confusing that it already may be and sorry for any unnecessary info in the question. Thanks in advance!
tööb
{
Weight = 0.1,
Type = Normal,
DisplayName = Sandpaper,
Icon = fr_sandpaper,
ReplaceOnUse = fr_sandpaper_used,
}
item fr_sandpaper_used
{
Weight = 0.1,
Type = Normal,
DisplayName = Used Sandpaper,
Icon = fr_sandpaper_used,
}```
{
Weight = 5,
Type = Drainable,
UseDelta = 0.1,
DisplayName = Wood Varnish,
Icon = Paint_LightBrown,
ReplaceOnUse = fr_varnish_used,
}```
polishiny
{
Sound:Sawing,
keep fr_akm/fr_akm_sa/fr_ak74/fr_ak74u/fr_ak74_sa,
keep Saw,
keep Screwdriver/Multitool,
keep HuntingKnife,
ScrapMetal,
Screws,
Plank,
fr_sandpaper,
keep Paintbrush,
fr_varnish=1,
SkillRequired:Reloading=10;Woodwork=10,
Result:stock_akm_wood,
Time:150.0,
AnimNode:Disassemble,
Prop1:HuntingKnife,
Prop2:stock_akm_makeshift,
Category:Firearms,
NeedToBeLearn:true,
}```
What if I wipe my ass with that sandpaper
maybe somone can help me,
So while trying to get lua's to work i keep getting
require("Realms/Core/Vars/VarCollect") failed
even though the file is in that exact location any ideas?
it might be how deep the folders are? like which folder you start with. I remember trying to get a require to work and I did require("client/Timedactions/ISBaseTimedAction") which didnt work but require("Timedactions/ISBaseTimedAction") which did work
Alrighty, let me give that a try, although I'm using the full path under shared
it also doesnt help that pcall doesnt seam to work in PZ
PZ is throwing error in the code instead of continuing and finishing the load
ok, now that that is working... is there a way to allow mods to require more then one mod or are we limited to one
Anyone know if there’s a mod that adds paramedic jackets?
Does anyone happen to know how to get the path of the Zomboid folder (IE: C:/Users/[username]/Zomboid) in lua?
What are some good mods that i should try out?
What build are you playing on?
Yeah nah you don't have to, IWBUMS has plenty of decent mods.
Oh ok thanks
You know what, I'll just dm you all that since it's clogging the channel
Anyone know how I can use a lua file to set global light for a temporary period of time?
I want to make it so eating peyote turns everything pink
@dusky rivet I think that's possible. Your custom oncreate functions can do basically whatever you want, and I think you can remove known recipes with getPlayer():getKnownRecipes():remove("Deliver Package");
@spark vector thank you so much!!! It's been driving me nuts for the last few days, to be honest, as my knowledge in lua is close to 0(outside of the recently watched tutorials), I'll give it a go today, but again thanks a ton!
Does the obsolete tag on recipes not work? for some reason the ones i try to remove are not being removed
@valid stump I think there's another step to it. I gave up because I didn't want to deal with the bug reports but yea, I don't think adding that tag is in and of itself enough to remove a recipe.
@dusky rivet let me know how it goes 🙂
@spark vector I'm going to try mixing it with the override tag and see if both together work
@valid stump let me know what you find, I'd love to remove Cuppa recipes from the game in Vanilla Food Fixes
@spark vector Will do, testing right now
thanks!
@spark vector welp that didnt work
proceeding as scheduled, sounds like
command-shift-F is your friend, that's the only advice I have
I found why it doesnt work in the java code
not sure what you are recomending with the command
not sure what you are recomending with the command
the issue is that obsolete is mean only for marking that given recipe as no longer needed
it removes the active (currently being loaded) recipe, not trying to find the recipe of the same name like override does
Is there a variation of the toxic fog that kills you instead of lowers your health to a fraction?
I may have figured out a possible workaround for it
@spark vector Going to smoke then code the work around i thought of and then i will let you know if it works
@valid stump Ctrl-Shift-F is usually the command for "Search in Project" if you're using a text editor like atom or PyCharm or whatever
I'm using VS Code
I just meant to say that looking up every variable and function name to find the relevant files is a good trick
lol
so if you find usefulFunction(self,args,foo,bar) and then search in the project folder for usefulFunction you might find the thing you're looking for, or something else that you can search for
@dusky rivet Oh, one thing, I think there might be a more straightforward way to do what you're trying to do. Having a temporary recipe seems like a workaround that you don't really need. You have the tools to make a "Real" version of the thing you want. You can make a new file that derives from lua\client\ISUI\ISInventoryPaneContextMenu.lua
@dusky rivet I don't 100% know what you're trying to do, but basically you can add a new option that appears when you right click on a world object, or on a menu item, and then just do what you want directly that way, instead of using recipes as a workaround
@dusky rivet find a mod like CheatMenu or whatever that adds options when you right-click something
and use that as a template
.... I can get the recipes' module but i dont have access to any of the fields in the class??? thats really wierd
Remove=function(name,removeAll)
local allRecipes=getAllRecipes();
for i=0, allRecipes:size()-1 do
local rec=allRecipes:get(i);
if rec:getOriginalname() == name then
local module=rec:getModule();
Realms.Core.LogMessage("Recipes Component",
Realms.Core.Debug.ObjToString(module));
Realms.Core.LogMessage("Recipes Component",
Realms.Core.Debug.ObjToString(module.RecipeMap));
Realms.Core.LogMessage("Recipes Component",
Realms.Core.Debug.ObjToString(module.Imports));
module.RecipeMap:remove(rec);
if not removeAll then
return;
end
end
end
end
prints
1600136516804 Realms Core: Recipes Component
zombie.scripting.objects.ScriptModule@229d10bd
1600136516804 Realms Core: Recipes Component
nil
1600136516805 Realms Core: Recipes Component
nil
and then errors because it reads as nil
but....
@spark vector unless you see something wrong with my script
Could always just load all the recipes then remove then from the loaded collection then override part of the crafting menu to use the ones that are in the realms collection...... hmmm sorry random rant
Haha, those are a hell of a lot better than my icons for those.
i was looking at this as reference
gotta make very pixel wise for low res
idk how to make high rez icons without expanding out of the grid 🤷 but fits the game better like this
and i can finally make spooky witches instead of the k a w a i i counterpart
spooky for halloweenzz
this skirt front and back mesh expands like crazy e_e
What do you need high res icons for?
i would use at least 2x size for weapons
they look :l weird, idk
too detailed weapons dont translates very well to icons
Yeah I get that; they're just a symbol though?
Plus too much icon memory stuff can cause issues.
Not usually an issue, but with Hydrocraft and it's 486547823098 items it can cause graphical issues that a are big pain in the butt.
ie in the long term with MP and stuff, using larger icons may come back and bite you in the ass.
me popo
Is anybody knows if there a mod for build 41 which can mix my save? The game constantly loads a save which I've deleted a couple of times.
That could be good if we could burry a stash
I like it when icons look good. I like pixelart
Sometimes i spend 30 mins on a single icon xd
can someone make a ammo counter so you can see how much bullets are in your gun without going in you inv?P
It sounds kinda hard to make
if you guys can make weapons, maps, and so on you can make a ammo counter
Not everyone here in this server is an expert coder and maps are a different case.
Also an ammo counter seems silly for a game about realism
i just hate get trapped cuz my mag is empty
another idea. a mod that generates randome cars with a engine whos on kwim?
@ember geode The ammo counter doesnt sound to hard to do, although that depends on the version of the game your using
41 beta
@ember geode I would love to help you, but i'm only working with build 40 due to the possibility of backwords compat not being something possible due to new items ect...
i dont make mods dude i have no clue how that works, i just give ideas for mods
Sounds good, I'll look into it when ive got some time, Right now working on my Fantasy invasion set of mods working on currently
but i'll warn you may take some time
good
Welcome to the OCD that is my brain 🙂 Realms PZ Object Assembly with Realms PZ Fields Assembly with private fields/functions and built in memory disposal
Does a no gun jamming mod exist?
Yeah its called keep you gun freaking clean
Also called get a new fucking gun
lol
you can disable jamming on each weapon manually in items_weapons.txt if thats too much of a problem for you :x
^ fookin legend m8
@valid stump man I've never fooled around with the Java before, so I'm way out of my depth answering any questions about that. But I think Workshop mods are only allowed to change the stuff inside media/, and even then some stuff is off limits (like fileGUID.xml)
anyone know what the max size is for mod posters?
nvm if the mod template is any indication it is 512x512 for game poster, 256x256 for the steam preview image
🇴 🇼 🇴
makeup tutorial to become a magical anime girl (was actually just testing the hair lel)
Project Zomboid anime when ?

can someone please give the sound of a storm?
Work in Progress - Bayonet Mod
Note all model/texture assets are vanilla PZ
@wise wigeon Happy Krieger Noises
@spark vector hey i play with like 2 mods and your weird closet mod and i mostly get the ''Remove Glass'' from broken windows option removed
im not sure if it really is YOUR mod and im sorry if it isnt
but can you just please check it out?
im gonna try it without the mod rn
..oh
its anothers mods fault
im really sorry
its raven creek's fault
anyone have issues with the crafting mod and the filter tab?
i have Hydrocraft, busta rhymes used cars and the lake ivy mods.
Hi everyone. Im having problem to install mods. Where cN ask questions regarding the issue?
How do you get the armors that are in Hydrocraft v41 to work? Can't equip them
I've tried using the Armor Mod from v40, and then the v41 patch for that. Also tried using the ADVANCED G.E.A.R. mod
hi guys, can you recommend any QoL mods I may be missing? I'm only using minimal display bars and Craft Helper for build 41
ty
Read Faster While Sitting
Hydrocraft armor just does not work in build 41.
hey i am not sure if this is the right channel to ask but is there any possible way of fixing this or has anyone encounter this bug before. i am currently on the roof of the building.
#old_techsupport @simple trout
o oke thanks my bad
Hydrocraft armor just does not work in build 41.
@willow estuary That sucks. Thanks
you can use padding to help clothes get armoring effect.
Hasi made leather pants and a camo leather jacket that works pretty well in hydrocraft
need to make the leather and the green camo takes the dark mine to get the green rock you need
but when you pad it you get insane armoring
😛
A new Mod has been Published!
PLGR "plugger" GPS (build 41)
https://steamcommunity.com/sharedfiles/filedetails/?id=2232541659
A new Mod has been Published!
Baraja de Tarot en Español
https://steamcommunity.com/sharedfiles/filedetails/?id=2232641430
hot diggity damn, someone translated my mod
tarot is cool
I'll remember that, thanks @hearty crest
how far can I run from a burning horde so they still take damage?
sorry, wrong channel
Is there a functioning cooler mod?
Why the drop table doesn't works for any custom values sometimes?(from me and other mods, separated or together)
thats actually a dope mod
Thanks!
@severe ridge you do realise what this means, right?
i need my hands on this code for some, things...
Just keep giving kudos to the guy
i saw the last update before that, sounds like he really know what he's doing
this guy def has gold here.
if he gets it working, im gonna have a trailer park ready to roll out for it.
pack*
make em rare, make em valuable, make em useful.
being able to find a fuel or cargo trailer and just escort it the fuck out with a truck would be awesome
well, my trailers will not spawn in ANY car parking lots. crashes/junkyards only.
im making them a tool you repair up and take.
interesting approach
it's always good to not be given stuff but having to work around it, more objectives
well think of it this way
a trailer will probably have 100 slots on the smallest, 300+ on the biggest
thats a massive amount. so in return, they need to be balanced right.
making them a crash only first off is a good start.
well, a single axle car trailer at 90 mph IRL is fucking suicide.
and most people ingame do 120+
sad looking at my stuff being crowded by zombies while i drive away
ye
you can go 120+ if you know the streets 🤞
plus from that video, it appears the car actually takes affect of the fucking weight its hauling
so that means a fully loaded down trailer has some serious weight behind it
so that means your not hauling it around with a shitbox either
which is instantly something i like
even though i may make busted ass cars, stuff like this i do take care in balancing. my fuel tanker was rare for a reason.
where is the best place to ask for help vehicle modding?
this mini map mod is amazing, I wish I installed it sooner 😮
however I've been dragging it around and I am unable to open the map menu
can't see the config icon or any icon for that matter
what stupid mistake am I making ?
I find it funny that you can override normal recipe's catagories, but for some reason we are unable to do the same for evolved recipes
Does anyone here know how to store info on the character ( mod data )
just trying to make different glasses :B
adding thin-framed glasses
yesss
if you make thinner than this they disappear from a distance :x
better
anyone else having issues with mod items not showing up while using suberb survivor mod. mods i'm trying ot use together are aiz map pack. paw paw loot. swat pack. filibuster cars. night sprinters, necroforge, crossbow mod by kitsune and night sprinters. the weird thing is sometimes it will load the items and next it breaks.this is on build 41. any suggestions would be appreciated.
200kbs + of texturing later
Not really, i really take time on my stuff cuz im learning :/ what were u thinking about?
i basically only did the mesh first lmao, now i'm taking time with the textures
I was thinking about a Saiga-12K or a Vepr Hunter, those are cool
And it's fine, I just wanted to compliment your work anyway
Speaking of guns, you linked to a good gun mod recently, do you remember what it was ?
Build 41
MOLOT xD i loved that in ORGM weapon mod
the auto shotty
i have a jackhammer lol but its far from a long barrel gun
probably going to work his textures next sometime :B
It's not supposed to be auto, but it also is auto in DayZ which is funny
looped perfectly in one handed firearms 👌
Is there any way to load up mods in the modding tools to update/fix them or would you have to recreate them from scratch? For personal use.
@wintry finch Workshop mods are downloaded into the steamapps folder on the same drive where the game is installed on (e.g. if you have the game installed on C: they will be there, if you have Steam on C: but the game on D: they will be on the D: drive)
The folder structure would look something like\steamapps\workshop\content\108600
And then the workshop ID of the mod, the same that you can see when you check the mod's workshop page in your browser.
E.g. in the case of Superb Survivors itwould be in \steamapps\workshop\content\108600\1905148104
https://steamcommunity.com/sharedfiles/filedetails/?id=1905148104
B41, vehicle UI (speedbar) is gone. Anybody knows what a mod can cause it?
Okay, restarting the game has fixed it. Might it be because I've been in a car before exiting the game?
Hell no
Hello. I want to play with running and walking zombies at the same time, but in the standard settings of the game "running" zombies becomes too much (about 50%) I want it to be about 10-15% of the total mass. Please tell me if there is a mod that changes this ratio of zombie speed or where (in which game file using Notepad) I can be changed it myself
Всем привет! Пожалуйста, подскажите если кто знает - хочу поиграть с настройками скорости зомбей чтобы спавнились одновременно и бегающие и ходячие. Если выбрать такую настройку в игре (случайная скорость) то бегающих становится слишком много (около 50%) если ктото знает где можно изменить это соотношение самому или с помошью мода - подскажите пожалуйста!!
Зарание спасибо 🙂
@olive turtle the mod is called Customizable Zombies, it's on the workshop
@analog sandal THIS IS GREAT! Thank you very much, exactly what I was looking for!!!
Hey
Is there a mod that adds profession specific gear on start?
Yup
Do you guys use the armor mod at all?
Don't know if I should implement on the side if activated
Saves me the trouble?
Honestly, I think I didn't add your stuff because I didn't want to get even tangentially involved with filduid.xml silliness? But it also makes more sense for you to maintain compatibility than me, since you'll be adding to it @severe ridge ?
i'm going to leave the armor definitions file just as compatibility, won't do anything if the user isnt using the mod 🤷
Exactly!
pretty easy to mess with, the armor mod
Yeah, looking at the code, it looks really simple to add new armor definitions?
WorkingArmor = "PawLows_AnimeFantasyHelmet";
GlobalArmor[WorkingArmor] = {};
GlobalArmor[WorkingArmor]["DeepWoundRes"] = {Head = 90};
GlobalArmor[WorkingArmor]["GlassRes"] = {Head = 90};
GlobalArmor[WorkingArmor]["BulletRes"] = {Head = 80};
GlobalArmor[WorkingArmor]["Durability"] = 80;
GlobalArmor[WorkingArmor]["Location"] = "Head";
GlobalArmor[WorkingArmor]["BiteRes"] = {Head = 100};
GlobalArmor[WorkingArmor]["ScratchRes"] = {Head = 100};```
Now Note:
- aside from shields, Bite and Scratch(/Laceration) resistance is handled by Vanilla script + code; I just have it in the definitions to it shows up in the examine armor dialogue.
I should have the SWAT mod stuff covered by the armor patch, but, again, don;t wanna touch that fileguid business.
weird
only bullet definitions seems to be working
i mean, i couldnt block npcs melee attacks at all(full vanilla and armor values), just bullets
i finally beat the hilltop community only using melee
lol working on a pretty heafty change log on my Realms Invasion: Framework :P
[ V: 1.2.0 ]
- Updated Change log to match layout
- Updated with new versioning Component
- Updated Object Assembly with Events
- Updated Object Assembly with Equality
- Updated Object Assembly with Subclasses
- Added new Fonts Component
- Updated Recipes component for better handing of data
- Added new Memory Component
- Update Object Assembly with Memory Component
- Updated Object Assembly with ability to copy
- Updated Object Assembly to get raw manager
- Added new Screen Component
- Added new Players Component
- Added new Colors Component
- Updated Object Assembly with OnFieldChanged event
- Updated Object Assembly with QOL update for applying base classes
- Expanded the Player Component with [ Inventory and Mod Data ] logic
Well I think 12 hours of codding on my mods and 4 hours of debugging is enough to warrent playing some PZ for while before bed
idk if im asking in the wrong place but i'm trying to use suberb survivros with paw loot, swat pack, kitsune swat pack and for some reason it will work and then it wont. items don't show in containers.
are you using uniqueZ or the broken version of SwatPack?
i'm not using swatpack but this was released recently
https://steamcommunity.com/sharedfiles/filedetails/?id=2217075408&searchtext=
Nice
Hey guys, is there any documentation on context menu? Found only an outdated link on this topic
only bullet definitions seems to be working
@severe ridge Well, be aware, the code-technology of Nolan's armor mod, which I obviously piggyback with the armor patch, only removes the injury and doesn't do anything about the damage.
So you get shot + bulletproof vest, and the vest catches the bullet, it just removes the bullet wound and you still take the damage of the initial injury.
However, it is also a safe bet that vanilla armor systems will be completely revised come b41 MP/PVP testing? So the armor mod patch is also just a temporary stopgap.
Is anyone using 'more builds' with B41?
@wild gazelle Everytime I kill a zombie with a hat and drops to floor I get an error, I've got the log file
I just reproduced the error, so it's on the end lines of this file
@haughty cedar dm the log to me. This bug should be fixed as of the last update - are you running the latest version of the minimap mod.
Hmm, I'm running a custom eris minimap done by spanish community to add some places on the map, might be that
Maybe I need him to update the "custom" map
(not currently properly function)
Yes. I don't mind helping with errors but please specify if using a non official version of the mod. There is no need to repack the minimap to add new locations, could you ask them to contact me for info about the ~~correct ~~ supported method to add locations. Thanks.
Patreon: https://www.patreon.com/user?u=5535296
Discord: https://discord.gg/fY7c6Bz
Second Channel: https://www.youtube.com/channel/UCAqkJyCDSB3Nr_WMnX5M-
zg
Paypal: https://paypal.me/pools/c/8cFooJ9lLi
Twitter: https://twitter.com/Ash_Platt1
Big thanks to my patrons:
Sam...
So the white-wooded room isn't considered as indoors. Any ideas on why?
Maybe because you built it yourself. Maybe because it is not fully inside- you need to place doors
Not doors. I've just built them and nothing. Should I use vanilla door frames (because the walls and frames are built from 'more builds')?
Hey guys, am using Hydrocraft, steam version, and need a pickaxe! only 2 versions; 1 can be found only in hardware stores, 1 can only be found using the metal detector.
Did the Devs remove the pickaxe from vanilla? Cant make it in metal working or smithing
need a little imput from someone please
i built a room like this with windows in 3 walls and a doorway,no door. installed a sink for water. No problem. so must be your mod
or maybe that corner needs a pillar
The devs did not remove the pickaxe from vanilla.
the old version of PZ may have used the old pickaxe, the pickaxe still exists, but it may not pickup the new recipe. hydorcraft has alot of these issues, such as the old shoes and new shoes not working for digging dirt.
@wicked grove corner
is there a way to avoid other items masks completely when creating a equipment?
does any one here know how to play a sound from lua?
Just playing, not defining them, I plan to reuse the skill level up sound does anyone know what its id is
Ready for battle!!!
thats a big tchakaboom
Is it possible to add the cooling/freezing property of a fridge/freezer to a handheld container?
Want to make the cooler item from hydrocraft actually functional
that would be awesome but thats stuff i've never fiddle with before, might wanna look on vanilla fridge values or something
Yeah I'm trying to find where the vanilla fridge values are
Can't seem to locate them
Searched in media/scripts for "fridge" and all I could find was this
no track
A new Mod has been Published!
Oldboy Mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2236474102
A new Mod has been Published!
Aza Server Props
https://steamcommunity.com/sharedfiles/filedetails/?id=2236230119
A new Mod has been Published!
More Durable Weapons B41
https://steamcommunity.com/sharedfiles/filedetails/?id=2235284620
A new Mod has been Published!
??????
https://steamcommunity.com/sharedfiles/filedetails/?id=2234859503
A new Mod has been Published!
Dodge
https://steamcommunity.com/sharedfiles/filedetails/?id=2234316068
@wicked grove corner
Nope. Built there but still nothing. I've also replaced frames with walls and that also didn't help.
@wicked grove is your building butted up against the outside part of another building?
You might try breaking the walls of the garage your building is againt and replacing them with your own built walls and see if that helps
Thought about it
Is there a mod that adds profession specific starting equipment?
Thank you
A new Mod has been Published!
Dodge
https://steamcommunity.com/sharedfiles/filedetails/?id=2234316068
Dodge builds in Zomboid confirmed?
YES
make it so that sometimes theres a chance theres some drugs left in it and it gives you the light drunk moddle
moodle
eh actually probably too much effort to code for a shitty joke
though it would be funny as hell
Whoot whoot with realms you can now break down kitchen utensils into scrap metal
I could Recipe side
but havent touched the context menus
ATM just reoronizing all the recipes and expanding some in with the goal of making PZ more Sci-Fi Fantasy (Magic and machines 🙂 )
nice
Recently I've been modding with build 40 in mind to make server props and stuff
Sounds like fun, wish i knew how to do 3d Modeling
or let me rephrase that "Ability to visualize things mentally" I can only "Visualize Code, Numbers and words"
Oh, and realms requires B41 which gives me time to test before i deal with servers
What mod has that cargo ship???
Aza's Server Props
K thxs
I think it's item code is Ship1 or Ship2
also the mod is optimized to work with build 40 right now
the sizing might not work on build 41
Yo- Is there an easy way to look up item ID's without digging through the game's files?
Cool. Thanks.
no prob 😄
A new Mod has been Published!
Arkanes Soldiers
https://steamcommunity.com/sharedfiles/filedetails/?id=2238244487
Haha that's me.
Somebody know why my MapZoid didin't work??
using wooden dowels instead of nails?
Same for new hammers
at least my zombie was looking cool, i guess :l love when you turn the corner and theres 15 zombies there just waiting, smoking cigars and shit
twas fun 🐴
my day be so fine
then boom. massive sinkhole into the void
A new Mod has been Published!
WestPointIncident
https://steamcommunity.com/sharedfiles/filedetails/?id=2238602222
That mod looks interesting...
@wicked grove Now hammers are not that hard to impliment using B41 sorry for late reply
Is something up with both the M14 and M16? I punched in their id's verbatim and they refuse to spawn on game start. I have identical code doing the same thing for both modded and unmodded items. The m14 and the m16 are the only ones that aren't working. Any ideas?
what version of the game @warped jolt?
ROFL, Overhauled my own mods recycling system 🙂 Although took little longer then expected to debug
41.43@valid stump . I had to bypass it with items that were roughly the same. It added more variety. Now the Korean war will be fresh on my mind for god knows how long.
Also just a thought. Is it possible to make a script dynamically search for recipes and alter them?
at least my zombie was looking cool, i guess :l love when you turn the corner and theres 15 zombies there just waiting, smoking cigars and shit
Is that barret rifle on the pic?
@wicked grove It could be but it takes a rather round about way of doing it. you have to load all the recipes into lua and then use lua to change the values, but you would also have to adjust the crafting menu to use your new edited recipes system
Em... I don't code
Couldn't that also be adjusted in a similar vein?
Not trying to play twenty questions or anything. I'm just not too familiar with Lua. Or Coding in general. Though, I get the general idea. I'll have to look into Lua more. As coding language. Thanks for answering.
@warped jolt Can you explain your comment a little please, I'm having hard time understanding your message
@wicked grove Without coding then it would be alot harder, although if i remember correctly to add new hammers you should just tag the time as hammer
Although it would not fully apply due to some of the recipes not being fully updated to support all the features
Ah sorry. My brain is fried. I can only really stand to be creative when I'm loopy from sleep deprivation. About the dynamic patching thing; I've seen similar examples in games like rimworld and just made me think that's all. I have a bad habit of typing what I think as I think it.
@wicked grove Without coding then it would be alot harder, although if i remember correctly to add new hammers you should just tag the time as hammer
I was just complained because you can't use the new hammers instead of the old one (which is just hammer) 😄 Don't pay attention
@warped jolt No worries, the only reason i know About the work around is i spent 2 to three days just getting familure with the java side of the game for recipes because i wanted to find a way to remove some but found out pretty quickly that it would require a massive workaround
@wicked grove Oh, that wouldnt be as hard as you think, it would mostly require knowledge of the PZ recipes and then override the recipes with fixed ones using the said hammers your talking about
@wicked grove is your building butted up against the outside part of another building?
Did that and still nope 😦 Wondering what else I'm missing
@wicked grove Sounds like the walls are not properly set up on the mod side. unless you dont have doors and make sure no piece of the roof of the shed are sticking into your building. if not then i would more then likey say that is not up to date for the version your using or someone missed something while editing files
Are you using 'more builds' mod?
me?
Also, does anyone know if there's a mod that alters the crawlers' turning speed to be much slower? Trying to kill one and having them instantly pivot around on their belly to face you like they're on a turntable absolutely ruins my immersion.
me?
Yes
But in general, I wish there would be an easier way to know what's wrong with custom walls.
ok so i have the survivor radio mod
how to make the music radios actually play music
i dont know if im doing osmething wrong or i have to move the stuff into a folder
nvm i got it
i was using the old version
sorry about that
ok it doesnt work again
ok it works again
@wicked grove Sorry no, I am not using it but if you need me to test it i can
@nimble spoke about your Vehicle Tweaker API
Is it possible to increase / decrease number of seats or doors a car has with this API? Or to edit these:
area SeatFrontLeft
{
xywh = 0.6264 -0.1429 0.4725 0.4725,
}
area SeatFrontRight
{
xywh = -0.6264 -0.1429 0.4725 0.4725,
}
@eternal stirrup I never tried adding seats, but adding parts in general didn't work
okay, thanks for answering
@eternal stirrup more seats are possible, vilespring has 10 in his apc. more doros however, is an unknown. i know that 2 doors and 4 seats works, etc
so its mostly just break it until it fixes itself.
@shrewd grove I've added more doors to cars in my Vehicle Rebalance mod, but I just wanted to make sure it's possible with @nimble spoke Vehicle Tweaker API - I wanted to make my mod more future-proof
👍
Maybe there is a way to add them through the api, I just didn't know how. You would need one of the code wizards around here to help you like nolan or fenris wolf though
I'd say it is possible since all I did was to give modders an easy access to the function that reads vehicle scripts and add everything to the vehicle
i need a "fill al magazine's" mod
may i suggest a mod? how about a secret base, anywhere, and its all filled with nazi zombies! plot twist they caused the apocalpyse, ik its a cliche, but would be cool to have a homage paid off to call of duty, if anyone does this mod ❤️ u
I think we have one of those already, don't we? I'm not sure about a secret base, but we do have military base maps
Found the base lol, although doesnt look anything like the map you posted
A new Mod has been Published!
GMC Topkick C4500
https://steamcommunity.com/sharedfiles/filedetails/?id=2241568445
top kek
Whatever it is it's not enough. It's never enough.
hoarders lmao
that thing looks like it can handle a good amount of cargo
plus 3 extra seats for storage
Hey, any way select updated recently in workshop sorting like in nexus or curseforge?
finally learning how to mess with timedactions more
Howdy! how do you import .X models unto blender?
just started, any mod must have suggestion?
@drifting ore Maybe this link will help you https://stackoverflow.com/questions/5767634/import-directx-x-into-blender
@tepid escarp That would all depend on what version of the game you are running
Right now the basic but i usualy go for rhe beta version of the game
Is build42 out already?
I do not belive so
Tanks fuel👍
@valid stump thanks!
Is there a way to catch error messages and then trigger a pop-up message ingame that the user can see?
But hmm as far as recomendations.... I would have to look though the mods i am using, but i'm on B41
If someone has an out-of-date FileGuidTable.xml, FashionMontage is the mod that "takes the blame" in the error messages
@spark vector Can you explain what your meaning just a little bit more
I'd like to make it so that if the player gets those errors, a pop-up appears telling them something like "These errors are happening because you probably used a clothing mod at some point in the past and replaced the FileGuidTable.xml file. That version is out of date, so either re-download the vanilla version or check the other mod's page for the current version"
@valid stump
You would have to use pcall to wrap the function that is looking for that table and then use the return (it returns 4 values)
-- This is directly from my framework for attempting to call stuff
local succes, value, message, stack = pcall(func);
if succes then
return {
Success = succes,
Value = value
};
else
return {
Success = succes,
Message = value:getMessage(),
stack = message,
JavaError = stack
};
end
I will Warn you @spark vector It will still display the little red box letting the users know there was an error, no way around it it is hard coded to happen
This is the whole test part of my Realms Framework
Realms.AddComponent(
"Realms Core",
"Testing",
Realms.Core,
{
Test = {
Run = function( func )
local succes, value, message, stack = pcall(func);
if succes then
return {
Success = succes,
Value = value
};
else
return {
Success = succes,
Message = value:getMessage(),
Stack = message,
JavaError = stack
};
end
end
}
}
);
@spark vector Hope that helps
@drifting ore Your very welcome
Sorry for the difference in my naming convention, I come from 12 years of c# coding with the CamelCase nameing convention
If temperature inside a custom built room matches the temperature inside a premade one, does it means the custom room is considered indoor?
@wicked grove I would say yes, but are the temps in the two the same as outside?
No. I mean outside its different
But inside the custom made there are outdoor sounds. Vanilla walls. Is that okay?
Then if it is a different temp then outside i would say yes it is considered indoors
@spark vector Did that at least get you pointed in the right direction for what you where wanting to do?
Ok. So 'more builds' mod is good for everything but not for walls. Beware people who using the mod.
@wicked grove So i was right, it was inproperly set up walls inside the mod?
Yes. The problem is that I have no idea if that's bugged mod or was a bugged wall. After rework its working, that's what matters.
@wicked grove If you find me the link to 'more builds' i can take a look at it's code
That link took me to my own workshop
No worries, and thank you, what was the name of the wall you where using?
@wicked grove ?
White wood
Weird thing happens: its raining inside a custom built room but my char doesn't getting wet. Is that B41 feature?
Hmm, sounds like one of the mods your using messes with weather, you should not see rain in custom built room
@valid stump Thanks! Yea that's definitely a good start. I'll look more into it later and let you know how it goes.
Hmm, sounds like one of the mods your using messes with weather, you should not see rain in custom built room
Wondering if its possible to know which one without disabling one by one
@spark vector Sounds good
@wicked grove As far as i know there is not any way other then disabiling one by one
Alright then. Devs should think about it tho
Breakpoints/exceptions in Lua or whatever...
@wicked grove We have the ability to throw exceptions, and like i showed @spark vector We also have a way to catch errors. Although breakpoints i'm not sure about
Weird thing happens: its raining inside a custom built room but my char doesn't getting wet. Is that B41 feature?
It looks like this. See those borders? Is this caused by a mod?
Im okay with this as it doesn't actually raining inside. I'm rather curious.
@wicked grove So after doing some digging, i'm not really sure that 'More Builds' it really compatable with B41. It references getModData on ISWoodenWall but from what i can find in the source code of the ISWoodenWall I'm not finding any reference to that function. going to keep digging. and what is the roof of your building made of
Vanilla wooden floor
hmmm. Then I'm not sure. as long as your not getting wet i would ignore it or try finding the cause.... I'm still looking into the 'more builds' mod
nvm found the mod data. ok now lets figure out whats happening then
hmmm, @wicked grove Well from what i can find. 'More Builds is not the source of your problem. From everything i can find it all looks to be set up for B41. So not sure where the issue is coming from
I can live with that 🙂 Thanks for digging
@wicked grove Your welcome
whats the stats for body temperature in lua?
Wish i could help you there, I havent touched that part of the code yet
not even some frozen ice cream reduces the temperature
@severe ridge Would you like me to look up the stats for body temp for you
I have a good idea where to look
@severe ridge Ok found what i was looking for so what may i ask do you need exactly, will help me to get it for you
🤔
im just playing around with a android
i have a function to release heat when you get low endurance and hawt :f with some sound and visual but core/body temperature wont budge down
in lua function
Hmm, let me look into the java side of the game to look into how the code works then i might be able to help you with your function
I'll let you know when i'm ready
--self.character:getBodyDamage():setTemperature(self.character:getBodyDamage():getTemperature() - 20) or just setting to 20
seems like it ranges from 20 to 50
tried wwith 0.0 to 1.0 too and whatevs :x
yep
the function executes but nothing happens with heat
but the other stuff works, in the same function
Ok, let me look around the java code and see whats up
I'm probably just targeting it wrong but i couldn't find anyone or any file in media using those parameters
No worries, I'll see if i can get your code up and running 🙂
lol, thanks, you don't have to D: don't wanna bother, i bet it's nothing big but just a lil hassle. I'll keep fiddling -v-
Lol, I love coding so your not bothering me
i don't think theres heat management outside the java code :l looks like
there's climate but was the furthest i could get
oh, forgot to ask, what version of the game?
41
kk give me at most an hour
can you try like
self.character:getBodyDamage():setTemperature(tonumber(self.character:getBodyDamage():getTemperature() - 20.0))
@severe ridge may i ask where your code is gettting its, self and character definitions?
lua client, its a timedaction linked to a item
local o = {}
setmetatable(o, self)
self.__index = self
o.character = character;``` aand item, time return and end
The only thing i can think of is try the section i posted above and if that dont work i think what may be happening is the Climate system is wipeing out your temp change
I'm not sure, From what i could tell from the java code much of the tempature code is all hard coded and really not meant to be messed with. but if your idea works i would love to know
lol, Well I'm going to be working on my overhaul for PZ, so if anyone needs me just feel free to mention to get my attention
@severe ridge But thank you for sparking some ideas for my overhaul mod set 🙂
👌 thank you. Not used to have any help around here but doesnt hurts to ask
Your very welcome, If you ever need help feel free to ask me i'm pretty much always around my computer unless sleeping or taking care of my kiddos.
guys can you recommend me some good mods?
ZIL-130 and DeLorean :)
found out how to shapeshift into anything in a custom timedaction lmao
Nice
Haha, looks like I dodged sticking my dick in the blender with not following through on my temperature adjusting buff for the Slurp Burp @severe ridge 😄
I just realized that a trait that has been bugging for a while now, was misspelled and I haven't noticed for weeks. God I hate dyslexia.
@warped jolt I know how you feel, i have the same problem
....... Wow really dead in here today 😛
Do we have a way of adding new working GUID for clothes? I've been away for some time
Yeah but there was no way of adding them through mod files, can we do that now?
we dont get those luxuries here
Got a question as someone who has never modded ever for any game.
I would like to make it so those log piles, the ones that are storage containers, can either be moved and or built. Would that be difficult to do since it's already an in game... object?? I don;t know what it's classified as. Container? Just a static one you can only destroy.
I'm sorry uhh... is this the right channel even for that question? Or #mapping ? I don't understand the difference since no channel description x=
how can i make a lua function not play over when its already running?
@drifting ore it is but it's really hard atm
ask paw low about it as he makes custom shit all the time
throws paw low under the bus
D: hi
sorry about that
what is it? owo
@severe ridge
saaEADSa
sorry
thats exactly what im doing
but it's more accessible to do texture/re-skin or static single models right now e.e i mean, you can venture if you know animations and rigging
@rose quail I belive this would be the right channel for that question, As to would it be possible i'm pretty sure it would be but without directly going into implimenting it myself i could not give you a tutorial as to how to do it, sorry i cant be more help
@severe ridge About your question
function BlahBlah( self )
if self.blahRunning then return end;
self.blahRunning = true;
-- Do your logic
self.blahRunning = false;
end
although you can also attach it to something other then self, IE your own custom global
@severe ridge Hope that helps
thank you ' ^ '
Your very welcome
and if you want to make the code a little more better on memory you can replace
self.blahRunning = false;
-- to
self.blahRunning = nil;
which removes the data from memory when it isnt being used
and with the way lua works it wont effect the rest of the code
@severe ridge Enjoy the coding, let me know if you have any other questions
i worked around by making a limitation instead
instead of creating a cooldown i went in and if canheatsink and playerObj:getStats():getEndurance() > 0.2 then context:addOption(getText("Open Heat Sink"), items, PLL_BodyCraftMenu.onheatsink, player); end
do you know if there's a way to hide/show something in-game?
@rose quail I belive this would be the right channel for that question, As to would it be possible i'm pretty sure it would be but without directly going into implimenting it myself i could not give you a tutorial as to how to do it, sorry i cant be more help
@valid stump I think I'll see if I can look at some YT videos to decide if I'm capable or maybe I can pay someone to do it... Been wanting to make graphics for items anyways but can't do the code :/
@rose quail If you need help with the code feel free to ask, I know the problem, I Understand code, and have inability to visualize things in my head so i cant do graphics 😛
Thank you I'll try to remember that I appreciate it!
@rose quail Your welcome
@severe ridge Just mention me when you reply so i will see your question, going to be working on my own game engine for while
What files do I put in my mod folder if I want a custom melee weapon
its also basicaly a reskin of the bat but with a diffrent texture and stats
@severe ridge Looking good 🙂
@severe ridge very nice
I should've posted here oops
Had an idea for a little pack
called Cozy Cabin Life
with animal skin rugs, more wall mounted animal heads, log bench, log bed, and some other stuff
mostly aesthetic pack, but some storage containers too
outhouse stuff, washboard, clothesline, all rustic looking stuff, maybe even upper and lower counters that are a bit more rustic, possibly full log furniture set like couch and chairs too
that's got a +1 for me ^ rustic building set
I want to try to keep it simple, like maybe 4 logs for a bed + a mattress? clothesline would be something like branches + twine, washboard could be... idk
oh and make wooden buckets coz cute af
I'll have to write out a list and formulate a good plan just happy at least one person would like the idea 😊 ty for input
have you got custom texture working in b41?
is the BreakSound function equal to a wav file or like some kind of variable that plays the breaking sound?
so if I set BreakWoodItem into BreakMetalItem Will it play the metal breaking sound?
ogg in sounds folder
or you can set your sound group in scripts and give them values
holy hell that is cursed
b41 character with a b40 character
and said b41 character being a weed dealer nonetheless lmao
A new Mod has been Published!
S????ak
https://steamcommunity.com/sharedfiles/filedetails/?id=2244346404
A new Mod has been Published!
Russian Translation Of Mods
https://steamcommunity.com/sharedfiles/filedetails/?id=2242175870
A new Mod has been Published!
Towing car
https://steamcommunity.com/sharedfiles/filedetails/?id=2241990680
Does anyone know how to unpack a .pack folder? I need to retrieve a sprite from one of them.
W O W
thanks guys
does anybody know what effects fatigue increasing while you are awake (not stamina, related with doing strenuous stuff)
@late hound there is an unpacker tool
A new Mod has been Published!
Exploring Time (IWBUMS)
https://steamcommunity.com/sharedfiles/filedetails/?id=2244879881
@late hound Depending on which image you need, it might be on the wiki somewhere. That's how I get the icon sprites I need.
it wasn't on there, I was looking for the spiffo tail sprite
Is anyone else's zomboid like pack full of 100+ mods?
@placid delta I think rosewood prison should be a little optimised as it lags a lot there with all those survivors
I dont think that has anything to do with survivors / zombie quantity.
What it is then?
I'd die to see some Payday masks added to PZ
12 am modding gang
I'm not finished with everything yet but figured would share and get peoples thoughts on it 🙂 https://github.com/Ancient-Majik-Tech/PZ-Realms-Info-Center/blob/master/Mods/Framework/RI_Frame.md
@naive sable It is now 00:00 here rofl
Is it possible to use vanilla meshes or do I have to make a custom mesh for the model to appear?
the Icon also doesnt work for some reason
Hi, Im trying to edit the Poisonous Mushrooms category to poisonous, but I cant find it in items. lua. Ive found the berries though. For mushrooms I only found this:
Customize('Base.MushroomGeneric1', 'DisplayCategory', 'FoodEdible');
Customize('Base.MushroomGeneric2', 'DisplayCategory', 'FoodEdible');
Customize('Base.MushroomGeneric3', 'DisplayCategory', 'FoodEdible');
Customize('Base.MushroomGeneric4', 'DisplayCategory', 'FoodEdible');
Customize('Base.MushroomGeneric5', 'DisplayCategory', 'FoodEdible');
Customize('Base.MushroomGeneric6', 'DisplayCategory', 'FoodEdible');
Customize('Base.MushroomGeneric7', 'DisplayCategory', 'FoodEdible');
anyone has any idea? Im new to this, thanks
@deep loom What version of the game are you modding?
Im trying to edit the Unpack Beta mod, which brings a number of custom categories
and a button to sort stuff
but both poisonous berries and poisonous srooms are tagged as food, so it gets sorted with the resr of the foraging stuff
one day, when I click on "add random", they will end up in my bowl, and I'll die an unecessary death 😄
it's not that important really
I've never modded anything either, I thought it'd be straightforward 😄
I cant really help you there due to I've never used Unpack beta mod, So that would be more of something to bring up to the creator of the mod instead of here
how do i mod in medicine like pills and have the action "take pills" without a recipe. if i sound stupid its cause i dont know what im doing
you should dig into the items script of the game and find current medicine
i did but i didnt find any place where it defines what stats the pills do
So anything new?
you, get in the hole
loong loong
@abstract raptor You're probably using the item as a test, but I'd like to say you can detect the sprite on that tile and add a context for it (sorry, it is just my OCD blaring in my ears)
Giving me hydrocraft memories
if anyone wants the RJ body texture, it's on my body folder lol 
glasses are in the mod too :B
uncanny
👏 Immortalized, as he should be. 👏
long
i have a rifle with the same problems lmao
gets inside the floor
but when is diagonally in the back seems ok
its ptrd 41
comically large
lol
i had a pic like this with a mp5
you'll never miss if theres no distance between your barrel and the target 8V
yay, cursed content
i did not
mannequins are cursed
but hey, the answer must lie around them 🤔
cuz they do update visuals
Ok, So I will probably be away for a few days while i work on my own custom toolkit for developing apps for PZ much easier 🙂
Mannequins are a special case, and are the only movables with 3d textures/models.
Lol, so starting to layout the basics of how i want my mod toolkit out [Have not themed it yet so be warned this is kinda bright
question , is using a model i ported from a game bad taste in a pz mod?
I would have to say, depends on the game you pulled it from and thier copyrights
any examples?
If you have a mod up on the steam workshop with a model taken from a game that has the usual, ordinary coprights, then it is just a question of time before your mod will get reported and have to get taken down.
thats if people know where the model comes from though
🤷♂️
I dunno, not telling you what to do, but using assets from other games for workshop mods will probably bite you in the ass down the line one way or another.
i appreciate the advice , im probably just gonna use the model until i can make a better one
Yeah, sorry i got wrapped up the toolkit i'm making, but yeah when it comes to things like that it is always better to use new content instead of things from games other then the one your working on
@drifting ore Are you playing B41 or 40?
@drifting ore If your using B41 then here you go https://steamcommunity.com/sharedfiles/filedetails/?id=2235284620&searchtext=
@drifting ore Your very welcome, and i know what you mean, I do as well
A new Mod has been Published!
Volkswagen Santana(Build 41)
https://steamcommunity.com/sharedfiles/filedetails/?id=2247794666
A new Mod has been Published!
Money (build 41)
https://steamcommunity.com/sharedfiles/filedetails/?id=2247674113
A new Mod has been Published!
Ammocraft B41
https://steamcommunity.com/sharedfiles/filedetails/?id=2245813444
A new Mod has been Published!
Fix Bayonets! & Torches
https://steamcommunity.com/sharedfiles/filedetails/?id=2245381461
Still not close to finished but figured I would try to keep y'all up to date with the full info
Just started to add the User Settings for the toolkit i'm working on
Whats so wrong with it?
"HottieZ", 10, wut


🐴