#mod_development

1 messages · Page 434 of 1

solar mulch
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Looks very nice blair accurate ammo crafting

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Do you need any magazines to learn how to do this?

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If so a trait that gives you all the recipes to make ammo would be nice as well as another idea

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Gunsmith trait or smth

hexed anchor
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probably

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he showcased some magazines about rifle maintaince that you need to read in order to repair it

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doubt it'll be different with bullets

placid delta
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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 ...

▶ Play video
severe ridge
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uehauehau theyre so vicious at you

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always a great work m8

loud creek
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Is the build 41 version of superb survivor viable now?

placid delta
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Define "viable"

hexed anchor
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I think he means working

placid delta
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Well without extensive testing, it seems to be working as intended without errors. In other words.... working?/viable? ....lol

hexed anchor
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Actually do you still need to use that addon? or is that obsolete now?

placid delta
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Addon?

hexed anchor
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oh it's obsolete now

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meant this addon

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that's nice

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Thank you for maintaining a great mod dude, really appriciate it

placid delta
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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

loud creek
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I meant it as in it works properly

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So I hear it is

severe ridge
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That's good, i need to get busier too :f life has been slow as fuck after this rona thing

drifting ore
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Who cares if they surrender shoot them anyway

near copper
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Immersion

drifting ore
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Real immersion is when someone tries to surrender and you shoot them while they do it

hollow shadow
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thats cringe, not immersion xd

placid delta
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@drifting ore "Real immersion is when someone tries to surrender and you shoot them while they do it"
you can do that too

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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...

▶ Play video
drifting ore
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I remember dying fully decked out at the gas station near wp

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The guy scared me

placid delta
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ya it was pretty much impossible to kill and and not die yourself

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unless you used Other Survivors as body shields or sacrifice

humble kernel
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i once found survivors that were called

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''The saviors'' or something

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then they shot me in the neck and i died

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sob

placid delta
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sounds about right

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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

solar mulch
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Nolan also another thing

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It would be cool if the higher caliber/big the gun is the more they are willing to surrender or not

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for example a guy with a m16 is less likely to surrender to a guy with the 38. snubnose

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so that being taken into consideration could add a extra layer of depth

placid delta
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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??

low scroll
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LOL

solar mulch
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yes

severe ridge
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RP-wise u ded

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gameplay/meta-wise you can take some boolets and maybe kill the guy first if you have better skills/weapons

solar mulch
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yea basically

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5.56 is gonna hit harder than a 38

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more likely to win

severe ridge
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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

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and helmets pretty much just blocks low caliber/speed boolets

low scroll
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more likely to win
@solar mulch yeah but u gotta do a 180 before u can shoot

drifting ore
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Yeah

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He should add some sort of ties

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Hand cuffs

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And like get prisoners

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Idk what u could do with the prisoners tho

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Maybe rape them for a happiness boost

low scroll
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0-o

placid delta
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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

low scroll
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Still cant believe you made a survivors mod for pz.

placid delta
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And With low aiming you can point blank emlty a 15 round clip into so.eone and they run away

solar mulch
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ye

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the gun fights are funny

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Hopefully they get remade

low scroll
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its buggy. but its fucking amazing.

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i love turning insane zombie pops on, turning npc spawns up to high and hear all the screams from outside my door

placid delta
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Ah yeas we all long for that chaos and anachy... bashing zombies heads in is... well just a bonus
evil laughs

near copper
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@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?

placid delta
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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

severe ridge
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nolan gear solid

wicked grove
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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.

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That's not necroforge for sure

placid delta
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X3M
Ya sorry i think thats superb survivors causing that. Ill patch it soon

wicked grove
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😄 I've figured that's something wrong with a mod, wasn't sure which is. Nice mod!

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Make Spiffo Mascot immortal, please.

humble kernel
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..no

severe ridge
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no, its always fun to bring zombies to spiffo when he's just trying to be in peace

zealous wing
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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.

willow estuary
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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.

severe ridge
hearty light
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oh thts why i herd shots in my aly

spark vector
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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

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It checks to see if the item is a torch/flashlight OR a ** rubber ducky**?

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Is that just a coding error that doesn't manifest a bug, or is there something in game that I haven't seen yet?

humble kernel
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well i tried putting a battery in and out of a rubber ducky

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and it wasnt possible

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idk prolly a bug

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or a thing thats gonna be implemented

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l a t e r

drifting ore
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OH

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Actually my friend showed me a while ago

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He was able to remove batteries from a rubber ducky

hollow shadow
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I think it makes u get battery when destroying torch

drifting ore
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And we were really confused

hollow shadow
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Rubber duckies are battery powered yes

drifting ore
wanton lily
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wait, what? why? how?

shrewd grove
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why

spark vector
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How many "ticks" are in a day?

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@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

In software engineering, rubber duck debugging is a method of debugging code. The name is a reference to a story in the book The Pragmatic Programmer in which a programmer would carry around a rubber duck and debug their code by forcing themselves to explain it, line-by-line, ...

placid delta
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Which usually leads you to these moments where your like
"How does it even work with the code like this?"

severe ridge
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for me it's more like if it works, it works lmao

severe ridge
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in models values, can i add more values than offset = and rotate = ? Something like scale maybe?

spark vector
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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.

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So I just put a bow on it and called it a day

humble kernel
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theres a mod that makes the skill books retextured

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like fishing ptus a fishing rod on it and a fish

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or cooking it puts a spatula on it

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but i dont even use it so idk

spark vector
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@humble kernel Yea that's the one I'm talking about, I made it

humble kernel
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..

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oh

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good mod btw

spark vector
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Thanks

humble kernel
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np

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i installed it btw

spark vector
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Oh thanks, let me know if you have any feedback!

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I hope you like it 🙂

severe ridge
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MA WEAPONS NOT RACKING ANYMORE IM SAD AND CRYING unhappy jk

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anyone had related probs?

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i srsly moved a bolt to the left because of it :X

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wait, not even the js... must disable some things probably

severe ridge
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i did my own muzzle flash -v-

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bigger, sharper but with more alpha blending

severe ridge
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is RackAfterShoot = TRUE, working?

humble kernel
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ohgodspidersno also the weird closet mod is pretty cool too

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but i like seriously wonder where to get hazmat suits lol

spark vector
red prairie
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where would I find where the weapon files are?

severe ridge
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media folder

severe ridge
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is there any tutorial for cars?

zealous wing
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I wish people that who use my mods would let me know about things wrong with my mods.

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Someone messaged me about one of my mods about a problem, and it was like a breath of fresh air.

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First time that happened. D:

shadow geyser
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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.

latent orchid
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the end of this guide provides guidance on uploading to the workshop (even though its map mod specific...same concept applies)

shadow geyser
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thanks!

valid stump
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So is anyone here that used to modding with lua, could really use some help....

zealous wing
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@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.

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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.

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It's confusing at first, yeah.

latent orchid
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there is an example mod with structure/files in the Zomboid>Workshop folder called 'ModTemplate'

drifting ore
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Is unique z a good mod

slender chasm
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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..

humble kernel
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crossbow mod

spark vector
slender chasm
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thank you guys ❤️ i appreciate the help

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these work for the previous build too right? not just the iwbums?

spark vector
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Eh, I'm not too sure about that honestly

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I mean, I am sure some of them will, and I am also sure some of them won't

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I just don't know what the ratio is

slender chasm
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no worries. im sure the few extra bits will help regardless.

spark vector
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ideally, each mod individually will say which versions they work in

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But none of these works exclusively in v40. They all do work in IWBUMS

slender chasm
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ohh okay i understand

spark vector
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thanks, I'm in a sort of over-explainy mood right now

slender chasm
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shit man, no worries lol i appreciate the little details

slender chasm
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are there no mods for spray paints on b40??

valid stump
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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
drifting ore
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It has smth to do with realms recipe framework obviously try to update the mod@valid stump

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Look in mod description to see if the mod creator says smth about errota

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That error

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Or just update it

valid stump
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I am the creator 😛

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i'm trying to figure out why its not working

drifting ore
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Well it has a issue loading recipes

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You probably didint do something right

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Like you maybe missed a line

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Or a closing line

quasi geode
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self.AddRecipe(loadedRecipes:get(i)); likely there.
your using self in a local function, unbound...self is likely undefined (nil)

valid stump
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Any help would be great, I've been trying to get this to work for 3 days

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For while kept getting random error from the ISCraftingMenu for some reason

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do i need to do???

function self.AddRecipe(recipe)

end

for all the functions?

severe ridge
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OK

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who was the great genius

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that had the idea of overlapping fullmask and hat?

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every update is a new issue, god.

drifting ore
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Maybe RJ, the nerf god

hexed anchor
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@severe ridge did you remove your mods from the workshop?

severe ridge
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nope

hexed anchor
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eh?

severe ridge
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i'm just fixing it

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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)

hexed anchor
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Oh, so you took it down in the meanwhile

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but will reupload it

severe ridge
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nope

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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

hexed anchor
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I see

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I thought you removed it because It wasn't on my list for some reason, now it popped up

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spooked me for a sec

drifting ore
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Wtf

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So does that mean u cant wear a mask with a helm

severe ridge
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just updated :V

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yep

drifting ore
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That's dumb

severe ridge
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🤷‍♂️

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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

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they should make targeted rules, that would help the modding community like never

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the difference between a mask and a fullmask is that you can't equip glasses in the latter.

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yea

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sorry

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dSAIGHESOAHDsaHDsa

hexed anchor
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lmao

drifting ore
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That sucks

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So basically cant use gasmask with helm

severe ridge
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it's good to see they never issue the reports i do

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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

hexed anchor
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honestly

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I feel like guns shouldn't rack after you reload them

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or at least shouldn't in the hardcore reloading mode

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I've been fucked more times than I can count because my character decides to rack their shotgun when theres no fucking time

severe ridge
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they need to rack if your chamber is empty, its basic gun stuff lel

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if you shoot a js 5 (6 if you double reload) times and reload, you wont need to rack it

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because theres a b00let there already

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but every shot needs to be racked in a chamber-style gun

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bolt/tube i guess

valid stump
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@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

valid stump
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Never fails, fix one issue, another always pops up

severe ridge
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killing hydras i'd say

valid stump
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Rofl, well trying to although now i'm getting error and not sure what it is from

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from file isnt touched

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although could be messed up recipe

severe ridge
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finally able to do equip wig and mask and whatever together :B

valid stump
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Your having way to much fun

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Does The Obsolete part of recipes not work?

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nvm on the last comment, realize i never tried to remove the old recipes 🤦‍♂️

hexed anchor
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so I take it it's impossible for now to make hairstyles

severe ridge
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nah, i'm just too dumb to do it correctly, probably 🤷

hexed anchor
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lmao

severe ridge
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need to tie the hair models to the bones, i dont know how to rig

severe ridge
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i need to fix the padded jacket tired will do

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it needs to cover vests, it needs to have the hair group removed too (why does it has it at first place? lol)

willow estuary
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That's for when the hood is up.

severe ridge
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nope

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when hood is up is nohair

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but i gave up on doing a custom slot for wigs

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hahahaha

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hats were overriding group values -zzz

viral spire
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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.

severe ridge
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last time i tested i think it just made zombies spawn more inside

viral spire
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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?

wicked grove
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i dont follow your rules TIS u_u
Is that a ballistic helmet?

spark vector
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@slender chasm When you say b40, do you mean Stable Version 40 (the one that loads automatically) or Beta 41 (IWBUMS)?

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@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

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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.

slender chasm
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Yes the stable one, forgive my slowness. And I appreciate your help my friend ^-^

dusky rivet
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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!

severe ridge
willow estuary
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    {
        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,
    }```
severe ridge
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polishiny

willow estuary
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    {
        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,
    }```
drifting ore
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What if I wipe my ass with that sandpaper

valid stump
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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?

shadow geyser
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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

valid stump
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Alrighty, let me give that a try, although I'm using the full path under shared

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it also doesnt help that pcall doesnt seam to work in PZ

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PZ is throwing error in the code instead of continuing and finishing the load

valid stump
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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

urban geyser
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Anyone know if there’s a mod that adds paramedic jackets?

valid stump
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Does anyone happen to know how to get the path of the Zomboid folder (IE: C:/Users/[username]/Zomboid) in lua?

drifting ore
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What are some good mods that i should try out?

stone tapir
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What build are you playing on?

drifting ore
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Latest

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I guess i can go back a build or two

stone tapir
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Yeah nah you don't have to, IWBUMS has plenty of decent mods.

drifting ore
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Oh ok thanks

stone tapir
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You know what, I'll just dm you all that since it's clogging the channel

abstract raptor
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Anyone know how I can use a lua file to set global light for a temporary period of time?

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I want to make it so eating peyote turns everything pink

abstract raptor
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Surely this is what I'm looking for

spark vector
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@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");

dusky rivet
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@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!

valid stump
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Does the obsolete tag on recipes not work? for some reason the ones i try to remove are not being removed

spark vector
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@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.

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@dusky rivet let me know how it goes 🙂

valid stump
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@spark vector I'm going to try mixing it with the override tag and see if both together work

spark vector
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@valid stump let me know what you find, I'd love to remove Cuppa recipes from the game in Vanilla Food Fixes

valid stump
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@spark vector Will do, testing right now

spark vector
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thanks!

valid stump
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@spark vector welp that didnt work

spark vector
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proceeding as scheduled, sounds like

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command-shift-F is your friend, that's the only advice I have

valid stump
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I found why it doesnt work in the java code

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not sure what you are recomending with the command

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not sure what you are recomending with the command

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the issue is that obsolete is mean only for marking that given recipe as no longer needed

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it removes the active (currently being loaded) recipe, not trying to find the recipe of the same name like override does

viral spire
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Is there a variation of the toxic fog that kills you instead of lowers your health to a fraction?

valid stump
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I may have figured out a possible workaround for it

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@spark vector Going to smoke then code the work around i thought of and then i will let you know if it works

spark vector
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@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

valid stump
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I'm using VS Code

spark vector
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I just meant to say that looking up every variable and function name to find the relevant files is a good trick

valid stump
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lol

spark vector
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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

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@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

valid stump
#

.... 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

#

@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

severe ridge
willow estuary
#

Haha, those are a hell of a lot better than my icons for those.

severe ridge
#

i just reworked them

#

they looked like pills

willow estuary
severe ridge
#

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

#

spooky for halloweenzz

#

this skirt front and back mesh expands like crazy e_e

willow estuary
#

What do you need high res icons for?

severe ridge
#

i would use at least 2x size for weapons

#

they look :l weird, idk

#

too detailed weapons dont translates very well to icons

willow estuary
#

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.

severe ridge
#

i see

willow estuary
#

ie in the long term with MP and stuff, using larger icons may come back and bite you in the ass.

severe ridge
#

me popo

wicked grove
#

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.

rocky lynx
patent pumice
#

That could be good if we could burry a stash

hollow shadow
#

I like it when icons look good. I like pixelart

#

Sometimes i spend 30 mins on a single icon xd

ember geode
#

can someone make a ammo counter so you can see how much bullets are in your gun without going in you inv?P

lavish adder
#

It sounds kinda hard to make

ember geode
#

if you guys can make weapons, maps, and so on you can make a ammo counter

lavish adder
#

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

ember geode
#

i just hate get trapped cuz my mag is empty

#

another idea. a mod that generates randome cars with a engine whos on kwim?

valid stump
#

@ember geode The ammo counter doesnt sound to hard to do, although that depends on the version of the game your using

ember geode
#

41 beta

valid stump
#

@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...

ember geode
#

i dont make mods dude i have no clue how that works, i just give ideas for mods

valid stump
#

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

ember geode
#

good

valid stump
#

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

warm shell
#

Does a no gun jamming mod exist?

near copper
#

Yeah its called keep you gun freaking clean

lavish adder
#

Also called get a new fucking gun

severe ridge
#

lol

#

you can disable jamming on each weapon manually in items_weapons.txt if thats too much of a problem for you :x

near copper
#

^ fookin legend m8

abstract raptor
spark vector
#

@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)

severe ridge
valid stump
#

anyone know what the max size is for mod posters?

valid stump
#

nvm if the mod template is any indication it is 512x512 for game poster, 256x256 for the steam preview image

severe ridge
#

🇴 🇼 🇴

severe ridge
frail whale
#

Project Zomboid anime when ?

abstract raptor
finite phoenix
#

can someone please give the sound of a storm?

willow estuary
wise wigeon
zealous wing
#

@wise wigeon Happy Krieger Noises

young sequoia
#

I agree with @severe ridge

#

Bring the stubble back

humble kernel
#

@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

hearty crest
#

anyone have issues with the crafting mod and the filter tab?

#

i have Hydrocraft, busta rhymes used cars and the lake ivy mods.

terse summit
#

Hi everyone. Im having problem to install mods. Where cN ask questions regarding the issue?

tribal kestrel
tribal kestrel
#

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

deep loom
#

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

tribal kestrel
#

Read Faster While Sitting

willow estuary
#

Hydrocraft armor just does not work in build 41.

simple trout
#

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.

lavish adder
simple trout
#

o oke thanks my bad

tribal kestrel
#

Hydrocraft armor just does not work in build 41.
@willow estuary That sucks. Thanks

hearty crest
#

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

willow estuary
valid stump
quaint nightBOT
quaint nightBOT
abstract raptor
#

hot diggity damn, someone translated my mod

hexed anchor
#

tarot is cool

tribal kestrel
#

I'll remember that, thanks @hearty crest

deep loom
#

how far can I run from a burning horde so they still take damage?

#

sorry, wrong channel

tribal kestrel
#

Is there a functioning cooler mod?

severe ridge
#

Why the drop table doesn't works for any custom values sometimes?(from me and other mods, separated or together)

willow estuary
ancient eagle
#

thats actually a dope mod

willow estuary
shrewd grove
#

@severe ridge you do realise what this means, right?

#

i need my hands on this code for some, things...

severe ridge
#

Just keep giving kudos to the guy

#

i saw the last update before that, sounds like he really know what he's doing

shrewd grove
#

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.

severe ridge
#

being able to find a fuel or cargo trailer and just escort it the fuck out with a truck would be awesome

shrewd grove
#

well, my trailers will not spawn in ANY car parking lots. crashes/junkyards only.

#

im making them a tool you repair up and take.

severe ridge
#

interesting approach

#

it's always good to not be given stuff but having to work around it, more objectives

shrewd grove
#

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.

severe ridge
#

driving that sounds hard enough too

#

making them detach if bumps too hard

#

lmaooo

shrewd grove
#

well, a single axle car trailer at 90 mph IRL is fucking suicide.

#

and most people ingame do 120+

severe ridge
#

sad looking at my stuff being crowded by zombies while i drive away

#

ye

#

you can go 120+ if you know the streets 🤞

shrewd grove
#

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.

supple briar
#

where is the best place to ask for help vehicle modding?

willow estuary
deep loom
#

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 ?

valid stump
#

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

valid stump
#

Does anyone here know how to store info on the character ( mod data )

valid stump
severe ridge
severe ridge
ocean lion
#

yesss

severe ridge
#

if you make thinner than this they disappear from a distance :x

severe ridge
latent orchid
#

needs more soy long black frappuccino with a twist of lemon vibe

severe ridge
hollow smelt
#

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.

severe ridge
lethal tide
#

That's Pog

#

Do you do weapon requests?

severe ridge
#

Not really, i really take time on my stuff cuz im learning :/ what were u thinking about?

lethal tide
#

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

severe ridge
#

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

lethal tide
#

It's not supposed to be auto, but it also is auto in DayZ which is funny

severe ridge
wintry finch
#

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.

iron salmon
#

@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

wicked grove
#

B41, vehicle UI (speedbar) is gone. Anybody knows what a mod can cause it?

wicked grove
#

Okay, restarting the game has fixed it. Might it be because I've been in a car before exiting the game?

deep loom
#

anyone here uses the mod 5-20 slotbar?

#

hotbar I mean

near copper
#

Hell no

olive turtle
#

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 🙂

analog sandal
#

@olive turtle the mod is called Customizable Zombies, it's on the workshop

willow estuary
olive turtle
#

@analog sandal THIS IS GREAT! Thank you very much, exactly what I was looking for!!!

mystic moss
#

Hey

loud creek
#

Is there a mod that adds profession specific gear on start?

near copper
#

Yup

severe ridge
#

Do you guys use the armor mod at all?

#

Don't know if I should implement on the side if activated

willow estuary
#

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 ?

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 🤷

willow estuary
#

Exactly!

severe ridge
#

pretty easy to mess with, the armor mod

willow estuary
#

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.

severe ridge
#

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

severe ridge
#

i finally beat the hilltop community only using melee

valid stump
#

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
valid stump
#

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

hollow smelt
#

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.

severe ridge
#

are you using uniqueZ or the broken version of SwatPack?

digital trellis
#

Nice

hallow copper
#

Hey guys, is there any documentation on context menu? Found only an outdated link on this topic

willow estuary
#

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.

wicked grove
#

Is anyone using 'more builds' with B41?

haughty cedar
#

@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

wild gazelle
#

@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.

haughty cedar
#

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

willow estuary
wild gazelle
#

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.

haughty cedar
#

Ok thanks I'll tell him

#

🙂

wicked grove
#

So the white-wooded room isn't considered as indoors. Any ideas on why?

slow spade
#

Maybe because you built it yourself. Maybe because it is not fully inside- you need to place doors

wicked grove
#

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')?

hearty crest
#

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

late hound
#

The devs did not remove the pickaxe from vanilla.

shrewd grove
#

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.

lavish adder
#

@wicked grove corner

severe ridge
#

is there a way to avoid other items masks completely when creating a equipment?

valid stump
#

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

rocky lynx
severe ridge
#

thats a big tchakaboom

tribal kestrel
#

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

severe ridge
#

that would be awesome but thats stuff i've never fiddle with before, might wanna look on vanilla fridge values or something

tribal kestrel
#

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

severe ridge
willow estuary
rocky lynx
wicked grove
#

@wicked grove corner
Nope. Built there but still nothing. I've also replaced frames with walls and that also didn't help.

valid stump
#

@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

wicked grove
#

Thought about it

loud creek
#

Is there a mod that adds profession specific starting equipment?

loud creek
#

Thank you

keen ocean
near copper
severe ridge
#

lul

#

find needle at park
sutures yourself with it
ded

near copper
#

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

valid stump
#

Whoot whoot with realms you can now break down kitchen utensils into scrap metal

abstract raptor
#

how about

#

using wooden dowels instead of nails?

#

👀

valid stump
#

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 🙂 )

abstract raptor
#

nice

#

Recently I've been modding with build 40 in mind to make server props and stuff

valid stump
#

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

lilac furnace
#

What mod has that cargo ship???

abstract raptor
#

Aza's Server Props

lilac furnace
#

K thxs

abstract raptor
#

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

warped jolt
#

Yo- Is there an easy way to look up item ID's without digging through the game's files?

abstract raptor
#

Debug mode

#

then go to item list

warped jolt
#

Cool. Thanks.

abstract raptor
#

no prob 😄

quaint nightBOT
warped jolt
#

Haha that's me.

digital trellis
#

Somebody know why my MapZoid didin't work??

rocky lynx
wicked grove
#

using wooden dowels instead of nails?
Same for new hammers

severe ridge
#

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 🐴

abstract raptor
abstract raptor
tribal kestrel
#

my day be so fine
then boom. massive sinkhole into the void

quaint nightBOT
lavish adder
#

That mod looks interesting...

valid stump
#

@wicked grove Now hammers are not that hard to impliment using B41 sorry for late reply

warped jolt
#

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?

valid stump
#

what version of the game @warped jolt?

#

ROFL, Overhauled my own mods recycling system 🙂 Although took little longer then expected to debug

warped jolt
#

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?

wicked grove
#

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?

valid stump
#

@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

wicked grove
#

Em... I don't code

warped jolt
#

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.

valid stump
#

@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

warped jolt
#

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
#

@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

valid stump
#

@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
#

@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

valid stump
#

@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

wicked grove
#

Are you using 'more builds' mod?

valid stump
#

me?

lilac night
#

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.

wicked grove
#

me?
Yes

#

But in general, I wish there would be an easier way to know what's wrong with custom walls.

humble kernel
#

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

valid stump
#

@wicked grove Sorry no, I am not using it but if you need me to test it i can

eternal stirrup
#

@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,
    }
nimble spoke
#

@eternal stirrup I never tried adding seats, but adding parts in general didn't work

eternal stirrup
#

okay, thanks for answering

shrewd grove
#

@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.

eternal stirrup
#

@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

shrewd grove
#

aaaaaaaaah

#

ok

eternal stirrup
#

👍

nimble spoke
#

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

ember geode
#

i need a "fill al magazine's" mod

oblique stirrup
#

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

nimble spoke
#

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

drifting ore
#

We indeed have one already

valid stump
#

Found the base lol, although doesnt look anything like the map you posted

quaint nightBOT
lilac night
#

lol

#

Thanks Spiffo

young sequoia
#

top kek

latent orchid
#

whats the trunk capacity?

#

@shrewd grove

warped jolt
#

Whatever it is it's not enough. It's never enough.

severe ridge
#

hoarders lmao

latent orchid
#

that thing looks like it can handle a good amount of cargo

#

plus 3 extra seats for storage

minor snow
#

Hey, any way select updated recently in workshop sorting like in nexus or curseforge?

severe ridge
#

finally learning how to mess with timedactions more

drifting ore
#

Howdy! how do you import .X models unto blender?

tepid escarp
#

just started, any mod must have suggestion?

valid stump
#

@tepid escarp That would all depend on what version of the game you are running

tepid escarp
#

Right now the basic but i usualy go for rhe beta version of the game

#

Is build42 out already?

valid stump
#

I do not belive so

tepid escarp
#

Tanks fuel👍

valid stump
#

The current is B41

#

@tepid escarp Your very welcome

drifting ore
#

@valid stump thanks!

spark vector
#

Is there a way to catch error messages and then trigger a pop-up message ingame that the user can see?

valid stump
#

But hmm as far as recomendations.... I would have to look though the mods i am using, but i'm on B41

spark vector
#

If someone has an out-of-date FileGuidTable.xml, FashionMontage is the mod that "takes the blame" in the error messages

valid stump
#

@spark vector Can you explain what your meaning just a little bit more

spark vector
#

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

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

wicked grove
#

If temperature inside a custom built room matches the temperature inside a premade one, does it means the custom room is considered indoor?

valid stump
#

@wicked grove I would say yes, but are the temps in the two the same as outside?

wicked grove
#

No. I mean outside its different

#

But inside the custom made there are outdoor sounds. Vanilla walls. Is that okay?

valid stump
#

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?

wicked grove
#

Ok. So 'more builds' mod is good for everything but not for walls. Beware people who using the mod.

valid stump
#

@wicked grove So i was right, it was inproperly set up walls inside the mod?

wicked grove
#

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.

valid stump
#

@wicked grove If you find me the link to 'more builds' i can take a look at it's code

valid stump
#

That link took me to my own workshop

valid stump
#

No worries, and thank you, what was the name of the wall you where using?

valid stump
#

@wicked grove ?

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?

valid stump
#

Hmm, sounds like one of the mods your using messes with weather, you should not see rain in custom built room

spark vector
#

@valid stump Thanks! Yea that's definitely a good start. I'll look more into it later and let you know how it goes.

wicked grove
#

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

valid stump
#

@spark vector Sounds good

#

@wicked grove As far as i know there is not any way other then disabiling one by one

wicked grove
#

Alright then. Devs should think about it tho

#

Breakpoints/exceptions in Lua or whatever...

valid stump
#

@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

wicked grove
#

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.

valid stump
#

@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

wicked grove
#

Vanilla wooden floor

valid stump
#

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

wicked grove
#

I can live with that 🙂 Thanks for digging

valid stump
#

@wicked grove Your welcome

severe ridge
#

whats the stats for body temperature in lua?

valid stump
#

Wish i could help you there, I havent touched that part of the code yet

severe ridge
#

unhappy not even some frozen ice cream reduces the temperature

valid stump
#

@severe ridge Would you like me to look up the stats for body temp for you

#

I have a good idea where to look

valid stump
#

@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

severe ridge
#

🤔

#

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

valid stump
#

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

severe ridge
#

--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

valid stump
#

so no error, just nothing happens

#

?

severe ridge
#

yep

#

the function executes but nothing happens with heat

#

but the other stuff works, in the same function

valid stump
#

Ok, let me look around the java code and see whats up

severe ridge
#

I'm probably just targeting it wrong but i couldn't find anyone or any file in media using those parameters

valid stump
#

No worries, I'll see if i can get your code up and running 🙂

severe ridge
#

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-

valid stump
#

Lol, I love coding so your not bothering me

severe ridge
#

i don't think theres heat management outside the java code :l looks like

#

there's climate but was the furthest i could get

valid stump
#

oh, forgot to ask, what version of the game?

severe ridge
#

41

valid stump
#

kk give me at most an hour

#

can you try like

self.character:getBodyDamage():setTemperature(tonumber(self.character:getBodyDamage():getTemperature() - 20.0))
valid stump
#

@severe ridge may i ask where your code is gettting its, self and character definitions?

severe ridge
#

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
valid stump
#

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

severe ridge
#

prolly

#

i bet it would be more efficient to make all insulation negated temporarily

valid stump
#

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

severe ridge
#

me too

#

make refreshing drinks and stuff lol

valid stump
#

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

valid stump
#

@severe ridge But thank you for sparking some ideas for my overhaul mod set 🙂

severe ridge
#

👌 thank you. Not used to have any help around here but doesnt hurts to ask

valid stump
#

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.

late apex
#

guys can you recommend me some good mods?

radiant ginkgo
#

ZIL-130 and DeLorean :)

severe ridge
#

found out how to shapeshift into anything in a custom timedaction lmao

valid stump
#

Nice

willow estuary
#

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 😄

warped jolt
#

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.

valid stump
#

@warped jolt I know how you feel, i have the same problem

valid stump
#

....... Wow really dead in here today 😛

nimble spoke
#

Do we have a way of adding new working GUID for clothes? I've been away for some time

late hound
#

what do you mean new working GUID?

#

You can generate guid's

nimble spoke
#

Yeah but there was no way of adding them through mod files, can we do that now?

severe ridge
#

rj we dont get those luxuries here

rose quail
#

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=

drifting ore
#

is it possible to create custom bodies for this game

#

er clothing

severe ridge
#

how can i make a lua function not play over when its already running?

fallow bridge
#

@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

drifting ore
#

@ Paw low can i get some general directions

#

oops

severe ridge
#

D: hi

drifting ore
#

sorry about that

severe ridge
#

what is it? owo

fallow bridge
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

valid stump
#

@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

severe ridge
#

thank you ' ^ '

valid stump
#

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

severe ridge
#

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?

valid stump
#

What do you mean hide/show something?

#

What are you wanting to hide or show?

rose quail
#

@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 :/

valid stump
#

@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 😛

rose quail
#

Thank you I'll try to remember that I appreciate it!

valid stump
#

@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

shadow dust
#

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
valid stump
#

@severe ridge Looking good 🙂

eternal stirrup
#

@severe ridge very nice

rose quail
#

excuse me but ur pantsu fell off daziaLily2

#

teehee

rose quail
#

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

cursive escarp
#

that's got a +1 for me ^ rustic building set

rose quail
#

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

latent orchid
#

have you got custom texture working in b41?

shadow dust
#

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?

severe ridge
#

ogg in sounds folder

#

or you can set your sound group in scripts and give them values

abstract raptor
severe ridge
#

zombies are actually people being high

#

the end lol

plucky nova
#

holy hell that is cursed

#

b41 character with a b40 character

#

and said b41 character being a weed dealer nonetheless lmao

late hound
#

Does anyone know how to unpack a .pack folder? I need to retrieve a sprite from one of them.

abstract raptor
analog sandal
#

W O W

abstract raptor
#

thanks guys

deep loom
#

does anybody know what effects fatigue increasing while you are awake (not stamina, related with doing strenuous stuff)

lilac night
#

Oh shit

#

That's cool

nimble spoke
#

@late hound there is an unpacker tool

quaint nightBOT
spark vector
#

@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.

late hound
#

it wasn't on there, I was looking for the spiffo tail sprite

warped jolt
#

Is anyone else's zomboid like pack full of 100+ mods?

wicked grove
#

@placid delta I think rosewood prison should be a little optimised as it lags a lot there with all those survivors

placid delta
#

I dont think that has anything to do with survivors / zombie quantity.

wicked grove
#

What it is then?

mint pendant
#

I'd die to see some Payday masks added to PZ

naive sable
#

12 am modding gang

valid stump
#

@naive sable It is now 00:00 here rofl

shadow dust
#

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

deep loom
#

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

valid stump
#

@deep loom What version of the game are you modding?

deep loom
#

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 😄

valid stump
#

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

buoyant sandal
#

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

valid stump
#

you should dig into the items script of the game and find current medicine

buoyant sandal
#

i did but i didnt find any place where it defines what stats the pills do

drifting ore
#

So anything new?

abstract raptor
hexed anchor
#

you, get in the hole

naive sable
nimble spoke
#

@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

severe ridge
#

if anyone wants the RJ body texture, it's on my body folder lol rj

#

glasses are in the mod too :B

analog sandal
#

uncanny

lilac night
#

👏 Immortalized, as he should be. 👏

naive sable
lilac night
#

What kind of gun is that?

#

Looks thin AF.

severe ridge
#

i have a rifle with the same problems lmao

#

gets inside the floor

#

but when is diagonally in the back seems ok

naive sable
#

its ptrd 41

naive sable
#

i dont know why it does that

shadow dust
#

damn

#

thats long

naive sable
#

comically large

severe ridge
#

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

severe ridge
abstract raptor
#

how do you edit the textures of the moveables?

#

👀

#

@severe ridge

severe ridge
#

i did not

#

mannequins are cursed

#

but hey, the answer must lie around them 🤔

#

cuz they do update visuals

valid stump
#

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 🙂

willow estuary
#

Mannequins are a special case, and are the only movables with 3d textures/models.

valid stump
#

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

supple briar
#

question , is using a model i ported from a game bad taste in a pz mod?

valid stump
#

I would have to say, depends on the game you pulled it from and thier copyrights

supple briar
#

any examples?

willow estuary
#

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.

supple briar
#

thats if people know where the model comes from though

willow estuary
#

🤷‍♂️

#

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.

supple briar
#

i appreciate the advice , im probably just gonna use the model until i can make a better one

valid stump
#

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

echo sonnet
#

There's a mod overhaul about it

#

You'll find it on the workshop

radiant ginkgo
valid stump
#

@drifting ore Are you playing B41 or 40?

valid stump
#

@drifting ore Your very welcome, and i know what you mean, I do as well

valid stump
#

Still not close to finished but figured I would try to keep y'all up to date with the full info

valid stump
valid stump
#

Whats so wrong with it?

severe ridge
#

"HottieZ", 10, wut

valid stump
#

must be a porn star @severe ridge

#

or a stripper 😛