#mod_development

1 messages · Page 443 of 1

high birch
#

Hm.. So I need to find and change it, I just find the ISClothingExtraActions, I didnt changed much, can you tell me where I can find this?

carmine cosmos
#

But if all you did was just change the item definitions then it is most probable that you missed a field since it is complaining about a null table

high birch
carmine cosmos
#

Where is this getVisual part?

#

I am assuming that it is in game code 🤔

#

Are you calling something like table:getVisual()?

high birch
#

I'm really confused why that happen

#

No, never, just use necroforge for spawning, and that shouldnt do anything with this?

#

I just have this code, adding / changing the fannypack, tooltip and itemname

carmine cosmos
#

Are you adding a new item or changing vanilla one?

high birch
#

Adding a new one

#

I just try to get it work with vanilla settings and change it afterwards, easier to handle

carmine cosmos
#

Can you create a new gist with vanilla item definition, the make one revision with your changes?

#

This would be the best way to show the changes

high birch
#

Ehm.. Ok, don't know this site will check it now

cunning canyon
#

Ok I trust you you on that 😂

Glad I asked

#

I assume it’s an issue with attaching them to the vehicle / overriding their hit box

hollow shadow
#

i got no clue why this script wont work, i also cant find any missing commas

high birch
#

@carmine cosmos here you go

https://gist.github.com/DevidraEX/c49cde7c92dc0f679aeb42f41195a694/revisions

Revision 1: creating the default values
Revision 2: changing to be a new item with translation etc.
Revision 3: change structure to be more clear
Revision 4: dont know if I can change the download foldername, so I added it into the filename

GitHub

GitHub is where people build software. More than 50 million people use GitHub to discover, fork, and contribute to over 100 million projects.

carmine cosmos
#

Indentations are all over the place, really hard to read

high birch
#

I hate it.. In my Editor (Atom) its normaly sigh

carmine cosmos
#

This strikes me as a potential problem:

if NecroList.Items.SMBags_Bumbag_Front then
else
    NecroList.Items.SMBags_Bumbag_Front = {"Bag", nil, nil, "Bum Bag SMB (Front)", "SMBags.Bumbag_Front", "Item_FannyPack", nil, nil, nil};
end

if NecroList.Items.SMBags_Bumbag_Back then
else
    NecroList.Items.SMBags_Bumbag_Back = {"Bag", nil, nil, "Bum Bag SMB (Back)", "SMBags.Bumbag_Back", "Item_FannyPack", nil, nil, nil};
end
#

Now that you know in what steps you have created your changes my advice would be to try to reproduce the problem by adding one step at a time, that way you can isolate the issue

high birch
#

Thats a nice idea.. Haha, will try that now, first filling my stomach, will reply later

high birch
#

@carmine cosmos Found the problem

If I change item Bag_FannyPackFront to item Bumbag_Front

I think there is something I miss or the gamecode causing it

#

I can overwrite the existing, spawn it and use it normaly, just adding a new one results in this error

carmine cosmos
#

Is that with or without the necro mod?

high birch
#

Can you tell me how to spawn it without it?

carmine cosmos
#

I am not familiar with that mod, and don't know what you are trying to do

#

Are you trying to spawn an item in world?

high birch
#

I can remove necro, I just use it to spawn the item to test it

carmine cosmos
#

Well you can spawn an item in debug mode

high birch
#

Ah, I use debug already, whats the command? :)

carmine cosmos
#

It's not a command, you just have to go to the right menu

#

I would need to boot up the game to tell you exactly, it's muscle memory for me

analog sandal
#

debug menu -> item list

carmine cosmos
#

There is that mosquito looking button on the left side

#

Probably yes 🤔

#

It should be a menu where you can select any item in game (custom or vanilla)

#

And then you can add quantities to player inventory

#

You can also add an item to inventory from Lua if you want

high birch
#

Same problem without Necro

#

Will change it back to overwriting only, if thats work there is something strange going on

#

It take evertime so long to load LUA again.. (is there a button? :D )

carmine cosmos
#

To reload lua files?

high birch
#

Yeah

mint sphinx
#

is there a smart why to make step actionsqueue ?

high birch
#

@carmine cosmos The problem is the module

I tried overwriting, so module base import base and overwriting, this works completly

changed the item to Bumbag_Front again, still work, also equiping!

but after setting the module to ModName, it dont work anymore

I think I need to use base module, but this will break other mods, if they dont import base, or? D:

wicked crane
#

Cuz my question got buried: Does anyone know what aspect of vehicles changed in the past few updates that broke some vehicle mods making them invisible with only wheels? I'm trying to fix some mods but I don't know what changed. I've been looking through text files and I thought I came close to fixing it, but no luck.

high birch
#

Cant tell you exactly, but best would be, check what the mods are using and check the default version, and see if there is something wrong

I'm new to PZ modding, learning right now :)

analog sandal
#

could be the unification of rust/blood textures

mint sphinx
#

hmm is there a way when uninstalling vehicle part to let it be on the tile you uninstalled it on instead of getting it into your inventory ?

wicked crane
# analog sandal could be the unification of rust/blood textures

I thought the textures for the vehicle were the wrong size, I upscaled to 1024x1024 but that wasn't the issue.. Masks/Mesh fine too.. I was comparing xml, lua and text files but I may have missed something.. I suppose I will have to do what Devidra suggested. I think I will have better luck comparing to default version, or a single car mod- I was comparing to other mods but the ones I have add a lot of vehicles. Thanks for the advice.

cunning canyon
#

Anyone know if a blender file set up for rendering environmental sprites is floating around? Ya know, with an isometric camera and some background reference grids in place?

hollow shadow
#

Anyone know how i can use movables in recipes? is there any mod that works with this that i can use as template?

nimble spoke
#

movables do not work in recipes

hollow shadow
#

movables do not work in recipes
@nimble spoke hmm, maybe I could make a moveable that is like a workbench and requires me to stand near it in order to craft something?

nimble spoke
#

There are mods that do that, Devs have changed the recipe code recently to make that easier, but I have not tried it myself yet

tame mulch
#

Who uses the mod - write your impressions, maybe you have any ideas what else to add?

rigid void
#

Suggestion: Ice cream truck. - Use the jolly ingle to lure zeds away / draw them to you. 🎵

elder cobalt
#

dope

cunning canyon
#

Ooh cool @tame mulch

#

I would suggest a quick teleport menu, or a really easy way to add custom buttons under your main menu. Sometimes I wanna trigger some random test logic without writing my own interface for it

tame mulch
#

Cool idea about custom buttons!

cunning canyon
#

There’s a debug tool made for unity that lets you bind custom buttons and it makes debugging so much easier 😩

#

I can’t remember if lua has attributes or not

#

But that’s how I did it in C#

tame mulch
#

@cunning canyon What kind of teleport menu?

late hound
zealous wing
#

And apologies for the late reply.

#

I've seen mods that do canning and jarring stuff.

#

E.g., CCCP, a mod I support does a lot of jarring of food.

#

But smoking or drying? None I subscibe to.

cunning canyon
#

one of the other cheat mods already has functionality, but it's kinda bloated, lists a bunch of locations I don't care about, and hides the "custom teleport locations" all the way to the right where i have to scroll to find it

#

Literally just "set current location as teleport preset" and have an option to give it a custom name

#

that persists between games

grizzled grove
#

I'd love that for map testing too

abstract raptor
#

just use the debug mode's zombie population

#

that works for teleporting

cunning canyon
#

?

#

not familiar with that menu

#

it lets you set custom teleports?

abstract raptor
#

No, it shows you a kinda mini map

#

and you can zoom in and teleport anywhere

grizzled grove
#

that's not as useful on a large map

cunning canyon
#

Yeah, I really need finer grain control, I often want to teleport to a VERY specific position

#

though, I will definetely use that now that you've made me aware of it, seems great for jumping around a map to find what cell I want to replace with new content!

severe ridge
#

i have a untidy mod, cuz i aint getting paid to clean that shit

#

lmao

#

nice post tho, i see tons of full replacement mods, makes me sad

#

):

hollow shadow
undone elbow
drifting ore
#

I've got a question about the newly released soundtrack mod that adds soundtracks from NMRIH and Darkwood. I'm on mobile/playing zomboid so visiting the workshop page is a no-go atm.

Question: Does the mod add the soundtracks in or does it overwrite Project Zomboid's current original soundtrack?

#

Also unrelated but is there any mod developer I can get into contact with? I've got an idea for a small mod that I haven't seen on the workshop yet whatsoever.

analog sandal
#

it replaces the early access soundtrack mostly

#

there's no safe way to ADD music currently

tame mulch
#

@cunning canyon update here 🙂

drifting ore
tame mulch
#

descriptions? Like tooltips?

drifting ore
#

Kind of, like when you hover over certain options in Sandbox+ when starting a new character.

tame mulch
#

Maybe add this in future

drifting ore
#

Maybe, I mean I have little reason to use debug stuff, but I'm also not very smart when it comes to coding game development.

cunning canyon
#

@tame mulch those are EXACTLY what I needed!

#

Thank you, structuring the buttons like additional lua hooks is great, love it

tame mulch
#

Need help - is there a tutorial on how to add clothes to the game? I have a model.x, what should I do next?

late hound
#

@tame mulch I'll dm you the process 😉

frail brook
hollow shadow
frail brook
#

thanks

carmine cosmos
#

@late hound Might be best to share any information useful to modding directly here in the channel so that everyone in the future might benefit from that information

frail brook
#

It would be great if we had designated place for it. Tutorials get lost among other messages and people sometimes may not be willing to repeat the same thing for everyone

carmine cosmos
late hound
#

Yeah I ought to make a guide, but there are still parts that I am still learning.

high birch
#

Maybe seperating the channel would help, modding-help and modding-guides or similiar

cunning canyon
#

I mean, we should probably be moving some of the wisdom shared here into the wiki

#

some of it is super out of date

#

also idk if we have the ability to pin stuff in this channel but we should also start doing that until it gets migrated to the wiki

carmine cosmos
#

If anyone has a guide they would like to submit (that either they wrote or have a link to) and do not have the time to create a pull request please post the link here and tag me

#

I will create an issue in the repository and create a submission as soon as I can

hollow shadow
#

animzed when

grizzled grove
carmine cosmos
hollow shadow
#

How do i make it so a regular item has a visible model when its on the ground?

late hound
#

I think that only applies to weapons in the game, right?

analog sandal
#

and headgear

severe ridge
#

yeah, i have a debug book item that you can slam zombies with but the model looks nice on the floor lol

nimble spoke
#

a book is better than a pillow, or possibly a spoon lol

hollow shadow
#

is it possible to make a vehicle with no wheels?

nimble spoke
#

@carmine cosmos that's how I feel whenever I'm forced to use them in game

#

which is almost never

hollow shadow
late hound
#

what file is this in

severe ridge
#

thats a weapon script

#

some values dont apply for melee vice versa, i guess

hollow shadow
nimble spoke
#

MetalValue is a leftover variable for when they planned to add smithing. It is useless unless you use my blacksmith mod

#

it means how much workable metal it gives you if melt in a furnace

hollow shadow
#

Is there a way to force a weapon to have multihit on? and if yes, is there also a way to determine how many zombies it can hit per swing?

#

and maybe someone know what "ToHitModifier" and PushBackMod" do?

#

@nimble spoke

nimble spoke
#

PushBackMod is the "strenght" of the weapon to push zombies back on a hit, stabbing weapons have a bad value, while blunt weapons are better

#

to add multi hit check baseball bats, there is a maxhit or something like that set to 2

hollow shadow
#

Thanks alot ^^

radiant ginkgo
echo roost
#

@abstract raptor Heya, just a question about Survivor Radio. How long can custom music be before it changes to a new song?

abstract raptor
#

Uh, I'm not sure -- ya know what, I'll probably spend some time and update it -- someone pointed out to me that the Reverend Dan is missing since the last update anyways, so I might as well also optimize the custom station

severe ridge
#

did a swat redux separate mod thing without the vehicles and swatmp5. Did a fashionmontage update and some models fixes and balances (bags/drop table mostly) just for personal use :B while we dont have a update

#

i have to fix naked zombies and thats it :B

wicked crane
#

@severe ridge clothing xml and old watch guids right. Also 3d models are missing from models folder is why vehicles are missing right.?

severe ridge
#

i dont deal with vehicles :f but i wasnt a big fan of the vehicles added itself :f too much loot

#

ok, done with the nakeds and etc

#

elwaldlsadas

wicked crane
severe ridge
high birch
#

Is there a way to call an event / function if you unequip clothes / weapons / bags?

long grove
severe ridge
#

yep :v i just reworked the original files

long grove
#

this'll be interesting, you normally get the clothes from the vehicles

severe ridge
#

and police stations

#

but now its easier from zombies, for sure 😆

long grove
#

oh cool

severe ridge
#

i think they only spawn around police stations and prisons

long grove
#

they spawn in anywhere that has the right spawn definitions or whatever

severe ridge
#

its set by zone

long grove
#

dont think they spawn in normal police vehicles, but thats not important

severe ridge
#
ZombiesZoneDefinition.Prison =```
#

nah, im liking the way is set so far

#

might need to buff some of the clothing a bit but that's it :B

long grove
#

im sure its fine, shits already heavy and sweaty as fuck

severe ridge
#

swat pack is very sweaty hahahaha

#
        name="Swat",
        chance=15,```
#

yeah, ill need to lower this to at least 1.5 chance

#

15 is crazy

long grove
#

i aint complaining

long grove
severe ridge
#

15

#

i havent changed

#

but i've been dissecting the mod today lol

#

female models were set as male models

long grove
#

strange, its that high yet i barely see them when i enable the mod

severe ridge
#

:l

#

you gotta sit in a police station parking lot or the other locations and wait around, call some zombies and such

long grove
#

i found one randomly in a backyard once, idk how that works

severe ridge
#

🤷 me neither, i know zombie clothing is more consistent now

#

so its possible for them to just migrate, glue to groups and such

nimble spoke
#

I guess that way they can also spawn in police blockades or anywhere else police can spawn

#

but I might be wrong

severe ridge
#

mayb

long grove
#

also i think itll be fine but will this work with armored vests mod?

severe ridge
#

yes

#

but that just gives a flat 100% def for vests

#

the swat vest has like 50 :U idk what the choices were

#

i dont use that mod D:"

wicked crane
#

@severe ridge police chest vest and gloves gave me more armor than suit 😛

severe ridge
#

which suit?

wicked crane
#

mmm riot armor suit?

#

was all black onesie looking thing

#
        BiteDefense = 70,``` and iirc it made me take my helmet off

I don't recall what other combination of armor i was wearing, but basically it was better for for me to wear that VS the riot armor suit which was disappointing
severe ridge
#

:V yeah, at this point im going to end up tweaking the whole mod

#

lmao

long grove
#

@severe ridge armored vest mod also changes police zombie clothes

severe ridge
#

so they dont work together? lul

long grove
#

¯\_(ツ)_/¯

#

thats why i asked

severe ridge
#

I've seen burger around a station, both spawns

#

It's okay

#

I need to change those riot boots model and i know just the thing. But now I need to sleep

severe ridge
willow estuary
severe ridge
#

these boots are made for stomping

#

didnt made too much of a difference on the male model lol

#

those thick legs

nimble spoke
#

wait, are you working with skinned models?

severe ridge
#

not really :v just workaround existing models :B

willow estuary
#

Haha, are those boots reskinned hazmat suits?

severe ridge
#

spiffo suits

#

hazmat are bigger

#

😆

willow estuary
#

😄

long grove
grizzled grove
nimble spoke
#

that's clever

#

@grizzled grove the problem is that we can't import or export skinned models properly, at least not for those of us using Blender

#

or do you mean using a text editor?

grizzled grove
#

yeah, i'm aware. but in plaintext, you could hack the rest together. It wouldn't be fun or as smart as fixing the exporter though.

pastel zinc
#

Anyone got any advice on how to hook into the Event.OnKeyPressed.Add(MyFunctionHere), in terms of how to tie it to a specific key press?

Atm, the only way I can see to make use of it would cause it to call on every key press (by checking which key was pressed from within the function).

Can I specify something like Event.OnKeyPressed.<something here to determine which key>.Add(MyFunctionHere)?

little stream
#

I like that survivers mod but every game i start they go on a shooting rampage xD

#

any way to make em less crazy ?

dreamy silo
#

is there a working wiki for hydrocraft?

#

just found an 404 one

wicked crane
frail brook
#

armature is there but with walking animation*. It always gets replaced by global everytime I extract it

#

wait

#

I have an idea... gonna try and report you all back

severe ridge
#

🤔

#

just code the item to take a mesh and a texture?

#

if the mesh has an armature already 🤷

frail brook
#

just code the item to take a mesh and a texture?

#

you mean reuse vanilla game assets?

nimble spoke
#

that's what he meant

#

those boots are basically an invisible suit from that point up

frail brook
#

Is there any way to just edit (move) faces without messing up uv etc. ?

#

I tried one method.... Edited one of the meshes (didn't delete vertices ,just slightly moving them around ) , re-exported as .x . Then using Notepad+++, I overwrote new mesh data over the vanilla , while keeping armature and animations data unchanged... Didn't work as intended

#

texture cord count does not match vertex counts

sonic helm
#

Definitely approving of the non flat boots modle

nimble spoke
#

@frail brook because blender screws those too. Select everything, remove doubles and.... I think the last thing to fix it before exporting is to recalculate normals outside? I think that's what I did

#

ohhhh and sometimes, not always, you have to go UVmap editor and rotate back into position too

drifting ore
#

That book of the dead mod looks and sounds cool for like a Diet Lich Challenge/Zombocalypse Necromancy 101 challenge.

frail brook
frail brook
#

Now I get separator character error... you did edit mesh, normals, and texture cords , right?

nimble spoke
#

I did, how are you importing them?

frail brook
#

as .x file. I didn't export animations or armature. What nuances do I need to pay attention?

nimble spoke
#

Well, the only .x importer I found was made for blender 2.6X, so here I use it with 2.69, are you using a more recent blender version? In my test I got worse results when using 2.75

frail brook
#

yeah... that explains a lot

#

2.79

#

I'm gonna download 2.69 and give it a try.

harsh sapphire
#

@severe ridge OH YIS, the god-tier mod of yours is back online! Thanks so much

hollow shadow
#

@nimble spoke Sorry for ping but is there a way i can make it not replace anything?

nimble spoke
#

There is, you need to edit BodyLocations.lua and remove all the lines that set Hazmat Suit as mutually exclusive with other locations

frail brook
#

this is my export settings.

#

Should i include values starting line 18 or 19?

nimble spoke
#

I have no idea, fixing them through text editor never worked for me

frail brook
#

thanks anyway. I though you did

#

lmao i did get it to work

#

but it looks disturbing with walking animation

nimble spoke
#

What exactly are you trying to do?

frail brook
#

i'm trying to replace vanilla mesh with slight edited version

#

without f*cking up all the animations

spiral plover
#

Has anyone attempted animated tiles before? I have some ideas but it may not be very performant

drifting ore
#

what the frick does this mean in the items_weapons.txt

#

the angle in which you can hit zombs infront of you?

drifting ore
#

also uhhh which one governs the swing speed of a weapon

#

MinimumSwingTime, SwingTime, or BaseSpeed

cunning canyon
#

Idk because I’ve not edited that, but it’s possible swing time is calculated as a random value between “MinimumSwingTime” and “MinimumSwingTime + SwingTime”

#

BaseSoeed sounds more like related to character movement but idk

#

I’d play with the values and see what happens

drifting ore
#

cause im thinking of making an excel sheet of all the current weapons within categories (one-handed, two-handed, etc) and want to find relevant stats to include

#

would changing the txt file directly alter the item in game?

#

ive never edited files like this before oof

late hound
#

@carmine cosmos I added a guide on making custom clothing to your GitHub modder guide.

#

Let me know when you add it to the main branch.

hollow shadow
#

Is there a function I could use with on create to spawn vehicles?

spiral plover
#

🤔 I forgot about the TVs!

#

I’ll have to take a look, really shouldn’t be hard, just flipping through a sprite sheet

long grove
spiral plover
#

Those aren’t animated though, they trigger an overlay and that’s it

long grove
#

i'd assume similar concepts

#

or code or whatnow

spiral plover
#

Yeah they probably are but it’s not quite the same

#

Wanna make stuff like dripping water and such

sour island
#

is there any documentation on where to get started with modding?

long grove
#

check pins

sour island
#

ooh, tyty

#

are there Lua events for the traits window in character creation or does that fall under a general ui event?

nimble spoke
#

No events that I can think of right now, what do you want to do?

sour island
#

I would like to modify allowed points to spend to include -1

#

as well as a few other things

#

for example, the save on the profession/traits window button doesn't preload the name of the previously selected entry like the sandbox options window does

#

I figured these were challenging goals to get my feet wet

#

also something that irks me, and I imagine others

nimble spoke
#

You may want to check mods that reactivate old traits, mods that add/change professions, like Profession Framework, but that save thing is probably in that screen's lua file

sour island
#

alrighty, thanks

queen fractal
#

i feel like this is the right place to ask s o

#

i use build 40

#

and

#

i have ORGM

#

whenever i play with frends who have ORGM, magazines and guns sometimes spawn with ammo already in them

#

when i play on my own or when i host, i never find guns or magazines with ammo

#

is this a setting issue because idk what might be the issue

hollow shadow
#

@nimble spoke Is there a function that allows me to spawn a specific vehicle? so i could use it on an oncreate function?

sour island
#

cheatmenu has spawning vehicles - you could probably find an example there

#

public static void setTorso(SurvivorDesc paramSurvivorDesc) {
if (paramSurvivorDesc.isFemale()) {
paramSurvivorDesc.torso = "Kate";
} else {
paramSurvivorDesc.torso = "Male";
}
}

#

heh

queen fractal
#

@hollow shadow no, made a new save

hollow shadow
nimble spoke
#

Necroforge can also spawn specfici vehicles

carmine cosmos
sour island
hollow shadow
#

will that work xDD?

late hound
#

@carmine cosmos Ah, alrighty. I thought I ping you, since you were the one that shared out the link the last time.

sour island
#

if SUV is the definition I guess

#

and it would have to be addVehicle(name)

hollow shadow
sour island
#

inside the ()

#

Idk where the default car's IDs are

hollow shadow
#

something needs to be inside the ()?

carmine cosmos
sour island
#

yeah

hollow shadow
#

but what ;-;

wicked crane
#

🚗

sour island
#

there's a file that defines cars for other's mods

#

you'll have to find a list of the standard cars

hollow shadow
sour island
#

I guess so, it looks different in the cheatmenu defining list

#

try (SUV) and see what breaks

#

I just started looking today

#

:>

hollow shadow
sour island
#

try addVehicle(SUV) or addVehicle(Base.SUV)

#

again, I just started getting familiar with it- maybe someone else could help

carmine cosmos
#

@late hound Here you go, hope that helps 🙂

sour island
#

I figured out how to mod point to spend to allow -1

#

unfortunately I had to replace the whole CharacterCreationProfession.render function cause the value was in there as an if statement

#

this would only be an issue if the render fundtion were to be changed in a later update correct?

carmine cosmos
frail brook
#

Is it possible to use different model when you holster the weapon?

#

or is there any mod previously done that ?

hollow shadow
frail brook
#

no, I don't mean holster

#

The item itself

#

I want to attach Sheath when you equip it

late hound
#

well, you can probably make the sheath its own model, then add a layer mask to it, that may work? I never tried masking on things like holsters.

frail brook
#

hmm... i'm writing this down.

#

like a transparency layer to texture?

late hound
#

well if you check out the vanilla layer masks, you will figure out pretty quick. So for instance, I figured it out when I was editing the texture of the jackets. I wanted the jacket to appear a bit more zipped down, however I didn't extend the layer mask of the visible shirt below it, and so well, look what happened XD

frail brook
#

i see nudity mod installed

late hound
#

I am actively helping out with TheBetterFemale mod, so I just got it running by default.

frail brook
#

pz default models could have used some more vertices...

#

especially player model

hollow shadow
late hound
#

Are you using the regular vanilla crafting sound?

deft vapor
#

Can anyone tell me if this is the proper way to change an item.
Events.OnGameStart.Add( function ()

local item = ScriptManager.instance:getItem("Base.Cigarettes")
if item then
item:DoParam("DisplayName = Cigarette Packet")
end
end

hollow shadow
hollow shadow
sour island
#

I can't seem to make my mod appear in the mod selection screen

#

oh wait I see why

late hound
#

So don't really think there is a solution to it as you want to add a new custom sound.

#

fmod is the program that handles the games .bank files btw.

hollow shadow
#

i just want the sounds to automaticly stop when the player finished crafting the item

#

im not replacing anything in vanilla here

late hound
#

Yeah I know what you mean, I've added custom sounds before without fmod, I saying that currently its not possible to add new sounds to the fmod sound file list so it can fall under its rule set

hollow shadow
late hound
#

I don't think there is a tutorial for it, but I bet its very possible to add to that carpentry list.

#

You just need to find the carpentrymenu .lua file and whatnot.

sour island
#

yeehaw, I figured out how to get the save function in the profession window to have the selected preset as the default

hollow shadow
#

@late hound I tried this, do you know what the yellow numbers mean?

sour island
#

what do I call my mod... it makes the Profession/Traits presets Save feature default to the selected preset/build rather than be blank

#

Profession/Traits Preset Save +?

grizzled grove
#

i like that idea! maybe.. "My most recent profession"?

late hound
#

Could be length and width @ djvirus, play around with then to find the other's function.

nimble spoke
#

@hollow shadow required materials, check the canBuild function and you will see the list, one of the values is the carpentry skill level

sour island
#

published my first mod spiffo

sour island
sour island
#

I wonder if the toolbox has a model

#

😮

#

it does but it's not swingable? the travesty

sour island
#

aw, you can't have container weapons 😦

#

I wanted to add purse swinging

carmine cosmos
sour island
#

probably, I'd have to spend some time figuring out if item types can be a list

#

categories seems to support multiple values

carmine cosmos
#

What do you mean with item types?

sour island
#

item seem to be 'normal' 'weapon' 'container' etc

#

if I make the toolbox a weapon it loses its container function

#

another variable called categories seems to be able to support more than 1 seperated by a semicolon

carmine cosmos
#

Sure, but you can save the original item and then replace the wielded weapon (non-container one) with the original container once placed back in inventory

sour island
#

putting a semicolon in type just puts it in limbo

#

true

carmine cosmos
#

That would probably be the best solution imo

#

What class defines a weapon?

sour island
#

I'm only working in scripts for this- so I'm not sure

#

in the vanilla game you have to equip a container to access it no?

#

I have a mod that lets you access any container in your main inv

#

I don't think swapping the items on equip would work on vanilla

#

I'll try figuring out something tomorrow

carmine cosmos
#

I think weapons are defined as HandWeapon

#

HandWeapon extends InventoryItem so it should work

sour island
#

so it would be possible to give weapon functionality to container items?

carmine cosmos
#

Have you actually tried it?

#

Just looking at the code I would have to say yes

sour island
#

I simply changed their type in scripts

#

I havn't tried messing in lua yet

#

I wonder if I could adjust values based on their contents too

#

stick a hammer into a purse for more range

carmine cosmos
#

Can you show me what you changed exactly?

#

I have the code open, maybe I can help

sour island
#

just scripts/items _weapons _clothing

#

media/scripts/items etc

carmine cosmos
#

I don't know how these things are defined exactly in scripts

#

But I can tell you how they work in Java

#

Just tell me what you need

sour island
#

the scripts would be surface level stuff, I' just assigned values for weapon variables

#

I'll poke around in the lua for more drastic changes

#

is it currently possible to break a container? like a garbage bag?

carmine cosmos
#

Here is your container item InventoryContainer

#
public void setCanBeEquipped(String var1) {
    this.CanBeEquipped = var1 == null ? "" : var1;
}```
#

Would you look at that? 😄

#

Try just calling that method like so:

myItemObject.setCanBeEquipped("true")
#

From what I can see that should make it equippable

#

Use this method to set the container item:

myItemObject.setItemContainer(containerItemObject)
sour island
#

thanks!

carmine cosmos
#

There is a difference between InventoryContainer and ItemContainer

#

The code above is for an instance of InventoryContainer

sour island
#

all items can be equipped already though- maybe that's referring to clothing?

carmine cosmos
#

Every InventoryItem has a ItemContainer object as a protected field

#

There is a container and rightClickContainer

carmine cosmos
sour island
#

they can't be swung as weapons

carmine cosmos
#

Ah yes sry, that's right

sour island
#

I kind of wish anything could be used as a weapon even if ineffectively

carmine cosmos
#

Okay I think I get it

#

Item can either be defined as InventoryContainer or HandWeapon

#

Not both, you would need a custom class for that

#

This is probably not possible only through Lua modding

#

I will put this on my TODO list for Java modding

#

Since it's such a great concept 👌

sour island
#

sweet

grizzled grove
#

is there an educational resource for java modding in pz?

hexed anchor
#

you mod stuff in lua though

#

and you can look at the mod template and just see how it works

#

or open the game's code files, other people's mods, etc

#

don't think theres a dedicated library teaching every nook and cranny

carmine cosmos
sour island
#

is there a recommended java ide?

carmine cosmos
#

To be honest you should be using that for working with Lua as well

#

It has auto-completion and search via symbols/classes that works with Lua

sour island
#

I've been using Atom

carmine cosmos
#

Yea that's a step above using just notepad but it's still inefficient

grizzled grove
#

mostly I wasn't sure if java is in bounds for modding

carmine cosmos
#

Do you have any experience working with Java?

grizzled grove
#

nope

carmine cosmos
#

Would be pretty hard to mod using that language then 🙂

#

It's a bit more difficult to learn then Lua

grizzled grove
#

nothing like being thrown right into it though 🙂

carmine cosmos
#

Yea that's how I learned as well 😄

grizzled grove
#

I guess my big question for now is how does one go about getting the game to read some standalone code?

carmine cosmos
#

But the learning curved forced me to do a lot of reading though

carmine cosmos
grizzled grove
#

yeah. Like lets say I do write some cool tile property, would I be trying to get the main class (ISOtile i think?) injected with custom lines, or some other method?

sour island
#

@carmine cosmos is there a way to get around 'file is read only' in intellij? selecting set read-only/writable doesn't seem to matter

carmine cosmos
carmine cosmos
sour island
#

oh, I was going to play around in the .class for inventorycontainers

grizzled grove
#

interesting, thanks

carmine cosmos
#

But the recompilation process is sometimes a pain in the ass, that is not the right way to go about it

sour island
#

oh?

carmine cosmos
#

The best way to go about is via bytecode manipulation but that requires a high degree of Java knowledge and is not something you can learn over night

sour island
#

alrighty

#

I'll stick to the non container items for now

#

smashing zombies over the head with a mug is just as fun

cunning canyon
# grizzled grove interesting, thanks

I think you could get a lot more done than you realize with Lua, it’s not a super well documented API, but you can poke all the vanilla Lua code

#

What kind of custom tile properties are you looking into?

grizzled grove
# cunning canyon What kind of custom tile properties are you looking into?

Nothing in particular besides a fire alarm that a player could pull. I have a wild idea for an optimization, but it's way beyond what I could pull off. A flag for business/downtown type Eastern and Southern windows where they only allow you to see into a building if you're within a couple of tiles, otherwise they show opaque. And full visibility if you're to the West or North of these windows (or indoors, whichever makes more sense.)

cunning canyon
#

That fire alarm sounds very doable and also very cool

#

In Lua

#

The window visibility one feels like it might be Lua-able, idk tho for sure

#

Fire alarm sound like a modified light switch

grizzled grove
#

it would need a shader to do part of the work too, dunno if we can apply those via lua

cunning canyon
#

Do we need a shader?

#

For the viz?

grizzled grove
#

in my head the window would fade transparent/opaque, and then declare itself as allowing vision through it or not

cunning canyon
#

Sounds like fading in one tile and fading out another

#

I may not be visualizing what your saying properly

#

But it sounds like just changing the opacity of a tile

#

I mostly say this because I hate writing shaders by hand and tend to avoid it unless there’s a nod based editor for it 😂

carmine cosmos
#

What are you trying to do with windows exactly?

grizzled grove
#

opacity and blocking vision are two separate things

#

basically to ease compositing for heavy downtown type areas. performance tanks when there's many buildings with many foors and many windows that the player can see in.

carmine cosmos
#

Here is the code that tests vision for windows:

public IsoObject.VisionResult TestVision(IsoGridSquare var1, IsoGridSquare var2) {
  if (var2.getZ() != var1.getZ()) {
     return IsoObject.VisionResult.NoEffect;
  } else {
     if (var1 == this.square) {
        if (this.north && var2.getY() < var1.getY()) {
           return IsoObject.VisionResult.Unblocked;
        }

        if (!this.north && var2.getX() < var1.getX()) {
           return IsoObject.VisionResult.Unblocked;
        }
     } else {
        if (this.north && var2.getY() > var1.getY()) {
           return IsoObject.VisionResult.Unblocked;
        }

        if (!this.north && var2.getX() > var1.getX()) {
           return IsoObject.VisionResult.Unblocked;
        }
     }

     return IsoObject.VisionResult.NoEffect;
  }
}
#

Gonna check if that is defined in lua somewhere

grizzled grove
#

Zombies should always be able to view through it, and there's potential for some griefing in multiplayer (someone could hang on an upper floor undetected with a sniper rifle for quite some time)

#

so, it may not even be a good idea.

carmine cosmos
#

Can't find anything in lua that would affect this

#

But that is pretty much the method you would need to override

#

There of course are probably shoddy ways of doing that by checking on each tick but that would be horribly unoptimized

cunning canyon
#

Ahhh yeah if it’s an optimization thing that would probs be a different story

#

Also the situation you listed with the sniper is a feature not a bug

#

😂

grizzled grove
#

actually yooks, i could use some help understanding something if you don't mind. There's a new b41 tile property "diamondfloor"; I can't quite figure out what it does. In IsoGridSquare.class and IsoCell.class

cunning canyon
#

Lol

grizzled grove
#

Apparently when not used properly it can offset a floor tile

cunning canyon
#

Curious about this too

carmine cosmos
grizzled grove
#

It seemed like it had something to do with getting a boundary between ground and water?

carmine cosmos
#

This is the part you were talking about in IsoGridSquare#renderFloorInternal:

if (!var22.getProperties().Is(IsoFlagType.diamondFloor) && !var22.getProperties().Is(IsoFlagType.water)) {
  var34 = FloorShaperDeDiamond.instance;
} else {
  var34 = FloorShaperDiamond.instance;
}
#

Here are the SpritePaddingSettings for FloorShaperDeDiamondSettings:

ZoomedIn = new BorderSetting(2.0F, 1.0F, 2.0F, 0.01F);
NotZoomed = new BorderSetting(2.0F, 1.0F, 2.0F, 0.01F);
ZoomedOut = new BorderSetting(2.0F, 0.0F, 2.5F, 0.0F);
#

I don't know if this makes any sense to you, but without more details on what exactly you want to know it is hard for me to offer more assistance 😕

grizzled grove
#

yeah, i'm digging around more now, I see there's a lot more to it. It struck me as odd to begin with, since we already had an "isFloor" flag. This seems much further reaching, I'm seeing stuff for lighting, padding, bordering, maybe tinting a shoreline...

carmine cosmos
#

Can you post that stuff here?

grizzled grove
#

I'm just clicking around class names in this decompiler, it's quite a rabbit hole

cunning canyon
#

It’d be neat if the devs could run a poll on “what’s one feature about pz’s internals you’d like explained” every other week or something

grizzled grove
#
  public void setShore(boolean paramBoolean) { this.isShore = paramBoolean; }

  public void setWaterDepth(float paramFloat1, float paramFloat2, float paramFloat3, float paramFloat4) {
    this.waterDepth[0] = paramFloat1;
    this.waterDepth[1] = paramFloat2;
    this.waterDepth[2] = paramFloat3;
    this.waterDepth[3] = paramFloat4;
  }
 
  public void setTintColor(int paramInt) { this.colTint = paramInt; }```
#

this is all quite interesting though, from FloorShaper.class

cunning canyon
#

I didn’t realize what we had depth

#

Water*

grizzled grove
#

might be WIP or ditched

cunning canyon
#

Ahh

carmine cosmos
#

The FloorShaperDiamond is also calling setVertColors

cunning canyon
#

Added for blacksmithing to quench your crafted items 😜

carmine cosmos
#

So definitely affects the water depth and the color of the tiles

cunning canyon
#

So if you’re using it on a regular floor tile I could see that causing the problems we saw in someone’s map

carmine cosmos
#

The water depth affects the texture color:

      if (this.isShore && DebugOptions.instance.Terrain.RenderTiles.IsoGridSquare.ShoreFade.getValue()) {
         var1.col0 = Color.setAlphaChannelToABGR(var1.col0, 1.0F - this.waterDepth[0]);
         var1.col1 = Color.setAlphaChannelToABGR(var1.col1, 1.0F - this.waterDepth[1]);
         var1.col2 = Color.setAlphaChannelToABGR(var1.col2, 1.0F - this.waterDepth[2]);
         var1.col3 = Color.setAlphaChannelToABGR(var1.col3, 1.0F - this.waterDepth[3]);
      }
#

Keep in mind that this is all in flux and could change at any moment

#

Might not be the best time to be modding tiles 😄

grizzled grove
#

such is life

carmine cosmos
#

I like the fire alarm idea

grizzled grove
#

fire alarm is certainly easier and probably lua-able

carmine cosmos
#

If you have an interesting and applicable idea you would like to collaborate on just ping me, I am very interested in helping mods I find as useful or even interesting

grizzled grove
#

will do, thanks

cunning canyon
#

I have very limited knowledge of the games actual API, but I do know Lua and can troubleshoot regular Lua problems lol

mint sphinx
#

Is there a way to spawn a trailer into the game? In - DEBUG mode?

sonic helm
#

Think you might have to wait until Necroforge gets updated

mint sphinx
#

cant even use project zomboids itemlist with out get errors ^^ so i hope they fix their own debug tool aswell :/

mint sphinx
tame mulch
#

AUD mod update:

  • Added super fast walk/run
sour island
#

So I've been giving items with models weapon type- and it looks and works fine but I ran into a weird bug. If I have a bag equipped as my secondary and one of these items like a mug/cooking pot/kettle as my primary I can't attack at all - I can't even push

#

equipping something that's a weapon by default is fine tho

#

even a saucepan which has the same functions as the mug would

late hound
#

@mint sphinx You can not use necroforge with their debug menu.

nimble spoke
#

@sour island I think it is intentional that you can't fight if you're holding 3 items that way, at least for 2 bags I know it's intentional

sour island
#

it counts as three items?

#

If I equip primary: saucepan, secondary: tote bag; I can attack
If I equip primary: modified mug/kettle, secondary: totebag; I can't attack

#

to clarify

#

I do have to go through the values though since I just threw anything in there- so there might be a value causing this interaction

#

it must have been- since it works now

sour island
#

are you able to override a specific variable or if you redifine an item do you have to include the entire {}?

#

I would like to add sounds to some weapons with out having to overwrite and include all their default variables

cunning canyon
nimble spoke
#

sorry, mistyped 2 items lol, what are the changes to mug/hettle?

sour island
#

🤷‍♂️ I put that problem on the back burner and started removing/modifying some variables

nimble spoke
#

check Item Weaker API in the workshop, you can change just the values you want, but not through txt scripts

sour island
#

that would be in game?

#

like on the fly?

nimble spoke
#

could be on the fly I guess but I never tested that, usually just a list that is loaded along with all lua files

sour island
#

oh nice- I see now- exactly what I wanted

deft vapor
#

recipe Place in Packet
{
Cigarettes=20,
Result:CigarettePacket,
Sound:PZ_PutInBag,
Time:5.0,
}

recipe Open Packet
{
CigarettePacket,
Result:Cigarettes=20,
Sound:PZ_PutInBag,
Time:3.0,
}
Can anyone enlighten me here, why the hell is Open packet giving me 400 Cigs. What am I not seeing? Makes no sense.

carmine cosmos
shrewd grove
#

holy shit the sports cars sound good now

nimble spoke
#

cigarettes always spawn in 20

sour island
#

overlapped the bathit sound with a wrench jingle

deft vapor
nimble spoke
#

lol, bug @inland gull about that

#

you can alsways try an OnCreate function to add them "manually"

sour island
#

what if you have open = 20, but place = 1?

#

would that leave you with 19 in your inv?

deft vapor
#

What does place mean? I don't know how to use it.

deft vapor
sour island
#

recipe Place in Packet
but I didnt read it was a recipe

#

just realized you can override the swing sound itself

tame mulch
fallow bridge
tame mulch
#

hotwire minigame will be too

#

for lockpick engine start you need 3lvl of lockpicking, for hotwire - 2lvl of mechanics, 1lvl of electric

brittle trench
#

Do you have to lockpick the car every time you want to start the engine ?

tame mulch
#

Yep

sour island
#

irl isn't it just once if you leave the screwdrivier in there?

#

or is that just the movies

mint sphinx
late hound
#

It must be a mod conflict then. The vanilla debug menu should produce no errors

mint sphinx
#

dont really have time to look after it before after my system intergration exame tomorrow ^^

sour island
hexed anchor
#

bonk

sour island
severe ridge
hollow shadow
#

Is there a way to change gender quickly without making a new char?

ruby fractal
#

Can you use hydrocraft on build 41?

wicked crane
#

@hollow shadow enable serious survivor and enable husband/wife spawn, right click, debug take control of survivor

mint sphinx
late hound
ruby fractal
unkempt maple
#

If I were to record all radio dialogue, and wanted to add the voice recordings to the game. How would I go about it? I find it anti climatic the radio and TV not having sound.

#

Or has anyone else done it? Or? I'm fairly new to the game and this discord

#

Or is there like thousands of lines of dialogue

#

@ancient flame random moderator : P

mint sphinx
unkempt maple
#

If I were to record all lines, could someone help with the lua scripting side of it?

#

Hmmm doesn't seem that hard

mint sphinx
#

I'm fairly new to Lua and don't have time this month.. But you might be able to liste to same event call and then play the audio clip base on that radio event call.. Buy I'm back to read my question for my exam for tomorrow

sour island
#

Misread the break chance for weapons as x out of 100 rather than 1 in x- mugs were basically indestructible lol

sour island
#

I'm noticing the sounds I added cut out in weird angles? I used ogg vorbis- does the game prefer wav? I see both in the directory

mint sphinx
#

after my knowlagde they use ogg

sour island
#

weird- I added weapon sounds and occasionally it will be distorted/muffled

#

usually when I'm facing up

mint sphinx
#

but it look like all vecihle use wav

#

so you can try with wav and see if it fix the problem

sour island
#

true

mint sphinx
#

look like in the default game they convered all old sounds to wav and all the extra new sounds is only in wav

sour island
#

hm

#

I'll conform to that then

#

as I understood ogg was a smaller file size so I wanted to play it safe

mint sphinx
#

it is like a 1/10 of a wav size

obsidian sundial
sour island
mint sphinx
#

@sour island at least you found your problem 🙂

low spear
obsidian sundial
low spear
#

sounds really good

obsidian sundial
#

thanks🙂

deft vapor
#

Reload could be quieter. Sounds great.

obsidian sundial
#

do you think the zombie sound sounds good?

analog sandal
#

all the vanilla Bank sounds are wav files

#

what you're experiencing are 2 bugs that are not solvable due to how the third party game engine handles culling

#

also spatialization

#

basically two things happen if your e adding sounds in loose form for new weapons for example

#

the stereo rapidly hard pans left to right when moving while the sound is playing

#

and the sound being attentuated if not completely cut off when you kill a zombie and there are 4 more zombies making sound around you

#

no known fix for adding sounds, though there's a workarounds I've been using for replacing them

#

modders usually use ogg because it saves file size and tbh you won't notice the difference in the way the game audio is set up

#

but all vanilla sounds (and mine) are wav 48khz with a totally random number of channels ranging from mono to 5 on one file

#

also only the vehicle sounds and glass footsteps are actually read from the game directory, the rest are located in banks / desktop, so the loose files are simply redundant. strangely enough the game doesn't launch without them so it clearly loads them but then never used them

sudden mauve
#

I have some questions about modding

If i have a world thats been looted and i want to add mods to it, is there a way to make items respawn in those looted areas so that the mod items spawn too?

How do you manualy edit an item so it has other properties? (like being able to attach to the back and use as a weapon)

mint sphinx
# analog sandal it's not true that the game preferred ogg

he found the problem "ChuckToday at 17:52
my headphones were slightly unplugged" also how can it be all the vechile is only wav and all new zombie sound is wav aswell if the game prefer ogg? i know back in 39 that was the case but after the dev stop convert them to ogg or made all the old ogg files back to wav i wonder

analog sandal
#

yeah but the 2 bugs still hjappen nevertheless if he plugs or unplugs the headphones

#

everything is wav for vanilla

#

none of the files in the folders are actually read by the game

mint sphinx
analog sandal
#

go in and try to change the 9mm shot sound for example, it'll not change at all

sudden mauve
analog sandal
#

the only sounds the game reads from the loose folders are the sounds starting with the "vehicle_" prefix (wav), WalkOnBrokenGlass01-04 (wav), tire_explode (wav), files starting with the "zb_" prefix (wav). the rest are read from banks/desktop (all wav there)

cyan drum
#

is it normal for the crafting menu to cause the game to freeze up if you have hydrocraft (build 41) on? I want to make sure it's not going to crash (it always comes back)

mint sphinx
analog sandal
#

no idea, I'm just the audio guy

mint sphinx
mint sphinx
analog sandal
#

well the audio side of things has a lot of redundancies so I'd imagine the code being the same? probably part of the iteration process, who the heck knows, I've done my part and am leaving the game alone until they remake their audio

mint sphinx
#

dont think that will happen anytime soon

analog sandal
#

it would make the most sense to do it before animals and hunting, but for now I've got my own sounds in the game so I can at least get halfway (can't fix the implementation, though)

late hound
#

a world's settings in an active run, are put into the Users\zomboid\saves folder

sour island
#

item PopBottleEmpty
{ DisplayName = Empty Bottle,

#

For some reason, in game, it's called Empty Orange Soda Bottle....

#

that phrase isn't found in any scripts I can find :\

late hound
#

its found in the EN translation txt file

sour island
#

ahhh

#

well that's annoying

sudden mauve
#

but then its just a bunch of chunk and data files

sudden mauve
late hound
#

its like in lua\shared\translate\EN btw

sour island
#

weird, kettle/mugs/bottles still work as weapons but watering can and mayo/remo break

sour island
#

does anyone know if I can move these models so they sit differently?

#

like, is it possible

late hound
#

mmm I believe you can

#

Give it the same values as the gas cans or totebags

sour island
#

I'm not sure which values but I'll keep playing with it

nimble spoke
#

I usually fix that by editing the model itself

sour island
#

using the default bucket model

#

guess I'll learn how to tweak models

#

do you know how to open the debug window?

wicked crane
wicked crane
honest goblet
#

Heller. Iv got a problom with the mods im useing, the ui for the crafting menu and vehical menu's are all not showing up. im useing these mod's off of the steam worthshop "Armourd Vests" "Bedford Falls" "Hydrocraft" "Lockpickping. Just. Lockpicking." "Many Backpacks Mod" "More Traits" "OGRM Silencer" ORGtnMan's Real Gun Mod (Rechambered)" "Swatpackredux" "eris_Minimap" im on version 40.43. Please Help!

willow estuary
honest goblet
#

thank you for your input ill test!

#

): nope didnt fix, but im glad i know that those mods are patch 41 thank you for that

sudden mauve
mint sphinx
sudden mauve
#

Yes

#

Im listing the amount of stuff to do and made a backup to see what changes

#

but thanks anyway

mint sphinx
# sudden mauve Yes

i found another way but have you ever played around with a hex editor before?

honest goblet
#

Ok i tracked down the mod doing it

#

"More Traits"

mint sphinx
#

i noraml use the online browser one called https://hexed.it/ then you need to open the file name called map_sand.bin in the save directory after that you have to find line number 00000670 its on the left site of where all the hex number are and then you change the hex number from 31 to 32 where it called lootRespawn..1.. then it should change it to lootRespawn..2.. in the text to the right site

#

that mean it will respawn new loot every in game day

sudden mauve
#

Thats useful

mint sphinx
#

but most importen before to do this kind of edit in files is backup the world ^^

sudden mauve
#

ofc

#

i would def mess with it to see what each number does

mint sphinx
#

1 = never respawn, 2 = every day, 3 = every week, 4 = every month, 5 = every 2nd month,

sudden mauve
#

thanks

wicked crane
#

@mint sphinx you could also simply generate a new sand.bin and copy it from another save instead of doing that as well.

wicked crane
wicked crane
honest goblet
#

yes but i was useing 41 on 40

wicked crane
#

Glad it's sorted, mb was just replying to stuff I thought hasn't been addressed

honest goblet
#

thank you

mint sphinx
# wicked crane <@!241510729981624320> you could also simply generate a new sand.bin and copy it...

first saw this one now and that true you can do that under normal circumstances but i noticed, when i fast went though the save files that apocalypse survivor builder and custom sandbox in playstyle had a slightly different line in the hex place. and i dont know which kind of gameplay he was playing. so was thinking that was the best way to edit it with out to many problems. but the way you want to change it should also be a possibility. just that the random "watershut down and elec shotdown might get a different value so could be back into the world agian if you got a higher random on create world

scenic oasis
#

Hey guys! I have an fbx model of a car and textures for it, how can I implement it?

sudden mauve
#

thats a great question that i also dont know

sour island
#

???

#

watering can with water depletes to watering can in the scripts

#

but in game it turns into empty watering can

#

which isn't even listed in the scripts

#

same issue with mayo jars and remoulade jars

#

no other fillable item does this

#

trying to fill watering can/mayo jar/rem causes an error

#

all I'm trying to do is change the type to weapon

#

can an item be declared twice?

#

my only guess is that it's listed somewhere else

#

but the class is the same 😐

mint sphinx
#

when using txt document it need to gave few template in them and then tell each part what kind of fbx they are

nimble spoke
#

@sour island are you talking about item names or internal IDs? anyway I never tested turning similar items into weapons, I always pick "normal" items that have no other script functionalities

sour island
#

I have converted a few items into weapons and they're fine

#

these three are giving me a headache

#

Weaponizes and Adds Sounds to: Mug, Kettle, Gas Can, Water/Pop/Whiskey/Wine/Wine2/Beer/Mayo/Remoulade/Bleach Bottle, Jar, Bucket (Added Texture), Paint Bucket, Watering Can, Garden Spray, Garden/Hack Saw, Sturdy Stick

#

the bold

scenic oasis
mint sphinx
sour island
#

:\

#

I don't know why it would be breaking the item switch with replaceuseon

mint sphinx
# sour island

my experiences i have sometimes break the statements up in 2 part

sour island
#

that's game code

mint sphinx
#

so try to see if that works like 1 line before local itemcon = item:getCondition()

sour island
#

I'm only mucking in scripts atm

mint sphinx
#

never got my unit test and mocking to work with any ide :/

#

@sour island how close is lua mock compare to mockito in java??

sour island
#

I'm not sure what that means

mint sphinx
#

nvm i might misunderstood a thing or 2 ^^

#

i even first notice the U in that word so i missunderstood hate my dyslexia ^^

sour island
#

If anyone can see why this is happening- or even how it's getting renamed??

#

would translated text interfere with itemtypes?

mint sphinx
#

the problem is with water?

sour island
#

well 1, my reclassing isn't working

#

empty watering can shouldn't be in game as an item

#

and 2 the weapon version is trying to fill itself but can't

#

causing an error

#

saucepan does this in vanilla fine, and I've made mugs and bowls into weapons

#

I dont understand what is going on

mint sphinx
#

watering can with water and emtry watrerin can is from the itemsName.EN.txt file

sour island
#

but translation shouldn't impact itemType right?

#

my only guess is that since the weapon version is probably not being translated

mint sphinx
#

no it should not.

sour island
#

it's looking for an item with a different name

mint sphinx
#

defalt name is watering can right ?

sour island
#

defualt vanilla is empty watering can

#

but it's not defined that way in game

#

let me define it and see what breaks

mint sphinx
#

default water can name is defined as emptr watering can

sour island
#

this is the default file

mint sphinx
#

that the item_newitems.txt?

sour island
#

farming

mint sphinx
#

yea but where it get the name watering can with water is when it run though the lau files

sour island
#

I figured that, and that it may be a translation feature

#

but I don't get why the game is keeping the item version

mint sphinx
#

yea all displayname is a legacy code

sour island
#

I'm changing the type to weapon, there shouldn't be a normal typed empty watering can

mint sphinx
#

the one which called wateredcan ?

sour island
#

now that I think about it-- all three of the items giving me issues are in farming... and not an items_xyz file

#

wateredcan yes

#

watered can is also not getting renamed to empty watering can

mint sphinx
#

yea wateredcan is auto translated to "Empty Watering Can"

sour island
#

but it's not when it's typed as a weapon

#

I think I figured it out

#

module farming
{
imports
{
Base
}

#

it's not in Base

#

_>

mint sphinx
#

you want to get the same name ? like emtry water can when you change type?

sour island
#

my defined watered can is in module base

#

not module farming

#

as is mayo and remoulade

#

that has to be it

#

woo

mint sphinx
#

you got it ^^

#

used something like "farming.Wateredcan" ?

sour island
#

yeah

#

that's probably an oversight that it's not in base

#

but it does have an imports{Base}

mint sphinx
#

arhh yea it because its under farming items and not base ^^

hollow shadow
#

@sour island hey does your mod make stones / car batteries useable as weapon?

sour island
#

I've only done things with ingame models unused or otherwise

#

next iteration I'll have to figure out models

#

personally I don't see a point in 'normal items' and 'weapon items' when you could assign values to determine damage

#

I'm not even sure if this should be standalone or reported

#

where would you even report ... this?

wicked crane
#

Wym

mint sphinx
#

they they are there to make easier to find with debug mode and loot tables

sour island
#

the empty bottles aren't using the correct icons

#

wine = wineempty, wine2= wineempty, beer = wine2empty

#

there isn't an empty bottle icon

wicked crane
#

Mhmm so if I drink the beer I have been saving it will spawn wine bottle empty instead of beer bottle empty

sour island
#

no it's beer empty

#

but it looks like a wine bottle

wicked crane
#

I will test rn

sour island
#

I would also assume the full states are equally goofed

wicked crane
#

This ones for you @sour island 🍾

sour island
#

the beer is fine

#

as a water bottle

#

orange sodas are a pain tho

#

they're being translated to not be named simply empty bottle

wicked crane
#

You're right

#

I never noticed

#

Just drank the bottle

#

Drop the mod @sour island fix it:V

mint sphinx
#

you want the sodas to be emtry soda bottle?

wicked crane
#

No, you drink beer it spawn Empty Bottle but with wine bottle icon

#

Not beer bottle icon

sour island
#

the soda is being translated into saying Empty Orange Soda Bottle which takes it off the empty bottle stack

wicked crane
#

TIL you can put water in mayo bottle?!

#

Is that what that is??

sour island
#

wine2 (red) also get's filled into a wine(1 white)'s icon

#

yeah

#

you can put water in ALOT

#

but not jars

wicked crane
mint sphinx
#

nice name 😛

sour island
#

that's mayo

mint sphinx
#

chuck is that your mod there is the problem or default game ?

elder cobalt
#

water in a mayo bottle

#

i like it

sour island
#

that's the default game

#

my mod fixes the empty bottle's icons- but not the water filled ones

#

I figured I should just report it instead

mint sphinx
#

if its default game year you should

slender garnet
#

I will never drink water out of a mayo bottle

#

NEVER

sour island
#

ah, wine2 doesn't have a water item at all, it actually turns into wine(1)'s item

#

where do I report this

mint sphinx
#

forum i guess

tame mulch
mint sphinx
#

nice one but does it scale with level ? or will you always get it right away ?

#

do like the pick locking ^^

tame mulch
#

Maybe from level 3 lockpicking and 1 electricity?

#

oh

mint sphinx
#

its your mod 🙂 at least you can always release it and see what kind of fee back you get

tame mulch
#

i remember. Need learn from magazine

#

also you can check alarm of houses!

hollow shadow
#

Nice that you implemented the animation i suggested^^

hollow shadow
#

would be cool if the lockpicking / breaking open doors worked with regular doors and garage doors, while even using the animations

tame mulch
#

Ooooh

#

Thanks!

nimble spoke
#

@sour island I think I found the issue, these bugged items arein the farming module, not Base

#

so you're not overriding them correctly

#

that's why you edn up with 3 watering can items

#

instead of overriding famring.WateredCan you're creating Base.WateredCan, and thus creating the issue for the transition

sour island
#

I figured that out, but thank you

snow drum
plucky nova
#

@hollow shadow what model viewer are you using? and where can I get it?

late hound
#

It's Direct X Viewer.

#

Let me try to find where I got it

late hound
plucky nova
#

thank you so much

#

wait how do I use it

#

nevermind

#

sorry lol

hollow shadow
#

There a way to change walking sounds depending on what clothing you wear'

#

or add a sound if the player is moving with certain clothing

sour island
#

unless the game already does it probably not

#

would be neat tho

tame mulch
snow drum
#

release that shit cuz

sour island
analog sandal
hollow shadow
severe ridge
sour island
#

does anyone know where autodrinking in handled in the java?

late hound
#

is it not handled with ISDrinkFromBottle.lua?

hollow shadow
late hound
#

He's part of the second batch, the newest zombies I've added. Updating the hitlist is another thing on my list to do.

severe ridge
#

nerf vests
vests gets buffed

carmine cosmos
scenic oasis
#

How do I make my UV unwrap? When I try to make a texture of it, it does not fit my model in game

scenic oasis
#

Nevermind, I figured it out

muted grail
#

wow imagine, you got a gang all armed up, with the joker-make-up of Ted Beer... my pants would be full

scenic oasis
#

Also, my texture now is inside out in game, but totally fine in vehicle editor. I have no idea how to fix it, I have been fighting that for 3 hours

#

Plz kill me

carmine cosmos
sour island
carmine cosmos
#

In case you don't know what normals are, here is the first video I found on the topic:

carmine cosmos
sour island
#

how the function is called in game and if I could create an auto eat

carmine cosmos
sour island
#

I wanted to see if it would be possible for players to eat favorited food items when idle for a bit- and hungry

#

Kind of like how players drink automatically all the time if they have a water filled item

carmine cosmos
#

They don't play the animation when they auto drink though 🤔

#

Did you want to animate it or just make it auto-magic (like auto-drinking)?

sour island
#

I know, I just was curious how the auto-drink function worked. I assume it's a timed loop check, or probably tied to thirst rising.

#

depending on what broke less things- but I would prefer the animation

carmine cosmos
#

Do you know how long it takes before the player auto drinks?

#

Will need to go in with a debugger to see how it works

sour island
#

I never see the thirst moodle, so I assume it's tied to that

#

I wouldn't know though

scenic oasis
#

@carmine cosmos DUDE, LET ME FUCKING BLOW YOU

#

IT WORKED

#

THANK YOU SO MUCH

#

IT TOOK ME 4 HOURS

carmine cosmos
#

Glad I could help!

#

Inverted normals are a very common problem, always make sure they are facing the right way

scenic oasis
#

I just love you

sudden mauve
#

What mods do you guys recommend and for what reasons?

carmine cosmos
#

One of the most essential mods out there:

#

I don't have much mods installed though, so I would like to know more good mods as well

sudden mauve
#

Yes, that sounds important

#

i wanna look like a roblox character

#

I love heavy modded stuff so i found a bunch of cool mods and still am looking for others

carmine cosmos
#

@sour island I found out where auto-drinking is handled in code

sour island
#

😮

#

I've been looking in logical places, where was it

carmine cosmos
#

Gonna run a quick test with a bottle to explain to you how exactly it works

carmine cosmos
sour island
#

o

#

I assumed iso stuff was only world stuff

carmine cosmos
#

It is not related to isometric perspective at all or the world

#
if (!(this.stats.thirst <= 0.1F)) {
    InventoryItem var1 = this.getWaterSource(this.getInventory().getItems());
    if (var1 != null) {
        Stats var10000 = this.stats;
        var10000.thirst -= 0.1F;
        if (GameClient.bClient) {
            GameClient.instance.drink((IsoPlayer)this, 0.1F);
        }
        var1.Use();
    }
    ...
#

Once the thirst level reaches 10% or more the thirst is completely removed

#

But only if there is a water source in inventory (such as a bottle filled with water)

sour island
#

and it get's use()'d

carmine cosmos
#

I am trying to find how the use() method works with water sources

sour island
#

water sources are items so it may be in there