#mod_development

1 messages ยท Page 444 of 1

sour island
#

there's a whole eat() function

#

that will help

carmine cosmos
#

Sorry, still learning how game handles items in general

#
item WaterBottleFull
{
    IsWaterSource    =    TRUE,
    Weight    =    0.8,
    CanStoreWater    =    TRUE,
    Type    =    Drainable,
    UseWhileEquipped    =    FALSE,
    UseDelta    =    0.1,
    DisplayName    =    Water Bottle,
    ReplaceOnDeplete    =    WaterBottleEmpty,
    ReplaceOnUseOn    =    WaterSource-WaterBottleFull,
    Icon    =    WaterBottle_Full,
    StaticModel = WaterBottle,
}
#

So it is just sucking up delta ( 0.1)

sour island
#

they have a condition like weapons but it's called 'remaining'

#

atleast in game

#

in code I assume they're both condition

carmine cosmos
#

Yea, it looks like this in use() method:

#
if (this.isDisappearOnUse() || var1) {
    --this.uses;
    if (this.replaceOnUse != null && !var2 && !var1 && this.container != null)
    ...
sour island
#

I'm still looking in the isogamecharacter

#

looks like hunger has a whole metabolism system depending if you're excercising and such

carmine cosmos
#

IsoGameCharacter#autoDrink() is called from IsoGameCharacter#updateThirst

sour island
#

I know

#

my point was hunger has a complicated function

#

where as thirst is a flat rate

#

you don't get more thirsty if you're running

carmine cosmos
sour island
#

doesn't seem to be

#

oh wait there is

#

120% if you're running

#

but hunger accounts for fatigue and excercise

carmine cosmos
#

Do we have an event you can subscribe to that updates stats in lua?

sour island
#

I'm not sure- I didn't see one

carmine cosmos
#

Can you remind me how events are defined in lua? ๐Ÿค”

sour island
#

like client, server, or shared?

carmine cosmos
#

This is what gets called from autoDrink:

#
LuaHookManager.TriggerHook("AutoDrink", this)
#

There might be a way to tap into that somehow

sour island
#

hunger is inside of updateStats_Awake updateStats_Sleeping as far as I can tell

#

I don't see an update_hunger

carmine cosmos
#
LuaHookManager.TriggerHook("CalculateStats", this)
sour island
#

hm good find

#

I could hook it there and then recreate the autodrink function for food

carmine cosmos
#

How exactly do you use those hooks though?

#

Is it Events.CalculateStats.Add(someFunc()) ?

sour island
#

I'm not 100% sure, I'd have to dig around the lua folders

carmine cosmos
#

Too bad FWolfe's guide has no info on this either:

sour island
#

Events.CalculateStats.Add(someFun)

#

I think his guide suggests this?

#

someFun() would override the original event

carmine cosmos
#

Try it out, would definitely like to know as well ๐Ÿ˜„

sour island
#

currently trying to figure out how to do something like getwatersource

carmine cosmos
sour island
#

yeah, I don't think there's a getfoods() so I'd have to recreate that

#

hopefully there is an isfood(), atleast

carmine cosmos
#
boolean isFood = item instanceof Food
sour island
#

where is that?

carmine cosmos
#

Nowhere, it's just Java code

#

You need to see if the class of the item is Food

#

Don't think lua has instanceof though so try this:

#

However, you are in luck

#

Take look at InventoryItem#isFood

#

That should return true for food

sour island
#

are you familiar with lua cause I am not

carmine cosmos
sour island
#

the syntax and such

#

I can edit it around if all the pieces are there

carmine cosmos
#

Okay, I understand

bronze spade
#

Anyone here think they can make a monkey suit for zomboid?

deft vapor
blazing totem
#

Never made a mod. I don't know Java but I'm about a 6/10 on Scala.

#

I've only really worked on internal business services in lagom etc. Is it even possible to mod this game with Scala?

#

Is this FWolfe modding guide the best place to start?

hollow shadow
#

Anyone see whats wrong with these?

blazing totem
#

Don't open, his name is DJ virus

hollow shadow
#

I have the same setup for the weapon mod, but got no idea why these dont work

nimble spoke
#

do you get error messages?

#

usually during load screen in this case

hollow shadow
nimble spoke
#

line 7 for which file?

hollow shadow
#

SG, but im guessing the same happens for SA since both of them dont seem to be working

#

SW works but idk why

hollow shadow
carmine cosmos
mint sphinx
hollow shadow
mint sphinx
#

okay ^^

mint sphinx
hollow shadow
tame mulch
tame mulch
analog sandal
tame mulch
#

sound is just my audio player ๐Ÿ˜…

analog sandal
#

no I meant like does the prying have a sound effect

tame mulch
#

Yeah, will be sound later

analog sandal
#

ah okay ๐Ÿ™‚

gaunt pendant
#

lockpick... WITH A CROWBARRRR... I love it ๐Ÿ˜…

scenic oasis
#

Ferrari Testarossa lights

hollow shadow
severe ridge
#

not sure but i think is related on how much blood gushes out

#

(?)

hollow shadow
#

Alright, ill set it to 1000 and see if my pc explodes

severe ridge
#

I'm not sure what it does tho rj

nimble spoke
#

PZ Quentin Tarantino edition

fallow lichen
#

So has anybody dabbled in making "Mad Max" like vehicles? All armored up cosmetically at the very least?

severe ridge
#

cars armour and improvement is on the list so i'd say we are rather waiting for it :x

nimble spoke
#

yeah, definitely waiting for it. I tend not to mod things I know will be added later... if they're too much work

wet dune
#

How do I make the zombies speak?

#

I've seen people make the zombies have text above their head so how would I do that?

hollow shadow
deft vapor
#

@hollow shadow Since we've gone full mod. I'll respond here ok? xD

#

@hollow shadow Can you send me the file?

hollow shadow
deft vapor
#

What line it says there? 85?

hollow shadow
#

yes

#

I also noticed this error when using ww2 commanders mods

deft vapor
#

It says in the beginning Attempted index: ***
Usually this means something else has broken your distrib table and this one can't insert in a table that doesn't exist anymore. Whhat other mods are you running?

#

Is not this file that is your problem, some other mod is breaking it. I'll look through to be sure though.

#

Disable any other mod and try again please.

#

I'll paste here some examples to use on that same file. If its too confusing let me know.

#

oh. can't paste that much. haha

hollow shadow
deft vapor
deft vapor
deft vapor
#

If that is not the case. Then there is a typo. xD or the ["library"]["shelves"] table doesn't exist. Let me see.

#

Yep. lol There are no Library Shelves.

#

You need to delete the line.

#

In my defence, I took that from your original. ๐Ÿ˜›

hollow shadow
deft vapor
#

Yes. There is only Counter for Library.

hollow shadow
#

@deft vapor i get the error again

#

but this time its living room shelves

deft vapor
#

I haven't checked any of these. livingroom table doesn't exist either. heh

hollow shadow
#

waat

#

if i removed that, then no magazines would spawn in houses

#

however, before you gave me this lua they were spawning in them just fine :v

deft vapor
#

They already don't by the looks of it.

#

The table doesn't exist mate. There's no way.

#

Search for it in Distributions.lua

hollow shadow
#

ill use the old lua file then, that one worked fine :I

deft vapor
#

Well, its one of the reasons people are getting errors. Its the reason why I like your mod so much and yet wasn't using it too.

#

Just need to find the correct table and put it there.

#

I'll find it, give me a min.

#

The house shelves are probably ["all"]["shelves"].

#

There is also these you could use. ["all"]["shelvesmag"] which is prob mag shelves is houses and
["all"]["sidetable"] room side tables.

#

["poststorage"]["all"] is prob thhe crates inside bookstore ( theres a few in mulld )
["cornerstore"]["shelvesmag"] gereral stores magazine shelves.

#

@hollow shadow Gave up? :/

hollow shadow
#

im using the old working one i got right now

deft vapor
#

Fair enough. Sorry I dumped too much on your head mate. Just fyi, I removed those tables that didn't exist from my file and added all of the ones i found to test and its working fine here. No errors. Im going to pump the rates up and see where they show up.

willow estuary
#

The distribution tables in vanilla have been changed a ton with the new builds, so a lot of older mod distribution tables get broken.
So it can be confusing/frustrating setting them up for mods.

deft vapor
#

@hollow shadow There you go mate. It's all working. I merged your other dist file from scrap weapons with this one and added the other spawns for magazines. Tested with high chance and they are showing up, no distribution errors. Reverted chance to how you left. Cheers

sour island
#

Anyone here familiar with the lua hooks?

I see this in the java

if (LuaHookManager.TriggerHook("CalculateStats", this))

but I don't see anything in lua mentioning it so if I wanted to run a function after that trigger would i simply add

Events.CalculateStats.Add(functionName)

somewhere in the lua?

deft vapor
#

I think you are on the right track. But calcstat is not an event you can use i think.

#
sour island
#

what does triggerhook mean in this case?

sour island
#

Oh, I see, it is if I wanted to trigger the calcstats in lua

#

is there a way to add a function to the end of calculate stats?

#

I guess I could use ontick ...

#

๐Ÿ˜ฎ OnPlayerUpdate

deft vapor
#

๐Ÿ˜†

sour island
#

weird

#

I don't think playerupdate is what I thought it was

#

I have a print in the added function and nothing is appearing

severe ridge
#

try with custom engine sounds, night vision at night and louder art rock on bg ๐Ÿ˜†

#

/\ also, woodcraft guy

scenic oasis
scenic oasis
severe ridge
#

it doesnt makes enough noise to echo

scenic oasis
severe ridge
#

loops perfectly at lvl 10 aiming :p

#

ratatatatata

scenic oasis
#

More like ratatatatataaaaaa

scenic oasis
#

Omg, didn't expect this

severe ridge
#

ratatataaaaah, much better

gaunt pendant
#

@sour island try Hook.CalculateStats.Add(yourFunc)

sour island
#

No dice

#

I'm using OnEquipPrimary at the moment for more reliable results

#

Hook.OnEquipPrimary.Add(FunTime)

function FunTime()

#

tried local function, and function by itself

#

hook and events

#

is Print("") correct?

gaunt pendant
#

OnEquipPrimary is an Event tho

sour island
#

o

gaunt pendant
#

not sure if Print exists, print should though

sour island
#

it is print, my fault, I meant more so the quotation marks

gaunt pendant
#

lua allows both single and double quotes, yea

sour island
#

no print messages are showing up- is it meant to show up in the log?

gaunt pendant
#

yea should be in %userdir%\Zomboid\Logs<timestamp>_DebugLog.txt

sour island
#

oh- is it not going to show up in the command console?

gaunt pendant
#

probably does, but that is way too hard to spot ๐Ÿ˜„

sour island
#

nothing in either

gaunt pendant
sour island
#

ooh

#

I misunderstood the modding help posts

#

what does the function player bit do?

gaunt pendant
#

that's your callback

#

this specific hook gets the player as an arg

sour island
#

from the modding document I thought you just had to throw the hook/events line in somewhere and the first argument would be the function you'd be calling - and have it written somewhere else

#

so will this run AFTER calcstats is ran?

#

also is it mean to be (player?, does including the ( do something?

gaunt pendant
#

it's the same as

#
  -- do stuff
end

Hook.CalcualteStats.Add(myCallBack)```
#

just inline and not naming the function

sour island
#

I had that then, but the printing was in the function

gaunt pendant
#

minus the typo ๐Ÿ˜„

sour island
#

I didn't have the player part, which may be the issue

gaunt pendant
#

nah shouldn't

sour island
#

as long as it doesn't interrupt

gaunt pendant
#

I think it might override that logic yea

sour island
#

My goal is to make an auto eat

gaunt pendant
#

yea my hunger/thirst doesn't really move with that Hook added

#

and those "default" functions are all private lol

#

yea u need a better Event/Hook ๐Ÿ˜„

#

maybe hook into Hook.AutoDrink

#

(or better even use some other Event that triggers less often)

sour island
#

I'll figure it out

#

thanks though

sour island
#

@gaunt pendant did you have that lua code in lua/client?

gaunt pendant
#

y

sour island
#

I can't even get what you have above to work :\

gaunt pendant
#

Dunno man, mod not loaded in savegame?

sour island
#

it is there

#

I'm so confused

#

hooks

gaunt pendant
#

?

sour island
#

I had a S at the end of Hook cause Events is plural

#

but that doesn't work either

#

so I'm confused again

gaunt pendant
#

Try Events.EveryTenMinutes, if that never fires something's wrong with ur mod

sour island
#

does end have to be indented under Hook or aligned with it?

gaunt pendant
#

indentation does not matter in lua

sour island
#

I have github pointed at the folder? would it be causing a lockup?

gaunt pendant
#

nah

sour island
#

does every ten minutes run at minute 0 or?

gaunt pendant
#

ye

sour island
#

probably something I am simply not seeing

gaunt pendant
sour island
#

there's nothing in the mod but that function

gaunt pendant
#

drop that in Userdir\Zomboid\mods

#

make a new savegame and make sure the mod appears and is disabled

#

unzip!

#

not drop ๐Ÿ˜„

sour island
#

I have been using my modding save

gaunt pendant
#

make sure your mod is enabled for the save then and not just from the main menu

#

if that still doesn't work you probably have a syntax error somewhere and your file is not loaded due to that - any error would show up in the logfile

sour island
#

I have been enabling it, but let me try with a new save

#

your zip works

#

I didn't have examplefunction = function

#

my syntax was function examplefunction()

gaunt pendant
#

no difference

#

that's both valid

sour island
#

I didn't have ... in the ()

#

other than that it's identical then

gaunt pendant
#

remove the ... and change it to function ExampleFunction() it should still work

sour island
#

I dont have a ;

#

that'd break it lol

gaunt pendant
#

mh

#

nah that's also fine without

sour island
#

would have the examplefunction be local effect it being called?

gaunt pendant
#

nope

#

all works

sour island
#

I'll sit with it and figure out what I'm doing wrong

#

thanks again

gaunt pendant
#

๐Ÿ‘

sour island
#

turns out AutoEat() is an internal function

#

that's what I named my mod and function

#

named it AutoEatMOD and it works

#

now I can start throwing code at the wall and atleast get some errors

#

thank you for your patience

gaunt pendant
#

No worries, happy modding ๐Ÿ™‚

sour island
#

tyty

scenic oasis
#

L I G H T N I N G

wicked yacht
#

Is it possible to call a SurvivorDesc function for an IsoPlayer object? I need to call the SurvivorDesc class functions setFemale(boolean) and setTorso(string) on a player to fix some animation bugs, but can't figure it out

nimble spoke
#

I don't think so, those are only used during character creation, before all the info is actually sent and the new character created

wicked yacht
#

It stays like that until they reload

#

Maybe I can override when the player is in the character creator?

nimble spoke
#

what are the steps for this respawn?

wicked yacht
#

well, the mod saves every time the player gains XP, then when the player dies and creates a new character it stores the current x/y/z, loads the saved character, sets the player to the stored x/y/z, stops all actions, resets all items, resets body damage, resets Moodles, and optionally subtracts XP from all skills (you can also fully re enable permadeath if you want).

#

This one bug is the last bug I have.

#

The mod was inspired by another respawn mod (new code and features, though) and the other mod has this exact, same issue

#

I'm probably gonna add an override for the "make new character" button that lets the user select a spawn area then automatically does all the stuff that normally requires player input (with gender related overrides). I hate how janky the current method is, a proper "respawn" button would be nice.

severe ridge
#

how do i use this on 41?
boolean invisible

#

i try to set it true or false in functions but it only returns stack traces :B

nimble spoke
#

@wicked yacht Maybe skip the new character part entirely? I agree, a proper respawn button would be perfect

severe ridge
#

bright guns gets bloodied so fast :V

severe ridge
#

vests fixed again :l

wicked yacht
fallow bridge
hollow shadow
#

vests fixed again :l
@severe ridge wait, you shoved 2 of them at a time? Thatโ€™s illegal!

severe ridge
#

8V just testing, leave my multi hit alone

wicked yacht
fallow bridge
#

Oh

wicked yacht
#

It's primarily aimed at multiplayer as I've included management features, but single player will be fully supported. By default when you die there is consequence of all your skills xp being reduced to below 0, requiring you to earn even more than normal (eg you need to get 450xp in a skill instead of 300), but with a press of a key it goes into "easy mode" where there is no xp loss. Another press of the key and full permadeath is enabled. There are server options to disabled any of the modes and set a mode as default.

#

There is currently a respawn mod already, but it's buggy, has no consequence for dying, lacks features, and is abandoned

drifting ore
#

does anyone has some knowledge on how the lighting system int he game works?

#

i did that for fun / research

#

using projections and C4d

#

but the same could be done in Unity or Ue4 for instance

scenic oasis
#

Question: can you make your car spawn in specific spots?
I want to make like 10 places, where you can find it with 100% chance

drifting ore
#

some modders have done it already so I guess it's possible

wicked yacht
drifting ore
#

yes i have seen that too,

fallow bridge
#

The game is 2.5d

drifting ore
#

Wish the buildings look like that after a explosion or fire

frail brook
#

That's what happens when your development is painfully slow... Your graphics get outdated...

wicked yacht
#

How do I add to the game's localization table without having to override one of the files?

nimble spoke
#

you mean the files in lua/shared/translate?

wicked yacht
#

Yes

nimble spoke
#

don't worry about that, those you actually have to use the correct name, but you only override the entries that already exist in game

#

you don't need to add everything, just your new entries or the ones you want to override

wicked yacht
#

Well my question is how do I add new entries?

nimble spoke
#

just follow the naming convention, for example ContextMenu_MyNewEntry = "My New Entry"

#

and be sure it is in the right file

#

then in your code you use getText("ContextMenu_MyNewEntry") in place of the text you would use

wicked yacht
#

Well I know about the code side, I just don't know anything about creating/adding new entries.

#

What is "the right file", is there any specific place the file goes, in the official localization files the strings are done like IGUI_EN = {Example = "Example Text"} but if I do something similar it doesn't work so what's the proper method?

nimble spoke
#

check the file names in pz folder, they're the same for all languages except the language code at the end, then use those in your mod too, ContextMenu_EN, ContextMenu_RU and so on

#

then copy any entry that works in game

#

your example should actually be IGUI_EN = { IGUI_Example = "Example text", }

#

every entry has the category begore the entry, IGUI_ ContextMenu_ Tooltip_ and so on

deft vapor
#

Does anyone know what causes this?
[17-01-21 03:46:19.436] ERROR: General , 1610862379436> LuaManager.getFunctionObject> no such function "Give100MWXP".
[17-01-21 03:46:19.436] ERROR: General , 1610862379436> RecipeManager.LoadedAfterLua> no such function LuaGiveXP

Some mod is breaking xp gain for all others it seems.

nimble spoke
#

@deft vapor a recipe is trying to call "Give100MWXP" and it doesn't exist

deft vapor
#

There are a load of these. They do exist.

nimble spoke
#

what do you mean?

wicked yacht
#

disable all your mods then re enable one by one. That'll let you know which mod is the issue

#

The bit about category is irrelevant because that is just formatting and code style. I can have HeebeeJeebies as the as the localization variable name, the game won't care.

My issues are that I don't know if there is any specific location for translation files or can be anywhere in lua/share

I don't know if there is a mod specific table they should be getting added too

I don't know the correct format (adding in the missing comma does't do anything).

I'm repeating myself endlessly at this point, just getting more and more verbose as I do so. I think I'll just dig into someone else's mod and see how they did it

deft vapor
#

Apparently people thought Give200MWXP this format was a native game function. There are a lot of calls to some form of GiveXP on many of my mods and they don't exist... Thanks..

wicked yacht
#

Maybe version incompatability?

inner coral
#

Hey guys, is there a mod that improves the optimization of the game?

deft vapor
#

I wouldn't know. If it is, a quick fix would be easy. Just need the proper format.

inner coral
#

Maybe lower the graphics?

wicked yacht
#

@nimble spoke I appreciate the attempted help

inner coral
#

Mmmm i guess not

deft vapor
wicked yacht
#

The couple main ways to improve performance are to lower the graphical options and to update to the IWBUMS build

inner coral
inner coral
#

It works for 1 minute max and the game crashes

deft vapor
#

Proper way to give xp is Recipe.OnGiveXP.Blacksmith10, instead of this Give100MWXP. Might be a version thing indeed. I'll fix manually and hint the authors.

deft vapor
inner coral
wicked yacht
#

HD 400

#

should be around the same performance as Nue's

inner coral
#

Maybe. When i go outside the game starts to go crappy a little bit, until it crashes

nimble spoke
#

@wicked yacht there's nothing else you need for translations, just put the files in the correct language folder and that's it

deft vapor
#

Lemme give you my settings, maybe it will help. I'll pm.

nimble spoke
inner coral
#

Aight ill check, thanks

inner coral
deft vapor
#

There are only functions for up to 25 xp on base game. Mods need to add their own if they want more.. Its not a version thing.

frail brook
wicked crane
nova skiff
#

How can I make a simple QoL mod? I want bottles of tainted water boil-able

hollow shadow
#

How can I make a simple QoL mod? I want bottles of tainted water boil-able
@nova skiff you want to boil the plastic water bottle on a stove or fire?

nova skiff
#

Anyone and yes it makes no sense since realistically it would melt but I hate carrying cooking pots, fill them, boil them then pour the water in the bottles

hollow shadow
#

Anyone and yes it makes no sense since realistically it would melt but I hate carrying cooking pots, fill them, boil them then pour the water in the bottles
@nova skiff make water purification tablet mod... lol...

wicked yacht
#

But I think if you just add IsCookable = TRUE, to an item's entry it'd do what you want

sour island
#

kettles can be boiled and drank from

sour island
#

I still have to figure out how to pull food from your bag- so it has to be Favorited in your main inventory

#

default rate of consumption is 1/4 (as if you select eat 1/4)

low anvil
#

Is there a B40 grass regrowing mod for burnt tiles?

drifting ore
#

Hey, I've noticed that the "More traits" mod adds +3 carry weight to all characters for no reason. I'm trying to fix this by going to the mod files but I have no idea what to open, can anyone give me a hand? I have notepad++ btw

#

I suppose I should be able to find something in MoreTraits.lua but I can't find anything related to base carry weight with no traits

tame mulch
wicked crane
late hound
#

hah! nice

drifting ore
#

That's pretty darn cool

cunning canyon
#

Hey @tame mulch I've been using AUD and it's tight as hell, one request though: can you add an option to map the arrow keys to the super speed (forget what it's called) option?

#

Sometimes I wanna switch between "gotta go fast" and "gotta go slow"

#

I suggest the arrow keys too, since I'm on a non-qwerty layout and your super speed is tied to WASD, regardless of what I have rebound to my movement

tame mulch
#

good idea!

#

I will add it

cyan drum
#

which mod will be the last to load and thus have the highest priority?

#

(it's the last to load, so it would overwrite stuff that came before it, right?)

tame mulch
#

alphabet priority

cyan drum
#

so that means slocan lake got priority over raven creek and eerie country, right?

tame mulch
#

yep

cyan drum
#

is there anyway to change this?

wicked crane
cyan drum
#

but will this work on an existing save if I haven't been to conflicting cells?

wicked crane
#

Idk if it would work with all mods,I meant just add like "z" in front of mod name for example

cyan drum
#

new denver (slocan lake) has conflicting cells with raven creek and eerie county, but the cells in question, on new denver's side, are woodlands

#

so I'd rather them be overwritten by the stuff in raven creek and eerie county

#

@wicked crane but would this work on an existing save?

#

@tame mulch actually in the files, the mod shows up as "New Denver"

#

I take it the file name would be the priority name it uses, right?

deft vapor
#

Anyone else having problems with Paw Low Loot? It's crashing my game and giving me no errors to work with. Game works fine if I take it off.

tame mulch
#

AUD update:

  • Now speed walk on arrow buttons. You can walk slow by WASD and fast by Arrows.
  • teleport to the floor above / below by combination Ctrl+UP, Ctrl+Down arrow buttons.
#

@cunning canyon Request done with bonus ๐Ÿ˜„

cunning canyon
#

Omg yassss

#

you're the best, thanks!

wicked crane
wicked crane
cyan drum
#

I tried it so I guess we'll find out if I ever go there lol

#

might be a long time before I go there though

#

I'm very much a "build a base and stay in it as long as possible" player rather than nomadic

#

but I'll let you know if I find evidence of if it worked or not

deft vapor
wicked crane
#

@nue#4836 I run this mod and I have 50 other mods so idk

My game never crashes

wicked crane
cyan drum
#

mapping told me to ask here lol

mortal ivy
#

@deft vapor just to be sure what game version are you useing?

mortal ivy
#

So that should be fine

deft vapor
#

I also run a bunch. Took me a while to zero in what was causing it. No mods work fine, all my other mods without pll work fine, but if i add pll I crash. Just pll on a new game also crash.

wicked crane
mortal ivy
#

Weird theory. Try adding all the mods credited on the workshop page for Paw Low

deft vapor
#

Mate, just because we dont have the same issue doesn't mean it doesn't exist. Now if you are not going to help, kindly go away.

wicked crane
wicked crane
mortal ivy
#

Cuz if it's crashing with only that mod running, then it's possible the mods used to build this might be required

mortal ivy
#

Soo anyhow. What I came for

deft vapor
#

Rofl all you want asshat. Those mods are clearly stated as optional.

mortal ivy
#

This will probably seem dumb but when making/editing a recipe and you want to have an or option ... Is it just a / in between on the same line?

#

Or can that not be done and you'd have to create ba whole new recipe

wicked crane
# deft vapor Rofl all you want asshat. Those mods are clearly stated as optional.

I merely meant it as "I have a billion mods and don't crash, stereo-typically someone with a massive LO will have issues, and it is surprising that you are crashing with only a single mod loaded, logic stating that this is the mod causing issues if it has no dependencies". It wasn't a slight against you, or anything. I'm sorry I came off in this tone?

wicked crane
nimble spoke
#

@mortal ivy it actually depends on what exactly is optional, it doesn't work combined with a few things that can go in recipes

mortal ivy
#

Maybe if I'm more specific it'll help

#

I'm using the into the wild mod

#

Which adds the action of hunting for crickets or grasshoppers using berries

#

But it is only set in the code for one type of generic berry

#

I'd like to change it to being able to accept the other 10 nutrition berries if I have them

#

So since it's only one item I'm hoping it's not weirdly complex

#

@nimble spoke so in this case nothing is being combined

#

It's just one item for an action recipe

nimble spoke
#

if it uses a hunger amount from the berry instead of the whole item then it can't be combined with the /

wicked crane
#

recipe Hunt for Grass hoppers { BerryGeneric2=1, Result :Grasshopper=2, Time :360, Category :Actions, }

This bit , couldnt you just add another Berry Type?

nimble spoke
#

you can have onion/tomato but onion=2/tomato=2 doesn't work (or at least didn't work, I don't know if they ever changed that)

deft vapor
#

Pll still crashes will all related mods. At least i know its the fantasy pack now, the other mods are not requirements. Ill just play without it.

wicked crane
#
    {
        BerryBlack/BerryBlue/BerryGeneric1/BerryGeneric2/BerryGeneric3/BerryGeneric4/BerryGeneric5,
        Result    :Grasshopper=2,
        Time    :360,
        Category    :Actions,
}```
sorry for formatting
Like this?
mortal ivy
mortal ivy
#

But not as many

#

Generic berry one and 3 I think only have a nutrition of 5 so I want it to be balanced

mortal ivy
#

But if that's the way I should code it

deft vapor
wicked crane
nimble spoke
#

That's basically it, but no =1 at the end

mortal ivy
#

I am suspecting that maybe at least one of those mods listed as credits may be required for Pll to run

wicked crane
#

@mortal ivy how are you defining "nutrition value" as a single number? I see where it displays: Carbohydrates, Proteins, Lipids, Calories

wicked crane
mortal ivy
#

But it's not something in that code or that I'm adding

mortal ivy
willow estuary
#

I collaborate with him on occasion.

I have no idea why PLL doesn't work for you, but I assure you, you do not need any other mods for it to work ordinarily.

The thing is PZ is just weird, some mods just don't work for some people and nothing seems to fix it in these cases.

sour island
#

Verify first

willow estuary
#

Oh wait, are you using build 40?

wicked crane
#

Think he said 41.50 earlier nvm he's typing now

mortal ivy
deft vapor
#

Mod has been reacquired, game reinstalled. I'm on 41.50. I think i tried everything at this point, its ok. Thank you for the ideas.

willow estuary
#

Some mods just don't work for some people and after a year of dealing with these mysterious cases all I can say is....

#

๐Ÿคทโ€โ™‚๏ธ

sour island
#

New save?

willow estuary
#

PZ is exceptionally fussy re operating systems and hardware.

mortal ivy
deft vapor
deft vapor
sour island
#

When you uninstalled did you delete anything left?

deft vapor
#

I did indeed. No traces. Even game settings. Where the saves are.

sour island
#

There's also appdata and my documents directories for Zomboid

#

Maybe it's just not meant to be :'(

wicked crane
mortal ivy
wicked crane
nimble spoke
#

it won't work

#

as I said / isn't compatible with =1 or :1

mortal ivy
#

I mean that makes sense since / represents or

wicked crane
# nimble spoke it won't work

so for example if I wanted recipe to require both Black & Blue berries you would change to

    {
        BerryBlack=1
        BerryBlue=1
        Result    :Grasshopper=2,
        Time    :360,
        Category    :Actions,
}``` ?
mortal ivy
#

Yeah I think so

nimble spoke
#

BerryBlack, BerryBlue, would also work, you don't really need that =1 I think it means the same thing

mortal ivy
#

Thanks for the help

hollow shadow
#

so for example if I wanted recipe to require both Black & Blue berries you would change to

    {
        BerryBlack=1
        BerryBlue=1
        Result    :Grasshopper=2,
        Time    :360,
        Category    :Actions,
}``` ?

@wicked crane dont forget to put commas,,,,,,,,, @mortal ivy those are missed many times

willow estuary
#

Good catch; formatting errors like that in scripts are a fucking nightmare.

hollow shadow
#

BerryBlack,
BerryBlue,

drifting ore
#

I'm curious as to whether or not turrets and tanks are a possibility in PZ, given that someone made a military apc mod....

wicked crane
drifting ore
#

The ones from the mod Superb Survivors don't shoot from the windows. Quite frustrating really.

drifting ore
#

Probably, though I find that Survivors getting stuck in an animation loop is much more problematic.

wicked crane
#

Is there a mod that adds simple cooking expansions such as pouring canned mushroom soup into bowl?

#

@nimble spoke would is be possible to create a recipe to shuffle a solved cube so you can solve it again? maybe be able to do 2-3 times before you turn it into "broken cube"? possibly based off lucky trait etc

tame mulch
#

Mod almost done!
If anyone wants to help test the balance and a bugs in the closed beta test of the mod (In steam you can publish the mod only for friends) - write to the private messages of the discord.

autumn garnet
#

and for the hotwire minigame, it will depend on its level of electricity

autumn garnet
tame mulch
#

Thanks

nimble spoke
#

@wicked crane You can do that in my Relaxing Time mod

wicked crane
nimble spoke
#

hmmm, I may have forgot to add that recipe lol

viral compass
#

Question, I just got pointed out that the inventory item icons will be replaced by 3D models. Do we know if its also intended that the regular in game tiles are replaced with 3D models?

sour island
#

:0

#

I hope so

winter viper
#

Would this channel be for advice with save editing? or strictly mods?

viral compass
# sour island I hope so

I dont as im drawing a ton of tiles ๐Ÿคฃ so I hope to get some clarification if its true or not

sour island
#

I hope items and furniture become 3D

#

Walls and stuff can stay as is

#

I want to flip tables and bookcases

nimble spoke
#

so far I think only items on ground are planned to be 3D

viral compass
#

@iron salmon Do you know / able to tell if all tiles will be replaced with 3D models or just the items on the floor/inventory? would be a waste to make a lot of custom stuff to have to replace it all later

viral compass
cerulean yew
#

a question about refrigeration, guys. I know that's possible to choose the level of refrigeration, on sandbox game, but is there a line or a command that governs the efficiency of fridge, on the directory?

#

Or is it hardcoded?

viral compass
sour island
#

There is stuff in lua about temperature

#

I'd check there

cerulean yew
#

don't worry Daddy, i understand that's not simple

#

i'd like to extend a bit the maintenance of food

sour island
#

Why not dirk

#

There's twice as much dirk in his name

cerulean yew
#

๐Ÿคฃ

#

it's a real shame to see tons of food rotten ๐Ÿ˜ข

#

what a waste

sour island
#

You can jar food but it's very limited in vanilla I think

#

There's alot of cooking/food mods with more features

cerulean yew
#

i think is hardcoded

sour island
#

What exactly are you hoping to get from it?

cerulean yew
#

i've found the durability of fresh food and rotten days on the directory Media/scripts/items_food

#

i'd like to extend the refrigeration of fridges

sour island
#

Does food in game go bad if frozen?

cerulean yew
#

for to slow decay of food.

#

mmmh

sour island
#

Fridges have two containers to them

#

One cools the other freezes

cerulean yew
#

idk exactly, but remembered that frozen food didn't decay

#

yeah

sour island
#

I'm just saying what more do you want than freezing or jarring?

cerulean yew
#

freezing

sour island
#

You can already freeze

#

When you check fridges there's two containers

#

One is a freezer

cerulean yew
#

yes, i know.... my intention was to increase the fridge refrigeration, (not the freezer), for to extend the durability of food on the world game

#

but idk if it's hardcoded

sour island
#

I would imagine it is, you could change the days fresh values but you'd have to change alot

cerulean yew
#

yeah, it should be good, but it's a long work ๐Ÿ˜„

sour island
#

I think the default values are pretty accurate though

#

Do you speed up time alot?

cerulean yew
#

nono

#

2 hours in real for to complete a day

#

thanks a lot for the patient and the help, Chuck ๐Ÿ‘

#

always kind

sour island
#

No prob

#

I can take a look in the Lua once I get home

#

But I don't think that kind of stuff would be there

cerulean yew
#

yeah, i agree with you

#

fortunately we have nice skills for to survive, farming, fishing, trapping animals

sour island
#

Oh, there is food spoilage in sandbox

#

lol

cerulean yew
#

yep

#

i have chosen "Highest" refrigeration for fridges, and "lowest" spoilage for food

sour island
#

So problem solved then

#

Amen to sandbox

cerulean yew
#

^_^ it's really really funny

cerulean yew
#

another question, what do you think about 9mm pistol? i mean, i wrong or it seems a bit weak??

charred ridge
#

that looks genuinly sweet

mortal ivy
#

Is that a lighting mod test?

#

Or is that something the Dev's are working on

charred ridge
#

most probably a mod

drifting ore
#

nono this is just to have fun

#

not a mod, not the dev

mortal ivy
#

@nimble spoke thanks for the help yesterday that code edit worked fine

mortal ivy
#

Cuz while I sure as fuck can't utilize anything like that now. I'm sure many could and would love to have lighting like that in PZ.

drifting ore
#

no it's not a mod, I did that to have fun

#

and if crazy modders see it, well maybe it wil linspire them

frail brook
#

I believe it's just an isometric scene made in some external engine , right? Pz needs better shaders for sure, and overal model update ( RTX , would be fun)

drifting ore
#

but i absolutely dont have the skills required to do so

#

well technically this is better than RTX since it was done in c4d4

#

c4d

#

so reflections are accurate, GI too, etc

#

all is RT

frail brook
#

I never tried c4d, but believe those lighting is not for real-time rendering, right?

drifting ore
#

c4d is like blender or 3dmax

frail brook
#

I mean, RTX is best thing you can get with games... as long as you stick with realtime rendering

#

and not movies or animation

drifting ore
#

rendering in non real time uses raytraced ''unified'' lighting system

frail brook
#

I mean PZ doesn't even have static shadows...

#

(except cars and player model). I would think there would be some better shader mods... something like atmosFEar

willow estuary
#

The graphics rendering stuff is all Java side, and not lua, and, as such, isn't moddable.

grizzled grove
#

the game constructs a kind of fake 3d for the environment, but it's still 2d. Certainly room for improvement

drifting ore
#

@willow estuary i had no idea, that explains a lot

frail brook
eternal stirrup
#

They did change the colours after This war of mine was released

willow estuary
#

I don't want to say anything definite, as this isn't anything I've really dug into, and I've never even heard of sweet fx until just now.

But I think what you're taking about is probably not likely?

#

The scope of what actually is moddable with project zomboid, although you can do a lot of cool stuff with modding, is also quite limited with a lot of hardcoded java side barriers.

wicked crane
#

Wow, holy shit @frail brook . I am astonished that ReShade hooks into PZ

No idea what it will look like, or if any effects would even work

#

Well, it seems like a lot of them do work. Certain effects break the game for sure

frail brook
frail brook
wicked crane
#

I only downloaded the basic sweet fx pack but they don't cause game to crash what I've tried so far.. Interesting

frail brook
#

can you try them ingame and see how they interact with game?

wicked crane
#

Yeah I will tonight. I can already imagine that it won't look quite right, but with some tweaking it is a possibility some cool things may come out of it

I'll download a bunch of effects and test some out

wicked crane
#

shaders are globally applied to entire screen so some UI elements will look funky.. But I honestly think it's possible to compile a decent looking preset if you spent enough time on it..

severe ridge
#

bloom always hurts me eyes ;-;

wicked crane
shrewd grove
wicked crane
# shrewd grove mind i ask what reshade setting that is? haha

Quick combo I put together of tweaked FakeHDR, AMD sharpening and advancedCRT + border fx - I think.

I don't recall what pack they're in, I just downloaded every available repo it offers during installation because I wanted to try a bunch out.

somber patio
#

its so beautiful

brave ferry
#

What are those graphics, how do I get those?

slender garnet
#

I would totally play ray-traced pz

somber patio
#

kukrapok4444 made that

#

He posted it earlier

lone hearth
#

This should just be in the base game should it not?

cerulean yew
#

do you know if "Strong" trait adds only strength bonus, or there are other bonus?

#

I mean, something of hardcoded for to hit harder, for example

#

the trait's description tells: "Extra knockback...."

tame mulch
indigo hound
#

I hope something like this will appear in the official build of the game

serene topaz
#

Does anyone know how to tweak the weapon spawns for britas weapon pack, Its way to high. I tried changing it in sandbox settings but it doesnt seem to effect it

dusky talon
#

is there a mod for making a hairspray and lighter flamethrower?

brave ferry
#

Is there a mod which adds an allergic to peanuts trait?

#

Just an interesting idea I think

wicked crane
serene topaz
#

alright thanks

wicked crane
brave ferry
#

Yeah if someone wants to just take the idea I want to try it out

keen edge
#

Whatโ€™s a good survivor/bandit mod?

wicked crane
keen edge
#

Thank you ๐Ÿ˜

nova crescent
#

ay

#

is there any mods that add ai that is not zombies

#

like survivors that will shoot at you or interact with you in some way?

sour island
#

There is

wicked crane
plucky nova
#

great mod otherwise though lol

wicked crane
wicked crane
plucky nova
#

no, its fine, just thought it was funny

#

the mod works fine

nimble spoke
#

That is probably a bug in my Extra Skills System, do you keep the skills panel open?

#

I think it is a display issue

nova crescent
rugged vessel
#

If anyone is interested in partnering up with me on my mp server to make custom scripts hmu I can try to pay for the scripts also.

abstract raptor
#

I'm interested

severe ridge
#

reduced some stuff just to return to the gracious:
File Size 69

abstract raptor
#

yass

rugged vessel
#

Just fyi I am still looking for someone
If anyone is interested in partnering up with me on my mp server to make custom scripts hmu I can try to pay for the scripts also.

cursive bramble
#

so after three days of trying to reverse engineer other mods to figure out things, and no success at all.

Does anyone know how i can go about defining and making a new moveable? i know .packs are involved, but trying to use an existing TIS packs texture/sprite such as the wooden crate or drying machine - only causes that object to spawn - What i want is to reuse an texture detect its my own object and thus modify the object with mod data?

I actually got far in my mod idea long ago but have since lost those files (cursed windows 10)
i did not want to use moveables then - i instead used the build objects or whatever.

Please if anyone can help i would appreciate (why is there no tutorial on basic new objects. plenty tile zeds, plenty clothes and weapons and recipes. nothing on build objects)

hollow shadow
#

I need help on that too lol

plucky nova
#

oh, dj, I saw that you were making that scrap armor mod, i have a few questions if you don't mind

iron ermine
#

I can't use the custom spawns or custom sounds or music. I've tried everything i could think of removing all of the mods even deleting the game files and reinstalling from scratch. Any ideas how to fix this?

tame mulch
#

Where i can found all room types? (like office, bank, etc.)?

severe ridge
cunning canyon
# tame mulch Where i can found all room types? (like office, bank, etc.)?
#

As far as I know office is not actually a room def just FYI

severe ridge
#

i think its a little outdated tho :f

frail brook
severe ridge
#

long canvas shoes

frail brook
#

do you have the military ones?

#

Like dark leather army boots

severe ridge
radiant ginkgo
frail brook
severe ridge
#

theres a black one now too 8)

river plinth
rugged vessel
#

Hi guys is there a place or mod that allows me to set a certain place for zombies to not spawn?

wicked crane
#

Btw, if anyone cares, I've been playing with Reshade using several effects enabled and have not noticed any issues

carmine cosmos
wicked crane
# carmine cosmos Got any good screenshots to show us how it looks?

Not really. I don't have power on my current save and haven't had a whole of time, I'd say 1/3 of the effects are useless or don't look right, but bloom/ lens flares and godrays actually "work".

It looks a bit odd, because sometimes your shirt or a UI element will hit the brightness/color threshold and have the effect cast on it, but I think it's possible to make the game look "nicer". I have some fake hdr and sharpening, few other things on. Makes shadows "darker and deeper" and makes the icons "pop" a bit more. Here's something I was just messing around with, CRT like overlay..

also here's a really bad picture showing bloom/ lensflare

carmine cosmos
#

Hm, interesting, does it need any particular configuration to work or you just install it normally?

wicked crane
carmine cosmos
#

Haven't used reshade in a while, what is a correct rendering api?

wicked crane
carmine cosmos
#

Ah okay thanks, will give it a go ๐Ÿ˜‰

wicked crane
wicked crane
# carmine cosmos Did you import SweetFX?

yeah, there was a few towards the end that didn't have all the legacy fx checked by default, i imported everything just cuz I wanted the most to mess around with before trying to dl other fx off the internet, I tried some 2d bump mapping stuff it imported fine

carmine cosmos
#

Ok, I installed it now, gonna see what it can do

#

But I do remember that effect tweaking is a painstaking process

#

You can lose days working on your "perfect" effect ๐Ÿ˜„

wicked crane
carmine cosmos
#

Are there any other effects that definitively make the game look better?

#

Would be a good idea to start from those as a baseline

wicked crane
carmine cosmos
#

Not having luck starting the game with Reshade ๐Ÿค”

wicked crane
carmine cosmos
#

I see the overlay, but when I start a new game it just freezes

wicked crane
carmine cosmos
#

Fullscreen

wicked crane
#

for SnG try putting borderless and vsync on

carmine cosmos
#

SnG?

wicked crane
#

shits and giggles, sorry :^)

carmine cosmos
#

I thought vsync just works bad in this game

wicked crane
#

i get screen tear bad in any game without vsync personally i'd rather have consistent 60fps because i have a 60 hz monitor, but other people prefer uncapped

#

TBH i have not tested fullscreen w/ reshade only borderless

carmine cosmos
#

Maybe my AMD drivers are crapping their paints

#

Doesn't work with borderless either

wicked crane
carmine cosmos
#

No problem, just wanted to try it out

wicked crane
#

maybe other people with radeon cards can try later. c:

severe ridge
hollow shadow
#

@tame mulch You think its possible to make a framework for throwing weapons? (javelins / axes / knives)?

earnest prairie
#

@severe ridge Where did you get the helmet at? I love the MICH 2000 Look, however I prefer the newer OPSCORE helmet system as its lighter and more modular (in IRL).

obsidian sundial
#

Someone recognizes this sound?

rugged vessel
#

Currently looking for a dev that wants to partner up with us to dev for our server. Helping with mods building custom scripts and mods. I can offer compensation for the items custom made if needed (reasonable pricing of course) but looking for someone dedicated to developing for our server wanna help make it fun! ๐Ÿ™‚ if youโ€™re interested hit me up so we can chat up about details

hollow shadow
severe ridge
#

Louis

#

scream

#

i spam that shit

echo roost
#

LOOOUISH

plucky nova
tough igloo
#

41.50 multiplayer isnt really playable but its good for taking screenshots

summer walrus
#

Multiplayer is a thing?

tacit sparrow
#

Locally it is

tough igloo
#

thats not local multiplayer

tacit sparrow
#

How'd you do it then?

tough igloo
#

edited some lua code

#

wont go into detail since its not worth it

#

just wait for the release

tacit sparrow
#

That looks pretty flush damn

#

very smooth

tough igloo
#

you havent seen the entire video yet.

#

whenever you get close to any creature or player it starts freaking out

#

keep in mind that its obviously not what theyve shown us in the last blog

#

i would release the explanation on how to enable multiplayer to the public but im not sure if the devteam will like that

#

so im gonna keep my mouth shut

neon owl
#

send me on dm

celest wadi
#

using guns mod, does folding stock on mp5 delete mods on weapon / get rid of magazine?

#

or is it fine

severe ridge
#

backblast is a myth

plucky nova
#

yeah lmao

#

its just commie propaganda you fucking id- (explosion)

severe ridge
#

lel

#

you can use it, only once

plucky nova
#

yeah lmao

hollow shadow
#

Damn, I had a dream that I was playing pz with friends, and we found a bunch of aks, Pkms and other cool shit at the storage lots

earnest prairie
#

Just.......why?

sonic helm
#

Because

#

Why not?

hollow shadow
#

I was also dreaming about being able to put multiple sights on the guns, like in EFT lmao

hollow shadow
cerulean yew
#

Hey Dj! I downloaded your mods scrap weapons and scrap armors! Nice job, dude, the mods are really good

tepid river
#

I just wanna say respect to all the modders Who make great mods and makes new content to the game and respect to the new modders that try and make mods never give up and keep doing what you are doing ๐Ÿ’ฏ

drifting ore
#

I'm no mod genius, but I think it'd be hilarious if someone made a sound mod that overrides the zombie death sound with a fart noise. When you shoot a zombie with a high powered gun, there is no fall animation, they just instant transmission to the ground dead asf, and I think a fart noise would enhance the silliness of such an occurrence.

tame mulch
#

"Better lockpicking" mod big update:

  • Changed the balance of the lockpicking. Now you can try to pick any lock. The higher the level, the easier it is to lockpick and the less chance of breaking the lock/window.
  • Now you can not break the ignition locks with a lockpick (Balance)
  • The progress of lockpicking with a crowbar is saving now
  • Fixed a bug that it is impossible to lockpick the door inside buildings
  • Improved alarm check process
  • Increased strength of the lockpick
  • Added new translations
tepid river
tame mulch
tepid river
wicked crane
neon owl
tame mulch
#

heh, Rubiks cube? Interesting

neon owl
#

I don't know if there's a mod like this already

hollow shadow
neon owl
#

@tame mulch you could also create a religious trait, where the player can pray to feel calmer, better, etc

#

anyway, you are skilled, so I leave these ideas for you

late hound
#

@neon owl There are a few mods that do stuff like that with toys, rubiks cubes and whatnot.

neon owl
late hound
#

no

hollow shadow
hollow shadow
#

wat

neon owl
#

nice

severe ridge
#

Big iron

celest wadi
#

I like ammocraft, but the fact you can reload primers / find the stuff for it everywhere makes very unbalanced.

#

in terms of relaism? terrible. But alright enough balanced and makes guns more fun

elfin bison
#

Looking for recommendations on gun/weapon mods, is this the right place to ask?

rugged vessel
#

does someone know where the list of hooks or events

sour island
sour island
#

is there a list of lua functions?

#

I can't seem to find a few in the files

#

are they defined in java or somewhere other than /lua?

nimble spoke
#

There's no list for lua functions, there are thousands of them, and they don't need to be defined in java or anything like that

severe ridge
#

๐Ÿด peek on vanilla functions/timeadactions related to what you want to do

keen edge
#

Does hydrocraft work for the current 41 build?

hollow shadow
#

Hay guise after seeing things about mods I'm thinking of making a Project Zomboid mod, any idea request ideas? It can involve models and Lua (I already know PZ modding).
@undone crag can you make a framework for throwable weapons?

halcyon marlin
#

hey could anybody help me make a mod? i have been playing a shit ton of pz lately and want to add my own content. i know how to program a fair amount, i have made games in unity with c# and dabble in lua with roblox, but it is hard for me to wrap my head around modding games. if anyone would be willing to give me a run down of the basics on a stream in a vc one day i would appreciate it. i have read the guides on github and everything, but i just find it easier to watch someone else code and then try it myself and go from there

willow estuary
ripe sapphire
#

Does anyone know where I can get a plugin for blender to work with the clothing .x files I want to try and make some plate armor and other things that would require modelling.

nimble spoke
#

You don't need a plugin to export, just to import game files

solar mulch
#

nice!

plucky nova
# willow estuary

oh fuck, now my game is probably gonna be broken because I use hydrocraft...

#

looks cool as fuck though

sonic helm
tight wadi
#

cant seem to get my workshop mods to work on my Steam multiplayer anyone know how to do that?

wicked crane
tight wadi
#

it wasnt that but I found a fix none the less

drifting ore
#

I don't know if this is the right channel to talk about it, but I'm willing to help anyone for free with voxel models when I can.

cunning canyon
#

Are they very rare?

#

or just mixed in with normal canned goods?

severe ridge
#

My mod CORE works with fashion montage now :B

radiant ginkgo
#

1967 Chevrolet Impala

#

For Kansas only

willow estuary
gusty crystal
#

Box fort?

wicked crane
plucky nova
#

fuck yeah!!

#

im just worried about custom maps

hollow shadow
wicked crane
plucky nova
#

oh cool! im fine with some clipping

#

as long as it works lol

#

because i always thought it was goofy that you couldnt hop those lol

drifting ore
#

Is there a mod that allows you to load 223 in m16's? IRL you can use .223 ammo in 5.56 guns (but not backwards tho!).

blazing totem
#

Britas weapon pack @drifting ore

drifting ore
tawdry timber
#

any of you aware of any mod for SP that allows you to carry over skills/stats on death/new char?
I only know basic C# but as I cant find a mod like this that I really want (maybe with some minor stat/skill loss on death) I was thinking maybe I should look into how hard it would be to mod myself. I have never done anything in Java/Lua though and I'm not really a programmer. ๐Ÿ˜„

severe ridge
#

if you look for "death" in the workshop, you can see it has been tried before. But might be useful to make one that works properly

tawdry timber
#

thanks, will look into that

celest wadi
#

I see the Z MRE mod, isn't it just reskin of real MREs mod?

#

or is different?

wicked crane
#

It's just different try it out. Both mods have screen shots.

celest wadi
#

I know but I see in mod screen shots all of thing I have seen playing MRE mod

#

ah I see has more sides

#

very blind!

hollow shadow
#

Im using blairs mod, its balanced, stuff is placeable and its fresh :v

tawdry timber
#

@wicked yacht I think I just found a comment of yours *on the PZ workshop. Are you the "Two" working on a mod for allowing stat/XP to carry over on death?

wicked crane
celest wadi
#

ah so the z-MRE is better?

#

always annoying that the MRES spawn often on zombie

#

very unbalance!

hollow shadow
#

im angry cuz im bad at the game

wicked crane
#

i think dj might have this answer as I unfortunately haven't played outside of breaking the game for past few days ((:

hollow shadow
celest wadi
#

ah good! I figure I must drop MRE mod, like must drop swat mod, when MP comes out. Friend complains of balance.

wicked crane
celest wadi
#

no I know, friend is whine to me 'armor is too good'

celest wadi
#

I tell 'armor does not matter much, is balanced by rarity and unrepair'

tawdry timber
# wicked yacht Yes, same guy.

ah nice! if you ever need a willing slave to help with anything (that is not too complicated code-wise) let me know.
also if "subtracting" skills is not possible, what about some path of creating a new char and set XP all over at a lower level? ๐Ÿค” But I guess that has already been tried, sorry I just started looking into this today but very excited to hear someone was working on a mod like this. :)

celest wadi
#

unfortuantely argument is not very good, as I find 10 or so SWAT zeds every 1500

#

maybe more

wicked crane
hollow shadow
celest wadi
#

then agian, there is many police zombie around here, what is auth z?

hollow shadow
#

only found 1 or 2 armor pieces per police station, depending on ur loot settings

wicked yacht
#

The mod actually has 3 modes. The default has it so that on death your skill's XP is set to a negative amount, the other two modes are no skill loss and full permadeath

wicked crane
#

I can just compare rates for another outfit and copy them and see if that works. What would be ideal outfit to base rates off of?

tawdry timber
#

oh you figured that part out? that sounds awesome

#

personally I would really want some penalty, but still allow some progression. Makes hardcore more fun

celest wadi
wicked crane
wicked yacht
#

Yeah, I found B's respawn mod way too easy and forgiving. Death needs some sort of penalty

celest wadi
#

ah oke doke.

tawdry timber
#

atm I keep using a cheat mod but it sucks because I often forget to turn it off then I get tempted to "just spawn some logs" ๐Ÿ˜„

celest wadi
#

I have only found 3 antibomb. So I think I should probably have found 6 SWAT zombie.

tawdry timber
#

as in new char, set skills, then supposed to turn the cheat mod off lul

celest wadi
#

I might use cheat mod to get this fever to go away (not zed infection)

#

I have been chillin for a week ingame

wicked crane
celest wadi
#

doing nothing but sleep + eat

tawdry timber
celest wadi
#

oh you need to take antibiotic to end fever?

tawdry timber
#

you gotta find the antibiotics :p

celest wadi
#

I have many in base.

wicked crane
celest wadi
#

oke doke

tawdry timber
#

@wicked yacht one last ping, sorry. do you have a name for the mod? I'm just wondering where/what I should keep an eye on for updates/release :)

wicked yacht
#

"Two's Better Respawn Mod" :P

severe ridge
#

changes to "best"

wicked yacht
#

Nah, that'd mean that the version I upload is the best version it could be, which it definitely isn't.

gusty pulsar
#

chemistry mod?

celest wadi
#

LTS has some basicis

#

basics

gusty pulsar
#

naa, i mean like a full mod like that, i was more thinking liek combo weapons in dead rising

#

also wjat ,pd

#

what mod

craggy furnace
hollow shadow
gusty pulsar
#

a hot plate?

abstract raptor
#

can someone help me figure out why my custom npcs aren't spawning :S I think there's a problem in this lua file but I can't tell what

craggy furnace
#

CVC helmet

abstract raptor
#

rips hair out

wicked yacht
#

looks like you forgot a comma for your last line
Suit ="Formal" Greeting =

#

@abstract raptor

abstract raptor
#

OH MY GOD

#

YAY

#

I knew it was something glaringly obvious

#

Thank you

#

It works now

#

yay

wicked yacht
#

Glad to help

rancid nymph
#

Any mod recommendation?

#

Or should I play the game vanilla first?

wicked yacht
#

Try vanilla

#

see what you do and don't like

#

also, I recommend enabling the beta branch in Steam

rancid nymph
#

Already enabled it

#

Cars are cool

rancid nymph
#

Something is conflicting with this

#

Make sure all of your mods don't touch "item_TZ_Bazon"

severe ridge
#

unhappy Bacon Ipsum Dolor

wicked crane
tepid river
#

How can i command my npcs or give them Guns or get them to loot

wicked crane
tepid river
tepid river
abstract raptor
#

@willow estuary nice work, tried to send you a message saying the same but really cool stuff!

sour island
#

do containers like shelves have a way to grab their icons in game?

#

is it a var like Icon?

wicked crane
tepid river
willow estuary
#

Most mods have no controller support.

wicked crane
#

You can use a program like REWASD to map keyboard/ mouse to your controller, and can activate it by doing certain key/button press etc.. Vise versa mapping keyboard to act like controller for splitscreen

wicked crane
craggy furnace
#

modelling clothing is such a pain in the ass

sour island
#

Having weird issues with my autoeat mod- and I'm not sure if it's me or not

#

It uses vanilla functions for eating- specifically eating 1/4 of food each time

#

But I notice my character gets hungry again extremely fast

#

So he basically snacks on the same food item 4 or 5 times (while fastforwarding time)

#

He also gets two chevrons over his weight indicating extreme weight gain and is still hungry shortly after??

#

Is eating 1/4 bugged?

nimble spoke
#

I think it is just because most of the time eating 1/4 gives very little hunger reduction, and it has nothing to do with gaining or losing weight, it actually depends on the quality of what you eat

#

nutrition values

sour island
#

So weight gain's rate (+/-) is constant?

#

I've never hit max gain from 1 food item though

white wraith
wicked crane
halcyon marlin
#

has anyone found a good way to edit or add on to vanilla .x files? i found a blender plugin that should import them on verson 2.79 but it doesnt work as far as i have tried

#

even if i just got the .x file and could convert it into an obj or something and then re-export it to a .x when i am done would work

#

i dont actually want to edit it in directx form

nimble spoke
#

how was your result with it? could you test skinned models?

severe ridge
#

updatus

sour island
#

can anyone point me in the direction of where in hand weapon model placement is defined?

#

I see there's attach defined for clothes and even on world

nimble spoke
#

Nowhere, if it doesn't fit in hands, tweak the model itself to get it where it should be

sour island
#

ugh

halcyon marlin
cursive bramble
#

Anyone have experience modding Moveables and or Build Objects with attached lua scripts ? Specifically a script that executes on placing/building the object?

also @undone crag
i do the following to get tile/square at mouse position (though i dont know if it respects zoom levels)

local mX, mY = ISCoordConversion.ToWorld(getMouseX(), getMouseY(), 0);
mX = math.floor( mX );
mY = math.floor( mY );

    -- get the cell
    local cell = getWorld():getCell();
    -- get grid square (tile)
    local sq = cell:getGridSquare(mX, mY, 0);

ripped from [https://theindiestone.com/forums/index.php?/topic/8249-tutorial-world-objects/]

wicked crane
#

@halcyon marlin By the way, Blender 2.7.9 still came with a Direct X import/export addon natively.

nimble spoke
#

@halcyon marlin I tried converting character models and the site couldn't do it, then I converted a beard, and it was all messed up in game

severe ridge
#

I would say basics for custom 3D in pz are:
Very low poly, UV map in a single unified object (one material), proper masking which the game has its defaults (transparency, rendering order) and rigging (positioning for each attachment).
Zomboid clothing models and textures are picked by scripts btw

#

Its easier to do weapons, more complicated for cars (cars can have different file types and arrangement) and clothing is the messed one because of all of that above

#

Animzed is on the list tho ๐Ÿคท things are going to be simplified over time

halcyon marlin
#

animzed please dont end up like creative mode ๐Ÿ˜–

halcyon marlin
wicked crane
severe ridge
#

if you can rig the model into the player model, yeah, hair might be possible x.x im newb