#mod_development
1 messages Β· Page 452 of 1
Like, a lot of the time people who have good ambitious ideas like yours, hit a serious wall on account of not having basic troubleshooting/computer programming skills, and they can't really be helped because they're trying to ride a bike before learning how to walk first?
The other problem is the fact that the source files for the map are closed source, so you'd have to overwrite the entire cells that roads and highways are in. Which is most of the map.
I can do it, and already have in some stuff π
Unless there's a place somewhere you can download the sourcefiles for the B41 map?
I was a dev for like five years and I've modded other games, so it's really just familiarizing myself with PZ's tools and learning lua (because somehow I've never touched a lua game)
Ahahah, shit, okay. Sorry, usually when people ask stuff like that they don't even know how to find the PZ directory and stuff π
Well yeah, you can overwrite individual 10x10 chunks.
and don't worry, I'm very aware that adding street signs to the game is a "so big it gets abandoned 10% through" type of project
Andre, I can put whatever worldobject/tile I want, wherever i want. π
that's why i wanted to start small
#mapping can help you
Yeah, you should be good then Jack. π
Impossibru
What are your secrets?
ah, thanks. I opened up one of the modding guides pinned here and the mapping section was...uhhh
Too much free time.
...but it's how I added visible exit manholes to the secret military base for the labs mod.
Among other things.
On a related note, do you know how to create working ladders?
is the may, 2018 version still the latest tilezed?
people created working ladders through the mapper tool by putting an sheetrope behind a ladder, the ladder covering it.
Interesting concept
I'll experiment with that later, thanks.
its been used on the camp hill map.
Wait what
its how people could climb the ladders in the towers of camp hill
Are you telling me those ladders in the fort redstone mod are actually just an illusion trick?
Is there a way to place a 3D object on the ground, instead of icon?
You should make custom tiles with sheetrope properies in TileZed. Basically copy the nonfunctional vanilla ladder tiles, and then enable the sheetrope tile flags in TileZed.
Not saying that hiding a sheetrope under a ladder tile won;t work, but also that method would allow zombies to tear down the invisible sheet rope and make the visible ladder nonfunctional, so it's a sloppy hack.
I just realized all 3d objects are attached to character bones
How long did it take you to realise this
You can if the item's picture also has a 3D model of the right name. like butterknives.
Don't worry, it took me three weeks to realise this
yeah but butterknives model can be only attached to the character
You can set its height, and in the .txt file in /scripts you can have a number of versions with different rotations if you want multiple rotations for the 3D model.
If you drop a weapon on the ground it shows the 3D model.
You can see how the Drive Cars mod does it.
F, by the way
i laughed seeing the missing documentation for maps
thats the story for most of PZ modding
You can make an item invisible in the inventory by giving it no name, which I was going to exploit for a mod with custom armour, but now modding custom clothing is easier <_<
I'm talking about the open Beta though. The IWBUMS.
ah, looks like some of them really got the 3d model showing instead of icons , I'll see what I can do
I'm thinking of using floating item crosshair models to show which zombie is the target in a custom aiming thing I've made, if not giving them coloured outlines.
Devs are working to make everything 3d
Wait really
Just a warning the aiming system is getting completely reworked in b42 so prepare for your mod to break
He already knows that
But he's almost done with it
Oh okay
It's not using the Java aming system, it's something to use instead of it for different sorts of thing like throwing weapons.
It's coded in Lua, how it picks the target.
You could use it for a sword that shoots fireballs.
And B42 won't come in this year
Multiplayer will take them at least one or two months
How long has B41 been in development? It seems like forever
Don't know
They're working on MP
I don't even know if they started working on B42
can anyone make a shaving machine mod?
I'd do it myself but I don't know anything about modding at all
A shaving machine?
2015
It has been in development ever since 2015 started
What?? B41 came out back in 2015?
They started working on it in 2015
That's insane. So what they just flew through the first 40 builds? Crazy stuff
Oh lawd. Stupid and ridiculous if true.
Actually
While they started working on it in 2015
Only one guy worked on it
They focused almost all of their effort on the vehicle update
I thought B41 was maybe a year or two old but 2015? Dear Lord.
It was released two years ago I think
When was B40 released?
Oh gotcha
the B41 Beta was part way through 2019 if I remember correctly?
Alright ,after some tests, some 3d models can be shown on the ground , but only limited to a very few stuff, I think it doesn't allows models from mods shows up in world because I did a test with same file from the original game. So yeah placing a 3d model in PZ is basically impossible.
41 was not in dev in 2015
it just had assets made way back
its odd, because you can see a ton of left over shit that was never put into the game
That's what I meant
camo used to be smudges
I didn't mean they started working on it in 2015
the game in general has a bunch of stuff not actuated or just disabled
There's an archery mod that uses custom models for the arrows.
Did you set a world attachment?
yes I did, none of them shows up, guess theres' a size limit for it or something
Ps nvm it seems world attachments aren't needed, looking at a file in scripts
for many cases, the model is supposed to be show up (but didn't) because the icon wasn't there
If this model shows up it should rule out a problem with the model file. It's from a mod where it's visible.
Did you restart your whole game?
yes
What's in your txt file in /scripts for the model?
Did you restart your PC?
D:
I'm not a PC user
yeah just restarted game again, the icon shows up then get disappears, means the model has been loaded ,but never shows up
doesn't matter, I let it read a blank texture already
Ah ok like
texture = Weapons/Blank,
in /scripts for the model?
Is the model visible when held by the character?
oh wait, it shows up!
whar
let me try replace the model ...
hmm, I see something very very tiny pixel blinks, that means it's a matter of scale. guess the fbx doesn't work for inworld objects but .x do(yes same model, fbx doesn't works but .x shows up)
yeeeeees
What fixed it?
I think fbx doesn't works for this case, but .x do
let me export the exactly same model to fbx and give it a try
oh the fbx works too, then it was because scale I guess? it's actually 100times bigger than character attachments like guns
so the inworld 3d model has "height" which could make something interesting like walk through some water ...
It is possible to make simple 3D model as sprite or decoration item (and working pretty well!) . Since the camera angle for PZ is fixed, The polygon count also can be very low if you retopology the rendered scene as a plane. I didn't tested for alpha channels but I don't think PZ supports it.
And thanks @undone crag for help!
as far as i know, only characters and world items can have a 3d model currently. You could maybe script an "item" that can't be picked up. Otherwise render it out to a sprite and use it like any other world art
If you made it a "crashed car" item then yes, you can use it as a decoration.
ohyeah, cars
Also, it could be a weapon that weighs 1000 units? But I think there'd be less jank issues making it a trashed vehicle instead.
i'm not sure if you can totally force a wrecked car zone into the map or not, overriding the player sandbox settings
There's many many many ways a creative feller could spawn a custom crshed vehicle into the map, given the lua skills.
But I think I heard something about support for custom vehicle zones in the vanilla map being forthcoming as well.
cans omeone help me out with a quick question?
i just added AIZ2 for the first time and i keep seeing "dumping any pasted road data to console.txt"
Looking through the Java and/or Lua I saw an item property called something like invisible or attached model, and if the item has no name, it becomes invisible in the inventory. Maybe they are also excluded from being listen when on the ground.
the lines need a ton of work and it doesn't do anything yet, but it's a start lol
Street signs? That would be pretty cool
Yeah the goal is to add a context menu so you can read them
Not actually doing street signs yet because I'm gonna need about a bajillion of them, this is just a test
Probably gonna line one highway with numbered signs as a start
Nice
i'd love for that to be a resource, it's something i'd like for my map too
Assuming I get somewhere with this, the plan is to have it load from a list of them so it should be easy to make a file full of them and have those populate
Once I have menus working (aka once i find an example to rip off) and collision, that'll be the next step
cool. i can help with the art if you'd like
Yoga Class 
Oooooh.
If you change the fbx of a mod it changes instantly ingame as well without restart. How cool is that π
And i closed game all the time before i added a new object
Too bad this doesnt work with weapon stats as well
I'm waiting for someone to release the music radio from fallout New Vegas
I have a question to the distribution:
If i add more items to the list here. Will the chance decrease for the other items which already have been in the list before?
Like are they compete for the rolls?
I want to add 2 new axes in that case. But i dont want to make axes overall more common.
So should i just add them and leave everything as it is? Or should i then decrease the rate of the existing axe? so it somewhat matches the chance to spawn a axe like before without adding new ones?
So my guess is i have to reduce the chance of each like so if i want to remain the quanitys of axes:
looks good
Thanks!
Better add items to distribution by table.insert !
Thanks for the heads up
What does "table.insert" do?
And how would that look like?
Thanks for the example
Yes
Alright, thanks. Will look into that
Use the table.insert method.
Like @tame mulch showed.
What he said.
Base.HandHatchet.
yep
Also, when adding stuff to procedural containers, the format is slightly different:
table.insert(ProceduralDistributions[list][CONTAINERNAME].items, "ITEMNAME");
Thanks, writing that in my note π
Just save that screenshot @tame mulch posted. Good reference there.
Dumb question since i'm here, but what does ItemPicker.lua do? I've seen that as a requirement in some distro files.
E.g., require 'Items/ItemPicker'
I don't know. I didn't use it. Anyway, you can "not write" require at all and it will works)
DUDE seriously.
You DON'T know what you're talking about, and that is the WORST advice.
That is a huge common screwup with mods.
You do this all the time. PLEASE quit spamming in every channel when you don't know what you're talking about.
@willow estuary you said you had a mod that spawned in world objects? think you could point me towards it so I could take a peek? I'm using an old example mod that I had to tinker with just to get it working but I don't think what I'm spawning are proper objects
@sonic flame cut and pasted from a WIP mod, but this should be transferable for your purposes π
local newBarrel = (IsoObject.new(getCell(), square, "greensupplybarrels_1"));
square:getObjects():add(newBarrel);
square:RecalcProperties();```
Awesome, thank you
π
?
I mean
Was just trying to help the guy
Dude, if you don't know what you're talking about, you're not helping.
You told him the opposite of what the right way to do it.
You obviously don't know anything about the subject, so what would possess you to say that to him?
If you don't know what you're talking about, and, again you obviously don't, you're not helping and should, just this one time, not saying anything.
jesus fucking christ dude.
@willow estuary what a important rule to follow
Oh, you're one to talk given all your past shitty behaviour treating me as your fucking punching bag Vunder.
would that rule override "the guy is saying misinformation so i gotta stop him"
hmm got it got it
just because he's very well know doesn't mean he should get past the rules.
and if he DOES than that's total bullshit
doesnt look like hes being a dick lol hes just being frank with the guy
@quasi ginkgo IIRC, you advised someone to name their disto file "Distributions.txt".
Do not do that. That is actually bad.
coming and telling someone false information on how to properly mod creates problems fot every modders because people who cannot properly test mods will blame the first thing they see.
Yeah. Been on the receiving end of that.
I do know what I'm talking about, sure I'm not an expert but you're making it sound like I'm stupid
And I literally don't spam
before shit gets more fucked
It's just fucking rich having fucking Vunder lecturing me given how much he's dragged me, insulted me, and harassed me in the past π
well
Sure
you literally provoked it further, so ya know, thats great.
π
FWIW, I've got a 3.0 update to my cooking mod that's in the wings. Overhauls some of the cooking recipes to work better, and to require appliances to them too.
It makes use of the OnCanPerform lua function.
Cooking mod?
Is that an overhaul that makes cooking better?
Or just adds recipes?
selling commissions for weed π¬
oops, wrong place
Yes to which one?
It adds a ton of new stuff and new ways to make things.
Great for 6ML play, as it lets you craft a lot of stuff you normally can't get due to it all going bad.
Sixteen times the details?
All new cooking, grilling and eating technology?
Four times the size of project zomboid's vanilla cooking system?
It's all there in the description if you want to use it.
Epic
Anyways, a lot of stuff will eventually require stoves or fridges to craft. In the case of the latter, fridges/freezers to make Ice.
Credit to @willow estuary for the help.
Is that coming to advanced gear?
Or a standalone mod?
I guess I'll never find out
Welp, context menus officially hate me
I guess they're not world objects, so I'm not sure how to get a handle on them from the context return
Epic
I would love to see a UN helmet mod as well (or, if youβre using dayz images, the AN helmet π)
Is AnimZed out?
Rightio
That wonβt be for a while, some have access to it rn tho
I think for testing but Iβm not sure
Ah, that probably explains it
can i spell something right this one time
AnimZed?
The animation tool for PZ
Oh yeah, that
Why would you want it though?
Can't you just make animations outside PZ?
No one has access to Animzed. You can make animations outside of PZ, that is what I have been doing.
@willow estuary Can you make better knuckle dusters? Maybe even dual handed ones with spikes?
Nah dude, I explicitly don't do requests.
The whole modding thing, and my creative stuff in general, is strictly a one-way street.
Ah. Understandable. Love your mods man.
with these distro lists- is there a reason why table.concat isn't being used since the values are in pairs and require each other?
@tame mulch @willow estuary
wait concat returns a string
could have sworn there was a multi insert
nvm, it would have to be it's own implementation
Pretty sure thatβs false
Nobody had access to animzed yet
was it just me or was there another channel in the workshop section before
Is there a function to reload weapons stats from the script without restarting the game?
Would be handy when balancing the stats
just a friendly reminder that this exists
edit : should've been clear, this is a sound overhaul for pz
Whats the shorthand for Tailoring skill if I want to give tailoring skill gain on some recipes?
Like, when I take a look at Scrap Weapons, Armors, etc, they use this on the .txt file
OnGiveXP : Give100MWXP,
So, is it possible to just replace the MW shorthand for something else and it'll work?
It's not supported from the scripts, you need to make that feature by LUA. There are only a few of them works in base game
ah, I see. Thanks.
Brita's weapons pack or yours?
Best loot spawn so far in testing.
Is this on the workshop somewhere? I want to try it out
pretty sure that's still a WIP and its official
Damn well I canβt wait for it to be done
there's one on the workshop for cars
Some sounds in PZ are incredibly low quality compared to others
it makes cars less annoying
Yeah
can anyone help me with the "dumping any pasted road data to console.txt" message i keep getting?
i read its about the cheat menu for a mod, but i dont know how to turn it off...i disabled the mod and its still showing
what mods do you have?
so i read its from the "alll in zomboid map pack"
omg... hang on
i might be a complete idiot
nope lol!
i thought i had it cause it says "cheat menu aiz editor" so i disabled it, still happening
ive tried using new maps and stuff and just never seem to be able to get it to work right, bums me out
getting somewhere finally
any hints on what I'm doing incorrectly? text on the bottom is null.
is this not what properties are even for?
what you want to do?
Just stick some text inside the object so I can pull it back out later
I need to get "firstsign" back out
I know it's the right object because the name I set is on it and I can access that
i didn't used PropertyContainer. ModData didn't work?
I haven't tried that yet. Was poking around in the pz reference but couldn't find enough info to figure out how to use it like this
what you want to do with sign in general?
Signs get placed in the world and then read from a context menu
Context is all set up, just need to figure out passing the data through
Oh I just found a moddata example online. Gonna play around with that
an idea i had previously was to use zones in WorldEd. They're a generic type and can have any text in their properties; then your street names aren't tied to specific art or anything like that
maybe check for coords and then check from a list?
a man has fallen into the river in zomboid city
aw yeah, now we're in business
narrator: they were in fact not in business
Ignore the fact that I'm spawning a new sign every load. that's on the list to fix lol
noice!
now to figure out why the sprites disappear
it's not on the workshop, it's my overhaul of the PZ audio, it's on my discord and it's fully finished already
I remade cars too
the official ones sound way more work in progress than mine do π
can you be more specific
there's some heavy limitations that can't be overcome from a modding perspective because of how the engine is set up
When you start turning left
right but what exactly is missing
At 0:03
I'd love to for example have different materials for the drifts but the game onyl takes one
It sounds like it's looping
oh I can't influence any of the loop length or assembly, just the assets themselves
yeah it's looping, it's one of the problems with the engines
I can just switch the samples for my own, but the length and a bunch of other things can't be changed
there's no turns that switch a sample though
it's the transitions that are handled poorly
like, you'd not hear it in this sample of mine either because it's just going straight
(on another note, any mods you download on top of my project simply overwrite the sounds in my project so it's perfectly viable to use my stuff with this car mod overwriting it)
i'll be reworking all the sounds yet again once the implementation is fixed by the devs with their sound overhaul
just wanted to point out that my project exists and is freely available since the devs started building hype around the new noiseworks sounds
but I'm feeling complimented that you thought my sounds are the official rework π
Still better than vanilla sounds
Seriously they're very annoying and sometimes unrealistically loud
Driven police car through rosewood
yeah that's what I was going for, tbh there's a lot of stuff that can't be done due to how stuff is implemented, but I at least tried improving the samples
yup, gonna sure be a nice challenge to try and stand up to it myself π
LUA is easy to learn
But it's pretty lacking
yeah but I had to do core modding
like, you can't change the sounds by just popping in ogg sounds into the directory
or, not all of them anyway
gotta go in, crack the fmod banks open, decompile, swap, match, recompile and boom
no joke the method took me months to figure out
Crack em open like eggs
yeah
Itβs lame
project zomboid's modding in a nutshell
Your lame
Other games have much better support even in alpha
s e v e n d a y s t o d i e
it's not that bad, actually
well technically speaking it is
Yes, it is
Nice joke
huh?
7DTDβs modding doesnβt exist
that's what I was trying to say
Itβs mostly graphical changes
and that's why I typed it like that
Lots of things arenβt touchable normally so itβs a game of having to go around it and adding your own solutions
Pray no one else does anything similar because it can break your mod
see this crowbar skin?
you can add it to vanilla
just waste 5 years trying to get it to work
jokes aside
something like fallout 4 modding is gonna come in handy here
in project zomboid, if a mod touches a single part of an item
it will be completely incompatible with anything that touches the same item even if its a different thing
in fallout (or new vegas), it doesn't matter if a mod edits the same gun
Very little of what I've learned about FO4 modding has been of any use to PZ.
Totally different engines, mod tools, et cetera.
Hell, PZ doesn't need load ordering for one.
as long as it doesn't edit the exact same thing another mod does you should be fine
I mean
You can apply this to every single game
What I meant is that we should try to do something similar to this
bethesda's engine is 20+ years old
There's this thing called ItemTweaker that lets you change individual aspects of an item. Two different mods can tweak the same item without issue.
Don't see many mods using it
Plenty do.
example?
Most don't need to, unless they need to make changes to Base items.
That sounds like a you problem.
?
Off the top of my head, most of SF's mods use it to some extent.
Soulfilcher.
All of his X Time mods.
The Littering mod, Algol's stuff, Fashion Montage to name some more.
Gee, I wonder why.
ikr, smh my head
he doesn't like tweens blowing up his chat I would imagine.
Exactly.
yeah "blowing up his chat" doesn't make much sense
You have a discord server of your own?
I do
lol
@willow estuary with that spawning method you gave me, do you have to do something special to keep the sprites from vanishing? The objects are still there, but unless I replace them on load they go invisible
And I can't do that because I end up stacking invisible signs on top of each other
Huh, sorry man, I'm not smart or knowledgeable by any means? I just keep banging my head against the problem until a solution falls out.
All I can say is that this cut and paste job from a WIP does indeed create persistent new tiles/sprites when I use it in testing for my mod?
local container = ItemContainer.new("SupplyBarrel", square, newBarrel, 1, 1)
newBarrel:setContainer(container)
square:getObjects():add(newBarrel)
square:RecalcProperties()```
Also, FYI, until b41 MP is available, it's completely up in the air whether any of our mods will work properly in the MP environment? I imagine this would require some sort of synching with the server as well?
The only difference between that and mine is that I'm using loose sprites rather than pulling them from a sheet, so that's somewhere to start looking
And I haven't even thought about multiplayer yet, but I think I should be able to pull the spawning code out and drop it into the server files (based on my nonexistent knowledge of how pz servers work)
My first little mod is done, thank you for helping me out here in the chat!
https://steamcommunity.com/sharedfiles/filedetails/?id=2423906082&searchtext=gear
Ah!!!! That's probably the problem right there!
those are some nice ass tools
Woah! are these for Build 41?
Yep π
I will give it a try!
Awesome! Let me know if a weapon feels to overpowered or is too rare.
I tested it for 2 hours now and found so far 1 of them π
But i also have tested them in cheat mode a bit
You got it!
i love this description
best mod by far for project zomboid
yep, it was the loose sprites. I found a tilesheet in tilezed that actually has roadsigns and changing the spawns keeps the old ones
Oh sick!
it's gonna need some bloody textures so I don't have to add numbers, but I'm okay with it so far
it's totally cut up from a stock image site, but don't tell them lol
this is what I should be doing instead of midterm projects, right?
yeah I guess
nice, is this going to be in advanced gear with next update?
nm just went and read it myself, thanks for the work blair
Thanks! π
maybe a little tall, but meh
that's a really short dude
I need a cell to get a grid square? Shouldnt that be possible just by the xyz coordinates?
You can use debug mode to edit the variables of an instance of an item.
Hello! There's any mod that allow me to see every craftable item in only one tab? Only that I've all items to craft
you can do that in vanilla
there is a checkbox you can check to see all craftables
Is there a way to set the battery power for all batteries at the start of the game
trying to make a long dark mod
does this look right (specifically the craftables... i don't know the exact needed ID's)
(btw i'm fucking with a recently made metal bat mod because HOLY FUCK it was OP as hell)
i tried doing that and it wouldn't work with me
and i'm not writing this
this script was already made
as i said i'm tweaking a mod that made a weapon that was... VERY OP
I'd write it like the following:
`recipe Make Metal Bat
{
keep Blowtorch,
SheetMetal,
WeldingRods;2,
Metalpipe,
Result:MetalBat,
Time:200.0,
Category:Metalworking,
}`
I'd file it under metalworking personally. Also, I'd cut it to using 2 units of the welding rods rather than eating the whole item.
yeah probably
tweaking this has been quite the handful
the guy basically was like "balance = 0" and made everything 100
the crit chance was 93%
Lemme guess, it was one of those Babby's First Mod affairs?
probably
but so far it's the only metal bat mod that actually ADDS it's own item instead of replacing the normal bat
module Base
{
recipe Make Metal Bat
{
keep Blowtorch,
SheetMetal,
WeldingRods;2,
Metalpipe,
`Result:MetalBat,`
`Time:200.0,`
`Category:Metalworking,`
}
that looks good?
Add the following between the first bracket and recipe:
imports { Base }
It uses Base items as ingredients for the recipe.
That looks fine.
Only thing I'd recommend is aligning the imports brackets with the recipe? Keep things nice and tidy to make it easier when reviewing different chunks of code.
module Base
{
imports
{
Base
} like that?
they are all straight together in the text
Aaand my texture pack just broke. Maybe that's enough modding for the night
wondering if there is a list of 'recommended mods'?
I've never played before so I don't really know what I'm after
should I update to the 41 build? or are mods more stable on the previous build?
most new most won't work with b40
i'd heavily advise playing on B41
only ever play on 40 for MP
group:setExclusive("Billboard", "Back")
This fucking line of code right here.
It was the cause of so much of my grief.
bruhhh
It's from Dressing Time, one of soulfilcher's mods.
If I leave it enabled, lots of tooltips break and my console floods with errors like the first five compartments of the Titanic.
It's taken me like 2 weeks to chase it down but I finally did.
Well, I'm tired. Gnite.
wait what's a file
and how do i find it
or is it there because of the mod only
You can also craft it
what are the requirements?
I dont remember, just search it in the crafting menu after you learned the recipe
I tried adding orgm as a mod for my 40 server (steam) it does not apply the items (no itemfinder or police station check)
I enabled the mods under settings for the hosted server and myself
Any tips?
Well I can spawn as many street signs as I want, but I cant seem to spawn them outside of the currently loaded cell. Not a great sign
string that's made out of plants?
yeah basically
bru
980 cigarettes, god damn
Is anybody able to create a small mod for me? the only requirements are a few items to be given to the player upon spawning and a spawn location
MoreTraits is broke as shit. Don't use that.
I mean, some of it works. But it was causing me a shitload of issues in the past and I had to disable it.
Use it at your own risk.
1000 cigarettes sounds like a typical European diet for the week.
yeah it's way to op
hydro spawns acting up again?
Allegedly the creator's going to revisit it or something after B41 Stable drops. Don't quote me on that though.
Once again if anybody is able to create a mod so that I can spawn here https://map.projectzomboid.com/#0.801315715219163,0.3090372497504362,179.98819705828978 I would be eternally grateful, if possible it'd be nice to also have the ability to spawn with a lumberjack shirt and a beanie/wooly hat
@coarse jackal there is a mod like that adds a ton of different spawn locations
Yeah I think I just saw that one
I've also just found this one here!
Although it was last updated in 2019 so that's definitely not b41
I wonder if it still works
Is there a way to find the arguments for events if the wiki doesnt have them listed? I found one that should do what I want but the wiki page for it is blank, and all I found in the java code was the line adding it to the events list
Anyone has a idea where to find this campfire graphics?
I wonder if they are hidden in this "pack" files
All tiles are in the pack files
Which tool i can use to open those?
tilezed has a .pack viewer
Oh found it, thanks π
For a moment i thought tilezed is just for creating maps
But makes sense that you can also view the textures
What event are you trying to lookup?
The short answer is yes, but it is definitely easier to just tell me which event you want to know more about. The long answer involves setting up your development environment which you will not like.
has anyone used the yacht club mod? does it work?
I'm not in front of it, but it's something like OnMapLoadCreateIsoObject
Lol how did you know I dread the thought of going back to a Java IDE?
It's just common sense, don't worry about it
Although I am bit surprised you used an IDE at one point to begin with π€
I could do it but back when they were teaching us java in school they told us to use Eclipse and Eclipse 10 years ago was pretty terrible
I hear it's better now
Eclipse is not a good Java IDE
What do people use these days? Jetbeans?
I am sorry to inform you that this event is not currently used
Ughhhh
I don't know what people are using these days... I think you can count on one hand the number of people who use an IDE in the Zomboid community
Lol that's fair
Well I'm back to square one then. I'll have to fuck with this more after midterms
Playing with infographics
that is a great chart
Blair, does your spawning work in unloaded cells? I've noticed that the only way I can get signs to spawn is if my game loads while my character is inside the cell
I've had a nightmare of a time trying to mess with anything not loaded
As far as I know, practically speaking, unloaded cells don't exist. It's a "reality bubble" thing.
So the only way to add objects to a cell at runtime would be to spawn them on individual cell loading?
what are you exactly trying to achieve?
As far as my simple stoner caveman brain understands things, yep.
Well that sounds like a big ol RIP to street signs
I think he is trying to spawn programmatic street signs
i mean
the easiest way to do that is to manually spawn them at very specific points
uh
let me go look for something
very similar to what we are doing with the crashes
@sonic flame what kind of objects are they?
Should be quite simple to do, but this depends on how he's approaching the problem
this is blairs but the premise is simple enough (mind you its lacking the requiring code otherwise)
addSpecialSpawn({type = "burnt", x = 3630, y = 5996, dir = Dir.SW, chance = 100, always = true})
addSpecialSpawn({type = "burnt", x = 3625, y = 6002, dir = Dir.W, chance = 100, always = true})
addSpecialSpawn({type = "burnt", x = 3635, y = 6007, dir = Dir.SW, chance = 100, always = true})```
idk how you could do that with say a worldtile let alone an object
Are you sure that addspecialspawn still works?
only one way to find out
Can't find that reference anywhere in code
in base PZ?
oh no, this is listed independently in the lua he made
Yeah I'm dropping in isoobject street signs
It's Lua, it's open source by default
if someone makes cool car with legos i dont want to grab their invention and just show it off
its their lego car
If there was any way to obfuscate it, you know most people would do it
context is key too
He can always yell at people for posting his code around but there is no basis in reality for that
Ah theres an event for a grid square being loaded. That may do what I need
great
If I publish my code as open source in the public domain I can't dictate who gets to talk about it
sure, you can also dl it and just crack it open
That's just ludicrous, but I understand this is a thing in modding communities in general
same results
You are not cracking anything open, it's open source by default
Lua does not get compiled in binary
lol
you are taking it too literally there
i mean as just open it up and look
not as in literally cracking her open
i.e. going into the folder and opening
It's fine I understand the culture here all too well π
Doesn't surprise me that people would get upset if you talk about their code
I dont know much about PZ's inner workings, but I cant imagine adding a function to every grid square load is great for performance
Guess we'll have to see
What we should be working on is a Lua obfuscator instead of the ***loader
Now that would grab some serious attention π
"I dont know much about PZ's inner workings"
Oh you sweet summer child. Be glad that you don't.
an obfuscator that generates its own key would be neat
yeah I don't plan on going any deeper than I need to. modding this game has been frustrating to say the least
only accessible via what created it in the first place
yeah
the lack of documentation for PZ modding is a bit staggering
particularly due to how fast it outdates
I compare gaining knowledge on how to mod PZ to acquiring forbidden lore on how to worship the Chaos Gods.
I agree, but don't sympathize
There is almost no need for any documentation
Gaining such knowledge requires much sacrifice, and is a dark path no loyal Imperial servant would dare tread.
I'm sorry but you are wrong.
That's just compensating for... cough... lack of other things π
This game's netcode being such a shitshow and needing a years-long revamp is proof otherwise.
Decompiler doesn't include code comments in it's process
Besides we already have the tools we need to code this game on close-to-dev level
There's a chinese term for it I'm starting to get fond of: Chabuduo - Just good enough.
The devs thought "just good enough" on a lot of stuff they've done in the past and moved on from it.
Actually better then devs, only thing we lack is the ability to mod in Java
It doesn't matter what they did or will do, the tools are out there
API documentation could be improved though, that is the only thing I would ask the devs
i think i am resolute in my belief that albeit PZ is starting to become even more modifiable the lack of interesting stuff to mod systems wise is making it tempting to wait for further serious modding
We will see how that fairs when the docs get actually updated for B41
That's just your burnout talking
I can think of 10 mod-ideas off the top of my head that can be done
I just don't have the time to do them, working on project chabuduo
Just look at pz-cnd-speech + peach animations
That would completely change single player experience forever
Sure it doesn't have guns and explosions so it's garbage by default in the public eye, but regardless it would bring so much value to the game for those who actually value roleplaying
if i want to make project vampire id need to wait
What ceiling are you talking about?
in terms of actual ingame content
That's just fun stuff to get likes
It would not really improve the game in any way
Kind of like adding 500 guns in game
i am not interested in improving anything that i dont find interesting
zombies are fun for the first 1k hours
but they are stupid as shit
when you realize you are a human and smarter than millions of zombies things get stale
vampires with guns?
supernatural demon dogs?
And I am assuming you are playing with sprinters?
ok, cool, i am interested
On highest possible population
even with sprinters they trip, rot, and die
why not have a problem where they sprint and you can only permanently kill them with fire?
Ah alright, so the game is easy with sprinters on highest pop
How about modding them in a way to make them fun and not torture?
Having vampires is just kid stuff π
your opinion π
Sure, just like it's my opinion that 500 guns don't make the game better
We all have our own opinions, no need to even talk then
Let me know when you find an actual argument why vampires and guns make the game better
okay, wow
yeah, let me just yoink my stuff out of coco because i love to collab with you guys but thats the last arrogant thing ill tolerate from a litany of them
other than that we are hunky dory and chuck has my dearest regards
What exactly is arrogant in saying that vampires don't make the game better?
Besides I don't really know why you are posting leaving coco in #mod_development
You are free to DM me about that or post it in the community section on the server
because i am talking to you here, now
This is not the place to be talking about this
indeed, it isnt
Unless you are trying to start a flame war
Which would be pointless π€·ββοΈ
no, i am not
yikes
If they gonna let us mod animation and custom skeletons someday. I'm interested to make some "special zombies", like one can open the door and chase you for long distance with high HP etc. yeah just like
tyrants 
i started doing the same thing last night! i should have looked here first, sorry
We are getting other skeleton options since they have animals planned
man, FR has some clever stuff in his spawning scripts
indeed he does
hopefully he won't mind if I adapt it
probably not
oh shit it works
great!
haven't heard back from FR, but depending on how that conversation goes all I have left is grabbing x,y coordinates for every sign I want to add
once highways are done it'll be time for street signs, and that's honestly going to be a nightmare. I'm not creative enough to name every street
plus there's the issue of existing street signs in the vanilla game, which I didn't realize even existed until yesterday
lmfao
hahaha
in that case, you could try to put an "invisible" object on it that is readable
itll just sit nicely with the world tile
Yeah it should be solvable, I just haven't looked at them yet
Oh and I still have to chop up that street sign texture so I have 1/2/3 way signs, but that should be a 5 minute job in gimp
Just the highway signs by themselves should be massively helpful as far as navigation goes though
And then maybe I'll get around to adding plaques to big landmarks, we'll see
Or I could really torture myself and add addresses to all the mailboxes
orrrr my signs could go back to the disappearing act from before. that's totally what I wanted to deal with right now
going right now through the LUA tutorial in the Forum.
So basically this example should make my character say "i like tutles" each 10 game minutes. But he doesnt. π¦
Guess its because the tutorial is from 2013
RoboMats Modding Tutorials - An introduction to modding for Project Zomboid - I - Introduction I1 - Where to start I2 - What is neededI3 - Lua TutorialsI4 - Other Resources II - The first steps II1 - Getting the connectionII2 - The entry point: Events III - The first mod III1 - Preparations III1a...
Title? Fallout New Vegas
Image? Fallout 2 oil rig
Game? Project zomboid
uh
@quasi ginkgo
that's rust
the entire premise of blairs mod is based off of Rusts oil rigs xD
ALSO
https://steamcommunity.com/sharedfiles/filedetails/?id=2425194218&searchtext=rebalanced if anybody wants a balanced version of that recently made metal bat mod here you go
made it more powerful than the basic bat while still being less powerful than a nailed bat
Sorry but there is only one oil rig
And there's only one "rigged from the start" quote
bro
i've played rust
it's the exact same scenario as rust
scientists on oil rig and boxes full of loot, he even uses a picture OF RUST
it's just rust but in PZ @quasi ginkgo
Rust isn't real
I don't play rust
So it's not real
oh i see
@low yarrow i see no reason why that example would not work. I can only guess there was some losding error?
Anyone got experience with placeable objects like chairs? Can't find any tutorials that cover it well
Does anyone know what effect this has in game?
I'm assuming it's related to NPCs, but I got no clue really
Even with the limited amount of time I've spent in the code theres a ton of NPC related stuff in there, so it's likely
yep
There's alot of deprecated stuff even outside of NPC related content
i'll probably be out of modding for a while peeps, but i'll keep an eye for new stuff you guys do π
It didnt showed me a error at least in the log file
Is there a way to make a map (the one you can loot in-game) of this
Raven creek really needs one
I sure, what people will find way to make home in urban zone kekw
Oh I wish I knew how to make a mode with some new clothes. Like, dresses look kinda weird and ugly, and also, I guess itβs 90s but still no crop sweaters and cardigans
ok there is something really wrong with my Rebalanced Metal Bat mod
i have NO CLUE what it is as i didn't change anything besides the scripts and recipe
i made sure not to touch anything besides what needed to be
OK i think i know whats going wrong, i think i made it have to many files (contents for example)
the original version of the mod goes like this
while mine goes like this
i guess the best way to figure it out is by comparing both workshop versions actually
hm
they look similar so that can't be it
this actually made the mod brick the entire game, i had to remove that in order to fix
this specifically
now i'm doing minor tweaks to the crafting and repairing
i wanna make it require a blowtorch to be repaired, but i don't quite know if i put Blowtorch=2 or BlowTorch;2
or keepblowtorch=2/;2
figured it out
Revised the "why mod not work" troubleshooting guide for my workshop pages.
now i need to figure out how to make it so crafting requires metalworking level 3
SkillRequired:MetalWelding=3,
But is it compatible with HC?
π
I believe this clause covers that π
mods on the workshop, many of them popular,
that can cause issues with other mods.```
But if I'm gonna get to serious about having this sort of boilerplate disclaimers on my workshop pages maybe some sort of "No compatibility with Hydrocraft is either intended or guaranteed and any issues with Hydrocraft are outside the scope of this mod and not a personal concern for the mod author"
I made a HC compatibility patch one time and:
- It was a GIGANTIC pain in the ass
- It resulted in one instance of someone insisting that GEAR forced them to download and install Hydrocraft, because of the optional HC compatibility patch in the mod bundle.
So, never again
If cars have bones and zombies have bones, why no bone weapons
yeah i figured that out
now i'm having trouble getting the crafting recipe to not accept only 1 unit of the welding rod and 1 unit of the propane torch
i think i got it
Because zombies and test cars have animations
The new tooltip feature for recipes is good stuff.
Hey for the Better Locking Picking mod, if you read the magazine for hotwiring do you still need to get your mechanics and electricity leveled up?
made it MUCH prettier! can't wait to see how this mod progresses with my ability to mod https://steamcommunity.com/sharedfiles/filedetails/?id=2425194218
ignore that.
nice!
I already asked this once but a few hours have passed and no one answers me
How do I turn this into a map in project zomboid?
map like item ingame?
Yes
mods, that add maps as items!
I'll try
I just checked the code of a single map mod
Turns out it's just creating an item, but I add the "Map = media/UI/LootableMaps/(name of the image)
Made it, was pretty easy
Is there a way to add points on the pz map site? I know I can lock one coordinate at a time, but I'd like to drop a bunch of pins
@fallow bridge where is that holster from the picture from?
Advanced gear
For anyone who plays with superb survivors. Do NPC spawns the first day? Because i can't meet them, and I can't edit their settings since a friend of mine said my character could spawn with a wife or something
yea but i didn't edit the settings. Is it possible? I heard there is a menu
Does anyone know if it's possible to directly open/edit the players.db file to view the contents? I have an issue that I think is related to something regarding that file in my current save game.
I tried to open it with an SQL database tool, but the one I got couldn't fully open it.
pawlow loot
his tactical holster
not true
not true at all
that is NOT a GEAR mod
i don't use advanced gear
no
In advanced gear
YOU DIDNT SPECIFY
?
Did Blair release his rust mod
and you replied to the guy asking about the HOLSTER
no
not yet
either way
BAD HYBE
Jesus Christ
bad
I said there's an item that looks very similar to that
:(
they aren't actually similar at all
they both are a holster yes
BUT
one has a actual MODEL
while the other is just a movement
I mean, we all wear air every now and then
But no I'm serious there's a swat pouch thing
That adds it to the the game
You don't understand
I'm pretty sure I have a mod that adds something very similar to this
What is the diference between the normal holster and the talctical ?
There's a tactical in vanilla?
normal holster is on the hip and doesn't have a model
Pawlows holster has a model and can be swapped to either right leg or left
thanks
Well yeah
and looks fucking cool as fuck
Let's go back to the original topic
Paw paw pew pew mod thing has some weird looking armor
nope that topic is done
Like the plague doctor mask
yeah but now you cant have 2 guns in the holders
yeah that's the fantasy armor
they can be disabled
yes you can
you can wear TWO HOLSTERS
SERIOSLEI?
Idk
Wait a minute
the real question is why?
Wait a god damn minute
so you need 2 of that holsters ?
Am I high on vodka again
Or paw loot mod has the stalker armor @fallow bridge
don't... think so?