#mod_development

1 messages ยท Page 453 of 1

quasi ginkgo
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I just created my first mod

fallow bridge
quasi ginkgo
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And unlike vunder's mod, it doesn't break your computer apart (I overreact a lot)

fallow bridge
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@quasi ginkgo mine doesn't.

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i fixed that

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awhle ago

quasi ginkgo
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It used to

fallow bridge
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brb

quasi ginkgo
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Either way

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I added a raven creek map item to project zomboid

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This will save me a lot of time

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It can be looted like the rest of the items in zomboid project

drifting ore
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i would be great if they add the ravens creek map in the Web map

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in the comunnity appart

old harbor
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someone never thinked about a mod that make the inventory look like dayz?

quasi ginkgo
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We talked about this before

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It just won't work

old harbor
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Sad to hear that

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in my mind its possible, but i have no idea about how it is done

quasi ginkgo
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It's not because it isn't possible

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But everyone hates that idea

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TL;DR: it won't fit project zomboid

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And its more of a pain

old harbor
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You have a point in that

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but I personally prefer that form of organization, maybe one day it will be possible (because someone made the mod)

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all the loose items in a list sometimes make me lose track and the patience to look for everything, besides that it would be good for clothes to have the function of storage in addition to heat and protection.

quasi ginkgo
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You can already make cloth function as a storage

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Pretty easy, too

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I did it myself

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But you can't have protection

fallow bridge
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ok i'm back

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Hybe wanna know what was causing my mod to fuck PZ?

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it's fucking funny

quasi ginkgo
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Let me guess

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One wrong letter

fallow bridge
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no

quasi ginkgo
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Go on

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Ask me

fallow bridge
#

so y'know how i was asking around in here about how to fix up the scripts

quasi ginkgo
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For 2 hours?

fallow bridge
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well one of them well known modders replied to me and told me what to do

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well

quasi ginkgo
fallow bridge
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turns out

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no

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not the black screen

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how to make the mod

quasi ginkgo
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What was the problem

fallow bridge
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anyways

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yeah

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so the modder's advice bricked it

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EVERYTHING he told me to do broke the mod and PZ

quasi ginkgo
fallow bridge
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so

quasi ginkgo
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Which modder?

fallow bridge
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hold on

old harbor
# quasi ginkgo I did it myself

This is pretty cool, but my problem with the way of organizing would remain the same. I like illustrated things, a simple inventory can be good for those who like it, but I still prefer one similar to that of dayz.

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I think in the end it's a matter of taste

fallow bridge
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this bricked it

quasi ginkgo
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Madman Andre?

fallow bridge
quasi ginkgo
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Not surprised

fallow bridge
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yeah and oi

quasi ginkgo
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Could swear I called it

fallow bridge
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he's a good modder

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just made a mistake

quasi ginkgo
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Pretty ironic

fallow bridge
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PZ's already got enough micromanagment

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adding more would make it taxing

quasi ginkgo
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He told me to not post here a few days ago because I don't know much about coding

fallow bridge
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to much micromanagment pisses people off

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i mean

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i also told you that

quasi ginkgo
old harbor
quasi ginkgo
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I helped the guy

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And it worked

fallow bridge
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@old harbor it wouldn't be a option

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it would either be grid or no grid

quasi ginkgo
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No grid

fallow bridge
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you can't have two different inventory styles

old harbor
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I mean, in a mod, singleplayer only

quasi ginkgo
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If I want to manage my inventory in a zombie survival game

fallow bridge
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can't mod it pretty sure

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it's locked out code

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only the devs can fuck with it

quasi ginkgo
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I will cause a zombie outbreak in the year 1993

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This way I can enjoy project zomboid

fallow bridge
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AND would probably require a engine rework

old harbor
quasi ginkgo
fallow bridge
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i mean there is a planned inventory rework

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but i highly doubt it'll be grid

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at all

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like

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almost EVERYONE here really dislikes the idea of a grid, i remember the conversation

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but it's up to the devs

old harbor
fallow bridge
old harbor
quasi ginkgo
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It's fine as it is

fallow bridge
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i love it's open close systems and moving it and all that

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makes it feel custom tailored for me

old harbor
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Like i said, its more a matter of taste in the end

fallow bridge
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mhm

quasi ginkgo
fallow bridge
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lets move there

quasi ginkgo
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Good idea

fallow bridge
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personal preference

quasi ginkgo
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Just saying that most people here hate it

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So I doubt it's gonna happen

old harbor
old harbor
fallow bridge
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btw i like the fact that as soon as i published my mod it got 2 downvotes xD

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which i guess i understand as at that time it was bricking games

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still funny

left plank
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both of the downvotes were ME

fallow bridge
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HOW COULD YOU!

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this is the first mod where i PRACTICALLY built it from the ground up (at least EVERYTHING in the scripts)

old harbor
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what mod?

old harbor
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Oh

quasi ginkgo
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not published but still

fallow bridge
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you'res isn't a cool baseball bat made out of metal

quasi ginkgo
fallow bridge
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ok?

quasi ginkgo
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so...

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it's cool

fallow bridge
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not as important as a metal baseball bat

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๐Ÿ˜Ž

quasi ginkgo
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but a map?

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maps are more imrpotant

old harbor
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seeing that remember me how much i want they add visible holsters to the vanilla game

quasi ginkgo
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there's the paw paw loot thingy

quasi ginkgo
fallow bridge
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naw

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the engine will handle it

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as we know

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from

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cough

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PAW LOW LOOT

old harbor
fallow bridge
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because it's not a priority

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backpacks are far more noticeable than a holster

old harbor
fallow bridge
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still highly doubt it

quasi ginkgo
old harbor
old harbor
left plank
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and vunder is a very credible source of predicting things so you might as well pour water on your PC

fallow bridge
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^

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this is very true

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100%

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i have NEVER gotten information wrong ever

old harbor
left plank
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nature is healing, the PCs are returning to the rivers

fallow bridge
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but seriously i just don't see them spending time on modeling a holster when barely anybody will notice something like that

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a backpack is huge and on your back

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but the holster

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that's not something you see

old harbor
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i guess

old harbor
fallow bridge
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same with the bandoliers

old harbor
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Yeah, but the Paw Low mod is popular too

fallow bridge
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doesn't mean they will do it

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it's their choice

old harbor
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I know, just sayin

fallow bridge
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yee

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it's just our opinions

old harbor
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When they finish multiplayer I will put the mod and everything will be as I want XD

dark solar
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hello code wizards. could anyone help me create a mod for my map?

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i dont think it woul be too difficult, i just would like more intense winters?

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intense meaning colder temperatures, more snow

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is something like that possible?

jovial summit
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Cryogenic winters

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Already a mod

dark solar
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thank you but i dont want cold summers also!

jovial summit
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Cryogenic winters easy start

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There's 3 types of Cryo winter

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Warm summer, normal, and cold everything

dark solar
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easy start is still like 15 degrees celsius is it not?

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oh

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not celsius

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im dumb

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fahrenheit

jovial summit
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Oh yeah sorry, forgot about taht

dark solar
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no problem!

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something like an average of -30C in winter and 25C in summer ?

jovial summit
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You can probably ask the creator @heady kiln for some help

fallow bridge
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don't worry

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he doesn't even need to make it a mod

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it's a custom sandbox option @dark solar

jovial summit
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I've tried it, and I found it quite limited

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The cold options, right?

fallow bridge
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yeah

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temperature

dark solar
fallow bridge
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i... don't think that's possible?

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having map specific weather

dark solar
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well, it'd be a mod required in the map mod

jovial summit
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Yeah I've personally found those not the greatest, as it's not a greater of a range

fallow bridge
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oh wait

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i get what you mean

dark solar
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yeah

fallow bridge
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but i don't think you can affect temperatures without affecting ALL the temp

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like game wide

dark solar
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i see, thats a little annoying

fallow bridge
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if you affect temperatures you affect EVERY temp

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summer winter etc.

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could be wrong

dark solar
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is there a way to increase snowfall specifically in the winter or does that function the same way as temperatures?

fallow bridge
dark solar
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i see

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ah no worries then

fallow bridge
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snow fall is just rain with a different texture

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what map are you making to where you need that snow?

dark solar
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oh, so could i also just increase rainfall?

fallow bridge
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i s'pose

dark solar
fallow bridge
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oh cool

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where in canada?

jovial summit
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OH CANADA

fallow bridge
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newfoundland?

jovial summit
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OUR HOME AND NATIVE LAND

dark solar
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sort of near Minnesota/Michigan

fallow bridge
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oh -_-

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so boring

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xD

dark solar
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lol

jovial summit
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I've wanted to do Edmonton for a bit, but I decided to try with a smaller town imma call Fox Creek

dark solar
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i am also making a Quebecois map but thats on hold for now.

jovial summit
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Anwyays, back your map lmao

fallow bridge
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i want someone to make a map of the state of Vermont

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that'd be really fucking cool

dark solar
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lol

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biiiig project

fallow bridge
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not really xD

dark solar
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yes

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really

fallow bridge
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vermonts not that big at all

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i LIVE HERE

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after all

dark solar
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its huge in the map world

jovial summit
dark solar
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meh, i think we're still okay here

jovial summit
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Probably, but eh

dark solar
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but anyways VunderFiz, could i also just increase rainfall so that snowfall also rises?

fallow bridge
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map making goes in mapping

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i suppose

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i've never tried that

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i've always just set my temp to cold

dark solar
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hm i see

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well i have no clue how to even start going about that

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so ill just put it off

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lol

willow estuary
willow estuary
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Fixes the holes, and defense degradation, BUT your tailoring skills determines how much the condition is restored.
Which means that if you have low tailoring skill, even if you keep throwing new plates in it, it will still eventually fall apart and be useless/unrepairable when condition hits 0.
The list of vests is dynamically generated as well.

sour island
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`ProjectZomboid\media\lua\shared\Util\Vector2.lua' is a dead lua file that overwrites Vector2 exposure. Is the forums still the goto place to report bugs?

sour island
jovial summit
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Hell yeah

heady kiln
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any other modders here? i need help

heady kiln
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how do i make a water container not let you drink from it passively in your inventory?

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and what is the internal name for the water dispenser when its been picked up and is in your inventory

sour island
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There isn't a general water container item type- it's handled via Delta and other vars. So you have a version of every container for every type of liquid.

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You can find these on the scripts with ctrl+f for the word water

heady kiln
#
{
    
    imports
    {
        Base
    }
    
    
    item WDBottleFull
    {
        IsWaterSource    =    TRUE,
        Weight    =    30,
        CanStoreWater    =    TRUE,
        Type    =    Drainable,
        DisplayName    =    Water Dispenser Bottle With Water,
        UseWhileEquipped    =    FALSE,
        UseDelta    =    0.004,
        ReplaceOnDeplete    =    WDBottleEmpty,
        CustomContextMenu = Drink,
        ReplaceOnUseOn    =    WaterSource-WDBottleFull,
        Icon    =    WDBottleWater,
        EatType = Pot,
        StaticModel = BleachBottle,
    }
    
    item WDBottleEmpty
    {
        Weight    =    5,
        CanStoreWater    =    TRUE,
        Type    =    Normal,
        DisplayName    =    Water Dispenser Bottle,
        Icon    =    WDBottle,
        ReplaceOnUseOn = WaterSource-WDBottleFull,
        RainFactor = 0,
        StaticModel = BleachBottle,
    }
    
    recipe Remove Bottle From Water Dispenser
    {
        EmptyPetrolCan,
        

        Result:WDBottleEmpty,
        Category:Survivalist,
        Time:20,
    }
    
    recipe Attach Bottle To Water Dispenser
    {
        WDBottleEmpty,
        

        Result:EmptyPetrolCan,
        Category:Survivalist,
        Time:20,
    }
    
    
}``` 
this is what i have right now
sour island
#

Try
```lua
Code
```
When posting code here

heady kiln
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ideally i would set it so the player doesn't automatically just sip from the bottle as they need water, if thats possible, and i also need to replace emptypetrolcan with whatever the internal name for the picked up water dispenser is

sour island
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The apostrophes(and lua) have to be on their own lines- lua should change colors of you're doing it right

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Also, it wouldn't be ideal to prevent the player from drinking the items from the item's side of things

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That function is handled in player update

heady kiln
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aight, ill worry about the not drinking bit later, but the important bit i need is the internal name

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for picked up water dispenser

sour island
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You could create another item type- that is a sealed version similar to cans

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But I already thing there's so much item bloat with fluids . _ .

heady kiln
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ive gone through debug mode, ive gone through game files, i cannot find the name for it

sour island
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There isn't just 1

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Bottle with water, bucket with water

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Etc

heady kiln
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i mean the office water cooler

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that you pick up

sour island
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Ah

heady kiln
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when its an item, held in inventory

sour island
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That's not an item

heady kiln
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well, then whatever it is

sour island
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There should be a script for worldobjects

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Iirc

heady kiln
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dont see a worldobjects file in the scripts folder

sour island
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You can drink from it while carrying it??

heady kiln
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not by default, but im trying to make a mod that lets you pull the bottle off the top and use it like a very heavy very large water bottle, but for the purpose of moving water, not as a drinking bottle

sour island
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Ah

heady kiln
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but right now, i have empty gas can as a placeholder for the water dispenser

sour island
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Try changing it's item type-

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Drainables have very particular behavior

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That might be calling the autodrink

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Also you have context drink in there

heady kiln
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im forgetting the drink bit for a moment, i want to get the recipe fixed first

sour island
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Ah

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I think someone mentioned using mapobjects in recipes the other day

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If you search this chat for the word anvil

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I'm not sure if you can impact mapobjects in this way normally- but anything is doable

heady kiln
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hmm, seems like the talk of an anvil was about having to stand near a map object for the recipe to be available

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im trying to have it so the player uses the pick up tool on the water dispenser, has it in their inventory, and then uses it in the recipe

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without breaking the regular functions of the water dispenser as a result, it should function as normal until used in the recipe, at which point it obviously just stops existing

sour island
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So the dispenser disappears?

heady kiln
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yes, it is consumed by the recipe and the player receives a different item as the result of the recipe

sour island
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The issue is a dispenser isnt an inventory item but a mapobject you can hold in your inventory

heady kiln
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so despite being in the inventory it cannot be treated like other items within the inventory?

sour island
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I would assume not, depending on how recipes are read

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What is the item type displayed when you're moving it?

heady kiln
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ill check, 1 sec

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an item

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and ideally, this recipe would use the dispenser, not a gas can

sour island
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Strange, Im fairly certain that's it's a movable

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But I suppose 'movable' would appear as item

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This would probably take looking into the system more to understand what's happening

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Unfortunately things that look simple on the onset can become complicated

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Wish I could have been more help :(

heady kiln
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alright, well thanks for trying, ill continue this another time, i need sleep

left plank
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just at throwaway idea I had, what if you could mod it so if someone started on a holiday, like Halloween, the worlds houses would have spooky decorations forever

ripe geyser
#

Guy, what kind of beta i have to choosa so i can play wit swat and riot mod and PLL mod?

left plank
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41 or IWBUMS

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depends on the version of the mod though

ripe geyser
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what is the difference between them?

left plank
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no difference

ripe geyser
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so if the mod states that its compatible with 41.x version and newer doesnt work

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hwo can i make sure i run correct version? is there any way?

left plank
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how many mods do you have?>

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how do you know it doesn't work?

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what happens exactly

ripe geyser
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look at the description

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is there any way i can make sure i run correct version of the game?

sonic flame
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41.50 is the current beta so it should work, but the mod author is taking a break so future updates may or may not work

fallow bridge
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follow that

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choose either iwillbackupmysave

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or B41

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as i said it doesn't matter

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UNLESS your already in that version of the game

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and considering your using pawlowloot i can assume you are

trail radish
#

Hi Guys im looking to make my first mod for this game i want to make a helmet what do i need

jovial summit
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A computer

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Thereโ€™s a tutorial on the forums

trail radish
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๐Ÿ˜†

fallow bridge
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where's the vanilla clothing icons file located?

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i need to change a icon to fit something i changed

nimble spoke
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In UI2.pack

fallow bridge
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thanks

nimble spoke
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you should be able to override them by placing a file in media/textures/

fallow bridge
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i'm not making a mod

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i'm just changing one specific thing

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well shit now i need to now how to edit specific icons

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shieeet

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i've decided to make my custom hawaiian shirt texture to have a icon that reflect the changes i did

zealous wing
#

@fallow bridge So I figured out why that one recipe was borked:
`module MetalBat
{
imports
{
Base
}

recipe Make Metal Bat
    {
        keep Blowtorch,
        SmallSheetMetal,
        WeldingRods;2,
        Metalpipe,
        
        Result:MetalBat,
        Time:200.0,
        Category:Smithing,
    }

}`
That's the fixed one I came up with. I set the module to match what's in Item_MetalBat.txt. I also changed the category to Smithing, because I realized the internal file name isn't Metalwork but that.

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Initially you had the module set to Base for the recipe, while also importing Base. That... will cause crashes.

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But with the module set to "MetalBat", the problem goes away.

fallow bridge
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i mean it's already working fine

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i don't really need to change it now

zealous wing
#

Hmm. All right.

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Weird.

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But such is PZ modding. ๐Ÿ˜›

fallow bridge
#

indeed

undone crag
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Hello I have a question, how do I get the item container of a grid square, to remove items from it?

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I've got this far.

getWorld():getCell():getGridSquare(targetX,targetY,targetZ):getContainerItem(java.lang.String type):GetContainer();```
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It's a mystery to me what java.lang.String type is though.

carmine cosmos
undone crag
#

Do you know where I can get the names of the types of itemContainers, or tell the name of the grid square's one?

carmine cosmos
#

For example "barbecue", "freezer", "crate" etc.

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I don't know about getting the names of all types of ItemContainer, I could tell you all the types that currently exist, but I don't know how to get the list programatically from lua

tame mulch
#

heli wip

undone crag
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Do you know the one for an empty grid square? Empty apart from the items lying on it.

jovial summit
#

Nice!

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Also anon, do you mean like the floor board?

late hound
#

๐Ÿ˜† ok this is epic

jovial summit
#

Also Aiteron, can you please squish a zombie with it

carmine cosmos
left plank
#

did you just figure out flying

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that looks insane

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the tilt is nuts

undone crag
#

all right I'll try that

late hound
#

Flappy Bird Mod when?

tame mulch
jovial summit
#

darn

tame mulch
sour island
#

do you have to counter gravity?

tame mulch
#

gravity works. Now when pressing W car push up. Arrow keys for change angle

sour island
#

Nice

tame mulch
sour island
#

what if you have spacebar for lift, and wasd for leans?

tame mulch
#

need also 2 keys to rotate

sour island
#

w/s lean forward/back, and a/d rotate

tame mulch
#
  • left/right angle on side
jovial summit
#

Hey quick question, how can I make a mod that changes attributes of an item, such as smokes giving you exhaustion, and adding that vitamins take away exhaustion?

tame mulch
jovial summit
#

Nice job!!

craggy furnace
#

nice work

carmine cosmos
jovial summit
#

Thank you thank you!

left plank
#

I love this

fallow bridge
#

nice job man

craggy furnace
restive ginkgo
#

How would one go about making a mod that makes normal objects edible.
Asking for a friend

craggy furnace
#

@restive ginkgo like making a stapler edible?

restive ginkgo
#

Precisely

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Pick up table
Add table as spice
Science

craggy furnace
#

overwrite the stapler as an item and substitute it as food

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keep the icon and name

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my weird pica friend

restive ginkgo
#

using module base and the item, right

craggy furnace
#

yes

restive ginkgo
#

I indeed tried that, but didnt get any results

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using a sheet as a test item, since its common enough to take from windows

craggy furnace
#

hmmm

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it could be a name mismatch

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i only have overwritten clothes

restive ginkgo
#

Hm, alright. I assume its as simple as changing it from a normal to a food, and adding the relevant hunger stats

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I'll test with a few more random things and see

craggy furnace
#

rj ๐Ÿ‘Œ

lost slate
#

Good job !

long grove
#

what are the plans for this heli mod?

craggy furnace
#

@long grove which

long grove
craggy furnace
#

expanded heli events?

long grove
#

you're kingofsharks9 right?

craggy furnace
#

this is another project

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yep

long grove
#

was interested in the idea of helicopters falling out of the sky

craggy furnace
#

so we have agreed on a few things

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in the first week there will be routine helicopter flybys around certain areas

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theyll have a PA system giving people on the ground instructions

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they will also have machine guns

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after a time theyll begin falling out of the sky

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maybe some spotlights?

long grove
#

interested to see how you'd even get a machine gun or spot light working

craggy furnace
#

it can be whatever you want to imagine

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youll see ๐Ÿ˜‰

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ill have a trailer for it in the coming weeks

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we have an idea for it to chase you if you try to escape the quarantine

long grove
#

pog, can't wait for my base to get destroyed by a rogue helicopter

craggy furnace
#

if you approach and linger around the edges of the map

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itll spawn, a voice will yell at you over a PA to tell you to turn around

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if you dont obey itll start firing

left plank
#

when it droppin

long grove
#

will it be faster than a car?

craggy furnace
#

its right on top of you

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@left plank ๐Ÿคทโ€โ™‚๏ธ

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right now we are dealing with broken TIS code

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there is a lua file that is just in our way for vectors

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pretty sure we will be able to deal with it but so fucking annoying

long grove
#

nice to see that modding pz is still a disaster

carmine cosmos
#

@craggy furnace Concerning the EHE mod, are you building on top of a fork from the github project we started or did you start a new project? If the former is a case I can transfer the repository to your name so you can continue the progress

craggy furnace
#

@carmine cosmos nope, we have our own repo now

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go ahead and delete it

#

thanks for checking ๐Ÿ‘

carmine cosmos
#

Sure, I like the idea of the project and want it to succeed

craggy furnace
#

thanks man

heady kiln
#

would anyone happen to know how i can use the water dispenser in a recipe, i.e. you pick it up and have it in your inventory, then it is consumed by a recipe like any other item?

nimble spoke
#

Last time I checked (long time ago) movables couldn't be used in recipes

heady kiln
#

ah

#

can they be produced from recipes?

#

actually, forget that for now, ill worry about that later

#

would it be possible to add a context menu option to the water dispenser that when clicked gives you an item and removes the dispenser?

nimble spoke
#

yes, totally

#

I do that with metal barrels in my blacksmith mod

heady kiln
#

ah, great, well i guess thats how i'll do the removing the bottle from the cooler

nimble spoke
#

That's something I had in my list for a long time but never really tried it. I created the bottle item and was too lazy to work on the code. So here's an idea: make it possible to swap bottles as well

heady kiln
#

ah, im not sure how complicated im gonna be able to make it, i was kinda just gonna magic the cooler base into the void until the player uses the attach bottle to cooler option, wherever that ends up being, at which point it magics back into existance

#

not massively experienced in mod making

nimble spoke
#

with a swap option you wouldn't need to make it vanish, my idea needed me to create the sprite for a dispenser without the bottle and that's one of the reasons I never made it

#

all you'd have to do is change water amount

heady kiln
#

i also seem to be stuck at the "have made the bottle and am stuck at the dispenser" stage of mod creation

#

trying to figure out how the system works by reading the code for your metal drum

heady kiln
#

where the hell have the developers hidden the code for the water dispenser

#

i cant find the bloody thing

nimble spoke
#

what do you mean?

heady kiln
#

im going through the game files trying to find where the game defines how all the bits of the water dispenser work

nimble spoke
#

It's all in TileDefinitions.tile you can access that using TileZed

heady kiln
#

tilezed is just telling me its not a map file evry time i try to open a .tiles file

grizzled grove
heady kiln
#

ah, thanks

#

well, i found the water dispenser in here, but the information its given me seems less useful than i thought it would be

nimble spoke
#

There is a value, WaterAmount or something like that, that you're going to check and change in your lua

hollow cloud
sour island
#

You may have better luck if you start the process yourself

hollow cloud
#

Process?

#

Oh try and work on it myself?

sour island
#

Like attempt to mod it yourself, and ask for help, rather than hope someone would be interested

#

yeah- modding is fun

hollow cloud
#

No doubt it is.

#

I actually looked at the Lua V4 book to see if I could

#

Had no idea of where to start with modding a mod

quasi ginkgo
#

try to make something simple

#

and edit an existing code (just looking at the code of a simple weapon mod helps a lot)

hollow cloud
#

OK. Will look at the code to drop the backpack and see if I can work it in

craggy furnace
#

time for it to get some rotor work

nimble spoke
craggy furnace
#

geniunely curious to see how hard we can push this game

hollow cloud
#

Guess next I should ask is there a specific interpreter that is used?

quasi ginkgo
#

blender is a wonderful abomination

#

am I right, @craggy furnace ?

quasi ginkgo
#

You still haven't answered me

craggy furnace
#

blender is like having an ak-47 with an under barrel cheese grater

winged ivy
#

why is there a lack of bikes

sour island
#

if you mean a program to use, I would recommend at the very least notepad++ or anything with markup (colored code)

#

you could jump straight into an IDE- but as you're starting out there's no need to rush into it

winged ivy
#

Maybe after some time try Visual Code, it has a ton of plugins that make life easier, and it can handle most if not all programming languages

shrewd grove
sour island
#

why's your name upside down then?

latent orchid
#

he's in australia presently

craggy furnace
#

i didnt say blender is bad

#

i said its an ak47 with a cheese grater

#

it will go bang everytime and works well but there are weird parts

winged ivy
#

why a cheese grater, why not a tactical chainsaw

craggy furnace
#

tactical chainsaws have a cool factor

sour island
#

tacticool

craggy furnace
#

cheese graters make you go "hmm"

winged ivy
#

what if the cheese grater is the whole handguard

sour island
#

what if it was painted matte black

#

then it's a cool cheese grater

winged ivy
#

now were just taking a jab at skeletonized parts

sour island
#

military grade cheese grater

quasi ginkgo
#

I mean I started using it 3 days ago

#

It's not that bad

sonic flame
#

and we're off

sour island
#

nice

jolly urchin
#

anyone know any nice mod packs with cars and items that will work for the newest IWBUMS patch that could link it to me?

sour island
#

Unless there was massive changes most mods that are listed/mention 41 should be fine

#

mods marked for b40 or older could also work depending on what they do

long grove
#

any car mods ftom b40 are a big no no in b41

low yarrow
#

Is it not possible to mix up modules for the attached zombie loot like that?

#

For some reason i find bread, kitchen and hunting knifes. But no BCGTools

#

If i remove the "Base" ones from that list it works fine. but then i only find BCGTools

willow estuary
#

Ah! I don't know if this is the problem in this instance?

But I found with mod items, that if they aren't in the module "Base" there can be corner case circumstances where they don't behave properly?
I make all my stuff module "Base" now on account of it.

Honestly, I think using a module other than Base is a pain in the ass that causes issues with little to no return? One can just make the actual item names distinct enough to avoid potential conflicts, such as Base.BCGTools_SurvivialKnife.

low yarrow
low yarrow
#

oh, did read it wrong. Thought you meant like "Base.BCGTools.[Name]". Didnt worked out ๐Ÿ˜„

#

Yea i might just put the modname in the item name

#

Will it fuck up savegames of people when i change the module name of items and upload the new mod version?

willow estuary
low yarrow
#

Or i make my old mod private and publish the new version

willow estuary
#

Oh!!!!! What you do is include a second version of the items file that does use the old module, just for legacy compatability so items don;t despawn!

low yarrow
#

Can i achieve that while the upload process?

willow estuary
#

Ah, sorry, don;t understand the question ๐Ÿ˜„

low yarrow
#

Well, how do i can upload different versions? ๐Ÿ˜„

#

I have seen that at one mod as well. basically downloaded one mod, and had several options to activate in the PZ Mod menu

quasi ginkgo
willow estuary
#

But my suggestion is something like having one file that's

{
 item NewKnife
{}
}```
for legacy compatitbility

And in the same mod also have a file with
```module Base
{
item FancyModuleName_NewKnife
{}
}
low yarrow
#

I see. And the distibution LUAs only link to the new version then.

#

Thanks, i try that

willow estuary
#

Yeah, exactly.

low yarrow
quasi ginkgo
#

you can do what other modders do and make a completely new mod, copy your existing code and change it a bit

#

blair does that with his mods sometimes

low yarrow
#

Well, i just duplicate the Weapon file since its the easiest way i think.
And then i delete the file in a year or so

#

Just to make sure. Is that the right way?
Or do i still need to use "import" then?

willow estuary
#

You should only need to import if there's recipes using Base module items.

low yarrow
#

Some fixing and Knifes to spear recipes are using base module items i think

willow estuary
#

Ah, okay then.

#

Also, I really suggest using item names like BCGTools_HandHatchet and not HandHatchet if you switch to Base module?

low yarrow
#

To make it compatible in case a other modder uses the name "HandHatchet" as well?

willow estuary
#

Yeah, exactly. Otherwise you'll get weird corner case issues.

low yarrow
#

Yea i might do that then

willow estuary
#

Now, again, make sure that switching module solves your issues with the weapons not being attached before putting a bunch of time and effort into this?

low yarrow
#

True ๐Ÿ˜„

willow estuary
#

It could be something other than the module name, I just have experienced past corner case issues where is some cases module names other than Base caused problem? But I do a lot of weird/outre stuff with items in mods.

low yarrow
#

Yea, there might be a easy solution hidden somewhere. Will share it if i have found out something

willow estuary
#

Oh thank gawd you did the item spawns the right way and didn't fuck up the distro tables.

low yarrow
#

yea. Someone told me that the "elegant way of doing it". So i did ๐Ÿ˜„

#

I wonder if there is a similar way at adding attached weapons on zombies

willow estuary
#

In theory, yes?

low yarrow
#

In case we are talking about that:

willow estuary
#

Yeah, I mean, I've never tried it, but it should work?

low yarrow
#

Well, this is how that looks:

#

Its a bit different from the normal item distribution

#

So i am not sure how i would need to format that

willow estuary
#

Now either, or both of

table.insert(AttachedWeaponDefinitions["knifeBack"].weapons, "BCGTools.SurvivialKnife")

or

table.insert(AttachedWeaponDefinitions.knifeBack.weapons, "BCGTools.SurvivialKnife")

should work according to my stoned idiot caveman understanding of things?
But, as with all such things, it would involve rigorous testing and trail and error.

#

Most of the time I just keep trying different combinations of Lego pieces until something works? ๐Ÿ˜‰

low yarrow
#

Your idea looks reasonable. I give it a try ๐Ÿ˜„

willow estuary
#

Okay, one thing you can do for testing is in your attached weapon definitions file is have somewhere in it

AttachedWeaponDefinitions.chanceOfAttachedWeapon = 600 -- or some other large number```
in that increases the chance of attatched weapons spawning, as the vanilla default value is
```lua
AttachedWeaponDefinitions.chanceOfAttachedWeapon = 6```
low yarrow
#

Thanks!

low yarrow
#

after a bit of testing:
"table.insert(AttachedWeaponDefinitions["knifeBack"].weapons, "BCGTools.SurvivialKnife")

#

and
table.insert(AttachedWeaponDefinitions.knifeBack.weapons, "BCGTools.SurvivialKnife")
Doesnt seems to work

#

But putting this in indeed increases the chance for spawning:
AttachedWeaponDefinitions.chanceOfAttachedWeapon = 600

willow estuary
#

Any errors?
But yeah, trial and error with lego pieces until something works.
I'd suggest:

  • trying with the Base module versions to see if the module was the issue
  • also "spamming" the table so the odds are in favour of your item being chose?, ie
table.insert(AttachedWeaponDefinitions["knifeBack"].weapons, "BCGTools.SurvivialKnife")
table.insert(AttachedWeaponDefinitions["knifeBack"].weapons, "BCGTools.SurvivialKnife")
table.insert(AttachedWeaponDefinitions["knifeBack"].weapons, "BCGTools.SurvivialKnife")
table.insert(AttachedWeaponDefinitions["knifeBack"].weapons, "BCGTools.SurvivialKnife")
table.insert(AttachedWeaponDefinitions["knifeBack"].weapons, "BCGTools.SurvivialKnife")
table.insert(AttachedWeaponDefinitions["knifeBack"].weapons, "BCGTools.SurvivialKnife")
table.insert(AttachedWeaponDefinitions["knifeBack"].weapons, "BCGTools.SurvivialKnife")
low yarrow
#

Nope, no errors

#

Thanks, will give that a try

willow estuary
#

Okay, the lack of errors is good sign, in that generally doing something wrong with tables will generate an error!

#

SHIT DUDE!

#

It's the fucking daySurvived that's probably hanging you up @low yarrow

low yarrow
#

Nope. I made a Sandbox preset which starts in the 12th month

#

Also the weird thing is that hunting knifes and such still spawn properly. So the group gets triggered. it just ignores my stuff

willow estuary
#

Ah, okay. This might help in that it should increase the proportion of the particular definition spawning for testing purpose

AttachedWeaponDefinitions.THE SPECIFIC DEFINITION YOU ARE TESTING.chance = 600 -- or some other big number
low yarrow
#

Oh wait a minute. there is a spell error ๐Ÿ˜„

willow estuary
#

Haha, oh yeah. Those and formatting errors are responsible for 90% of these sorts of problems ๐Ÿ˜„

low yarrow
#

Survivial = Survival

willow estuary
#

Hahah, yeah, shit man sorry. Uh... ....don;t cut and paste my examples, just use them as a guide?

low yarrow
#

Yea, no problem ๐Ÿ˜„

willow estuary
#

I should have said that

low yarrow
#

My mistake

willow estuary
#

Like, I'm not using notepad+++ or testing any of this shit here, just going off the top of my head?
And I have health issues that fuck up my spelling so um, yeah, don't cut and paste it ๐Ÿ˜›

low yarrow
#

Alright, will keep that in mind ๐Ÿ˜„

willow estuary
#

They're just examples!

#

Having said that, always double check the spelling, Like if a spelling error crept into your original code way back where we started with that, that could have been the sole reason it wasn't working?

low yarrow
#

Works now as intended. Thanks!

#

The red knife is mine ๐Ÿ˜„

willow estuary
#

SICK Dude!!!!

low yarrow
#

Good good. Then i can upgrade my mod properly

willow estuary
#

So yeah, looks like you don't need to change the module name then?

low yarrow
#

Nope ๐Ÿ˜„

willow estuary
#

Hahaha, just in case you do have weird behaviour in the future with new mod items, do try using Base for the module instead just in case?

#

Like I said, it's rare corner cases where it's been a problem, and not a general issue.

little mason
#

what is unofficial mp mod

#

and does it work on .41?

low yarrow
#

The thing about own modules i like is that it seems to be more compatible with other mods in some cases

#

Like otherwise i have to put the mod name into every item to make sure

lethal sparrow
#

This seems the most appropriate channel to post my newest mod, Alfrety's Additional Sodas. Crack open a cold, caffienated can of Alfrety's Additional Sodas while you can, before I get DMCA'd by Pepsiโ„ข๏ธ.

quasi ginkgo
#

That's one of the only reasons why god is still alive

lethal sparrow
#

Some choose to believe that Ramon Laguarta is God.

craggy furnace
#

bepis

jovial summit
#

pebis

severe ridge
#

bepis

quasi ginkgo
#

it's a pretty good mod ngl

#

just played a bit with it

#

it seems like its part of the more chips and more beer mod

lethal sparrow
#

Thank you! It came from the heart

#

I could definitely see this being compatable with the "all american apocalypse" type of mods where people ||stuff their faces||

#

What's more american than a burger in one hand and a name-brand soda in the other.

quasi ginkgo
#
        fridge = 
        {
            rolls = 5,
            items = 
            {
                "BAM.budlight", 4, 
                "BAM.coorslight", 4, 
                "BAM.millerlight", 4,
            }
        },

        inventorymale = {
            rolls = 1,
            items = {
                "BAM.budlight", 0.2,
                "BAM.coorslight", 0.2,
                "BAM.millerlight", 0.2,
                "BAM.budlightcase", 0.05,
                "BAM.coorslightcase", 0.05,
                "BAM.millerlightcase", 0.05,
            }
        },
        
        inventoryfemale = {
            rolls = 1,
            items = {
                "BAM.budlight", 0.1,
                "BAM.coorslight", 0.1,
                "BAM.millerlight", 0.1,
                "BAM.budlightcase", 0.025,
                "BAM.coorslightcase", 0.025,
                "BAM.millerlightcase", 0.025,
            }
        },
        
        counter =
        {
            rolls = 6,
            items = 
            {
                "BAM.budlightcase", 4,
                "BAM.coorslightcase", 4,
                "BAM.millerlightcase", 4,
            }
        },
    },```
#

items are spawning on counters and fridge

#

But not on zombies

lethal sparrow
#

All of that is inside all = {} right?

quasi ginkgo
#

local distributionTable = 
{
    spiffoskitchen =
    {
        fridge = 
        {
            rolls = 5,
            items = 
            {
                "BAM.budlight", 4, 
                "BAM.coorslight", 4, 
                "BAM.millerlight", 4,
            }
        },

        inventorymale = {
            rolls = 1,
            items = {
                "BAM.budlight", 1,
                "BAM.coorslight", 1,
                "BAM.millerlight", 1,
                "BAM.budlightcase", 1,
                "BAM.coorslightcase", 1,
                "BAM.millerlightcase", 1,
            }
        },```
#

It's inside this

lethal sparrow
#

Put it inside all

#

Unless, of course, that refers to zombies killed exclusively within their kitchen. Is it called that way? Conditionally?

quasi ginkgo
#

no

#

This is the file

craggy furnace
#

alright, we got loudspeakers on helicopters now

lethal sparrow
#
Distributions = Distributions or {};

local distributionTable = {
   all =
    {
        inventorymale = {
            rolls = 1,
            items = {
                "AAS.MountainDew", 0.3,
                "AAS.Pepsi", 0.3,
                "AAS.RootBeer", 0.3,
            }
        },
        
        inventoryfemale = {
            rolls = 1,
            items = {
                "AAS.MountainDew", 0.3,
                "AAS.Pepsi", 0.3,
                "AAS.RootBeer", 0.3,
            }
            
        },
    },
}

table.insert(Distributions, 1, distributionTable);
--for mod compat:
SuburbsDistributions = distributionTable;```
#

There's a trimmed snippet for how I got mine to spawn in dead zeds

jovial summit
#

Can it play Fortunate Son Shark?

craggy furnace
#

no

lethal sparrow
#

Incidentally, how are you testing your loot? You made it pretty rare, are you just killing them by the thousands?

#

It's a problem I had myself.

quasi ginkgo
#

wait, yeah this might be it

#

so 5 equals 5%?

lethal sparrow
#

Yeah

quasi ginkgo
#

oof

lethal sparrow
#

rolls is the number of times it runs through the following block, and the number specified is the chance out of a hundred

#

So, in my example given, there is a 0.3% chance for there to be one of each soda on a dead zombie. Maybe a little high.

willow estuary
craggy furnace
#

well

lethal sparrow
#

You mean we should simply omit the rolls = ~ specification?

craggy furnace
#

he isnt using base

craggy furnace
#

i make that mistake so he is further than most people ๐Ÿ˜†

quasi ginkgo
#

so basically we remove the rolls script?

#

seems like a no shit sherlock question but I'm dumb so...

craggy furnace
#

yes

lethal sparrow
#

That would mean that the number of rolls used is simply the one specified by the vanilla game, then? We omit it to avoid overwriting that number?

craggy furnace
#

because it can interfere and disrupt other mods and a bit unreliable

willow estuary
#

Example
Mod:

    gigamart =
    {
        counter ={
            rolls = 1,
            items = {
                "AAS.MountainDewBox", 10,```
Vanilla
```lua
 
    gigamart =
    {        
        counter ={
            rolls = 4,
            items = {```
So what that means is that your mod has reduced the amount of items spawning in gigmart counters to 1/4 of what vanilla spawns.
craggy furnace
#

and just be invasive with other mods

lethal sparrow
#

That makes sense. I had seen this as a distributions file specifically for my mod, I didn't think that it might affect the global loot determination

#

Fixing immidately

willow estuary
#

I strongly prefer using table.insert for adding mod items to distro tables as follows

table.insert(SuburbsDistributions["ToolsCache1"]["ToolsBox"].items, "BCGTools.HandHatchet");
table.insert(SuburbsDistributions["ToolsCache1"]["ToolsBox"].items, 3);```
I don't like or trust the other method, as it can cause things like the rolls fuckup?
#

I make myself use the other method for some circumstances, but I don't like it ๐Ÿ˜„

lethal sparrow
#

That seems to be a better method anyway as the item added would be also included in procedural lists.

#

Would you call that in the same distributions file?

willow estuary
#

Yeah, shouldn't be a problem? Procedural distributions works with that as well, just slightly different formatting.

table.insert(ProceduralDistributions.list["FirearmWeapons"].items, 1)```
lethal sparrow
#

Item is updated to omit references to roll = ~ and credited thanks to you in the edit log

quasi ginkgo
#

so I just change roll = 1 to roll = ~?

lethal sparrow
#

No, remove the line entirely

quasi ginkgo
#

its funny how a single line of code can break every single other mod

lethal sparrow
#

Funny and enlightening. Important to be mindful what you might be overriding, and that better methods might exist than the easiest one.

willow estuary
#

Credit goes to MadmanAndre in that he took the initiative in investigating exactly how mods fuck up other mods/vanilla distros?

And hoooo boy were we ever horrified by what we found ๐Ÿ˜„

lethal sparrow
#

Everyone is a combination of their predecessors. You can always take pride in what you've done even if it was only an echo of who came before you.

nimble spoke
#

Not to mention overriding a table like that is probably undoing additions made to that table by mods that loaded before yours

lethal sparrow
#

That's very concerning. I'm assuming that the presence of vanilla items in containers would mean I am adding my items non-destructively, but is that untrue?

grizzled grove
#

wait, so what exactly is rolls? I took it to mean "This container rolls a die n times to determine its content"

nimble spoke
#

yeah

grizzled grove
#

using that 1 and 4 example above, i'm now confused

nimble spoke
lethal sparrow
#

It tested well with vanilla items, but very concerning.

#

On the side of safety, I'll rewrite it to use table.insert right away

nimble spoke
#

of course this is also affected by loot spawn rarity variables

grizzled grove
#

OH. i read the examples backward, thanks

drifting ore
#

ngl a ushanka mod would be p nice

#

or a mod with one

craggy furnace
#

i could do that

#

later

#

someone made one but never implemented it

drifting ore
#

๐Ÿ˜ณ ๐Ÿ˜ณ

nimble spoke
#

and since we are talking about loot tables.... tables that include a "junk" table can spawn those items if the "items" table didn't spawn enough items. So if your item isn't very useful or should not have a high priority along with vanilla loot, consider inserting it in the junk table

lethal sparrow
#

Is table.insert and related syntax documented anywhere? It isn't mentioned on the wiki or in Zomboid-Modding-Guide-master

#

The only reference I could find was in my mod's distribution file at the bottom table.insert(Distributions, 1, distributionTable);

nimble spoke
#

table.insert is a lua function, you can finding it in lua guides

lethal sparrow
#

Oh, thank you. I normally use C# or java

carmine cosmos
lethal sparrow
#

First language I learned back in 2013. Funny enough it was to make minecraft mods.

finite radish
#

java ๐Ÿคฎ

lethal sparrow
#

You would not exist if not for your grandfather, Crater.

finite radish
#

yeah true but java in 2021 is like

#

why

#

it's so UGLY

#

"but muh cross compatibility" sorry but your obscure linux distro from 2009 isn't really a platform that needs to be supported in the first place

lethal sparrow
#

You would think with how easily straw men fall, we would stop sending them.

finite radish
#

wot

lethal sparrow
#

I've been poring over the documentation, as well as the failed attempts of six-year old reddit posts, and I feel I've struggled enough to warrant asking for more help.

#

--blair's example
table.insert(SuburbsDistributions["ToolsCache1"]["ToolsBox"].items, "BCGTools.HandHatchet");
table.insert(SuburbsDistributions["ToolsCache1"]["ToolsBox"].items, 3);
--my take
table.insert(SuburbsDistributions["burgerkitchen"]["fridge"].items, "AAS.MountainDew", "AAS.Pepsi", "AAS.RootBeer");
table.insert(SuburbsDistributions["burgerkitchen"]["fridge"].items, 5);
table.insert(SuburbsDistributions["burgerkitchen"]["counter"].items, "AAS.MountainDew", "AAS.Pepsi", "AAS.RootBeer");
table.insert(SuburbsDistributions["burgerkitchen"]["counter"].items, 5);```
#

I would really do this, again and again, for every category on the table? And that would fix it?

#

Every relevant category that is.

#

I don't know if the comma is appropriate either. Indexing multiple items was something I read mixed entries on

willow estuary
#

Huh, I don't know re multiple items separated by commas, but I would assume it wouldn't work?

I mean, as long as your version w/o the rolls field works it should be fine as is now.

lethal sparrow
#

I've become paranoid that that method might interfere with other mods. Per Soul Filcher's advice, I did an extended play test during which I, like he said, wasn't able to find modded loot on zombies. Only my pepsi.

low yarrow
#

I wonder if i can use this multiple names in commas at that cases here:

#

will try that out tomorrow

lethal sparrow
#

I wouldn't. That was a total sho tin the dark by me based on very old examples.

willow estuary
#

This is how I would do it

table.insert(SuburbsDistributions["burgerkitchen"]["fridge"].items, "AAS.MountainDew");
table.insert(SuburbsDistributions["burgerkitchen"]["fridge"].items, 5);
table.insert(SuburbsDistributions["burgerkitchen"]["fridge"].items, "AAS.Pepsi");
table.insert(SuburbsDistributions["burgerkitchen"]["fridge"].items, 5);
table.insert(SuburbsDistributions["burgerkitchen"]["fridge"].items, "AAS.RootBeer");
table.insert(SuburbsDistributions["burgerkitchen"]["fridge"].items, 5);
table.insert(SuburbsDistributions["burgerkitchen"]["counter"].items, "AAS.MountainDew");
table.insert(SuburbsDistributions["burgerkitchen"]["counter"].items, 5);
table.insert(SuburbsDistributions["burgerkitchen"]["counter"].items, "AAS.Pepsi");
table.insert(SuburbsDistributions["burgerkitchen"]["counter"].items, 5);
table.insert(SuburbsDistributions["burgerkitchen"]["counter"].items, "AAS.RootBeer");
table.insert(SuburbsDistributions["burgerkitchen"]["counter"].items, 5);
nimble spoke
#

I don't know if table.insert allows for that way of passing multiple parameters after comas, but in nay case it won't work for the distributions table as you MUST insert the spawn chance right after the item, so in the very least it should be itemA, 2, itemB, 5 and so on

willow estuary
#

The major disadvantage of the table.insert method is that yes, it is more labour intensive than the other method.

lethal sparrow
#

You've all been very helpful, and I thank you

wanton cosmos
#

i'm making my first mod

#

and i need a bit of help
if anyone's free

lethal sparrow
#

But that was all I was worried about. It felt like I was copying and pasting too many lines, bloat like that, in my sense, was always the mark of an amatuer making a mistake.

#

But if it is the correct method my fears are put to rest.

willow estuary
#

Yeah, I'm certainly not a fan of all the cutting and pasting with the insert method. ๐Ÿ˜„

nimble spoke
wanton cosmos
#

the mod is called "You've got mail"
and what is supposed to happen is:
every in game day a random item from any spawns in the closest mailbox

#

it can be overpowered,

#

it can be weak as hell

#

it can be inbetween

willow estuary
#

That's pretty ambitious for a first mod. And I would strongly suggest starting with something super simple and working your way up to that.

wanton cosmos
#

as long as it doesn't go over the weight limit i'm fine

#

eh

#

just been feeling like making mailboxes more useful

quasi ginkgo
lethal sparrow
#

If you're dead set, I would start by examining the precedent set in the game files for loot respawning every day, as defined by sandbox options. Study whatever makes that tick and modify it for your own use.

quasi ginkgo
#

but uhh

#

can't seem to add it

wanton cosmos
quasi ginkgo
#

in media

lethal sparrow
#

I wouldn't know. But learning your way around the local files is going to be a critical first step no matter what you end up making

#

In your steam library, right click zomboid and go to properties, browse local files. The language of the gods lie within.

wanton cosmos
#

i'm already inside the game files i'm just looking for the loot respawn bit

lethal sparrow
#

Then god speed, friend. You've gone as far as anyone can take you without doing it for you. And god knows I don't know how to do it for you. You could always, of course, take the advice of attempting a smaller project while you learn these fundamentals

quasi ginkgo
#
table.insert(SuburbsDistributions["all"]["inventorymale"].items, 0.05);
table.insert(SuburbsDistributions["all"]["inventorymale"].items, "USMRE.MREmenu02");
table.insert(SuburbsDistributions["all"]["inventorymale"].items, 0.05);
table.insert(SuburbsDistributions["all"]["inventorymale"].items, "USMRE.MREmenu03");
table.insert(SuburbsDistributions["all"]["inventorymale"].items, 0.05);
table.insert(SuburbsDistributions["all"]["inventorymale"].items, "USMRE.MREmenu04");
table.insert(SuburbsDistributions["all"]["inventorymale"].items, 0.05);
table.insert(SuburbsDistributions["all"]["inventorymale"].items, "USMRE.MREmenu05");
table.insert(SuburbsDistributions["all"]["inventorymale"].items, 0.05);
table.insert(SuburbsDistributions["all"]["inventorymale"].items, "USMRE.MREmenu06");
table.insert(SuburbsDistributions["all"]["inventorymale"].items, 0.05);
table.insert(SuburbsDistributions["all"]["inventorymale"].items, "USMRE.MREmenu07");
table.insert(SuburbsDistributions["all"]["inventorymale"].items, 0.05);
table.insert(SuburbsDistributions["all"]["inventorymale"].items, "USMRE.MREmenu08");
table.insert(SuburbsDistributions["all"]["inventorymale"].items, 0.05);
table.insert(SuburbsDistributions["all"]["inventorymale"].items, "USMRE.MREmenu09");
table.insert(SuburbsDistributions["all"]["inventorymale"].items, 0.05);
table.insert(SuburbsDistributions["all"]["inventorymale"].items, "USMRE.MREmenu10");
table.insert(SuburbsDistributions["all"]["inventorymale"].items, 0.05);
table.insert(SuburbsDistributions["all"]["inventorymale"].items, "USMRE.MREmenu11");
table.insert(SuburbsDistributions["all"]["inventorymale"].items, 0.05);
table.insert(SuburbsDistributions["all"]["inventorymale"].items, "USMRE.MREmenu12");
table.insert(SuburbsDistributions["all"]["inventorymale"].items, 0.05);```
#

how rare is a single item here?

lethal sparrow
#

The same as defined under the last system, 0.05 out of every hundred.

#

So, 0.05%

wanton cosmos
#

also authentic peach said he is willing to teach how to make custom animations, yet i can't find the time to talk to him, and same thing otherway 'round.
so if anyone has the knowledge from authentic and also can help that would be great

quasi ginkgo
#

this explains why I couldn't find a sinlg MRE

willow estuary
#

The loot respawn/spawn stuff is handled by the java files in the ProjectZomboid/zombie directory; you're going to need a decompiler to peep them.

Again, this sorta thing is probably outside the practical scope of a first mod.

lethal sparrow
#

Rolls, I assume, use the vanilla number as we previously deduced so it would be 0.05% per vanilla roll per container.

willow estuary
# quasi ginkgo in media

Again, you're wrong in this instance, you're not helping, and you really need to cut it out with this bizarre compulsion you have to provide misleading advice in this channel when you don't know what you're talking about.

quasi ginkgo
#

first of all

#

I know what I'm talking about

#

the game stores most of its assest in media

fallow bridge
#

that is actually true.

lethal sparrow
#

This is a far better system, now that I understand it. Cheers, Soul Filcher and Blair. What Filcher was touching upon earlier, making less important items junk, this would be done by replacing .items with .junk, I assume?

willow estuary
#

Yep. Haven't played junk spawning yet, so I don't have much of a handle of what circumstances it spawns in lie of items, but that should work.
But, as always, rigorously test it ๐Ÿ˜‰

lethal sparrow
#

Naturally. Don't want someone to get a crumpled up empty soda can in the garbage can instead of tasty cigarettes, after all.

nimble spoke
#

yeah, same table.insert line, just replace items with junk

#

keep in mind it will only work for tables that already have a junk table in them

lethal sparrow
#

Good warn. I'll check if bins have a junk table.

willow estuary
#

Hot tip regarding testing loot spawns here.
I use this in debug mode, and I doubt this is a feature in non-debug mode, but you can, via the load saved game interface, delete the saved world data, which forces a loot respawn, by deleting the top 3 items here

nimble spoke
#

junk spawn depends on rarity, but it is the inverse of the items table (I think) so when you play with rare loot, junk items are more likely to spawn to fill containers

lethal sparrow
#

Empty soda cans for days, nice

#

But that would be consistent with what I picked up earlier. That junk spawns in after items, making it more likely if there weren't any.

latent orchid
#

shouldnt be too hard to check if junk table exists and either add or create the entry for vanilla SuburbsDistributions entries

lethal sparrow
#

Not at all, just a quick pop of yonder items file

#

I might be over-referencing it, but that's what it's there for after all

latent orchid
#

im not a fan of the line by line table inserts, recommend a central group of tables that are then appended to existing 'item' and 'junk' entries for each roomdef. This way you can add more items to your mod without adding another 100 lines of addition code!

#

also easier to update when TIS decides to change roomdefs i guess...but thats trivial

willow estuary
craggy furnace
#

needs to be scuffed up more but almost

jovial summit
#

Nice job dude!

quasi ginkgo
#

He's doing god's work

#

With god I meant RJ

#

He's basically nerfing the helicopter

craggy furnace
#

id like to see some helicopters scanning around with their search lights on

#

gunning zombies down

#

gonna see the feasibility of search lights real soon

#

worldflares dont work but something like lightentity may

quasi ginkgo
#

Can you do anything at all about the shadows?

craggy furnace
#

maybe but probably no

quasi ginkgo
#

Or is it another "the engine sucks I can't do anything about it" situation

craggy furnace
#

i wouldnt say the engine sucks

#

id say whats available and whats not

quasi ginkgo
#

It's not that bad

craggy furnace
#

my only real complaints with PZ modding are old deprecated code in the way and references to stuff that doesnt exist anymore

#

my only suggestions to TIS is to one day do some spring cleaning in their code base

craggy furnace
#

idk

#

they probably will

#

it just needs to be in their way enough

nimble spoke
#

I remember seeing a reference to the shadow image file somewhere

#

I stumbled on it by accident while looking for other things

#

in theory it should be possible to use another image file for the heli

craggy furnace
#

interesting

#

was thinking of using the actual heli location for the search lights

willow estuary
#

I think so, but that leaves your server open to being hacked.

#

...and also your client and server will be running different versions of the game, which could have all sorts of potentially catastrophic consequences, so it's not desirable by any means in my estimation.

willow estuary
#
  1. Ordinarily in MP servers run a check to make sure the server and client files match
  2. The reason it does this is to keep a player from using a modified client to hack the server/game
  3. In order to have different server and client files you would need to disable that check
  4. However then you leave your server/game open to being hacked by modified files on the client end, and YOU DO NOT WANT THIS!
vestal umbra
#

Just wanted to throw out what came to mind for me:

Instead of trying to run two different clients at the same time and risk getting hacked like Blair said, it might be a solution to set up some form of zoning system. You could zone 2 out of the 4 towns in the map to have loot respawn enabled. Sounds like a giant pain in the ass to achieve. I don't even know how possible that would be.

willow estuary
#

It looks like you're asking two different questions here, but in regards to your second question, I can think of a couple approaches that might work as janky workarounds, but really the loot respawn in handled java side, and is therefore not really moddable, aside from weird kludges. It's definitely something I wouldn't touch in that it seems like a lot of potential work for something that might not even work properly or at all.

But I think really your problem here is that a server cannot be all things to all people, and that you need to make a decision in regards to which sort of playerbase you want your server to cater to.

#

Anyways, I believe that the loot spawn is handled server side, and not client side, so having different clients wouldn't solve your issue if that is the case.

#

Oh, some sort of loot crate mechanic?
Yeah that should be doable.

sour island
#

Wouldn't a server plugin account for an authorized user?

willow estuary
#

Ah, what you're proposing is certainly doable, but it's not really a first mod/beginner mod project IMO?
As with all ambitious ideas, you're probably going to have to start with a super simple mod as a learning exercise, and work your way up to that goal.

jovial summit
#

Hey, does anyone know of a mod that makes injuries more serious/common? I know thereโ€™s higher injury severity btw

quasi ginkgo
#

I don't know about something like this

#

There's a mod that lets you injure yourself though

jovial summit
#

Could you name the mod?

autumn sierra
#

โ€œYou have the right to injur yourselfโ€ makes sense

#

Thatโ€™s probably a line in the constitution

opaque fiber
#

does it work with

#

41?

#

actually nevermind

#

ill

#

see for myself

autumn sierra
#

Honestly I think authentic suicides is all you need if youโ€™re looking for a mod like that

quasi ginkgo
#

not really

#

this one gives you multiple different ways to kill yourself

autumn sierra
#

If youโ€™re trying to hurt yourself for medical level just sprint through trees

quasi ginkgo
#

suicide is now badass

autumn sierra
#

How do

#

*so

#

Like via knife you mean?

quasi ginkgo
#

you can cause burns using lighters

autumn sierra
#

Like in dayz?

quasi ginkgo
#

hurt yoruself using knifes

autumn sierra
#

Oh

quasi ginkgo
#

you can even suicide with a rope by hanging yourself

autumn sierra
#

Oh my god lmao

quasi ginkgo
#

you can even choose which area to use tools on exactly

#

shoot your legs, cut your arms

#

anyways, I came here for another reason

#

so this mod isn't spawning any items for me

#

I killed a few zombies but no luck

lethal sparrow
#

How many is "a few"? Enough to reasonably deduce that you should have gotten a 1% chance by now?

jovial summit
#

I wasn't even looking for a mod to injure yourself, just one that makes them more common and more often

lethal sparrow
#

I can't see at a glance why your distribution wouldn't be working, Hybe

quasi ginkgo
#

i'll try settings chances to 10% and kill 50 zombies

#

if it doesn't work ill come here

lethal sparrow
#

After that, check for something even more elementary. My loot once failed to spawn because my file was "AASDistributions" and not "AASDistributions.lua". You didn't do this, but consider the issues you aren't looking for

#

Another thing to consider might be to make sure you're killing zombies in an area that uses the "SuburbsDistributions" table. Are you killing them in a modded area or an area affected by mods, like West Point Expansion or Salt Ridge?

#

I wouldn't know. Remember it's me you're taking advice from, it's like cheating on a test by looking at the desk next to yours.

quasi ginkgo
#

I have all of the mod's files if you want to check em out

#

I'm 90% sure it doesn't touch anything from vanilla so its pretty weird how it doesn't spawn

lethal sparrow
#

Yeah just .zip up all the mod files I can look around

quasi ginkgo
lethal sparrow
#

No glaring issues ๐Ÿค” Moving to first playtest

#

Mostly to check the logs after the world is created

#

Although I'd probably remove alchohol from pop vending machine in AlchoholDistribution.lua

#

Don't want timmy getting a buzz for his quater

long grove
lethal sparrow
#

I was able to find one of your beers on the second zombie, Hybe. Working as intended

#

Are you sure you're putting the mod in the correct directory and enabling it when playtesting?

quasi ginkgo
#

Yes

#

I enabled it and started two new playthrough

#

None of them spawned

#

I killed 500 freaking zombies, man

lethal sparrow
#

Do you have any other mods enabled?

quasi ginkgo
#

Yes

lethal sparrow
#

I played with my full mod list enabled but you might have one installed that I don't.

quasi ginkgo
#

I doubt my mod will be incompatible with other mods

#

Still, I'll give it a shot

lethal sparrow
#

It's likely the other way around, a mod you have installed might be disrupting vanilla distributions. Like ours were, once.

shrewd grove
# quasi ginkgo

are you putting it into your zomboid workshop folder like it is there?

quasi ginkgo
#

No I'm putting it in user/zomboid

lethal sparrow
#

Not for playtesting, you don't. You put it in mods

#

Yeah Hybe is right

shrewd grove
#

its easier to check if its working through your workshop folder first.

quasi ginkgo
#

Alfrety placed it in user/zomboid/mods and it worked just fine

#

It didn't work for me at all for some reasons

#

I mean I can use the cheat menu mod to spawn them

#

But they don't spawn on zombies

lethal sparrow
#

Have you tried disabling every other mod and playtesting that way?

#

That'd be the first step

quasi ginkgo
#

Not yet, I'll try in a few hours. Pretty busy

sonic flame
#

There are a few mods floating around that break distribution so it's possible you have one of those

quasi ginkgo
#

Example?

#

I have like 70 mods

#

At least

sonic flame
#

The newish water canteen, one of the crossbow mods

quasi ginkgo
#

I don't have the crossbow mod, or the water canteen

sonic flame
#

I think one of the spear mods was causing problems but I cant remember if that was distribution or something else

quasi ginkgo
#

Don't have spear mods either

#

I usually check the comments of most mods before I download them just in case

sonic flame
#

If you open your workshop folder and search for files with distribution in the name you can flip through those. The ones that broke were trying to use that json style list rather than using table.insert to add items

quasi ginkgo
#

Those are mostly item mods

#

I checked a lot of them, none had this

#

Unless we include the soda mod that already fixed this

lethal sparrow
#

But still you cannot know truly what mod is causing the issue until you test yours in isolation.

sonic flame
#

Do you get red errors on startup?

quasi ginkgo
#

Yes but I usually ignore them

#

Even when I enable little to no mods it still pops up

#

Might check it though

sonic flame
#

Yeah you should look at your console.txt. if you have a bunch of distro files throwing errors it's possible that's what's happening

#

Theres a mod that lets you make modlists ingame that made narrowing it down really easy, I can link it in a minute

quasi ginkgo
#

Oh yes please

#

I was looking for it for a long time

#

Found it once, didn't think I'll use it considering I enable most of my mods

drifting ore
#

i've made a simple plugin-based library that allows modifying java code on runtime with easy loading. currently still WIP, was wondering if this might be useful to anyone

sonic flame
#

you have to enable the mod first and reload but then it works perfectly

#

@quasi ginkgo

#

it's great if you're irresponsible like me and you pile on like 10 mods at a time onto an already working modlist

#

I just save my "good" sets before I drop more in

drifting ore
quasi ginkgo
#

This should be useful, especially since I debug a lot of my mods

drifting ore
#

not sure if this is the right channel

lethal sparrow
#

I'm sure the process of testing mods is related enough to modding

drifting ore
lethal sparrow
#

Be reassured that I believe you are

quasi ginkgo
#

Technically it's right

drifting ore
#

what do you guys think, is there a use-case for this? it's pretty much a one-click to run application that you can start after the game starts which allows you to load any jar mods even from steam workshop

quasi ginkgo
#

It can be pretty useful for debugging

drifting ore
#

no game restarts, and you can add it to steam launch parameters so it always runs

lethal sparrow
#

Alfrety's Additional Sodas recieved its first major update adding Coca-Cola, revising the 12 pack sprites to better reflect their 1993 size and shape, and toning the spawn rates to a finer level.

quasi ginkgo
#

Just pray you don't get sued

#

Still waiting for energy drinks to be added

lethal sparrow
#

Yeah, now I'm infringing the intellectual property of two major subsidiaries. I live life on the edge.

#

Are Energy drinks soda, though? I can't help but feel that falls beyond my jurisdiction.

quasi ginkgo
#

How long have you been drawing pixel art by the way? They look pretty good

lethal sparrow
#

Thanks! Can't take full credit though, they're merely edited versions of the in-game POP sprite.

#

I actually have a youtube video created seven days after I learned pixel art, to the day. Let me see if I can fin it

#

There we go. I learned pixel art on October 15th, a little over five months ago

#

Most of the examples in the video were made by me, and you can tell I'm a brand new beginner.

quasi ginkgo
#

I started drawing a little over a week ago

#

Using aseprite, pretty damn good pixel art program

sonic flame
#

Yeah I was waiting for aseprite to go on sale but it was worth full price. So much better than fucking around in gimp

craggy furnace
#

๐Ÿค”

quasi ginkgo
#

Shark no

#

Seriously you can't just make 500 mods at the same time

#

Let alone make one that works without breaking something in-game

#

No seriously, calm down with all of the mod idea spam, you're gonna get depression from this

#

Speaking of mods, do you have any mods on the steam workshop @craggy furnace ?

lethal sparrow
#

I thought he was working on a helicopter event rework, right? Isn't that what this is for?

craggy furnace
#

yes hybe

#

@lethal sparrow mhmm

#

i am looking at a strictly attack helicopter to make

#

i think the kiowa is the kind of helicopter i could make thats not insane and could also be transitioned easily into a civilian helicopter

#

"why are there so many burnt out wrecks on the highway?"

#

"well, let me tell you a story"

quasi ginkgo
#

So shark hacked project zomboid and increased car wrecks spawn rate to "very high"

craggy furnace
#

currently the mod is just in very rigid testing