#mod_development
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And unlike vunder's mod, it doesn't break your computer apart (I overreact a lot)
It used to
brb
Either way
I added a raven creek map item to project zomboid
This will save me a lot of time
It can be looted like the rest of the items in zomboid project
i would be great if they add the ravens creek map in the Web map
in the comunnity appart
someone never thinked about a mod that make the inventory look like dayz?
It's not because it isn't possible
But everyone hates that idea
TL;DR: it won't fit project zomboid
And its more of a pain
You have a point in that
but I personally prefer that form of organization, maybe one day it will be possible (because someone made the mod)
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.
You can already make cloth function as a storage
Pretty easy, too
I did it myself
But you can't have protection
ok i'm back
Hybe wanna know what was causing my mod to fuck PZ?
it's fucking funny
no
so y'know how i was asking around in here about how to fix up the scripts
For 2 hours?
Also in #old_techsupport ?
What was the problem
anyways
yeah
so the modder's advice bricked it
EVERYTHING he told me to do broke the mod and PZ
Which one?
so
Which modder?
hold on
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.
I think in the end it's a matter of taste
this bricked it
Madman Andre?
a grid system would not work for PZ
Not surprised
yeah and oi
Could swear I called it
Pretty ironic
He told me to not post here a few days ago because I don't know much about coding
No the thing is
Yeah, but i would like the option anyway
No grid
you can't have two different inventory styles
I mean, in a mod, singleplayer only
If I want to manage my inventory in a zombie survival game
I will cause a zombie outbreak in the year 1993
This way I can enjoy project zomboid
AND would probably require a engine rework
I figured something like that
Pretty much 70% of the suggestions
i mean there is a planned inventory rework
but i highly doubt it'll be grid
at all
like
almost EVERYONE here really dislikes the idea of a grid, i remember the conversation
but it's up to the devs
and this is probbaly just #pz_b42_chat
I remember reading on the blog that they were redoing some things besides multiplayer, I thought they would give a general makeover in all aspects of HUD, but it seems to be simpler things, like the clock.
i honestly really like the hud
I remember that
It's fine as it is
i love it's open close systems and moving it and all that
makes it feel custom tailored for me
Like i said, its more a matter of taste in the end
95% of the people here hate it
lets move there
Good idea
as they said it's a matter of TASTE
personal preference
I know
Just saying that most people here hate it
So I doubt it's gonna happen
guess i am the 5% who like both ideas hah
Yeah, that's why i started asking about a mod haha
btw i like the fact that as soon as i published my mod it got 2 downvotes xD
which i guess i understand as at that time it was bricking games
still funny
both of the downvotes were ME

HOW COULD YOU!
this is the first mod where i PRACTICALLY built it from the ground up (at least EVERYTHING in the scripts)
what mod?
Oh
not published but still
you'res isn't a cool baseball bat made out of metal
it's a map of raven creek
ok?
I can completely ignore a metal baseball bat
but a map?
maps are more imrpotant
seeing that remember me how much i want they add visible holsters to the vanilla game
there's the paw paw loot thingy
doubt they ever willlll
is this another "the engine won't handle it" joke or...
they add visible backpacks with a 3d update, why not doing this?
I mean, not RIGHT NOW, but someday
still highly doubt it
some year*
Yeah
i get my hope on this
and vunder is a very credible source of predicting things so you might as well pour water on your PC
Why buy a water cooler when I can throw my pc in the river
nature is healing, the PCs are returning to the rivers
but seriously i just don't see them spending time on modeling a holster when barely anybody will notice something like that
a backpack is huge and on your back
but the holster
that's not something you see
And for copper mines mined by slave children
i guess
They add trailers and stuff, why not just a holster?
they added trailers due to the trailers mod getting popular
same with the bandoliers
Yeah, but the Paw Low mod is popular too
I know, just sayin
When they finish multiplayer I will put the mod and everything will be as I want XD
hello code wizards. could anyone help me create a mod for my map?
i dont think it woul be too difficult, i just would like more intense winters?
intense meaning colder temperatures, more snow
is something like that possible?
thank you but i dont want cold summers also!
Cryogenic winters easy start
There's 3 types of Cryo winter
Warm summer, normal, and cold everything
easy start is still like 15 degrees celsius is it not?
oh
not celsius
im dumb
fahrenheit
Oh yeah sorry, forgot about taht
You can probably ask the creator @heady kiln for some help
already something in vanilla
don't worry
he doesn't even need to make it a mod
it's a custom sandbox option @dark solar
tbh, i'd rather have it be rquired in the mod. If it is too much of a hassle then ill just do that
well, it'd be a mod required in the map mod
Yeah I've personally found those not the greatest, as it's not a greater of a range
i don't think it's possible
oh wait
i get what you mean
yeah
but i don't think you can affect temperatures without affecting ALL the temp
like game wide
i see, thats a little annoying
if you affect temperatures you affect EVERY temp
summer winter etc.
could be wrong
is there a way to increase snowfall specifically in the winter or does that function the same way as temperatures?
that functions the same way as temp
snow fall is just rain with a different texture
what map are you making to where you need that snow?
oh, so could i also just increase rainfall?
i s'pose
its in canada
OH CANADA
newfoundland?
OUR HOME AND NATIVE LAND
sort of near Minnesota/Michigan
lol
I've wanted to do Edmonton for a bit, but I decided to try with a smaller town imma call Fox Creek
i am also making a Quebecois map but thats on hold for now.
Anwyays, back your map lmao
i want someone to make a map of the state of Vermont
that'd be really fucking cool
not really xD
its huge in the map world
meh, i think we're still okay here
Probably, but eh
but anyways VunderFiz, could i also just increase rainfall so that snowfall also rises?
map making goes in mapping
i suppose
i've never tried that
i've always just set my temp to cold
hm i see
well i have no clue how to even start going about that
so ill just put it off
lol
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.
`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?
yep
๐
Hell yeah
any other modders here? i need help
how do i make a water container not let you drink from it passively in your inventory?
and what is the internal name for the water dispenser when its been picked up and is in your inventory
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.
You can find these on the scripts with ctrl+f for the word water
{
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
Try
```lua
Code
```
When posting code here
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
The apostrophes(and lua) have to be on their own lines- lua should change colors of you're doing it right
Also, it wouldn't be ideal to prevent the player from drinking the items from the item's side of things
That function is handled in player update
aight, ill worry about the not drinking bit later, but the important bit i need is the internal name
for picked up water dispenser
You could create another item type- that is a sealed version similar to cans
But I already thing there's so much item bloat with fluids . _ .
ive gone through debug mode, ive gone through game files, i cannot find the name for it
Ah
when its an item, held in inventory
That's not an item
well, then whatever it is
dont see a worldobjects file in the scripts folder
You can drink from it while carrying it??
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
Ah
but right now, i have empty gas can as a placeholder for the water dispenser
Try changing it's item type-
Drainables have very particular behavior
That might be calling the autodrink
Also you have context drink in there
im forgetting the drink bit for a moment, i want to get the recipe fixed first
Ah
I think someone mentioned using mapobjects in recipes the other day
If you search this chat for the word anvil
I'm not sure if you can impact mapobjects in this way normally- but anything is doable
hmm, seems like the talk of an anvil was about having to stand near a map object for the recipe to be available
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
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
So the dispenser disappears?
yes, it is consumed by the recipe and the player receives a different item as the result of the recipe
The issue is a dispenser isnt an inventory item but a mapobject you can hold in your inventory
so despite being in the inventory it cannot be treated like other items within the inventory?
I would assume not, depending on how recipes are read
What is the item type displayed when you're moving it?
ill check, 1 sec
an item
and ideally, this recipe would use the dispenser, not a gas can
Strange, Im fairly certain that's it's a movable
But I suppose 'movable' would appear as item
This would probably take looking into the system more to understand what's happening
Unfortunately things that look simple on the onset can become complicated
Wish I could have been more help :(
alright, well thanks for trying, ill continue this another time, i need sleep
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
Guy, what kind of beta i have to choosa so i can play wit swat and riot mod and PLL mod?
what is the difference between them?
no difference
so if the mod states that its compatible with 41.x version and newer doesnt work
hwo can i make sure i run correct version? is there any way?
look at the description
is there any way i can make sure i run correct version of the game?
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
there is zero difference between IWBUMS and Build 41, they are both the same exact update and both recieve the same updates. they are just to make it easier for new people to get into b41 quickly
follow that
choose either iwillbackupmysave
or B41
as i said it doesn't matter
UNLESS your already in that version of the game
and considering your using pawlowloot i can assume you are
Hi Guys im looking to make my first mod for this game i want to make a helmet what do i need
๐
where's the vanilla clothing icons file located?
i need to change a icon to fit something i changed
In UI2.pack
thanks
you should be able to override them by placing a file in media/textures/
i'm not making a mod
i'm just changing one specific thing
well shit now i need to now how to edit specific icons
shieeet
i've decided to make my custom hawaiian shirt texture to have a icon that reflect the changes i did
@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.
Initially you had the module set to Base for the recipe, while also importing Base. That... will cause crashes.
But with the module set to "MetalBat", the problem goes away.
indeed
Hello I have a question, how do I get the item container of a grid square, to remove items from it?
I've got this far.
getWorld():getCell():getGridSquare(targetX,targetY,targetZ):getContainerItem(java.lang.String type):GetContainer();```
It's a mystery to me what java.lang.String type is though.
It refers to a type of ItemContainer
Do you know where I can get the names of the types of itemContainers, or tell the name of the grid square's one?
For example "barbecue", "freezer", "crate" etc.
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
Do you know the one for an empty grid square? Empty apart from the items lying on it.
๐ ok this is epic
Also Aiteron, can you please squish a zombie with it
The default value for type in ItemContainer is "none"
all right I'll try that
Flappy Bird Mod when?
It's not possible(
darn
It's already flappy bird like)
do you have to counter gravity?
gravity works. Now when pressing W car push up. Arrow keys for change angle
Nice
Some rotate
what if you have spacebar for lift, and wasd for leans?
need also 2 keys to rotate
w/s lean forward/back, and a/d rotate
- left/right angle on side
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?
IT WORKS
Nice job!!
nice work
Use logic similar to this in a function that activates via context:
---@type IsoGameCharacter
local player = getSpecificPlayer(0)
---@type Float
local fatigue = 10.0
player:getStats():setFatigue(fatigue)
Thank you thank you!
How would one go about making a mod that makes normal objects edible.
Asking for a friend
@restive ginkgo like making a stapler edible?
overwrite the stapler as an item and substitute it as food
keep the icon and name
my weird pica friend
using module base and the item, right
yes
I indeed tried that, but didnt get any results
using a sheet as a test item, since its common enough to take from windows
Hm, alright. I assume its as simple as changing it from a normal to a food, and adding the relevant hunger stats
I'll test with a few more random things and see
๐
Good job !
what are the plans for this heli mod?
@long grove which
uhhh, yours i think
expanded heli events?
you're kingofsharks9 right?
was interested in the idea of helicopters falling out of the sky
so we have agreed on a few things
in the first week there will be routine helicopter flybys around certain areas
theyll have a PA system giving people on the ground instructions
they will also have machine guns
after a time theyll begin falling out of the sky
maybe some spotlights?
like they get infected or some shit?
interested to see how you'd even get a machine gun or spot light working
it can be whatever you want to imagine
youll see ๐
ill have a trailer for it in the coming weeks
we have an idea for it to chase you if you try to escape the quarantine
pog, can't wait for my base to get destroyed by a rogue helicopter
kinda vague
if you approach and linger around the edges of the map
itll spawn, a voice will yell at you over a PA to tell you to turn around
if you dont obey itll start firing
when it droppin
will it be faster than a car?
its right on top of you
@left plank ๐คทโโ๏ธ
right now we are dealing with broken TIS code
there is a lua file that is just in our way for vectors
pretty sure we will be able to deal with it but so fucking annoying
nice to see that modding pz is still a disaster
@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
@carmine cosmos nope, we have our own repo now
go ahead and delete it
thanks for checking ๐
Sure, I like the idea of the project and want it to succeed
thanks man
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?
Last time I checked (long time ago) movables couldn't be used in recipes
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?
ah, great, well i guess thats how i'll do the removing the bottle from the cooler
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
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
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
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
where the hell have the developers hidden the code for the water dispenser
i cant find the bloody thing
what do you mean?
im going through the game files trying to find where the game defines how all the bits of the water dispenser work
It's all in TileDefinitions.tile you can access that using TileZed
tilezed is just telling me its not a map file evry time i try to open a .tiles file
use Tools>Tile Properties to load that file
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
There is a value, WaterAmount or something like that, that you're going to check and change in your lua
Hello all. Was told to ask periodically in here to see if a modder wants to take on making an addition to a abandoned mod. I wanted the ability to move marked items to the ground out of a corpse so as to know which corpse has been searched. https://steamcommunity.com/sharedfiles/filedetails/?id=603863176
You may have better luck if you start the process yourself
Like attempt to mod it yourself, and ask for help, rather than hope someone would be interested
yeah- modding is fun
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
try to make something simple
and edit an existing code (just looking at the code of a simple weapon mod helps a lot)
OK. Will look at the code to drop the backpack and see if I can work it in
time for it to get some rotor work
Can't wait to see that working
geniunely curious to see how hard we can push this game
Guess next I should ask is there a specific interpreter that is used?
You still haven't answered me
blender is like having an ak-47 with an under barrel cheese grater
why is there a lack of bikes
interpreter?
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
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
blender works fine, ive never had a single issue with it.
why's your name upside down then?
he's in australia presently
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
why a cheese grater, why not a tactical chainsaw
tactical chainsaws have a cool factor
tacticool
cheese graters make you go "hmm"
what if the cheese grater is the whole handguard
now were just taking a jab at skeletonized parts
military grade cheese grater
So...epic?
I mean I started using it 3 days ago
It's not that bad
and we're off
nice
anyone know any nice mod packs with cars and items that will work for the newest IWBUMS patch that could link it to me?
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
any car mods ftom b40 are a big no no in b41
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
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.
Thanks, i will try out that suggestion.
If that doesnt work i will move my stuff to "base" completly as well
oh, did read it wrong. Thought you meant like "Base.BCGTools.[Name]". Didnt worked out ๐
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?
Yeah, it absolutely will. So I'd suggest testing testing my suggestion first and making sure it solves your issue first?
Dunno what I can offer as a solution re fucking up savegames, other than the sooner your rip off the bandaid the better?
Or i make my old mod private and publish the new version
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!
Can i achieve that while the upload process?
Ah, sorry, don;t understand the question ๐
Well, how do i can upload different versions? ๐
I have seen that at one mod as well. basically downloaded one mod, and had several options to activate in the PZ Mod menu
wait so you want a version of your weapons?
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
{}
}
I see. And the distibution LUAs only link to the new version then.
Thanks, i try that
Yeah, exactly.
Just want to upgrade the structure a bit
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
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?
You should only need to import if there's recipes using Base module items.
Some fixing and Knifes to spear recipes are using base module items i think
Ah, okay then.
Also, I really suggest using item names like BCGTools_HandHatchet and not HandHatchet if you switch to Base module?
To make it compatible in case a other modder uses the name "HandHatchet" as well?
Yeah, exactly. Otherwise you'll get weird corner case issues.
Yea i might do that then
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?
True ๐
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.
Yea, there might be a easy solution hidden somewhere. Will share it if i have found out something
Oh thank gawd you did the item spawns the right way and didn't fuck up the distro tables.
yea. Someone told me that the "elegant way of doing it". So i did ๐
I wonder if there is a similar way at adding attached weapons on zombies
In theory, yes?
In case we are talking about that:
Yeah, I mean, I've never tried it, but it should work?
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
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? ๐
Your idea looks reasonable. I give it a try ๐
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```
Thanks!
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
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")
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
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
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
Oh wait a minute. there is a spell error ๐
Haha, oh yeah. Those and formatting errors are responsible for 90% of these sorts of problems ๐
Survivial = Survival
Hahah, yeah, shit man sorry. Uh... ....don;t cut and paste my examples, just use them as a guide?
Yea, no problem ๐
I should have said that
My mistake
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 ๐
Alright, will keep that in mind ๐
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?
SICK Dude!!!!
Good good. Then i can upgrade my mod properly
So yeah, looks like you don't need to change the module name then?
Nope ๐
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.
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
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 Pepsiโข๏ธ.
That's one of the only reasons why god is still alive
Some choose to believe that Ramon Laguarta is God.
bepis
pebis
bepis
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
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.
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
All of that is inside all = {} right?
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
Put it inside all
Unless, of course, that refers to zombies killed exclusively within their kitchen. Is it called that way? Conditionally?
alright, we got loudspeakers on helicopters now
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
Can it play Fortunate Son Shark?
no
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.
Yeah
oof
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.
Don't include rolls in your tables; that applies to the distro table as a whole and not just your mod items.
This is a super common mistake people make that fucks up distributions in general.
well
You mean we should simply omit the rolls = ~ specification?
he isnt using base
Yes.
i make that mistake so he is further than most people ๐
so basically we remove the rolls script?
seems like a no shit sherlock question but I'm dumb so...
yes
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?
because it can interfere and disrupt other mods and a bit unreliable
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.
and just be invasive with other mods
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
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 ๐
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?
Yeah, shouldn't be a problem? Procedural distributions works with that as well, just slightly different formatting.
table.insert(ProceduralDistributions.list["FirearmWeapons"].items, 1)```
Item is updated to omit references to roll = ~ and credited thanks to you in the edit log
so I just change roll = 1 to roll = ~?
No, remove the line entirely
its funny how a single line of code can break every single other mod
Funny and enlightening. Important to be mindful what you might be overriding, and that better methods might exist than the easiest one.
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 ๐
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.
Not to mention overriding a table like that is probably undoing additions made to that table by mods that loaded before yours
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?
wait, so what exactly is rolls? I took it to mean "This container rolls a die n times to determine its content"
yeah
using that 1 and 4 example above, i'm now confused
The example you posted for inventorymale and inventoryfemale should not be spawning any other items if it is working correctly
It tested well with vanilla items, but very concerning.
On the side of safety, I'll rewrite it to use table.insert right away
roll = 1 container rolls once, finds an item (or not) and stops. so it can spawn up to 1 item, rolls = 4 can spawn up to 4 items and so on
of course this is also affected by loot spawn rarity variables
OH. i read the examples backward, thanks
๐ณ ๐ณ
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
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);
table.insert is a lua function, you can finding it in lua guides
Oh, thank you. I normally use C# or java
Do I hear Java? ๐
First language I learned back in 2013. Funny enough it was to make minecraft mods.
java ๐คฎ
You would not exist if not for your grandfather, Crater.
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
You would think with how easily straw men fall, we would stop sending them.
wot
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
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.
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.
I wonder if i can use this multiple names in commas at that cases here:
will try that out tomorrow
I wouldn't. That was a total sho tin the dark by me based on very old examples.
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);
Oh. Well ๐
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
The major disadvantage of the table.insert method is that yes, it is more labour intensive than the other method.
You've all been very helpful, and I thank you
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.
Yeah, I'm certainly not a fan of all the cutting and pasting with the insert method. ๐
Let us know where exactly you're struggling
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
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.
as long as it doesn't go over the weight limit i'm fine
eh
just been feeling like making mailboxes more useful
im trying to add this to a beer mod
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.
where is the files for that part
in media
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.
i'm already inside the game files i'm just looking for the loot respawn bit
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
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?
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
this explains why I couldn't find a sinlg MRE
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.
Rolls, I assume, use the vanilla number as we previously deduced so it would be 0.05% per vanilla roll per container.
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.
first of all
I know what I'm talking about
the game stores most of its assest in media
that is actually true.
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?
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 ๐
Naturally. Don't want someone to get a crumpled up empty soda can in the garbage can instead of tasty cigarettes, after all.
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
Good warn. I'll check if bins have a junk table.
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
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
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.
shouldnt be too hard to check if junk table exists and either add or create the entry for vanilla SuburbsDistributions entries
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
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
I am absolutely the idiot here in trying to reason with you, but:
LootRespawn.class
Located in ProjectZomboid/zombie and not ProjectZomboid/media
needs to be scuffed up more but almost
Nice job dude!
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
Can you do anything at all about the shadows?
maybe but probably no
Or is it another "the engine sucks I can't do anything about it" situation
It's not that bad
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
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
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.
- Ordinarily in MP servers run a check to make sure the server and client files match
- The reason it does this is to keep a player from using a modified client to hack the server/game
- In order to have different server and client files you would need to disable that check
- However then you leave your server/game open to being hacked by modified files on the client end, and YOU DO NOT WANT THIS!
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.
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.
Wouldn't a server plugin account for an authorized user?
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.
Hey, does anyone know of a mod that makes injuries more serious/common? I know thereโs higher injury severity btw
I don't know about something like this
There's a mod that lets you injure yourself though
fr?
Could you name the mod?
โYou have the right to injur yourselfโ makes sense
Thatโs probably a line in the constitution
Honestly I think authentic suicides is all you need if youโre looking for a mod like that
If youโre trying to hurt yourself for medical level just sprint through trees
suicide is now badass
you can cause burns using lighters
Like in dayz?
hurt yoruself using knifes
Oh
you can even suicide with a rope by hanging yourself
Oh my god lmao
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
How many is "a few"? Enough to reasonably deduce that you should have gotten a 1% chance by now?
I wasn't even looking for a mod to injure yourself, just one that makes them more common and more often
I can't see at a glance why your distribution wouldn't be working, Hybe
i'll try settings chances to 10% and kill 50 zombies
if it doesn't work ill come here
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.
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
Yeah just .zip up all the mod files I can look around
No glaring issues ๐ค 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
im pretty sure it dont work with b41
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?
Yes
I enabled it and started two new playthrough
None of them spawned
I killed 500 freaking zombies, man
Do you have any other mods enabled?
Yes
I played with my full mod list enabled but you might have one installed that I don't.
It's likely the other way around, a mod you have installed might be disrupting vanilla distributions. Like ours were, once.
are you putting it into your zomboid workshop folder like it is there?
No I'm putting it in user/zomboid
its easier to check if its working through your workshop folder first.
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
Have you tried disabling every other mod and playtesting that way?
That'd be the first step
Not yet, I'll try in a few hours. Pretty busy
There are a few mods floating around that break distribution so it's possible you have one of those
The newish water canteen, one of the crossbow mods
I don't have the crossbow mod, or the water canteen
I think one of the spear mods was causing problems but I cant remember if that was distribution or something else
Don't have spear mods either
I usually check the comments of most mods before I download them just in case
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
Those are mostly item mods
I checked a lot of them, none had this
Unless we include the soda mod that already fixed this
But still you cannot know truly what mod is causing the issue until you test yours in isolation.
Do you get red errors on startup?
Yes but I usually ignore them
Even when I enable little to no mods it still pops up
Might check it though
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
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
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
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
for now, plugins can listen to lua events and cancel or change how their arguments are sent to specific lua scripts, output of the above
This should be useful, especially since I debug a lot of my mods
not sure if this is the right channel
I'm sure the process of testing mods is related enough to modding
no i meant if i posted to the right channel or not
Be reassured that I believe you are
Technically it's right
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
It can be pretty useful for debugging
no game restarts, and you can add it to steam launch parameters so it always runs
Very cool!
From earlier, huzzah! https://steamcommunity.com/sharedfiles/filedetails/?id=2344235765&searchtext=injury
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.
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.
How long have you been drawing pixel art by the way? They look pretty good
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
I was annoyed that everything I had learned in seven days could be condensed into sixty seconds of cliff notes, so I disgruntledly made this video. For more Pixel Art resources, visit these channels, and tell them Alfrety sent you:
MarcoValeKaz - https://www.youtube.com/channel/UCj3ohlV8FOWmahIHf_V95fA
Adam C Younis -
https://www.youtube.com/...
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.
I started drawing a little over a week ago
Using aseprite, pretty damn good pixel art program
Yeah I was waiting for aseprite to go on sale but it was worth full price. So much better than fucking around in gimp
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 ?
I thought he was working on a helicopter event rework, right? Isn't that what this is for?
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"
So shark hacked project zomboid and increased car wrecks spawn rate to "very high"
currently the mod is just in very rigid testing