#mod_development

1 messages · Page 456 of 1

iron salmon
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Hey it's ya boi nasKo who doesn't know shit about modding. Coming at you live with the work on loot distribution that @red matrix has been working on.
This is all experimental and something we can revert, but the intention is to have loot make more sense.

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Quoting Baph here:

I’ve taken the procedural container system used for places like Giga-Mart and residential kitchens and started applying it to the rest of the map. Locations that previously spawned random grab-bags of loot (like Spiffo’s) should have their contents sorted into relevant lists: If you’re looking for a bladed weapon or some fresh-cut chops, try looking around the kitchen of any place that sells meat (i.e, not a bakery) for the meat-cutting station. If it’s baking supplies you need, look for where the sacks of flour are stored-- they’ll probably be next to a rolling pin.

Convenience stores, corner stores, and gas stations have had their shelves’ contents sorted so loose cigarettes no longer mix with the lollipops. Players who visit the pharmacy already have an idea of how the shelves are laid out: Some have snacks, some have drinks. You’re less likely to find medicine in a gas station but it’s not unheard of-- ditto car supplies in a Zippee’s. If you want the most of a particular kind of item, it’s best to stick to the relevant business. Gas station tylenol is a ripoff anyway.

Medical locations now sort their contents into tools, medicine, and doctor-related stuff like gloves, masks, and scrubs. Bars, beauty salons, butcher shops, cafes, and liquor stores all take the same approach. Giant ‘catch all’ loot lists should eventually be replaced with tailored selections of items that are relevant to the location they’re spawned in.

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This is just so feedback can be shared and y'all know that changed to loot distribution are likely, which will definitely break yo stuff.

We'll look into maybe getting the files shared with you so you can prepare your work alongside it, if that's feasible, etc.

Hoping to get Baph in here to answer questions/clear up intentions etc, since it's all black magic to me. Just an FYI for y'all

craggy furnace
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thanks baph

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(and nasko)

shrewd grove
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so will existing mods still spawn the same?

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or will most mods on this break on release?

iron salmon
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Imagine this change as Rampage Jackson and mods as a door made of cardboard

craggy furnace
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mmmmm

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fuck the pain away is a great siren song btw

shrewd grove
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so most mods are gonna break.

craggy furnace
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yeah

shrewd grove
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poor fuckers working on HC are gonna hang themselves

craggy furnace
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HC might as well deprecate at a point

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entire item base is going 3D, loot will need to be redone, overall interest?

red matrix
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Is this thing on?

craggy furnace
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no

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we cant hear you

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repeat your last, over

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<wzzt>

shrewd grove
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just an fyi, hydrocraft is actively being worked on.

craggy furnace
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ik

shrewd grove
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but anyways, baph, what shid do i need to know for this?

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ill have to fix my fishing mod

red matrix
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I'll be in the background for people to yell at about the new distrib stuff for anyone here

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Alright so

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If you know how to add your modded items into the game without having to copy Distributions/ProceduralDistributions then you're pretty much already set

zealous wing
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Because that's going to break a LOT of mods.

craggy furnace
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btw

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arent fridges getting redone?

red matrix
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SuburbsDistribution acts as like this... coordinating thing. It tells Distributions and ProceduralDistributions what to do in combination with ItemPickerJava

craggy furnace
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i remember a year+ ago power was getting an update eventually to fix fridge loot as well?

red matrix
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It used to hold the item lists but now it's just the 'frontal lobe'

hexed anchor
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honestly

shrewd grove
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so hang on baph, will this here still work?

hexed anchor
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opening a cupboard only to find a fork and a plastic bag was realistic enough imo

red matrix
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Change 'toolstore'

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Ah crap fat fingers hold on

zealous wing
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@red matrix All right. Speaking of, will the Distributions table eventually be replaced by ProceduralDistributions table?

shrewd grove
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im just getting a logical example to see on

red matrix
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Change 'toolstore' to 'YourContainerName' and you'll be set. No need to bother with the second sub-table

slow graniteBOT
shrewd grove
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so by container, what do you mean exactly?

red matrix
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kk so let's use Gigamart as an example

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Wait. Bad example above let me correct. Better at this on notepad++ lol

zealous wing
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Haha, that's fine.

shrewd grove
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also, ignore my TERRIBLE code.

zealous wing
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I was just under the impression for a moment that the Distributions.txt tables would all be eventually replaced as part of the update.

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So basically the Procedural side is for more nuance in a given environment/room/area/etc?

red matrix
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table.insert(ProceduralDistributions["ShopShelfSnacks"].items, "Base.BeefJerky")
table.insert(ProceduralDistributions["ShopShelfSnacks"].items, 2)

That'll add new stuff to the table in question. I've listed the new tables in the changelog. Gigamart for example uses things like 'GigamartDryGoods' for its shelves

shrewd grove
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ah, so basically the spawn tables now need the shelf type they attach to while spawning?

red matrix
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Basically if all you're doing is adding new items to currently-existing tables, you won't need to touch Distributions at all. It'll all be in ProceduralDistributions

zealous wing
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Good to know.

shrewd grove
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doesnt seem like itll be too bad. but some guys will have alot to update

red matrix
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Chat was moving fast if there was anything I missed hit me up

zealous wing
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@shrewd grove That's an understatement.

willow estuary
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Yes, Baph may be understating things here, but let me be absolutely plain spoken here.

Almost every mod that spawns items will have it's item spawning broken by this.

cunning canyon
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I’m not super able to follow this convo becuz I’m at work, but can I expect these changes to be documented on the wiki?

zealous wing
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Me, looking at two of my mods that have 100s of lines of code in their distro file.

red matrix
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Yeah a lot of things will break... sorry about that. I started this as a personal project but the others took interest

willow estuary
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It needed to be done Baph

cunning canyon
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Na that’s fine

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It needs to be done

shrewd grove
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i think im not looking at it at the degree of some other people, but mods like hydrocraft are gonna get FUCKED by this update.

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their distro lines are miles long.

red matrix
# cunning canyon I’m not super able to follow this convo becuz I’m at work, but can I expect thes...
zealous wing
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@shrewd grove HC's distro files together are probably bigger than most other entire mods on the workshop.

red matrix
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Alas, poor HC. It must be a behemoth now

zealous wing
willow estuary
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This makes me glad that I'be been tending towards smallaer, granular distro files instead honkin Noah's Arks of them.

cunning canyon
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thanks 👍

iron salmon
zealous wing
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Well, It's good to know that I'm going to have to set aside a few hours on a weekend at some point, just to update distro files for my library of mods. 😄

willow estuary
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Yikes. Me too.
At least I actually enjoy tinkering with distro files 😜

nimble spoke
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I was born for this

shrewd grove
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thank god my mod has literally no items to fix

cunning canyon
red matrix
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There's like this zen period of around an hour just after I have a nice bowl of sativa. You can get an ounce of 20% stuff for $150 here

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That's when I do the tables. Too boring otherwise

cunning canyon
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lmfao

willow estuary
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Haha, I was just gonna say "fortunately I got a bunch of weed as well for when I do this"

red matrix
cunning canyon
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Ok siq, good to hear 🙏

red matrix
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Just looked closer. You're fiddling with the default containers that are used for things otherwise not defined/under 'all'?

cunning canyon
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soooo my mod required some custom room defs

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which is why i'm doing weird shit

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it may be redundent

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also yes maybe that too

red matrix
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Might be better to give an example of a mod that would definitely break

cunning canyon
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you should probably ignore what i posted until i look at your changes

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i'm literally in a meeting so i have 10% of my attention on this 😂

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but thank you for taking a look 🙏

red matrix
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Let's say you've modded in extra kitchen utensils, a fry cutter and some metal spatulas, and you added them to 'counter' under 'spiffoskitchen' or whatever, as individual items using the insert method posted above

nimble spoke
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mods that table.insert SuburbsDistribution will all break, won't they?

red matrix
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That'll throw an error.

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But

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If you instead insert those items under 'ShopKitchenDishes' you'll be set

cunning canyon
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i think i follow

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sounds like an improvement

red matrix
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Won't even need to point them at the specific room. It'll go in all of them. I've made some generic containers as (at the moment) there aren't really enough utensils/dishes/pans to put them into categories. I gave them the same naming style as was used with residential kitchens

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Those use things like KitchenPots, KitchenDishes, KitchenCannedFood, etc.. for the counters

red matrix
cunning canyon
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Sounds like items get added to tags, and then those tags go onto rooms

red matrix
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That's like sticking your stuff on top of the pre-sorted thing your machine has spat out

cunning canyon
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Gotcha

nimble spoke
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Baph, just thought that you could add comments for each procedural table, saying where they can be found in game, to make people's lives easier

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in the file itself

cunning canyon
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𝓛𝓲𝓿𝓮
𝓛𝓪𝓾𝓰𝓱
𝓛𝓸𝓿𝓮 𝓲𝓽

red matrix
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Ah, comments yeah. TBH I avoided inserting comments up until the last batch of stuff sent to RJ but can go ham now

cunning canyon
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Tbh

red matrix
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I alphabetized the rooms and containers, so it's all gravy now

shrewd grove
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it sounds like this will be super easy to use once everything is updated

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the aftermath of the update on the workshop will be a mess though.

red matrix
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I'll be around to help people that want help. If they want to yell they can do that too

cunning canyon
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It ain’t a beta branch for nothing

nimble spoke
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exactly, best time to go breaking stuff is when a lot of other stuff are breaking constantly already

shrewd grove
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BUT, i will be glad for when this comes out

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will be insanely cool.

cunning canyon
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the most cursed part of this will be the check i do to see what version they're on so i can switch between the old and new distribution table stuff

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i would like to not have to make a new workshop entry just for this update

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but i assume there's a version i can grab from somewhere in the lua API

nimble spoke
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you can add alternate versions in the same workshop entry

cunning canyon
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ohhhhh????

nimble spoke
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workshop items can include multiple mods

cunning canyon
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ohhh right

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hmmm

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ehggg that would require some somersaults tho for people who expect their save to work between versions

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but with so many mods breaking maybe that's not likely to happen anyways

nimble spoke
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They're playing IWBUMS, they should expect to be guinea pigs

cunning canyon
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yeah but they about to be in a world of hurt 😂

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i'm not against this at all, but it's going to be like

craggy furnace
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fuck

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i just realized why thomas was acting badly

nimble spoke
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Wtih Baph providing the tables we can all make the changes and be ready to update the same day iwbums gets updated

cunning canyon
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tru, as long as we get enough of a warning and maybe a test branch this could be pretty smooth

craggy furnace
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i just realized i can make thomas bulletproof in time for MP

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i am giggling at the thought of hearing him in the distance

cunning canyon
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TOOOOOT TOOOOOOT

craggy furnace
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"What was that?" The children asked. "The screams of the damned" The conductor replied.

cunning canyon
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lmao at the person who edited my localization google sheet just to add a blank "Czech" column

craggy furnace
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lmao

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hahaha

cunning canyon
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like, glad you want it localized, but uh...

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might as well not exist lmao

zealous wing
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Yeah, Imma need a test branch.

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At least give me a chance to look at the new distro stuff a week or two in advance.

cunning canyon
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na release it now

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salt and burn the earth

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lol jk plz dont

zealous wing
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It's gonna basically break all of my mods. Mods that I made, mods that I use. All of em.

cunning canyon
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i wanted to throw up the last time i made distribution tables anyways

zealous wing
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Realistically I know it would take me maybe 2-3 hours tops to update my library.

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@cunning canyon Not very hard to be honest. TableInsert as a distro method is simple and easy to make.

cunning canyon
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i mean that's what i ended up doing

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but i still needed to figure out where to stick things

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and what the magic numbers meant

zealous wing
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Like Blair said, granularity is the key. Break your table up into smaller ones of necessary.

cunning canyon
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what duplicates meant

zealous wing
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You mean repeated lines for the same container?

cunning canyon
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yeah

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i think...

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its been a minute

zealous wing
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I've never really bothered with that, to be honest. Adding multiple entries to the same container just seems to up the chances of it spawning, AFICT?

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Two entries each with a 5 percent chance of spawning is the same as a single entry having a 10 percent chance.

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At least in my experience.

cunning canyon
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but who knows for sure drunk

zealous wing
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I imagine it has other purposes, like with how the FAKs work and are set up though.

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Having 4 or 5 entries for bandages set at 100 guarantees they spawn inside of a first aid kit basically.

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Regardless, the spawn chances you actually assign kinda don't really mean much in the end. It's fuzzy math all the way down.

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There's so much math going on in the background with so many variables, it's more of a suggestion than anything to be honest.

cunning canyon
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trust me i've noticed

zealous wing
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Especially if you have multiple mods that will add content to the same room/container.

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Fine tuning spawn rates is just something you have to do via trial and error. Me, I start a new game up with the mod I'm making, find the container(s) I'm adding stuff to and try to judge how frequently they're spawning there. If something seems infrequent, I up the spawn chance, and the inverse of.

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I once tried to do the math and factoring in all the variables that would affect the spawn chances of a given container. it looked like one of those formulas you'd see on a math classroom chalkboard. 😛

latent orchid
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@cunning canyon gib me potted version, is changes drastic?

cunning canyon
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if you have any distribution tables in your mod you'll have to make changes

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but the changes are pretty logical and are a good change that will save us time in the future

latent orchid
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i use custom distributions, but they all refer to vanilla and custom procdistribution entries

cunning canyon
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yeah you'll need to change them

latent orchid
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i never add loot directly in distribution

cunning canyon
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there will be a well documented way to change stuff and BaphClass can be contacted to help out in this channel

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you will not be alone

latent orchid
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ok. bit worried as my new map is heavily using custom room defs and loot tables

cunning canyon
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pretty much everyone is going to be doing this at the same time lmao

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im in the same boat commander

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i'm not overly concerned

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i'll probably end up writing code that you can copy pasta for your mod

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since each weather station has a custom room def that needs to be populated with random office supply knick knacks and other things

latent orchid
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ill read this whole thread trail when i get a chance...too much chat for me to process

cunning canyon
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yeah same

latent orchid
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dont want to ask questions already answered here

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@red matrix and @iron salmon thanks for taking the time to help with this

cunning canyon
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this system will not surprise us

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they're being very transparent about it, and will give us time to do it it sounds like

latent orchid
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ill need to fix my hobbies mod as it uses custom loot tables

cunning canyon
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oh yeah RIP

latent orchid
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@red matrix will the new approach be in the next patch release so we can take a better look?

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im more of a read the code type person than explain it to me

red matrix
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I'm not sure exactly when the changes are being put in? I can post some example code though

latent orchid
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yes pls 🙂

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it will give us a headstart for changing existing mods on workshop

red matrix
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Alright I'll post a little text thing here so the format is readable

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Gimme a sec

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KK so if anyone wants to do a direct comparison, go to Distributions.lua and navigate to 'spiffoskitchen'

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Sorry, formatting issues. Wanted more examples.

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So, compare spiffoskitchen, how the containers have been switched. 'rolls = number' becomes 'procedural = true' and 'items' becomes 'procList', which is why adding individual items causes ItemPicker to throw a fit

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You can see the container definitions under ProceduralDistributions, the fridge and freezer. There are different defs for each restaurant type. The chicken place has its freezer full of chicken, the fridge with chicken + stuff for making batter

latent orchid
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oh wow, thats how i do my loot tables....so i guess im kind of safe for now!

red matrix
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Be warned that there are some issues with the map at the moment. Some of the restaurants use the residential kitchen definition, and a few are using a placeholder name that's used in non-kitchen rooms so I'm not comfortable forcing kitchen stuff to spawn in it

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The Pile o Crepe in Mul for example, its kitchen should be 'kitchen_crepe' but is 'room1', so spawns items from the 'all' table

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Counters with like a match, some buttons, empty fridge, etc..

latent orchid
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so is this safe?

red matrix
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Yep!

red matrix
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Residential kitchen's room def is 'kitchen' BTW

latent orchid
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yep, i use that in a very lazy manner in my builds. ie offices, homes, factories

red matrix
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Room list

latent orchid
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frozen steak in the fridge of an office doesnt make sense

red matrix
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We are on the same wavelength then lol

latent orchid
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actually, i was hoping it would shift towards proc_dist in total as it just works better and allows more flexibility

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100% support this change

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for mappers like me, the procedural approach allows more reasons to create custom room defs and add new loot easily.

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keeps things tidy as well

red matrix
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Ah, mapping. Really wish I had the patience to learn the tools. Not that I'd be given access to the map but it's much easier and faster to fix stuff myself most of the time

latent orchid
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well im trying to leverage a framework of sorts to manage all these new room and loot defs

red matrix
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There are a lot of missing lightswitches and rooms I'd fix in the base game's map lemme tell you

latent orchid
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i find the version of the editor available to us plebs has a good enough feature to check lights and sinks missing. but i hate how it reports tile config issues with things like double beds and railing placement which are not actually an issue

red matrix
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Code-wise if you can find a fix they'd probably put it in

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No idea how to do that though 😄

undone crag
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o:

latent orchid
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i'll be happy if they just added the newer tile properties to the editor. i want to make more garage door types 😦

craggy furnace
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i want bunker doors

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for the day when underground stuff gets added

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if it gets added

red matrix
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I can definitely see underground stuff in the game's future. Not that I've seen underground stuff but it's 100% doable.

latent orchid
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that would be cool

red matrix
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Has Blair talked about his hidden lab mod? I thought that was brilliant. Fantastic workaround

latent orchid
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no, but ive heard about it

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he has an eye for making interesting mods

craggy furnace
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if underground stuff gets added i totally see the lab getting an entrance

latent orchid
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solid double doors would be great. similar to the security door. i feel the current double doors break easily

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steel re-enforced kind of doors....require sledge or lockpicking

craggy furnace
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the game needs more interactivity

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i know lockpicking and others might get their own minigames but id like something like a keycard to access a door

nimble spoke
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ceiling/attic doors would be nice

wind ibex
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Hi, i could really use some help if someone can. I have been wracking my brain for a few days trying to fix a mod. I cant seem to get camp hill to load on a mutiplayer map. No update, build 40. can someone tell me what im doing wrong 😦 its frustrating

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I have everything else working just fine, infact its a blast. but watching Xeni and Eli... makes me envious that i cant get it to work 😦

willow estuary
cunning canyon
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I’ll take your word I haven’t had a chance to look at the docs

willow estuary
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This sweeping change only affects vanilla roof defs.
Now one can leverage this for custom room defs for sure, buy using the new procedural categories in custom room defs using procedural distro spawning.

willow estuary
willow estuary
cunning canyon
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Yes I mess with that there too 😋

craggy furnace
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maybe use this chance to make them a lot rarer

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i see the maps everywhere lol

cunning canyon
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Outside of weather stations?

craggy furnace
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yeah

cunning canyon
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Man some folks say they can’t find them but I guess that’s cuz they run hydrocraft or something

craggy furnace
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absolutely the issue

cunning canyon
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Can you gimme a percentage I should change it by?

craggy furnace
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25?

cunning canyon
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Ok -25%?

craggy furnace
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yeah

cunning canyon
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Ok cool thanks

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That’s a hard thing to dial in

craggy furnace
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you could maybe stick the restricted stuff into military loot tables

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not that they exist per se as that

cunning canyon
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Not a bad idea

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There’s sooo@e

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Some*

shrewd grove
craggy furnace
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they can also be drowned out

cunning canyon
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Ok so would -25% sound like an improvement Hurley?

willow estuary
shrewd grove
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yeah

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even 40% if you feel like it

cunning canyon
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I’ll cut the difference and do like -32%

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It should be pretty rare

shrewd grove
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plus, mods dont overwrite the items, they just add more stuff that can spawn.

cunning canyon
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You’re probably right that people just freak out if they can’t find them at all, but ideally you wouldn’t find it for a month

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Which is when the network starts shutting down

craggy furnace
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thatd be a great way to prevent the military maps and technical docs from being too easy to find

cunning canyon
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My general way of testing was to noclip around Muldraugh and check all the 1st floors to make sure I found at least 1

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Of each

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Very unscientific

latent orchid
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but smart

shrewd grove
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anyways, im headin to bed, GL with new distro

hexed anchor
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@craggy furnace will your the helicopters after crashed, be able to turn it into like

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sheet metal and other scrap metal parts

craggy furnace
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thatd be nice actually

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ill look at it when i get to tweaking the wrecks again

hexed anchor
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oh nice

zealous wing
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@latent orchid
"HERETIC!!!"
"Ha, Corpse Worshipper."

vital charm
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I got the 90s pack only

zealous wing
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So I just got attacked by a hostile NPC from the survivors mod.
Is it normal for them to be totally invincible? I can't even scratch this one.

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If it's not, I can't figure out how to shut it off.

iron moth
zealous wing
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Finally killed them, it was ridiculous.
A shotgun flat out didn't work, had to chase them down with a katana and wait for them to bleed out. 😛

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I couldn't even run them over with a car.

iron moth
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Well i got some dumb problem then

zealous wing
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Dunno, I've seen videos of people killing these NPCs with firearms. multiple shots from a shotgun did nothing but scare them off.

autumn sierra
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i had the same issue

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idk what caused it

vital charm
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I've noticed I can't harm survivors either

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I found one rummaging thru a house once and tried to bash its head with a shovel

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But nothing happened

granite tulip
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You need to activate pvp on but also Superb Survivors is broken at the moment

vital charm
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Wait how do I do that

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Activate pvp

granite tulip
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I tried to get raided as I spawn but the raiders just stood here on ly kitchen and I couldn't kill them

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coick on the small green symbol with axes at the bottom right of your screen

vital charm
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When I'm in-game?

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Do I need a fresh save?

granite tulip
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in game

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no you can switch pvp on and pvp off

vital charm
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Awesome! I'll turn it on then

granite tulip
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but when meeting a raider you're supposed to have pvp forced on but once again : Superb Survivors is broken at the moment

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Like so far the mod is partially down

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NPCs no longer barricade their homes, they just roam around freely. They no longer team up and also they can glitch when switching weapons between animations or fighting raiders

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Some even glitchs in cars

low yarrow
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With or without stripes?

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I think the stripes make it too sci fi, but yet they fit pretty well design wise

viscid kelp
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I'm blind a little bit. Could you point where stripes are?

low yarrow
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On the neck protection thingy

viscid kelp
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Ohhh, right.

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I like with stripes

topaz pendant
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with stipes looks noice

low yarrow
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Alright, i guess i keep them then. I just want to make sure it somewhat fits in the PZ universe. 😄

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But i can delete them later anyway if i think it feels off

viscid kelp
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You can add two versions in the game. Two different items.

low yarrow
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Yea, could make different randomized textures on it. Maybe something for a update later on

late hound
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Made the Postal Dude zombie

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"WOULD YOU LIKE TO SIGN MY PETITION?"

low yarrow
river plinth
#

I'm trying to register a function from a Lua object to OnPlayerUpdate, but how can I pass in the "self"? Events.OnPlayerUpdate.Add(self.update) this is my Add to the OnPlayerUpdate-Event, but in that self.update function self is null. My class is this: ```OOTestObject = {}

function OOTestObject:new()
local o = {}
setmetatable(o, self)
self.__index = self

o.testValue = nil

return o

end

function OOTestObject:registerEvent()
self.testValue = 1
Events.OnPlayerUpdate.Add(self.update)
end

function OOTestObject:update()
DebugLog.log(self.testValue)
endand I'm calling it like this:OOTestMod = {}

function OOTestMod.objectTest()
local obj = OOTestObject:new()
obj:registerEvent()
end``` Can I somehow pass in self in the OnPlayerUpdate event? Or what else do I need to do?

fallow bridge
misty iron
#

Hey people. Does anyone have a good resource for someone who wanted to start modding PZ, with a simple entry point for basic things? I found some great tutorials on map making, and figuring out how to create/add items seems doable, but breaking into the Lua is difficult.

low yarrow
nimble spoke
river plinth
wise jackal
#

hey uhhh can i get some advice on how to get my mods working? I download them from the workshop, enable them, then when i try to start the game it starts loading, but will just says sorry an unexpected error occured. Then it gives me a button to go back to my desktop. Idk what im doing wrong with the mods :/

late hound
#

You can see what errors are thrown in Users>(Account)>Zomboid folder, in the console.txt file. (Ctrl+F "Trace" to find the error(s) right away.)

wise jackal
#

hmmmm sorry im not a coder lol but i did Ctrl+F and typed trace and it just comes up after the word stack is all "stack trace" and idk what im lookin at but it all seems fine lol

carmine cosmos
late hound
#

Yes, the error is stated prior to "stack trace", when I want to see what errors out, I search for ^ since it pastes that after each individual error.

red matrix
#

Shouldn't it be Add(OOTestObject:update()) ??

#

I miss the () all the time so usually set a local beforehand, so it'd be like Add(doTestObjectUpdate)

#

Oh crap I've done it again. Missed half the question. Ignore.

sour island
#

@river plinth you should be aware onplayerupdate already has arguments/parameters which include the player I believe

#

if that's the self you're trying to utilize

#
--- Tracks moodle levels overtime, runs generate speech.
---@param player IsoGameCharacter
function exampleClass.exampleFunction(player)
  stuff
end

Events.OnPlayerUpdate.Add(exampleClass.exampleFunction)
#

you can think about it like an even trade of connection and arguments

#

even though exampleClass.exampleFunction is being "added" to OnPlayerUpdate, OnPlayerUpdate is sharing it's arguments

river plinth
#

Thanks @sour island , but I don't need the Player, instead I want to call the update function of this specific OOTestObject

sour island
#

then it's still className.functionName

#

or just functionName

river plinth
sour island
#

Is the debuglog spitting out nils?

sour island
#

heh

#

@river plinth what you have works on my end with self:update()

#

for some reason I had my own trouble getting that to work in the past- but I tried it again

#

I also added this: ```lua
Events.OnCustomUIKey.Add(function(key) if key == Keyboard.KEY_8 then OOTestMod.objectTest() end end)

to actually call objectTest
nimble spoke
#

I hope I'm not misleading you

#

onplayerupdate probably passes the player as a parameter and nothinf else

#

the player that is being updated

carmine cosmos
sour island
#

I tested it - using self:update() works in calling that instance's update()

#

I'm not sure what he's trying achieve- but it seems like he's just doing a test for something else.

drifting ore
#

@final plinth Bruh, you're amazing.

craggy furnace
#

cant wait to add a blood mask to it

strange loom
#

How dare you?

craggy furnace
#

@strange loom

#

🙂

strange loom
#

😘

craggy furnace
#

once he is in proper i am going to make thomas bulletproof

latent orchid
#

APT

craggy furnace
#

sorry

#

thomas has reactive armor

latent orchid
#

boiler of doom

craggy furnace
#

he will not run on gasoline

#

only the crushed dreams of children and screams of the innocent

sour island
#

pastes newspaper on the windows with water

#

I hear the chimes

craggy furnace
sour island
#

that's not the Thomas whistle I know

#

😠

craggy furnace
#

i am looking at the bulletproofing script

#

it has custom sounds for impacts

latent orchid
#

sounds like a GP diesel to me or some similar US loco

#

i miss my model railroading days 😦

craggy furnace
#

still trying to figure out why thomas' model wont render

#

its .fbx

craggy furnace
#

if i ever figure out how to get him in

#

ill add the blood mask to be around his mouth

granite tulip
#

Made the Postal Dude zombie
@late hound you think you're capable on making a Frank West and Chuch Greene zombie ?

#

That would be fun to see when you decide to go to the mall

late hound
#

yeah now that I am adding custom models to the zombies, I would say so

granite tulip
#

Oh damn good luck then, Chuck's jacket is gonna be hard I think. Frank on the other part require a slight rework on the leather jacket to make it open and some pants.

late hound
#

Also planning on doing the Back 4 Blood gang for hype for the game

granite tulip
#

Damn I need to get it once it's out.

late hound
#

since I already did the Left 4 Dead gangs

granite tulip
#

Mhm

#

I might start a project on tweaking Superb Survivors outfits

#

Making more diverse outfits for them

granite tulip
#

Lmai

#

Suggestion for you Peach : You could make "Authentic Survivors" to tweak the npc's clothing with your mods and all. I'm sure you'll ger some pretty good ideas

craggy furnace
#

it can get a lot weirder

granite tulip
#

I don't want to know more about it

#

I seriously dont

craggy furnace
late hound
#

I already made a Jill Valentine zombie

#

I placed her spawns in a certain location in muldraugh

granite tulip
#

So far with your mod I got a running Francis at West point bar so the first L4D gang is at west point

late hound
#

technically not hehehe

granite tulip
#

Oh they can be at multiple locations ?

late hound
#

They are in Riverside, intentionally, and all zombie types can be found at the Crossroads mall.

granite tulip
#

Authentic Zombie is very fun to have so far, spawns became way better

late hound
#

There will be an update tonight, I am also updating the hitlist to include the grand majority of mine + special zombies in vanilla.

granite tulip
#

Ooooh nice. Also I feel like since I started using Authentic Zombies I got way more eombies around me. I play with insane population and I never struggled so much to move a street down West point.

late hound
#

Well, the mod doesn't mess with zombie pop intensity, it makes new zombie outfits and gets them to spawn in different areas.

granite tulip
#

Alright thanks for the info. Also what zombies you might create soon ? Postal guy is awesome.

late hound
#

GMan is next on the list, Bucket zombie, Winslow from TWD, Back for Blood, Frank West and Chuck Greene.

craggy furnace
#

i wish i could be bothered to finish my duster

late hound
#

@granite tulip Feel free to send any more ideas my way. This mod is fun to develop as well!

granite tulip
#

Alright I'll get you some video games character in DM and also could help you if you want to make some "Authentic Survivors".
I already got some very hidden gems as zombie games characters

lilac night
#

I know it’s such a little touch but being able to sheath and unsheath the rogue katana in Paw’s loot mod is 👍👍👍

late hound
#

Rise and shine, Mr. Freeman. Rise and shine.

humble kernel
#

✝️

ember geode
#

how do i make a texture mod?

fallow bridge
#

Aidens from watch dogs

#

I can give you pictures of both if you need

#

Jack would be way easier most likely

late hound
#

I'm trying to keep it in the general zombie genre. If the game/media does not have zombies in it, then it doesn't make sense for me to do it.

fallow bridge
#

I mean splicers are kinda zombie???

#

They might as well been

#

Lol but yee

#

Hmmm... I spose I could suggest the Bo1 zombies crew

#

But that would involve some texture/modeling

#

God there’s a lot of zombie shit

late hound
#

Only suggest what you REALLY want, why should I be motivated to spend hours on making something someone half-heartedly suggested?

fallow bridge
#

True

#

Idk man there’s a lot

#

Only reason I’m meh about the bo1 is cause it’s generic

late hound
#

you don't have to suggest anything if you feel overwhelmed, I already got a good list going.

fallow bridge
#

Naw I kinda wanna pitchsomething

#

Seems kinda coolio

#

I just need to think

#

OH crane from dying light, or the main characters from dead island!

#

That’s a damn good one

#

Kyle Crane is one of my fav Protags

craggy furnace
fallow bridge
#

Weewoo

#

We are da powice

late hound
#

@fallow bridge The main characters from Dead Island look cool and are distinct. Kyle Crane though, his main outfits look pretty generic and I am not adding a crossbow to the mod for him.

craggy furnace
late hound
#

👽

#

I knew it, it was them all along.

craggy furnace
#

the walking dead got published because they lied about it involving aliens

late hound
#

"Space Spore"

late hound
#

My boy Negan never dies, but maybe. 😄

lethal sparrow
late hound
#

NEGAN

static marsh
#

I'M NEGAN

static marsh
#

That's a sweet gman

#

Is that a mod

late hound
#

yeah going to be in tonights AuthenticZ update, I am just finalizing some things then will push the update

static marsh
#

AuthenticZ is name of mod?

late hound
#

yes

static marsh
#

Nice shall check it

static marsh
#

L4d survivor HAHA

late hound
#

Sometimes, Heroes die too.

static marsh
#

Is Jason a regular Zombie

late hound
#

yeah, hes vanilla

#

I just gave him some dedicated spawns

hexed anchor
#

I remember you teasing pictures of your mod here and doing the same stupid joke as you did in the first two screenshots

late hound
#

Huh?

hexed anchor
#

was that not you?

#

yeah

#

it was

#

diff channel though

late hound
#

Ok....

hexed anchor
#

honestly I'm kind of dumb because only now I realize

#

that back then I didn't realize they were l4d survivors

vital charm
late hound
hexed anchor
#

yeah

#

I get that

#

I like corny jokes

craggy furnace
#

what about horny jokes

late hound
craggy furnace
#

needs the top cockpit windows and more detail

red matrix
#

That is gorgeous

craggy furnace
#

thank you!

red matrix
#

This is silly but if I could 3D model I'd make furniture and bake it into 2d stuff. Spiffos needs a big deep fryer

#

I saw a radio console someone had done. Was gnashing my teeth.

craggy furnace
#

ive thought about turning all the furniture 3D

#

too large of a project

#

probably inevitable either way

humble kernel
static marsh
#

Ia there any TWD characters in the mod

humble kernel
#

no but you could make some

#

oh wait what mod

#

authentic Z?

static marsh
#

Authentic peach's mod

humble kernel
#

i dont think so

red matrix
#

I played a survivors mod once and what's his face was in Rosewood's construction site lol

humble kernel
#

i thought you were talking about some mod that could make the character youre playing as a twd character

static marsh
#

Can i create negan

humble kernel
#

yeah

static marsh
#

Really? They have a red scarf jacket?

humble kernel
#

you can

red matrix
#

Someone would have to model that

humble kernel
#

make him wear a black jacket

#

and add a red scarft

late hound
# static marsh Ia there any TWD characters in the mod

I posted the New hit-list in #creativity which lists all the new custom zombies that AuthenticZ adds + plus placing some unused vanilla ones. To answer your question, the only TWD zombie I added so far is Rick Grimes (Early comic variant). I also plan on doing the Winslow zombie from TWD season 7.

full phoenix
#

Does anyone know which mod allows to tuck/untuck shirts on a character? I REALLY need to know 😳 🥺

shrewd grove
#

😄

full phoenix
#

1617187505987> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: unknown location "ShirtUntucked" at BodyLocationGroup.getLocationNotNull line:29..

i think it was a bug between Clothing time and Authentic Z
!! i figured it out now 😄

ember geode
#

i changed some textures in but when i go ingame they dont apear

#

why

sour island
#

Depends on what you're changing- most cases trying to replace vanilla textures will require something like Dark's ItemTweaker

#

You could also rename the textures and have whatever item/object point to those renamed files rather than the vanilla assests

craggy furnace
#

i dont know whats making that black line

grizzled grove
#

where? (oh, the window)

craggy furnace
#

yeah

grizzled grove
#

what do your uvs look like?

craggy furnace
#

oh?

#

i think i found something

#

fixed!

low yarrow
#

I recommend to turn on the "Display stretch" for UVs.
This way you can identify UV problems very quickly when something isnt blue:

craggy furnace
#

thanks ill do that

strange loom
#

@craggy furnace You are awesome!

craggy furnace
#

i am?

pallid matrix
#

so when will it fly? lol

strange loom
craggy furnace
#

into the game it goes

craggy furnace
#

@strange loom yes thats my model

#

when i am done with the mod i am working on now ill work on working rotors for aiteron

strange loom
#

So you are русский?

craggy furnace
#

american

strange loom
#

Okay, good as well.

craggy furnace
#

i know a wee bit of russian

lyric pike
#

@craggy furnace hope you don't mind the ping but i wanted to ask you what your mod is about

craggy furnace
#

well

#

we have torn out the helicopter event

#

entirely redoing it

#

new meta events too

lyric pike
#

oh thats cool

#

b41 right?

#

whenever the finished version comes around

craggy furnace
#

yep

#

helicopters pass over frequently, helicopters with have guns on them, yell at you, etc

#

jets will fly over later and begin bombing shit

#

we have yet to begin to even remotely touch the last parts

lyric pike
#

jets bombing stuff? thats gonna be pretty interesting

#

cant wait to see how its done lol

#

hell, the helicopters with guns on them will be pretty sick

craggy furnace
#

i have a vid

#

let me throw it your way

lyric pike
#

yea sure

craggy furnace
#

this is the last test i did

#

got 3 sets of voice announcers atm

lyric pike
#

oh so there'll be a military cordon?

craggy furnace
#

yes

lyric pike
#

or are they basically just flying over with a speaker or something

craggy furnace
#

maybe a curfew?

#

cordon is a definite

#

dont test them

lyric pike
#

maybe when proper npcs come along you can have the military basically steamroll over the zombies or something

craggy furnace
#

thats already a thing

#

my biggest want is for this mod to run coterminous with the addition of the military in zomboid

lyric pike
#

thats gonna be pretty cool

#

cant wait to see how its gonna be done

craggy furnace
#

we are doing our best lol

lyric pike
#

yea good luck dude

#

wish u the best with the mod

latent orchid
#

just dont go jumping the shark with expectations

#

sorry couldnt resist 😆

tranquil forge
#

i have an idea for a map that would be fucking awesome if someone who actually can make mods and stuff sees this they might take a liking so good luck if someone wants to

#

scp 3008

#

thats it

#

just a big ass ikea

craggy furnace
azure oracle
#

So I was told to talk about my issues here as I am...very new to modding and the like with this game, as I've only ever lightly modded one other game in my lifetime and I know I am doing something wrong here

#

when I go into a game, apocalypse or anything else I am greeted with an ever growing number in my right hand corner stating Error

#

while walking around the map I can see only a single issue as far as I can tell; a funky flashing/missing texture on a vehicle, but I have no clue if that is the only issue

#

Is there any way for me to more easily show what my problem is? I'm not really sure how to vocalize what my problem might be

late hound
#

You can see what errors are thrown in Users>(Account)>Zomboid folder, in the console.txt file. (Ctrl+F "Trace" to find the error(s) right away.)

azure oracle
#

@late hound alright I have that particular text document open

#

I...Just don't really know what to make of any of this

#

it's like another language

#

🤷

late hound
#

You don't have to understand much of it, just look for key phrases they may allude to a certain mod or system that is breaking.

azure oracle
#

this entire text document is gigantic, like

#

I can see specific terms like uh

#

skldairy mod, but the deeper I go the less sense it seems to make to me

#

gunfighterfunction.lua?

#

Like, I have no clue lol

#

Apply recoil? I would assume that's with one of the gun mods, but I only really have one mod for extra guns, and I've already reinstalled that

#

😔

red matrix
#

Post your console.txt and I'll see what's the problem

azure oracle
#

I was actually going to try that @red matrix but it's over the size limit

red matrix
#

A pastebin link will do!

azure oracle
#

Alright, one moment then thank you for the assistance

red matrix
#

You're welcome!

craggy furnace
#

doing it over

hexed anchor
#

error boxes doesn't matter

#

if the game didn't crash you can ignore them

#

t. gmod player

red matrix
#

If you ever model an H-19 I'm gonna squeal like a girl

grave solstice
#

Hey, all! First time modder. I'm looking for help adding an item to the context menu for the Purple_Rattan_Chair, but not to the Wooden_Chair. I've looked at Soul Filcher's Blacksmith (code portion by Robert Johnson) and Alfrety's Additional Sodas, and while both add options to the context menu, neither specifies the object being modified by name (e.g. "Purpose_Rattan_Chair"), so if there is a Moveable closely related to my Moveable, both might get the option (which I don't want). I'm just messing around to learn, so I'm looking for generic solutions. So is there a way to pick out a Moveable by its name (e.g. Plain_Washing_Machine)? Or is there an existing mod that does that?

azure oracle
#

that was a wonder lesson in futility, firefox will not allow me to post that much information into pastebin without crashing;

#

so my question is if I delete the console folder will it populate itself with a new one lol

#

@red matrix sorry for the ping, just letting you know I didn't disappear lol

#

I will then simply go into the game and allow it to run and accumulate the errors and then post those, I would assume of course

craggy furnace
#

@red matrix 🤔

red matrix
red matrix
azure oracle
#

fantastic, glad to hear it

red matrix
# craggy furnace <@!195332330548625408> 🤔

There's this super old TV series called 'The Big Picture' the US Army ran back in the fifties. Some good old fashioned straight from the tit red scare-era propaganda that also served as a public information program. It's on archive.org and Youtube-- anyways, the H-19 featured heavily in some of its episodes. I've watched a bunch of archived footage involving the startup/maintenance crap for it as well, courtesy of the US Army

craggy furnace
#

ill actually look at it later

#

i am thinking of asking vilespring if i can include his M60

red matrix
#

If you did a skycrane you could airdrop anything anywhere. Even an elephant!

azure oracle
craggy furnace
#

ill keep messing with aiteron

#

i am 100 percent focused on EHE though

#

like i am totally just gonna redo the UH-1

red matrix
#

Whatever 'OPTIONS' is, it's trying to knock on a door that doesn't exist, so to speak, and falling flat on its face.

azure oracle
#

🤔 do you mean the text document Options in the same folder as console?

red matrix
#

ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: OPTIONS of non-table: null

If you go to GunFighter_02Function.lua line # 931 or GunFighter_02Function.lua line # 1091 you should see a variable called 'OPTIONS' being defined that tries to define itself using something that either doesn't exist, or isn't being properly pointed at

azure oracle
#

yeah, I saw/see that, I just...

#

I don't know what to do with that information

#

😔

red matrix
#

No worries! This shit was like looking at the space shuttle cockpit when I started doing it

#

I'm not even that good lol

azure oracle
#

It's like reading another language, I appreciate your patience I just have zero experience with any of this

red matrix
#

You should be fine if all you're trying to do is play the game, for what it's worth!

azure oracle
#

Oh okay

grave solstice
# red matrix I'm not sure if there's any specific 'grab moveable' function but you can use ge...

Thanks for replying BathClass... My current test is using getSquare():getObjects() and getSprite():getName() and printing it to the console. I'm getting results like furniture_seating_indoor_01_51 and furniture_seating_indoor_01_32, which look unique, but don't have an obvious direct relationship with Wooden_Chair or Purple_Rattan_Chair. Do know where the Moveables properties are set? Maybe that's where I can find the link.

azure oracle
#

I wasn't trying to create mods I was just

#

worried about the BRIGHT RED ERROR in the corner

#

lol

#

I figured something might break if I kept this gigantic number and did nothing about it

#

I had like 10k errors last time I tried

#

I was gettin' worried lol

red matrix
#

Very worrisome yeah. It's just tracking the number of times an error has happened. Sometimes it'll shoot up past 100k if there's something screwy going on during an update loop

azure oracle
#

Is there any way to remove that particular popup?

#

that would be helpful lol

#

Also, I just wanted to say thank you again, I know it seems like nothing but I was genuinely concerned about the state of my game lmao

red matrix
#

I'm not sure, but would guess not. It's basically a catch-all 'yo something went wrong' thing

azure oracle
#

it's all good, as long as things aren't blowing up I can deal with it 😄

red matrix
#

furniture_bedding_01_36; furniture_bedding_01_38; furniture_bedding_01_1; furniture_bedding_01_2; furniture_bedding_01_9; furniture_bedding_01_10; furniture_bedding_01_68; furniture_bedding_01_71; furniture_bedding_01_32; furniture_bedding_01_34

This is the list of sprites checked when determining if a room is a 'kids' room' and thus have its dressers filled with toys and stuff

#

Unintuitive, but still workable 🤷

grave solstice
red matrix
#

I don't know what I'm supposed to be doing right now but I'm sure I'm procrastinating...

grizzled grove
red matrix
#

The sprite list is part of 'forceForItems' which is a variable used in loot distrib. Its input is a single, long string of sprite names separated by ;s which are used to break the names up. One of the functions in ItemPickerJava.class looks for a var named 'forceForItems' and if it finds it, starts a search that grabs all the squares in the room the container is in (this is called during item spawns), then all the objects on those squares, then the names of all the sprites for all the objects, and looks through them, searching for anything that matches the list. If it finds a match, it forces the container in question to use the designated container type. It's for procedural containers-- you can see their basic setup under 'bedroom' in Distributions.lua

#

It's for container type 'wardrobe' in room type 'bedroom', procedural container type 'WardrobeChild'

#

Function that grabs every square in a building, plus a little 1-tile ring on the outside. Dunno if anyone else has use for it but it's fun for messing with building objects en masse

#

Combine that with a getObjects() for those squares and you've got literally every object that makes up said building... plus the little exterior bit.

I've broken all the windows in a building at a click and, and did a luafied 'burned house' that turned the building into a dark, roofless, burned out husk. No lights or furniture or anything

grizzled grove
#

that's neat, thanks!

errant meteor
errant meteor
radiant ginkgo
drifting ore
#

Anyone who could help me out with zombie loot distribution? I want to add some items from my mod to a certain profession zombies (doctors/medical zeds) but cant file the lua file that handles that in the pz game directory (if its even handled that way)

nimble spoke
#

currently there's no outfit-specific loot. You can work around that by attaching an item, like the stuck weapons, those can be specific

hexed anchor
#

actually there is though doesn't it?

#

then how do cop zombies always spawn with a nightstick or pistol

drifting ore
#

Yeah or medical coats for the doctors

#

but I think its only clothing and weapons

nimble spoke
hexed anchor
#

ah

#

I see

nimble spoke
#

You can attach any kind of item, so it still works like a loot system if you want, but it does not follow loot rarity code

drifting ore
#

Gotcha, but there is still an independant rarity for stuck weapons since not all zeds have forks stuck on them. I'm wondering where the related files are if you could point me in that direction if not I'll keep digging xd

drifting ore
#

Found AttachedWeaponDefinitions.lua in lua/shared/Definitions. Thanks for the lead Soul Filcher!

nimble spoke
#

There's no global variables to control rarity for this system. You define a spawn chance for your new entry, and for outfits

drifting ore
#

Ok makes sense, think I got a hold on it. Appreciate the help 🙂

glass grotto
#

can someone tell me the path to reach the file with mod error plz?

ivory stone
#

howdy folks, i created the mod Tier 6 books. I was wondering if anyone is available for some troubleshooting with me? i cant seem to get the spawning correct and need some help. DM me or @frail spire if youre willing to help. thanks in advance!

worldly olive
#

Hey guys!
Quick question, is there any class that contains a method to obtain the light level of the tile the player is in?

red matrix
#

Just looked through IsoGridSquare.class and IsoObject.class for anything light-related. Looks like there's some lighting-related functions but they're complex-- getting all the lighting info from there boiled down to a whole number or float you can use sounds like it'd be an enormous pain in the ass!

dusk hawk
#

Anyone know what would cause 'failed to update workshop item, result=2' when trying to publish a mod?

nimble spoke
#

are you updating an exisiting item?

dusk hawk
#

I was creating a new one

nimble spoke
#

was the mod info file copied from a mod?

dusk hawk
#

copied from the template and then edited

nimble spoke
#

make sure there's nothing in mod id =

#

or else it will try ot update that entry

dusk hawk
#

That line isn't even in the file

#

Okay so I guess the workshop does not play well with family share accounts. I tried from my main account and it worked fine... :🤷:

craggy furnace
#

hey soul, have you messed with cars in the past?

nimble spoke
#

hell yeah, I guess I was the first doing that

craggy furnace
#

do you know of a way to just turn a vehicle into a large container and nothing else?

nimble spoke
#

have you tried adding a pickup trunk to a burnt vehicle? If I remember it right there was one part making the game decide a if it was a working vehicle or not, possibly engine

#

so I dont know if you have to add an negine as well

craggy furnace
#

blair achieved it recently

nimble spoke
#

but should be doable

craggy furnace
#

yeah

nimble spoke
#

we have helicopters now, what isn't doable with vehicles? you tell me

craggy furnace
#

idk you tell me

nimble spoke
#

way harder than just making it a fridge in my opinion

craggy furnace
#

just gotta add a container to the crashes and theyre done

#

bashing up the pristine helis has me like

nimble spoke
#

hahahaha

#

I wanted to add working trunks to my "burnt" trucks, but looks like we will all get MP before that lol, so much to do

craggy furnace
#

idk what "burnt" exactly means

lethal sparrow
#

Speaking of which, Soul, I only just this morning saw you re-implemented the unused smithing skill/recipes, and I have no idea how it flew under the radar until now. Combined with scrap weapons it's a staple mod.

#

How it isn't up there with the rest of them is beyond me.

nimble spoke
lethal sparrow
nimble spoke
craggy furnace
#

lol

#

i meant in terms of the game

lethal sparrow
#

More or less the same. Can't be made to drive again, but good for a metal sheet or two.

craggy furnace
#

i need to add about 4 chairs

#

that shouldnt be too awful

lethal sparrow
#

God knows someone in the multiverse is making a grease monkey mod by which you may return any vehicle to 100% condition, but it isn't me.

#

I'd just be happy if I could repair my trunk.

nimble spoke
#

I'm sloooowly re-doing my driving time for build 41

craggy furnace
#

looking at turning these helis into nice little base locations

#

minus the RV functionality

hardy tendon
#

okey

#

okey XD

uneven shell
#

now thats a gamer word right there

hardy tendon
#

XD?

cunning canyon
#

Speaking of mods that I don’t understand being up there, idk how SOS got so popular.

#

Y’all are sadists. I literally just made a mod that takes a feature away

craggy furnace
#

because its something to do in a game with a current gameplay gap

grizzled grove
#

adding difficult is good

fallow bridge
#

Wait modding chats are locked down?

craggy furnace
#

radiancy is really good for PZ

craggy furnace
#

working on the news heli

#

Your Morning Commute with Mike Hunt only on WBLN

clear lodge
#

Would anyone be interested in a Last Of Us project?

fair depot
#

Im going to start a new server would you suggest any mods or go vanilla?

low yarrow
#

(In my experience smooth shader do produce less vertices in game engines)

final plinth
#

anyone know if its possible to use different textures for male and female on the same clothing item? or do they have to use the same texture

low yarrow
#

That i would like to know as well. Just working on the male version of my armor and i do make a new UV layout. Havent thought about that it may could be a problem later

#

🤔

little kraken
#

I could use some help... I'm writing a recipe to pack drainable item but it leaves leftover. I'm guessing OnCreate function might fix this but I don't know how to code about this. Can someone help me?

nimble spoke
undone flax
#

maybe i'll ask here 🙂 :
hi. noticed a thing in a german traslation of a mod. seems letters like üäö are not displayed correctly ingame. is there a way to make it show right ingame ?

nimble spoke
undone flax
#

what would be the right settings ? or what to do to fix it ?

nimble spoke
#

I don't know, you may need to ask German modders. You can fix it in notepad, but it doesn't have a lot of encoding options. Notepad++ would be a good choice.

undone flax
#

hmmm, where would i find german modders then 🙂

#

fixed it

#

npp++ was a good idea

#

need to save in ANSI. was UTF-8

low yarrow
#

thx

grizzled grove
low yarrow
#

Well, in my case i have a custom UV anyway

#

So future-me will deal with the damage/blood problem

craggy furnace
#

@low yarrow

#

Nope

#

Used a plane mesh

craggy furnace
#

ill fix the paint jobs and minutia later

autumn sierra
#

yo soul are you planning on adding more hair options to your beautifying time mod?

#

i have a few suggestions for some less crazy, more normal looking hair

nimble spoke
#

I do have plans, but I'm not a great modeler, so I did what I could

#

It takes me very long to create a new hair style decent modelers would make very fast

left plank
#

you do a great job with your mods

nimble spoke
worldly stone
#

id love to have a go at modeling, what program should i start on? are the model files the .X files?

craggy furnace
#

blender

#

yes

lethal sparrow
#

Get a .x converter and blender.

craggy furnace
#

PZ is switching to .fbx

#

it works albeit not always flawlessly

#

i think animations are still locked to .X

autumn sierra
#

hold on let me find a picture

#

PZ is missing a haircut like this imo (sorry if the picture is small i used snipping tool off of google cause im sort of pressed for time rn lol)

#

i figure it wouldnt be too hard to make

#

then again idk anything about blender or modelling software so idk

worldly stone
#

mannn...is there somekind framework required for blender to run? i got the installer off their website and it tries to install but fails. brings up a window to open a .92 file...... ffs

nimble spoke
red matrix
#

Right parting but pushed up a bit?

nimble spoke
#

could be

warm shell
worldly stone
#

right... i knew that was a thing.... violin

warm shell
#

If you're starting fresh with blender i recommend downgrading the version to 2.79a

worldly stone
#

when i convert the files back to .x and compare them in notepad to original there is a lot of differences. im not sure if thats going to work out... i dont want to continue if thats the case

warm shell
#

What did you say you are comparing?

#

The models or the blender version?

worldly stone
#

i converted bob_apron to open in blender then saved it and converted it back to .x without any changes other than name

nimble spoke
#

if you're trying to import skinned models don't even bother

#

for static models blender usually does the following for me: duplicates vertices, so you need to remove doubles

#

flips uvs, so you need to recalculate outside and rotate/flip the uv map

#

recalculate outside for normals, sorry

worldly stone
#

yikes. blender is all new to me, the learning curve hurts.

warm shell
#

Nah bruh

#

You'll get it 🙂

worldly stone
#

i might try old faithful sketchup

autumn sierra
#

There’s loads of similar hairstyles irl that could also work in the pack if you were to make like a full update for the mod, just an idea if you don’t want to add just one in the update

little kraken
#

function Recipe.OnCreate.DismantleFlashlight(items, result, player)
for i=1,items:size() do
local item = items:get(i-1)

#

do you guys know what i means

red matrix
#

You should read up on 'for' statements and how they work. for i=1,items:size() do is saying 'let's start a loop that counts from one number, which we're going to call 'i' (short for integer) and set at 1, to whatever the size of this table 'items' is.'

local item = items:get(i-1) is the thing that runs each time the loop runs. It's setting a local var called 'item' by pointing at the table 'items' and saying 'give me this one' using 'i' as the thing it's picking by, which goes up by 1 each time the loop runs. So if you were on the 20th iteration of that loop, 'i' would be '21' meaning local item = items:get(21-1) which would give you the 20th entry on that list, whatever it is.

#

IIRC that function searches your inventory, looks for the right item.

little kraken
#

Okay... Thank you for the explanation. And I'm starting to think lua is such a difficult language.

#

Thinking about how to build codes up is another problem, knowing what codes mean is the big one...

red matrix
#

I've mentioned commercial deep fryers before, but if anyone ever gets a hold of a countertop deli slicer model and puts it ingame as a moveable I'd be very grateful. It would make a perfect accessory for certain commercial kitchens, like the ones in gigamart. The meat display coolers need bologna and other sliceable deli meats!

#

Doing the distro stuff makes me appreciate the billion items mods like HC added in. I need plates, glasses, more utensils, a meat grinder, metal steam trays, clear plastic food storage containers, etc..

#

Cutting boards, ammonia bottles, drain cleaner, scouring powder, sanitizer (quats), steel wool-- I could go on

#

Need to make a supplemental mod after I'm done with distro stuff I think 😄

#

'Standardized Vanilla+ Items'

grizzled grove
red matrix
#

If you handled the modeling I'm sure I could handle the code stuff! Don't feel rushed on my part though-- I'll be at this for a while I think.

grizzled grove
#

well good, because my eyesight is borked for the moment 🙂

craggy furnace
#

main rotor assembly needs more love

red matrix
#

'It took 600 hours but the rotors have pitch control and really spin!'

craggy furnace
#

theyre more or less done

#

simplified for zomboids graphics

low yarrow
#

Doesnt it overwrite the original files if i have a "hairStyles.xml" in my mod with changes?
If i put on a BaseballCap it still makes a Ponytail even if i have my own hair in this xml

little kraken
#

can someone tell me lua code that removes item?

red matrix
#

From a container, player inventory, or world? I'd recommend checking the game's media/lua folder and checking out the code of functions that do what you need ie destruction or inventory-based stuff. You'll find everything involving menus under ISUI

little kraken
#

From player inventory!

lethal sparrow
#

Personally I use RemoveOneOf("ID.Item"); on the container, but, like in all things, I am proabably causing an apocalypse-level disaster with my careless usage of something I barely understand.

#

player:getInventory():RemoveOneOf("ID.Item"); would be the full notation, assuming player is already initialized.

#

That's just the example I dug up from some lua file in game, so you'll probably want to do your own research.

little kraken
#

does this kind of RemoveOneOf("ID.Item"=i) work? cause there might be several numbers of item to delete

red matrix
#

If you check out ISInventoryTransferAction.lua you can see all the functions that mess with inventory stuff

#

Specifically ISInventoryTransferAction:transferItem(item)

lethal sparrow
#

If you're seeking to void a player's inventory of all copies of an item, you are already going beyond what I have attempted. You would need to follow baph's (much better) advice.

little kraken
#

Ok I'll go search for it. Thank you for help guys. I just started to learn lua

undone flax
#

morning. quick question: if i would like to have some more filling / uses for a propane tank, could i just edit the UseDelta ?

little kraken
#

yes I know that

red matrix
#

Yep! That's what the timed action for refilling does. Ups the usedelta by a little bit

little kraken
#

1/usedelta = the number of use

red matrix
little kraken
#

uh wait a sec

red matrix
#

I'll post it here and provide notations for others that want to learn

undone flax
#

or the ammount the blow torch needs, but this i did not find yet

#

maybe ill try the usedelta

little kraken
#

Here. I'm trying to pack drainable item but it leaves leftover. The thing is you never know exact number of item because some of lighter have little gas or almost nothing

red matrix
#

I usually check the item's script and see what's what. Most things that have the little green meter have a useDelta though

red matrix
#

Or is it the opposite?

little kraken
#

p[[psote

#

opposite

#

It will give player a tons of empty lighter at everytime he packs

#

recipe Pack 10 Lighter
{
Lighter=320,

    Result:10pkLighter,
    Time:75.0,
    Category:Storage,
}

recipe Unpack 10 Lighter
{
    10pkLighter,
    
    Result:Lighter=10,
    Time:50.0,
    Category:Storage,
}
red matrix
#

Try changing that 320 to 10?

#

Sorry I'm a bit rusty at recipe stuff, sec

little kraken
#

I've tried it and it got worse

#

that way, the full gas of one lighter makes 10 pack

red matrix
red matrix
undone flax
#

ok. i will have a look to that too. i just started to "mod" things 🙂 so i have nor really a clue whats going on. been just doing small stuff like translations and give the carrot more hunger so i can use it 2 times in a trap 🙂

little kraken
#

I wrote some codes but it didn't work. I don't know what I'm doing, just following game's lua file 😕

function Recipe.OnCreate.PackLighter(items, result, player)
for i=1, items:size() do
local item = items:get(i)
if item:getType() == "HCLighterempty" then
result:player:getInventory():RemoveItem("Hydrocraft.HCLighterempty")
end
end
end

lethal sparrow
#

I, too, have been working with "karats". drunk

undone flax
#

this bugged me so much 🙂 after 1 trap-use u got a thing with 3 hunger left. useless 🙂 maybe in a soup but still 🙂

red matrix
#

If your inventory has like 20 items it'll actually register as 19

#

Crap hang on, didn't look close enough. Hold on

#

You don't need to call on 'result' I think?

little kraken
#

I changed removeitem to removeoneof but it didn't work either

#

removeitem might don't work because I just made it xd

red matrix
#

Yeah you're gonna get a nullref due to looking at 'result'. You look at the player's inventory with just player:getInventory()

#

'result' is whatever item you just made

little kraken
#

I thought the opposite of additem was removeitem 😂

#

ahh I got that

red matrix
#

to break it down more 'items' is like a snapshot of the player's inventory at the moment the recipe fired and the code was called up

#

That second call gets a newer snapshot

#

If RemoveItem doesn't work I'd recommend looking around for the right function? The most useful tool for learning this stuff by far is debug mode, which you can access by
adding '-debug' to your launch options in Steam

little kraken
#

it didn't work and I'll try debug mode

red matrix
#

When you're ingame, use F11 to access the lua code stuff. If you check out say ISInventoryTransferAction.lua in there and double click some of the lines that look like they might do what you need it'll freeze the script at that line, with a table at the top left showing all the loaded variables. You can use F5 to advance through the code step by step to see everything as it happens

#

If you click the variables shown in the left screen a window in the center shows all the details of that variable and the functions you can use for them

little kraken
#

oh cool! this is what I need

red matrix
#

Amazingly useful tool. There's loads of things in the top menu for stuff like ghost mode, pathfinding visibility-- there's a tile picker that shows you the name of every sprite for every worldobject

#

Don't click on the crash test stuff though otherwise you'll need to go into the config.txt and set it back to false. Surprise: It crashes the game!

#

Also, pressing n toggles ghost/godmode

little kraken
#

does it mean error occurred when debug windows show up automatically?

#

right after packing lighters

low yarrow
#

So far it works, now i have to repeat it for all hairs 😄

#

(Yea, weightpaint isnt perfect yet)

red matrix
little kraken
#

weird... there's no error but it doesn't work

lethal sparrow
little kraken
#

omg I made it...

#

I don't know why it works but it removes exactly the number of used lighters

function Recipe.OnCreate.PackLighter(items, result, player)
for i=1, items:size()-1 do
player:getInventory():RemoveOneOf("Hydrocraft.HCLighterempty")
end
end

red matrix
#

Might have a problem later: player:getInventory():RemoveOneOf("Hydrocraft.HCLighterempty") does exactly what it looks like it does but you're saying 'for however big my inventory is, go through my inventory and remove one lighter.' so if you've got 30 items, it should take 30 lighters

little kraken
#

ok

red matrix
#

Try "Hydrocraft.HCLighterempty" if "HCLighterEmpty" doesn't work

little kraken
#

Both doesn't work... maybe change DOremoveitem to removeoneof?

#

nope

red matrix
#

Sorry, wrong method I guess. There's a method that searches for the item's display name

#

I don't know how HC sets up its items re: type

little kraken
#

the first one I wrote works perfectly somehow...

red matrix
#

That's because it's not actually searching for lighters, it's just deleting however many lighters the size of your inventory is

#

Try replacing getType("blahblah") with :getDisplayName("name of the object")

little kraken
#

you mean if getDisplayName("HCLighterempty") then ?

red matrix
#

Hang on

#

item:getDisplayName() == "10-Pack of Lighter"

#

Or whatever it shows as in your inventory

little kraken
#

function Recipe.OnCreate.PackLighter(items, result, player)
for i=0, items:size()-1 do
local item = items:get(i)
if item:getDisplayName() == "10-Pack of Lighter" then
player:getInventory():DoRemoveItem(item)
end
end
end

red matrix
little kraken
#

it doesn't work

red matrix
#

Just looked at Item.class and I think :remove(var) should work

#

You need to reload the script if you haven't already

little kraken
#

I've been reloading

red matrix
#

Crap. That's :Remove(item)

#

Caps :/

little kraken
#

It doesn't unhappy

red matrix
#

Ok well I clearly don't understand whatever it is you're trying to do but if you've got something that works, stick with it?

little kraken
#

the logic is when I pack 10 lighters they leave 10 empty lighters

red matrix
#

That is... weird

little kraken
#

and the result is 10- pack of lighter

#

because

#

item Lighter
{
LightDistance = 2,
Weight = 0.1,
Type = Drainable,
UseWhileEquipped = FALSE,
TorchCone = FALSE,
LightStrength = 0.4,
DisplayName = Lighter,
ActivatedItem = TRUE,
Icon = Lighter,
ReplaceOnUse = Hydrocraft.HCLighterempty,
}

#

recipe packing is actually using items to make pack of item

red matrix
#

And so... when you make a ten pack it... drains those ten lighters, which results in ten empty lighters being placed in your inventory?

little kraken
#

that's right

red matrix
#

lolwut

#

Hydrocraft man drunk

little kraken
#

and the function I wrote works perfectly. I've tried 100 lighters that have 10% capacity and successfully packed without any empty lighters

red matrix
#

Is the display name of empty lighters "Empty Lighter"?

little kraken
#

yeah but I used the code of item, which is Hydrocraft.HCLighterempty

red matrix
#

Alright well if you're not having issues with the stuff you've made go for it?

#

I'd recommend deliberately trying to break it though

#

Like, say if you've got 11 empty lighters, if 1 stays left behind

#

I suspect if you have more than 10 items in your inventory, that extra lighter will vanish

little kraken
#

I'll test it

red matrix
#

If not, then I'm just stupid and feel free to ignore my dumb ass 😄

#

'The Ultimate Ultracrepidarian'

little kraken
#

Cool! the extra empty lighters are still there

#

evil laughter

red matrix
#

Nice.

little kraken
#

so I'm guessing for i=1, 20 means doing same task 20 times, right?

red matrix
#

You're setting the min/max values for the thing you're searching through

#

You could do 'for thisThing = 0, thisTable:size()-1 do'
thisOtherThing = thisTable:get(thisThing)