#mod_development
1 messages · Page 456 of 1
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.
Changelog of Baph's work on loot distribution so far:
https://docs.google.com/document/d/1Duvg7SpoZqQO6zeC2E_BbTAiGiSX9emaBGZY20LLzkg/edit?usp=sharing
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
so will existing mods still spawn the same?
or will most mods on this break on release?
so most mods are gonna break.
yeah
poor fuckers working on HC are gonna hang themselves
HC might as well deprecate at a point
entire item base is going 3D, loot will need to be redone, overall interest?
Is this thing on?
just an fyi, hydrocraft is actively being worked on.
ik
but anyways, baph, what shid do i need to know for this?
ill have to fix my fishing mod
I'll be in the background for people to yell at about the new distrib stuff for anyone here
Alright so
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
@red matrix So is SuburbsDistribution going to be totally obsoleted by ProceduralDistributions eventually?
Because that's going to break a LOT of mods.
SuburbsDistribution acts as like this... coordinating thing. It tells Distributions and ProceduralDistributions what to do in combination with ItemPickerJava
i remember a year+ ago power was getting an update eventually to fix fridge loot as well?
It used to hold the item lists but now it's just the 'frontal lobe'
honestly
opening a cupboard only to find a fork and a plastic bag was realistic enough imo
@red matrix All right. Speaking of, will the Distributions table eventually be replaced by ProceduralDistributions table?
im just getting a logical example to see on
Change 'toolstore' to 'YourContainerName' and you'll be set. No need to bother with the second sub-table
so by container, what do you mean exactly?
Distributions acts as the 'room filler' and ProceduralDistributions acts as a little 'container filler' thing, like how regular containers work in Distributions but it's meant to be used in the modular fashion
kk so let's use Gigamart as an example
Wait. Bad example above let me correct. Better at this on notepad++ lol
Haha, that's fine.
also, ignore my TERRIBLE code.
I was just under the impression for a moment that the Distributions.txt tables would all be eventually replaced as part of the update.
So basically the Procedural side is for more nuance in a given environment/room/area/etc?
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
ah, so basically the spawn tables now need the shelf type they attach to while spawning?
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
Good to know.
doesnt seem like itll be too bad. but some guys will have alot to update
Chat was moving fast if there was anything I missed hit me up
@shrewd grove That's an understatement.
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.
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?
Me, looking at two of my mods that have 100s of lines of code in their distro file.
Yeah a lot of things will break... sorry about that. I started this as a personal project but the others took interest
It needed to be done Baph
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.
their distro lines are miles long.
I'll be documenting everything on my end. Current link: https://docs.google.com/document/d/1Duvg7SpoZqQO6zeC2E_BbTAiGiSX9emaBGZY20LLzkg/edit?usp=sharing
Changelog (3/28/21) Made the following changes to Distributions: Alphabetized room list. Easier to keep track of new additions. Removed ‘fridge’ and ‘freezer’ from list. Already listed under ‘all’ Changes made to ‘aesthetic’: Tweaked numbers for ‘SalonTowels’ Removed ‘SalonHairCare’ from ‘count...
@shrewd grove HC's distro files together are probably bigger than most other entire mods on the workshop.
Alas, poor HC. It must be a behemoth now
Yes, yes it is.
This makes me glad that I'be been tending towards smallaer, granular distro files instead honkin Noah's Arks of them.
was about to ask for it to be pinned but it seems like nasko is way ahead of me lol
thanks 👍
I'm on that timewarp omae wa mou shindeiru type of speed
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. 😄
Yikes. Me too.
At least I actually enjoy tinkering with distro files 😜
I was born for this
thank god my mod has literally no items to fix
my distro files are kinda sorta done programatically so maybe i won't be so hurt by this? haven't had a chance to pour over Baph's changes but these are how mine work: https://gist.github.com/BrianOstrander/a97d7596ecdcd902fad5dafcb552498a
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
That's when I do the tables. Too boring otherwise
lmfao
Haha, I was just gonna say "fortunately I got a bunch of weed as well for when I do this"
These won't be hard to switch over at all. I am crazy about consistent formatting. It's like pebbles in my shoes.
Ok siq, good to hear 🙏
Just looked closer. You're fiddling with the default containers that are used for things otherwise not defined/under 'all'?
soooo my mod required some custom room defs
which is why i'm doing weird shit
it may be redundent
also yes maybe that too
Might be better to give an example of a mod that would definitely break
you should probably ignore what i posted until i look at your changes
i'm literally in a meeting so i have 10% of my attention on this 😂
but thank you for taking a look 🙏
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
mods that table.insert SuburbsDistribution will all break, won't they?
That'll throw an error.
But
If you instead insert those items under 'ShopKitchenDishes' you'll be set
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
Those use things like KitchenPots, KitchenDishes, KitchenCannedFood, etc.. for the counters
Are there still mods that insert tables into SuburbsDistribution? Woah! Weird
Sounds like items get added to tags, and then those tags go onto rooms
That's like sticking your stuff on top of the pre-sorted thing your machine has spat out
Gotcha
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
in the file itself
𝓛𝓲𝓿𝓮
𝓛𝓪𝓾𝓰𝓱
𝓛𝓸𝓿𝓮 𝓲𝓽
Ah, comments yeah. TBH I avoided inserting comments up until the last batch of stuff sent to RJ but can go ham now
Tbh
Don’t bother, I’ll just modify the script i used to generate this: https://pzwiki.net/wiki/Room_definitions_and_item_spawns
I alphabetized the rooms and containers, so it's all gravy now
it sounds like this will be super easy to use once everything is updated
the aftermath of the update on the workshop will be a mess though.
I'll be around to help people that want help. If they want to yell they can do that too
It ain’t a beta branch for nothing
exactly, best time to go breaking stuff is when a lot of other stuff are breaking constantly already
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
i would like to not have to make a new workshop entry just for this update
but i assume there's a version i can grab from somewhere in the lua API
you can add alternate versions in the same workshop entry
ohhhhh????
workshop items can include multiple mods
ohhh right
hmmm
ehggg that would require some somersaults tho for people who expect their save to work between versions
but with so many mods breaking maybe that's not likely to happen anyways
They're playing IWBUMS, they should expect to be guinea pigs
yeah but they about to be in a world of hurt 😂
i'm not against this at all, but it's going to be like
Wtih Baph providing the tables we can all make the changes and be ready to update the same day iwbums gets updated
tru, as long as we get enough of a warning and maybe a test branch this could be pretty smooth
i just realized i can make thomas bulletproof in time for MP
i am giggling at the thought of hearing him in the distance
TOOOOOT TOOOOOOT
"What was that?" The children asked. "The screams of the damned" The conductor replied.
lmao at the person who edited my localization google sheet just to add a blank "Czech" column
Yeah, Imma need a test branch.
At least give me a chance to look at the new distro stuff a week or two in advance.
It's gonna basically break all of my mods. Mods that I made, mods that I use. All of em.
i wanted to throw up the last time i made distribution tables anyways
Realistically I know it would take me maybe 2-3 hours tops to update my library.
@cunning canyon Not very hard to be honest. TableInsert as a distro method is simple and easy to make.
i mean that's what i ended up doing
but i still needed to figure out where to stick things
and what the magic numbers meant
Like Blair said, granularity is the key. Break your table up into smaller ones of necessary.
what duplicates meant
You mean repeated lines for the same container?
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?
Two entries each with a 5 percent chance of spawning is the same as a single entry having a 10 percent chance.
At least in my experience.
but who knows for sure 
I imagine it has other purposes, like with how the FAKs work and are set up though.
Having 4 or 5 entries for bandages set at 100 guarantees they spawn inside of a first aid kit basically.
Regardless, the spawn chances you actually assign kinda don't really mean much in the end. It's fuzzy math all the way down.
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.
trust me i've noticed
Especially if you have multiple mods that will add content to the same room/container.
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.
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. 😛
@cunning canyon gib me potted version, is changes drastic?
if you have any distribution tables in your mod you'll have to make changes
but the changes are pretty logical and are a good change that will save us time in the future
i use custom distributions, but they all refer to vanilla and custom procdistribution entries
yeah you'll need to change them
i never add loot directly in distribution
there will be a well documented way to change stuff and BaphClass can be contacted to help out in this channel
you will not be alone
ok. bit worried as my new map is heavily using custom room defs and loot tables
pretty much everyone is going to be doing this at the same time lmao
im in the same boat commander
i'm not overly concerned
i'll probably end up writing code that you can copy pasta for your mod
since each weather station has a custom room def that needs to be populated with random office supply knick knacks and other things
ill read this whole thread trail when i get a chance...too much chat for me to process
yeah same
dont want to ask questions already answered here
@red matrix and @iron salmon thanks for taking the time to help with this
this system will not surprise us
they're being very transparent about it, and will give us time to do it it sounds like
ill need to fix my hobbies mod as it uses custom loot tables
oh yeah RIP
@red matrix will the new approach be in the next patch release so we can take a better look?
im more of a read the code type person than explain it to me
I'm not sure exactly when the changes are being put in? I can post some example code though
Alright I'll post a little text thing here so the format is readable
Gimme a sec
KK so if anyone wants to do a direct comparison, go to Distributions.lua and navigate to 'spiffoskitchen'
Sorry, formatting issues. Wanted more examples.
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
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
oh wow, thats how i do my loot tables....so i guess im kind of safe for now!
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
The Pile o Crepe in Mul for example, its kitchen should be 'kitchen_crepe' but is 'room1', so spawns items from the 'all' table
Counters with like a match, some buttons, empty fridge, etc..
Yep!
Residential kitchen's room def is 'kitchen' BTW
yep, i use that in a very lazy manner in my builds. ie offices, homes, factories
Rooms: Done aesthetic bakery bar barkitchen barstorage burgerkitchen cafe cafekitchen clothesstore conveniencestore cornerstore dentiststorage dinnerkitchen fossoil gasstore gigamart grocery grocerystorage icecreamkitchen janitor jayschicken_kitchen kitchen_crepe knoxbutcher liquorstore mechanic ...
Room list
frozen steak in the fridge of an office doesnt make sense
We are on the same wavelength then lol
actually, i was hoping it would shift towards proc_dist in total as it just works better and allows more flexibility
100% support this change
for mappers like me, the procedural approach allows more reasons to create custom room defs and add new loot easily.
keeps things tidy as well
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
well im trying to leverage a framework of sorts to manage all these new room and loot defs
There are a lot of missing lightswitches and rooms I'd fix in the base game's map lemme tell you
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
Code-wise if you can find a fix they'd probably put it in
No idea how to do that though 😄
o:
i'll be happy if they just added the newer tile properties to the editor. i want to make more garage door types 😦
i want bunker doors
for the day when underground stuff gets added
if it gets added
I can definitely see underground stuff in the game's future. Not that I've seen underground stuff but it's 100% doable.
that would be cool
Has Blair talked about his hidden lab mod? I thought that was brilliant. Fantastic workaround
if underground stuff gets added i totally see the lab getting an entrance
solid double doors would be great. similar to the security door. i feel the current double doors break easily
steel re-enforced kind of doors....require sledge or lockpicking
the game needs more interactivity
i know lockpicking and others might get their own minigames but id like something like a keycard to access a door
ceiling/attic doors would be nice
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
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 😦
This won't affect cases like yours.
I’ll take your word I haven’t had a chance to look at the docs
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.
Might be the lungs and not the eyes in my case 😜
Sorry, won't affect the spawning in custom room defs, dunno how the SOS mod spawns in regular rooms, but I imagine adjustments will be required in those cases.
Yes I mess with that there too 😋
Outside of weather stations?
yeah
Man some folks say they can’t find them but I guess that’s cuz they run hydrocraft or something
absolutely the issue
Can you gimme a percentage I should change it by?
25?
Ok -25%?
yeah
you could maybe stick the restricted stuff into military loot tables
not that they exist per se as that
i use hydro, i still find the maps often
they can also be drowned out
Ok so would -25% sound like an improvement Hurley?
Well, with mod items, if the item doesn't literally spawn in the character's inventory at game start, there will be a % of people that will always insist that the item doesn't spawn/mod is broken/item is too rare.
Some people want to play with the mod's cool new toys without it being too much of an inconvenience in some cases.
plus, mods dont overwrite the items, they just add more stuff that can spawn.
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
Which is when the network starts shutting down
thatd be a great way to prevent the military maps and technical docs from being too easy to find
My general way of testing was to noclip around Muldraugh and check all the 1st floors to make sure I found at least 1
Of each
Very unscientific
but smart
anyways, im headin to bed, GL with new distro
@craggy furnace will your the helicopters after crashed, be able to turn it into like
sheet metal and other scrap metal parts
oh nice
@latent orchid
"HERETIC!!!"
"Ha, Corpse Worshipper."
I got the 90s pack only
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.
If it's not, I can't figure out how to shut it off.
I got this problem yesterday, for some unknown reasons they are added to your party that's why they can't be killed
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. 😛
I couldn't even run them over with a car.
Well i got some dumb problem then
Dunno, I've seen videos of people killing these NPCs with firearms. multiple shots from a shotgun did nothing but scare them off.
I've noticed I can't harm survivors either
I found one rummaging thru a house once and tried to bash its head with a shovel
But nothing happened
You need to activate pvp on but also Superb Survivors is broken at the moment
I tried to get raided as I spawn but the raiders just stood here on ly kitchen and I couldn't kill them
coick on the small green symbol with axes at the bottom right of your screen
Awesome! I'll turn it on then
but when meeting a raider you're supposed to have pvp forced on but once again : Superb Survivors is broken at the moment
Like so far the mod is partially down
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
Some even glitchs in cars
With or without stripes?
I think the stripes make it too sci fi, but yet they fit pretty well design wise
I'm blind a little bit. Could you point where stripes are?
On the neck protection thingy
with stipes looks noice
Alright, i guess i keep them then. I just want to make sure it somewhat fits in the PZ universe. 😄
But i can delete them later anyway if i think it feels off
You can add two versions in the game. Two different items.
Yea, could make different randomized textures on it. Maybe something for a update later on
I love it 😄
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?
You won’t see them in game anyways
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.
I believe "yooks" here in discord is the right person to ask if you really want to enter the rabbithole of LUA.
They also have a discord group specifc for LUA which is a great point to start with i think.
Why not Add(OOTestObject:update)
With the : it throws an error that it excepts a function call, so the parentheses is missing after update in Add(OOTestObject:update)
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 :/
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.)
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
Use pastebin (or a similar website) to show your log:
https://pastebin.com
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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.
so it should be . and not :
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.
@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
Thanks @sour island , but I don't need the Player, instead I want to call the update function of this specific OOTestObject
But does it call the update function of this specific object or the one from the OOTestObject table and not the one from the actual instantiated object of OOTestObject?
Is the debuglog spitting out nils?
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
the event itself passes parameters to the function, sorry I didn't read through it all, but if that's not what you want you may need to call another function in the event and call the desired function from there
I hope I'm not misleading you
onplayerupdate probably passes the player as a parameter and nothinf else
the player that is being updated
LuaEventManager.triggerEvent("OnPlayerUpdate", this);
Takes one parameter - IsoPlayer which is a subclass of IsoGameCharacter
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.
@final plinth Bruh, you're amazing.
How dare you?
😘
APT
boiler of doom
he will not run on gasoline
only the crushed dreams of children and screams of the innocent
♦
♦
♦
♦
♦Download: http://link.tl/PQH8 (past link and download) ♦
train horn
sounds like a GP diesel to me or some similar US loco
i miss my model railroading days 😦
if i ever figure out how to get him in
ill add the blood mask to be around his mouth
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
yeah now that I am adding custom models to the zombies, I would say so
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.
Also planning on doing the Back 4 Blood gang for hype for the game
Damn I need to get it once it's out.
since I already did the Left 4 Dead gangs
Mhm
I might start a project on tweaking Superb Survivors outfits
Making more diverse outfits for them
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
https://tenor.com/view/resident-evil3remake-jill-sandwich-yeti112-re3remake-parody-mirror-gif-17282501
@craggy furnace this gif weird me out
it can get a lot weirder
I already made a Jill Valentine zombie
I placed her spawns in a certain location in muldraugh
So far with your mod I got a running Francis at West point bar so the first L4D gang is at west point
technically not hehehe
Oh they can be at multiple locations ?
They are in Riverside, intentionally, and all zombie types can be found at the Crossroads mall.
Authentic Zombie is very fun to have so far, spawns became way better
There will be an update tonight, I am also updating the hitlist to include the grand majority of mine + special zombies in vanilla.
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.
Well, the mod doesn't mess with zombie pop intensity, it makes new zombie outfits and gets them to spawn in different areas.
Alright thanks for the info. Also what zombies you might create soon ? Postal guy is awesome.
GMan is next on the list, Bucket zombie, Winslow from TWD, Back for Blood, Frank West and Chuck Greene.
i wish i could be bothered to finish my duster
@granite tulip Feel free to send any more ideas my way. This mod is fun to develop as well!
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
I know it’s such a little touch but being able to sheath and unsheath the rogue katana in Paw’s loot mod is 👍👍👍
Rise and shine, Mr. Freeman. Rise and shine.
✝️
how do i make a texture mod?
I have a idea, make Aiden Pearce, or Jack from bioshock 1
Aidens from watch dogs
I can give you pictures of both if you need
Jack would be way easier most likely
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.
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
Only suggest what you REALLY want, why should I be motivated to spend hours on making something someone half-heartedly suggested?
True
Idk man there’s a lot
Only reason I’m meh about the bo1 is cause it’s generic
you don't have to suggest anything if you feel overwhelmed, I already got a good list going.
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
@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.
the walking dead got published because they lied about it involving aliens
"Space Spore"
Negan pls
My boy Negan never dies, but maybe. 😄
Is that so? Who are you?
NEGAN
I'M NEGAN
yeah going to be in tonights AuthenticZ update, I am just finalizing some things then will push the update
AuthenticZ is name of mod?
yes
Nice shall check it
L4d survivor HAHA
Sometimes, Heroes die too.
Is Jason a regular Zombie
I remember you teasing pictures of your mod here and doing the same stupid joke as you did in the first two screenshots
Huh?
Ok....
honestly I'm kind of dumb because only now I realize
that back then I didn't realize they were l4d survivors
An ayylium space craft just flew over mah haus
Yeah those L4D jokes were intentionally made to be corny/cringe. But I made them anyway because it had to be done. The mod takes puts the player in an alternative universe where all the zombie apocalypse heroes and such die, leaving the player to clean up their messes, put them out of their misery, and claim their unique loot.
what about horny jokes
Go sit in the corner, shark. Don't worry you will have some uncanny company.
Episode - Bummer Vacation Season 4
needs the top cockpit windows and more detail
That is gorgeous
thank you!
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.
ive thought about turning all the furniture 3D
too large of a project
probably inevitable either way
mom: go play with the neighbours kid
the neighbours kid:
Ia there any TWD characters in the mod
Authentic peach's mod
i dont think so
I played a survivors mod once and what's his face was in Rosewood's construction site lol
i thought you were talking about some mod that could make the character youre playing as a twd character
Can i create negan
yeah
Really? They have a red scarf jacket?
you can
Someone would have to model that
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.
Does anyone know which mod allows to tuck/untuck shirts on a character? I REALLY need to know 😳 🥺
dont give me any terrible ideas
😄
There isn’t
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 😄
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
where? (oh, the window)
yeah
what do your uvs look like?
I recommend to turn on the "Display stretch" for UVs.
This way you can identify UV problems very quickly when something isnt blue:
thanks ill do that
@craggy furnace You are awesome!
i am?
so when will it fly? lol
Yes!
Are you made this?
@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
So you are русский?
american
Okay, good as well.
i know a wee bit of russian
@craggy furnace hope you don't mind the ping but i wanted to ask you what your mod is about
well
we have torn out the helicopter event
entirely redoing it
new meta events too
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
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
yea sure
oh so there'll be a military cordon?
yes
or are they basically just flying over with a speaker or something
maybe when proper npcs come along you can have the military basically steamroll over the zombies or something
thats already a thing
my biggest want is for this mod to run coterminous with the addition of the military in zomboid
we are doing our best lol
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
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
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.)
@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
🤷
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.
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
😔
Post your console.txt and I'll see what's the problem
I was actually going to try that @red matrix but it's over the size limit
A pastebin link will do!
Alright, one moment then thank you for the assistance
You're welcome!
doing it over
error boxes doesn't matter
if the game didn't crash you can ignore them
t. gmod player
If you ever model an H-19 I'm gonna squeal like a girl
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?
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
@red matrix 🤔
I'm not sure if there's any specific 'grab moveable' function but you can use getSquare():getObjects() to get the objects on the square, then look through the list, look at the getSprite():getName() of each object, compare it to the one you want. If you're not familiar with context stuff I'd recommend checking ISWorldObjectContextMenu.lua
You should be fine if you're not crashing. Console.txt is replaced each time you start the game up IIRC so goes in that folder, so deleting it just means a new one is made later
fantastic, glad to hear it
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
ill actually look at it later
i am thinking of asking vilespring if i can include his M60
If you did a skycrane you could airdrop anything anywhere. Even an elephant!
@red matrix fresh console file for you lol
ill keep messing with aiteron
i am 100 percent focused on EHE though
like i am totally just gonna redo the UH-1
KK so one of the things in the mod in question is trying to consult a table that doesn't exist. If you go to the file in question, and the line, you may be able to see what's what?
Whatever 'OPTIONS' is, it's trying to knock on a door that doesn't exist, so to speak, and falling flat on its face.
🤔 do you mean the text document Options in the same folder as console?
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
No worries! This shit was like looking at the space shuttle cockpit when I started doing it
I'm not even that good lol
It's like reading another language, I appreciate your patience I just have zero experience with any of this
You should be fine if all you're trying to do is play the game, for what it's worth!
Oh okay
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.
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
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
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
I'm not sure, but would guess not. It's basically a catch-all 'yo something went wrong' thing
it's all good, as long as things aren't blowing up I can deal with it 😄
That is something I'd love to find myself. Do you know how to get into debug mode? There's a tile lister thing that shows you all the tiles in-game, with names/type being displayed as you mouse over them. There are loads of things involving objects ingame that just check against the sprite's name, like the little highlighter thing for sledgehammers.
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 🤷
Thanks, BaphClass! I'll look into debug mode. But first, I think I need to just play for a bit before it gets late...
I don't know what I'm supposed to be doing right now but I'm sure I'm procrastinating...
i've always wondered about that, but haven't dug deep enough yet, i guess. Is there a central location for things like that? (specifically, about deciding what usage a room has based on sprites)
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
that's neat, thanks!
IM COOOMING
Have you thought about adding marine or army unit logos?
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)
currently there's no outfit-specific loot. You can work around that by attaching an item, like the stuck weapons, those can be specific
actually there is though doesn't it?
then how do cop zombies always spawn with a nightstick or pistol
That's the attachment system, not part of the loot system
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
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
Found AttachedWeaponDefinitions.lua in lua/shared/Definitions. Thanks for the lead Soul Filcher!
There's no global variables to control rarity for this system. You define a spawn chance for your new entry, and for outfits
Ok makes sense, think I got a hold on it. Appreciate the help 🙂
can someone tell me the path to reach the file with mod error plz?
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!
Hey guys!
Quick question, is there any class that contains a method to obtain the light level of the tile the player is in?
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!
Anyone know what would cause 'failed to update workshop item, result=2' when trying to publish a mod?
are you updating an exisiting item?
I was creating a new one
was the mod info file copied from a mod?
copied from the template and then edited
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... :🤷:
hey soul, have you messed with cars in the past?
hell yeah, I guess I was the first doing that
do you know of a way to just turn a vehicle into a large container and nothing else?
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
blair achieved it recently
but should be doable
yeah
we have helicopters now, what isn't doable with vehicles? you tell me
idk you tell me
way harder than just making it a fridge in my opinion
just gotta add a container to the crashes and theyre done
bashing up the pristine helis has me like
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
idk what "burnt" exactly means
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.
destroyed, beyond salvation from a mechanic
Alternatively, the California Automobile Leagues claim that a "destroyed" vehicle is one that has suffered damage to the extent that repairing it would cost more than purchasing a new vehicle.
I don't try to understand the workshop trends
More or less the same. Can't be made to drive again, but good for a metal sheet or two.
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.
I'm sloooowly re-doing my driving time for build 41
looking at turning these helis into nice little base locations
minus the RV functionality
now thats a gamer word right there
XD?
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
because its something to do in a game with a current gameplay gap
adding difficult is good
Wait modding chats are locked down?
radiancy is really good for PZ
Would anyone be interested in a Last Of Us project?
me
Im going to start a new server would you suggest any mods or go vanilla?
Looks great!
Do you use smooth shader when you import them into the game?
(In my experience smooth shader do produce less vertices in game engines)
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
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
🤔
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?
if the clothing item uses a model, you could have different UBs for male and female, other than that no, you can't have separate textures
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 ?
txt file was probably saved with the wrong settings
what would be the right settings ? or what to do to fix it ?
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.
hmmm, where would i find german modders then 🙂
fixed it
npp++ was a good idea
need to save in ANSI. was UTF-8
Different UVs? Thats a great idea!
So i will just do a 512x1024 texture and do on the left side the female, and right the male 😄
thx
won't that mess with clothing damage/blood?
Well, in my case i have a custom UV anyway
So future-me will deal with the damage/blood problem
"It's bold, in terms of jerking people around."
ill fix the paint jobs and minutia later
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
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
you do a great job with your mods
Feel free to suggest, but I can't promise anything
id love to have a go at modeling, what program should i start on? are the model files the .X files?
Get a .x converter and blender.
PZ is switching to .fbx
it works albeit not always flawlessly
i think animations are still locked to .X
dude idk what you're talking about your mods work very well and are really useful
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
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
I can make it if I manage to convert a similar one from the game
Right parting but pushed up a bit?
could be
Just get it from Steam instead, much less hassle and easily change between versions
right... i knew that was a thing.... 
If you're starting fresh with blender i recommend downgrading the version to 2.79a
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
i converted bob_apron to open in blender then saved it and converted it back to .x without any changes other than name
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
yikes. blender is all new to me, the learning curve hurts.
i might try old faithful sketchup
Thanks bro! I appreciate it!
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
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
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.
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...
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'
I'm down for that, but i'm not sure when I can get to it. (also open to any other kitchen related requests while i'm at it)
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.
well good, because my eyesight is borked for the moment 🙂
'It took 600 hours but the rotors have pitch control and really spin!'
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
can someone tell me lua code that removes item?
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
From player inventory!
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.
does this kind of RemoveOneOf("ID.Item"=i) work? cause there might be several numbers of item to delete
If you check out ISInventoryTransferAction.lua you can see all the functions that mess with inventory stuff
Specifically ISInventoryTransferAction:transferItem(item)
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.
Ok I'll go search for it. Thank you for help guys. I just started to learn lua
morning. quick question: if i would like to have some more filling / uses for a propane tank, could i just edit the UseDelta ?
yes I know that
Yep! That's what the timed action for refilling does. Ups the usedelta by a little bit
1/usedelta = the number of use
What specifically are you trying to do? If's a simple lookup/delete for player inventory I can do that for you
uh wait a sec
I'll post it here and provide notations for others that want to learn
or the ammount the blow torch needs, but this i did not find yet
maybe ill try the usedelta
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
I usually check the item's script and see what's what. Most things that have the little green meter have a useDelta though
KK so you're right-clicking the 10-pack >> 'breaking it up' and putting 10 empty lighters into the player's inventory >> trying to delete the 10-pack so you don't get free lighters forever?
Or is it the opposite?
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,
}
I've tried it and it got worse
that way, the full gas of one lighter makes 10 pack
Function that handles refilling blowtorch-- this is serverside because certain things need to be communicated to other players
I'll look over the recipe stuff and see what's what, sit tight
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 🙂
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
I, too, have been working with "karats". 
this bugged me so much 🙂 after 1 trap-use u got a thing with 3 hunger left. useless 🙂 maybe in a soup but still 🙂
Try this. Tables start at zer0
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?
I changed removeitem to removeoneof but it didn't work either
removeitem might don't work because I just made it xd
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
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
it didn't work and I'll try debug mode
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
oh cool! this is what I need
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
does it mean error occurred when debug windows show up automatically?
right after packing lighters
So far it works, now i have to repeat it for all hairs 😄
(Yea, weightpaint isnt perfect yet)
Yep. It'll highlight the line it had issues with
weird... there's no error but it doesn't work
Looks a charm, Scavenger. I'll be waiting to see it Live
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
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
Try this?
ok
Try "Hydrocraft.HCLighterempty" if "HCLighterEmpty" doesn't work
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
the first one I wrote works perfectly somehow...
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")
you mean if getDisplayName("HCLighterempty") then ?
Hang on
item:getDisplayName() == "10-Pack of Lighter"
Or whatever it shows as in your inventory
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
it doesn't work
Just looked at Item.class and I think :remove(var) should work
You need to reload the script if you haven't already
I've been reloading
It doesn't 
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?
the logic is when I pack 10 lighters they leave 10 empty lighters
That is... weird
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
And so... when you make a ten pack it... drains those ten lighters, which results in ten empty lighters being placed in your inventory?
that's right
and the function I wrote works perfectly. I've tried 100 lighters that have 10% capacity and successfully packed without any empty lighters
Is the display name of empty lighters "Empty Lighter"?
yeah but I used the code of item, which is Hydrocraft.HCLighterempty
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
I'll test it
If not, then I'm just stupid and feel free to ignore my dumb ass 😄
'The Ultimate Ultracrepidarian'
Nice.
so I'm guessing for i=1, 20 means doing same task 20 times, right?
