#mod_development

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red matrix
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Oops lol force of habit

sour island
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yes, for i=1, 20 is the same thing as for i=1, 20, 1

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which means add 1 to i until 20

red matrix
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I am off my game today ๐Ÿ˜ฉ

little kraken
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Lua, an interesting language

sour island
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that's pretty standard as far as I know

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if you're talking about for loops

red matrix
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Super forgiving-- no need for semicolons, automatically set variable types... just remember your commas and brackets and you should be fine!

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Oh yeah and = versus ==

little kraken
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Thanks for the help!

red matrix
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I wasn't much help but you're welcome lol

mystic moss
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Who made the hellborn mod?

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When I have it installed I can't go to my settings it's has a errors codes but it's a good mod I just hope it gets fixed

sour island
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I'm still curious why getType didn't work

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You could drop in a print(item:getType()) to actually see what their types are

low yarrow
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Does someone has a accurate model of the MaleBody? For some reason i cannot import this specific X file in my blender

low yarrow
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Yep, this one seems accurate. hair does not glitch through anymore

grizzled grove
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this one has the correct location for Bip01, but it caused problems in Blender. (it doesn't like having the armature sitting in a nonzero transform)

low yarrow
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Alright

severe ridge
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the current models i have works perfectly for every application, thanks kitty

grizzled grove
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sure thing

severe ridge
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funny tho, you still can set some extra gear on the male model for both genders, not a problem. Even if you make different files

grizzled grove
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i'm still stumped for getting animations to work though.

severe ridge
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i dont think im touching those anytime soon ๐Ÿ˜…

grizzled grove
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they're similar in proportion, so that's no surprise

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me neither, but it would be nice to check it off the list. Was hoping to get Peach set up with some stuff, but alas.

wet silo
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Hey all quick, possibly silly question. A long time ago I tried to make a backpack mod, but ended up not liking it because you couldn't pick up a backpack off the ground that had more weight in it than your carry capacity. Is this still the case or has that been resolved?

sour island
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resolved? to pick up something that you can't carry?

red matrix
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You can access a container from the ground, if that wasn't a thing the last time you played

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And empty it out?

grizzled grove
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IIRC the backpack weight reduction was only applied in the inventory; the container had the full weight when on the ground

sour island
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ah

grizzled grove
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no clue if it was fixed though

red matrix
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That's how weight reduction is intended to work IIRC. It reduces apparent weight when carried but doesn't make it actually lighter

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Carried >> equipped

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I think the 'weight' is supposed to represent a combination of actual weight, clutter size (500 nickels in a sock vs a roll), etc..

sour island
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I can see why it would be un-intuitive for a bag you can wear to be too heavy to even pick up though

red matrix
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I've only had that happen with dudes trying to pick up seriously huge containers full of stuff when I've already got stuff on me

red matrix
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There was an issue with that on Redboid ages ago. Big HC containers getting dropped and their contents being inaccessible

sour island
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it would happen if you drop a super heavy bag to fight then have to micromanage it to pick it back up

red matrix
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This was before 'floor access' was a thing though ๐Ÿ˜›

sour island
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I still use a mod that automatically creates bag tabs regardless if they're equipped as well as a floor- is floor vanilla now?

grizzled grove
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But still, equipping it from the ground should be good enough

red matrix
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This is true

sour island
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good QoL change

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I wonder how a more pocket-centric inventory system would work balance wise in PZ

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I'd be down for the cargoshort meta

grizzled grove
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that would be nice, i like how it works in cdda

wet silo
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Sorry I stepped away for a sec yea, I don't think I was able to equip from the ground. It had to be pulled into inventory and then equipped, even if you right click put on back lol

main lion
late hound
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Frick yeah, now we just need someone to make the Tech Noir club to remake the first Terminator shootout scene.

feral lion
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If there is normal Population on Mega Mall map there is NO zombie, but if there is a high populity, there are TONS of them, why is this?

plucky nova
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if you spawn outside, then A TON of them will spawn inside

low yarrow
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Anyone knows if i can change the "HatCategory" without messing up any game-mechanics?
I would like to modify the Hat category for some hats so i can have multiple hair variations. Like the "Winterhat" since the ears will be overlapped there.

final plinth
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i wouldnt think it would mess with anything

low yarrow
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Alright ๐Ÿ‘

grave solstice
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Does anyone know of existing code to walk to the "front" of a moveable? I'm looking through luautils.lua and don't see what I need, so I may have to write something for my mod. The only time I've seen a character in PZ walk to a specific location near something is when they do repairs on vehicles.

sour island
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The author makes good stuff

eager kraken
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anyone here know if Brita's Distro_02/01 should be used together or just one of them?

nimble spoke
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starting from existing X hair isn't hard

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delete armature, fix normals and uv oritentation, save as blend, then you can later import the male/female base model and work from there

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I'm going to make a Trump hair lol

round zenith
drifting ore
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got anything for bullets? Build 41

round zenith
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@drifting ore considering some based on discontinued items but not fully decided yet.

eager kraken
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unusable metals? Whats that for?

round zenith
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Welding rods mostly right now, but might use for bullets and if I can figure out how to do crafting via ovens then some other metal stuff

eager kraken
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so.. it is usable?

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:D

round zenith
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yes but with this mod only ๐Ÿ˜‰

drifting ore
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I am interested in scrap set mods. look promising. do they allow me to make ammo for those guns or am I misreading?

round zenith
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not yet, planned in the future

drifting ore
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I see. So ftm best way is to set fast respawn for items and Abundant for Ammo

drifting ore
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tyvm

autumn sierra
nimble spoke
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yeah, some of them look a little too weird, but then again it should be the 90s

autumn sierra
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Yeah I agree

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Personally I like more realistic characters so I really like the shorter hairstyles

random terrace
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So from a scale of 1 to 10, how much of a bad idea is it to use sound effects from other games

grizzled grove
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9 unless you have permission

final plinth
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in most cases you wont have permission

random terrace
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thought as much

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So many mods using assets for games they for sure didn't get permission to use, how come they're even allowed on steam workshop?

pallid matrix
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just do it and don't question it

final plinth
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they probably just dont get noticed

lethal sparrow
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Precisely. Mojang/Microsoft doesn't have the time or the need to prosecute a steam workshop mod for Project Zomboid using the minecraft anvil sound. It's just so far beneath them that it would cost more to enforce than they'd ever save by protecting their IP. This is by no means the justification for using their assets- you should always strive for legitimacy of creation- it is only true that you'd likely "get away with it".

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If I need sound effects for my mod, I either record them myself or get them from a royalty-free composite website such as https://freesound.org/

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The soda can crushing sound and opening sound in my mod were made by me, but the vending machine clunk was acquired, completely free of liscense, from the website above.

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(And that isn't even to mention that Project Zomboid is often praised as an 'immersive' game, and hearing a Wizard101 sound effect might take them out of it.)

random terrace
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True, was just planning on yoinking some gun sounds from a 20 year old game. I've used that site once before, but the idea of making sound effects myself sounds quite fun.

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Also was more so thinking valve would be worried for their own sakes and curate the workshop hard enough but apparently it's a non issue

lethal sparrow
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Last time Valve was worried, they were working on a fresh new title called "Half-Life."

random terrace
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I'm sure it'd be quite a bit different if that paid mods thing stuck around for longer than a week lol

grave solstice
final plinth
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that looks awesome

nimble spoke
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I think got the handle of converting hair and beard from X to FBX

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I will post the converted files later in case anyone wants to use them

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for some reason textures don't match 100% though, I think I'm missing a flip or rotation blender does when importing X

undone crag
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Compared to another file type, the y axis in the .X files is flipped, so textures are seen reversed if the converter doesn't flip this axis.

final plinth
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does anyone know if sounds need to be mono for zomboid?

grave solstice
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I don't think so

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I have some mods that have stereo sounds

final plinth
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yeah i do too but ive noticed this weird issue where the sound bounces back and forth between left ear and right ear if you are moving in specific directions

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i was just wondering if that could be the cause

sour island
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that's not your fault and there's nothing you can do to fix it

final plinth
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why does that happen?

sour island
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something with how the sound emitters are handled

feral lion
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Somebody can make a traitor like (garrymod-murdermod/amongus) system mod to Zomboid?

One of the player are secretly a traitor and need to kill the other ones.. i dont think it is hard mod to write o.O

nimble spoke
grave aurora
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Hey friends, quick question. Im still fairly new to modding, creating a new Tinderbox item to use in liue of matches/lighter. Is there a way to append cigarette / other items so this new item called Tinderbox can be used? I feel like i did see an append or similar folder somewhere

analog sandal
lethal sparrow
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Yes, that is essentially the moral I presented, along with an accompanying example for creative common license sound effects, which he needed. Am I misunderstanding you?

analog sandal
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no I think I was agreeing with your point that getting them off a free license and then work from there is a way better alternative than ripping them from games

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just seems weird to me that people are super sensitive about ripping models but would steal a sound in a heartbeat

autumn sierra
analog sandal
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those are not designed, you'd end up with mush

autumn sierra
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Yeah true

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Wait how do people normally record gunshot sounds?

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Iโ€™ve always been curious about that

low yarrow
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I am not 100% sure about it. But i think some sounds like that are actually made with synthesizers

analog sandal
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gunshots are usually organic

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you get a high dpa mic on the gun

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and up to 5 mics at 5, 10, 20, 50m in front and behind

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the 50m one is for the tail, which you swap out at runtime depending on the environment in the game

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then you start designing and layering, saturation, eq, compression, you usually layer a strong transient underneath and then you space out the transient body and tail for cadence

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key is to start with quality samples, whether you've purchased those or recorded them yourself

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oh and you'd probably add some subharmonics generator as well that you'd send to the subwoofer layer if mixing for 2.1 and up

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but that's more for movies then games

low yarrow
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Yea if i look at what noiseworks has done i think they have recorded them as well

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too realistic

analog sandal
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we all have the same libraries mostly, I think they're using the boom gun libraries, I recognize the spas12 layer in the shotty

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it's hyperrealism, real gun recordings are what you hear on demo ranch,most sfx in games and movies are over the top because they also somewhat stand in for the other senses

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just imagine what kinda sound swords make and then what boring sound they really make

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I had like 12 layers in my knife stab for the pz sound overhaul, lemme tell you, regular knife stabs are boring

low yarrow
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True ๐Ÿ˜„

hexed anchor
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Pz's guns just explode on your ear

analog sandal
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of course, everything needs to sound cool and bigger than like

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life

hexed anchor
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so I think it's a very welcome change

analog sandal
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pz sounds clip

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yeah I agree it's a very welcome change, though I'd put less bass on the m 16 or the auto will get real fatiguing

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though I'd go with a more realistic and less compressed sound on pz myself for thr guns, since they're rare events and I'd want that to punch through

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it's a stylistic choice anyway, ofc the quality is kickass

hexed anchor
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honestly, I don't think it would get tiring, at least not for me

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I would just tune it down a little bit

analog sandal
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that's why I'm saying it's a stylistic choice

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I like my gunshots poppy, you prefer them boomy

hexed anchor
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aah

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now I see what you mean

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yeah

analog sandal
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if my method of cracking open the asset banks still works by the time they ship the sounds, I'll try to provide people with variation

hexed anchor
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it wouldn't hurt definitely

analog sandal
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well I'll have to update (redo) my overhaul at thet point anyway because it'd turn obsolete

autumn sierra
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I really love the NMRiH gun sounds

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Some people say that theyโ€™re too harsh but I really like them

random terrace
analog sandal
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you can totally make ps1-style sounds with a normal asset that you then bitcrush a bit, there's a free plugin called Krush that gives you a surprising amount of control over this

random terrace
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Ohhh that sounds right down my alley, I'll check that out

analog sandal
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you'd need a DAW for that, but if you're interested in making sounds (it's very fun) you'll need that anyway

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Audacity is the free DAW of choice, while reaper is becoming more and more the standard of game audio and has a very generous trial period and a very generous price point ๐Ÿ˜„

random terrace
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Oh I've actually used audacity a fair bit here and there, didn't think it counted a DAW

analog sandal
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I think it's a solid entry point before you figure out what specifics you want in a full-blown DAW

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if you asked me 10y ago I'd have no idea whether I want ProTools or Reaper, for example

low yarrow
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Anyone knows where this 2 additional vertex groups are for at the ponytail?

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Usually i just would pin all vertices to the head. But now i am not sure if i fuck up something

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(The additional vertex groups are only on the tail)

latent orchid
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hi guys, quick question....

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curious if anyone knows of any bowling shoes in the game

low yarrow
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Testing out if any hats are glitching, and randomly generated this outfit. I think it looks kinda great ๐Ÿ˜„

vernal agate
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That does look great!

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Here's a potentially stupid question, but do Superb Survivors get infected and turn same as player characters and is there a way to avoid it? One of my survivors just randomly left my base and got herself bit, and I've grown attached to the little rascal.

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And if they do get infected, is there a way to take them out back and cap them?

faint phoenix
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Yes they do turn into zombies if they get infected

vernal agate
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Man ๐Ÿ˜ซ

sour island
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SS are literally the same object as players

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unless the game distinguishes a client is connected for a particular action/event they do everything a player does behind the scenes

undone flax
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hi. does any1 know where i could "relocate" the borders for the different hunger stats ? i dont like loosing carrying capicity so early

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been looking a bit but didnt find it yet

misty iron
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Dumb question: can you change values in the Distributions table? For example, if I wanted to make it so a Pistol spawns in a Fossoil Counter 100% of the time? I changed the value of the "Pistol" key in Distributions to 100, but it doesn't change anything.

low yarrow
# nimble spoke neck and spine maybe?

I dont think so since the vertices of that group did belong to the tail which should move with the head.
But yea, long hairs usually are connected to spine and head

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I really hope they will seperat "Curly" and not-Curly hair one day by textures.
It almost doubles the work when editing hair ๐Ÿ˜„

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I really dont see a reason why using 2 Meshes with different UVs instead of 2 different textures

vivid hull
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Where can i find all things like UseWhileEquipped, UseDelta etc?

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nimble spoke
echo sky
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I had an idea for a mod, similar to Save Our station, but for power/water. would it be possible to restart the water/electricity for specific areas of the map? the idea would be either small power stations, or a Dam along the river, which would break when the power/water goes out, and similar to SoS, you're able to go to the one at fault, fix it, and get it going again for a short amount fo time

errant meteor
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Nice idea

misty iron
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How do I add items to Fossoil Counters? I was trying to get it to work but having no luck, here's the code I was using.

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Placed in "\Zomboid\mods\NewMod\media\lua\server\items"

low yarrow
echo sky
# low yarrow Oh i love the dam idea! Imagine a epic fight on there ๐Ÿ˜„

I thought a Dam as its Tech that was a thing in 1993 (hydroplants), and there is a large river running through the county where it could be placed. albeit knox county doesn't actually have a Hydroplant or Dam or anything. but it'd give people something to do, hence why SoS gave me the idea in the first place lol. Expanding a little on the idea, if it were possible, because you're only one survivor trying to get it atleast partially functional, you'd have to choose where you wanted the power to be routed, whther to Muld, Westpoint etc. but not everywhere at once. Maybe even staying stuck to powering that sector until it breaks down again, so you can't switch, making the decision matter that little bit more, as it could be a minute before it breaks down again... Or it could be tomorrow ๐Ÿ™ƒ

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electricity skill dependent

quasi ginkgo
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all of my load order

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any mod here that breaks loot tables?

random terrace
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Any easy way to spawn in items to test them?

clear lodge
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Has someone tried to do a hair mod that includes fade and other โ€œprettt boyโ€ hairstyles?

nimble spoke
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no need to create a table first

misty iron
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@nimble spoke is the table the reason it's not working? It's weird because I'm copying directly from other mods on the Steam Workshop that work just fine, but mine does not.

nimble spoke
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It is a bad practice that can lead to problems

latent orchid
nimble spoke
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that fossoil table already exists, so what you want to do is to add to it, not insert it in a table that already has it

misty iron
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@nimble spoke @latent orchid Fair enough, I will try that. Follow up question: I also want to remove spawn from existing tables. Can I use table.remove to do that? And will it destroy other mods that use the same table?

latent orchid
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you can, but i wouldnt recommend removing items to avoid breaking other mods or player expectations on standard items

misty iron
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I wanted to make a mod that touches up the realism a little bit. So, for example, removing Beta Blockers from pharmacy counters and adding them to Pharmacy storage.

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Is there a way to remove specific items from a table by Key string, as opposed to just nuking the index value?

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Maybe with a loop

latent orchid
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items use the names as their key

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you could right some code that looks over certain table and adds/delete items via a for loop

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an array of table names

misty iron
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The only thing I could find is this old thread from 2017 https://theindiestone.com/forums/index.php?/topic/22031-prevent-spawning/

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Can you use "table.remove(SuburbsDistributions["all"]["inventorymale"].items, 12)", but instead of 12, use a string like "wallet"?

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Or whatever

latent orchid
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it wont have all the answer you are looking for, but have a look at my Hobbies mod on how I do the inserts to vanilla tables. You can simply create an equivalent 'removeTable' function

misty iron
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Will do, thanks

latent orchid
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its content is fairly safe and standalone so it wont break any other mods as an example

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the function insertTable takes an existing table's entries and merges them with my temporary table of items

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you could do a similar thing but have an array of items to remove and loop over same way

nimble spoke
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there is a huge distributions table overhaul coming so you might want to wait for that

misty iron
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@nimble spoke Like after the multiplayer updates? or farther out?

nimble spoke
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could be in the same update or later, there's no ETA

latent orchid
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its the change i mentioned in my earlier post. check the pinned msg from nasKo

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basically the loot tables will be structured like how the gigamart entry presently works and will also check sprite names to see what types of furniture is in the room to further refine loot (ie kids bedroom vs adult)

misty iron
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How is the gigamart Min/Max count determined? Is it just a random roll between the two values, or some influence from world settings?

jovial summit
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Is there a way to play extra traits without all of the added stuff like cannibalism and zombie cure?

craggy furnace
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does anyone know where the credits are stored?

latent orchid
# misty iron How is the gigamart Min/Max count determined? Is it just a random roll between ...

The way ProceduralDistribution works is that the min and max determine how many of the container type (i.e. shelve) can have this type of loot table. Once the game determines if the container can have that loot table, it will then roll for the qty of items as stated in the ProceduralDistribution.lua file (which works the same way as distribution.lau entries (i.e. an item and its weight value).
Examples of how the min/max values work:
min=0 means there is a chance that no containers may end up being populated with the loot type
min=1 means atleast one container must have that loot type
max=4 means that a max of 4 containers can contain this loot type
max=99 means up to 99 containers can have this loot type (typically the devs do this for 'open ended' quantities)

lethal sparrow
lethal sparrow
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... And here's a list with mods very likely not to be causing an issue removed.

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It's almost more effort than the alternative, at this point, but what you could do is run a test with these mods disabled to confirm that one of them is the culprit. You know them better than I do, because I don't recognise most of these, but I'd keep shifty eyes on any of them that spawn items or otherwise interact with distributions, especially ones with low subscriber counts.

final plinth
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I can tell you my mod HBVW and the variants of it shouldnt touch loot tables at all

lethal sparrow
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The search area thins.

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Beyond that, Hybe, testing and documentation is the path to absolution.

errant meteor
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@lethal sparrow How is the Pepsi truck coming along?

lethal sparrow
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Well I found out that I was referencing a 2001 model and had to completely re-start, but I've got a three cheese pizza in the oven so pretty well.

errant meteor
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Oh dam, at least there is something good cooking.

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Oh ya I was wondering, have you thought about adding glass bottle versions for your soda mod?

grave solstice
lethal sparrow
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I have, but only for Coca-cola. They seem to be the only ones who still cared about that in the 90s.

grave solstice
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That kind of makes me wonder if perhaps PZ has too many plastic water bottles. I don't remember there being so many of them back in 1993.

lethal sparrow
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It would be extra neat, though, because after smashing it open, you could make a glass shiv from the scrap weapons mod.

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Soda stab

errant meteor
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Molotov cocktails

craggy furnace
sour island
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๐Ÿ˜ฆ

hexed anchor
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wish that were me tbh

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actually

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don't you think this is too brutal?

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or is the intention of it to be brutal like that?

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@craggy furnace

craggy furnace
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idk this game by default is extremely brutal

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the helicopter will never go gunning for you exactly unless you try to leave the cordon during the first five days

hexed anchor
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oh so he only killed you because he was aiming at the zombies

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and did an oopsie

craggy furnace
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yes

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but also this is very rough test footage

hexed anchor
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actually that's not bad at all

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because I thought the helicopter would try to actively gun you down

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as y'know ways of silencing people inside the zone

craggy furnace
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keeping with the PZ idea of the military never helping you directly

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the dream is running in a coterminous fashion with the army in build 43+

hexed anchor
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Do you plan on making an addon for uh

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superb survivors?

craggy furnace
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chuck wanted to mess with it

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idk if he still wants to

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NPC's are not imminent but soon enough that touching NPC mods might just be redundant

errant meteor
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@craggy furnace do you do mod commissions or know anyone who dose them?

craggy furnace
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yes

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pawlow does them

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what did you want

errant meteor
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Solar panels and some water irrigation for crops.

craggy furnace
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yeah that falls out of our ball parks

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needs electronics update to make those workable anyways

errant meteor
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What do you happen to do then?

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I am also interested in other things

hexed anchor
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probably vehicles, guns, clothing/armor

craggy furnace
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yes atm

errant meteor
errant meteor
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@craggy furnace dose pawlow do guns?

craggy furnace
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yes

errant meteor
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Would you be able to link me the mods that he/she has already done?

hexed anchor
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pawlow loot

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just look it up the workshop

errant meteor
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thanks

misty iron
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Is there a way to find out what loot category a particular building on the vanilla map is associated with?

drifting ore
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alright, i need some help. Is there any way to view / add animations in the game files? I tried looking everywhere, but I can't seem to find anything.

late hound
drifting ore
late hound
drifting ore
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ah, thank you

rose shoal
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Hi everyone

eager kraken
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Anyone know what mod could this be from? I get option to 'read map' but i get error every time.

echo sky
timid saffron
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are there any mods that will allow me to randomize my game start from all maps?

for example I have churenbourg installed and a few other "world#"

is there a mod that adds a random button that will just randomize the map and start location really fast?

eager kraken
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๐Ÿค”

undone flax
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what does the "15" add/change ?
EvolvedRecipe = Soup:15

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is it just hunger ?

red matrix
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How familiar are you with lua? Specifically tables?

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I've looked at your earlier posts. I'm the guy doing the loot table update and am definitely focused on realism. There are no beta blockers in the front part of the pharmacy any more, at least on my end ๐Ÿ˜›

misty iron
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@red matrix Just solved my own question, so I deleted my post. But the short answer to your question is I've never done Lua before, so I'm learning on the fly. But its working now, so huzzah!

red matrix
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Right on!

misty iron
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@red matrix quick question though: if you delete an item in a table, does it update the index number or leave it null? And if it does update the index number, when does it do that?

red matrix
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I think the table shrinks everything appropriately so if you delete #7 then #8 becomes the new #7

misty iron
#

@red matrix Gotcha. Does it do it immediately, or does it wait till the end of a loop or something like that?

red matrix
#

I think it's instant-- this is from me doing some stuff with zombies from years ago though so... I've been wrong before ๐Ÿ˜›

misty iron
#

Fair enough. Thanks.

nimble spoke
nimble spoke
echo sky
nimble spoke
nimble spoke
echo sky
nimble spoke
grim perch
#

Anyone running Arensal and britas with superb survivors? I keep get notifications that my survivor is reloading over my head and cant figure out how to turn it off

misty iron
#

@nimble spoke How do you turn on the chunk debugger? And where is the tool list?

#

@nimble spoke Nevermind, I found it

#

@nimble spoke Thanks

low yarrow
sour island
#

Nice

#

I noticed the zDoNotPickMe in the FAQ

#

what's going on there?

low yarrow
# sour island what's going on there?

Basically i added tons of new hair types in the "hairstyles.xml"
All those types now appear in the character editor.
As work around i renamed them all to "zDoNotPickMe" ๐Ÿ˜„

misty iron
#

@latent orchid Been playing with procedural loot. If I understand correctly, it could work like this, using Pharmacy Storage as an example: Min/Max between 0 and 10, rolls a 1. There are 2 shelves in the storage area, so it randomly determines one of those shelves gets loot, and the other one will be empty. Then gets a number of rolls according to #rolls on ProceduralDistributions, and generates loot as normal. Is that right?

low yarrow
#

The best case would be that those hairtypes do not appear in the list since their do not work as standlone

sour island
#

they're named 'zDoNotPickMe' in the xml?

low yarrow
#

Nope, i renamed them in "IG_UI_EN.txt"

sour island
#

sorry for the dumb question- but all of the UI is in lua- you could have it bypass anything named 'zDoNotPickMe'

low yarrow
#

Its a rabbithole i have not jumped into yet

#

The "z" is so it goes onto the bottom of the list

#

But the random generator will still pick it sometimes

sour island
#

I could take a look- ideally you shouldn't have to mess with LUA

#

perhaps a new var could be added to the xml to prevent listing

low yarrow
#

Sure if you like to look into it i would be very thankfully since it annoys me a bit to be honest. ๐Ÿ˜„

errant meteor
#

Have the devs ever talked about overhauling the lighting system? would be cool to see some light seeping from windows in the morning.

low yarrow
#

Oh i just realized a problem i wasnt aware of:
Zombies seems to get sometimes hairstyles which make their head glitch through sometimes.
Not too bad tho since i can imagine that zombies get a bit bald sometimes. ๐Ÿ˜„

misty iron
#

@red matrix Do you know how to edit the Min/Max values in ProceduralDistributions?

low yarrow
#

Thats one of those bald zombies:

nimble spoke
misty iron
#

@nimble spoke Can you modify the min and max values? When I try to modify them they come back as nil, not sure if I'm doing something wrong

#

@nimble spoke print(SuburbsDistributions["pharmacy"]["fridge"].procList[1][2])

nimble spoke
nimble spoke
latent orchid
# misty iron <@!258814733279428608> Been playing with procedural loot. If I understand corre...

You are correct, except that it will keep rolling for all the remaining containers and may continue allocating loot type to another container. Depending on the rolls, it may eventually fill a 2nd container and so on until it reach its limit (10 containers) , or fail to populate the 2nd container as there are no more left (ie other ProcDist loot types got to those containers before the 2nd roll was successful). Hopefully that makes sense

low yarrow
grizzled grove
#

any regex people here? (nvm)

misty iron
#

@nimble spoke It did not like that. this is what I was trying: Distributions["pharmacy"]["shelves"]["procList"].max = 2

craggy furnace
#

๐Ÿ˜’

nimble spoke
misty iron
#

Is it possible to change those?

nimble spoke
#

you might want to override what's inside proclist to do that, or table,insert a similar table in that position

#

table.insert(Distributions["pharmacy"]["shelves"].procList, 1, myTable)

misty iron
#

But even if I wanted to, say, recreate the Pharmacy/Shelves table with Proclist, those values are all nil i think?

nimble spoke
#

and your table is {name="StoreShelfSnacks", min=1, max=2}

#

why are they nil?

misty iron
#

I don't know. I was trying to just print the values using ZerobraneStudio, and it kept giving me "nil" as a result

#

I thought maybe max/min was just defining parameters for whatever number was being put into the table from java or something

nimble spoke
#

I think your problems is that min and max are not inside procList, they are inside tables that are inside procList

misty iron
#

right. i have no idea how to work with that. I guess set Proclist to null, then recreate it with your method

nimble spoke
#

you don't need to set it to null if you just table.insert into the position you want to override

misty iron
#

but if you insert at 1, won't it just bump the other existing tables down the index? or will it overwrite them?

nimble spoke
#

you're right, it is going to be bumped. table.remove and then table.insert

#

table.remove(Distributions["pharmacy"]["shelves"].procList, 1)

misty iron
#

Nope, that made it angry

#

I tried a couple things, none of em worked

#

Keep getting "attempted index: shelves of non-table: null

sour island
#

I never overwrote a base function to used a stored version though lol

low yarrow
nimble spoke
nimble spoke
sour island
#

Does anyone have experience overwriting a class' function in Lua?

quasi ginkgo
#

but I told you, you'll add it eventually

craggy furnace
#

no

quasi ginkgo
#

you already did it

#

you added the heli killing survivors

craggy furnace
#

we did?

#

that was always planned

sour island
#

arguably already in vanilla too

craggy furnace
#

yep

#

theyve always been planned as a semi antagonistic force lol

sour island
#

the Randy Random of PZ

misty iron
#

@nimble spoke Using Suburbs causes PZ to crash. I tried insert and remove, I tried deleting and recreating it, all give me "attempted index: shelves of non-table: null"

#

Is there a better way than the Chunk Debugger to get an idea of what item list a container belongs to?

nimble spoke
red matrix
#

I'm gonna recommend people learn how tables work before trying to mess with them. The more programming basics you know before trying to mod in Lua, the less trouble you'll have overall.

#

Same goes for loops. There are loads of Youtube tutorials that teach you everything you need to know.

sour island
#

whatever you're trying to do the error says you tried to pull the "shelves" of nothing

#

I assume distro is going through the lists and grabbing everything's shelves and something you did isn't defined properly.

sour island
#

@low yarrow is IGUI_Hair_Bound one of yours?

latent orchid
#

@misty iron sorry, but can u give me potted version of what you're trying to do?

misty iron
#

@latent orchid @nimble spoke I was just curious if you could change the Min/Max values for procedural distributions. Soul had some good ideas, but I couldn't get them to work.

sour island
#

how did you try to do it?

carmine cosmos
sour island
#

Java, I realized it's not doable with Lua

carmine cosmos
#

That is not possible

misty iron
#

I tried deleting the table and adding in a new one. I tried overwriting it. I tried inserting a dummy in first and then deleting it.

#

@sour island Right, that was my conclusion

sour island
#

I was replying to Yooks

#

your thing is easily doable

carmine cosmos
#

It is not possible to override a Java class from Lua

sour island
#

He's not trying to do that

#

I was, specifically, trying to overwrite a java method

carmine cosmos
#

That requires bytecode manipulation

#

In any case it cannot be done from Lua side

sour island
#

if you don't want to worry about file load order

nimble spoke
#

a require line in the file will guarantee a correct load order

sour island
#

does require work?

nimble spoke
#

yes

quasi ginkgo
#

because its unfair or something

craggy furnace
#

the next person who pings me gets shot out of a cannon

shy quiver
#

is there a cheat menu mod that works in b41?

craggy furnace
#

yes

#

the cheat menu mod

shy quiver
#

comments say it doesnt work

craggy furnace
#

it does but not everything

shy quiver
#

I just need to spawn in a couple suppressors from Brita's mod

craggy furnace
#

that works

#

do not use necroforge and cheat mod together

sour island
craggy furnace
#

yeah

#

honestly yeah just use that

shy quiver
craggy furnace
#

go into steam

#

go to setting

#

go to launch

#

put in -debug

sour island
#

-debug

#

in Launch Options

craggy furnace
#

f12

#

i forget the key

#

maybe f11

shy quiver
#

sick, thank you @craggy furnace @sour island

sour island
#

damn SuburbDistributions is like that harry potter meme

#

"Why is it always you"

#

also kind of triggered by the mix of [""] and .

timid saffron
#

does anyone here know if you can remove "mod template" from the mod list? I want to stay organized

sour island
#

you go to the mods folder and delete it

#

but it's going to come back if you update or reverify

#

you can see it's location in the mods menu

timid saffron
#

okay thanks

craggy furnace
#

any ideas how to fix?

#

maybe they are just flipped

rose shoal
#

Hello I subscribe to a mod on steam. But I am unsure how to use it can anyone help

idle mantle
#

Which mod?

Once installed from steam, use the in game mod menu to enable the mod and start your game. Typically it's a good idea to start a new game.

If you are on an existing game, back up your save.

#

While on the topic of mods.

I've got a hefty list but installed one at a time and did play testing in order to get no in game red errors.

But after reviewing my logs I see that there are a lot of errors.

I see errors for mods not enabled. Also I tried a game with only save our station and it seems I get some errors with just installed.

On the latest build 41 iwbums.

Are log errors fine if they are not in game red errors?

rose shoal
#

Thanks I see it now in main menu. Slow moment lol. By the way if you had to choose your too three mod suggestion what would they be.?

I picked the Honda crx because I always loved that car ๐Ÿ‘๐Ÿป

grizzled grove
craggy furnace
#

the normals are screwed

#

kind of at a loss to fix them since i am a clutz

idle mantle
#

Minimal Display Bars: to see hunger, thirst tiredness ect.

Better Sorting: retags all items so they are more easily organized.

#

@rose shoal

craggy furnace
grizzled grove
#

think i'd need a better pic or something, i think you're referring to the triangle shape here?

craggy furnace
#

both the bottom of the main rotor assembly and that triangle at the bottom of the red line you drew

worldly anvil
little kraken
#

Just a quick question, what's difference between module base and imports base?

rose shoal
#

Does anyone know of any walking dead mods?

willow estuary
low yarrow
#

Usually the game uses the "Hat" variation which makes hair look out at the back which is not the point of those caps ๐Ÿ˜„

grizzled cave
#

How you can enable 'freezing'/'cooling' function in an item?
I found out that (strangely enough) a cellar from Hydrocraft doesn't 'freeze' or 'cool' anything.
I want to change it.

rose shoal
#

I've been looking for. Military ๐Ÿช– mods. Like full camo clothing etc haven't came across anything

craggy furnace
#

i have one on the back burner

#

does anyone know where sprites are stored for items on the top of their head?

grizzled cave
#

i have one on the back burner
what do you mean by that?

craggy furnace
#

as in i have a mod i am not messing with for now

grizzled cave
#

ok

idle scroll
alpine canopy
drowsy merlin
#

Is there a way to be helpful for modders without any coding experience?

idle scroll
idle scroll
drowsy merlin
#

I love the PZ modding community and would like to help out in some way

drowsy merlin
idle scroll
sour island
drowsy merlin
#

I'm german

#

So yea

idle scroll
sour island
#

anyone familiar with getSquare() use? Using the global version sometimes gets nil, and I can't seem to figure out why

idle scroll
#

getSquare as a function of getting the Square of a number or Square as ingame Tiles?

sour island
#

in game tiles

#

you provide an x, y, z and you're supposed to get back an IsoGridSquare

#

works perfectly fine in one use but not in another

nimble spoke
#

I think.... don't quote me on that, it retunrs nil if it is not in a loaded chunk

red matrix
#

If you're trying to grab a square using coords try getCell():getGridSquare(x,y,z)

#

If you're dealing with an object you can try getSquare():getCell():getGridSquare(getSquare():getX(), getSquare():getY(), getSquare():getZ())

#

Wow that was painful to type. Repeat calls are bad.

shy quiver
#

How do I fix it?

idle scroll
ruby urchin
#

Hello, someone know if can get or how get the player model (base) for start make armor/clothing

sour island
#

figured it out a while ago- wish I looked here lol

echo sky
# willow estuary

That looks pretty sweet, could you incorporate a map of the county? Would be neat to have a sort of 'Master Map' you can jot locations down that you find on annotated maps, or places you've been etc etc

#

so it would function as a stationary radio and a map, along with whatever else you have planned lol

nimble spoke
final plinth
#

anyone know what splatsize and splatnumber do? I'm assuming its blood splatter but I want to make sure

late hound
low yarrow
#

If you set a mod to private, and then public again. Will people have to resub again?
Earlier the day i did a little mistake with my mod "Bushcraft Gear - Tools" where i accidently put it on private. But set it on public within a minute again.

final plinth
#

no i dont think so

low yarrow
#

Alright.
The mistake was that when i uploaded my new mod i accidently had the ID of this other mod in there. So i kinda replaced it.
My heart stopped for a minute because of potencially fuck up alot of savegames ๐Ÿ˜„

final plinth
#

nah you should be good

low yarrow
#

Yea, so far no complaints. Watching a streamer right now and observe if he will find any of those weapons

little kraken
#

hey can someone answer this question?

What's the difference between
module Base{imports{SomeMod}} and
module SomeMod{imports{Base}}

final plinth
#

im not an expert by any means

#

but the scripts have modules like Base.HuntingRifle

#

i think you need to import the module that an item is in if you want to use it in that script file

#

so Module Base means that script is in the base module

little kraken
#

Ok that makes sense

#

Thank you but what if module Base{imports{Base}}? I saw a mod using this

final plinth
#

hmmm im not sure thats necessary but i could be wrong

#

i just use module Base usually

#

actually on every script file ive done so far

little kraken
#

It's difficult to override items of mods that uses module base

#

If it uses specific module, I can override it but if it's module base, I can't

final plinth
#

what do you mean?

little kraken
#

you can override base items with another txt file, right?

final plinth
#

yeah but thats not recommended

#

id recommend using ItemTweakerAPI

little kraken
#

oh what's that?

final plinth
#

ill get you a link

#

you use lua to change what you want to change

#

unless you are wanting to completely change the script

#

you can look at my mod "Harry's Better Ammo Icons" if you want to reference the lua

little kraken
#

you can change such as usedelta or weight with this?

#

ok

#

Cool. This is neat!

final plinth
#

i changed the scripts the way you were trying first it tends to cause more conflicts with other mods

little kraken
#

Is itemtweakerAPI necessary to read this kind of mods?

final plinth
#

if you use that lua you will need itemtweaker enabled also

#

it wont break anything but whatever you're trying to change wont change

little kraken
#

Thanks for the huge help. I'll try this one

final plinth
#

np if you have anymore questions you can ask me

little kraken
#

That's all I got right now

#

btw I like your mod

final plinth
#

thanks ๐Ÿ™‚

little kraken
#

is this compatible with brita's?

final plinth
#

im honestly not sure

#

one sec

#

ill ask

#

he might know

#

do you mean my ammo mod or weapon mod?

little kraken
#

ammo mod

final plinth
#

ammo mod should be

#

weapon one im not sure about

#

the weapon one most likely isnt

little kraken
#

that's dope weapon mod too!

final plinth
#

but it should be in the next update actually

#

thanks btw

solid vault
#

Hi guys, is there a mod for full-fledged motorcycles?

final plinth
#

probably not

#

even if there was you wouldnt be able to see your character

#

sorry

#

that mightve come across a bit rude i am just really sleep deprived

grave solstice
# red matrix Wow that was painful to type. Repeat calls are bad.

Hi BaphClass, when you say "Repeat calls are bad." do you mean repeat calls to getSquare are bad? Because I'm having problems - when the player selects the back of a pinball machine, I'm trying to identify both the front of the machine and the square in front of the front (where the player would stand). I keep getting null errors trying to get the square in front of the front, even when I try getting it by getX,Y,Z. (I hope you didn't just mean typing calls over and over is painful to type)

red matrix
#

Ah! No I meant I usually pre-define x,y,z using locals so I don't need to use the getSquare() function three separate times just to get three ints. Can just do local thisSquare = thisObject:getSquare() and grab x,y,z from thisSquare instead

#

When you're grabbing squares with coords you need to do it through the cell. Are you using thisSquare:getCell():getGridSquare(thisSquare:getX(),thisSquare:getY(),thisSquare:getZ())??

grave solstice
red matrix
#

Doesn't need to be exact-- I usually use more locals so I can just type (x,y,z) in the brackets

sour island
#

you can grab the machine's square via machine:getSquare() if it's an object

red matrix
#

Right sorry, was assuming this was all based on IsoObjects and context clicky stuff

sour island
#

looks like he's trying to make it so you can only play arcade machines when standing in the right adjacent spot

grave solstice
#

Yes, right now I'm grabbing the back of the pinball machine's square with machine:getSquare(), which is fine. When I try to use that square to get the front of the machine and the square in front of the front of the machine, that's where I'm running into problems...

sour island
#

getX/getY/getZ returns floats of objects

#

global getSquare() requires whole numbers

grave solstice
#

This isn't a problem for Dr. Oids or Kaboom, or if you select the front of the pinball machine. Just the back of the pinball machine

sour island
#

how are you determining the 'right' square based on direction?

red matrix
#

Are you using the player's location as a ref?

grave solstice
#

For the other machines, I use the sprite name to determine if the machine is facing N/S/E/W. Then I use getN()/S/E/W to find the spot where you should stand. Then I use AdjacentFreeTileFinder to see if it is valid to walk there, then an ISWalkToTimedAction to actually walk there

red matrix
#

Interesting!

grave solstice
#

For the other machines and for the front of the pinball machine, I already have the front of the machine square, so I just calculate the standing area square, send both to AdjacentFreeTileFinder, and it works

sour island
#

so the issue is that you can access it from behind?

grave solstice
#

But for the back of the pinball machine, I'm getting null returned - the first time I was trying thisObject:getSquare():getS():getS() (for example) and that got me a null, so I disabled back of the pinball machine for now.

#

I haven't messed with it much since because I figured it was a minor inconvenience to have a player select the front of the pinball machine to play.

#

In the beginning of my mod, I didn't like how the player could interact with the machines from any angle. I wanted them to walk to the front and then face it correctly to play

sour island
#

ah, so you have to stand infront of it- but for some reason selecting to play from behind the machine doesn't walk to it?

grave solstice
#

basically. If I try to select the back of the pinball machine, my calls to get one of the squares returns null

#

Thanks for the info and for letting me talk it out a bit! I'll mess with it again and see if I can get this kind of minor detail working!

sour island
#

so you right click the machine to walk to it- but 1 direction seems to return null?

grave solstice
#

The error I'm getting has to do with the pinball machine because it is two tiles in size

sour island
#

ah

grave solstice
#

for the other machines or the front of pinball, I find where the player will stand by finding the correct adjacent square based on the machine's square

sour island
#

I can see that being an issue

grave solstice
#

but for the back, I need to find both the front of the machine and the square in front of that

#

and that is getting me a null - the first time I was using code like thisObject:getSquare():getS():getS()

sour island
#

does :S() account for forward, or simply cardinal direction?

grave solstice
#

I used that just when the pinball machine faced south. for east I used getE():getE()

#

I didn't find any other way to determine what direction a machine was facing except by knowing which sprite was being used, and visually finding out which direction it pointed

sour island
#

that part makes sense

grizzled grove
#

can you query the tile properties in lua? the pinball machine should have 'facing' set with the direction

grave solstice
sour island
#

so depending on the direction you :getD() - but south always gives you problems or is it what ever direction is the back?

#

this could be related to the fact the object is 2 parts- maybe trying to getS() it's resetting the iteration?

grave solstice
#

for other machines, I just need to call getS() once to get the standing location. But for the back of the pinball machine, I need to call it twice (or use some other method) to get both the front of the machine and the standing location, and when I do that I get a null

grave solstice
sour island
#

you can try using the global getSquare

grave solstice
#

I haven't tried a global getSquare - how do I call that?

sour island
#

just getSquare(x, y, z)

#

it's been my experience you have to math.floor(getX()) though

#

as getX() returns a float and getSquare requires ints

#

I think there's a toInt()

grave solstice
sour island
#

currently neck deep in getsquare() for the heli mod

#

it's been a pain

grave solstice
#

Well then you'll be one of the experts when you're done!

#

Change your name to Mr. GetSquare()

idle mantle
#

Hey guys, just want to say thanks for all the work you do. Im not a modder, but I love messing around with mods.

Big Thank you guys.

sour island
grave solstice
grave solstice
grave solstice
grave solstice
sour island
#

warning: loud

#

heli doesn't hover so the sweeps are brief

grave solstice
#

I'm still having problems using getSquare with the back of the pinball machine. I'm trying to use the back to find the square of the controller part of the pinball machine, and the square in front of the pinball machine. I have part of the code and part of the log here: https://pastebin.com/ZWn6J1jd

#

frontSquare = getSquare(x,y-2,z) isn't returning me anything

#

while controllerSquare = getSquare(x,y-1,z) does

sour island
#

those x/y changes are different per direction

grave solstice
#

this code is only for south facing machines

sour island
#

ah

#

[a] <- back half of machine
[b] <- y-1 <- front of machine
[ ] <- y-2

grave solstice
#

yes

sour island
#

I assume the back is considered 0,0

#

strange

#

is this machine located on the second floor?

grave solstice
#

I don't want to worry too much about a "detail". I think it is "OK" if you have to select the front of a pinball machine to play it.

#

yes, it is on the second floor

sour island
#

that's why

grave solstice
#

what happens with second floors?

sour island
#

air = noSquare

#

it could be somehow grabbing nothing

#

also all my use of getSquare requires z=0

elfin dune
#

does anyone know how to check the error log to see which files are giving errors

#

mods*

craggy furnace
sour island
#

I'm not sure how multiple floors is handled honestly

#

could you have the code print getSquare():getZ() on the machine?

#

also try placing on the ground level or outside - just to confirm

grave solstice
#

Thanks, I'll give that a try

grave solstice
craggy furnace
#

why the hell is it like this

sour island
#

is the pinball machine 1 tile away from a wall south?

grave solstice
#

the pinball machine is far from a south wall

sour island
sour island
#

not that it changes the results- but it is uneeded

#

you could also getSquare(x,y,0) but then compare Z's to match?

#

this is ofcourse assuming Z level is the issue

grave solstice
#

Well, working better. The pathing is no longer working

#

but getSquare does actually get a result on the ground floor

sour island
#

the helicopter I have is flying at z20 for the sake of sounds, but everything relating to targetting has to be on z0

#

idk why yet- I didn't really bother with browsing the java

craggy furnace
#

fucking hell

#

i hate blender lol

grave solstice
#

Yeah, maybe I should browse the java. I never touched Lua before this mod, but my last job was actually as a java coder...

sour island
#

that will come in handy

grave solstice
#

and yet I haven't looked at the java at all here

sour island
#

the files you'll be browsing are IsoObject and IsoGridSquare

#

I would recommend an IDE

grave solstice
#

Thanks! With this new info I think I'll put this minor improvement on hold. Maybe circle back after the new mod I'm working on is released...

sour island
#

I'd be curious what the getZ() is actually grabbing from the square though

grave solstice
#

it is correctly grabbing 1 or 0, depending

sour island
#

From the getSquare that does return something

#

Maybe the squares are created with objects occupying them?

#

๐Ÿค”

craggy furnace
#

fixed the helicopter (finally)

grave solstice
#

the getZ from the getSquare that does return something correctly returned 1 or 0 depending on floor

sour island
#

And it returns both squares if on the ground floor

#

Right?

grave solstice
#

yes

sour island
#

Then the game is creating squares as needed

grave solstice
#

That sounds like a reasonable conclusion

sour island
#

No movable object / player = no square

grave solstice
#

or maybe it creates the squares around an object

#

wait

#

hmmm

#

if I select the front of the pinball machine, everything is fine. If I select the back, the same spot (spot where you stand) doesn't return a value

sour island
#

I think I have to see this as a graphic to make sense lol

grave solstice
#

I can experiment by trying to select other spots nearby, too

sour island
grave solstice
#

Ah, I copied it into my notes: he said

#

getCell():getGridSquare(x,y,z)

#

frontSquare = getCell():getGridSquare(x,y-2,z) also returned nil

viral crater
#

Howdy! Have a quick question regarding maps.
Is there an up to date all im one map pack for B41? Or should i just download the best maps individually

sour island
grave solstice
#

What do you mean?

sour island
#

Maybe I misunderstood what was being tried nvm

low yarrow
#

Oh. Seems like you fixed it already ๐Ÿ˜„

#

If you want that it looks the same in blender as it will look in PZ you have to turn on "Backface culling" here:

#

Then you will notice flipped normal problems earlier

#

Sometimes flipped normals can appear if you apply transformations in blender

craggy furnace
#

yeah lmao

#

@low yarrow when i posted that i was exhausted

#

i was not thinking straight

low yarrow
#

All good ๐Ÿ™‚

cunning canyon
#

I will try to resolve that in a coming update

rose shoal
#

Hello I have some questions about modding if someone can point ne in the right direction appreciate it

carmine cosmos
rose shoal
#

A menu that allows you to flush the toliet which when you flush can then display water flowing. Similar to how you switch a light on and off and the bulb reacts

carmine cosmos
#

You would need to create a Lua script mod, do you know how to work with Lua?

rose shoal
#

Not yet but I have been doing research. And watching how to design in blender as well.

#

Could you point me. In the direction of how I would go about it please

#

I wouldn't even know where to start on how to add a choice in the menu when you are next to toliet. And also if the ex: toliet would need to be designed with water in blender or how to make water appear once the menu option ex: flush was selected

eager kraken
#

I checked my console.txt and I'm getting this fatal error

ERROR: General     , 1617760259569> Exception parsing filename: D:\Games\steamapps\workshop\content\108600\2370071924\mods\ScrapArmor\media\clothing\clothing.xml
ERROR: General     , 1617760259569> zombie.util.PZXmlParserException: Exception thrown while parsing XML file "D:\Games\steamapps\workshop\content\108600\2370071924\mods\ScrapArmor\media\clothing\clothing.xml"
  Caused by:
    org.xml.sax.SAXParseException; lineNumber: 44; columnNumber: 2; The markup in the document following the root element must be well-formed.```

but when I open the file the line 44 is this
`<m_MaleOutfits>`
I don't really understand what it means. Is there something wrong with this line?
#

oh. I think I figured it out

#

Heres the file. so basically all I have to do is remove </outfitManager> from line 42 and its solved?

#

this seems to have resolved the fatal error issue

#

so i guess that was the solution ๐Ÿ˜…

grave solstice
#

I'd be interested in seeing how you do the toilet display, since I could do something similar and animate the arcade screen.

misty iron
#

Is there a simple way to spawn an item at an x,y,z location? Like a Wardrobe or a Door?

eager kraken
#

you can use cheat menu mod or i think debug has this as well

misty iron
#

I thought that too, but that only works for items. Objects like Counters or Stairs just fall on the ground as inventory items.

grizzled cave
#

Is "cooling/freezing" function of fridges located on Java side?
Can't really find anything related to this.

#

Are there any list of all possible functions that you could use from the Lua side?

eager kraken
willow estuary
grizzled grove
willow estuary
grave solstice
#

Is there a smallish mod that implements setJobDelta and getJobDelta? I'm trying implement it and I'm getting an Object tried to call nil in update exception. Trying to figure out what I'm missing.

craggy furnace
#

oh nice

#

i was gonna work on that blair

#

glad you managed to figure it out

grizzled grove
#

oh, is that automated trash?

grave solstice
#

Before I call self.machine:setJobDelta(0.0); in my timed action start function, is there something else I need to set up? It is causing a Exception thrown java.lang.RuntimeException: Object tried to call nil in start at KahluaUtil.fail line:82.

little kraken
#

harry are you here

eager kraken
#

so i tried to add swat and police bags from Swat & Riot Pack Redux (Deprecated) to the Attach Items to Backpacks (build 41) mod but when I equip them they are invisible and i dont know how to fix it ๐Ÿ˜ฉ

#

@willow estuary Since it's your mod could you help me figure out what I missed or done wrong?

craggy furnace
#

oh boy

#

you are in for it now

#

you are using a deprecated mod with no further support is a first

#

then pinging grumpy blair asking how to fix it

eager kraken
#

Updated 3 Feb @ 8:02pm

eager kraken
eager kraken
#

anyway this isnt helping me

eager kraken
#

Do I have to copy over the texture files over to the mod? I thought since theyre both enabled it would work.

craggy furnace
#

@eager kraken i have a moment after i got done fiddling

#

what exactly is the problem?

eager kraken
#

thanks

#

you know how the mod works?

#

what happens is after I upgrade the bag and equip it its invisible

craggy furnace
#

only sparingly

eager kraken
#

allows you to upgrade backpacks so you can attach certain items on them

craggy furnace
#

why are you using the deprecated version?

eager kraken
#

because its been updated to last version

#

its just that its not gonna get anymore updates until 41 comes out

craggy furnace
#

oh this isnt relihs

#

this is paws

#

i dont keep up with swat pack

eager kraken
#

no Kit Ty

craggy furnace
#

no

#

its pawlows

craggy furnace
#

kit ty is pawlows steam name

eager kraken
#

ยฏ_(ใƒ„)_/ยฏ

craggy furnace
#

anyways

#

let me open it up

#

iirc the packs are basically just reskins

eager kraken
#

kinda

craggy furnace
#

let me just test the mod myself

#

too many people say its broken but i know everyone uses atleast 20 mods

#

strange, it throws an error when i attach anything

#

its late and ill look at it later and ping you if i solve your issue

eager kraken
craggy furnace
#

its also possible because i have foolishly done some editing to PZ itself atm

somber jasper
#

hey guys, is it possible to have a item return two when it is consumed?

ruby urchin
#

Anyone know how get the clothingItem <m_GUID> xml when does make a clothing item?

low yarrow
#

That are some weird looking boots ๐Ÿ˜„

red matrix
#

Lookin fly as hell in my full-body parti colored body glove

#

Someone should make a Green Man costume.

#

Alternatively, the Green Bastard

drifting ore
#

I want to make my custom clothes on pz. Somone can tell me what i need too start? Pls

red matrix
ember orchid
#

We should really get this guy.

drifting ore
#

||A MOลปE JEST TU JAKIลš POLSKI MODER :d||

nimble spoke
red matrix
ruby urchin
#

When I try export .fbx files blender is crashed, anyone know how solve this?

low yarrow
#

One theory could be that you had such a modifier on "render only".
If the resolution is too high it could try to export a ridicilous complex mesh and crashes blender

ruby urchin
#

As I'm noob and recently I interested to make mods, I dont know much about how works this, I even never modeled before, for that, somes things are news to me, but alreally solved the crash problem, just disabled the option Bake Animation, but now I have another problem

low yarrow
#

usually this things go glitch when:

  • Too many bones
  • Not the right weight painting
  • Bone tranformations not applied
ruby urchin
#

I'm using the item Bob_BulletVest like a example, I convert to .fbx file for import to blender and export again to .fbx and convert to .x

low yarrow
#

Mh ๐Ÿ˜„

#

Yea the FBX doesnt look right if i import it. With the blend file i could eventually help you better

low yarrow
ruby urchin
#

Ok I will that, I did see searching on google, but meh, being a noob is hard Pepehands

#

Thx for help ใƒƒ

low yarrow
ruby urchin
#

that works for blender 2.79? or I go directly for 2.60?

low yarrow
#

yes, this works for 2.79

ruby urchin
#

ok thx

low yarrow
#

Once its imported in blender you can just copy paste it into a second up to date blender window

#

(the imported PZ model)

#

Stop!

#

Thats the right one, sorry ๐Ÿ˜„

#

this is for 2.79 for real

pseudo flame
#

hhI ALL

#

I have strange issue.

#

I deleted zomboid and its folder in users

#

then reinstalled it now 6 mods that worked before are throwing errors during the distribution process of the game loading: For example the Erie maps: function: EerieCMapDistribution.lua -- file: EerieCMapDistribution.lua line # 3

ERROR: General , 1617812266958> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: items of non-table: null at KahluaThread.tableget line:1689.

topaz pendant
#

I sub to a mod called terror zeds already i don't like the loading song change, it just sounds buggy

grave solstice
#

Is there a resource for properly using job deltas? In my timed action, my start's self.machine:setJobDelta(0.0); is already throwing an exception. (Also in my stop and perform functions). My update has a self.machine:setJobDelta(self:getJobDelta()). So is there some other setup missing in my code?

low yarrow
#

Anyone knows what this holes could mean?

#

Looks like some random masking is going on

pseudo flame
#

the items is worn out

low yarrow
#

Question is why. I just spawned it in the game ๐Ÿ˜„

#

And its prestine

autumn sierra
#

Maybe try spawning them again and see if thereโ€™s still holes

#

If so thereโ€™s probably a bit of clipping

grizzled grove
#

looks like worn clothes to me too, that's a weird pattern for clipping

nimble spoke
nimble spoke
low yarrow
#

The bugs at clothes feel really random sometimes

#

Sometimes i just re-export something with the exact same settings and then it works out of magic

#

If i wear boots or gloves, which are just textures with a alpha, my body also turns like that:

nimble spoke
#

kitchen table man

low yarrow
#

yea ๐Ÿ˜„

#

Not sure what i do wrong. Have now tried different variations of folder setups, naming and rewrote the files.

#

Enough for today

ruby urchin
#

@low yarrow did you get this error?
(already tested the version 2.6 with directX_blender github repository but not worked)

low yarrow
#

The hoodie for example works

ruby urchin
#

Nop, I mean, even can't get import because I get that error when I try enable the addon

low yarrow
#

Do you use the addon of the second link in version 2.79?

ruby urchin
#

Yep

low yarrow
#

Folder structure should look like that

ruby urchin
#

yep

#

What version of python you have?

low yarrow
#

2.6.6

ruby urchin
#

Yeah, I will try that, probably I need some library or idk

#

I have 3.8.6 btw

low yarrow
#

Oh well

#

Yea the addon is pretty old

severe ridge
low yarrow
severe ridge
#

๐Ÿค”

low yarrow
#

But now the top is invisible. One problem fixed, and new problem ๐Ÿ˜„

severe ridge
#

other clothing masking can mess the model sometimes

#

not if its a custom bodylocation tho because it will render way down there in the list lol

low yarrow
#

Oh, so you mean if i attach it to bones it might be visible?

#

Ah nevermind, i think i know what you mean

grave solstice
#

Is there someone I can ask who knows about using JobDelta?

I've been trying to figure it out using examples from ISRefuelFromGasPump and from the Blacksmith41 and ExtraSkillsSystem mods.

But my Timed Action is throwing an exception when I try to setJobDelta.

I have a copy of the entire .lua file (offending line 54 has a comment identifying it), plus a portion of my console.txt here:
https://pastebin.com/70khLne7

What am I missing? Are there any other mods that use JobDelta that I can look at as examples?

pseudo flame
#

I have strange issue.
I deleted zomboid and its folder in users
then reinstalled it now 6 mods that worked before are throwing errors during the distribution process of the game loading: For example the Erie maps: function: EerieCMapDistribution.lua -- file: EerieCMapDistribution.lua line # 3

ERROR: General , 1617812266958> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: items of non-table: null at KahluaThread.tableget line:1689.

#

I originally thought it was from a zombie addition mod (adds different zombies) but i removed that mod and still having issues. I even took out brita's weapons and firearms only gun/weapon mods i have is scrap wep scrap guns

#

I feel its failing to inject its loot table but (I get the error with a map, and 5 other 'item mods' scrap weps, scram armor, etc.)

nimble spoke
#

are you sure you're in the same build?

sour island
#

@grave solstice incase you didn't figure out the pinball thing- IsoObject:getCell():getOrCreateGridSquare(x,y,z) is a thing

sour island
#

machine:getCell() should get the cell the machine is in- I'm not sure what running getCell() globally does

#

but it returns a cell

random terrace
#

Anyone got any idea what could cause the thumb/hand to appear above the top of the gun on my model here?

#

mostly fine from the side

ember orchid
#

It's a little hard to tell because the size, but the normals on the model might be inverted.

#

So it might be inside out.

random terrace
#

I thought that too, but wouldn't the blender select all by trait > non-manifold show me that?

ember orchid
#

That's way too fancy for me to understand.

#

I still just google everything I try to do in blender, haha.

random terrace
#

oh same, I'm very newbie, this my first real model

ember orchid
#

Did you adjust it in object mode at all?

random terrace
#

uuuu, wdym

ember orchid
#

Sorry, typo.

#

Did you move it around in object mode instead of edit mode?

random terrace
#

I don't think so, besides to move the origin point of the object

austere scarab
#

guys what mods are you working on?

random terrace
#

pew

#

also really struggling to get the muzzle flash in place for some reason

timid saffron
#

any good clothing mods?

sour island
craggy furnace
#

@random terrace gun might be too small

#

the hands are huge

austere scarab
#

Heading to bed but i tought of idea mods

craggy furnace
#

oh speaking heli event

#

gotta smash all these

austere scarab
#

Will they have Guns or just the heli event one

sour island
austere scarab
#

You working together with shark?

craggy furnace
#

๐Ÿ˜Ž

sour island
#

yeah

craggy furnace
#

yep

austere scarab
#

Awsome

sour island
#

+others too

austere scarab
#

You guys could add bullet hole effects

#

And maybe sometimes not just this 1 event

craggy furnace
#

we really cant tbh

austere scarab
#

Maybe a supply drop aswell

#

To much coding?

craggy furnace
#

no

austere scarab
#

And scripting

sour island
#

supply drop would be easy

craggy furnace
#

it would require a world tile with bullets

#

and placing them down

sour island
#

bullet holes on ground/vehicles I'm not sure

craggy furnace
#

thats just the hacky way of doing things

#

tbh i am starting to ease up on supply drops

austere scarab
#

Yeah it might get laggy

craggy furnace
#

itd need to make a model for the supply crate

#

but maybe something for admins to call in

sour island
#

honestly, I took some liberties with the code, and it's holding up pretty well

austere scarab
#

Supply drops could have canned goods and maybe some unprepared ready meals?

#

Like mres

craggy furnace
#

its a big eh

#

getting shot at one day and getting food the next

#

๐Ÿคทโ€โ™‚๏ธ

austere scarab
#

Maybe just some food

sour island
#

atm it's loading 225 squares every game tick, and looking through them for zombies - no frame rate issues

austere scarab
#

Or tools and clothing based on the season maybe

craggy furnace
#

if we did it i mean

#

the code we have now could easily be used for a game mode too

sour island
#

like keep moving

craggy furnace
#

this would work really well in PZ and be a great way to use helis

sour island
#

but instead of a silent shotgun footstep it's a heli chsing you?

austere scarab
#

Oh well i'll see you guys later

sour island
#

cya

craggy furnace
#

๐Ÿ‘‹

austere scarab
#

Night and good luck on your work

carmine cosmos
nimble spoke
#

When you forget for a moment you already deleted some vertex groups and then click weight paint mode

craggy furnace
latent orchid
#

just realized the anxiety moodle is based on Wallace!

timid saffron
#

Anyone know any good project zomboid lua tutorials? I tried to get into it but I only had really moderate success (I understand lua a bit but not really how to use it in zomboid)
Just some good sources you guys use

carmine cosmos
#

In fact I also plan on making a video series that covers the basics

#

Until then I can invite you to a place where you can learn Lua modding in general

#

Let me know if you are interested ๐Ÿ“š

timid saffron
#

I would appreciate that man! I took an online course but unfortunately I think it only got my foot in the door (by online course I mean a like a really old YouTube series)

#

Also Iโ€™ll be your first subscriber!!!๐ŸŽฎ๐Ÿฅณ

#

Done thanks!

latent orchid
#

the problem I have is not the lua itself, but getting my head around how PZ's stuff is called and works...I spent alot of time trying to 'understand' the API, but then just settled for mimicking other's mods ๐Ÿ˜ฆ

#

it just didnt click for me the same way something like the civilization 5 API did way back when I modded in that space

carmine cosmos
#

The trick is knowing how to navigate and read the exposed code

radiant stirrup
#

where are the vanilla icons located? i'm just trying to do a couple quick edits but i can't find them anywhere

low yarrow
#

But if you want to change the icons via a mod you dont have to work with this pack files actually.
Its enough to make a icon picture in the texture folder with "Item_" in front of the name, and then link it.

#

Like so:

#

Keep in mind they have to be 32bit