#mod_development

1 messages · Page 461 of 1

wary cipher
#

item Pills
{
Weight = 0.2,
Type = Drainable,
UseDelta = 0.1,
UseWhileEquipped = FALSE,
DisplayName = Painkillers,
Icon = PillsPainkiller,
Tooltip = Tooltip_Painkillers,
StaticModel = PillBottle,
Medical = TRUE,
}

item PillsAntiDep
{
    Weight    =    0.2,
    Type    =    Drainable,
    UseDelta    =    0.1,
    UseWhileEquipped    =    FALSE,
    DisplayName    =    Antidepressants,
    Icon    =    PillsAntidepressant,
    Tooltip = Tooltip_PillsAntidepressant,
    StaticModel = PillBottle,
    Medical = TRUE,
}

item PillsBeta
{
    Weight    =    0.2,
    Type    =    Drainable,
    UseDelta    =    0.1,
    UseWhileEquipped    =    FALSE,
    DisplayName    =    Beta Blockers,
    Icon    =    PillsBetablocker,
    Tooltip = Tooltip_PillsBetablocker,
    StaticModel = PillBottle,
    Medical = TRUE,
}

item PillsSleepingTablets
{
    Weight    =    0.2,
    Type    =    Drainable,
    UseDelta    =    0.1,
    UseWhileEquipped    =    FALSE,
    DisplayName    =    Sleeping Tablets,
    Icon    =    PillsSleeping,
    Tooltip = Tooltip_PillsSleeping,
    StaticModel = PillBottle,
    Medical = TRUE,
}
#

these items do indeed show less

#

so def a lua function is handeling this, but i have not found the location of that

#

so somewhere its saying that if you take THIS item you get THIS effect

wise scaffold
#

yeah, same result on my side, that's why i came for help ><

#

before taking your help, i onestly past 2 hours of searching on lua files... never found that fonctions 😦

wary cipher
#

so the antidep pills basicly do awa unhappynes right?

#

based of the cigarettes lua you can manage to write your own lua to handle unhappyness and stress removal

#

for panic and pain, that is another story

#

function OnEat_Cigarettes(food, character, percent)
local script = food:getScriptItem()
percent = percent * (food:getStressChange() * 100) / script:getStressChange()
local bodyDamage = character:getBodyDamage()
local stats = character:getStats()
if character:HasTrait("Smoker") then
bodyDamage:setUnhappynessLevel(bodyDamage:getUnhappynessLevel() - 10 * percent);
if bodyDamage:getUnhappynessLevel() < 0 then
bodyDamage:setUnhappynessLevel(0);
end
stats:setStress(stats:getStress() - 10 * percent);
if stats:getStress() < 0 then
stats:setStress(0);
end
local reduceSFC = stats:getMaxStressFromCigarettes()
stats:setStressFromCigarettes(stats:getStressFromCigarettes() - reduceSFC * percent);
character:setTimeSinceLastSmoke(stats:getStressFromCigarettes() / stats:getMaxStressFromCigarettes());
else
-- bodyDamage:setUnhappynessLevel(bodyDamage:getUnhappynessLevel() + 5);
-- if bodyDamage:getUnhappynessLevel() > 100 then
-- bodyDamage:setUnhappynessLevel(100);
-- end
bodyDamage:setFoodSicknessLevel(bodyDamage:getFoodSicknessLevel() + 14 * percent);
if bodyDamage:getFoodSicknessLevel() > 100 then
bodyDamage:setFoodSicknessLevel(100);
end
end
end

#

its all in there

#

its far for an optimal solution

wise scaffold
#

that is right on the antibiotics pills "ReduceInfectionPower" and "FatigueChange" on the vitamins one... i don't know if we have others shortctus like that... >< for unhapiness and maybe pain ?!...

#

i think, i can do a better way if i write a "player:getInventory():AddItem()" and just after that an consume fonction of the new add item...

wary cipher
#

function OnEat_UrThingy(food, character, percent)
if bodyDamage:getUnhappynessLevel() < 0 then
bodyDamage:setUnhappynessLevel(0);
end
end

#

this could work for an anti depressant

#

COULD

#

never trust my lua

#

but its a start

wise scaffold
#

Yep i see where you mean ^^ it's frustrating to not found these fonctions on the base game anyway ><

wary cipher
#

i have no idea where they could be

#

honestly, i am not a great modder xD

wise scaffold
#

i do the basics today, for declaring all items properly and things like that... i wait for maybe another personne to help for founding it but tomorow, i think i start to write fonctions like you show, for have something after all... 😄

wary cipher
#

i hope you find someone with more knowledge ^^

wise scaffold
#

just a little start for you see something ^^

wary cipher
#

function OnEat_UrThingy(food, character, percent)
local bodyDamage = character:getBodyDamage()
local stats = character:getStats()
if bodyDamage:getUnhappynessLevel() < 0 then
bodyDamage:setUnhappynessLevel(0);
end
end

#

i think this one will work

#

not even sure is food and percent should be in there

wise scaffold
#

for now, i think my bottle of 25 antibiotics can work just like that, without lua... but idk if i'm right... and for painkillers or beta blockers it's an other story

#

it's "food:getScriptItem()" we need more infos about that

wary cipher
#

i noticed that to

wise scaffold
#

getScriptItem() that's seems like call somethting somewhere ... i want to see it ><'

#

look what i found on items_food.txt

#

item BlackSage
{
HungerChange = -1,
Weight = 0.1,
Type = Food,
DisplayName = Black Sage,
Icon = BlackSage,
PainReduction = 7,
Tooltip = Tooltip_BlackSage,
Carbohydrates = 0,
Proteins = 0,
Lipids = 0,
Calories = 0.1,
}

#

"PainReduction" is a thing

wary cipher
#

ok so the pain killers are covered

#

that just leaves out anti dep and panic

#

anti dep could be done via lua, nothing to difficult, probly what i linked will work but something close to that will

wise scaffold
#

i'm fear about something with "PainReduction" inside the item declaration...

wary cipher
#

item Mugfull
{
FatigueChange = -5,
HungerChange = -5,
Weight = 1,
Type = Food,
UnhappyChange = -5,
ThirstChange = -50,
DisplayName = Hot Cuppa,
StressChange = -10,
ReplaceOnUse = Mugl,
Icon = MugFulll,
CustomContextMenu = Drink,
CustomEatSound = DrinkingFromBottle,
Carbohydrates = 0.75,
Proteins = 0.12,
Lipids = 0,
Calories = 4,
CantBeFrozen = TRUE,
StaticModel = Mug,
EatType = Mug,
}

#

StressChange = -10,

#

UnhappyChange = -5,

wise scaffold
#

if that's work like i think, it's a "burst" of pain reduction ?! that's mean if i say "PainReduction = 100," that's want to say instant no pain ?! 😐

wary cipher
#

so basicly we just need panic

wise scaffold
#

i'm sure that is a thing like "FearChange" or thing like that... but only devs know ><

wary cipher
#

i am sure its just we that r noobing xD

#

there is def someone who knows this beside the debs

wise scaffold
#

😂

#

PLEASE DEVS complete that for me with the good effect

#

item OS50pkBetaBlockers
{
Weight = 0.5,
Type = Drainable,
UseDelta = 0.02,
UseWhileEquipped = FALSE,
DisplayName = Beta Blockers - Bottle of 50,
Icon = OS50pkBetaBlockers,
CantBeFrozen = TRUE,
Tooltip = Tooltip_PillsBetablocker,
StaticModel = PillBottle,
Medical = TRUE,
}

#

🤣

wary cipher
#

just panic and sleep you need

#

can't find anything

wise scaffold
#

sleep is FatigueChange, we can take it from mug

wary cipher
#

sure

#

well then its just panic

wise scaffold
#

yep

wary cipher
#

still great you got the rest

wise scaffold
#

Yeah, alot of pain dodge 😄

wary cipher
#

you should make a party drug that does everything

wise scaffold
#

🤣 i try to do a good thing not a troll 😄

wary cipher
#

ive got a mod laying around but i am not sure how usefull it would be, it basicly "fixes" the exp gains from dismanteling stuff

#

a character without any boosts via traits or skillbooks gains only 25% of the value set for it and all electronics gives 2 exp so this means you get 0.5 exp even with a 3 multiplier book you get 1.5

#

ive set it that you get 4 exp, so basiclly without any boosts u'l get 1 exp and once u are level 3 you gain double exp

#

tv's and ham radios also give more exp compared to other electronics,

willow estuary
drifting ore
#

Those are really well done

#

I like em

errant meteor
#

@willow estuary Do you have mod collection where I can see all the mods you have made?

upper junco
#

@errant meteor you can do that in the steam workshop by searching for mods by author or clicking on planetalgols workshop link at the top of any of his mods.

blissful meteor
#

So has anyone figured out how to add custom vehicle zones yet? I know it was hardcoded but was supposed to be moved to lua AGES ago

#

simply adding new ones to the file doesn't work

wise scaffold
round kiln
#

soo what if pz has more color variety to already existing items kuzury1Tengenkuzury1Tengenkuzury1Tengen

round kiln
#

you know what, maybe this is going to be my first mod

#

hopefully i can make do, since all that i will be doing is adding extra textures to already existing items

late hound
#

BTW, There is a Mask 0 which covers the head

#

Thanks though, this picture came in handy for my project.

hazy owl
#

is anyone up to develop a mod with a new Tarkov/Stalker like inventory managment system (tetris vibes)? What do you guys think?

round kiln
#

why would u at everyone

#

well good thing thats disabled lol

hazy owl
polar prairie
hazy owl
sour island
#

I think most would disagree lol - grid based inv system gets mentioned alot

round kiln
#

like, the inventory is alreay ok as is lol

polar prairie
#

you would invest a lot of time in doing such mod and i think most people wouldn't like it. so it would be a shame to invest that much effort and time into it.

hazy owl
#

yeah, it would definitely sink a lot of time that is true. If I had any modding knowledge I would start asap but alas...

polar prairie
#

if you don't have any modding experience you can start by editing some textures to your desire.

hazy owl
#

I have no experience whatsoever so I dont think making this mod is realistic for me - hence my suggestion here.

#

Time will tell I guess, I hope a modder wakes up one day with a similar idea and yeah... 😄

craggy furnace
#

the inventory system now is complete unadulterated ass

#

that comes from the vast majority of players tbh

#

a large swath of people want a neoscavenger-esque system

late hound
#

Here we got a Nuclear Biohazard Suit, Blue Veined Nakeds, and a Duke Nukem zombie!

jovial summit
#

Neato!

indigo hound
#
#

PLS!

indigo hound
#

This is also useful, and does not require interfering with the game code)

upper topaz
#

Where is the zulu station?

#

I found the drive in, is it in the woods?

wet silo
#

Happy Wednesday Folks, any tips for a workaround when making a stupidly OP backpack that I can put back on if it's over my char's weight limit? lol

#

okay here is a different question. If I want to take advantage of the current "Starter Kit" system, is it as simple as creating my own XpUpdate.lua, and making my own xpUpdate.onNewGame function?

wet silo
#

Hey boss, did you by chance find an answer to this? lol

spiral plover
#

profession is held within the player's descriptor I know for sure

wet silo
spiral plover
#

Np! I've done that quite a bit and keep coming up empty handed lol

wet silo
#

Trying to put together a mod that will give professions a starter kit with some profession related items. Can't seem to find anything quite like it on the workshop lol

twilit bison
#

How do i add a new weapon into the game

wet silo
#

your best bet is to find a mod that adds a weapon to the game, download it, and poke around in the files and learn

#

That's what I've been doing anyways lol

twilit bison
#

e

#

what im trying to do is simple

#

im trying to add in a weapon that acts like a spear but looks like a shotgun

sonic helm
#

Apperently the legacy version of crashed cars was deleted?

twilit bison
fading prawn
twilit bison
#

no i just took the shotgun and turned it into a spear

fading prawn
#

Ah

#

Shotgun-spear

#

Shotgun-axe

twilit bison
#

it would make sense to be able to melee with guns

wet silo
#

Don't mind me. Just making a profession that gives +10 all perks and all Positive traits >.> <.<

wet silo
#

Can't seem to find all the perk code names though, they're not listed in the PerkFactory list, like short blunt lol

#

Any pointers would be awesome :3

errant meteor
twilit bison
#

the zombie texture look like kingpin

jovial summit
#

t h i c c

undone heron
#

Lol

jovial summit
#

the ideal man

undone heron
#

Also

#

Why he missing feet

twilit bison
#

i have no clue

undone heron
#

Zombies are now feetless

twilit bison
ruby urchin
wet silo
#

Well, i've almost got it lol

ruby terrace
#

what is that character

wet silo
#

The OP Profession 😉

ruby terrace
#

showwww

wet silo
#

I mean like, the OP Profession xD

ruby terrace
#

oh god

wet silo
#

I have a buddy that likes to just "Get into it" lol

ruby terrace
#

ha

wet silo
#

He's weird and I'm bored so I'm working on something for him lol

ruby terrace
#

hahahahhahahahahahaah

wet silo
twilit bison
#

im making this

wet silo
#

Doin it

#

Do Iit

#

Oh my fingers you suck today

#

I've made so many new games today lol

#

Long Blade and Spear are the only ones I can't find the names for

twilit bison
#

question where are the weapon icons stored

wet silo
#

\media\textures\weapons I believe

#

I lied those are just the regular weapon textures, I'm not 100% sure then, unless they're somehow pulled from there but I'm not sure

#

The OP Profession is complete, almost lol

twilit bison
wise scaffold
spiral plover
#

Thinkfusing Is it possible to make 3D colliding objects (like the ones vehicles collide with?)

#

If so, in theory, you could make vehicles work on higher Z levels, you'd just have to TP them up there to begin with

spiral plover
#

So then, surely, we could make different Z level vehicles!!! I'd have to try this one out Thanking

carmine cosmos
#

It would take a bit more then average modding effort though

spiral plover
#

That's for sure

#

Definitely a "down the road" thing

coarse apex
#

can anyone help me crack down on what mod is making my game throw out errors?

#

i can send the log file

lethal sparrow
coarse apex
lethal sparrow
#

PZAZ_Hitlist.lua contains the function causing an error.

#

Do you have a mod installed that might have the mod id PZAZ?

coarse apex
#

I believe thats Authentic Zed

lethal sparrow
#

Indeed it is.

#

Authentic Z + Custom Zombies is what is causing your issue

coarse apex
#

Wow

#

never thought it would be that

#

Considering the other mods

#

thanks

late hound
#

How many other mods are you running

coarse apex
#

way too many lol

lethal sparrow
#

Thats true; another thing to consider, a small possibility but not negligable, is that another mod may be affecting the table shelvesmag in a way that is causing PZAZ to crash, even though it isn't necessarily at fault.

late hound
#

Dm me a screenshot of the list of your mods and I can attempt to help you out there.

coarse apex
#

I see

#

ill send a list of my mods in a bit peach

twilit bison
#

where are the item icons listed?

nimble spoke
#

icons are packed in one of the files in media/texturepacks/

#

UI.pack or UI2.pack

craggy furnace
jovial summit
#

Neato!

#

Good job on taking down that chopper with only an axe

wet silo
#

Could someone inform me on how I would run a check to see if a certain mod is loaded?

nimble spoke
wet silo
#

Thanks @nimble spoke, Didn't think it'd be that obvious lol

wet silo
#

Alrighty finally asking for error help lol I'm getting this error when trying to add a free trait to my profession using opProfession:addFreeTrait("Athletic"); Any tips?

nimble spoke
#

profession traits need to be marked as such if I remember it right. Try using Profession Framework mod, it adds copies of all traits that can be used by professions

wet silo
#

Ohhh I might actually be adding too many things lmfao

#

I'll look into that Soul, thanks 🙂

wise scaffold
upper topaz
#

Does anyone know where the Zulu station is from save our station?

drifting ore
#

Hey, so this will come off as lazy maybe, but is there a mod that reduces ammo carryweight for ammunition, and/or a mod that increases the player's carryweight by a subjectively "normal" amount? I'm just asking because I have no clue how to code, and beyond standard manual installation, my modding knowledge goes injured . Any guidance would be appreciated.

errant meteor
#

@lethal sparrow Any new updates on the sody pop truck?

errant meteor
# craggy furnace

If I do not see someone's body torn up, and the helicopter filled with blood then, I sleep...

tardy veldt
#

hi guys, I'm completely new to modding, could you guys share some tutorials or guides to modding?
There are some vehicles I'd like to add to my server once 41 hits multiplayer.

errant meteor
#

look at the pins

tardy veldt
#

Thanks

past crystal
#

I have no idea wth happened here, I think I just was panicking and forgot to jump through the window and run lol im dumb

tame mulch
#

Someone tried teleport on another map from current? Like from Knox to Chernoburg

wise scaffold
#

In the .txt files, what language of programming is it finally ? i want to write a condition but if i write it in lua, idk if that can work... 🙂

tame mulch
#

what exactly txt files?

wise scaffold
#

i mean inside an declared item file; (the mine call "BobiAdds.txt" and start with "module BobiAdds {}" you know?)

tame mulch
#

item files? In game using parsing system of this files. Just try make like in main game your file

#

or check for example other mods

wise scaffold
#

i want to give xp for a recipe in a special skill add by an other; but if the player don't have this particular mod, i want to ignore it... i know how to do all the thing but idk if i can "talk directly" with the interpretor of the engine of the game for write my condition...

#

idk what you mean

#

if I understand correctly, i can just talk in lua inside the .txt, the game can understand what i mean.. ?!

tame mulch
#

Check java parse code by jd-gui, if you understand java code

wise scaffold
#

all but not java 😦 why they do that to us....

sour island
#

The game is written in java

#

look in the recipe lua files- there's events tied to completing recipes

lethal sparrow
# errant meteor <@!176809116839182343> Any new updates on the sody pop truck?

Only that my brother is far better at 3dcg than I am, and a collaborative effort seems to be imminent. On the other side of the coin, I've been studying FillibusterRhymes to see how I might implement backing the truck up against a vending machine to re-supply it, but it's a complicated goal and I am a fool among men.

#

My brother, who made this model,

#

Also supplied 2 of the models I've used so far in zomboid mods.

#

(Including an unlisted mod adding that warhammer, Mylja, to Zomboid.)

errant meteor
#

based

carmine cosmos
undone heron
echo leaf
undone heron
echo leaf
#

Yeah that's the thing

undone heron
#

so it's most likely a clothing mod

echo leaf
#

Went through them all, none have been recently updated and none add anything specifically called that so I was kinda just left scratching my head

undone heron
#

most list?

#

mod list*

echo leaf
#

Seems like other folk are reporting a similar issue and it's getting worked out there

#

Thanks for peeking though @undone heron

undone heron
nimble spoke
#

I am working on that category but haven't seen a report linked to that

#

I wonder if it is the missing translation entry

#

No, doesn't seem to be that. Do you have more than 1 clothing mod enabled @echo leaf ?

echo leaf
#

Discussion in Dressing Time 41

nimble spoke
#

Those are most probably due to mod conflicts, right now all clothing mods that add new body locations override the same file, and obviously there's only 1 winner in that case, all others will be broken, you may not notice if they don't spawn their own zombies, but it is there

echo leaf
#

Everything was running fine till yesterday. Only new mod I'd added was the Brita armor pack

#

Might be that one

#

(running fine as in not throwing the errors)

nimble spoke
#

I've already reported that to the devs

echo leaf
#

The other thing I noticed was that AdvancedGEAR was recently updated, maybe he added something that conflicts now

nimble spoke
#

Thank you for linking that discussion because I often miss those steam discussions

echo leaf
#

yeah no problem

#

thanks for all the mods 😄

nimble spoke
#

I was working on a possible solution for that but in the end I couldn't make it work

echo leaf
#

ah that's too bad

#

luckily for me it's just a minor issue

#

but it seems to crash the game for that other guy

#

if only there were an easy way for these to live together instead of being mutually exclusive

nimble spoke
#

That's what I was going for, but it depends on changes I can't make from my side, and after those changes all mods would need to update or they'd still bug each other

edgy torrent
#

Cheat Menu has the Zombie brush ability... wonder if it’s gonna work with Superb Survivors, may just gonna need some calibrations and adjustments... I think...

tawdry island
#

Hi! Just joined, been watching a lot of PZ youtube videos over the days and took the plunge. Haven't survived more than a day LOL. I'm interested in the modding scene a lot since I have prior experience with other games (mainly Breath of the Wild). Looking forward to what I can do model wise since that's my main area of expertise. Now it's time to read the guides!

#

Hrm, anyone have any other recommendations where I can learn about the process? I work in 3DSMax as my primary

round zenith
#

@tawdry island, try @short shell video which is pinned in this channel

tawdry island
#

thanks!

wise scaffold
willow estuary
mortal widget
carmine cosmos
wise scaffold
#

Badly, but yeah, isn't that different to c and others based on that.. And it's OK for the condition, I do it well :)

main lion
#

Cold war style

mortal widget
#

seggy

iron moth
#

Great

#

That nvg was so freaking big

fading flower
#

can anyone suggest me some essential mods for beta build ?

late hound
#

Honkers Poggers it's a horde of clown zombies?

proud gazelle
#

pretty cool!

severe ridge
#

So much nice stuff

#

I want to do more too ;-;

polar prairie
#

@severe ridge are you the creater of paw loot?

late hound
tame mulch
#

Anyone worked with Utility AI?

ruby terrace
#

Fire fighter

jovial summit
#

speed reduction hungover

ruby terrace
#

@tame mulch YOU DONT LIKE YOU GET FEIRED

#

jst jokin

hollow cloud
#

So does the Heli go over the water?

little stream
#

so how do i harvest these ? think i have filcher farming time and hydrocraft am i missing some tools ?

fallow bridge
#

And click harvest

little stream
#

and a bunch of errors pop up -.-

fallow bridge
#

Welp one of your mods is not letting you get them plants

digital trellis
fallow bridge
#

Gun mod

#

Or another mod he’s making

sour island
#

Brita released an armors mod recently

fallow bridge
#

Oh really?

fallow bridge
#

I’d like to take a gander

#

Oh it’s video game gear

#

Ehh

#

I’ll stay away from that

#

Great job as always though

drifting ore
#

im just waiting for more guns

nimble spoke
shrewd grove
#

its a really shitty way that HC went about it tbh, but its whatever it is now.

topaz pendant
#

i think an archer ran out of arrows ._.

hazy owl
little stream
#

often im getting that my weapons r randomly braking, any1 knows what mod is causing that?

hazy owl
spiral plover
#

Hrm, I need to clear all the zombies out of the room the player spawns in, I know how to get the room and the squares, but I can't seem to find a good way to see if there is a zombie on the square?

#

only zombie list I can find is in the cell so I guess I need to go through that list and if the zombie is in the room, remove it?

visual wasp
#

Does any know the Advanced gear mod ?

tame mulch
indigo hound
tame mulch
#

Обучаю ИИ выживать методом естественного отбора)

severe ridge
#

shields at swatpack were improved and apparently working again? 8l im indirectly doing stuff now

silent shoal
#

Been trying to make a mod to make one of the farms on the vanilla zomboid map as a place you can choose to spawn at. Anyone have a guide on how to make a mod like this?

sour island
#

There's a few mods that alter spawn points

#

that'd be a good place to start

willow estuary
undone heron
fallow bridge
#

also if you want not all burned cars you could use crashed cars B41

undone heron
sour island
#

anyone familiar with how to get a player's movement speed?

#

getMoveSpeed() seemingly only gets zombie's movement cause of pathfinding

#

getMoveSpeed doesn't work on players but issprinting/isrunning/issneaking doesn't work on zombies

#

only zombies can get knockDown too, players have to be pushed/tripped

undone heron
#

there is still like sprintMod() and runMod() but doesn't affect anything

sour island
#

those would control how fast they can go I imagine

#

not what they're currently doing

undone heron
#

but stuff like sneakers have a positive speed mod

#

so you think if you set it positive and high, you would go faster

sour island
#

there's probably a fixed cap somewhere

undone heron
#

there is

sour island
#

Vector2s aren't exposed properly either and I'm seeing alot of them in the fields for IsoGameCharacter

undone heron
#

there is a m_MaxSpeed set to 0.92 or what ever from what I am seeing

#

and players walk speed is something like m_walkspeed 0.64

#

but anything I tried failed to work properly against the walk speed

sour island
#

you tried setSpeedMod() ?

#

and getSpeedMod returned what you entered?

undone heron
#

yep

#

with a print to see if I'm actually changing stuff and it shows that I am

sour island
#

Shoes have a var about their speed mod?

#

or is it just a tool tip?

#

Cause IsoGameCharacter:updateSpeedModifiers() checks if you're wearing "Shoes"

#

so anything you do to shoes does nothing

#

you'd have to add a overwrite to updateSpeedModifiers() to check for your custom shoes

#

atleast for walking

undone heron
#

I wasn't trying to do anything with shoes

#

I was just refrencing here how shoes have something that changes speed

sour island
#

Who was trying to do something with movement?

undone heron
#

it was I

#

I wanted to make a trait that increases base movement speed by 5%

#

and lower it by 5%

#

yooks tried helping

#
player:setVariable("WalkSpeed", speedValue)
sour island
#

that'd get reset anytime updateSpeedModifiers got called though

#

here: calculateBaseSpeed

#

this actually has traits check inside of it

#

you can overwrite this to include your own trait checks

#

logically it should be called when you need it to be

willow estuary
wise scaffold
#

Have you ever seen devs talk in this channel? i'm curious...

fallow bridge
#

¯_(ツ)_/¯

lethal sparrow
scarlet vapor
#

how easy/hard is retexturing existing clothes? i want to make a NJ state trooper uniform for when i later work on the map to go along with it

wise scaffold
sour island
carmine cosmos
#

The modding API documentation is heavily outdated

carmine cosmos
#

However there is a solution to that

harsh prairie
#

I have an idea for a mod but am completely new to modding. I don’t feel like it’s too complicated, but like I said, I’m new to writing code.

Would anyone be willing to dm me and give me a good frame of reference on where to start?

craggy furnace
#

@harsh prairie reference onto what, lua?

harsh prairie
#

@craggy furnace modding in general/how to get started. I've been chatting with Yooks about it

craggy furnace
#

then he will set you up

craggy furnace
#

@shrewd grove do you know of a way to just prevent a vehicle from being locked?

shrewd grove
#

afaik its controlled by the sandbox setting of "car locked"

craggy furnace
#

fuck

shrewd grove
#

there is a dumb workaround

#

remove the windows

craggy furnace
#

i did lol

willow estuary
grizzled grove
# willow estuary

been a while since i've properly played, is that vehicles spawning without tires? (getting some cdda vibes if so)

willow estuary
#

Without tires, windows, mufflers, radios, batteries, brakes, even engine parts.

willow estuary
grizzled grove
#

good stuff 😄

jovial summit
#

Oooh that’s gonna be great with car interiors!

round kiln
#

i honestly like that, some parts are missing

#

i feel like it would be too "op" if every spawn has like at lleast one missing window

#

but im guess ya gonna work on the spawning thing more

willow estuary
#

"Vigorous" broken windows is seen as a feature and not a bug with this one 🤪

shrewd grove
#

the only way to make that script meaner is make some cars spawned flipped haha

lethal sparrow
#

Car bombs.

jovial summit
#

higher condition parts are all valutype and old lol

round kiln
#

btw, thanks for linking this mod, this may add more challenge to a pz challenge i wanna do

willow estuary
#

👍

undone heron
#

does it replace burnt vehicles ?* fixed question

grizzled grove
willow estuary
#

You can, usually, knock flipped vehicles upright with another vehicle.

But this mod is a laser focused sledgehammer.
It does not implement fuel degrading.
It does not implement spark plugs or motor oil.
It does not do anything to burnt vehicles.
Or to vanilla vehicles aside from chew-toying them at spawn.

round kiln
#

i heard theres a debug menu, how can i access that

undone heron
#

-debug steam launch options

round kiln
#

thx

main lion
#

M45 gas mask and Rys-T helmet

craggy furnace
#

excellent as always

#

it even has a voice amplifier

errant meteor
main lion
main lion
errant meteor
#

@main lion Would it be possible to add the exo suit from stalker to PZ?

#

maybe a meme outfit

errant meteor
radiant ginkgo
#

Impala Station Wagon

wise scaffold
#

@main lion i have tones of ERROR log into my game about Arsenal26, you want i post it on the Discution thread or maybe i send you into private? (it's happend after unsub-sub to all my mods install, i think that broke my game for saved ones...)

wary cipher
#

ouch :(, rip saved man

#

risk of mods xD

wise scaffold
#

yeah but anyway for my save idc... but same things in the new ones... then i need to @main lion explain why it broke like that in a -fresh install- mods ... i already know is about a var in the mod option about arsenal26 fonctions, but i don't want to give a day to understand that shit... it's not mine ^^

#

i try to deactivate then activate again Arsenal26 (for try to do something on the joke load order of this game...) and now, my game crash for launch a new game

#

I haven't tried restarting my modem yet

ruby urchin
#

check console

wise scaffold
ruby urchin
#

Well, traceback tell you the problem, you should know how fix now, principally the functions ApplyRecoil and ShowDamage

wise scaffold
wise scaffold
#

i just check after post my last message and i see in game it's the mod "Mod option" doesn't work properly (and it's after the last update i think... don't have a mess before this update...) so i try to found the fuck inside the code... why it doesn't work on my game... (i already test to remove the verification part for the v41 only, but it not work anyway... need to try others things)

#

STACK TRACE

function: !!CustomOptions.lua -- file: !!CustomOptions.lua line # 1.
[03-05-21 21:30:05.617] ERROR: General , 1620070205617> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: wasClient of non-table: null at KahluaThread.tableget line:1689..
[03-05-21 21:30:05.617] ERROR: General , 1620070205617> DebugLogStream.printException> Stack trace:.
[03-05-21 21:30:05.621] LOG : General , 1620070205621> -----------------------------------------
STACK TRACE

#

ligne 1... seriously ?

carmine cosmos
#

🤣

ruby urchin
#

local var lol

wise scaffold
#

i'm going to work on a mod called "Fixes" just for patch mods of fucking bad creators... 😦 you have to look my logs...

carmine cosmos
#

Or convert those mods to proper Java mods

wise scaffold
#

i don't want to take work of others... i just want to give a fixes to people who want to play without an "ERROR IN RED" bottom message all the time in game...

carmine cosmos
wise scaffold
#

i think it's PawLow that... with a call of "Base" on items files that call Base... in Base table...

#

for this one, i think i have to thanks the Devs directly.... i already post a thing on the support canal but... any response and ignoring it ><

#

someone can give me a proper "!!CustomOptions.lua" that's work (i mean, the old one, before the patch) cause this one is bugued and i give up... realy don't want to give time for that

carmine cosmos
#
public final Controller createControllerFromDevice(RawDevice device, SetupAPIDevice setupapi_device) throws IOException {
    if (this.num_buttons == 0) {
        return null;
    } else {
        Component[] components = new Component[3 + this.num_buttons];
        int index = 0;
        int var7 = index + 1;
        components[index] = new Axis(device, net.java.games.input.Component.Identifier.Axis.X);
        components[var7++] = new Axis(device, net.java.games.input.Component.Identifier.Axis.Y);
        components[var7++] = new Axis(device, net.java.games.input.Component.Identifier.Axis.Z);

        for(int i = 0; i < this.num_buttons; ++i) {
            Button id = DIIdentifierMap.mapMouseButtonIdentifier(DIIdentifierMap.getButtonIdentifier(i));
            components[var7++] = new net.java.games.input.RawMouse.Button(device, id, i);
        }

        Controller mouse = new RawMouse(setupapi_device.getName(), device, components, new Controller[0], new Rumbler[0]);
        return mouse;
    }
}
#

This is where the NullPointerException occurs:

        Controller mouse = new RawMouse(setupapi_device.getName(), device, components, new Controller[0], new Rumbler[0]);
#

Inside the constructor that is, but idk why. I would need to debug it though

#

I am going to be doing some game patching with Storm in the near future

wise scaffold
#

thank you yooks for pointing it... but it's by my keyboard... i don't want to create a "private" mod to rewrite a functions of the base game for use my keyboard properly 🤣

carmine cosmos
#

So you can report all game bugs that get ignored in Storm Discord

wise scaffold
#

ok @carmine cosmos big up to you 😉

worldly olive
#

Hi guys!

Does somebody knows how to apply a xp boost to a perk?

I've tried a lot of things and they are throwing a lua error

TraitFactory:addXPBoost("Blunt", 1);
TraitFactory:addXPBoost(Perks.Blunt, 1);
TraitFactory:addXPBoost(PerkFactory:getPerkFromName("Blunt"), 1);

"java.lang.RuntimeException: Object tried to call nil in traitsGainsByLevel"

For some reason I'm getting a nil 🤔

wise scaffold
#

guys, be nice and send me the CustomOptions.lua mod you have... (i know you all have this one into yours mod, i want a copy)...

carmine cosmos
#

You can just verify file integrity with Steam

#

Or is this a file only modders have? 🤔

wise scaffold
#

it's not a file from base game, it's the "Mod option" mod from the workshop, and it's freshly download from the workshop... and it dosn't work from the last patch of it....

#

and i think all here have the sub of this mod by far, and have the good file (i mean, the old version) ...

carmine cosmos
#

You can contact @star about this issue, he is (the author) here in the server

wise scaffold
#

i already contact Breta, and i notice the thing on the main page of the mod... i wait for it, anybody answer me ><

carmine cosmos
#

Most modders are usually too busy to talk to subscribers

#

Might have to figure this out on your own 🤷‍♂️

wise scaffold
#

but yeah, i just figure-out Breta can't do anything at the end.. all is on the Mod option patch... by @undone elbow

wise scaffold
sour island
#

Are you comfortable with Lua? If you have the line and error, you could fix it and provide the fix to the original author.

#

What is even more options mod?

tame mulch
#

Anyone tried replace player model successfully? I want replace it to animal

lunar island
#

For everyone who produces excellent mods, the only thing I miss is that you make it clear which mod causes conflict with other existing mods, as I see that some mods end up losing their ideal quality when this type of information is lacking.

sour island
#

How would they know?

#

At most mods could include disclaimers if they overwrite functions.

spiral plover
#

Hrm... Anyone know the event that fires to spawn zombies? Trying to clear out the zombies before they visually appear around the player.. The zombie update works but it triggers fairly late

wise scaffold
#

why everybody say to me to fix it myself... i don't realy understand why ... because i know lua, i have to fix the mod myself rather than than ask for the author to fix it ?! explain to me please

sour island
#

Weren't you saying they didn't answer you?

spiral plover
#

You're free to ask the mod creator to fix the issue, but often times they won't or can't

#

and in those cases, it would be up to you if you want it fixed so badly

wise scaffold
#

oh, it's about the time i loose ?! you want to say "iif you are hurry, fix it yourself" ?... no thanks

sour island
#

You seem upset that it's broken, I assumed you were frustrated with the author.

wise scaffold
#

i'm a bit frustrated yeah, cause it's not a thing to do to update an not-tested thing and push an update then give all that frustrating thing to other people who want just play a game ... disapointed (and, brita and others modder who integrate options from this mod is probably frustrating too about that... or they can at some point...)

#

but anyway, let's become tomorrow see if somebody give a fix cause he's in same position to me and give up then fix it... (i bet on that situation)

sour island
#

So he's aware of the issue?

#

If he's still updating it chances are it will be fixed. Just give it the day like you said.

wise scaffold
#

he as to, the mod just dosen't work from this state... so if he don't know about the not working state, it's weird... and also, i send a disclaimer on the mod page... let's wait, like you said 🙂

undone heron
worldly olive
spiral plover
#

huh.. anyone know why my sprinters are extremely slow?

#

They play the sprinting animation but move at crawling speed

wise scaffold
#

trainedStuff = SkillBook[self.item:getSkillTrained()];
multiplier = (math.floor(readPercent/10) * (self.maxMultiplier/10));
self.character:getXp():addXpMultiplier(trainedStuff.perk, multiplier, self.item:getLvlSkillTrained(), self.item:getMaxLevelTrained());
something like that is for the multiplier of XPBoost by a book
Found into "ISReadingABook.lua"

sour island
#

Perks = skills, traits are traits

#

It's a bit confusing

worldly olive
#

Yeah, but it there a way to give a boost exp to a skill?

#

Without reading a book

wise scaffold
#

@sour island ... i fix the mod option... you will never guess how

#

@worldly olive i think yeah, without var to pick-up the value of "self.item:getSkillTrained()" but directly with value, you can bypass the need of a book, then you apply the thing to an action...

#

@worldly olive let's try (maybe, i'm not sure)
self.character:getXp():addXpMultiplier(THEPERKYOUCHOOSE.perk, 10, 1, 3); the 10 is the multiplier; the 1 is the level of startingthe multiplier (i think) and the 3 is the end (then at level 4, the xpboost stop) so you have to assign that to an action... your choice again

worldly olive
#

ooooh if that's the structure then that's awesome 🤔 I will take a look at it

wise scaffold
#

(maybe without the ".perk" in the first parameter of the function... like "(THEPERK, THEMULTIPLIER, LEVELSTART, LEVELEND) i bet on that

#

@sour island the fix then, for my trouble with mod option is a missing file... in "shared/!ModOptionsEngine.lua" this is missed in the workshop actual version... so it can't realy work without it and if i don't found a copy, i can always search... 😐

sour island
#

is line 1 of the file giving errors a require?

spiral plover
#

@sour island do you happen to know if there is a getGamemode lua function?

sour island
#

getWorld():getGameMode()

spiral plover
#

Ah thanks a ton!

worldly olive
fallow bridge
#

hey so i just got an idea for a jacket in game (either modded or not idc), but one of those old bomber jackets with the fluff and shit

#

sorta looked like that

#

i'm watching a movie with my BF and it came to mind

jovial summit
#

Go ham lmao

spiral plover
#

I've been trying to use getGridSquare(X,Y,Z) to get a square at a very specific location in the world (trying to unlock a door for the challenge start)

#

but it keeps returning nil

#

anyone know what I'm doing wrong?

#
local gridSquare = getCell():getGridSquare(95, 84, 3)
grizzled grove
# spiral plover anyone know what I'm doing wrong?

i don't know lua very well at all, what does getCell(): do in your code?
A quick google search found this example from another script:

local cell = getWorld():getCell();
local sq = cell:getGridSquare(mouseX, mouseY, 0);```
spiral plover
#

Oh? Alright I'll give that a test to see if that works

#

the getWorld part may be my issue there

#

get cell is supposed to be getting the active cell, but having no reference to the world would likely be an issue

fallow bridge
#

just suggesting it incase someone has a lightbulb moment

jovial summit
#

How is clothing even modelled in PZ?

autumn sierra
#

i believe theres some crude, yet accurate models of the playermodels somewhere and people download them and make shit in blender

#

it's probably not very easy

wise scaffold
late hound
undone elbow
#

@wise scaffold There could be only two situations:

  1. The file has not been downloaded for you personally.
  2. When publishing the mod, the file did not get into it.
    I bet that this is situation number 1. Unfortunately, we will not be able to check the second option due to a small mod update yesterday. But before the update, I downloaded the mod from Steam and it was fine (with two files), as I remeber.
wise scaffold
#

i bet on 1 too... Thank to steam again... anyway realy sorry for troubles about that...

wise scaffold
#

for using Mod Option, can someone explain me how am i call the good function to create a condition about the option...
i can't realy understand how am i supposed to do it (i already have write the declared things inside a lua, but i want a condition on the parameter of an item... then call a condition in my items.txt...)

unique basalt
#

Does anyone know if there are any mods out there that add in modern day objects like cellphones, laptops, etc that IS NOT nerd culture?

hasty current
#

are there any mods where we can modify car defense? (like adding barricade to windows or fortify our hood)

polar prairie
round kiln
#

i only know a few mods that is in relation to the modern day, since yknow, game takes place in 1990s, so mods that add new items and such are in relation to that year and backwards

#

(for wildflowers message)

wise scaffold
#

can somebody know help me for a condition in the .txt files (where items are definite)... i try that but it's seems to not work... :
local Simple = BobiitecEPOS.OPTIONS.options.box
module BobiAdds
{
imports
{
Base,
}

/************************************************************ITEMS***********/

item 8pkCrisps
{
    Weight            = 1,
    Type            = Food,
    DisplayName        = Chips(8-Pack),
    Icon            = BobiCrisps,
    Packaged        = TRUE,
    CannedFood        = TRUE,
}

if (Simple == false) then{
    item 8pkPasta
    {
        Weight            = 8,
        UseDelta        = 0.125,
        Type            = Drainable,
        DisplayName        = Pasta(8-Pack),
        Icon            = BobiPasta,
        Packaged        = TRUE,
        CannedFood        = TRUE,
        WeightEmpty     = 0.001,
    }

}
}
so i try to say "if BobiitecEPOS.OPTIONS.options.box is false then you add the item 8pkPasta"...

spiral plover
#

@willow estuary I was wondering if you’d perhaps be able to shine some light on an issue of mine. I wanted to add some superhuman zombies to my map, and I’ve got it working, but after a little while they lose their abilities to sprint and become regular again

#

I was looking at your terror zed code to see how you’d handled it and tried doing it in a similar manner but the issue persists

#

You have a timer of sorts, was that related to it? Or was that for other things

unique basalt
carmine cosmos
spiral plover
#
local function FacilityCheckForSuperZombie(_zombie, zData)
    local zombie = _zombie;
    if zData.isTestSubject then
        --zData.isTestSubject = true;
        --zombie:playSound("MaleZombieEating")
        getSandboxOptions():set("ZombieLore.Toughness",1)
        getSandboxOptions():set("ZombieLore.Strength",1)
        getSandboxOptions():set("ZombieLore.Cognition",1)
        getSandboxOptions():set("ZombieLore.Memory",1)
        zombie:changeSpeed(1);
        zombie:DoZombieStats();
        --zombie:Say("Test Subject", 1.0, 1.0, 1.0, UIFont.Dialogue, 30.0, "radio")
    end
end```
#

thats what sets it, that works

#

that's what assigns it, and custom outfits

#

I was setting it at every update if it persisted, but, then they'd be extremely slow while near the player

#

that's why the final line is commented out

carmine cosmos
#

What is testSubject?

#

Not quite sure what you are trying to do there

#

Are you trying to change the zombie type (shambler, sprinter, etc) or their actual speed?

spiral plover
#

if a zombie spawns in a test tube, they are made naked and given super abilities

#

I.E., sprinting, tough, superhuman strength

carmine cosmos
#

As far as I remember it is not possible to change zombie speed directly in Lua

spiral plover
#

it is, like I said, the code works

carmine cosmos
#

You can change their type, but not their actual speed

spiral plover
#

They sprint, open doors, are stronger

carmine cosmos
#

Again, are you changing their speed or they speed type?

spiral plover
#

whatever zombie:changeSpeed(1); that function works

carmine cosmos
#
public void changeSpeed(int var1) {
    this.walkVariant = "ZombieWalk";
    this.speedType = var1;
    IsoSpriteInstance var10000;
    if (this.speedType == 3) {
        this.speedMod = 0.55F;
        this.speedMod += (float)Rand.Next(1500) / 10000.0F;
        this.walkVariant = this.walkVariant + "1";
        this.def.setFrameSpeedPerFrame(0.24F);
        var10000 = this.def;
        var10000.AnimFrameIncrease *= this.speedMod;
    } else {
        this.bLunger = true;
        this.speedMod = 0.85F;
        this.walkVariant = this.walkVariant + "2";
        this.speedMod += (float)Rand.Next(1500) / 10000.0F;
        this.def.setFrameSpeedPerFrame(0.24F);
        var10000 = this.def;
        var10000.AnimFrameIncrease *= this.speedMod;
    }

    this.PathSpeed = baseSpeed * this.speedMod;
    this.wanderSpeed = this.PathSpeed;
}
spiral plover
#

its what mods use to change them to sprinters, I'm not directly effecting speed, I am making them sprinters

carmine cosmos
#

And they change after a while back to shamblers?

spiral plover
#

Yup

#

That's my issue, everything works, but they just lose their special ability after X time

carmine cosmos
#

Are you sure those are zombies that have already had their type changed and not new zombies spawning?

spiral plover
#

Confident

carmine cosmos
#

I would employ a JVM debugger to quickly figure out what is causing the problem

#

But without that you will just have to try anything you can think of until it somehow works

spiral plover
#
if not zData.hasFacilityOutfit and roll < 10 then
        --print("Room Name " .. tostring(roomName))
    
        for x in pairs(RoomOutfitsMale) do
            if RoomOutfitsMale[x].roomType == roomName then
                if zombie:isFemale() then
                    roll = ZombRand(1, #RoomOutfitsFemale[x].outfitType+1) 
                    costume = RoomOutfitsFemale[x].outfitType[roll]        
                    zombie:dressInPersistentOutfit(costume)        
                    if costume == "Naked" then
                        if square == lastCheckedSquare then zombie:removeFromWorld() end;
                        zData.isTestSubject = true;
                        FacilityCheckForSuperZombie(zombie, zData);
                    end
                else
                    roll = ZombRand(1, #RoomOutfitsMale[x].outfitType+1) 
                    costume = RoomOutfitsMale[x].outfitType[roll]
                    zombie:dressInPersistentOutfit(costume)    
                    if costume == "Naked" then
                        if square == lastCheckedSquare then zombie:removeFromWorld() end;
                        zData.isTestSubject = true;
                        FacilityCheckForSuperZombie(zombie, zData);
                    end
                end    
            end        
        end
        zData.hasFacilityOutfit = true;
    end
    lastCheckedSquare = square;
    --FacilityCheckForSuperZombie(zombie, zData);
end```
#

this guy wasn;t sending

#

that's where it gets set, its in the zombie update

carmine cosmos
#

Like I said either use JVM debugger or just try guessing until it works

lunar island
#

Can anyone help, I have several mods installed among them PAW LOW LOOT, SWAT RIOT PACK AND ADVANCED GEAR (all geared towards new equipment). It turns out that I entered a fort redstone military base and did not find the spawning of the military helmet,
is it very rare like katana kill bill or can these mods get in the way and have removed the item from the game?

scarlet vapor
#

usually mods dont remove things

#

but it could overwrite some stuff

sour island
#

@spiral plover the movement related stuff is a bit of a nest. Did you write that change speed function?

spiral plover
#

@sour island changeSpeed is a LUA function I think.. I didn't write it and didn't just copy it from anyones files so, seems to be in the base game

sour island
#

Oh I see now it's Java

#

While dealing with tracking movement I ran into alot of weird issues with methods not working as expected

#

Do you have example of this being used in another Mod?

#

It could be set when the Zombie sees a target

#

Rather than when spawned

spiral plover
#

All ones that use this have it in zombieUpdate

sour island
#

PathSpeed is strictly used when lathing for example

spiral plover
#

Night Sprinters and Terror Zeds all work

#

I only to set it if the speed is incorrect, but if I just set the stats every update then it breaks

#

is there a getSpeed? function

sour island
#

How does NS and TZ do it?

#

There is sort of

spiral plover
#

I don't need the actual speed, just if they are a sprinter or not

sour island
#

getMoveSpeed()

#

But it returns a float

#

Zombies specifically have booleans for their movement

spiral plover
#

changeSpeed is an integer setting

sour island
#

All numbers are the same in Lua

spiral plover
#

true, it is just getting an index in the list atleast it seems

#

1 being sprinters, 2 being fast shambers, etc

sour island
#

My point in mentioning it's a float is that it's not a setting 1, 2, 3 with paired settings

spiral plover
#

ah, right, so getMoveSpeed isn't returning the same numbers

sour island
#

It's more of a stepsize

#

You could determine what's happening that way but it would be very hacky

#

I would look into the boolean settings

spiral plover
#

Sounds like a plan

sour island
#

And just a warning - movement is spread out between it's parent class IsoGameCharacter but some functions don't seem to work with Zombies

#

Like isSprinting() unfortunately lol

#

Zombies for some reason have their own set of movement related things

spiral plover
#

ugh.. what a pain

sour island
#

I am not home atm so I can't confirm- but just peak in IsoZombie in the java

spiral plover
#

I will do

supple sapphire
#

is it possible to make invisible items ? so that they do not show in inventory, but are there ?

lethal sparrow
#

I doubt it. Even if you gave it a fully transparent texture, no name, and no weight, the player could still highlight it and see that something, invisible, is in that slot.

#

That is to say, the answer to any question that begins with "is it possible" is yes. But I doubt it is feasable, especially if you have to ask.

supple sapphire
#

I just want to have "categories" in inventory, similar to keyring. a few years back i got help with it from member of indistone forum, that resulted in less than perfect solution, but at least it works. But it also means that i have a bunch of containers taking up space. So i was wondering it it would be possible to hide it. It might be possible to do it without all this twerking, but my knowledge of lua scripting is next to 0.

lethal sparrow
#

Then, and I know this is boring advice, but you really ought to brush up on Lua before attempting something so meticulously technical.

supple sapphire
#

Yeah, problem is that i wouldnt even know where to begin.

lethal sparrow
#

Wouldn't hurt to start with the basics. Maybe you missed a nifty trick they teach beginners.

supple sapphire
#

IT is one thing making minor edits based on something that already exists, it is another making something completely and i havent seen any mods even attempting something similar.

lethal sparrow
#

Written by Roberto Ierusalimschy (the creator of the Lua langauge) starts at the beginning and goes into the advanced concepts.

#

A combination of that guide and the PZ java documentation (what little of it there is) might just shed some light on the path before you. If you emerge on the other side, I'd willingly say that you are a far more accomplished developer than I am, because I would consider your goal far beyond me.

supple sapphire
#

Il take a look, but its not the first time i looked into it. But thank anyway.

undone heron
sour island
#

Yes but do they do it in update or somewhere else?

#

Kind of matters cause part of the movement code resets itself

jovial summit
#

Also Spy, is it possible to make that degrading gas mask thing a standalone mod?

lunar island
#

@lethal sparrow Hey bro, how can I send you my logs for you to check on the spawning problem of the coca cola crates?

lethal sparrow
#

Typically through pastebin, but if the file is small enough for discord you can just PM it to me

#

Unless you mean to ask where the log is, in which case it's usually C:/Users/.../Zomboid/Logs

#

The most recent one is all the way at the bottom (or top, depending on your sorting) and previous logs are bundled into folders by date

rough solar
#

Hi, I'm new in modding and can't find any actualized documentation. Any recommendable source?

undone crag
supple briar
#

im gonna try to make a vehicle mod again

#

please note killdozer is just for reference

fallow bridge
#

Make the killdozer

supple briar
#

i will if i can figure out how to make it destroy stuff

#

wheres the fun if it cant break through a hardware stores walls

fallow bridge
#

Pretty sure it isn’t

#

But I’m no mod wizz

supple briar
#

well if the sledge hammer can break stuff , and crashing into a window with a car can break it , surely theres some way to make a vehicle break walls , or atleast fences , but i know 0 lua

fallow bridge
supple briar
#

i crash enough yeah

supple briar
supple briar
#

i wonder if i can make one of those bendy trucks

wise scaffold
#

@willow estuary i found a recipe mistake to "PLGR "plugger" GPS (build 41)" where we can deconstruct it an infinite time... and it's a XPElectrical infinite thing too...
RoyaleWithCheeseTV have found it and say to me to figure out what he can do to remove this thing... and i see SlushPuppy doing this same thing 3 weeks ago...

#

i don't understand why you block all Discution possibilities to your mod pages too... it's realy more easy to post bugs in the good positions....

severe ridge
#

Craftable killdozer 👌🔥👌

supple briar
#

I plan on 3 armored dozer models , killdozer being the strongest

#

They will probably work alot like the m113 but alot slower

#

But more beefy

carmine cosmos
sour island
#

Anyone familiar if there's a max Z level rn?

#

ah its 7

quick quarry
#

any mods that increase weapon durability ?

willow estuary
cedar stone
#

me and my friend downloaded some mods and there not working they just wont work\

jovial summit
#

Could you please provide some additional information?

cedar stone
#

this is are first time installing mods and where using the mods more traits. fair traits cost. eris_minimap, corpse disposal. combat text, gun suicide. fashion montage start with any outfit and thats it

#

and where not playing on build 41

jovial summit
#

What isn't working?

cedar stone
#

all the mods are not working

jovial summit
#

How are they not working?

red dirge
#

You doing Mp?

radiant ginkgo
wise scaffold
#

@willow estuary The closed-eye policy when things go wrong is not a good plan ... but anyway, if you can't take care of your mods, someone else will do it then...

red matrix
#

Less a matter of 'not taking care of' and more 'don't have the energy to manage 10,000 threads from people who usually don't even know what they're talking about'

#

I laughed when Blair told me people ask for tech support when they use out-of-date mods reuploaded to third party sites, played on pirated copies of PZ that are like three versions out of date.

#

That's like 'shitting in a potted plant on Main street' levels of gall 😄

grizzled grove
#

someone on reddit is asking if the aim outline can be changed to accommodate their color blindness. I'm looking at the shaders and java responsible for aim outline, but still not seeing where they set the color. It's not in the settings file, is there some master ini that the java might use for something like this. (also if they're loading a texture instead of creating a solid color texture via shader, i'm not seeing that either)

willow estuary
lethal sparrow
#

Beside that, it's always unwise to make an enemy of someone with a colored health-bar or name-tag.

hexed anchor
#

workshop gurus don't do anything other than pin stuff in this specific channel/section

#

it just means that they're a long time mod authors and sometimes gives tips and help people with their questions about modding the game

lethal sparrow
#

I wouldn't say that they "just" do those things, Dash. I would say that they have given me all of the success that I have.

sour island
#

There's workshop Gurus?

lethal sparrow
#

They walk among us.

#

Blair and Soul Filcher just to name a couple.

grizzled grove
#

idk why you don't have that tag, chuck

#

(or why i do)

sour island
#

I assumed the blue names were related to translating or something lol

hexed anchor
#

the yellow ones are the translators

sour island
#

You could still use setHighlightColor/setHighlighted but you'd have to write your own hover over aiming code.

#

and disable the vanilla one

#

I'd hit up the devs considering it's related to accessibility - they could at least make it public. 🤷‍♂️

grizzled grove
#

nice, thanks for looking!

mint hawk
supple briar
#

but idk how to do that

mint hawk
#

What about looking at the aquastar boat mod? The trailers spawn with boats on them, which are vehicles. Not sure how that's done though.

supple briar
#

idk , i know 0 coding so thats not really something i can do , im definitely more of a modeller , if i can figure it out in a way that works well ill fuckin do it and it will be awesome

#

make it have like 1000 storage space

#

if i ever get my bulldozer in game i wanna make a few other road service vehicles

#

100% making a road grater

#

i see those alot here in ky

#

and a few other stuff , no cars though , thats not my strong suit

craggy furnace
#

@grizzled grove @sour island its just a bunch of hocus pocus that nasko drummed up on a whim

cedar stone
#

@jovial summit there not showing up in game

jovial summit
#

What do you mean by not showing up in game?

sour island
#

Did you activate the mod in the menu?

#

Did you start the save before installing mods? Then you may need to activate them in the load save menu too

late hound
#

New Bride Zombies zombie

round kiln
#

one groom, a million zombie brides, will he survive

warm yacht
#

Is it possible to compile all the mods from the workshop i have in a single workshop file, almost like a server file if you will. Just so it's easier for my friends to download the mods i use?

ruby urchin
supple briar
#

whats the status of that plane mod?

warm yacht
#

Man im not a coder riparoni

grizzled grove
warm yacht
#

Oh damn thank you check that when im back from work

cedar stone
#

@sour island we made a new game and have them active and there not working we got a mod where there’s new clothing and you can Change your character in whatever clothing you want and it didn’t work there’s a combat on how much health a zombie has that isn’t working and the other ones won’t work

edgy torrent
#

May I ask for sum helps from anyone who knows coding in PZ? I found a way to spawn a survivor (using SS and copy-pasting in the Saves file) though before when I tried to spawn a survivor with a certain type and hair and renaming her, that NPC just turns into a naked guy. So this time I am trying again with another NPC I found and wanna change her hair and name without messing her up - in her file coding she has Left Parting hair and I wanna change it to Bob (Curly) but am not sure if it'll work out or will just turns her into a random naked NPC again...

red dirge
main lion
#

Smersh Vest

#

still testing !

fading prawn
main lion
#

4 gauge shotgun

fading prawn
#

And the armors?

#

Beautiful

#

I’m pretty sure the suit is in your armor mod, But i don’t think i’ve seen the helmet before?

#

Is it new?

red dirge
#

Awesome looking

wet dune
warm yacht
#

God damn brita your stuff is awesome

#

What be the cherry on the top is if you could have stuff hanging off your backpack, water bottle gas mask that sorta thing

#

How are people doing this 3d modeling stuff, do we have access to it in our zomboid folder?

turbid vigil
#

@main lion Is there a p90 in your weapon pack? I've found numerous mags & ammo for it but never the actual weapon itself 😦

warm yacht
#

I belive is you use arsenal 21 you can get a p90

weary crypt
spark vector
#

My zombies are set to "fast shamblers" but every now and then there is a sprinter so I think one of my enabled mods is messing it up. I can probably figure out which one pretty easily by doing a text search in my steam mods folder but I'm not sure what string or file name to search for. Which file governs the speed of each new instance of a zombie?

#

conversely, what is the name of the running speed variable, that the mystery mod might be manually defining?

main lion
main lion
spark vector
#

it might also be a sandbox setting that's getting rewritten

#

thanks in advance in case I'm slow to reply (gotta go do something real quick)

drifting ore
#

inb4 brita makes the entire AK family

#

30+ ak variants

echo leaf
#

@nimble spoke Hey man, was wondering if it would be possible to put the Smithing level requirements on the Smithing recipes like vanilla recipes show?

#

Kinda just gotta shoot in the dark with level ups until it turns white 😄

weary crypt
#

Is there any kind of gas tanker? I know autostar trailers has one, but I mean like the kind you drive. I vaguely recall seeing something but it didn't quite work right or something

echo leaf
#

Been trying to do it myself @nimble spoke but no luck

#

Adding SkillRequired:Smithing=6, for example to the shovel recipe

nimble spoke
#

@echo leaf I'd have to check if I can change the crafting window for that. Directly in a simple way I can't

#

it won't work like that because that code only works of the skills listed in the java files

echo leaf
#

Here's a recipe that shows lvl requirement from another mod: ``` recipe Assemble Propane Gas Furnace
{

    SheetMetal=2,
    SmallSheetMetal=3,
    Screws=20,
    keep WeldingMask,
    BlowTorch=5,
    Result                   : PropaneGasFurnace,
    Time                     : 500,
    Category                 : Welding,
    Sound                     : Welding2,
    OnGiveXP                 : Give30MWXP,
    AnimNode                 : Disassemble,
    Prop1                    : Screwdriver,
    SkillRequired         : MetalWelding=4,
    NeedToBeLearn: true,
}```
#

Ah I see

#

well this was my layman's attempt at introducing the lvl requirement lol

#
    {
       IronIngot=90,
       Handle,
       keep Hammer/BallPeenHammer,
       keep Tongs,

       Result:Shovel,
       Time:200.0,
       Category:Smithing,
       OnCanPerform:AnvilCheck,
    OnTest:SmithLvl6_TestIsValid,
       OnGiveXP:Give25SmithXP,
       OnCreate:BSNewItem_OnCreate,
       SkillRequired:Smithing=6,
       NeedToBeLearn:true,
       Override:true,
    }```
nimble spoke
#

it won't work

echo leaf
#

Yup it didn't

#

Figured it didnt hurt to try

#

Oh and related question

#

Does this craft 45 ACP?

#

The 45 Special recipes

plucky nova
echo leaf
#

No, not the one I have highlighted.

plucky nova
#

oh

#

which one

echo leaf
#

"The 45 Special recipes"

plucky nova
#

????

#

which one????

echo leaf
#

lmao holy shit dude use your eyes

plucky nova
#

THERE ARE THREE THERE WHICH FUCKING ONE

plucky nova
echo leaf
#

READ WITH YOUR EYES LOL

plucky nova
#

damn

echo leaf
#

One of the three literally says "45 Special" lmao

#

you need more coffee my man

plucky nova
#

FUCKING WHATEVER

echo leaf
#

"Make 45 Special bullets Mold"

plucky nova
#

THIS IS STUPID

echo leaf
#

it does

#

but okay

plucky nova
#

NO

echo leaf
#

lol

plucky nova
#

NO IT DOESNT

echo leaf
#

you're actually dumb

plucky nova
#

YOU ARE FUCKING BLIND

#

FUCK

#

FUCK

echo leaf
#

thats rich lmao

plucky nova
#

FUCK

#

STUPID FUCKING

#

UGHHH

echo leaf
#

yes you are

#

i agree

#

lol

nimble spoke
#

it makes whatever is marked as 45 in vanilla

plucky nova
#

THIS IS SO DUMB

echo leaf
#

i see, filch

nimble spoke
#

isn't it named special? sorry if I used the wrong name, 45 is called 45 special internally

#

I just copied the name from the item ID

echo leaf
#

ah

#

this is what they read as in-game

nimble spoke
#

Ok, I will change the recipe name

echo leaf
#

So just wasn't sure if they were for the same thing

#

Ah, awesome thanks man

#

appreciate it

#

and lvl 8 for mold/bullet recipes 👍

#

had to dig into the recipe files 😛

#

Also, I dont appear to be earning XP for crafting Small Metal Sheets

nimble spoke
#

What I can do for now is to add a tooltip there that doesn't look like the lvl requirement but says lvl needed, much like it should show now that it needs an anvil

echo leaf
#

That would be super helpful

#

tyvm!

carmine cosmos
echo leaf
#

hey man i call it like i see it

#

lol

nimble spoke
#

keep in mind that there are 2 different recipes for metal sheet, one using smithing and the other using metalworking, be sure you're trying the correct one for skill xp

carmine cosmos
#

Trouble in paradise

echo leaf
#

hmm okay thanks for the heads up filch

#

I was using the one in the smithing category

#

requiring workable iron and a ball-peen hammer, so I assumed it was your sheet

#

This one

#

wasn't giving XP

nimble spoke
#

I will check that

echo leaf
#

tyty

#

Expected that all items need to be in inventory for recipes to work, vs vanilla "immediate surroundings" functionality?

nimble spoke
#

I don't know if that's a constant for all recipes, most of them override leftover recipes in vanilla and needed a lot of changes to work, so.... maybe, maybe not

echo leaf
#

okay, yeah i was just playing around some more and it seems like some smithing recipes do let you absorb materials from nearby while other's dont

#

🤷‍♂️

#

@nimble spoke it appears that the 45 ammo recipe is outright missing? the mold is there but not the bullets

#

Can't find 45 rounds anywhere in the crafting menu

#

these bad boys

nimble spoke
#

the recipe is in the mod, maybe it is missing in the magazine that teaches the others, let me check

echo leaf
#

ahh sneaky

#

bro if i just havent read the mag im sorry

#

lol 🤦‍♂️

#

Yeah I havent read volume 8 or 10

#

so if its in those im just dumb

nimble spoke
#

the recipe name is wrong in the magazine, will be fixed in the next update

echo leaf
#

ahhh okay sweet

#

i'm only partially dumb

#

thanks for sparing my ego

weary crypt
#

How difficult would it be to change the size of a gas tank on a vehicle to turn it into a ghetto tanker?

turbid vigil
#

😮 Since when?

supple briar
undone cradle
#

Tractors in PZ? Count me in

#

Let's get that torque

supple briar
#

Yeah it was added in the newest update for the used car pack

undone cradle
#

Filibuster Rhyme's?

supple briar
#

Yea

#

i dont remember the name very well

undone cradle
#

Can't remember seeing one around tbh

supple briar
#

it doesnt spawn all that often

#

but it does

#

update on the dozer

weary crypt
#

Killdozer when

supple briar
#

model wise very soon

#

like next week

#

game wise

#

idk man im shit at that stuff

#

maybe never

#

im gonna try

weary crypt
#

Take your time

errant meteor
supple briar
#

the dozer hasnt been awful so far

#

tracks will suck

#

if we could i would 100% try to animate them to move

errant meteor
supple briar
#

dont worry about that in these

#

i plan on them being damn near invincible

#

but really slow

#

like top speed of 20mph

tame mulch
errant meteor
#

@tame mulch What is the main difference compared to superb?

tame mulch
#

I want do it more performance, less errors and dialogue system. Maybe quests, villages

errant meteor
#

That is great to hear

tame mulch
#

will be different AI system

errant meteor
#

I hope I can use them to do farming, guarding, cooking, and maybe some looting.

fallow bridge
#

so i've just figured out that repair all clothes doesn't work with my diversified vests mod, if i remove some of repair all clothes scripts would it still work?

fallow bridge
errant meteor
#

I am sure that is a given

supple briar
#

base model almost done

errant meteor
#

nice

fallow bridge
fallow bridge
#

100%

craggy furnace
supple briar
fallow bridge
supple briar
#

its based off the bulldozer the kill dozer was so of course im making marv chariot

errant meteor
#

Do you know the real life event that lead to the chad building it

supple briar
#

ive watched tread yeah

proud flax
#

@tame mulch suggestion for your mod if you plan on adding raider parties

#

should be dependent on your survivor numbers

#

and possibility for them to request food each week or other supplies in turn for them not killing everyone

supple briar
#

base model done

errant meteor
#

based

supple briar
#

now i gotta try uv unwrapping

#

oh lord

round kiln
#

are you using blender to model that bulldozer?

#

thats very pog btw

supple briar
#

yes i am

#

ty

weary crypt
worldly olive
errant meteor
#

thx

errant meteor
drifting ore
#

That'd be pretty neat, I'm sure I could come up with something

#

I'll add it to my todo list

errant meteor
#

fren

drifting ore
#

they could take the fanny pack slot

errant meteor
#

yes

drifting ore
#

cool thing is I wouldn't need to model them for each hand too, shouldnt take too long

errant meteor
#

Would it me too much to ask to make a small bag that has a red cross on it, would be great for med storage

#

I have mods that add stuff like that, but they are a bitch to find

#

I would rather make them, and hell maybe one day you can add as feature to paint them, we do have a lot of paint

drifting ore
#

like a craftable med kit? Only equip-able in hands?

#

True there was one suggestion to add painting

errant meteor
#

Like this

#

maybe can be attached to belt

drifting ore
#

that looks neat, I'll see what I can do, but I really like the hip pouches suggestion. Will do that one for sure

errant meteor
#

Nice

fallow bridge
#

you know those long sleeve shirts with the thumb holes?

#

perhaps something like this?

#

i just thought of it and decided "why not mention it"

drifting ore
#

Never tried actual clothing, but I do want to give it a shot at some point

fallow bridge
#

perhaps this could be a interesting start

#

never know

#

either way i like your models

drifting ore
#

Thanks Vunder 🙂

fallow bridge
#

mhm

round kiln
#

hey blair algol, that worse car spawns mod, does that mess up the spawning of items inside trunks?

turbid vigil
fast condor
#

Is there a file that can be edited or a mod for the containers to be able to put more stuff in them?

supple briar
#

i know that for cars its part of one of the config files

dapper elbow
#

is there a mod for a more adequate pumping of first aid? without self-torture

tame mulch
worldly olive
#

Nice progress

rough solar
#

Hi, i'm new in modding and I would like to know how can I add new options in the menu to an IsoObject when right click

hasty current
#

!mp

heady ember
lethal sparrow
#

Small nitpick; isn't the purpose of this defeated, when the materials used to craft it are, themselves, finite?

#

I usually can't find much vinegar at all, and on top of that, it's competing with the very important canning.

fallow bridge
heady ember
# lethal sparrow I usually can't find much vinegar at all, and on top of that, it's competing wit...

Not exactly, when someone is playing with the respawning loot option. But youre right, in different scenario, it can be finite still. Ive created it more in purpose to work with other mods that give the opportunity to create your own Vinegar as well, like Def's long term mod for example. Will talk to the creator as well, if he would want to link it to his mod as well.
Also the spawns of Vodka should give enough possibilities to create this Bleach with. And for Vodka - ive been already working on Homemade Vodka mod, but it needs a lot more work, because of a bit lenghty process of creating your own potato vodka.

lethal sparrow
heady ember
# lethal sparrow I've never played with respawning loot, and if I did, bleach would re-spawn too,...

Yeah, i understand your point - youre right on that. Sorry if my response sounded harsh - i didnt mind that, and thanks for your feedback on it 👍 Also want to mention - the recipe wont take the whole vinegar, just few units - but yeah, still there is room for balancing it more.
Will rethink it, and will see if i could find some solution for it as well. Or maybe after release of Homemade vodka mod - it will make more sense to it.
But thanks for the feedback again - thats good point.

weary crypt
heady ember
#

@lethal sparrow @weary crypt Ive added a note to the workshop page about Vinegar, and about it working best with Vinegar crafting mods as well. Thanks again for pointing it out guys!

main lion
#

new goggle model

echo leaf
#

dig it

tame mulch
drifting ore
main lion