#mod_development
1 messages Β· Page 462 of 1
reminds me of that mission in GTA 2 where you get a bunch of body guards to fuck up the scientists so you put them all in a van
Hey. Do anyone know how to add "Build 41" tag to the mod, to be visible on the steam workshop page?
Tried to add it in Workshop.txt, in 'tags', but its not working. Been looking through the forum and tutorials for the answer, but still couldnt find it.
Would be great if someone could share the solution. Thanks!
@main lion Ak-74 with that sexy wood stock and grip when?
and you can not forget the Ak-74U
bakelite mags
ah the krink
for the longest time I tried find something to differentiate the 47 from the 74, but was never able to identify something different between the guns
that is until I realized the mags are different
74 is less curved because it's a smaller cartridge
very neat
@main lion can you add a musket? But it can be crafted
Ya the most tell tale sign is the mags the 47 has the banana shape lol
I can make them like musket and wire stock versions.. But I have to work on the pre-made models first
test
yeah hi
Invalid command usage, try using it like:
!mute [member] (optional reason)
Arguments:
member: User mention (@User)
reason: Text (may include spaces)
both the magazine and the muzzle break
i am going to be an ass with this because yeah
original AK-47 has a different receiver and muzzle break
muzzle on the 47 was flat
then the AKM with the slant muzzle break
and a different reciever aswell
then the AK-74's
and magazine round etc etc
now noone will notice this :troll:
do mods not work in mp
becuase where using the mods called fashion montage gun suicide combat text cremation eris minimap fair traits cost more traits and the minimap was not showing up and the traits mods where not showing up i actvated them and still where not working
That sounds like you're trying to use multiple b41 mods that will straight up not work in b40 mp?
some of the mods dont even have what veison to use
it does not tell you
yeah one of the mods are for bp 40 and it didnt work
I mean, anything released in the past year probably won't be for b40?
Just find a mod that a b40 mp server is using, and try that one.
But my recommendation is to
- choose ONE (1) b40 mod that is known to work in b40 mp.
- ask @ Beard in #old_techsupport on how to set up a b40 mp server with that ONE mod set up.
Once you have one mod working, then you can try having multiple mods working.
While you're here Algol, can I put in a little request?
I like your mods, most of them atleast hah, but it can be kinda hard to find some of them as they aren't in a collection and we can't see your workshop as your profile is private
I forgot to actually put the request in there, could you put your mods into a collection?
For example, i didn't even know about your carrion crows mod until I saw it in somelse's collection
He doesn't take requests
I don't mean like a mod request, just something so I can find and use their mods; but I guess if they don't want to shrug
You can make a collection yourself though
but I get what you mean
also
just go to any of his mods page
and click this bit here
marked in red
it'll show everything he has done and uploaded specifically for pz
Huh, that's a neat way to do it
I thought you could only access that page if their profile was able to be looked at
Thanks
hey, trying to mod the game again but forgot some basics
where do I need to place a self made mod to appear in the game/mods menu?
trying in steamapps\common\ProjectZomboid\mods
and in Users\wind\Zomboid\mods
and neither shows the mod in game
Are you looking to learn how to do Lua modding?
I am not looking into any advancing modding, past year I copied a template from a simple mod (that adds like 1 recipe)
and started editing/adding to it, but unfortunedly lost my old pc so wanted to start again adding custom recipes
just saw the files and its pretty easy to understand what to change, my problem is that I dont remember where to put the mod
I googled and placed a copy of the mod in every possible "mod" folder, but neither does show the mod in the game
is there any other location I am missing?
No, those locations are correct
could it be because Im playing the beta?
Have you created the mod.info file?
No
yeah
Paste it's content here
oh, maybe its because it still has the same info in the mod.info as the other mod
nope
name=SrGrafo wip
id=Threads
description=wip
poster=poster.png
The mod named SrGrafo wip is in its own folder inside the C:\Users\Yourusername\Zomboid\mods folder yea?
Could you post/dm a zip of it to reproduce? If it's in its own folder and the mod.info exists it should work fine.
Usually not a concern but file extensions are fully shown in explorer so it's not a case of the file actually being a mod.info.txt? That'd make it not show up even though it's in the right folder
hey if i add a seperate folder to my diversified vests that's got the exact same script names as repair all clothes mod, would it fix the issue caused between the two
like this?
it's the exact same as the repair all clothes
so it should replace it correct?
nevermind it's working!
hell yeaaaah
Sweet!
https://i.imgur.com/wLVwhMh.gif currently its like this
added a bunch of 1111 so I know which one is working, as there are 2 locations
@late hound something tells me postal dudes jacket wasn't meant for female models xD
i'm kidding btw, i know it's specifically due to the hoodie
cant wait for when animations dont have to be manually installed
agreed
This mod makes you go vroem vroem with carts :p
is it possible to disable the car sound when "pushing" a cart?
Can you try removing it from steamapps\common\ProjectZomboid\mods entirely, so it only exists in C:\Users\YourUsername\Zomboid\mods ?
Just tried putting one in the steam install folder as well and I'd not have it show up when putting a mod there, even though it did exist in the userfolder.
Anyone ever tried to make a mod to save your progress? When trying to do a risky thing and die to load before that! Or you must do a copy of a save file?? Sometimes is a shame when you lose a good character that you made!
https://steamcommunity.com/sharedfiles/filedetails/?id=2478768005
Hope you guys are loving the ZuperCarts guys! There's more coming from me, iBrRus and his team for some realistic mods that could enhance our Zomboid Experience!
Hello, im new to modding pz and was wondering why no one made cars that can be upgraded to be more resistant to running zombies over, is it possible to be made?
@drifting ore Because it is difficult in terms of code and lua, devs plan to add it later. It will be cool if someone does before devs do it π
Yes it is very possible, do you have any specifics in mind?
If you do you can send me a DM and we can see what we can do
Just wanna make it clear it out! The mod was made by @elfin bobcat and his team! Their team is AMAZING! I'm just the Sponsor and the one who pushed the idea π
im trying to enable it but nothing happens
@carmine cosmos i dont know how to code or even mod i just did my first mod like yesterday so i donβt think i could be of any help, but i was thinking of doing it as a learning project.
but the idea was to make the player be able to modify vehicles and turn them into apocalyptic cars in a madmax style
@drifting ore isnt possible in the way you want it right now
only way to achieve it is via masks right now
I'm looking to make custom radio broadcasts, and I'm looking at these files from other mods and they look like they were made in-game or something
Anyone know if it has to be done by hand in the file or is there a tool for it?
Yeah you could talk to @abstract raptor on how Survivor Radio was made. It was made with WordZed.
It has its own UI that you can input the data and details.
Aah, gotcha! That's what I needed to know about, much appreciated
@spiral plover I use a special version of wordzed that has added functionality.
What kind of functionality? Would it be possible for me to get my hands on it?
It adds the ability to control moodlets and effects as well as let's you duplicate line entries with a simple button click.
That would indeed be handy.. I need the player to interact with it a bit because it is going to be giving you information
There's a story I'm trying to tell as the player plays in my special insurgent challenge mode, and the radio will be other insurgent squads chatting and such
giving objective info
Also, where can I look for randomizing the frequency of the broadcast?
I know that has to be done in LUA, just curious of example scripts
Randomizing the frequency is done in lua. I forget where I found how the emergency broadcast does it for someone else but I forget exactly where to be honest.
But that part isn't handled with wordzed.
Yeah I figured as much, I just gotta find that script, no worries
You can however use wordzed to randomize a broadcast entirely through use of adverts.
Oh? That's a creative method
So same broadcast frequency but varying random broadcasts.
Good to know, thanks for that pro tip
Ya im the queen of zombie radio haha
But ill get you a link to my outdated mod tutorial that has the special version of wordzed.
Ah that would be wonderful π Thanks a ton!
Ignore the tutorial. It has some handy info but was made before the advent of the new duration code tag
Which if you want a line to have a specific duration is just ${t:x.xx} where x is the duration in seconds.
And that goes at the beginning of the line.
If you want to know how to set up music or sound for radios I can assist you with that if you'd like.
Ah that would be a huge help! I'm not far along enough to put that in yet, but when I get to that point I'll send you a ping or message
This has got me all giddy, excited to tell the insurgent story through radios. I appreciate all the help, greatly!
No problem π
Disclaimer: does not change the vanilla wreck models/add gasoline expiry
https://steamcommunity.com/sharedfiles/filedetails/?id=2480677009
Yep
Thatβs programming/game dev in general
Is it possible to open some file or something to see what levels a character has if you can't load the save directly?
@main lion sorry to bother but
is it supposed to be an M60E3?
or actually an E2
considering the E2 was mounted in tanks
Good Morning - Had a scout around, and can't find anything, so thought best to ask - Does anyone know of a mod whereby I can either extract (for a stream overlay), or display onscreen the current life (in days & hours?). I'm aware it can be found by looking on your health stats, but want something more upfront, which will update, rather than having to update a text file, for the overlay. Hopefully that makes sense.
If I understood correctly you want to display the current system time in-game, correct?
Yeah, the time alive
You want to display how long the character has survived in-game?
Yes - I'm aware I can find that under the health screen, but want it onscreen, either as a seperate widget or as onscreen overlay text, on stream
That would require modding the Steam client, no idea how that is done
Wondering whether it's possible to hook it using some form of script, maybe? I don't know how though π
Is that new survivor ai?
yes, trying add attack functions
getPlayer():getHoursSurvived()
You could convert that to days/months/years
The player descriptor might also have a more exact time, check the UI lua scripts.
Unless weβre talking real-time time survived
Thanks @spiral plover Very much appreciated. Now to learn about lua scripting π¬
Do you know Java better then Lua?
someone knows the list of mods (those who add gas masks) working with toxic fog mod?
I don't know either π
You can write text on the screen with Lua.
LETS FUCKING GOOOOOOOOOOOOOOOOO
@main lion Heya! I'm working on a patch to include the new calibers you've added to Soul Filcher's Smithing so that you'll be able to create molds and bullets from scratch.
Was wondering if it'd make more sense for you to incorporate it into your base mod or for me to release it as a separate standalone patch.
Also, would love any input you have on balancing the recipes for ammo crafting.
@echo leaf I hope I can melt down all of that unusable scrap metal I get
Well the Smithing mod already lets you do that
I just wanted to be able to create the molds+bullets for the extra ammo types that are included with Brita
@errant meteor https://steamcommunity.com/sharedfiles/filedetails/?id=2143182893 and if you use this too then you have bullets 4eva
Ohhh nice
Enjoy π
https://steamcommunity.com/sharedfiles/filedetails/?id=2245813444&searchtext=ammo will not be using this anymore, plus dose not support all of britas ammo
Yeah I really suggest trying out Soul's Smithing mod
@echo leaf https://steamcommunity.com/sharedfiles/filedetails/?id=2244879881&searchtext=soul really like this mod of his
You planning on adding an bullet press to make it look cool after you made the casings and the bullet?
good enough
weapons?
Thanks
ofc!
I want to know your favourite mods. So I can put it in my world
Does somebody knows if there's a tutorial to map community maps in the eris minimap?
That's something I would ask commander, he knows his stuff
Time to play spot the difference
What on the image above looks different from vanilla?
The debug menu
@nimble spoke @main lion ^
You can now create all the new ammo types added with Brita's Weapon Pack with the functionality included in Soul Filcher's Blacksmithing mod. Enjoy!
nice thanks
hey sorry for the late reply, that did work! thanks
@iron salmon sorry to bother, but for the name of the items, is this a good page to get all the ids or is there a more updated place? https://pzwiki.net/wiki/Items
wait, just found the notepad file with the items
sorry Im rusty, trying to refigure it out
If you end up having a vanilla item not listed there, you can start the game in debug mode and then spawn the item, right click, edit item. That'll list the name as well.
Absolutely no authority on modding though, so dunno if there is a better way, that's just how I do it π
You can right click the game in Steam, Properties, and then enter "-debug" without the quotes in the launch options there for debug mode
wait, where is the categories
or the options for OnGiveXP, I dont remember the options
For OnGiveXP I think you can take a look at the recipecode.lua in ProjectZomboid\media\lua\server\
Not sure if still accurate but that was where a lot of its options were listed
thanks, tho cant find the id of the garbage bag
Categories would probably be the Crafting related ones, so the categories you see when opening the crafting menu/search
Should just be Base.Garbagebag
tried but doesnt work, I think is just Garbagebag
oh dang, have to create a new game when changing the mods? thought I could quit/reload for each change
wait, nvm
Anyone know how make Smart UV or similar method without get a visual bug with clothes?
Oh, I see why
Hi, @wet osprey EDIT
Nice mod!
Hi, anyone know how make Bomb explosing without fire like smokebomb but with damage?
Yes
can you tell me? π
Do you know how to write code in Java?
i know
Can anyone recommend resources for learning Lua, please? Whether it's a recommended book, or course, or maybe YT series? I've no real programming experience so need to start at the beginning.
Good day! Who here specializes in Food mods and models? π I have a possible project anyone is interested!
It's for a commissioned project! If anyone is interested just send a DM π
toxic fog it's supposed to be like that?
when i change the fog quality the fog turns green, but after a few seconds turn yellow again
piss fog
Might be something to do with your pz settings
Like, if you have particles or rain disabled visually etv
no idea why
this is how it turns for 1.2 seconds after i change the quality from low > medium fog
after that it turns to yellow again
it looks like it has two types, one overlapping the other
Anyone know the people who do mod commissions for outfits here?
WIP Cheerleader outfit/zombie
(Based off of a highschool uniform from the same county of PZ in KY)
I might be willing to do it, PM me
If soul's on it, I'd download it
Is there an good example of an existing mod written in java?
Anyone here make food mods? π I have a commissioned project for you! send a DM π
AI can find path if in front of path window!
i like this
Take the vanilla pipe bomb item script, as an example, and use this:
PhysicsObject = Football,```
instead of
PhysicsObject = PipeBomb,```
I know "Football" seems weird, I think it's some sort of experimental test thing by the devs, but it does work as a bomb w/o producing flames.
Ah.... ....that whole "making mods is java is easier and better" thing... ....is contrary to accepted wisdom and practices.
There really aren't any mods, at least ones that people know about and use, that are written in java.
I thought this is the QVC channel for java modding
was about to ask if anyone ever decided to try and increase the amount of max wheels through java but I guess that answers that
Ok, thanks! As I suspected. I'm trying to tweak my mod but the functionality doesn't appear to be available through lua (I took my java decompiler and looked through LuaManager.class). Working it through java is the last way I can think of to do what I want.
Small consolation in the meantime, but devs have confirmed that more than four wheels is going to be a feature in future builds?
was more a case of me being semi bored in the meantime and was something that was discussed not to long ago. Guessing this is 42 or later
Now, having said that, look at Filibuster's b41 version of used cars for a way to "fake" having more than four wheels π
as for java I guess the thing it's mainly held back by is a proper mod loader
just adds visual wheels then? was looking into the physic implications more than the visual
Well, in this case it uses two single wheels that look like double wheels to fake having four rear wheels, so it's sort of 50% visual/50% physics I guess?
Best friend (Attack action, companion)
We should have one by the end of the month
There is and you can find this information on the Storm Discord server
Im searching a mod that add survivors for build 41
Does anyone know about adding new DynamicRadio channels? @abstract raptor Would you happen to know? I've figured out standard broadcasts but I can't get my custom dynamic radio channel to work. It gives me no errors and prints out that it is saving in the log but, never displays
--required for DynamicRadio:
function InsurgentObjChannel.OnLoadRadioScripts()
InsurgentObjChannel.Init();
table.insert(DynamicRadio.scripts, InsurgentObjChannel);
insObjChannel = { --channel
name = "Secure Insurgent Frequency",
--freq = {59700,68700}, -- number for static frequency, or table for random: {min, max};
freq = 59600,
category = "Military", --Emergency type
uuid = "INSR-59755", --must remain fixed.
register = true, --if existing channel dont register, existing channel must match the uuid found in radiodata.xml
airCounterMultiplier = 1.0, --optional, change time text displays.
}
table.insert(DynamicRadio.channels, insObjChannel);
end```
I tried that
I also have
InsurgentObjChannel = {};
InsurgentObjChannel.channelUUID = "INSR-59755"; --required for DynamicRadio
InsurgentObjChannel.debugTestAll = false;```
I made one that worked once @spiral plover . I don't recall exactly how, but I think it involved cloning and modifying both the dynamic radio and the weather radio files to get a working station.
That would work but, I was hoping that I'd be able to just add my frequency to the channels list from another file.. sadly apparently no
Do you have an example?
I just looked, it it was literally a case of copying those two files and changing the variable/function names to make a new, parallel versions of both?
It's literally over a year old too, so probably full of all sorts of fuckups.
But it looks like it works by creating a whole new custom radio code thingy instead of piggybakcing off of the existing dynamic radio stuff?
From peeping things this looks like the important deet
Events.OnLoadRadioScripts.Add(TestRadio.OnLoadRadioScripts);
Events.EveryHours.Add(DynamicRadio.OnEveryHour);
TestRadio being my modified clone of DynamicRadio
Ah I see, alright
Hopefully doing that doesn't cause conflicts, but I suppose it shouldn;t
Okay, so it looks like you could piggyback off of dynamic radio with a new channel, but it would only broadcast on the hourly trigger that the EBS uses?
So if you want something that does something other than hourly broadcasts, making a new dynamic radio clone instead of piggybacking might be preferable.
Yeah, looks like that is what I will do
ime its best to overwrite it
i notice a lot of mods (like blair said) piggyback and that doesnt bide well with compatibility for other mods
Yeah, compatibility is very important to me so, doing what I can
in cases like this my approach is to overwrite it in a way that prmotes compatibility if other mods adopt the new version
hey Im trying to make a mod for a simple makeshift Glue
the ideal would be to have a pot of water + sugar + flour, probably make a new item by combining those, and turns into another new item after cooking it
however Im far capable of doing something like that
does anyone have seen a mod that is a bit similar so I can copy and modify it?
Gotta say, it's pretty cool to see SrGrafo out here takin' up modding. Regarding the glue recipe, there are a lot of mods that add stuff like that. I'd take a look at some food mods, or combination mods. Really any item mods that has crafting recipes should show how its done.
oh I like the game quite a lot
Damn, you've got more hours than me!
as soon as mp arrives will make sure to talk about it on reddit when possible hah
Hell yeah, we need all the players we can get
tho my modding skills are reduced to basic recipes, havent checked anything with cooking
Cooking is just a bunch of recipe stuff
I mean, related to the campfire/kitchen, thats what I want to learn
There we go, finally got it working!
Oh sweet!!
Your objectives will appear in secure transmissions on the channel
Are you going to use that one military frequency?
I am using a custom one
None yet, first is to contact command, then there will be retrieval ones
Nice.
You piggybacking off of DynamicRadio, or did you make your own copy?
I made my own version
oh what are you working on?
Im searching a mod that add survivors for build 41
superb survivors, its been out for a very long time
I am making several Challenges inside my Facility-7 Challenge map. It's basically a giant underground science facility, like Black Mesa
One scenario you are an insurgent on a mission to retrieve samples/info in the facility
You get to choose a loadout of weapons and such, but the catch is you are not immune to the zombies
so if you or another player is infected, or near a zombie, without a proper mask/hazmat suit, then you can get infected
Hello y'all
Could someone help me get a different viewpoint of what's wrong with my script for forage? I am stuck on this bug for 2 days
I can get the item by foraging and eat, all that is normal, the only thing is that when I try to click in the left arrow to see how many of the same item there is, it bugs and starts repeating "Fresh" on the item name
I've even looked at other forage mods in b41 to see if I was doing something wrong but couldn't find what it was
require "Farming/ScavengeDefinition";
local ForMateHerb = {};
ForMateHerb.type = "MateHerb";
ForMateHerb.minCount = 1;
ForMateHerb.maxCount = 3;
ForMateHerb.skill = 2;
table.insert(scavenges.plants, ForMateHerb);
Huh.. that is an odd one
I don't see anything in that code that would be the issue
must be elsewhere
really odd
The only other one that interacts with this code is the Item one (that its working, I can eat the item normally)
and his icon
other than the game code itself, ScavangeDefinition
See if the code works with a vanilla item first and take it from there.
thankss
A vanila item spawned normally, them I went and compared some item scripts and HerbalistType on the Item txt was causing this bug
I simply deleted it and and all good
π
@sour island or @willow estuary Would you guys happen to have any idea on how I could get a dynamic radio channel frequency? I know it is probably pretty simple but not sure how to go about it.
Could you be more descriptive, I don't get what you are asking for exactly
Sure thing
The Emergency broadcasting radio station's frequency is randomized every game
I have made a similiar station that works, however for a script elsewhere (A tool tip at the beginning of the game) I need to get that random frequency that the station was assigned
if it was in the same script I could just grab it from _scriptManager, but I have no idea what the _scriptManager is actually referring to
_scriptManager:getRadioChannel(v.uuid);
ISWeatherChannel.lua has this line
That is the ID assigned to the stations, that is what the v.uuid is
@spiral plover try using a single number instead of range in your equivalent of this
TestRadio = {};
TestRadio.valid = true;
TestRadio.scripts = {};
TestRadio.channels = {
{ --channel
name = "TEST",
freq = {88000,108000}, -- number for static frequency, or table for random: {min, max};
category = "Radio", --Emergency type
uuid = "TEST-111984", --must remain fixed.
register = true, --if existing channel dont register, existing channel must match the uuid found in radiodata.xml
airCounterMultiplier = 1.0, --optional, change time text displays.
}
};
TestRadio.cache = {};```
does this not get you the freq in game?
This part
freq = {88000,108000},
is it not already random?
It does in the initialization script, but not elsewhere
Ah, okay, yeah, you just need to pull the frequency somehow. Probably just figuring out the variable name.
It is properly randomized if I do it so, but I have no idea how to access it in a different, unrelated script
Okay, using my example
TestRadio.channels.freq
should be the variable you want to retrieve; but your version of that variable obv.
Ah you're right, it looks like the frequency gets set in init so it should work
v.freq = radio:getRandomFrequency(v.freq[1], v.freq[2]);
I just need to get v.freq once it has been assigned, which I do have access to
You could also assign it to a global variable when it's first generated.
FacilityDynamicRadio is what it is a part of, so it is a global variable
But better to just use the table to retrieve it.
FacilityDynamicRadio.channels[0].freq should get me it
Yeah, just play around with variations of that and you should figure it out?
I'll give that a shot, I appreciate all the help
π π€ͺ
Hey I have a request / suggestions for a modder with a kind heart, I'm a gamer with colorblindness and the red / green combination for aiming is really really hard to differentiate . If someone knows how to tweak the colors to something more disctinct like purple and yellow you would make the zomboid experience much better for colorblind people, thanks ! :)
I'd suggest proposing that on the indie stone suggestions channel as they do read them + take accessibility seriously?
I don't know if those color values are accessible modding wise with lua, but I'd guess not.
@willow estuary thanks for the suggestion will definitely do that
thought of a really cool mod idea and debating if i should learn lua to make it happen.
the idea is UN troops zombies that spawn after a few months
but i dont know if you can make cars only spawn after X amount of time
this is mainly a excuse to model foreign army vehicles
Sorry I wasn't around person who pinged me,
I've never messed around with the dynamic stations myself, but it seems like you have all the info you need here without me
π
There is a lot of potential there, and actually surprisingly easy! I highly recommend looking into it if you ever want to add more spice.
To be honest, not sure if I want to come back to solely doing mods now that I've discovered how much more fun it is to design my own game, even if it is sort of a generic rpg
I'm likely handing off Survivor Radio itself to my writing partner
Though I go back and forth on it, cuz I love zomboid and it'll always have a special place in my heart
Hell, even the character Erin Fontaine was a way for me to express who I truly was before I knew about that -- there's a lot to be said of Zomboid's story telling power, but I just like got to a point where I was relying on releasing mods to receive some form of validation that never seemed to satisfy me. I think that was kind of toxic of me, or at least problematic in so far as my mental health. And what didn't help was the constant belligerence of some people in those workshop threads -- Like? I made a bunch of pride flags and apparently my own existance is too political and some other folks think that I deserve to die cuz of it and they said stuff like "Can I burn these flags?" and it's just like. Guys, I make these mods for fun: It's a hobby. I don't get paid for it and I don't really need all this bullshit right now.
I am a little sad that my team sort of fell apart and the work for the reboot of SR isn't likely to happen anytime soon; So many loose ends left untended it irks me. I felt we had a really amazing story and it was all through collaboration (( Well I think that I did a lot of heavy lifting π¦Ύ But anywhoozle I'm rambling now. What I'm tryna say is that, -- Not really making mods for PZ anymore and I'm not sure if I'll get back into it.
the steam workshop comments are a quite a unfun place
you think lol
thats how all internet comment sections are
go in any comment sections with more than 5 comments and it will eventually devolve into shit
I was not expecting such a deep response! Honestly astonished! I have a similar feeling to Unturned because Iβve worked and modded that for years, it gets exhausting. Sounds like it was a great relief and way to express yourself until all the toxicity got involved, but I suppose thatβs how it goes. Validation is always a fleeting sense of gratification, ah well. Anyways, wether making PZ mods or not, go do work that makes you happy and proud. Best of luck with whatever endeavor you take on, one stranger to the next, Iβm sure youβll blow it away haha
π
I mean, I may come back to it. I've taken breaks from this game before, but it's a tenacious force
hahaha
At any rate, still gotta love this community and the devs and of course the game itself. Lot of fond memories and met a lot of good people.
not to mention how amazingly talented and clever all of you other modders and mappers are
Pills here!
@late hound ever thought of adding tallahassee?
That's actuallly cool
Whats that?
@late hound ever thought of adding your mom?
Zombie land
sorry, had to
And he could have a twinkie in his inventory
ah yes, this guy, can't remember all my zombie characters

yep, gotta take care of yourself! I've left other modding communities before for similar reasons, moreso watching my friends take the brunt of some really nasty stuff than for myself, but it just solidified who i didn't want to be around.
All the more reason to let those pride colors fly, Fondue.
Idk if it means much, but "X is political" "get X out of my Y" is straight up gas lighting. Don't let (ironically) sensitive people make you feel bad, especially about yourself or what you enjoy doing. Stay strong.
Need help with NPC mod - where can find useful reference for AI system? Make it like sims, rimworld or other game?
Like documentation? You could google "behavior trees". Also, rimworld has a dev blog.
Everything you needs is in the decompiled code
I don't think there is any documentation on this though
I use decompiled code) I mean, need ideas, example games where used interesting AI system
Rimworld and Sims should give you plenty of material
I guess if you are feeling adventurous you can take a look at Alien Isolation
Support AI and Games and help the show grow by joining my Patreon:
http://www.patreon.com/ai_and_games
--
To celebrate both the 50th episode of AI and Games, and the original video garnering over one million views, I revisit the AI of Creative Assembly's horror game Alien: Isolation. Exploring more of the inner workings of the Xenomorph and o...
This is the pinnacle of AI development
It is similar to Rimworld in the way that it also uses a secondary AI to assist
I think dwrf fortress is open source (?) They have pretty good AI for people living, surviving, building, and even entertaining.
Nvm, DF guy thinks it will "devalue" his work π€·ββοΈ
Think they did say it'd go open source if he passes
But since gods rarely die, fat chance
Yeah just read up on it- it's not to be release if he's murdered though π₯Ί
lol
Can understand him not wanting to open source it though considering they live off the donations
Yeah but an open source license wouldn't really harm him in that regard?
High potential it could
especially with them taking on a publisher helping with the Steam release and all.
The forks it could spawn etc are quite a threat to the donation stream, let alone the probable intention of selling it on Steam
Probably equally important is their artistic vision and maintaining it, I can image.
Main reason they gave whenever the topic of open sourcing it came up was basically that.
Think people are a bit rose-tinted when it comes to them imagining open sourcing everything.
It'll be open source at some point, so at least there's that π
I'll defer to your knowledge - but I've seen a few games adopt it to great success- Barotrauma for example.
Same deal with SCP (same dev)
Ah, I thought Baurotrama just had the source code in github and wasn't actually open source.
Surprised that it worked out for them. Usually it's safe to assume you'd give away your executive and artistic control when going open source.
I think there's a particular license that would protect using it outside of their control. Not sure it would apply in personal use but definitely commercial.
Just a small voice chiming in but I really love and thankful for your pride flag mod. It sucks that lgbt-related content will often get shit on due to humans capability of being assholes (and some bad apples in lgbt community)
But yeah, ever since I saw your flag mod, it has been used extensively in all of my characters hah
Hey uh... whoever owns https://steamcommunity.com/sharedfiles/filedetails/?id=2463499011&searchtext=grapeseed, would it be okay to add a lootable map so we know where we are?
@dusty vortex ^^^
@lavish adder yeah, you have my permission man
does anybody know how to get to "lab complex alpha" from that one planetalgol mod?
it's just the rosewood facility
but the elevator works
@frail wadi
^
^
Hang on, so if I'm looking at this correctly, I could use LUA to teleport the player following interaction with an object?
Like this object, for example.
yes
@tardy robin
you can even teleport the player just by having them move somewhere
this is how the basements/underground will most likely work
whenever that comes around
So a Tardis with an interior is actually possible. Well that's handy to know.
Ah man, I'm trying to figure out how to use the right click context menus and I'm confused as fuck
I want the player to right click on a radio, then I need to get the radio device and see if the channel is the correct channel, and if so, add an option to call in their objective if it is completed
I'm just so confused on how to even go about this, I've been looking at the radio things and the Lab Alpha scripts because they do similiar things with the elevators but, none of it is making sense to me
β€οΈ
lol
I wish the um, workshop worked in a way where like I could let contributors upload updates
But apparently I have to do it
you could give you're mod files to someone else?
and i'm pretty sure it's done that way to prevent someone for ruining a mod
yea true
I dunno, too bad I can't split myself into multiple people I'd be able to get so much done ha
i'm still trying to find out how to solve this
anyone have an idea?
yeah it was
the author has not enabled comments and I think he is here on this server
I don't have any mods that mess with fog other than this
You could open a github for your projects and automate upload to steam - but you'd have to trust people doing the maintenance as it goes through your account at the end.
Not sure why steam does that honestly - probably to do with the fact the workshop items are tied to user profiles rather than the game
π€·ββοΈ
nope
and nope
But the mod seens to run over the default fog, like there's two fogs enabled
Hmm
https://steamcommunity.com/sharedfiles/filedetails/?id=2434222242 anyone have thoughts on my collection? Like should I remove any of these mods? any recommended ones i should add?
@old harbor okay, being specific as possible, what is the nature of your issue with Toxic Fog?
My fog turns in a bright yellow when i use the new fog option in the configs
using legacy fog it turns green again
Yeah, it used to be more green, and when the new fog system was implemented toxic fog using the new fog was made more yellow because the new fog looked better that way. I left the legacy color alone.
That's it.
Nah, it was just that the new fog system looked like shit with the old super green colors so it was changed.
@mortal widget
I'm putting together a collection myself in a while, I'll send it over to you when I'm done with it. You might find a mod you like in there
Awesomeeeeeeeee
Apprecitaed
i cant
english
oh my fuck
They look really nice
Wish there was an easy way to test them out though
Fashion montage compatibility would be great, I can help you out with it if you'd like
sexy
I'm going to add some more stuff and add it to the Fashion montage mod
Thanks!
@main lion Could you please add this color plz
Oh wait its already in the mod sorry lol
Great, thanks for letting me know
Are you the SrGrafo of reddit edit fame?
I very much enjoyed your Rimworld comic series
I see a red door and I want to paint it black
No color any more I want it to be black
oh yeah
Batman fell in white-paint we have got to paint him black
Does anyone know why the Trash and Corpses mod causes about 25,000 errors then ctds when I load into the game when it's enabled? I assume it's an incompatible mod, but I can't figure out what it is.
what mods do you have
Advanced GEAR, Alfrety's Additional Sodas, All American Apocalypse, Ammo & Magazine Icons Reloaded, Aquatsar Yacht Club, Arsenal [26] Vehicle Addon, Authentic Z, Autotsar Trailers, Better Lockpicking, Better Towing, Carrion Crows, CoD Weapon Sounds, Commander's Hobbies, Crashed Cars, Fashion Montage, Filibuster's Used Cars, Firearms B41, Fluffy Hair, Ft Redstone, Fuel Pumps Run Out, Harry's Hair, Harry's Healthier Skin, Harry's Tow Truck, Hats & Glasses Don't Fall, Immersive Overlays, Improved Maps, Littering 2.2, Moon Slime's Traits, More Trash, Paw Low Loot, Playable Arcade Machines, Realistic Canning, SR's More Organized Book Names, Syphoning Needs Hoses, Smoker, Soul Filcher's Building, Cooking, Exploring, Farming, and Learning Time, Survivor Radio, The Ramen Mod, Vanilla Food Extension, Vehicle Scenes, and Vehicle Door Hotkey.
Soda Represent!
Ye, I love your soda mod.
If you're not running in -debug, then go to OS/Users/<username>/Zomboid/ and look inside the console.txt
this will tell you what's going on
also, it resets every game start, so it's best to read those after errors occur
@atomic storm
Found the error.
This has to be the problem as it's the only error that shows up in the log ~25000 times.
lol
it's called trashsquare- so I assume it's trying to use an IsoGridSquare
a common issue is trying to use an unloaded square
So it's an issue with the mod and not an incompatibility?
Is about a mod?
hello! i was wondering if there was any way to disable the "stunlock" animation when getting hit by a zombie?
The actual attack, like a bite or scratch, or the grab?
Mod idea: stimulant injector
didnt notice anyone having this mod yet
cocian
sorry i ment injectors, saw this in tarkov https://pbs.twimg.com/media/ERM-flfU0AAiC5c.jpg
HAHA!!!! that made made me lol
drug addiction trait
I finish with some trousers I'm making and I try with this
There should be a sanity check for square to be true - if it's in an unloaded chunk it doesn't exist to the game.
function trashSquare(square)
if not square then return end```
that's good
is getVehicleZoneAt vanilla? I can't seem to find it
that would be the only possible culprit
So I assume I just can't use that mod, as there seems to be nothing I can do to fix it myself.
it appears it's been updated
Was wondering if there's more modders out there open for some sponsored/commissioned project mods! I got some mod ideas would like to share to the PZ Community! If youre upp for it! Feel free to send me a DM π
For some reason, I can't position it freely in UV map, someone know why?
If I put it in different place, I have this result
As far as i know you have to keep the UV layout of trousers and pullovers etc. in the same layout as the character to make sure the overlays and masks work right.
The best way you can achieve that is to take the character mesh and displace the body faces you want to use for your clothes and then never touch the uv again but for special parts which you then can squeeze in between.
Yes i know, its a pain.
I put a clothing mod on ice for that reason π
If i would have knew it before i started it would have been not such a problem tho.
As you can see in PZ everything has this layout
Even if the full body suite has a mesh
Made a mask ID thing in case you need it
thx! It's good to hear that it's not because I'm noob lmao, just something inevitable
hello, im new here but ive been playing zomboid for a while. I was wondering if there is a guide that teaches how to write a simple mod script.
The idea i have in mind is making your character able to lock windows from the inside, just like a door. Reason being is i would like to play with "use doors" options in the zombie Setting.
I probably sound like a broken record here with this, but that isn't what I'd consider a "simple" mod script for someone new to modding PZ?
Anyways this pinned modding guide by Fenris is the current go-to for starting off modding: https://github.com/FWolfe/Zomboid-Modding-Guide
thank you\
π
Actually, assuming that you can handle using a Java decompiler, it looks like the functions that you'd need to pull this off are located in [zomboid installation directory]/zombie/iso/objects/IsoWindow.class. There's some functions in there to both evaluate whether a window is locked, and to set whether it's locked or not. Whether zombies are affected by windows being locked or not is another matter.
public boolean isLocked() {
return this.Locked;
}```
```java
public void setIsLocked(boolean paramBoolean) {
this.Locked = paramBoolean;
}```
* no guarantees that these functions actually work, as there is a fair amount of legacy and/or placeholder code in PZ that doesn't actually do anything.
right, im assuming im gonna have a write a zombie behavior setting as well stopping them from unlocking the window on their own. Right now they can climb through because we cant lock them, they just open the window and poof theyre in
there is a fair amount of legacy and/or placeholder code in PZ that doesn't actually do anything.

Well, I would try just locking the windows and see if that works?
One issue is that pretty much all zombie behaviour is handled Java-side, so that isn't practical to mod.
Also, this might work vs zombies is the above doesn't
public void setPermaLocked(Boolean paramBoolean) {
this.PermaLocked = paramBoolean.booleanValue();
}
public boolean isPermaLocked() {
return this.PermaLocked;
}```
What happened to brita's armor pack?
we need the dipper hat in-game lmao
to be honest it surprises me this isnt a mod yet
Would be really easy to do
Honestly, you could probably learn how to do it yourself in a day
Hmmm, I could use a hand with added context options
if radioObj and radioSignal == "radio" then -- and (power or devicePower) then
local radioDevice = radioObj:getDeviceData();
if radioDevice:getIsTurnedOn() and radioDevice:getPower() > 0 and radioDevice:getChannel() == FacilityDynamicRadio.channels[1].freq then
context:addOption("Contact Insurgent Command", radioObj, UseInsurgentRadioReport(radioObj, playerObj), playerObj)
end
end```
that is adding the option, and it executes
but the player doesn't have to press the button, it just executes as soon as you right click
function UseInsurgentRadioReport(radioObj, playerObj)
if not radioObj:getSquare() then
return
end
--print("CONTEXT WORKED")
ISTimedActionQueue.add(UseInsurgentRadioAction:new(playerObj, radioObj, 100))
end```
Oh wow that was easy
in my context:addOption("Contact Insurgent Command", radioObj, UseInsurgentRadioReport(radioObj, playerObj), playerObj), my UseInsurgentRadioReport didn't need the added parameters on it
Any modder out there interested in making a quick buck, I would like to commission jerry cans, and military containers that have different colors and sizes.
PM me if you are intrested
Doing quite a few commissions recently it seems
No one is up for it doe, big sad
or they have a lot of other things on their plate
Well, if anyone can help, I am having an issue only after I load a game. My radio replying works perfectly until I exit and reload it
local insObjIndex = 0;
local insObjs = {};
local obj_Start = {
radioResponse = "InsurgentObj_Reply_0",
requirements = function(player)
return true;
end,
}
table.insert(insObjs,obj_Start);
table.insert(insObjs,obj_Start);
table.insert(insObjs,obj_Start);
table.insert(insObjs,obj_Start);
table.insert(insObjs,obj_Start);
table.insert(insObjs,obj_Start);
table.insert(insObjs,obj_Start);
table.insert(insObjs,obj_Start);
table.insert(insObjs,obj_Start);
table.insert(insObjs,obj_Start);
table.insert(insObjs,obj_Start);
table.insert(insObjs,obj_Start);
table.insert(insObjs,obj_Start);
table.insert(insObjs,obj_Start);
function FacilityInsurgentObjs.OnNewGame()
local gt = getGameTime();
local modData = gt:getModData();
modData.insurgentObjIndex = insObjIndex;
modData.insurgentObjMaxIndex = 4;
modData.insurgentObjs = insObjs;
end
Events.OnNewGame.Add(FacilityInsurgentObjs.OnNewGame);```
That is how my reply info is stored, and my error is appearing here in a different script:
if modData.insurgentObjs[modData.insurgentObjIndex + 1].requirements(playerObj) and modData.insurgentObjIndex < modData.insurgentObjMaxIndex then
context:addOption("Contact Insurgent Command", radioObj, UseInsurgentRadioReport, playerObj)
else```
I keep getting the error Object tried to call nil in ContactInsurgentCommand
so I'm assuming the .requirements isn't being loaded?
Not sure how to go about this
@willow estuary would you happen to know anything about this topic?
Just tested, can confirm it is the .requirements that is not being saved properly
@spiral plover ah not offhand, but I'm just a dumb stoner that keeps playing with lego pieces until something fits?
My suggestion is to have a statement like print(tostring(requirements)) in teh code to evaluate what is happening?
Haha I getcha, I appreciate it regardless. I'll keep poking at it and give that a shot
Oh! Game Time modData, in my experience, isn't persistent between saves/sessions @spiral plover
Aaahh, that would make sense
Any suggestion on what modData to store it on then?
it is supposed to be server side not player side
It is, I've been using it extensively
Oh? Hmm
You can't instance Lua classes inside of it though
But that might be true for any modData
Hm, so I should instantiate this class globally outside of it, and then just reference it?
No it can't save references to Lua pseudo classes
I tried doing this:
function FacilityInsurgentObjs.OnNewGame()
local gt = getGameTime();
local modData = gt:getModData();
modData.insurgentObjIndex = insObjIndex;
modData.insurgentObjMaxIndex = 4;
modData.insurgentObjs = {
{
radioResponse = "InsurgentObj_Reply_0",
requirements = function(player)
return true;
end,
},
{
radioResponse = "InsurgentObj_Reply_0",
requirements = function(player)
return true;
end,
},
{
radioResponse = "InsurgentObj_Reply_0",
requirements = function(player)
return true;
end,
},
{
radioResponse = "InsurgentObj_Reply_0",
requirements = function(player)
return true;
end,
},
{
radioResponse = "InsurgentObj_Reply_0",
requirements = function(player)
return true;
end,
},
};
end```
and that didn't work
I assume the saving process was designed to not save it
so it should work if requirements is a reference to a function, and not a function itself, yes?
It has to be strings, numbers, etc
Aaah, okay
Idk if there's a term for this but we could call it simple tables
makes sense, so I'll just have to make a separate function like blair was suggesting as well, and that gets called based on the index
What are you trying to save?
I was just trying to be efficient and save the objectives in a list with specific functions for each, but it isn't needed
Can I reference a global variable from another script using FacilityInsurgentObjectives.insObjs?
the start being the file name then the second being the table
If the script is loaded first
Just so you know though everything in Lua is tables
You can store the function name as a string
Then run it
Oh? How would I run it as a string?
So if you have a global object that the functions are under
It should be accessible by doing globalObject["function"]
Or something like that, I'm not on my computer atm
how do i rip player model from the game? tried ninja ripper, no success
Aaah, okay, that makes sense, I'll give that a try
I am thinking about making models in blender how difficult is the leaning curve? I am coming from Roblox studio where I have made a lot of models
And some autocad exp
the ui in latest blender versions is pretty user friendly, not like before where almost 70% of functional was hidden in hotkeys
without any signs of them existing in ui
Kinda the same with Autocad lol, there are a lot of hidden commands
Don't forget about texturing might need some Image manipulation skillz
Well Hopefully if I get the model building down, I can find people who would be willing to code it
Hopefully there is coloring in blender, I am not doing anything yet that needs kek textures
hard surface modelling is comprehensive enough. altho depends on the complexity of what you're going to make. modificators in blender can make life a lot easier if you know them and what they do.
i'd prolly suggest you to visit blender guru channel, dude got a few tutorial playlists, he explains things really well
will do
there is texturing. altho it wont match with substance painter
You can paint it ya
i was able to paint pretty photoreal skin in blender
Launching up Blender and looking at the layout, it looks very similar to the architecture software I have used, guess those few semesters did not go to waste lol
btw i dunno what happened over past half a year, but blender stopped rendering stuff in eevee
What is eevee?
blender got 2 rendering engines. eevee and cycles. latter is slow load-heavy path-tracing, eevee is kinda like game engine, real time fast rendering, but a lil less quality with lighting and transparent objects
Ohhh, I am pretty sure my computer can handle it my GPU had rendered small buildings I made with textures and fully traced in minutes.
eevee is still more comfortable for previewing, no matter the machine. and its even more important for me, as my pc is a lil too old to support cycles rendering on gpu. works on cpu instead
which is even slowe
This might sound like a dumb question but how do I get a size reference for PZ, is there a model I can import that will give me a good idea how to size my models?
a lil too pale prolly, i was experimenting with masks
So this is basically the size of a head in pz?
1-2meters? no. i just showed where you scale it
in case you missed, i was asking here how do i export player model from the gameπ
Oh shit I am sorry lol
local filter = ConditionalSpeech_Filter[FilterType]
local filter_results = filter(text, intensity)
function ConditionalSpeech_Filter.BlurtOut(text, intensity)
@spiral plover yeah, this is what I do with cnd speech, FilterType being a string
THat makes a lot of sense, thanks a lot
Adding custom items to secure now
but I can also do location security and such, which I plan to do
Would be cool if you could do some remote doors or something for the facility
in the security rooms or something, that you need to interact with to unlock a specific door or w/e with a keycard or something
I plan to eventually, but not yet
Those items give me TLOU vibes ahahah nice work spyjack!
Thank you π
New bandage models to be placed on zombies
You will be able to find Z's with bandages attached to them
Yep!
Hell yeah
@raw violet Turns out I can import my models in roblox, I can make anything super fast now, with roblox its super easy to do textures and colors. For example this is one of my very early M2 browning turret design.
There's also plenty of community addons that allow you to import from more specific programs. Like MakeHuman or ninja ripper
Dose the size matter at all? or can it be fixed on the fly when putting it into zomboid
Fuck that stream went a lot longer than I thought
Hey @willow estuary Thank you for your awesome attention to detail mods I can't play PZ without them. I've discovered that your "Siphoning requires a Hose" mod disables the radial menu option to refuel gas tanker trailers from iBrRus's mod "AutoStar Trailers"
Noice
Thanks!
Finally i can role play being drowned to death with this and the aquastar swimming mod
"If we see him, someone else is going to have to kill him"
Is that jimmy gibs jr.?
Ask nick
Ellis: NOOOOOOOO!
There should be a left for dead mod
I meant left 4 dead
Hmm is there a jimmy gibs jr. Stock car mod?
Yeah there might be compatibility issues but I can't look into it atm, sorry.
Not all mods are going to work with all other mods etc.
All good mate π
In the works!

"If the laws of nature allowed it, I would bear that man's children."
Imagine making recipes for all those items.....
Guys check this guy out! We got a collab project with @hollow shadow !! More projects to come!!
just for the visual now
is there a mod or something where i can have my viewers spawn zombies and stuff through twitch in game?
no I don't think so, although that's a great idea.
i think i saw a forum where it said pz had rcon?
which i think is the integration thing minecraft has or uses
No, but that would be an interesting project
Spawn in airdrops lol
Let me know if you are interesting in seeing this mod developed
Shouldn't be too difficult to implement
Anyone know if its possible to get the nvida overlay working in PZ, its very useful for screenshots and recording vids.
Yea just harass the hell out of the streamer by yelling on radios, spawning the CHOPAA, moving hordes towards him and other mischievous stuff π€£
There is so much potential with this kind of mod, I think I might work on it
If there are any streamers here who would be interested in this let me know
You could do something with sharks chad helicopter mod
I will be working on my own helicopter mod implementation with time
It's unlikely anyone is interested in collaborating on my mods since they will be written in Java
oh hell yes i would
if it could work with channel points thats better
cause id have it on in every pz stream i do
Sure, we would just need to take a look at Twitch API
I hope it dose something different to sharks mod, his is all about them hunting you down, maybe you could do something on the other side of that coin
@spiral plover
hunting everything down that is on the streets ;]
there's a progression of different behaviors
air drops are also on the table- overall the heli experience aimed for is chaotic neutral instead of just punishing like the vanilla experience
we just dont want wildly conflicting messages of what it is
at this point, you can think of it as randy random from rimworld
Hey guys, does anyone know how to import a .x file into blender 2.9? I'm trying to scale my weapon model to match that of the handgun in the game but I have no idea what to do.
I import a .X model into Fragmotion then export it as an obj file, and import into blender from there
How about exporting a .x? Can you use this fragmotion for that too?
yes
Cool, I'll check it out thanks.
@mortal widget
Just finished putting together the pack, there are few to no incompatibilities as far as I can tell in the pack
https://steamcommunity.com/sharedfiles/filedetails/?id=2486247538
Rip indeed..
If you want to stream it Iβd be happy to watch, just got back from work
wast ist das?
iβll check it out
looks good
super survivor raiders be like:
Lol they must be Jesus or Moses, walking on water or parting the Red Sea
Haha m113 go crush
im glad i wasnt further in. I had no idea they could shot trough those walls. And i didnt even see them as i was looking arround the corner lmao
Oof. I see there in the water....Shit
This is why I have raiders off.
Also, 100% fool-proof raider strat. If you got a second floor base or access to a second floor, build a small wall and door in front of the main entrance. You'll be able to lock it and they can't open it. You can jump from a window while they're breaking it and sneak up from behind, if you have any type of gun, ideally a rifle, it's game over for them.
What if i have say.....A m79 Breakaction grenade Launcher?
If you're far from your base or have an extinguisher, go for it.
If I'm not mistaken, grenades and other bombs cause small fires which can get out of control easily.
grenades do shit damage
yall talking about the vanilla nades
im talking bout pipe bombs
threw one of those peanuts to a horde did nothing
it just a heavier molotov
pipe bombs are vanilla nades...
If you want better craftable grenades, get scrap guns mod ;P
hey, is there a mod that makes you lose weight by moving/melee killing zombies?
suppressors come with that mod mate
In-game or real life?
Jokes aside, moving and fighting to my understanding burn calories, you'll lose weight slower sitting in your base reading books.
There is no mod that increases calories burned though afaik.
Bruh.. how do I get an item's Category?!
it isn't getCategory() that returns something else, getType returns a different thing, getFullType returns the item full code name
getCat() returns if it is moveable or what not
well I figured it out, but now to figure out why my challenge maps only have one spawnpoint smh
LFAdvice, I have created an armor mod working nicely just stuck on the ZombieZoneDefinitions.lua
Zombies are spawning with the item but the zombie/corpse itself is invisible. I don't know where it could stem
I am trying to spawn the item on base.sports oriented zombies
first guess is that your uvs don't match the base body, and they're getting masked out.
i'm assuming that your armor mod includes new custom models here.
guess ill throw mine away
@main lion
Small question, have you thought about adding compatibility to your helmets with harry's hair/fluffy hair/spongie's hair?
Finally, will it be craftable with the non functioning barrel thingo
Is it not naturally compatible? As I understand those hair mods just change the respective hathair model for certain styles.
On some of brita's helmets, I think in particular the FAST helmet series, there's some particularly vicious clipping.
Throttlekitty's hair in particular at least entirely pokes through the helmets and military beret, and if there not clipping, complete baldness
Ah, I hadn't considered clipping
I'll check that later
Hope everyone is ready! We kept this secret but its finally out! This is one of our sponsored projects! We had fun working with @elfin bobcat and his team with this project!
We'll be posting the 'True Actions: Act 1 - Sitting' in a bit!
Credits to @elfin bobcat and his team for the mod!

Are you interested in developing this mod or are interested in others developing it?
moving and fighting to my understanding burn calories, you'll lose weight slower sitting in your base reading books.
This is true, but let me know if you are looking for a way to tweak the rate of weight loss
Im jelly that you can make placeables
what are y'all using to export .x animations with?
Na you should keep it, there are more then one pattern of piolet helmet used
I always wonder Brita, is there any back story to the futurist clothing? I love the design and all, would be cool if you could find it in a hidden lab or a over runned military convoy.
I haven't thought about that yet!
I made 2 models, but I haven't painted textures yet
thanks!
yeye
@main lion awesome stuff! thanks. :)
Brita if I am not wrong you have night vision in your mod right? any plans to make them work?
I was wondering about that myself, perhaps the cat eyed trait might help with that
Nice work on the lmg there Brita
yep I have plans to make it work
thx
thanks man!
oh wanted to tweak it a bit, Im using the mod dynamic traits basically makes you gain positive/negative traits based on what you do, Ive been surviving with chips and junk food, so my character got really fat (all good, I couldnt find berries), but the thing is, it keeps getting fat even with an hour a day of excersice + constantly sprinting and killing zombies, that guy had like 900 zombies killed in a month and still getting weight constantly
would like to know how to tweak or if there is a mod that makes it killing zombies count as at least a tiny excersice, was wondering if there was a mod that did this
Gaining weight is easy, you simply eat. Loosing weight is hard
My suggestion is to simply let yourself starve a bit, don't eat when immediately hungry
true, I just wish the game would count all that killing at least at some excersice
easy way to lose weight: gral a bowl, make salads/fruit salads fwith every fresh ingredient you find. East 1/4 as soon as you see the hungry moodle.... profit!
I actually think it does count swinging weapons as exercise it's just that diet seems to have a far greater impact
hm... I looked into it and it doesn't appear you can even burn calories
exercise gains strength and fitness, but doesn't appear to even impact weight
found it
calorie loss = weight/80 * exercisefactor * caloriesDecreaseGenderExercise * gametime
the exercise factor changes via a number of things
starts off as 1 (100%), goes upto 8 (800%) if climbing a fence
also timed actions can have a impact based on respective caloriesModifier
also looks like temp impacts calorie loss while not exercising so, normal or sleeping
I'm not going to dig into the time-actions/base-actions caloric modifiers but it looks like fencing hopping nets the largest calorie burn
@wet osprey
nutritionists hate him
a quick ctrl+shift+f shows most timed actions have a 800% burn too
I think this still means swinging a weapon doesn't count but basically everything else does
painting is only 4 though...
alright
Shoveling up grass is quick and easy
there is also nothing refering to sprinting in the java
so you're better off running
I wonder if you could fire a timed action with no actual time just to trigger calorie burning during attacks
If any modded can answer this, is it currently possible to add static gun emplacements? Like a m2 browning on a tripod?
Yes, I believe I saw a mod that added something of that nature
I believe it was (under the hood) a vehicle
God knows what you modders have cooking on the oven lol
genuinely have too much fun with your mods haha, great stuff
Anyone here knows how to make a item to an object? Weβd need help on a mod π
Object as in furniture?
Algol recently released a craftable barrel fire mod, probably worth taking a look at the code to see how it works
@oak cipher
@main lion I love your mod, can you make pic related a reality?
KY renfair
There's a recently released (just a few hours ago) medieval weapons mod
Quite a few of the above weapons are in it
can you link, fren? 
I think I found it
i just wanna do car jousting against players
bicycle manned tinman cavalry /when/ ?
still, blunt weapon bonk
appreciate
β€οΈ
Got what you were looking for?
By the way, while you're here, just wanted to say thanks for pawlowloot
think I do β€οΈ
i'll be doing more in the future, my life is just so busy right now, im not used to this π
gotta have kids first so they play PZ MP when i pass away, right?
he he
dISAHEIUAHSIUDHOSUAUIDsa
I was basically neet with online college during corona, campus semi opens up next week
rangetime tomorrow after 6 months lockdown
post it here again too
What goodies will they have?
food, supplies, instructions
Will there be custom food? or just some cans
could add in a conditional for adding table support for stuff like MRE mod
real shit
Will there be a military version of this, a bunch of 5.56 and 9mm never hurt anyone
cool
i get why theres no vanilla airdrops
im pretty sure the military would just not give a shit about some random dude in the QZ
even less after the zombies break out
i had that thought too
then i remember i dont need to restrain myself to the real world
and server admins being able to spawn in helicopters that drop stuff is important
I don't mean for some random dude, but for a trapped important dude?
Or a survivor a good while into the knox event
flares...?
sometimes they do indeed drop supplies into areas for people to grab
flares are to announce it
especially at night
not to be rude but i would add more detail, especialy at the top lid :v
otherwise looks nice
can we tow it :P?
no
I could imagine just towing the thing to base instead of exposing yourself while looting it
Another tie down anchor down the middle would not hurt
Dank

