#mod_development

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main lion
hexed anchor
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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

heady ember
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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!

errant meteor
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@main lion Ak-74 with that sexy wood stock and grip when?

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and you can not forget the Ak-74U

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bakelite mags

jovial summit
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ah the krink

main lion
errant meteor
hexed anchor
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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

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that is until I realized the mags are different

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74 is less curved because it's a smaller cartridge

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very neat

wet dune
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@main lion can you add a musket? But it can be crafted

errant meteor
errant meteor
main lion
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I can make them like musket and wire stock versions.. But I have to work on the pre-made models first

willow estuary
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test

craggy furnace
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yeah hi

willow estuary
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πŸ˜„

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!mute shark

slow graniteBOT
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Invalid command usage, try using it like:
!mute [member] (optional reason)

Arguments:
member: User mention (@User)
reason: Text (may include spaces)

drifting ore
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cant wait for all of the new guns to be out

drifting ore
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i am going to be an ass with this because yeah

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original AK-47 has a different receiver and muzzle break

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muzzle on the 47 was flat

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then the AKM with the slant muzzle break

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and a different reciever aswell

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then the AK-74's

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and magazine round etc etc

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now noone will notice this :troll:

cedar stone
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do mods not work in mp

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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

willow estuary
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That sounds like you're trying to use multiple b41 mods that will straight up not work in b40 mp?

cedar stone
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some of the mods dont even have what veison to use

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it does not tell you

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yeah one of the mods are for bp 40 and it didnt work

willow estuary
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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.

drifting ore
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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

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I forgot to actually put the request in there, could you put your mods into a collection?

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For example, i didn't even know about your carrion crows mod until I saw it in somelse's collection

drifting ore
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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

hexed anchor
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You can make a collection yourself though

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but I get what you mean

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also

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just go to any of his mods page

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and click this bit here

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marked in red

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it'll show everything he has done and uploaded specifically for pz

drifting ore
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Huh, that's a neat way to do it

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I thought you could only access that page if their profile was able to be looked at

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Thanks

hexed anchor
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tbh steam doesn't make it obvious

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np, cheers

wet osprey
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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

carmine cosmos
wet osprey
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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

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I googled and placed a copy of the mod in every possible "mod" folder, but neither does show the mod in the game

wet osprey
carmine cosmos
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No, those locations are correct

wet osprey
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could it be because Im playing the beta?

carmine cosmos
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Have you created the mod.info file?

carmine cosmos
wet osprey
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yeah

carmine cosmos
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Paste it's content here

wet osprey
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oh, maybe its because it still has the same info in the mod.info as the other mod

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nope

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name=SrGrafo wip
id=Threads
description=wip
poster=poster.png

craggy furnace
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lol you arent srgrafo

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maybe

iron salmon
# wet osprey hey, trying to mod the game again but forgot some basics where do I need to pla...

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

fallow bridge
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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

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like this?

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it's the exact same as the repair all clothes

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so it should replace it correct?

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nevermind it's working!

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hell yeaaaah

jovial summit
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Sweet!

wet osprey
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added a bunch of 1111 so I know which one is working, as there are 2 locations

fallow bridge
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@late hound something tells me postal dudes jacket wasn't meant for female models xD

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i'm kidding btw, i know it's specifically due to the hoodie

supple briar
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cant wait for when animations dont have to be manually installed

wary cipher
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is it possible to disable the car sound when "pushing" a cart?

iron salmon
# wet osprey https://i.imgur.com/wLVwhMh.gif currently its like this

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.

fast condor
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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!

oak cipher
drifting ore
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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?

radiant ginkgo
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@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 πŸ™‚

carmine cosmos
crisp jay
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anyone knows how to fix trouble using mods?

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i mean NecroForge 2.7b

oak cipher
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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 πŸ˜„

crisp jay
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im trying to enable it but nothing happens

drifting ore
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@carmine cosmos i dont know how to code or even mod i just did my first mod like yesterday so i don’t think i could be of any help, but i was thinking of doing it as a learning project.

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but the idea was to make the player be able to modify vehicles and turn them into apocalyptic cars in a madmax style

craggy furnace
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@drifting ore isnt possible in the way you want it right now

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only way to achieve it is via masks right now

spiral plover
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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

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Anyone know if it has to be done by hand in the file or is there a tool for it?

late hound
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It has its own UI that you can input the data and details.

spiral plover
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Aah, gotcha! That's what I needed to know about, much appreciated

jovial summit
abstract raptor
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@spiral plover I use a special version of wordzed that has added functionality.

spiral plover
abstract raptor
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It adds the ability to control moodlets and effects as well as let's you duplicate line entries with a simple button click.

spiral plover
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That would indeed be handy.. I need the player to interact with it a bit because it is going to be giving you information

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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

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giving objective info

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Also, where can I look for randomizing the frequency of the broadcast?

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I know that has to be done in LUA, just curious of example scripts

abstract raptor
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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.

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But that part isn't handled with wordzed.

spiral plover
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Yeah I figured as much, I just gotta find that script, no worries

abstract raptor
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You can however use wordzed to randomize a broadcast entirely through use of adverts.

spiral plover
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Oh? That's a creative method

abstract raptor
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So same broadcast frequency but varying random broadcasts.

spiral plover
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Good to know, thanks for that pro tip

abstract raptor
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Ya im the queen of zombie radio haha

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But ill get you a link to my outdated mod tutorial that has the special version of wordzed.

spiral plover
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Ah that would be wonderful πŸ˜„ Thanks a ton!

abstract raptor
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Ignore the tutorial. It has some handy info but was made before the advent of the new duration code tag

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Which if you want a line to have a specific duration is just ${t:x.xx} where x is the duration in seconds.

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And that goes at the beginning of the line.

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If you want to know how to set up music or sound for radios I can assist you with that if you'd like.

spiral plover
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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

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This has got me all giddy, excited to tell the insurgent story through radios. I appreciate all the help, greatly!

abstract raptor
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No problem 😊

willow estuary
tame mulch
fallow bridge
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Yep

spiral plover
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That’s programming/game dev in general

drifting ore
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yo how do i get the funny booba to work in card mod

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:troll:

weary crypt
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Is it possible to open some file or something to see what levels a character has if you can't load the save directly?

drifting ore
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@main lion sorry to bother but

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is it supposed to be an M60E3?

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or actually an E2

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considering the E2 was mounted in tanks

austere zenith
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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.

ruby urchin
carmine cosmos
austere zenith
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Yeah, the time alive

carmine cosmos
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You want to display how long the character has survived in-game?

austere zenith
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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

carmine cosmos
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That would require modding the Steam client, no idea how that is done

austere zenith
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Wondering whether it's possible to hook it using some form of script, maybe? I don't know how though πŸ˜„

tame mulch
hollow shadow
tame mulch
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yes, trying add attack functions

spiral plover
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You could convert that to days/months/years

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The player descriptor might also have a more exact time, check the UI lua scripts.

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Unless we’re talking real-time time survived

austere zenith
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Thanks @spiral plover Very much appreciated. Now to learn about lua scripting 😬

carmine cosmos
old harbor
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someone knows the list of mods (those who add gas masks) working with toxic fog mod?

austere zenith
sour island
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You can write text on the screen with Lua.

mortal widget
echo leaf
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@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.

errant meteor
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@echo leaf I hope I can melt down all of that unusable scrap metal I get

echo leaf
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Well the Smithing mod already lets you do that

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I just wanted to be able to create the molds+bullets for the extra ammo types that are included with Brita

errant meteor
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Ohhh nice

echo leaf
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Enjoy πŸ˜„

errant meteor
echo leaf
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Yeah I really suggest trying out Soul's Smithing mod

echo leaf
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Yep me too

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I use all of their mods πŸ˜„

errant meteor
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You planning on adding an bullet press to make it look cool after you made the casings and the bullet?

echo leaf
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no

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just press button

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???

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profit

errant meteor
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good enough

unkempt lichen
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I need a combat mod

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anyone have a good one

errant meteor
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weapons?

unkempt lichen
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no

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like the hp of the zombies

echo leaf
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You want more or less

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Not sure what "combat mod... like the hp of the zombies" means

unkempt lichen
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Sorry

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like show the hp of the zombies

unkempt lichen
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Thanks

echo leaf
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ofc!

unkempt lichen
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I want to know your favourite mods. So I can put it in my world

worldly olive
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Does somebody knows if there's a tutorial to map community maps in the eris minimap?

errant meteor
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That's something I would ask commander, he knows his stuff

carmine cosmos
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Time to play spot the difference

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What on the image above looks different from vanilla?

jovial summit
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The debug menu

echo leaf
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@nimble spoke @main lion ^

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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!

errant meteor
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nice thanks

wet osprey
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wait, just found the notepad file with the items

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sorry Im rusty, trying to refigure it out

iron salmon
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You can right click the game in Steam, Properties, and then enter "-debug" without the quotes in the launch options there for debug mode

wet osprey
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wait, where is the categories

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or the options for OnGiveXP, I dont remember the options

iron salmon
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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

wet osprey
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thanks, tho cant find the id of the garbage bag

iron salmon
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Categories would probably be the Crafting related ones, so the categories you see when opening the crafting menu/search

iron salmon
wet osprey
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tried but doesnt work, I think is just Garbagebag

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oh dang, have to create a new game when changing the mods? thought I could quit/reload for each change

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wait, nvm

ruby urchin
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Anyone know how make Smart UV or similar method without get a visual bug with clothes?

ruby urchin
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Oh, I see why

tame mulch
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Hi, @wet osprey EDIT

worldly lichen
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Hi, anyone know how make Bomb explosing without fire like smokebomb but with damage?

worldly lichen
carmine cosmos
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Do you know how to write code in Java?

worldly lichen
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i know

austere zenith
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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.

oak cipher
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Good day! Who here specializes in Food mods and models? πŸ™‚ I have a possible project anyone is interested!

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It's for a commissioned project! If anyone is interested just send a DM πŸ˜„

old harbor
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toxic fog it's supposed to be like that?

jovial summit
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piss fog

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piss fog

old harbor
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when i change the fog quality the fog turns green, but after a few seconds turn yellow again

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piss fog

drifting ore
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Might be something to do with your pz settings

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Like, if you have particles or rain disabled visually etv

old harbor
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no idea why

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this is how it turns for 1.2 seconds after i change the quality from low > medium fog

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after that it turns to yellow again

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it looks like it has two types, one overlapping the other

errant meteor
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Anyone know the people who do mod commissions for outfits here?

echo leaf
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Soul helped a ton

late hound
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WIP Cheerleader outfit/zombie zombie (Based off of a highschool uniform from the same county of PZ in KY)

drifting ore
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Pretty nice

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I'm surprised there's no football gear

nimble spoke
drifting ore
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If soul's on it, I'd download itcherrypie

grave solstice
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Is there an good example of an existing mod written in java?

oak cipher
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Anyone here make food mods? πŸ˜„ I have a commissioned project for you! send a DM πŸ˜„

tame mulch
oak cipher
willow estuary
willow estuary
fallow crescent
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I thought this is the QVC channel for java modding

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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

grave solstice
willow estuary
fallow crescent
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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

willow estuary
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Now, having said that, look at Filibuster's b41 version of used cars for a way to "fake" having more than four wheels πŸ˜‰

fallow crescent
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as for java I guess the thing it's mainly held back by is a proper mod loader

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just adds visual wheels then? was looking into the physic implications more than the visual

willow estuary
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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?

tame mulch
carmine cosmos
carmine cosmos
drifting ore
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beans a zombie with a football throw

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Spiked footballdrunk

unkempt lichen
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Im searching a mod that add survivors for build 41

spiral plover
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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```
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I tried that

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I also have

#
InsurgentObjChannel = {};
InsurgentObjChannel.channelUUID = "INSR-59755"; --required for DynamicRadio
InsurgentObjChannel.debugTestAll = false;```
willow estuary
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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.

spiral plover
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Do you have an example?

willow estuary
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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?

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From peeping things this looks like the important deet

Events.OnLoadRadioScripts.Add(TestRadio.OnLoadRadioScripts);
Events.EveryHours.Add(DynamicRadio.OnEveryHour);
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TestRadio being my modified clone of DynamicRadio

spiral plover
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Ah I see, alright

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Hopefully doing that doesn't cause conflicts, but I suppose it shouldn;t

willow estuary
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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.

spiral plover
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Yeah, looks like that is what I will do

craggy furnace
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ime its best to overwrite it

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i notice a lot of mods (like blair said) piggyback and that doesnt bide well with compatibility for other mods

spiral plover
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Yeah, compatibility is very important to me so, doing what I can

nimble spoke
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in cases like this my approach is to overwrite it in a way that prmotes compatibility if other mods adopt the new version

wet osprey
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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?

spiral plover
spiral plover
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Damn, you've got more hours than me!

wet osprey
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as soon as mp arrives will make sure to talk about it on reddit when possible hah

spiral plover
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Hell yeah, we need all the players we can get

wet osprey
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tho my modding skills are reduced to basic recipes, havent checked anything with cooking

spiral plover
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Cooking is just a bunch of recipe stuff

wet osprey
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I mean, related to the campfire/kitchen, thats what I want to learn

spiral plover
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There we go, finally got it working!

jovial summit
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Oh sweet!!

spiral plover
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Your objectives will appear in secure transmissions on the channel

jovial summit
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Are you going to use that one military frequency?

spiral plover
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I am using a custom one

jovial summit
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Gotcha gotcha!

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What are the current objectives if you have any?

spiral plover
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None yet, first is to contact command, then there will be retrieval ones

willow estuary
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Nice.
You piggybacking off of DynamicRadio, or did you make your own copy?

spiral plover
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I made my own version

wet osprey
unkempt lichen
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Im searching a mod that add survivors for build 41

plucky nova
spiral plover
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One scenario you are an insurgent on a mission to retrieve samples/info in the facility

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You get to choose a loadout of weapons and such, but the catch is you are not immune to the zombies

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so if you or another player is infected, or near a zombie, without a proper mask/hazmat suit, then you can get infected

marble folio
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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);
spiral plover
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Huh.. that is an odd one

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I don't see anything in that code that would be the issue

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must be elsewhere

marble folio
# spiral plover 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

willow estuary
#

See if the code works with a vanilla item first and take it from there.

marble folio
willow estuary
#

πŸ‘

spiral plover
#

@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.

sour island
#

Could you be more descriptive, I don't get what you are asking for exactly

spiral plover
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Sure thing

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The Emergency broadcasting radio station's frequency is randomized every game

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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

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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

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_scriptManager:getRadioChannel(v.uuid);

sour island
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ISWeatherChannel.lua has this line

spiral plover
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That is the ID assigned to the stations, that is what the v.uuid is

willow estuary
#

@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 = {};```
sour island
#

does this not get you the freq in game?

willow estuary
#

This part

 freq = {88000,108000},
spiral plover
#

Yeah, I currently am for testing and it works

#

I want to make it random though..

sour island
#

is it not already random?

spiral plover
willow estuary
#

Ah, okay, yeah, you just need to pull the frequency somehow. Probably just figuring out the variable name.

spiral plover
#

It is properly randomized if I do it so, but I have no idea how to access it in a different, unrelated script

willow estuary
#

Okay, using my example
TestRadio.channels.freq
should be the variable you want to retrieve; but your version of that variable obv.

spiral plover
#

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

willow estuary
#

You could also assign it to a global variable when it's first generated.

spiral plover
#

FacilityDynamicRadio is what it is a part of, so it is a global variable

willow estuary
#

But better to just use the table to retrieve it.

spiral plover
#

FacilityDynamicRadio.channels[0].freq should get me it

willow estuary
#

Yeah, just play around with variations of that and you should figure it out?

spiral plover
#

I'll give that a shot, I appreciate all the help

willow estuary
#

πŸ‘ πŸ€ͺ

karmic prawn
#

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 ! :)

willow estuary
#

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.

karmic prawn
#

@willow estuary thanks for the suggestion will definitely do that

supple briar
#

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

abstract raptor
#

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

#

πŸ˜„

spiral plover
#

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.

abstract raptor
#

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 🦾 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.

proud flax
#

the steam workshop comments are a quite a unfun place

errant meteor
#

you think lol

supple briar
#

thats how all internet comment sections are

#

go in any comment sections with more than 5 comments and it will eventually devolve into shit

spiral plover
# abstract raptor To be honest, not sure if I want to come back to solely doing mods now that I've...

I was not expecting such a deep response! Honestly astonished! I have a similar feeling to Unturned because I’ve 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 that’s 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, I’m sure you’ll blow it away haha

abstract raptor
#

πŸ™‚

#

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

late hound
#

Pills here!

craggy furnace
#

@late hound ever thought of adding tallahassee?

oak cipher
#

That's actuallly cool

craggy furnace
spiral plover
#

@late hound ever thought of adding your mom?

oak cipher
#

Zombie land

spiral plover
#

sorry, had to

oak cipher
#

And he could have a twinkie in his inventory

craggy furnace
#

he went the entire movie missing the one behind him

late hound
#

ah yes, this guy, can't remember all my zombie characters

craggy furnace
grizzled grove
unique basalt
sour island
tame mulch
#

Need help with NPC mod - where can find useful reference for AI system? Make it like sims, rimworld or other game?

sour island
tame mulch
#

no, examples

#

I use better version of behaviour trees

carmine cosmos
#

I don't think there is any documentation on this though

tame mulch
#

I use decompiled code) I mean, need ideas, example games where used interesting AI system

carmine cosmos
#

Rimworld and Sims should give you plenty of material

#

I guess if you are feeling adventurous you can take a look at Alien Isolation

#

This is the pinnacle of AI development

#

It is similar to Rimworld in the way that it also uses a secondary AI to assist

sour island
#

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 πŸ€·β€β™‚οΈ

iron salmon
#

Think they did say it'd go open source if he passes

#

But since gods rarely die, fat chance

sour island
#

Yeah just read up on it- it's not to be release if he's murdered though πŸ₯Ί

iron salmon
#

lol

#

Can understand him not wanting to open source it though considering they live off the donations

sour island
#

Yeah but an open source license wouldn't really harm him in that regard?

iron salmon
#

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 πŸ˜„

sour island
#

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)

iron salmon
#

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.

sour island
#

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.

harsh sapphire
lavish adder
upper junco
#

@dusty vortex ^^^

dusty vortex
#

@lavish adder yeah, you have my permission man

lavish adder
#

uh... I dunno how to mod though

#

I'm just asking if you could add a lootable map

frail wadi
#

does anybody know how to get to "lab complex alpha" from that one planetalgol mod?

fallow bridge
#

but the elevator works

frail wadi
#

oh ok

#

i have no idea how to get there though

#

._.

spiral plover
#

@frail wadi

fallow bridge
#

^

jovial summit
#

^

frail wadi
#

thanks

#

:p

tardy robin
#

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.

fallow bridge
#

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

tardy robin
#

So a Tardis with an interior is actually possible. Well that's handy to know.

fallow bridge
#

i'd suppose it is?

#

it'd be kinda cool

spiral plover
#

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

fallow bridge
#

remember that

#

❀️

jovial summit
#

Yep!

#

We all do!

abstract raptor
#

luv u

#

uwu

fallow bridge
#

lol

abstract raptor
#

I wish the um, workshop worked in a way where like I could let contributors upload updates

#

But apparently I have to do it

fallow bridge
#

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

abstract raptor
#

yea true

#

I dunno, too bad I can't split myself into multiple people I'd be able to get so much done ha

old harbor
#

anyone have an idea?

drifting ore
#

Mod conflict?

#

Was the mod designed for b41?

old harbor
#

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

drifting ore
#

Do you have relentless weather installed?

#

Fog intensity?

sour island
#

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

#

πŸ€·β€β™‚οΈ

old harbor
old harbor
#

But the mod seens to run over the default fog, like there's two fogs enabled

drifting ore
#

Hmm

mortal widget
willow estuary
#

@old harbor okay, being specific as possible, what is the nature of your issue with Toxic Fog?

old harbor
#

using legacy fog it turns green again

willow estuary
#

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.

old harbor
#

So its not a bug?

#

Damn, sorry for disturbing you

willow estuary
#

Nah, it was just that the new fog system looked like shit with the old super green colors so it was changed.

drifting ore
#

@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

main lion
#

helmet customization

drifting ore
#

Awesomeeeeeeeee

mortal widget
#

i cant

#

english

#

oh my fuck

drifting ore
#

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

errant meteor
main lion
main lion
errant meteor
#

@main lion Could you please add this color plz

#

Oh wait its already in the mod sorry lol

drifting ore
sour island
#

Are you the SrGrafo of reddit edit fame?

#

I very much enjoyed your Rimworld comic series

craggy furnace
#

he is lol

#

i didnt believe it either

drifting ore
#

I see a red door and I want to paint it black

#

No color any more I want it to be black

nimble spoke
#

oh yeah

fading prawn
atomic storm
#

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.

proud flax
#

what mods do you have

atomic storm
#

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.

atomic storm
#

Ye, I love your soda mod.

sour island
#

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

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.

errant meteor
#

lol

sour island
#

it's called trashsquare- so I assume it's trying to use an IsoGridSquare

#

a common issue is trying to use an unloaded square

atomic storm
#

So it's an issue with the mod and not an incompatibility?

ruby urchin
#

Is about a mod?

plucky nova
#

hello! i was wondering if there was any way to disable the "stunlock" animation when getting hit by a zombie?

drifting ore
#

The actual attack, like a bite or scratch, or the grab?

earnest plank
#

Mod idea: stimulant injector
didnt notice anyone having this mod yet

jovial summit
#

cocian

earnest plank
jovial summit
#

I think cocaine and meth would be better ones because well

#

This is Kentucky

earnest plank
#

HAHA!!!! that made made me lol

proud flax
#

drug addiction trait

jovial summit
#

Already a thing

#

Moonslime's added addiction traits

ruby urchin
sour island
#

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.

willow estuary
sour island
#

that's good

#

is getVehicleZoneAt vanilla? I can't seem to find it

#

that would be the only possible culprit

atomic storm
#

So I assume I just can't use that mod, as there seems to be nothing I can do to fix it myself.

sour island
#

it appears it's been updated

wet osprey
#

anyone knows the id of the trowel? I cant find it

#

oh its "handshovel" nvm

oak cipher
#

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 πŸ˜„

ruby urchin
ruby urchin
#

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

low yarrow
# ruby urchin For some reason, I can't position it freely in UV map, someone know why?

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 πŸ˜„
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

willow estuary
ruby urchin
mortal widget
#

guys guys

#

i think we've progressed enough

#

sex mod

#

boom

ruby urchin
drifting ore
#

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.

willow estuary
#

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

drifting ore
#

thank you\

willow estuary
#

πŸ‘

#

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.
drifting ore
#

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

craggy furnace
#

there is a fair amount of legacy and/or placeholder code in PZ that doesn't actually do anything.

willow estuary
#

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;
  }```
clear lodge
#

What happened to brita's armor pack?

autumn sierra
#

we need the dipper hat in-game lmao

#

to be honest it surprises me this isnt a mod yet

drifting ore
#

Would be really easy to do

#

Honestly, you could probably learn how to do it yourself in a day

spiral plover
#

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

errant meteor
#

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

drifting ore
#

Doing quite a few commissions recently it seems

errant meteor
#

No one is up for it doe, big sad

#

or they have a lot of other things on their plate

spiral plover
#

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

willow estuary
#

@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?

spiral plover
#

Haha I getcha, I appreciate it regardless. I'll keep poking at it and give that a shot

willow estuary
#

Oh! Game Time modData, in my experience, isn't persistent between saves/sessions @spiral plover

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

sour island
spiral plover
#

Oh? Hmm

sour island
#

You can't instance Lua classes inside of it though

#

But that might be true for any modData

spiral plover
#

Hm, so I should instantiate this class globally outside of it, and then just reference it?

sour island
#

No it can't save references to Lua pseudo classes

spiral plover
#

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

sour island
#

I assume the saving process was designed to not save it

spiral plover
#

Makes sense

#

so I should just make it a global function then

sour island
#

You can save tables (keys and values)

#

And those values can be tables

spiral plover
#

so it should work if requirements is a reference to a function, and not a function itself, yes?

sour island
#

It has to be strings, numbers, etc

spiral plover
#

Aaah, okay

sour island
#

Idk if there's a term for this but we could call it simple tables

spiral plover
#

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

sour island
#

What are you trying to save?

spiral plover
#

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

sour island
#

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

spiral plover
#

Oh? How would I run it as a string?

sour island
#

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

raw violet
#

how do i rip player model from the game? tried ninja ripper, no success

spiral plover
errant meteor
#

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

raw violet
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without any signs of them existing in ui

errant meteor
pseudo lake
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Don't forget about texturing might need some Image manipulation skillz

errant meteor
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Well Hopefully if I get the model building down, I can find people who would be willing to code it

errant meteor
raw violet
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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

errant meteor
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will do

raw violet
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there is texturing. altho it wont match with substance painter

pseudo lake
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You can paint it ya

raw violet
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i was able to paint pretty photoreal skin in blender

errant meteor
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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

raw violet
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btw i dunno what happened over past half a year, but blender stopped rendering stuff in eevee

errant meteor
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What is eevee?

raw violet
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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

errant meteor
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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.

raw violet
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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

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which is even slowe

errant meteor
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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?

raw violet
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a lil too pale prolly, i was experimenting with masks

errant meteor
raw violet
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1-2meters? no. i just showed where you scale it

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in case you missed, i was asking here how do i export player model from the gameπŸ˜„

errant meteor
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Oh shit I am sorry lol

sour island
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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

spiral plover
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THat makes a lot of sense, thanks a lot

spiral plover
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Adding custom items to secure now

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but I can also do location security and such, which I plan to do

pseudo lake
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Would be cool if you could do some remote doors or something for the facility

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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

spiral plover
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I plan to eventually, but not yet

drifting ore
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Those items give me TLOU vibes ahahah nice work spyjack!

spiral plover
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Thank you πŸ˜„

late hound
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New bandage models to be placed on zombies

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You will be able to find Z's with bandages attached to them

jovial summit
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is that the fucking

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tf2 gibbous???

late hound
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Yep!

jovial summit
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Hell yeah

errant meteor
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@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.

willow estuary
raw violet
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There's also plenty of community addons that allow you to import from more specific programs. Like MakeHuman or ninja ripper

errant meteor
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Dose the size matter at all? or can it be fixed on the fly when putting it into zomboid

jovial summit
#

Fuck that stream went a lot longer than I thought

dull garnet
#

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"

main lion
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Avon Protection ST53 SCBA set

iron moth
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Noice

main lion
iron moth
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Finally i can role play being drowned to death with this and the aquastar swimming mod

late hound
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"If we see him, someone else is going to have to kill him"

mossy atlas
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Is that jimmy gibs jr.?

late hound
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Ellis: NOOOOOOOO!

mossy atlas
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There should be a left for dead mod

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I meant left 4 dead

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Hmm is there a jimmy gibs jr. Stock car mod?

willow estuary
drifting ore
# main lion

The look of that makes me wonder if a fuel tank backpack is possible

drifting ore
mossy atlas
noble sequoia
hollow shadow
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Imagine making recipes for all those items.....

sour island
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You could have the recipe generated at start

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If theres alot of repetition

oak cipher
errant meteor
main lion
steady herald
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is there a mod or something where i can have my viewers spawn zombies and stuff through twitch in game?

wet dune
steady herald
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i think i saw a forum where it said pz had rcon?

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which i think is the integration thing minecraft has or uses

carmine cosmos
errant meteor
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Spawn in airdrops lol

carmine cosmos
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Let me know if you are interesting in seeing this mod developed

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Shouldn't be too difficult to implement

errant meteor
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Anyone know if its possible to get the nvida overlay working in PZ, its very useful for screenshots and recording vids.

carmine cosmos
# errant meteor Spawn in airdrops lol

Yea just harass the hell out of the streamer by yelling on radios, spawning the CHOPAA, moving hordes towards him and other mischievous stuff 🀣

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There is so much potential with this kind of mod, I think I might work on it

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If there are any streamers here who would be interested in this let me know

errant meteor
carmine cosmos
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I will be working on my own helicopter mod implementation with time

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It's unlikely anyone is interested in collaborating on my mods since they will be written in Java

steady herald
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if it could work with channel points thats better

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cause id have it on in every pz stream i do

carmine cosmos
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Sure, we would just need to take a look at Twitch API

errant meteor
jovial summit
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@spiral plover

craggy furnace
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@errant meteor "hunting you down"

errant meteor
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hunting everything down that is on the streets ;]

sour island
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there's a progression of different behaviors

craggy furnace
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you are also warned

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there is nothing abrupt

sour island
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air drops are also on the table- overall the heli experience aimed for is chaotic neutral instead of just punishing like the vanilla experience

craggy furnace
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we just dont want wildly conflicting messages of what it is

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at this point, you can think of it as randy random from rimworld

agile swallow
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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.

late hound
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I import a .X model into Fragmotion then export it as an obj file, and import into blender from there

agile swallow
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How about exporting a .x? Can you use this fragmotion for that too?

late hound
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yes

agile swallow
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Cool, I'll check it out thanks.

spiral plover
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@jovial summit you finally got into the vent on Flee?!

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Well done

drifting ore
jovial summit
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I then got bit

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Rip me

spiral plover
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Rip indeed..

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If you want to stream it I’d be happy to watch, just got back from work

craggy furnace
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wast ist das?

hollow shadow
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super survivor raiders be like:

spiral plover
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Lol they must be Jesus or Moses, walking on water or parting the Red Sea

drifting ore
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Haha m113 go crush

hollow shadow
drifting ore
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Oof. I see there in the water....Shit

drifting ore
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This is why I have raiders off.

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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.

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What if i have say.....A m79 Breakaction grenade Launcher?

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If you're far from your base or have an extinguisher, go for it.

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If I'm not mistaken, grenades and other bombs cause small fires which can get out of control easily.

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grenades do shit damage

hollow shadow
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yall talking about the vanilla nades

drifting ore
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im talking bout pipe bombs

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threw one of those peanuts to a horde did nothing

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it just a heavier molotov

hollow shadow
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If you want better craftable grenades, get scrap guns mod ;P

wet osprey
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hey, is there a mod that makes you lose weight by moving/melee killing zombies?

unkempt lichen
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Hello

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Im searching a suppressor mod

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for britas weapon pack

mortal widget
drifting ore
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Jokes aside, moving and fighting to my understanding burn calories, you'll lose weight slower sitting in your base reading books.

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There is no mod that increases calories burned though afaik.

spiral plover
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Bruh.. how do I get an item's Category?!

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it isn't getCategory() that returns something else, getType returns a different thing, getFullType returns the item full code name

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getCat() returns if it is moveable or what not

spiral plover
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well I figured it out, but now to figure out why my challenge maps only have one spawnpoint smh

dull garnet
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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 stressed I am trying to spawn the item on base.sports oriented zombies

grizzled grove
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i'm assuming that your armor mod includes new custom models here.

main lion
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Gentex helmet

craggy furnace
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guess ill throw mine away

willow estuary
drifting ore
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@main lion
Small question, have you thought about adding compatibility to your helmets with harry's hair/fluffy hair/spongie's hair?

iron moth
iron moth
# willow estuary

Finally, will it be craftable with the non functioning barrel thingo

sour island
drifting ore
sour island
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Ah, I hadn't considered clipping

oak cipher
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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!

main lion
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new shooting glasses and goggles

drifting ore
carmine cosmos
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moving and fighting to my understanding burn calories, you'll lose weight slower sitting in your base reading books.

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This is true, but let me know if you are looking for a way to tweak the rate of weight loss

hollow shadow
grizzled grove
errant meteor
errant meteor
# main lion

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.

main lion
main lion
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Gentex combat vehicle crewman's helmet

drifting ore
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ah

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so it is the E4

main lion
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I made 2 models, but I haven't painted textures yet

drifting ore
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models alone look nice though

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so far

main lion
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thanks!

drifting ore
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yeye

polar prairie
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@main lion awesome stuff! thanks. :)

errant meteor
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Brita if I am not wrong you have night vision in your mod right? any plans to make them work?

drifting ore
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I was wondering about that myself, perhaps the cat eyed trait might help with that

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Nice work on the lmg there Brita

errant meteor
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thx

wet osprey
# carmine cosmos Are you interested in developing this mod or are interested in others developing...

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

drifting ore
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Gaining weight is easy, you simply eat. Loosing weight is hard

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My suggestion is to simply let yourself starve a bit, don't eat when immediately hungry

wet osprey
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true, I just wish the game would count all that killing at least at some excersice

nimble spoke
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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!

sour island
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I actually think it does count swinging weapons as exercise it's just that diet seems to have a far greater impact

sour island
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hm... I looked into it and it doesn't appear you can even burn calories

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exercise gains strength and fitness, but doesn't appear to even impact weight

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found it

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calorie loss = weight/80 * exercisefactor * caloriesDecreaseGenderExercise * gametime

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the exercise factor changes via a number of things

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starts off as 1 (100%), goes upto 8 (800%) if climbing a fence

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also timed actions can have a impact based on respective caloriesModifier

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also looks like temp impacts calorie loss while not exercising so, normal or sleeping

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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

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@wet osprey

drifting ore
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Good way to train nimble too

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Simply hop the fence over and over again

sour island
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nutritionists hate him

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a quick ctrl+shift+f shows most timed actions have a 800% burn too

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I think this still means swinging a weapon doesn't count but basically everything else does

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painting is only 4 though...

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alright

drifting ore
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Shoveling up grass is quick and easy

sour island
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there is also nothing refering to sprinting in the java

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so you're better off running

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I wonder if you could fire a timed action with no actual time just to trigger calorie burning during attacks

errant meteor
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If any modded can answer this, is it currently possible to add static gun emplacements? Like a m2 browning on a tripod?

drifting ore
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Yes, I believe I saw a mod that added something of that nature

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I believe it was (under the hood) a vehicle

errant meteor
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God knows what you modders have cooking on the oven lol

shrewd grove
oak cipher
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Anyone here knows how to make a item to an object? We’d need help on a mod 😁

drifting ore
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Object as in furniture?

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Algol recently released a craftable barrel fire mod, probably worth taking a look at the code to see how it works

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@oak cipher

final holly
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@main lion I love your mod, can you make pic related a reality?

sour island
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KY renfair

drifting ore
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There's a recently released (just a few hours ago) medieval weapons mod

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Quite a few of the above weapons are in it

final holly
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I think I found it

severe ridge
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i just wanna do car jousting against players

final holly
severe ridge
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ive done that design of 23 for my mace tho

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but bladed

final holly
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I love that design, polish iirc

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ive got your mods too

severe ridge
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still, blunt weapon bonk

final holly
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appreciate

severe ridge
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❀️

drifting ore
drifting ore
final holly
severe ridge
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i'll be doing more in the future, my life is just so busy right now, im not used to this πŸ˜†

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gotta have kids first so they play PZ MP when i pass away, right?

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he he

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dISAHEIUAHSIUDHOSUAUIDsa

final holly
#

I was basically neet with online college during corona, campus semi opens up next week

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rangetime tomorrow after 6 months lockdown

errant meteor
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@craggy furnace nice

craggy furnace
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post it here again too

errant meteor
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What goodies will they have?

craggy furnace
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food, supplies, instructions

errant meteor
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Will there be custom food? or just some cans

craggy furnace
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could add in a conditional for adding table support for stuff like MRE mod

errant meteor
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real shit

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Will there be a military version of this, a bunch of 5.56 and 9mm never hurt anyone

drifting ore
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I am surprised there aren't supply airdrops

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In vanilla

craggy furnace
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nope

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a framework for others if they want to

errant meteor
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cool

proud flax
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i get why theres no vanilla airdrops

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im pretty sure the military would just not give a shit about some random dude in the QZ

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even less after the zombies break out

craggy furnace
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i had that thought too

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then i remember i dont need to restrain myself to the real world

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and server admins being able to spawn in helicopters that drop stuff is important

drifting ore
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Or a survivor a good while into the knox event

craggy furnace
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its disaster relief

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stuff like baby formula, blankets, etc

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the bare essentials

jovial summit
#

flares...?

craggy furnace
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sometimes they do indeed drop supplies into areas for people to grab

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flares are to announce it

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especially at night

hollow shadow
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otherwise looks nice

drifting ore
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Dirt and burn marks perhaps

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Bullet holes potentially

hollow shadow
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can we tow it :P?

craggy furnace
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no

hollow shadow
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I could imagine just towing the thing to base instead of exposing yourself while looting it

craggy furnace
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still working on it

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needs scuff marks

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the biggest issue is the shine

errant meteor
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Another tie down anchor down the middle would not hurt

craggy furnace
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good idea

errant meteor
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Dank