#mod_development

1 messages · Page 463 of 1

errant meteor
#

You could add small numbers around the crates to show serial numbers

craggy furnace
#

yes

#

i am doing that now

errant meteor
#

Already ahead of me lol

craggy furnace
#

adding a big FEMA sticker

#

probably two versions

errant meteor
#

Will these only appear in 1 stack high?

#

I just thought of something cool maybe you can disassemble them and use the crates for base storage, would be very useful

sour island
#

they're not furniture actually

craggy furnace
#

indeed

errant meteor
#

Ah that’s a shame, well we got the drops that’s what important

errant meteor
drifting ore
#

anylone know of some mods like terror zeds? i wanna add special infected but not the spontaneous combustion zombies that kill you instantly

errant meteor
#

I would ask that in general, someone there can give you an answer way faster

wet osprey
#

oh damn so it does helps, damn I wish fence hopping wouldnt be the main calorie burn
(also sorry for the late reply)

quasi ginkgo
#

Anybody knows mods that significantly decrease FPS?

#

Or just decrease FPS a lot?

jovial summit
#

SuS

quasi ginkgo
errant meteor
#

Lol

jovial summit
#

Superb Survivors

errant meteor
#

Oh ya great choice

quasi ginkgo
#

Choice?

#

I'm asking this question to disable any mods in particular

#

I don't use SuS

#

Lag is just one of the many problems with that mod

willow estuary
#

Keep the meming out of the modding and mapping channels please.

quasi ginkgo
#

Don't do that, you may get muted for 2 weeks

errant meteor
#

Sorry, it’s just what this guy wants is ether trolling or confusing

quasi ginkgo
#

Speaking from experience

#

I'm not trolling, I'm asking this because my game lags and I'm trying to find out what mods are causing this issue

errant meteor
fallow bridge
#

He worded it badly

#

Or better yet explained why he was askin

#

Anyways

#

@quasi ginkgo most mods that add custom models to the game tend to (on not the greatest hardware) cause fps loss

errant meteor
oak cipher
#

Thank you!

sour island
drifting ore
#

yeah i got it last night. changes the game for real

main lion
#

new models and textures for G3 Phantom pack

#

with Astrocom military and Sordin headset

errant meteor
#

nice

weary crypt
wet osprey
drifting ore
#

how to import project zomboid models to blender?

errant meteor
#

check the pins has a lot of info

drifting ore
#

thx

errant meteor
#

np

main lion
#

last work

#

Tactical Utility Belt

errant meteor
#

the belt looks very great BTW

polar prairie
#

@main lion and again, awesome work! :)

ruby urchin
heady ember
late hound
#

Does anyone know of another mod that uses a custom mechanics overlay other than the 67commando?

errant meteor
#

Might be wrong, but it might be the other APC mod, that also has it

quasi ginkgo
#

It does

#

100% does

slender fog
errant meteor
#

nice

willow estuary
hollow shadow
#

guys what do you think about dis armor

main lion
#

updated!

low yarrow
#

Is there a elegant way of adding new tools to this kind of recipes? Seems like my mod which adds new knifes and has been added to this recipes are overwritten by other mods affecting the same recipes.

sour island
#

you could modify itemTweaker to add onto variables rather than replace them

#

that would make your mod compatible with other's mods

grand oriole
#

Hy someone knows how to build this fence?

hollow shadow
hollow shadow
grand oriole
#

ohhh:( oke and thanks for the answer:)

low yarrow
royal chasm
#

ehi guys! I was looking for someone able to add few items in game.
In the meantime I tried to learn by myself, copying another mod.
Inside the folder media\scripts\ I have my file Stalker_item.txt :

module Stalker
{
item Artifact
{
Weight = 0.01,
DisplayCategory = Normal,
DisplayName = Artifact,
icon = Artifact,
}
}

Inside the folder media\textures\ I've placed my Item_Artifact.png

But then, in game, I tried to find my item using Necroforge 2.7, writing Stalker.Artifact
but I can't find anything....sadly

#

ok nevermind, it worked 👍🏼

austere scarab
#

Would it be possible to change existing traits into needing certain items?

#

Example: short sighted would need glasses,ashmatics would require asmatic kits to not die from choking

dull garnet
#

Maybe modifying items to alleviate the side effects of those traits

drifting ore
#

Would be easy to modify the traits to be deadly without the item's help

#

See: More trait's alcohol addiction

undone crag
upper junco
#

@austere scarab it is possible, the hydrocraft mod for build 40 did this.

autumn violet
#

This is probably an unpopular question, but has anyone ever attempted making or at least thought about making an escape from tarkov inspired mod for PZ? Surely it wouldn't be of much use without a fully functioning multiplayer, but when build 41 MP is released, do you think that some crazed modder will attempt it?

stable hornet
#

sounds possible

#

but the gunplay might be hard

autumn violet
#

@desert warren That's actually pretty cool, even though its only a small aspect of EFT, but It's cool to see people interested!

rose notch
#

Would it be possible to put in animals or other enemies into the game?

#

I know there is some mods but I’m not sure how good they are

#

Failing that I’ll just reuse zombie stuff

lyric pike
#

some people made enemy AI, when bots aren't planned for approximately two more builds

#

afaik there also was a mod for build 40 with animals and hunting, no idea how good it actually was though

#

if you specifically want a mod to use, i would suggest superb survivors? they add bandits/raiders and also friendly AI, but i think its fairly customizable

craggy furnace
#

its interesting

#

the groundwork for them already exists deep in the game

#

hair, clothes, etc

#

the old radio stuff has references to bandits and "cannibals"

#

people really dont "want" enemies

#

the moment people start getting shot is the moment theyll get mad

modest junco
#

what mod are you currently using for weapons?

#

dont see brita's. use that. brilliant weapon mod

prisma halo
#

is it safe uninstall brita`s weapon pack mid game?

modest junco
#

haven't tried tbh.

drifting ore
#

dont think it is

#

pretty sure your mods remain for that game and if your missing one that save wont load

#

i do know that if you have them installed but have different mods on and then load that save, it will load the specific mods aslong as they are installed

hollow shadow
#

You can also back up the save

latent orchid
#

Does anyone know the container type for keyrings?

#

I want to make a car dealership keyboard that can hold keys

timid wolf
#

Looking to replace the player character model. Anyone know any tutorials or examples? I'm already proficient with Blender

timid wolf
rapid granite
#

The question may have already been from someone else.
Does anyone have a blender file with male and female skeletal animations for 41 versions.
I want to add my clothes to the game.

timid wolf
rapid granite
#

I tried to import the .directx file into blender 2.79. With male and female bodies, it betrayed a mistake, and from clothes it gave out a porridge of bones.

wet dune
#

It can import .x files

#

But can't export fbx

rapid granite
#

Thanks. I hope I can take out the bones.

nimble spoke
#

I suggest Blender 2.91

late hound
#

@wet dune I don't really want to see any advice coming from you until you have released at least one clothing item to the workshop. Try uploading a mod and you may start sounding credible. @rapid granite To clear things up. Fragmotion can be used as a file conversion step to convert the vanilla .X models to .OBJ files, then you can import them into blender as a reference. Then when you are finished with making the model and scaling it to the vanilla model, you export to .obj, and export that from fragmotion into .X. However! I only recommend this for Static models (models without the walk animation).
To make a Skinned model (models with the walk animation), you use Throttlekitty's models as a reference. Since these files are easy-to-work-with .FBX files, we don't need to jump the hoop of file conversion like we did above. You import those player models into any version of blender, size up your model onto that, apply the model to a bone, delete the rest of the bones and the reference player model, then straight export that out as .FBX. This is as much as I can explain without writing up a whole guide for this (which I will do in a week and a half's time).

errant meteor
#

😮

wet dune
#

There was no need to be rude.

grizzled grove
#

i don't have any clothing mod on the workshop :p

carmine cosmos
#

But I seriously doubt you could call me not credible when it comes to mod development

raven anvil
#

Guys, please help D :, in the b41 I try to put my mods, right ?, but the game always generates an error when loading a new world, I already deactivate the mods of the b40, what can I do?

raven anvil
#

wait

#

there u are

#

Fun fact, I just tried to make a quick game with the two brita mods (the one for weapons and the one for armor) and the game started without problems, what I did was put it in survival, and I did not choose any skill or profession, and enter with a random character, I don't understand why it works like this

#

and it's like a crash, the only option he gives me is to go to the desktop, it says that there has been an unexpected error and followed the direction of the game's debug console, I've read it and removed the mods which have no logical relationship with the game's lua and so on, but nope, it keeps generating the same error

#

and there is a line in the debug console which says the cause of the error, and says the following:
Caused by: java.lang.NullPointerException

carmine cosmos
sour island
raven anvil
raven anvil
sour island
#

right click the game in steam's library, and go to properties > local files > verify integrity of game files

#

This re-installs any changed or missing files - outside of steam workshop downloads

raven anvil
raven anvil
sour island
#

You should also unsubscribe from any workshop content you recently subscribed to if verifying didn't work.

raven anvil
#

I did that too xD, I don't think it's a problem with steam or mods, at least I would like to believe it, I will unsubscribe from the content of the ws and subscribe again.

sour island
#

try running the game before you resubscribe

raven anvil
#

It's funny you know?, this did not happen in the b40

sour island
#

but you said a third party loader fixed the issue?

raven anvil
raven anvil
#

let me explain

#

This error also happened when I started the game without any type of mod or anything like that, and then I had to install something called AdoptOpenJDK, which I deduce is third-party java

#

this third-party java not only solved this error, but also optimized the game a lot

sour island
#

I would take this over to #old_techsupport - it sounds like your java may be out of date

raven anvil
#

super weird

nimble spoke
#

As far as I know pz doesn't rely on java versions your computer is running. At least that's what I understand from dev talk about it. It is worth confirming with them

carmine cosmos
#

So no, you do not need to have Java installed to run the game

carmine cosmos
#

If you are launching the game with the bat or sh script in root directory you are then using the bundled Java distribution, that is if that is available otherwise you would get an error

raven anvil
#

I am running it from bat x64 in windows 10, because if I run it from steam the game goes to 8 fps, I need this ApodtOpenJDK so that the game has a decent framerate

#

also try to copy and paste the mods to the root folder of the game and it keeps crashing in the same way

worldly olive
#

Hi guys!
Does somebody knows if there's an event that's triggered when eating something?

carmine cosmos
#

Take a look at Food#setOnEat method

agile swallow
#

Can anyone tell me why when I import my .obj into fragmotion it looks all broken?

craggy furnace
#

what are you attempting to achieve?

agile swallow
#

Well I'm trying to make this into a .x, when I do export it as a .x and try to use it for my mod it just doesn't show up in game.

craggy furnace
#

use legacy versions of blender to export

agile swallow
#

This is what it looks like in blender

craggy furnace
#

plus, PZ supports FBX

#

this is all possible in 2.91

agile swallow
#

What do I use to export to .x in blender 2.91?

#

OR do I have to revert to an older version

craggy furnace
#

wait

#

you are adamant about fragmotion

#

are you attempting to animate?

agile swallow
#

No it's just that someone told me to export my model as an obj and import it to fragmotion and then export it to .x with that.

sour island
#

someone else said not to listen to them and to use fragmotion if you're animating

agile swallow
#

I don't really think I need to animate anything.

craggy furnace
#

use blender instead

#

direct export to the game

#

when modding, minimalize any level of convolution

agile swallow
#

So use .fbx right?

craggy furnace
#

the game is moving there iirc

#

yep

#

.X is deprecating since microsoft doesnt care anymore

agile swallow
#

This is my first time ever 3d modelling something so I'm pretty new to all of this. I'd never even heard of .x prior to trying to make this mod.

craggy furnace
#

its fine

#

we are here for questions

agile swallow
#

I appreciate it

craggy furnace
#

👌

#

and to clear up the fragmotion thing

#

peach is correct

#

it can be used for that

agile swallow
#

Sorry, who's Peach?

craggy furnace
#

authenticpeach

agile swallow
#

Oh I see that's who told me about fragmotion originally.

#

So where should I put my new weapons model exactly? Do I replicate the file structure for where other firearms are?

#

something like this? \media\models_x\weapons\firearm

craggy furnace
#

that sounds right

#

only have ever done melee weapons

agile swallow
#

for some reason it's not showing up in game, my hands are just empty when I equip and aim it.

#

I'm pretty sure I properly scaled it I exported the handgun model into blender and scaled it accordingly.

sour island
#

you scripted the model right?

agile swallow
#

Could you elaborate please.

sour island
#

in scripts you have to tell the game what are the models to use as well as where to apply the models

agile swallow
#

I'm pretty sure I've done everything right, should I post it here?

craggy furnace
#

sure

agile swallow
#

uh its over 2k characters guess ill use pastebin

sour island
#

that appears to be the item script

craggy furnace
sour island
#

check out models_items inside of media/scripts for an example of scripting models into the game

craggy furnace
#

line them up like these

#

the second links the model

#

the first links the second script

#

basically

#

it needs the model loading script to tell the item script what its loading

agile swallow
#

I think I understand

sour island
#

This generally applies to any asset, the game doesn't just grab anything in the media directory and subfolders - most of whats in those folders are copies of what the game has stored - those are just copies.

agile swallow
#

so I make a new models_items.txt inside my mods scripts folder first correct?

sour island
#

I don't think the name has to be the same

craggy furnace
#

no

#

only the interior

sour island
#

I have seen it not work putting two module script blocks within the same file though- I haven't confirmed that though.

agile swallow
#

module Base
{

model maxim
{
mesh = weapons/firearm/maxim,
}

#

Should it look like this?

#

thats the models filename

sour island
#

yes

agile swallow
#

so should i rename the .txt to something else?

sour island
#

you can if you want- I don't think it matters

agile swallow
#

ill just try it as is.

#

hmm seems my game keeps crashing now.

#

Now my game keeps crashing and the log says this [17-05-21 20:34:54.616] ERROR: General , 1621298094616> GameWindow.uncaughtException> Unhandled java.lang.OutOfMemoryError thrown by thread MainThread..
[17-05-21 20:34:54.618] ERROR: General , 1621298094618> ExceptionLogger.logException> Exception thrown java.lang.OutOfMemoryError: Java heap space at Arrays.copyOf line:3181. Message: Unhandled java.lang.OutOfMemoryError thrown by thread MainThread..
[17-05-21 20:34:54.618] ERROR: General , 1621298094618> DebugLogStream.printException> Stack trace:.
[17-05-21 20:34:54.619] LOG : General , 1621298094619> GameThread exited..

sour island
#

make sure you have all your {}'s

agile swallow
#

oh damn, I think your right.

#

it looked like this.

#

It should look like this right?

sour island
#

yes

#

all brackets need a closure

agile swallow
#

whoops lol

sour island
#

happens

agile swallow
#

yep, boots up instantly now haha

#

Ah the model shows up on the ground now just still not in the hands hmm.

sour island
#

I would look at how the other guns are scripted

#

there's scripts for onground models as well as in hand stuff

ruby urchin
#

Assault Vest with Buttpack Attached

agile swallow
#

Nice dude

#

@craggy furnace Would you happen to know what I need to do at this point?

#

Hmm it appears I was incorrect and I did not scale my model properly haha

#

Or, idk I mean it looks normal when it's on the ground thats weird.

craggy furnace
#

It’s the object orientation

agile swallow
#

How do I fix it?

#

Also how come it looks fine on the ground?

craggy furnace
#

import an object from zomboid thats similar in size

#

put the model next to it an orient and size it

#

save the size

#

done

agile swallow
#

Weird, I thought I did that already. I imported the handgun_03 model into fragmotion, exported it as an fbx and put it into blender then scaled my model too it.

#

yeah see.

#

sorry exported an obj

craggy furnace
#

lol its fine

#

fbx importation still is new to me

agile swallow
#

So do you know why it would be so weird in game if i have done what you said?

grizzled grove
#

ctrl-a to apply the transforms (or make them "real" in other words)

craggy furnace
#

what throttle said

agile swallow
#

but i didnt change anything.

#

thats what it looks like directly after I imported the handgun_03 obj from fragmotion

grizzled grove
#

sorry, only scanned chat real quick. you're sure the transforms are zeroed out?

agile swallow
#

I have no idea what that means haha.

#

I'm very new to 3d modelling this is the first thing I've ever modeled on my own.

grizzled grove
#

gotcha, one sec

#

hit 'n' to show the transform panel, location/rotation should be all zero, and scale should all be 1. Ctrl-A to apply transforms if they aren't

agile swallow
#

It looks to scale when its on the ground

#

this menu?

grizzled grove
#

ah, gotta be in object mode first

agile swallow
#

That's what it looks like didn't need to change anything

grizzled grove
#

ok cool, next thing to try is setting the scale to either 0.1 or 0.01 in the export settings i think.

agile swallow
#

over here?

#

oh should I tick that apply transform box?

grizzled grove
#

nah

agile swallow
#

well its not as big ill try 0.01 now

grizzled grove
#

i don't use blender often, sorry if i don't remember some specifics 🙂

agile swallow
#

Oh please don't worry you all have been extremely friendly dealing with my noobiness.

#

Epic, it's size is normal now it just seems that it's backwards haha.

grizzled grove
#

woop woop

#

er, nom nom, i mean

agile swallow
#

which way should I rotate it do you think.

#

wait i think i might have figured it out

#

well there we go, I got it oriented properly.

#

Thank you very much @grizzled grove @craggy furnace @sour island I finally got this working 🙂

grizzled grove
#

grats 🙂

craggy furnace
#

no problem man

#

thrilled you got it working

#

welcome to modding

agile swallow
#

Now all I gotta do is work on balancing the distributions for an integrally suppresed 9mm handgun haha.

errant meteor
agile swallow
#

Yep, the Maxim 9 made by silencerco I believe. It's integrally suppresed.

#

I just love the look of them

#

It's intended to be a highly sought after weapon as it's integrally suppresed (I achieved this effect by lowering the sound range, I believe I set it to about 10.) I tried to make it realistic, you won't be able to clear a building of zombies and not have any on the surrounding floors/rooms notice, but you may not attract zombies that are roaming the streets.

errant meteor
#

kek

drifting ore
#

mw3 gun

mortal widget
#

if blender were a person i would give them the most SLOPPIEST of the TOPPIES

agile swallow
drifting ore
#

About how many vertices should I be aiming for on a weapon model?

carmine cosmos
fallow bridge
drifting ore
carmine cosmos
#

People will give you different numbers depending on their style

#

I've once seen a simple barrel with 20k triangles made by a really popular modder in Cities Skylines

#

If you ask him he would say a minimum of 10k triangles for a cube 😄

low yarrow
#

But its because i feel pleasure by going as lp as possible 😄

#

300-500 vertices should be fine still.

#

But overall i think. The less geometric details, the better it looks ingame.
I have noticed that if you have a high poly object ingame it kind of "flickers"

hollow shadow
#

For some reason the unlock sound keeps looping, and i dont know which mod is doing it

#

I also dont feel like disableing my mods list 1 by 1 to find the mod thats doing it. is there any way to find out which mod is doing it

hollow shadow
hollow shadow
carmine cosmos
#

That's a relative question, since it depends on how much you know about software development

hollow shadow
#

nothing

carmine cosmos
#

This is standard procedure for debugging anything Java related

#

It's either that or disabling your mods one by one

carmine cosmos
hollow shadow
#

;-,

carmine cosmos
#

You can do the 50/50 method

#

Disable first half of your mods and see if it still happening

twilit drift
#

how would one make a clothing mod (which the clothing is based off of already ingame pieces) and add it to loot pools?

radiant ginkgo
twilit drift
#

nice

wet osprey
#

is there a mod that reduces the zombie vision at night?

low yarrow
#

I always feel so sneaky at night

wet osprey
twilit drift
#

what are GUID's when it comes to items

indigo hound
subtle ocean
#

Anybody here play with Hydrocraft?

jovial summit
#

yeah

subtle ocean
#

I need a hand with building basic wooden walls

#

IDK where to find the recipe for them or if it's even available

late hound
carmine cosmos
#

Only light level of the tile dictates whether you will be seen or not

twilit drift
#

okay

#

thank you

agile swallow
drifting ore
subtle ocean
#

Does anybody here know good resources for hydrocraft?

#

I.e. a guide to using it, etc?

sour island
#

There's a website for it

subtle ocean
#

I've found that

#

I need help using the items, not identifying them

sour island
#

using them?

subtle ocean
#

I want to build a shack, idk how to do that

#

It's probably blindingly obvious but here I am

sour island
#

is it not done through the build menu?

subtle ocean
#

There's no build menu that I can see, friend

#

Unless I'm just dim?

sour island
#

right clicking the ground - maybe with a hammer equipped?

subtle ocean
#

Nope

#

No carpentry or building option

sour island
#

no clue, I avoid that mod so I can't speak to how it's designed

subtle ocean
#

this is proving most daunting

#

time to dredge the entire hydrocraft items list until I find what I'm after

nimble spoke
#

unless hydrocraft intentionallly disables the carpentry menu for some reason, having a hammer with you should show that as an option when you right click the ground

subtle ocean
#

but it doesn't

nimble spoke
#

what kind of hammer are you using? I tihnk the game only considers the standard vanilla hammer

subtle ocean
#

That's the only one I have

#

For some reason I have an Advanced Building menu I can access, but not the basic one

#

the advanced one only shows things like brick walls and glass roofs

sour island
#

is advanced building menu separate from hydrocraft?

#

if the advanced menu cancels out the basic it may be hardcoded

twilit drift
#

my clothing spawns in loot distribution, but it doesn't show on the character when worn

#

any ideas?

sour island
#

you mean visually?

twilit drift
#

yes

sour island
#

did you script both the models as well as items?

twilit drift
#

i think i did

sour island
#

When scripting you write everything within module Base {} or another module name and import from base

#

the item is under an item block, but you also need to include a model block

#

to tell the game what mesh and texture to use

#

Someone should really write a visual API or something

twilit drift
#

so where do i put that model block in? because it's in the xml files for the clothes

late hound
#

Invisible clothing is a common error in this process. This happens when you don't add an addition to your copy of the GUID table.

twilit drift
#

where is said GUID table, and how do i apply it in

late hound
#

\Steam\steamapps\common\ProjectZomboid\media

twilit drift
#

where in there, is it exactly

late hound
#

its in that folder, not in any subfolder

twilit drift
#

what's the file called?

late hound
#

fileGuidTable.xml

twilit drift
#

ah

#

thank you

#

so i should put that into the mod data folder too, and edit it to include said clothing

late hound
#

You add an addition to it at the end or something like

    <files>
        <path>media/clothing/clothingItems/Zed_Skin.xml</path>
        <guid>ff6a89d6-0609-43e6-98e9-e271ed15fa19</guid>
    </files>

    <!-- Authentic Z Custom Clothing -->
    <files>
        <path>media/clothing/clothingItems/Tshirt_Rochelle.xml</path>
        <guid>00f5f41c-8075-44cb-adb3-c85fcb7315b4</guid>
    </files>    
#

no leave the file as is

twilit drift
#

okay

late hound
#

this is my file directory on my mod

twilit drift
#

okay

agile swallow
twilit drift
#

hmm

#

they're still not showing

#

odd

nimble spoke
#

you don't need the entire lvanilla list, your version of FileGuisTable.xml can have just your addition, unless you plan to use the vanilla items in your own zombie outfits

twilit drift
#

ah okay

drifting ore
slow graniteBOT
#
Wyrdean#7746 has been warned

Reason: Posted an invite

drifting ore
#

🤔

#

Well, alrightly

twilit drift
#

okay, so my clothing item isn't showing, however it spawns in

#

this is my mod folder, is there anything missing?

late hound
# twilit drift this is my mod folder, is there anything missing?

So the txt script is working, as the item exists in your inventory+as a sprite. That leaves it to the .XMLs. We are not getting a texture error, rather that its invisible. I suggest looking at the .XMLs, in particular if the new GUIDs match and if they are referencing the files correctly. Also note that pretty much everything except the texture reference in the .XMLs are case-sensitive, so look out for that.

twilit drift
#

so the xmls in the clothing folder and comparing it to the ones in the guid's, yes?

late hound
#

yeah compare the clothingitem.xml to the GUID table reference and also if the .txt script links to the clothingitem.xml correctly

twilit drift
#

okay so the guid's are the same, do i name the .txt script links to the clothingitem.xml file name or the name given inside of those

late hound
#

So for example, I have the item name and the clothingItem name as the same, but the clothingitem name (line 3), has to be the same name as the clothingitem.xml. Therefore I have a "Hat_Gibus.xml". That's all I mean for this part.

ruby urchin
twilit drift
#

so those are the same, i'll try generating the guids

late hound
agile swallow
#

Man modding in clothing sounds so much more difficult than a weapon. I don't even know what a GUID is lol.

twilit drift
#

to be fair i just edited existing guid's by like

#

6 letters

late hound
agile swallow
#

I see.

twilit drift
#

ok i'll boot it up now and see if it works

agile swallow
#

How come weapons dont need guid's?

late hound
#

The player does not wear it. They are not clothingitems. The attachment system is separate from this.

twilit drift
#

the same issue persists

#

hold on

agile swallow
#

Hmm

twilit drift
#

am i missing any file?

late hound
# agile swallow Hmm
  • the fileGUIDTable, but you showed that previously. That is all in terms of files.
twilit drift
#

am i missing any needed file in all of those

late hound
# twilit drift

why did you copy all of those skinned models over, are you using them?

twilit drift
#

yes

#

i'm just attempting to make a retexture of the normal army fatigues

#

as a new item

errant meteor
late hound
#

but what does that have to do with the Skinned Beards and Hair model folders?

twilit drift
#

i just pulled the entire thing over

late hound
#

(I know not the root issue)

twilit drift
#

should i delete those?

late hound
#

Yeah you don't need those, nor the body models

twilit drift
#

okay

#

those are deleted

#

what else could possibly be the issue

late hound
#

you can zip me your mod folder and dm it

twilit drift
#

as in: the mod, yes?

late hound
#

yes

twilit drift
#

ok

late hound
#

ok issue 1 is that you forgot a "<" to end the texture choices section

#

should be this

twilit drift
#

ok

prisma halo
#

Hi all! does any one know mod to not hide hair under hats (dont turn hair to ponytale while wearing hats or headgear). I definitely saw this mod in steam workshop but now cannot find. Sorry for my bad english.

twilit drift
prisma halo
#

Thanks a lot.

twilit drift
#

no problem

late hound
#

add ".xml" to your entries

#

for example

twilit drift
#

ah

late hound
#

that is most likely it

twilit drift
#

i didn't know you needed to do that

#

thank you

late hound
#

try it out and send a screenshot

twilit drift
#

i will, thanks

#

the pants work, oddly enough

#

the jacket doesn't

#

i did both of the corrections you pointed out

late hound
#

don't need that "/" on second to last line, before closing <textureChoices> statement

twilit drift
#

ah, okay

#

that might be it

#

i'll try it again

#

that's not it

late hound
#

You are fully restarting the game when doing these tests right?

twilit drift
#

yes

craggy furnace
#

hmmm

#

i really need to just release my BDU upgrades

#

i was going to do tiger stripe too

twilit drift
#

bdu upgrades?

#

clarify

craggy furnace
twilit drift
#

oh that shit

#

i remember that now

craggy furnace
#

its been on the shelf forever

twilit drift
#

yeah

#

last time i heard of that bdu mod was

#

two months ago

craggy furnace
#

helicopters took priority

twilit drift
#

i found the issue

#

a missing slash at the end of that texturechoices

#

@late hound thank you for your help man

late hound
#

hah!

twilit drift
#

i really appreciate the help for my first mod

late hound
#

alrighty

twilit drift
#

thank you alot

late hound
#

do test out your distros before you release this, I thought I saw a few things that were incorrect

twilit drift
#

okay

#

thank you alot

late hound
#

no problem, glad to have helped!

twilit drift
#

yeah thank you man

errant meteor
#

I need this now lol, sleeves up gang

craggy furnace
#

that guy was a legit child molester

#

sixta

errant meteor
#

yup

#

You never know these days

craggy furnace
#

mooustache

#

more like mooolester

errant meteor
#

lol

#

You even have the pants bloused, yes

#

very sexy

#

Base game PZ looks ugly

#

Any plans to work on it?

craggy furnace
#

working on it now

errant meteor
#

Nice, now I can look like an actual marine, sexy boots and sleeves up.

calm portal
#

Anyone working on replacing the vanilla military vests with textured plate carriers?

hollow shadow
calm portal
hollow shadow
#

Well they would need a remodel to look good, im not sure if thats possible. I know that retexture is possible tho

#

Do mods always overwrite basegame?

late hound
#

Or another good way (the workaround) is to create a new item altogether and have it work the same way as you want it. That way you have full control over what you are doing and not worry about overwrites or conflicts. Question is very general, it depends on what you want.

rapid granite
#

@late hound It worked out to bind to the body and bones, everything moves as it should.
Now the problem with exporting to the game. I have tried different ways to export to .X format, but the model is not displayed. (with registration in the registry everything is ok, the problem is with the model)

late hound
#

what are you making?

rapid granite
#

Jacket model

late hound
#

ok, make sure you apply it to the respective bones and delete the bones you are not using, then export to .FBX

#

Also don't forget to apply the weight maps to it before you export to fbx.

rapid granite
#

is that how it should be?

late hound
#

Maybe? I have not made a skinned model jacket or torso model before.

rapid granite
#

when saving to .FBX do you need to select some parameters?

late hound
#

I use the newest version of Blender. I also have been modeling my models on ThrottleKitty's FBX reference player models, so I don't have to deal with any scaling issues.

rapid granite
#

I'll save in 2.8 with these parameters.

#

Still does not see.
Look plise where there is a mistake

late hound
#

another thing you got to do is remove the vertex groups that of the bones that you are not using

rapid granite
#

I'll try it now

ruby urchin
#

assault Vest with Buttpack Attached finished

#

model reference

rapid granite
#

I cleaned it, but everything is still

#

maybe because of the format the game does not see the model.

ruby urchin
#

Are you running the debug mode?? In the game

rapid granite
#

no

#

more precisely I use cheat mod for debugging

hollow shadow
#

Does it have a texture and did you apply object transform?

rapid granite
#

texture is, UV scan too

ruby urchin
# rapid granite no

You should, that tell you if you have a skindata error or just visual bad config

hollow shadow
#

And xml

rapid granite
#

<?xml version="1.0" encoding="utf-8"?>
<clothingItem>
<m_MaleModel>skinned\clothes\0</m_MaleModel>
<m_FemaleModel>skinned\clothes\0</m_FemaleModel>
<m_GUID>sfdress0-time-dung-0000-000000000002</m_GUID>
<m_Static>false</m_Static>
<m_AllowRandomHue>false</m_AllowRandomHue>
<m_AllowRandomTint>false</m_AllowRandomTint>
<m_AttachBone></m_AttachBone>
<m_Masks>13</m_Masks>
<m_Masks>14</m_Masks>
<m_Masks>3</m_Masks>
<m_Masks>5</m_Masks>
<m_UnderlayMasksFolder>media/textures/Clothes/Jacket/Masks</m_UnderlayMasksFolder>
<textureChoices>clothes\1</textureChoices>
</clothingItem>

#

model "0"
texture "1"

#

the problem is in the model

hollow shadow
#

Can you make a screenshot instead?

#

Script too

#

I had same error when i made a clothing item. In the end it was a script error

rapid granite
#

i changed my model file to game model and everything worked

hollow shadow
#

Your clothing item name is 0?

rapid granite
#

yes

hollow shadow
#

I also have never seen that kind of fileguid before but ig it works

hollow shadow
rapid granite
#

I'm just doing a test model to see how it works

hollow shadow
#

Can i also see script?

rapid granite
#

the script is working. The problem is in the 3d model!

hollow shadow
#

I just wanna help

rapid granite
#

in clothing.xml ordered

#

media\scripts\clothing\clothing_jacket.txt

item 011
{
    Type = Clothing,
    DisplayName = 011,
    ClothingItem = 011,
    BodyLocation = Jacket,
    BloodLocation = Jacket,
    Icon = JacketSuitTux,
    RunSpeedModifier = 0.93,
    CombatSpeedModifier = 0.95,
    ScratchDefense = 20,
    NeckProtectionModifier = 0.5,
    Insulation = 0.40,
    WindResistance = 0.2,
    FabricType = Cotton,
    Weight = 2,
}
#

in fileGuidTable.xml ordered

hollow shadow
#

Your clothing item name here is 011

#

In the xml its 0

#

@rapid granite

#

I suggest you name everything the same

#

Models, textures, everything

rapid granite
#

problem in model
but I'll try

#

nothing has changed

hollow shadow
#

Are you exporting with blender 2.79 directx addon?

rapid granite
#

I was advised to export to .fbx
I export to blender 2.9 in .fbx

rapid granite
#

directx addons, export settings. question with animation.
All original game files for clothing models have animation.
looked through in fragMOTION

hollow shadow
#

Are you trying to make an animated clothing item with a new model?

rapid granite
#

I'm making a jacket.

hollow shadow
#

Its possible to retexture existing items or make non animated items

rough quarry
#

Look at that

rough quarry
#

I think I saw a video on it

hollow shadow
late hound
#

It’s the same process of making any other type of skinned model. You just apply a number of different bones for the export.

hollow shadow
#

Has anyone made a mod with that before?

late hound
#

There are quite a few backpack mods out there that use a custom skinned model. I made your jerrycan into a skinned model. I also made a clown nose and a cigarette model into skinned models. I also believe soul filcher and throttle kitty made hazmat-suit based skinned models that changed the shape of the player model back in march. The sky is the limit on this front, I would say.

rapid granite
#

Developers should be asked to throw off the blender file with the walking animation to which all the clothes are tied.
And where the -1 frame is taken in the original pose of the model.

#

and ask them how they exported to .X format

late hound
# rapid granite and ask them how they exported to .X format

We don’t need to export to .X format though. You also tie it to the animation of a bone, so it doesn’t matter what the original pose of a certain frame was. Though it would be helpful to know what bones should be assigned per model type.

late hound
rapid granite
#

@late hound
most likely the model and bones that I have are probably out of date.
It is necessary to ask the developer responsible for the models and animations.

late hound
#

If you used throttle kittys reference models, then it’s not out of date

hollow shadow
hollow shadow
rapid granite
#

I would like to ask the developer. have to find out from him.
Only where can you find them and ask a question

errant meteor
grizzled grove
# rapid granite and ask them how they exported to .X format

They use 3ds max, and wrote a proprietary .x exporter. The devs are all hands on deck for multiplayer stuff right now, but I'm told that we should be getting more/better info at some point afterward. They're shifting toward .fbx for 3d anyway (I still can't get fbx animations to work properly, but don't have much else to go on right now for troubleshooting). Right now the best character skeleton is the male/female set that i put together, nothing is out of date in it

fair frost
#

is this correct ?
VehicleZoneDistribution.fire.vehicles["Base.85vicfire"] = {index = -1, spawnChance = 30};

rapid granite
#

@throttlekitty Thanks. then through 3d max is imported into the game.
You still need to somehow open .X files with clothes in a blender.
So far I have only been able to open it in fragmotion, but haven’t found a way to convert it to a blender.

fresh steppe
#

How do I see what's causing errors?

#

I see like "errors 950"

#

Can I see a console?

#

Using some big modpack

stoic fern
hollow shadow
#

check your local zomboid folder ( the one with the saves ) there should be a console log in ther

charred perch
#

Good evening, I don't know if I'am allowed to just ask questions in here or if I'm in the right channel, but is there an "easy" way to add items to the starter kit, that don't come from the original game, but were added via mods? Do I just add another line containing the name of said items in /lua/server/xpsystem? Or advanced shenannigans if the item isn't in the base game?

hollow shadow
mortal widget
#

with how updated the current build for Super survivors is, do you guys think Serious Survivors is still worth the download?

jovial summit
#

no

agile swallow
late hound
#

I personally like mods that show off what they have in them

agile swallow
#

hmm, wonder what i should take for screenshots.

late hound
#

one shooting at some zombies, the other a zoomed in pic of the gun holstered on a character or the gun on the floor

#

@rapid granite I managed to get your model in-game, but as you can see...some things didn't work out. Maybe I assigned too many or too few bones, not sure on what. It would take some more time to figure that out.

agile swallow
#

Good ideas.

severe ridge
#

make the selection of which part is linked to which bone group, transfer weights, might work

wet osprey
#

anyone using the toxic fog mod, what to do if you cant find a mask?

autumn sierra
#

yep

#

die

#

thats it

agile swallow
#

Whatcha think? @late hound

late hound
#

Good screenshot!

wet osprey
agile swallow
#

Also this one showing an impact

late hound
wet osprey
late hound
#

Yes

wet osprey
#

thought there was some makeshift way to make a mask or something, but if its basically secure death then this is a bit too much

late hound
#

There is this : "Maybe there is some way you can fashion a rudimentary respirator? And maybe there is some way to treat yourself when sickened by this pestilent miasma?"

#

I can look into the recipes for you

#

ah here we go

timid wolf
#

Makeshift mask...cloth draped over face?

wet osprey
#

yeah reading those lines made me think it was possible

#

just couldnt find the recipes in game

#

or like a plastic bottle with some thread or something (like that cloverfield 10 lane movie)

late hound
wet osprey
#

wait let me try again then

#

cause I wrote gas / mask on the recipes and didnt find anything

#

unless it requires to read a book/magazine to know how to craft them

#

oh wait, it does

#

does the fog kills you if you are inside a house?

late hound
#

no

wet osprey
#

oh then is not that bad

#

I thought it was constant

carmine cosmos
#

One would think the toxic fog would seep into houses as well

#

Those houses in the 90's were not exactly airlocks

wet osprey
#

yeah, tho I guess that balances it if you didnt find a mask
wonder if Im protected inside a selfbuild house

carmine cosmos
#

Put four walls around yourself without roof and you're protected

hollow shadow
#

and being indoors

ruby urchin
mortal widget
hollow shadow
ruby urchin
craggy furnace
errant meteor
craggy furnace
#

ah yes

#

the frenchman

craggy furnace
#

for some reason, this and this alone refuses to save position data and size

#

very cool PZ modding tools

rapid granite
ruby urchin
#

Naturally, export it in .fbx format and you need remove the base model of player (basically, only what you want show in the game)

rapid granite
#

Clear.

dull garnet
#

@rapid granite Will you release your clothing soon? They look 💯

rapid granite
rapid granite
rapid granite
hollow shadow
severe ridge
#

Dakka

hollow shadow
#

inspired from the metro gatling gun and now being added to the scrap gun mod

carmine cosmos
#

Are players gonna be able to carry it or is it more like a turret?

hollow shadow
#

If someone provides me the code sure xD

#

right now they can carry it. this is only the light variant with 3 barrels instead of 5, and a smaller ammo box

carmine cosmos
hollow shadow
hollow shadow
carmine cosmos
#

I would need to look at examples of animated IsoObjects (if there are any of course)

#

I am confident I can give you a muzzle flash though

hollow shadow
carmine cosmos
#

That was for player animations

#

We would need IsoObject animations

hollow shadow
#

just give it 32 different sprites for each direction? that would change to where the player is aiming

#

you are gonna make it like a furniture moveable right?

carmine cosmos
#

Yes that would work 👍

#

Make it into a regular holdable weapon for now

#

And make a suggestion in #mod-ideas about the turret

hollow shadow
#

as you can see, the gatling uses a car battery as power source, i guess the stationary variant could have that removed and would have to be connected to a generator / any other modded power source?

carmine cosmos
#

We can work on it later, I am definitely in support of the turret idea

hollow shadow
#

ok

#

ill finish this one first

carmine cosmos
#

Remember to submit an idea suggestion, otherwise I guarantee I will forget it 🤪

sour island
hollow shadow
sour island
#

👍

hollow shadow
#

in the best case*

sour island
#

Yeah, just figured if you expected to have a fully automatic gun it's going to be disappointing

hollow shadow
ruby urchin
main lion
#

Chempak chemical suit

fading prawn
#

@main lion Those looks awesome! Do the Night vision-goggles actually work though?

lyric pike
# main lion

looks an awful lot like the XOF from phantom pain

#

looks rly cool

final holly
#

thanks for making mods brita

hollow shadow
sour island
#

Looks rad

#

Looks dangerous on both ends lol

hollow shadow
#

I dont know which sound i should give it

sour island
#

Layer a normal gun noise, add a rattle, and zapping

hollow shadow
#

i usaly get my gun sounds from youtube

sour island
#

Oh I use audacity (free) and sound libraries (also free)

hollow shadow
#

you have a good sound library?

sour island
#

Not home atm, but you can just Google free sound libraries

#

You can have audacity record computer audio too

hollow shadow
sour island
#

Yeah

hollow shadow
#

im cringing so hard becouse i tried to record sound via streamlabs and somehow squish it into audacitya

sour island
#

I made all the sounds in Vanilla Weapons Expanded

hollow shadow
#

Oh that mod

#

idk why this isnt on front page

sour island
#

It's a mod, I made random items that had models already in the game weapons and overhauled the sound a bit

echo leaf
sour island
#

The weapons aren't good so maybe people don't use it lol

#

I kept it pretty balanced

hollow shadow
sour island
#

Smashing bottles and mugs is satisfying

#

If bottles don't break they make a ping sound that makes me happy

#

Unfortunately item types are very particular and you can't use food or bags

#

So bottles, kettles, pots, etc have to be empty

hollow shadow
#

when i try to record via audacity i get a -9999 error

sour island
#

Make sure the top right is set to computer audio

#

Never had an error like that before

hollow shadow
#

not sure where

sour island
#

The bottom section is on my top right, sorry

#

So the mic needs to be main speaker

hollow shadow
#

the second tab?

sour island
#

Also I guess I need to update my audacity

#

The gray boxes, right above the ruler/time scale

#

Primary soundtransmitter

hollow shadow
#

it only lets me select 2 other mics which i no longer have

sour island
#

Hm, what does the drop down all the way to the left say

hollow shadow
#

i can select headsets there and primary sound transmitter

#

wait no

#

that was right

sour island
#

Gotta go for a bit, but I would google it- you may have to change settings too

hollow shadow
#

on left i have windows WASAPI and MME and Directsound

main lion
#

last work!

#

Sam Fisher's NV goggles

sour island
hollow shadow
#

already figured it out 🙂

sour island
#

👍

hollow shadow
agile swallow
hollow shadow
iron moth
fair frost
#

RPD Crown Vic : )

hexed anchor
#

yessssss

#

this is the closest to a police dash elite I'll get

quasi ginkgo
#

god bless police cars from the 70s-90s

true snow
#

which file to look in for professions?

#

IWBUMS btw

errant meteor
fresh steppe
#

Yo is there and if so where is the armory in the prison?

craggy furnace
#

yes

#

if you are asking that question then you have already made peace with your death

fresh steppe
#

lol

#

how do i find it

#

first time playing this 😄

#

i mean the map

#

and .41

#

lol

fresh steppe
#

shit lol

craggy furnace
#

you are going to die lol

fresh steppe
#

😢

craggy furnace
#

go get swatpack

#

best mod to make prison worth it

#

otherwise dont bother

wet osprey
#

why is there so few mods that add furniture/things to build (even decorative)
is it too complex or is there a mod I can copy to start making custom furniture?

craggy furnace
#

because making it is a complex and involved process

#

usually, people who make furniture around here do it in blender first

fresh steppe
wet osprey
fresh steppe
#

can i break this fence

#

with an axe?

upper junco
#

Nope need sledgehammer

craggy furnace
#

wait, you mean as in like a recipe?

fresh steppe
#

uggggggh

#

so i cant get to the armory rip

craggy furnace
#

i have never delved deep into furniture at all

wet osprey
craggy furnace
#

🤔

wet osprey
#

like look

craggy furnace
#

ah yes

wet osprey
#

this is a complex mod, and it does add an item

#

but how is there no more furniture or decorative items in the workshop

craggy furnace
#

to be honest

wet osprey
#

even plants or flowers, not a single mod

craggy furnace
#

this community has a hard on for guns

wet osprey
#

haha ok thats true

craggy furnace
#

all the attention goes there

wet osprey
#

I mean not a single fancy gun holder

craggy furnace
#

only now does the game have the systems and intellect/talent and general will to make other things now

fresh steppe
craggy furnace
#

i know your pain

jovial summit
craggy furnace
#

i have wanted furniture gun racks for a long time

#

but to let you onto a little secret

craggy furnace
#

its possible all furniture may one day become 3D

fresh steppe
#

What is wrong with this prison map tho? I spawn in a cell with 3 zombies lol

#

3 seconds in:

fresh steppe
craggy furnace
#

indeed

#

there are issues with sprite to 3d layering for characters

wet osprey
#

I mean, considering how much time mp is taking, I assumy my grandchildren will be able to see 3d furniture

craggy furnace
#

mp is almost there lol

#

waiting on those pesky client zombies

wet osprey
#

I know, every thursday Im like lmc

fresh steppe
craggy furnace
#

ye

wet osprey
#

the thing is, 3d furniture sounds like something that will happen tbf, tho still a bit weird that in many years not a single person added like, pretty flowers

craggy furnace
#

hydrocraft was the only mod for that

#

but whilest everyone is in denial

#

HC will deprecate

wet osprey
#

but hydrocraft looks horrible

#

I like the idea of tons of content but damn

craggy furnace
#

its too much

#

last time i read the recipes internally for HC i wanted to throw myself off a cliff

wet osprey
#

finished my base aaaand thats it, nothing I can do to prettyfy it

craggy furnace
#

plus they are going to have to redo ALL loot tables

late hound
#

So the reason why there are so few mods that add additional furniture is its tied into the map making process. Its made with the same tools (TileZed) and you import your sprites into it. You then give it the values that you want attributed to it, then you export it as a .tiles file. Then from there you can add your additional code to it to make it an item and tie in any meaningful uses for your piece of furniture. It's like three mods types into one - map making, item creation, and code based. AND your sprite gotta look nice, so there's the art factor to it.

fresh steppe
#

@craggy furnace all I find is a basketball and some crap in the armory? lol

#

not even a single gun? 👀

craggy furnace
#

again

#

youll need mods

#

the armories are trash in vanilla

wet osprey
craggy furnace
#

its a pain in the ass

#

you dont simply dip your fingers into PZ modding really

#

the deeper you go you are basically pulling the guts out

fresh steppe
wet osprey
#

what kind of decorative things does it have?

late hound
#

so yeah, you don't need to add additional code, but you need to learn how to import your sprite into tilezed tiles creation format, then give it the right tile properties. It will then give it a name like Recreation01-06, that is the name you have to refer to when you make it an item in your scripts .txt file. So yeah this whole process is very involved.

fresh steppe
wet osprey
wet osprey
#

oh Im currently using that one because it add collectables, but didnt check, let me see

late hound
#

yup it does

hollow shadow
#

Making a moveable is so tedious.

wet osprey
#

ok I just saw the files and jesus

late hound
#

One should be made, I would be willing to help create one, but I got to start on the clothing and animations tutorials 😄

hollow shadow
#

Make an animation tutorial

wet osprey
#

if anything, one that allows a built base to look override by nature, we can see this with normal buildings that start to get some vegetation on them, but would be nice to have some tree house vibe stuff

#

like tons of plants and shit over the tiles

late hound
#

that is very possible with enough time, knowledge, and effort

hollow shadow
#

That would be so cool

#

Imagine being on top of a city block with a garden like that

errant meteor
#

Train mod when?

wet osprey
#

but yeah, however if what shark says (3d furniture) comes to happen (which will very likely happen in some years) I dont think it will happen, hopefully tho, my base is so ugly I need excuses to go looting..

hollow shadow
fresh steppe
#

something like this perhaps?

#

unless I misunderstood you

wet osprey
#

some planks of wood and you can make metal walls

fresh steppe
#

ahh

craggy furnace
#

ancient chinese secret

fresh steppe
#

cant you configure it?

hollow shadow
craggy furnace
#

no

wet osprey
#

oh let me check

#

wait says subscribed, I think this is the one Im using

echo leaf
#

Or read the changenotes one by one, but that's no fun

#

Okay I updated it.

soft musk
#

Could anybody try to help me shorten the length of timed actions in planetalgol's worse searching? I love the mod, it makes it a lot more immersive but I'd just like to cut the time in half or so.

echo leaf
#

Wouldn't hurt to ask him

soft musk
#

I would but I know all of his workshop pages say otherwise, so I'm a bit cautious to do so lol

echo leaf
#

You asking him to change his mod for you vs you asking for some tips on what parameters might need fiddling with to tune it the way you want could be two different conversations.

late hound
#

you can always change it youself too, it just requires you changing 1 line of code

#

in this case anyway

soft musk
#

Yeah thats what I thought, I decided to look into it but I couldn't figure out the exact line that does it

late hound
#

DM me the file and I can tell you

rapid granite
ruby urchin
rapid granite
ruby urchin
#

Yeah, you are getting "Failed to load asset" honestly idk much about moddeling and things like that, but apparently is a error when a vertex not are properly connected with the rest of armature structure, Try remove vertex from model base until only show your model

rapid granite
ruby urchin
#

For example, I did a model about some Elbow Pads, and for not get that error, I added a square with vertex with the armature data

#

(I know there is surely a method to avoid this, but it is a measure until I know how make it correctly lmao)

calm portal
#

Oooh those are cool

rapid granite
cursive bramble
#

Hi other modders -> small question related to getModData(), i understand its a java array there for integer indexes. Is there though anyway to use string key indexes ? Say like :
self.javaObject:getModData()["pzarchangel"] = {
["items"] = {},
["center_piece"] = nil,
}

if not i am resorting to doing :
self.javaObject:getModData()["pzarchangel"] = {
[0] = {"items" = {}},
[1] = {"center_piece" = nil},
}

#

--
elaborating. modData is iterated using snippet :
for k=0, t:size() -1 do
local v = known:get(k)
...
end

this will iterate over all integer keys of the lua-java array 't'
but will not iterate over named keys.

sour island
#

ModData isn't a java array- it's a Lua List

#

Lua Lists with non-numeric indexes can't be numerated.

#

You can't even use the shorthand # to get length.