#mod_development
1 messages · Page 464 of 1
P.s. for the sake of terminology, in Lua: Lists with non-numeric keys are "tables". A list keyed numerically (or non specified) is an "array".
Also you don't really ever have to numerate ModData, what exactly are you trying to do @cursive bramble ?
Also, anything at the end of a Lua list given the value of nil is collapsed (goes away)- so that would throw off lengths of lists too.
I would recommend making it 'false' when able to.
alright will use a a 'false'
well. store mod data for one @sour island , but was noticing my modData was "empty" when i pretty printed (debug purposes)
hence iterate.
didnt have any nice pretty prints out there. so write up this :
function prettyPrint(t,indent,tname)
local indent = indent or 0
local tname = tname or tostring(t);
print(string.rep("\t",indent)..tostring(tname).." {")
indent = indent + 1;
if(type(t) == "table") then
for k,v in pairs(t) do
if type(v) == "userdata" or type(v) == "table" then
prettyPrint(v,indent,k)
else
print(string.rep("\t",indent).." "..tostring(k).."\t:\t"..tostring(v))
end
end
elseif type(t) == "userdata" then
for k=0, t:size() -1 do
local v = known:get(k)
if type(v) == "userdata" or type(v) == "table" then
prettyPrint(v,indent,k)
else
print(string.rep("\t",indent).." "..tostring(k).."\t:\t"..tostring(v))
end
end
end
print(string.rep("\t",indent).." }")
end
``` - fixed
for loop didnt work out for me. the size() and get() worked out. ill stick to {"items",{}} for my convention.
Userdata isn't the same as ModData
I believe userdata is a java array- so get and size would work
i know so. but modData type returns as userdata in type()
if i encounter a userdata that freaks out my pretty print ill adjust. im in the initial stages afterall.
ty for the help!
Strange they'd have the same type
I don't think java arrays should be returning as "tables" either
its pretty print for any table or userdata (again technically when i pass modData)
check for type and use appropriate iteration solution.
Try using ``` before after after code blocks
gtg look after my baby...
No worries, good luck.
Which file do I add professions to? I need to look at the source file to get the structure right.
Check the profession framework mod, you probably want to use it anyway in order to make your mod compatible with other profession mods
Not really worried about compatibility as I'm not going to release it
But it would be nice to have a file list over where to find what. Weird that the wiki doesn't contain one (as far as i know) since modding is quite popular for this game
oh god not that british rifle
Did you guys know you can format your code as lua within discord?
Distributions = Distributions or {};
local distributionTable = {
gunstore = {
counter ={
rolls = 1,
items = {
"MAXIM9.Maxim9", 3,
},
dontSpawnAmmo = true,
},
displaycase ={
rolls = 1,
items = {
"MAXIM9.Maxim9", 10,
},
dontSpawnAmmo = true,
},
locker ={
rolls = 1,
items = {
"MAXIM9.Maxim9", 3,
},
dontSpawnAmmo = true,
},
metal_shelves ={
rolls = 1,
items = {
"MAXIM9.Maxim9", 3,
},
dontSpawnAmmo = true,
},
},
PistolCase1 = {
rolls = 1,
items = {
"MAXIM9.Maxim9", 5,
},
fillRand = 0,
},
PistolCase2 = {
rolls = 1,
items = {
"MAXIM9.Maxim9", 3,
},
fillRand = 0,
},
PistolCase3 = {
rolls = 1,
items = {
"MAXIM9.Maxim9", 2,
},
fillRand = 0,
},
gunstorestorage ={
all={
rolls = 1,
items = {
"MAXIM9.Maxim9", 2,
},
dontSpawnAmmo = true,
},
},
}
table.insert(Distributions, 1, distributionTable);
--for mod compat:
SuburbsDistributions = distributionTable;
FYi don't include this part; the rolls will fuck up the rolls part of the vanilla tables and screw up the item spawning.
rolls = 1,
Each table has only one rolls value; your distro inserts sets gunstore counter from 3 rolls to 1 roll.
Unless you are defining new tables altogether, in general, restrict your table inserts to this style
gunstorestorage ={
all={
items = {
"MAXIM9.Maxim9", 2,
},
},
},
That's all you need to have in there. Otherwise you run the risk of unwanted overwriting of vanilla table values.
So Like this?
Distributions = Distributions or {};
local distributionTable = {
gunstore = {
counter ={
items = {
"MAXIM9.Maxim9", 3,
},
dontSpawnAmmo = true,
},
displaycase ={
items = {
"MAXIM9.Maxim9", 10,
},
dontSpawnAmmo = true,
},
locker ={
items = {
"MAXIM9.Maxim9", 3,
},
dontSpawnAmmo = true,
},
metal_shelves ={
items = {
"MAXIM9.Maxim9", 3,
},
dontSpawnAmmo = true,
},
},
PistolCase1 = {
items = {
"MAXIM9.Maxim9", 5,
},
fillRand = 0,
},
PistolCase2 = {
items = {
"MAXIM9.Maxim9", 3,
},
fillRand = 0,
},
PistolCase3 = {
items = {
"MAXIM9.Maxim9", 2,
},
fillRand = 0,
},
gunstorestorage ={
all={
items = {
"MAXIM9.Maxim9", 2,
},
dontSpawnAmmo = true,
},
},
}
table.insert(Distributions, 1, distributionTable);
--for mod compat:
SuburbsDistributions = distributionTable;
Also do you happen to know what the fillRand does? I just copied the distributions of the vanilla pistol case and I'm not really sure what it does.
That's better but, in general, refrain from stuff like dontSpawnAmmo = true, and fillRand = 0, as you're unnecessarily overwriting vanilla table values, and if you have the wrong value, as you did with rolls, you can mess up item spawning.
I dunno what fillRand does.
Preferences vary, but this is my personal favored method of distro table inserts in that, for me, it's "simpler", and also avoids that business with rolls etc.
table.insert(SuburbsDistributions["gunstore"]["counter"].items, "Base.Kukri");
table.insert(SuburbsDistributions["gunstore"]["counter"].items, 0.1);```
So I should probably get rid of the dontSpawnAmmo, and fillRands.
Will getting rid of the dontSpawnAmmo allow it to spawn in with ammo though?
Yep!
It'll just use whatever the value for that distro table, gunstore counter etc.
It's not defined per item, but by the roomdef/container combination itself.
In general, the vanilla table values will be the right ones and you don't need to do anything past inserting the items themselves into the roomdef/container items tables themselves.
Oh, so the container itself defines things like that?
Absolutely.
Cause obviously no gun inside a gunstore display case would be loaded.
At least they shouldn't be haha
Also, the number after the item would be the percentage chance for the item to spawn correct?
For example do I currently have it set so there's a 10% chance for my gun to spawn in the gunstore display case?
That's the value that's checked against to see that the item is spawned; the higher it being that greater that chance that it spawns.
But it's not a % value; the number thats are randomly generated and used to check if an item spawn are affected by:
- the sandbox loot settings
- the lucky + unlucky traits
- the amount of zombies in the vicinity.
In practice, setting up those values is "an art and not a science" and really requires extensive testing to get the right values dialed in.
hmm, would you happen to have any idea what values I should go with for something as useful as an integrally suppresed gun?
I can't speak for what values would work for you, but myself I would make that thing rare as fuck with a spawn value of 0.1 or possibly even 0.01
I'll have to do some testing. Thank you very much for explaining things to me.
Yeah, NP.
In a MP situation, a consideration would be whether you want the thing to be a rare, treasured, high value item, or just something everyone has.
Oh yeah definitely a treasured item. The way I have it set up it's supposed to function as a suppressed weapon. I believe I have the sound radius set to about 10.
looking good
not sure if you're taking critiques, but the white stripe shouldn't go over the door handles, yeah?
Well actually they do...
And they should even more
Stuff around 0.1 still seems to spawn considerably a lot with some conditions, I'm setting tons of stuff to 0.05 now 🤔 haven't tried yet tho
Try using the junk table instead of items? Apparently zombie density doesn't affect that.
😎 oh, u guys talking about car distribution?
I wasn't?
Idk, i just came in 🤣
- note, a junk table has to exist in the first place before you can insert an item into it.
Indeed
those look silver to me, but idk
is is possible to mod container capacity ? I mean things like crates, shelves, etc, not bags ?
Yes
Where i can find this info ?
And does it require extensive lua knowledge ? Tad lacking on that part.
Someone one day will make a nuke mod.
I don't expect blair or the famous mod creators being the ones, more like a crazo.
It requires knowledge of Java, I can DM you the links to resources if you want
What kind of mod would that be?
Dammit I accidentally hit infect&murder while trying to swap char with my companion ;_; Change it to as the bottom option plz Superb Survivors creators
I doubt i get far with it, but il give it a shot. Not my first try. Why those things cant be simple...eeeh.
The "Great Fuck You" Mod.
Gonna have to provide more info then that if you want to see it implemented
Nice bro, it'd be cool if the skateboard was a melee weapon. Decking zombies with the board haha.
Nice idea, I no code done yet, I will look into the docs for that
Need help please? What am I missing for my armor mod?
seggy
What's the mod about?
That's a custom BodyLocation?
You are correct but this is the only photo of the USFS 1st gen cvpi i could so find
So 🤷
So i based it off this obe
*one
Hey all 🙂 just wondering if anyone knows what we'd have to code/modify to allow players to be added to multiple safehouses on our MP server?
@dull garnet I'm fairly new to this, but when my weapon model wasn't showing up I hadn't scripted the model.
Oh nvm the texture is missing not the model, sorry.
Hello, I bought PZ on GOG, where do I ideally search for mods for the game if I can't have steam workshop mods? Or can I have steam workshop mods with the non-steam version also?
Is it possible to have a vest give you protection and act as a container (like a bag)?
Download the mods using steam workshop downloader
Then place the mods in user/zomboid/mods
oh okay! thank you
I think so, did you try using armormod?
I think it allows you to give any clothing item protection stats
no you give your clothing item protection values via the mod
look at paw low loot mod for example
Does this mean possible skateboarding mods?
I wish they took more time balancing the mod instead of adding content
@main lion Could you ever make 1800's weapons, and possibly a p9s?
Female scrap warrior, took some time resizeing the models
Was the Knox County Map mod removed from the workshop?
I can't seem to find it.. and it's gone from my save now.
Hey djvirus, do you ever think you can make a scrap suit that looks like classic doomguy?
can you put a picture?
Hmm, I wonder why the Knox County Map mod was removed...?
https://steamcommunity.com/sharedfiles/filedetails/?id=2436158236
Hmm, I think its possible but i dont think it gives enough madmax vibes
You could try and give it that, but i think it could go for a bit more of the idea of Badass scrap maker and killer.
Anyone know who Ez is? From:
Well I can reupload it if they dont
@nimble spoke I am having a really hard time finding the magazine to build the furnace and anvil, what is the spawn rate of those?
less than any vanilla magazine, I should raise that a bit
Just found the propane furnace, at least I can start making stuff
Where does one find the text that appears over your character when you press Q
ProjectZomboid\media\lua\shared\Translate\EN\IG_UI_EN.txt
I remember seeing a mod about realistic construction, does anyone know what I'm talking about? Has stuff like not being able to build a bunch of floors without support
Can one add more callouts to this, assuming it just iterates
Thank you!
where do i find the errors that mods are causing?, i've looked at the logs but can't make heads or tails of it.
Debug IIRC
Looks very kek
@nimble spoke Just found the magazine in a mailbox, would it be possible to increase the spawn rate of these in hardware stores?
@errant meteor It has a chance to spawn in all types of places
Blacksmith41\media\lua\server\Items
SFLootDistributions.lua and SFVehicleDistributions.lua
you can peek for yourself
I wish there was the "place" to go to.
Hopefully they add a big ass library in Louisville
If you're just wanting it now you could use Cheat Menu to spawn the books for yourself
Chads do not cut corners
Says man who also said, "I wish there was the 'place' to go."
There is a place for food, guns, and such, there should be a place to go get knowledge I need
Bookstores are usually a pretty solid go-to for books, my man
Can anyone lend me their knowledge regarding armor modding please?
make sure guids are the same in the guidtables and clothing xml's
Are they still necessary if my armor mod is worn under clothes without a 3d model?
yes, as the guids show the clothing
if you want it to show on your person
especially with no clothing on
you'll want the guid's to be the same
This is my current problem, the condition/resistances don't show when inspected and spitfire ISGarmentUI.lua issues
probably an error in the scriping folder?
i'm not much of a coding guy
so i wouldn't know
``module Base
{
item GroinGuard
{
Weight = 0.5,
Type = Clothing,
DisplayName = Groin Guard,
ClothingItem = GroinGuard,
BodyLocation = Underwear,
BloodLocation = Groin,
Icon = GroinGuard,
CanHaveHoles = false,
ScratchDefense = 80,
BiteDefense = 70,
}
}``
that seems good, other than the space between the 2nd bottom and bottom }, they should look like
}
}
other than that, not much of an idea
I wish that was problem but it's not 😩 Thanks mate
Yeah
Vanilla lua file
I'm guessing Groin protection/resistance has not been implemented for BodyLocation = Underwear? I'm not well versed in coding myself
Cheers 👍
Does anyone know how to fix the https://steamcommunity.com/sharedfiles/filedetails/?id=2410610242&searchtext=canteen mod.
It seems to massively fuck up the distribution of the vanilla game + all workshop mods.
hey guys. my recipes don't show up as strings in right-click menus in english, but they do in other languages. am I missing something?
has anyone made a mod so that these coolers actually reduce the speed of food decay?
Anyone have experience solving Steam Workup upload problems? I'm getting an extremely unhelpful "failed to update workshop item, result=2" error.
I tried doing this last night and this morning. Two new mods have been uploaded in between.
I'm trying to upload a new mod.
It ends up with a kind of mod stub (empty) in my workshop. I've tried deleting that stub and reloading the mod. I've also tried renaming my mod and resubmitting it.
Yes, that guy made it so stuff from other mods dont spawn
sup djvirus.
Well, if anyone wants to participate in my mod upload issues, I've posted it on the forums: https://theindiestone.com/forums/index.php?/topic/37047-unable-to-upload-new-mod-to-steam-workshop-failed-to-update-workshop-item-result2/
Im unable to upload my new mod Playable Arcade Machines Grapeseed to the steam workshop. The error I get is failed to update workshop item, result=2 The result in my workshop is an empty mod with no content. This is my 3rd mod. Ive successfully uploaded my other two mods in the past. I even succe...
Intentionally? Also your mods are great man
I doubt it was intentional.
I think I also accidentally did that as well. Algol helped me fix it though.
Well I decreased the amount of rolls a contained had, idk about the other mods items not spawning.
same I guess
there's already too much content
balancing loot spawns alone will make the mod great
i think they copied from existing mods
Has anyone heard any news from EZ about their Knox County Map mod coming down from the workshop?
I'd be happy to reupload it but I don't wanna step on their toes if they took it down by accident
I wonder the same thing with that mod
@echo leaf I have everything to make the mold for 7.62 I have all of the crafting materials, but it is not letting me craft it. Is it locked behind a level?
Are they all in your hands in your main inventory?
@errant meteor
The blacksmithing mod has as limitation where it wont absorb materials from nearby or from your packs. So, unlike vanilla, all the materials have to be in your hands.
There is no way to fit 30 workable iron, way to heavy
bruh
Lol dude
You dont need 30 full workable irons
1 iron will make plenty
I forget exactly how many uses each workable iron has
Get what I mean?
I admire your dedication to getting that much iron though
So it looks like none of those materials are in your hands.
30 units
Each Workable metal has many units
Kinda like each fuel can has many units of fuel
So just put 1 workable metal, 1 ball peen hammer, and 1 tong in your inventory
then stand next to the anvil
and it should work
All of the molds are still grayed out, but it lets be craft everything else
It doesnt appear that you have any of the materials in your hands
Can you show me the three materials in your inventory?
And that you're standing next to an anvil
So you dont have the Tongs or the Ball Peen hammer in your hands
Oh you have them equipped I see
Mouse over the workable metal
How many units does it have
Try to unequip the tools
that's not what I meant by hands, sorry, my mistake
I just meant in the basic inventory, not any containers
I've got all the materials in my basic inventory (not equipped)
standing next to an anvil
Can make 762 mold
Hmm, that's odd :/
Maybe give it the old turn it on and off again trick
@nimble spoke any ideas^?
OH
You may know the recipe but not actually have the skills to make it yet; and unfortunately the recipes dont show required skill levels (minimum 8 smithing)
@errant meteor whats your smithing skill lvl?
4
bruh lol
@echo leaf You should add that in the mod description
thanks for the help
lol
I just whipped out a bunch of ingots until I was lvl 8
You lose a bit of materials during the conversion but you can make ingots and melt them back down
repeat
Same I got 4 lvls in 1 day, I was hording a much of metal from the intersection cars.
Have you thought about the idea of making molds of gun parts? would be a great way to make a battle worn gun in tip top shape
Something like a pistol kit or shotgun kit
With Brita there are just too many different types to keep track of
That's why I kinda just prefer using their cleaning kits and wd40
and frankly that might be it's whole own skillset
I updated the mod desc just for you
😄
Thx
Would you be willing to make a mod that lets you make a homemade hun cleaning kit?
I'm sure you can do it!
wd40 is running out and one use
It's really quite easy 🙂
0% coding here lol
I kinda asked Soul Filcher the same thing about adding the extra gun molds and the like to his mod and instead he helped me learn to make the patch
There's no coding knowledge necessary
It's all just plain text
Take a peek inside the Brita gun mod files
and dig up the references to the cleaning kits and wd40
and we can go from there
kk thanks for all the help
It makes things that are suppose to move but are not moving move
Oh I know what WD40 is
I just mean
if you were to make it from scratch
what would you need
because unless you make these recipes kinda op
they might be harder to craft than find
tbh
Do not know why brita did not included CLP
I want to spread it on my body
guns basically never break in game right? only jam?
well they lower in quality the more you use them
and jam more frequently the lower the quality
and will eventually break
does wood glue fix guns too?
uhh
i dont think you can use wood glue on brita guns
Yeah just Gun Cleaning Kits and WD40
makes for a funny image
I do not know how hard the player cleans to gun with a gun cleaning kit that it is only one time use lol
that's why its funny
I be jamming in the middle of a clean op :[
never knew they we in the game
It's probably from a mystery mod I forgot I had
lol
Yeah I think it was from when I used this for a bit
Before realizing it's only compatible with vanilla guns
We’re you working on a conditional speech mod a long time ago or was that someone else?
I wrote it about a month or two ago
What happened to it, it looked realy detailed
It seems I’ve been living under a rock
🪨
This looks really nice
will this be updated any time soon?
Quick question about the Save Our Station mod.
Do I need to pick the Save Our Station start, or can I choose any of the other starts?
Thanks!
I work on it in bursts, if you have any suggestions feel free to go to the github linked there.
Is there a mod for fortified gates that can't be destroyed by the Zeds or does it already exist in the game? I'm asking as I haven't built any gate yet.
Greetings. I have been trying out mods for a more convenient hotbar. I have tried "Bzouk Hotbar Mod B41" and "Hotbar for 5-20 often-used items", but I have not been able to get either of them to actually do anything. I am confused. I tried unequipping belt and holsters to see if that helped, but it didn't. Does anyone have any suggestions for me?
any start works
the game allows emissive textures?
hmm. I didn't realise that both "IWBUMS Build41 Beta" and a vanilla "Build 41 Beta" branches existed. I'm on the IWBUMS variant. I am wondering if the pair of hotbar mods that don't seem to work right need the non-IWBUMS branch? I'm confused about what the differences between those branches are. I haven't really been paying attention.
Does pz have a console or log to check for mod incompatibilities
I wish we could have facility 7 without worrying about food and water.
You could tweak the sandbox settings in a custom sandbox I suppose
Actually i think that stuff with food and water disabled is on cheats menu.
No, but that's a good idea
does anybody know how i can change that the "lightfooted" skill doesn't decrease the actual footstep sounds? so that the skill is unchanged but the heard footsteps are back to normal like it would be with a level 0 lightfoot skill.
@spiral plover super cool location but due to performance issues i can't play it. 10 fps and that's it. are there any ways to increase fps?
Corpse shadows off, simpler zed textures, no blood
^ yeah that will help, you can also lower the zombie counts in a sandbox version of the map
@jovial summit put everything to a minimum, but still little fps. maybe because of mods?
Also, I'd advise to use melee weapons/ quiet guns. When all those zeds can hear you, it gets laggy quick
now if you wanted to kill your PC... Insane pop spawns in over 10k zombies c:
motorcycle
@spiral plover Is that map connected to the main map in some way?
Looks totally rad.
I'm pretty sure it's not, but it could've changed since he's last updated
Ah okay
It has it's own separate lore, different from PZ
I'd love to find a way to sneak into it kinda like with https://steamcommunity.com/sharedfiles/filedetails/?id=2375198145
I'll definitely give it a swing though. The challenges sound really really cool
Hey yall, I've been trying to contact EZ about their Knox County Map mod for the past few days to no avail so I decided to reupload the handy dandy mod for now:
https://steamcommunity.com/sharedfiles/filedetails/?id=2496947559
If anyone knows EZ or what's up please reach out; I'm totally happy to let them continue running that show.
When do you guys think prosthetics will come in?
turn this into a mod now
Egg gun for breakfast suicide
@echo leaf Just remembered I can repair cars with metal sheets and I got a shit ton of workable iron
Hi guys!
Does somebody knows if there is a method that returns a boolean when the player is doing a timed actions? And another to obtain which action is doing? I was looking in the isogamecharacter and theres one that is "hasTimedActions" but I couldn't make it work(probably because it doesn't work as I think)
Also I checked the basetimedactions lua but didn't understand the function "isValid" for the diferente timedactions
You can try check TimedActionQueue
timed actions are a loop, isvalid check before starting and continuing the loop if it's "isvalid" to do so
there' a start, and end function too
you could probably modify the base timeaction object all the rest are based on to get what you need
but I think they already return stuff
media\lua\shared\TimedActions\ISBaseTimedAction.lua is the base timed action
media\lua\client\TimedActions\ISTimedActionQueue.lua for the action's completion and progress
After many tries I still can't 😂
Tried to do this, I created my own functions of isValid and update for the ISReadABook (with the vanilla code to not change anything about that) and added a simple print to see if that was being executed but it was not, so I probably did something wrong and understood something wrong 🤦🏻♀️
Is there any lua event that is called when the player is doing timed actions to call my code?
SkillRequired:Tailoring=4,
Question for modder, would it be possible to increase car spawns on road, they feel kind of empty.
Whoever the superb survivors mod creator is-you should be put on the dev team pronto.. I went into the fast food joint and saw a spiffo mascot who attacked me on sight
Then I found a lone sheriff inside the station-shooting his ammo supply away
I thought about it. It possible by create map mod on roads with new spawn points or manually spawn by lua code
Putting the spawns on very rare makes it interesting.. every so often you’ll hear alarms being triggered by unlucky survivors
Hey, does anyone know how i can make my shields play a sound when they block an attack with it? i figured it would be easy since the player already says "blocked" above their head. but i had no success trying to add it.
What effect does a bigger mod size have on the game?
I was looking at one of the newer weapon pack mods and people were complaining about the size of the textures
Size of textures = Space
Depending on your GPU as well, they will take more VRAM to keep the texture loaded - It will also have an effect on processing time, however, how much really depends I guess on what compression methods are being used among other things and are generally found out just by testing 😛
If they're all 4k textures, you're probably gonna have a bad thyme
So pretty new to modding - just doing some tests at the moment, I wanna touch on some attachment points, recipes and items - Can I just load em all into the same txt file? Items, attachment points and recipes?
I usually keep my textures at arround 1k. sometimes 2k if its a big model. but 4k for a small knife or hatchet is not right. try to keep the textures low so the pc doesnt die.
Anyone know an alternative to spawn items other than the cheat menu v2 on the workshop?
-debug - Add this to your game params on steam and it'll load up the Debug menu, which includes the ability to spawn items
Okay, I'll give it a try.
like dis in case you werent sure how
Ermm how would I give myself an item? I've never used this haha
Click the little bug (ant) icon. One of the debug menus is item spawner or something
Well unfortunately cheat menus item spawner is broken, thats why I was trying this.
I wonder if anybody plans to make CDDA mods after animals and human NPCs are added.
haha wouldn't that be crazy
Can you be more specific, are you talking about mods for CDDA or PZ?
he wants CDDA themed mods in PZ
My bad, meant PZ mods that are based on CDDA. Like modding in creatures like the Blob, Triffids, and others.
Can't remember the other names, it's been a few months since I played CDDA and I don't remember much, I'm rusty.
FWIW Triffids are not CDDA, they came from 'DAy of the triffids' which is book from 1950's 🙂 https://en.wikipedia.org/wiki/The_Day_of_the_Triffids
The Day of the Triffids is a 1951 post-apocalyptic novel by the English science fiction author John Wyndham. After most people in the world are blinded by an apparent meteor shower, an aggressive species of plant starts killing people. Although Wyndham had already published other novels using other pen name combinations drawn from his real name,...
He can press F11
@agile swallow
Press F11 to get that debug warning off you’re screen, you may have to spam it
just press "tab"
@fallow bridge Ah, thanks I just kept restarting my game. I fixed it though, there was an error with my mod.
Does anyone know what numbers are hiding, body parts (<m_Masks> 0 </m_Masks>) in the "clothingItems" folder
Thanks
has anyone heard about a mod that would allow you to remove broken glass from window using your weapon or a piece of cloth instead of damaging your gloves ? or a mod that would make gloves stronger, cant manage to find that neither
Take any impact object in your hand and select "remove shards" from the window menu
@tame mulch are you using isoplayercharacter for your npcs?
for stuff like pathing
good solution to solve clustering when trying to enter a vehicle
Problem with vehicle that they switch seat and when it empty - go to first empty place
hmmmm
it sounds from my perspective they are just trying to fill the first availability
Yeah. Just need Add AI group logic
so when I enter vehicle - they understand at first moment which seat is need
Hey everyone, would anyone have any idea where I should start if I want to make it so when you right click on broken glass on the ground you can pick up a glass shard?
Check how works context menu. For example in mods that use context menu
Is it possible to use this broken glass in a recipe?
probably, whats its base. name in the code?
Wow thats a stupid name for that
Do you think if I use this as an item name it would work?
I don't think it's an item it's a prop.
yeah
recipe Create glass shiv
{
RippedSheets/IsoBrokenGlass,
Result:GlassShiv,
Sound:PutItemInBag,
Time:5.0,
}
Does that look right?
Hmm when I have it like that I can create a shiv with only ripped sheets.
Tried that. Seems to be considered a tile or something like that, so it's not usable as a regular item.
hmm
Rod's Store (Orphanage) mod adds shards of broken glass, so you can incorporate those into your recipes. (It actually already has a glass shiv.)
Clean!
What are you doing in my Swamp?
no clue how to rig this
but i am learning
I figured out how to check when the player is doing a timed action and execute my custom code, I had to override ALL the functions and not only the update
Thanks @tame mulch @sour island your info was really useful!!
Check scrap weapons. They have a glass shiv so you can find it.
Ah, that kind of makes sense, I assume you had to add returns to each step and pass on the relevent info?
A tip in case you didn't know you can return multiple values,
return a, b, c
local x, y, c = function()
Incase you need more values to be passed through
You are trying what i have already tried.
@hollow shadow The only thing I can think of is having it so when you right click on the broken glass on the ground you can pick up a shard but I have no clue how to do that. Probably something to do with context menus like Aiteron said.
That requires coding
Yeah haha I have no idea where to start lol.
You know how to code?
eh not really
I've only ever plugged and played with different variables I guess.
Not straight up coding lua from scratch
you can do it! (if you want to enough)
Thanks for the encouragement.
could you make it so the broken glass is never a mapobject?
make it spawn an item when created
Well the broken glass as a map object should remain, if I remove it players won't be able to use it as a way to know if somethings lurking around.
Anyone know the size I should make my weapon icon to avoid this issue?
nvm I tried out 32x32 and it looks better
I have exported a car model with a skin from blender and I get ERROR: Animation , 1622075394257> ModelManager.addVehicle> texture not found: do I need to export the skin separately as a texture? Or am I missing something else?
For comparison
They could make infinite glass shivs then, if the recipe is just 2 cloth and glass
Well It's glass, I wanna make it break easily.
make a single invincible sprinting shrek zombie
if its invisible how can you tell its shrek
y u made me look you mean
invincible == invisible !?
this violates all the terms of service on steam as well as public decency ....may this mod burn in hell and God forgive your soul
Where would I take a look if I want to add some more furniture/moveables? I've found that the moveable script looks to see what it is such as stove, or a table high/low etc - But I'm just not really sure how to define my own (if possible). Can anyone point me to the right direction?
Guessing I have to define some tiles or something?
for a basic single tile movable, you can just set that flag in the tile properties in tilezed
Cool yeah, didn't realise you need the mod tools to make them, but makes sense now. Thanks for the reply
there was a problem with the pants.
When the jacket is on, a bug appears.
Linked to script "BodyLocation"
Question! where the types of locations for this script are spelled out
here are the actual layers
youll need to set a toggle on the jacket
there is a large degree of rigidity to the clothing layering system
ive had your same exact issues
Nothing has changed.
This script works on displaying the body and not the clothes.
Is it possible to add more isoTypes in the mod tools? For example there is a TileProperies.txt in TileZed that contains an enum with the isoTypes, can I add my own in here, for tagging in the tile defines, so I can link it to my custom lua?
I can always experiment but hoping that someone already has 😛
Ohh the help menu actually contains a lot of useful information about this, seems you can 🙂
Where is the TileProperies.txt file located more precisely?
and where is this menu located?
TileZed directory
in the TilesProperties editor (for help menu)
TileZed/docs/TileProperties/index.html
I can't seem to get it to work though 😢
He said invincible not invisible
Probably that happens because your incorrectly positioned the textures in the UV map, you can found all BodyLocation on ProjectZomboid\media\lua\shared\NPCs\BodyLocations.lua, if you choice "Pants" as BodyLocation for you item, you should config his UV map like the default items of the game
I think all tile properties are handled in java, would love to be proved wrong though
i dont see why you wouldnt be able to add/link back to more tags....never really tried it myself but sounds like a thing
I tried modifying exsiting property defines in the TileProperties and that didn't appear to work. Also tried creating a new property entry, but upon launching the tile define window again, it was still the same properties available. I was thinking maybe I could just make my object one of the other IsoTypes and then use the replace to change some behavior up
I guess I'll report back if it works or not and beg for some more halp
this would need to be part of a custom tile file i assume similar to creating a texturepack
the vanilla one i doubt can be over written if thats what ur doing
Perhaps a 3d model of the hitbox is tied to these tags. You can throw off the list of available tags. I'll try to find the right one.
Making new pants won't work.
or you need to ask the developers to remake the tag jacket
on "jacket" and "jacketlong".
because of this tag, the pants are cut off
Makes a new BodyLocation and sets "pants" like exclusive, probably it works
Ah, so it's not the TileProperties.txt inside the editor, it's the one under %userprofile% eg: C:\Users\kaizokuroof\.TileZed\TileProperties.txt
yay
Is there a mod that makes it easier to move furniture around in-game?
And where do you need to register?
\media\lua\shared\NPCs\"YourScriptBodyLocations".lua in your mod folder, you can see a example other mods relationed with clothes
or the self media folder of the game
appliances_cooking_01_16 This referes to the tilesheet and then the index?
so tilesheet appliances_cooking_01 and then object on square 17 ? Yep, looks to be that way. Any way one can determine if thier tilesheets and definitions loaded in debug?
I think bloodlocation follows vanilla's UV as well (or holes, dirt)
I don't understand lua (((((
although the principle is clear.
Although I only need 3 tags
1 tag (010) can be worn over everything
2 tag (101) is worn on top of everything but takes up the pants slot
3 tag (111) is worn on top of everything but takes up a jacket slot
Can anyone help write the code in BodyLocations and drop the file into the chat.
Is it difficult to do?
someone will explain to me how to write
This post might clear some things up: #mod_development message
In a nutshell:
If your trousers is overlapping with the jacket UV then the mask used for the jacket will be applied on the trousers as well
my uv mask is completely different.
I use a different tag and the pants are displayed fine
You should be able to build upon this behavior- as the code is already checking when you enter a tile - it would just be a matter or having the game check for inventoryItem rather than mapobject
Could be a neat mod if you make it so zombies make noise on trash items like bottles or cans.
Zomboid has a surprising lack of cans on string
Clothing is rendered by body location hierarchy
So anything over will mask the ones under
anyway i need 3 new tags for clothes. but I'm not getting into the lua
It's not rocket science tho, the file just lists/creates the ones available, copy that, only list the bodylocations you want to create in a renamed file (so it doesn't overwrites) in the same file location
It's all about fiddling, I can barely do LUA as well 😅
You may not even have to place it in the same folder
I only understand "CNC"
As long as it is in Lua/ client/server/shared
Cnc?
If the tag list is exposed somewhere in Lua all you have to do is insert into it.
code for a numerical control machine
I need an example or a code template. For example, clothes are worn on top of everything, but they take up a pants slot
Ah
I've not touched clothes personally, but it would be fairly simple to add to a list.
question how.
I look at these group: getOrCreateLocation or group: setExclusive, and I don't understand what it is
I'm not sure where those are but I can take a look once home.
Alternatively, you could try pinging people here that show off clothing mods.
It's literally what it is :x if you set a bodylocations exclusive to another one they can't be used together. The vanilla file has all examples and comments
RJ comments

it's all about fiddling, I can barely do LUA as well :sweat_smile:
TBH, investigating and experimenting is, IMO, 99% of pulling this modding business off if you're trying to do anything more ambitious than adding more recipes.
I call it "playing with the lego pieces until something works"
Anyone have problems with true action?
I placed the Bob file
I subbed the mod
Still cant seat
I tried to seat chairs facing east or north
Didnt work
i think it says in the desc that only chairs facing downward work
I've tried 4 directions
None worked
then you didnt install correctly
Uh can you tell me where, I know I might have done it wrong but Idk where because I did what the desc said
Subbed
Placed the sitting file inside the Bob folder
Uhh. The description is probably better explaining than i could explain
Does anyone know how i can make all vanilla recipes recognize a modded weldermask?
Is there also one of these for weldermasks?
to any car specialist here - any idea why my damage textures and blood textures don't work?
damage textures used to work before the game added blood overlays
I finally decided to add blood overlays to my car and now neither damage nor blood work
Did you mask the car up? I believe only rust textures work without any masking.
is there any hat that i can wear with the welders mask?
nope
nope, welding mask uses that older rules for masks that avoids hats at all
as far as i know, its a multi UV situation, make sure the car is using multi UV in its script setup, for the car script itself
those damage masks use the multi UV function
You need to activate second UV channel in Blender
Has anyone modded PC games on the computer yet?
Thanks, guys. Will give this a shot.
Good to know, thanks
? Like what? Many of us created mods for PZ
The in game computer lol
I remember someone saying they wrote something that can grab all knife types for recipes?
Who was that.... lol
someones been playing too much for honor
#forhonor
Conqueror gang part 2
For honor,
For honor warden, for honor peacekeeper, for honor centurion, for honor black prior, for honor conqueror, for honor lawbringer, for honor gladiator, for honor knights, for honor gryphon, for honor vikings, for honor raider, for honor berserker, for honor highlander, for ...
Hi!! Is possible do mods only for server side?
Yes
it's in! Took me a few hours, but I got it functional now. Just need to work on bellows and anvil now 😄
hol up, you made a craftable forge?
Yeah
It smelts metal
Now I need to make anvil/bellows to work with it
The art is from the game files
and it goes onto atile? with context menu??
Smelts sheets/iron down into ingots
yes
I had it as a moveable
but I like the context menus
I tried to do the same with my propane gas furnace and workbench. never got it to work
Are you the scrap weapons guy?
yes
Oh cool I fixed some bugs for you 😄
from the armor mod?
yaya
oof
sure sure sure ive been wanting to get htis to work for a few months now
nw, I'm aussie, and flat chat today (at work atm) but I can give you hand over the weekend maybe
cool!
If you wanna get started, look to the campfire setup
ISCampignMenu.lua (client/camping)
Then you need some timed actions to go with them
Do I need to know how to code?
Yeah
Well no
You can copy/paste
but you need to sorta understand the code 😄
not 100% but you gotta be able to follow along a little bit
That’s the issue :~;
Did you make all your assets? Like the weapons and stuff?
All models, sounds, textures, icons, scripts are by me
Anything with code I took from somewhere else and changed it
Ah that cool man! I can't do anything with art, but I can program a lil bit xD
so kinda the opposite but just worse kek
Well if that's the case I might be able to just make it for you then, unless you wanna learn
night night 🙂
do recipes handle types in keep/use etc?
Not sure what you mean, can you write that differently?
Hey any of you know how to add music to the game? I wanna make a music mod. It will play when there is horde around you.
Is it possible to do that?
I saw a guide on steam for exactly that. Try checking there
Do you have a link?
In recipe scripts, there's the ability to run functions within "keep" I was wondering if it could inherently check for type rather than writing a function to check for a specific type.
No sorry I’m on mobile rn
Hmm, I don’t know sry
Didn’t look difficult.
@quiet socket check the pins - there is a github and it talks about sounds 😉
Ah thanks!
have you seen recipiecode.lua in media\shared?
Ah kk no worries just thought I'd mention it as I glanced over it just now 🙂
Thank you though
Love/Hate relationship with modding, on one hand creating shit is awesome fun, but on the other, I'm learning the 'hidden' mechanics behind the game and it sort of ruin's the 'magic' 😦
It does not explain how to add new music tracks
Yeah i know but it at least was a start
How does one contribute to the github, is there some instruction somewhere?
There is plenty of instructional material online about making pull requests
Kk so just pull request no worries
However there is a new guide you can contribute to if you are interested
Since the author of the guide you linked is not active in the community for some time (possibly retired)
Let me know if you are interested and I will D.M you the link
Sure, that would be cool. Ive basically just documented the stuff i worked on further so i figured could be useful to others :)
Does anyone know how to disable/hide Player 1, Player 2 respawn options when you play build 41 split screen co-op? Is there any mod or file I would have to modify for this?
You would probably need to implement this yourself
All the musical scores and cues from the game, delivered to you in one tasty package!
Copyright 2003 Fox Interactive - I claim no ownership or affiliation
hello, any there a link to learn how to make vehicle mod?
Do you know what file needs to be edited to achieve this?
I can show you the tools used to find this out for yourself
This one is good "Complete Vehicle Modding Tutorial - Tutorials & Resources - The Indie Stone Forums" https://theindiestone.com/forums/index.php?/topic/28633-complete-vehicle-modding-tutorial/
Hello and welcome to my tutorial. It covers full workflow of vehicle creation for PZ. If you are a complete beginner in 3D modelling, youll have to watch/read additional tutorials, I wont cover every aspect of model creation and where this button is located. I divide vehicle creation in these sta...
It just doesn't cover the new blood overlays
Thank you!!!! I couldn't find any way and thought it was hopeless.👍
Anyone familiar with InventoryContainers know if there's a goto method of filling them?
For some reason AddItem() doesn't seem to populate created bags that would otherwise have items within them
which containers did you try?
firstaidkits
specifically, spawning firstaidkits in the player
for i=0, items:size()-1 do
---@type InventoryContainer | InventoryItem
local item = items:get(i)
local itemType = item:getType()
local distributions = ItemPickerJava.containers
local specificDistro = distributions:get(itemType)
ItemPickerJava.rollContainerItem(item, player, specificDistro)
end
distributions comes back as THashMap as expected, but when it reaches get it returns "can't get from a non-table"
🤔
all I'm trying to do is make it so when I spawn a firstaidkit in the player's inventory it is filled
@sour island No idea how to do that. The mods that ive seen just spawn empty kit with its contents in the player
@late hound
?
Ah thank you so much!
🙏
Could someone briefly explain to me why Indie stone use strings stored in tables with the getText() func for context menus and such? I assume it just makes it easier to work with and make changes in a single point? Just wondering if there are other benefits? or if it's a khalua thing
getText is specifically for translations
Totally makes sense now you mention it lmao thanks
no worries
Hey guys, does conditional speech mod require more hardware power than vanilla game?
In regards to weapons spawning after certain amount of days AttachedWeaponDefinitions.weaponRegion = { daySurvived = 30 }, } could the same be done with Vehicles?
Can anyone point me in the right direction of 'cooking' items in an oven? I've found some GUI stuff, but I can't seem to figure out how it gets cooked, only the UI being updated under Client/ISUI/IsInventoryPane.lua - Would this require me to decomp and look under the hood at the java code?
any sound overhaul mods
Soonish from noiseworks 😄
I am working on implementing support for modding sounds with custom sound banks
So hopefully we will see a lot of sound overhaul mods soon
You should ask this in #old_techsupport
I would shamelessly point you to Coco Labs ➡️
I believe modding a game requires better hardware, as for the mod I don't see why you need to ups your hardware for it.
try to enable/disable as you might have conflicting mods
@trim igloo these are my mods i never had issues with them
the one you highlighted?
i added this Vehicle and the range rover vehicles
the rest of hte mods i never experienced it
try disabling it and reload your save
@trim igloo will my cars that is a part of mod disappear as well?
it could
hmm the grid doesn't really show like whenever i use the cars it just appear sometimes twice today and disappear in just less than 10 seconds
try changing your display settings
Tactical Bulletproof Vest (No Texture)
@ruby urchinwhen is the release date?
Is it 1 armor piece? or 3 seperate ones
idk exactly, but I hope soon, I want have a outfits before to release the pack
Only one
you used bones to animate it?
I'm noob on modeling, so idk what to say about, but I think I did it like everyone does
Question
Is it possible to edit zombies?
Like change the model to add stuff to them?
nope
New wooden shield for scrap armor
Damm
Yes
Now that looks like an authentic raider, well done!
i Think ill make a round one that needs carpentry skill later
is modding PZ any hard?
Making good mods is hard yes
holy crap, this with textures is going to look amazing!
i still dont know how he made it use multiple bones
You mean this? with multiple bones
#mod_development message
from scratch? I don't have any coding experience 🥲
same
vertex grouping + transfer weights
is there a tutorial for that somewhere?
it was like this before i removed the player model
is that blender?
there's probably a few tutorials on yt, i'm really just studying it slowly :l
yeah, new blender
saving as fbx
works on old too?
havent tested :p
How do i get the playermodel
Good stuff brita!
thanks man )))
awesome as always! :)
Obviously, but honestly I can't remember who uploaded it, I guess it was "redo" idk 
wow.
i like that scope, if you run out of bullets you have a metal baseball bat attached to your weapon already
jk 😆 ikr
lol longest model I've ever seen
your mod hath broken my game
Could you explain in more detail? Would help brita Fix the problem
Well what exactly is going on?
and all i get are errors on the bottom of my screen
anytime i mess with objects it just wont do anything piling on the errors
I doubt it’s britas then, could be a conflict betweeen britas and another mod
and with out the mod its lets me pick up items
but if i drop them it wont let me do that
What build are you playing on
What is you’re modlist
lay it on me
B41 shouldn’t be so heavily modded
With that many mods it might not even be britas causing issues
you might be right
You’re best bet is to go disable one mod at a time and figure out what ones are causing the conflict
ah
no
ive already spent the whole day working ont this and im at the laptop out my window stress level right now
All good man it can be stressful
I FUCKING GOT IT WHOOOOOO!!!!!
PARDON MY LANGUAGE
why is my keyboard capsing
it was this modhttps://steamcommunity.com/sharedfiles/filedetails/?id=612100872
Good job
awesome stuff!
Yannow I think it would be cool if someone would make a modded feature where over the course of time the sprites would become more post apocalyptic
Like after the TV shuts off, then after the first month-then three months-then 6, if there were thresholds that could be met then you could have vehicle scenarios/stories that could be found-also think it could be implemented that it loads after your character sleeps on those threshold dates
Have you thought about buffing optics, but making them reliable on batteries?
i cant stop seeing the USCPF logo
ATF or Arma 3?
If it’s ATF, I have around 1k hours in that game-
Vehicle stories already exist XD
Although furniture getting more decrepit would be pretty cool
I’ll have to ask Nasko if that’s something planned
this is big dog actual, dropping tendies at the designated drop zone
can we dismantle the airdrop for recources? maybe we can even get the boxes from it as placeables?
yes, and no
the real question is DO WE GET BOOM STICKS?
And perhaps ammunition
no
and we have it set up where anyone wanting to make a submod to add it is easily able to
i can already see ppl making airdrops full of guns and ammo :I
oh i meant the big green plastic crate
wanting to use a cardboard box as a placeable is like collecting candy wrappers
isnt moveable atm
and it may never
;-;
i want to watch people struggle to loot it because it fell into a difficult spot
and desperately try to take out the 44 pound boxes and escape with them
Can it fall onto WPE hospital roof?
theoretically, yes
that wud be fun
Can’t we not get up there?
the hospital has a helipad on the roof
afaik
i really only added the cop helicopter because louisville police station has one
Hey! Guys, i have question about receipts. I searched this information for long time, but didnt find it.
How make random item in "Result:" from the list or table, etc?
you could use OnCreate to do it in Lua
rather than result:item;number,
you'd use OnCreate:example in the recipe, and in a lua file have this: function example(recipe, result, player)
I do not quite understand what you mean. I need to specify OnCreate:example in the .txt of the recipe instead of the "result:" line, and create a "function example (recipe, result, player)" in a separate .lua file?
yes - that would be one way of having random results
also I think you need to have a result as well
in this case, where should I indicate the list of possible items that can be obtained from the recipe?
I have something like this
I'm new to this business, so I would be grateful if you could help 😄
you don't need the oncerate( or events stuff
just the function byitself
do you want there to be differing chances?
oh
oops
function randomItem(recipe, result, player)
---types formatting = Type(string), Chance(number), Rolls(number)
---Chance vs Rolls: Chance will be the flat % of the item being spawned, Rolls is how many times this is attempted
local types = {"Base.item",100,1,"Base.item",100,1,"Base.item",100,1,"Base.item",100,1}
for index, typeOrChance in pairs(types) do
--if typeOrChance is a string then consider this the item ID
if type(typeOrChance) == "string" then
local type = typeOrChance
local chance = 100
local rolls = 1
--if the following index is a number it's chance
if types[index+1] == "number" then chance = types[index+1] end
--if the next following index is a number it's rolls
if types[index+2] == "number" then rolls = types[index+1] end
for iteration=1, rolls do
if ZombRand(101) <= chance then
--you don't need local item here but this can be used to modify the item after the fact
local item = player:getInventory():AddItem(type)
end
end
end
end
end
I was already neck deep in loottable logic so I modified what I had to fit what you'd want
acceptable formats for types include```lua
local types = {"Base.item","Base.item","Base.item","Base.item"}
local types = {"Base.item",50,"Base.item",25,"Base.item",10,"Base.item",10}
first number is % out of 100 for it to occur, second number is rolls or times it is attempted
both are optional
default is 100 and 1
this would spawn a number of items though
I didn't realize you wanted only 1
wait removeresultitem:true is a thing?
😮
surprised myself 😄
that actually helps me lol
initially yes, but perhaps in the future it will be necessary to issue a certain number of items. thanks anyway)
no prob
by the way, removeresultitem: true opens up a lot of interesting modding ideas. for example, we can realize the chance of breaking an item when crafting, if the character's skills are insufficient 🤔
does it have an inherit % to it?
I've not tested it by OnCreate has 3 arguments, recipe, result, player
again, not tested, but I think result would be the item
not sure what recipe would be
I think this can be done at the same chances as in my code for randomly spawning an item. but make it on dependencies (if made dependent on skills)
if the character's skill is less than a certain value> there is a choice of two options, where 1 - true, 2 - false for removeresultitem
sounds strange and unfinished, so it need to test
recipes are scripted, I don't think it would make sense to alter them in realtime- when you can just use OnCreate()
or like you say, maybe
I guess we may not know unless a dev chimes in, but my guess is removeresult is for better OnCreate support
I'll try to implement it the other day
this took way longer than it should have to figure out
AYO CRUSADER
Imagine putting scrap armor on this
bro
I'm working towards putting plate armor over it but I'm still figuring out how to model clothing
anyone know if there's a way to get an output of what professions / traits add?
trying to make the skill recovery journal work retroactively
Profession: fireofficer zombie.characters.professions.ProfessionFactory$Profession@726b763c
- Sprinting = 1
- Fitness = 1
- Strength = 1
- Axe = 1
progress
current skill - bonus from profession or starting traits
figured out the automatic logic - I really didn't want to manually set things
strange, fitness and strength seem to have a bonus 3
What if i took strong trait, died, picked a different trait? Would i still get bonus strength?
I have a question.
I created an army medical bag and want to make a military medic zombie. Where to prescribe the medical items that will appear in the bag?
I think you can set it in a distribution.lua
I managed to make screws spawn in toolboxes
yes, I'm still testing this but it appears to work
in my test I took firefighter and all positive traits adding skils and then raised everything to 10
the goal would to be get the gained skills automatically rather than record each level up
