#mod_development

1 messages · Page 464 of 1

sour island
#

What you can do is have two lists, one storing string indexes and values and the other simply store the string indexes of the first list as values.

#

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.

cursive bramble
#

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.

sour island
#

You can use a for loop to grab contents of tables

#

But it won't be in order

cursive bramble
#

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.

sour island
#

Userdata isn't the same as ModData

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I believe userdata is a java array- so get and size would work

cursive bramble
#

i know so. but modData type returns as userdata in type()

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if i encounter a userdata that freaks out my pretty print ill adjust. im in the initial stages afterall.

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ty for the help!

sour island
#

Strange they'd have the same type

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I don't think java arrays should be returning as "tables" either

cursive bramble
#

its pretty print for any table or userdata (again technically when i pass modData)
check for type and use appropriate iteration solution.

sour island
#

Try using ``` before after after code blocks

cursive bramble
#

willdo!

#

was wondering whats the markup

sour island
#

You can also include the language after the first set

#

```lua
Code
```

cursive bramble
#

gtg look after my baby...

sour island
#

No worries, good luck.

true snow
#

Which file do I add professions to? I need to look at the source file to get the structure right.

nimble spoke
true snow
#

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

main lion
#

New optics

jovial summit
#

oh god not that british rifle

agile swallow
#

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;
willow estuary
#

Each table has only one rolls value; your distro inserts sets gunstore counter from 3 rolls to 1 roll.

agile swallow
#

Oh really, I didn't know.

#

So just get rid of all the rolls = parts

willow estuary
#

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.

agile swallow
#

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.

willow estuary
#

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);```
agile swallow
#

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?

willow estuary
#

Yep!

willow estuary
#

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.

agile swallow
#

Oh, so the container itself defines things like that?

willow estuary
#

Absolutely.

agile swallow
#

Cause obviously no gun inside a gunstore display case would be loaded.

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At least they shouldn't be haha

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Also, the number after the item would be the percentage chance for the item to spawn correct?

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For example do I currently have it set so there's a 10% chance for my gun to spawn in the gunstore display case?

willow estuary
#

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.
agile swallow
#

hmm, would you happen to have any idea what values I should go with for something as useful as an integrally suppresed gun?

willow estuary
#

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

agile swallow
#

I'll have to do some testing. Thank you very much for explaining things to me.

willow estuary
#

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.

agile swallow
#

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.

hexed anchor
#

looking good

grizzled grove
fair frost
#

And they should even more

severe ridge
willow estuary
severe ridge
#

😎 oh, u guys talking about car distribution?

willow estuary
#

I wasn't?

severe ridge
#

Idk, i just came in 🤣

willow estuary
#
  • note, a junk table has to exist in the first place before you can insert an item into it.
severe ridge
#

Indeed

grizzled grove
supple sapphire
#

is is possible to mod container capacity ? I mean things like crates, shelves, etc, not bags ?

supple sapphire
#

Where i can find this info ?

#

And does it require extensive lua knowledge ? Tad lacking on that part.

drifting ore
#

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.

carmine cosmos
carmine cosmos
edgy torrent
#

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

supple sapphire
drifting ore
#

The "Great Fuck You" Mod.

carmine cosmos
#

Gonna have to provide more info then that if you want to see it implemented

ruby urchin
agile swallow
# ruby urchin

Nice bro, it'd be cool if the skateboard was a melee weapon. Decking zombies with the board haha.

ruby urchin
dull garnet
#

Need help please? What am I missing for my armor mod?

mortal widget
#

seggy

foggy salmon
dull garnet
#

Groin Guard with no texture model

#

Please? Anyone?

ruby urchin
#

That's a custom BodyLocation?

dull garnet
#

Underwear

#

When I inspect I get:

fair frost
#

So 🤷

#

So i based it off this obe

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*one

rapid flax
#

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?

agile swallow
#

@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.

solar lily
#

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?

quasi ginkgo
#

Is it possible to have a vest give you protection and act as a container (like a bag)?

quasi ginkgo
#

Then place the mods in user/zomboid/mods

solar lily
#

oh okay! thank you

hollow shadow
quasi ginkgo
#

The patch?

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I do have the patch installed

quasi ginkgo
#

How exactly?

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I have it installed

hollow shadow
#

look at paw low loot mod for example

quasi ginkgo
#

Huh

#

Interesting

ruby urchin
severe ridge
#

only the good ones knows the reference :Y

drifting ore
#

Does this mean possible skateboarding mods?

hollow shadow
#

i would lighten up the backpack a bit tho

hollow shadow
#

is there a fast way to rename all of these to "kate_Scrap....."?

main lion
#

more new optics!

errant meteor
#

Madlad

#

How are you pumping out so much stuff out? make a patron, I would donate

hollow shadow
#

I wish they took more time balancing the mod instead of adding content

echo leaf
twilit bison
#

a have a really dumb idea for a mod

#

it does nothing but make zombies pog

drifting ore
#

@main lion Could you ever make 1800's weapons, and possibly a p9s?

hollow shadow
#

Female scrap warrior, took some time resizeing the models

low yarrow
echo leaf
#

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.

drifting ore
#

Hey djvirus, do you ever think you can make a scrap suit that looks like classic doomguy?

echo leaf
drifting ore
#

Maybe this but more realistic like?

hollow shadow
# drifting ore

Hmm, I think its possible but i dont think it gives enough madmax vibes

drifting ore
#

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.

echo leaf
#

Anyone know who Ez is? From:

jovial summit
#

earth

#

i think

echo leaf
#

Well I can reupload it if they dont

errant meteor
#

@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?

nimble spoke
#

less than any vanilla magazine, I should raise that a bit

errant meteor
restive ginkgo
#

Where does one find the text that appears over your character when you press Q

ruby urchin
jovial summit
#

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

restive ginkgo
#

Can one add more callouts to this, assuming it just iterates

jovial summit
#

Thank you!

grim skiff
#

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.

jovial summit
#

Debug IIRC

ruby urchin
#

ballistic mask

errant meteor
#

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?

echo leaf
#

@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

errant meteor
#

I wish there was the "place" to go to.

echo leaf
#

Knox County is the place to go

#

😉

errant meteor
#

Hopefully they add a big ass library in Louisville

echo leaf
#

If you're just wanting it now you could use Cheat Menu to spawn the books for yourself

errant meteor
#

Chads do not cut corners

echo leaf
#

Says man who also said, "I wish there was the 'place' to go."

errant meteor
#

There is a place for food, guns, and such, there should be a place to go get knowledge I need

echo leaf
#

Bookstores are usually a pretty solid go-to for books, my man

errant meteor
#

Well at least now I can make some ammo, and make metal sheets for repairs

dull garnet
#

Can anyone lend me their knowledge regarding armor modding please?

twilit drift
#

make sure guids are the same in the guidtables and clothing xml's

dull garnet
twilit drift
#

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

dull garnet
#

This is my current problem, the condition/resistances don't show when inspected and spitfire ISGarmentUI.lua issues

dull garnet
twilit drift
#

probably an error in the scriping folder?

#

i'm not much of a coding guy

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so i wouldn't know

dull garnet
#

``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,
}

}``

twilit drift
#

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

dull garnet
#

I wish that was problem but it's not 😩 Thanks mate

twilit drift
#

hold on

#

it says it's a lua error

#

there's something fucky with said lua file

dull garnet
#

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

twilit drift
#

possibly? i'm not sure

#

good luck though man

dull garnet
#

Cheers 👍

chrome zealot
#

It seems to massively fuck up the distribution of the vanilla game + all workshop mods.

twilit drift
#

that's the dev fucking w/ the lua distribution files

#

he prob did them wrong

trim current
#

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?

split cipher
#

has anyone made a mod so that these coolers actually reduce the speed of food decay?

grave solstice
#

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.

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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.

hollow shadow
drifting ore
#

sup djvirus.

grave solstice
#

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/

chrome zealot
agile swallow
#

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.

quasi ginkgo
#

there's already too much content

#

balancing loot spawns alone will make the mod great

hollow shadow
echo leaf
#

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

maiden flax
#

I wonder the same thing with that mod

errant meteor
#

@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?

echo leaf
#

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.

errant meteor
#

There is no way to fit 30 workable iron, way to heavy

echo leaf
#

You dont need 30

#

lmao

errant meteor
#

bruh

echo leaf
#

Lol dude

#

You dont need 30 full workable irons

#

1 iron will make plenty

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I forget exactly how many uses each workable iron has

#

Get what I mean?

#

I admire your dedication to getting that much iron though

errant meteor
#

Then way dose it say 30 in the crafting?

echo leaf
#

So it looks like none of those materials are in your hands.

#

30 units

#

Each Workable metal has many units

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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

errant meteor
#

All of the molds are still grayed out, but it lets be craft everything else

echo leaf
#

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

errant meteor
echo leaf
#

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

errant meteor
echo leaf
#

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

errant meteor
#

Nope not working

#

ill fuck around with it more lol

echo leaf
#

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?

errant meteor
#

4

#

bruh lol

#

@echo leaf You should add that in the mod description

#

thanks for the help

echo leaf
#

That's default Smthing behavior

#

from his mod

#

Nothing to do with me 👼

errant meteor
#

lol

echo leaf
#

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

errant meteor
#

Same I got 4 lvls in 1 day, I was hording a much of metal from the intersection cars.

echo leaf
#

yee thats what I did 😄

#

forks spoons and knives

errant meteor
#

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

echo leaf
#

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

#

😄

errant meteor
#

Thx

#

Would you be willing to make a mod that lets you make a homemade hun cleaning kit?

echo leaf
#

I'm sure you can do it!

errant meteor
#

wd40 is running out and one use

echo leaf
#

It's really quite easy 🙂

errant meteor
#

0% coding here lol

echo leaf
#

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

errant meteor
#

kk thanks for all the help

echo leaf
#

no problemo amigo

#

Now you've got me looking up what goes into WD40

#

lol

errant meteor
#

It makes things that are suppose to move but are not moving move

echo leaf
#

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

errant meteor
#

Do not know why brita did not included CLP

echo leaf
#

just bloat

#

why add it lol

errant meteor
#

I want to spread it on my body

sour island
#

guns basically never break in game right? only jam?

echo leaf
#

well they lower in quality the more you use them

#

and jam more frequently the lower the quality

#

and will eventually break

sour island
#

does wood glue fix guns too?

echo leaf
#

uhh

#

i dont think you can use wood glue on brita guns

#

Yeah just Gun Cleaning Kits and WD40

sour island
#

makes for a funny image

echo leaf
#

I mean how you about to use wood glue on a metal/plastic gun

#

lets be real

errant meteor
#

I do not know how hard the player cleans to gun with a gun cleaning kit that it is only one time use lol

sour island
#

that's why its funny

errant meteor
#

I be jamming in the middle of a clean op :[

echo leaf
#

There are also Gun Cleaning kits but they're incompatible with brita guns

errant meteor
#

never knew they we in the game

echo leaf
#

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

hollow shadow
sour island
#

I wrote it about a month or two ago

hollow shadow
hollow shadow
#

It seems I’ve been living under a rock

carmine cosmos
#

🪨

errant meteor
autumn sierra
vague minnow
#

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!

sour island
fast condor
#

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.

wheat sigil
#

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?

uncut meteor
#

the game allows emissive textures?

wheat sigil
#

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.

chrome zealot
#

Does pz have a console or log to check for mod incompatibilities

spiral plover
#

Finally going live with my facility mod

drifting ore
#

I wish we could have facility 7 without worrying about food and water.

spiral plover
#

You could tweak the sandbox settings in a custom sandbox I suppose

drifting ore
#

Actually i think that stuff with food and water disabled is on cheats menu.

carmine cosmos
polar prairie
#

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.

radiant ginkgo
autumn ether
#

@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?

jovial summit
#

Corpse shadows off, simpler zed textures, no blood

spiral plover
autumn ether
#

@jovial summit put everything to a minimum, but still little fps. maybe because of mods?

spiral plover
#

Mods could also do that

#

I'd do low zombie pop, see if that helps

jovial summit
#

I played with just Fac 7, and it was still a struggle

#

It's just a hefty mod

spiral plover
#

at the current map settings, you're dealing with 2500 zombies

#

around there

jovial summit
#

Also, I'd advise to use melee weapons/ quiet guns. When all those zeds can hear you, it gets laggy quick

spiral plover
#

now if you wanted to kill your PC... Insane pop spawns in over 10k zombies c:

novel obsidian
#

motorcycle

jovial summit
#

motorcycle

echo leaf
#

@spiral plover Is that map connected to the main map in some way?

Looks totally rad.

jovial summit
#

I'm pretty sure it's not, but it could've changed since he's last updated

echo leaf
#

Ah okay

jovial summit
#

It has it's own separate lore, different from PZ

echo leaf
#

I'll definitely give it a swing though. The challenges sound really really cool

echo leaf
#

If anyone knows EZ or what's up please reach out; I'm totally happy to let them continue running that show.

drifting ore
#

When do you guys think prosthetics will come in?

jovial summit
#

f

#

*four

twilit bison
#

turn this into a mod now

tame mulch
#

Egg gun for breakfast suicide

errant meteor
#

@echo leaf Just remembered I can repair cars with metal sheets and I got a shit ton of workable iron

worldly olive
#

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

tame mulch
#

You can try check TimedActionQueue

sour island
#

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

worldly olive
# sour island you could probably modify the base timeaction object all the rest are based on t...

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?

sour island
#

check the second file

#

ISTimedActionQueue there's a 'complete' function there

severe ridge
#

SkillRequired: for tailoring is tailoring or tailor?

#

derp

willow estuary
errant meteor
#

Question for modder, would it be possible to increase car spawns on road, they feel kind of empty.

dim geode
#

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

tame mulch
dim geode
#

Putting the spawns on very rare makes it interesting.. every so often you’ll hear alarms being triggered by unlucky survivors

hollow shadow
#

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.

marsh beacon
#

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

pseudo lake
#

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?

hollow shadow
agile swallow
#

Anyone know an alternative to spawn items other than the cheat menu v2 on the workshop?

pseudo lake
#

-debug - Add this to your game params on steam and it'll load up the Debug menu, which includes the ability to spawn items

agile swallow
#

Okay, I'll give it a try.

pseudo lake
#

like dis in case you werent sure how

agile swallow
#

Ermm how would I give myself an item? I've never used this haha

pseudo lake
#

Click the little bug (ant) icon. One of the debug menus is item spawner or something

agile swallow
#

yeah i opened that and now theres a bunch of windows on my screen

pseudo lake
#

Ah looks like your mods crashed it

#

cheat menu it is, sorry fren

agile swallow
#

Well unfortunately cheat menus item spawner is broken, thats why I was trying this.

viral spire
#

I wonder if anybody plans to make CDDA mods after animals and human NPCs are added.

#

haha wouldn't that be crazy

carmine cosmos
hexed anchor
#

he wants CDDA themed mods in PZ

viral spire
#

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.

pseudo lake
#

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,...

fallow bridge
pseudo lake
#

@agile swallow

fallow bridge
agile swallow
#

@fallow bridge Ah, thanks I just kept restarting my game. I fixed it though, there was an error with my mod.

rapid granite
#

Does anyone know what numbers are hiding, body parts (<m_Masks> 0 </m_Masks>) in the "clothingItems" folder

rapid granite
#

Thanks

fallen quest
#

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

rapid granite
#

Take any impact object in your hand and select "remove shards" from the window menu

fallen quest
#

no way

#

well thank you, seems like im dumb asf

craggy furnace
#

@tame mulch are you using isoplayercharacter for your npcs?

tame mulch
#

Yes

#

*IsoPlayer

craggy furnace
#

have you thought about assigning an AI leader to groups?

#

oh

tame mulch
#

Leader?

#

Hmmmm

craggy furnace
#

for stuff like pathing

#

good solution to solve clustering when trying to enter a vehicle

tame mulch
#

Problem with vehicle that they switch seat and when it empty - go to first empty place

craggy furnace
#

hmmmm

#

it sounds from my perspective they are just trying to fill the first availability

tame mulch
#

Yeah. Just need Add AI group logic

#

so when I enter vehicle - they understand at first moment which seat is need

agile swallow
#

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?

tame mulch
#

Check how works context menu. For example in mods that use context menu

agile swallow
#

Is it possible to use this broken glass in a recipe?

late hound
#

probably, whats its base. name in the code?

agile swallow
#

Not sure, how do I find it?

#

Does this tell you anything?

late hound
#

Wow thats a stupid name for that

agile swallow
#

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.

late hound
#

yeah

agile swallow
#
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.

maiden elk
agile swallow
#

hmm

maiden elk
#

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.)

craggy furnace
echo leaf
#

no plz no

#

Shrek sprinters

low yarrow
late hound
#

What are you doing in my Swamp?

craggy furnace
#

no clue how to rig this

echo leaf
#

phew

#

we're saved

craggy furnace
#

but i am learning

worldly olive
#

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!!

undone heron
sour island
#

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

hollow shadow
agile swallow
#

@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.

agile swallow
#

Yeah haha I have no idea where to start lol.

hollow shadow
agile swallow
#

eh not really

#

I've only ever plugged and played with different variables I guess.

#

Not straight up coding lua from scratch

pseudo lake
#

you can do it! (if you want to enough)

agile swallow
#

Thanks for the encouragement.

sour island
#

could you make it so the broken glass is never a mapobject?

#

make it spawn an item when created

agile swallow
#

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.

agile swallow
#

Anyone know the size I should make my weapon icon to avoid this issue?

#

nvm I tried out 32x32 and it looks better

dull garnet
#

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?

agile swallow
#

For comparison

hollow shadow
agile swallow
#

Well It's glass, I wanna make it break easily.

severe ridge
#

make a single invincible sprinting shrek zombie

drifting ore
severe ridge
#

rj y u made me look you mean

pseudo lake
#

invincible == invisible !?

latent orchid
# craggy furnace

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

pseudo lake
#

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?

grizzled grove
pseudo lake
#

Cool yeah, didn't realise you need the mod tools to make them, but makes sense now. Thanks for the reply

rapid granite
#

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

craggy furnace
#

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

rapid granite
#

Nothing has changed.
This script works on displaying the body and not the clothes.

pseudo lake
#

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 🙂

rapid granite
#

Where is the TileProperies.txt file located more precisely?

and where is this menu located?

pseudo lake
#

TileZed directory

#

in the TilesProperties editor (for help menu)

#

TileZed/docs/TileProperties/index.html

#

I can't seem to get it to work though 😢

fallow bridge
ruby urchin
grizzled grove
pseudo lake
#

Yeah it seems it's lying to me 😦

#

Does the replace feature work?

latent orchid
#

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

pseudo lake
#

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

latent orchid
#

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

rapid granite
#

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.

rapid granite
#

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

ruby urchin
#

Makes a new BodyLocation and sets "pants" like exclusive, probably it works

pseudo lake
#

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

drifting ore
#

Is there a mod that makes it easier to move furniture around in-game?

rapid granite
ruby urchin
#

\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

pseudo lake
#

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?

severe ridge
#

I think bloodlocation follows vanilla's UV as well (or holes, dirt)

rapid granite
#

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.

rapid granite
#

Is it difficult to do?
someone will explain to me how to write

low yarrow
#

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

rapid granite
#

my uv mask is completely different.

#

I use a different tag and the pants are displayed fine

sour island
#

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

severe ridge
#

Clothing is rendered by body location hierarchy

#

So anything over will mask the ones under

rapid granite
severe ridge
#

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 😅

sour island
#

You may not even have to place it in the same folder

rapid granite
#

I only understand "CNC"

sour island
#

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.

rapid granite
#

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

sour island
#

Ah

#

I've not touched clothes personally, but it would be fairly simple to add to a list.

rapid granite
#

question how.
I look at these group: getOrCreateLocation or group: setExclusive, and I don't understand what it is

sour island
#

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.

severe ridge
#

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

willow estuary
#

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"

unborn fulcrum
#

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

hollow shadow
unborn fulcrum
#

None worked

hollow shadow
unborn fulcrum
#

Subbed

#

Placed the sitting file inside the Bob folder

hollow shadow
hollow shadow
#

Does anyone know how i can make all vanilla recipes recognize a modded weldermask?

#

Is there also one of these for weldermasks?

eternal stirrup
#

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

late hound
#

Did you mask the car up? I believe only rust textures work without any masking.

hollow shadow
#

is there any hat that i can wear with the welders mask?

craggy furnace
#

nope

severe ridge
#

nope, welding mask uses that older rules for masks that avoids hats at all

shrewd grove
#

those damage masks use the multi UV function

radiant ginkgo
errant meteor
#

Has anyone modded PC games on the computer yet?

eternal stirrup
#

Thanks, guys. Will give this a shot.

tame mulch
errant meteor
#

The in game computer lol

sour island
#

I remember someone saying they wrote something that can grab all knife types for recipes?

#

Who was that.... lol

hollow shadow
#

Now i can wear a cool hat and have a welder mask on at the same time :3

craggy furnace
#

someones been playing too much for honor

severe ridge
#

complete madman

#

florida man knight

hollow shadow
devout shadow
#

Hi!! Is possible do mods only for server side?

pseudo lake
#

it's in! Took me a few hours, but I got it functional now. Just need to work on bellows and anvil now 😄

hollow shadow
pseudo lake
#

Yeah

#

It smelts metal

#

Now I need to make anvil/bellows to work with it

#

The art is from the game files

hollow shadow
pseudo lake
#

Smelts sheets/iron down into ingots

#

yes

#

I had it as a moveable

#

but I like the context menus

hollow shadow
#

I tried to do the same with my propane gas furnace and workbench. never got it to work

pseudo lake
#

Are you the scrap weapons guy?

hollow shadow
#

yes

pseudo lake
#

Oh cool I fixed some bugs for you 😄

hollow shadow
pseudo lake
#

yaya

hollow shadow
#

oof

pseudo lake
#

want some help with the menu?

#

also cool mod btw

hollow shadow
pseudo lake
#

nw, I'm aussie, and flat chat today (at work atm) but I can give you hand over the weekend maybe

pseudo lake
#

If you wanna get started, look to the campfire setup

#

ISCampignMenu.lua (client/camping)

#

Then you need some timed actions to go with them

hollow shadow
#

Do I need to know how to code?

pseudo lake
#

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

hollow shadow
pseudo lake
#

Did you make all your assets? Like the weapons and stuff?

hollow shadow
#

All models, sounds, textures, icons, scripts are by me

#

Anything with code I took from somewhere else and changed it

pseudo lake
#

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

hollow shadow
#

I would like to learn it

#

But for now I go to bed

#

2 am here

pseudo lake
#

night night 🙂

sour island
#

do recipes handle types in keep/use etc?

hollow shadow
quiet socket
#

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?

hollow shadow
quiet socket
#

Do you have a link?

sour island
hollow shadow
quiet socket
#

I hope its not that hard tho, im new with making mods.

#

😄

hollow shadow
pseudo lake
#

@quiet socket check the pins - there is a github and it talks about sounds 😉

quiet socket
#

Ah thanks!

pseudo lake
sour island
#

Yes

#

I ended up writing a function to use

pseudo lake
#

Ah kk no worries just thought I'd mention it as I glanced over it just now 🙂

sour island
#

Thank you though

pseudo lake
#

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' 😦

dull garnet
carmine cosmos
pseudo lake
#

Yeah i know but it at least was a start

#

How does one contribute to the github, is there some instruction somewhere?

carmine cosmos
#

There is plenty of instructional material online about making pull requests

pseudo lake
#

Kk so just pull request no worries

carmine cosmos
#

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

pseudo lake
#

Sure, that would be cool. Ive basically just documented the stuff i worked on further so i figured could be useful to others :)

rose sand
#

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?

carmine cosmos
craggy furnace
simple ingot
#

hello, any there a link to learn how to make vehicle mod?

rose sand
carmine cosmos
eternal stirrup
# simple ingot hello, any there a link to learn how to make vehicle mod?

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/

#

It just doesn't cover the new blood overlays

simple ingot
sour island
#

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

hollow shadow
sour island
#

firstaidkits

sour island
#

specifically, spawning firstaidkits in the player

sour island
#
    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

hollow shadow
#

@sour island No idea how to do that. The mods that ive seen just spawn empty kit with its contents in the player

sour island
#

How do you spawn it's contents?

#

Or is it just done manually

drifting ore
#

@late hound

late hound
quiet socket
#

🙏

pseudo lake
#

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

sour island
pseudo lake
#

Totally makes sense now you mention it lmao thanks

sour island
#

no worries

fast girder
#

Hey guys, does conditional speech mod require more hardware power than vanilla game?

dull garnet
#

In regards to weapons spawning after certain amount of days AttachedWeaponDefinitions.weaponRegion = { daySurvived = 30 }, } could the same be done with Vehicles?

pseudo lake
#

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?

topaz pendant
#

any sound overhaul mods

low yarrow
carmine cosmos
#

So hopefully we will see a lot of sound overhaul mods soon

carmine cosmos
trim igloo
#

try to enable/disable as you might have conflicting mods

craggy furnace
#

not true

#

just use the mod

vale parcel
#

@trim igloo these are my mods i never had issues with them

trim igloo
#

aight so is it a vehicle?

#

showing those grid?

vale parcel
#

i think so

#

it could probably this mod

trim igloo
#

the one you highlighted?

vale parcel
#

i added this Vehicle and the range rover vehicles

#

the rest of hte mods i never experienced it

trim igloo
#

try disabling it and reload your save

vale parcel
#

@trim igloo will my cars that is a part of mod disappear as well?

trim igloo
#

it could

vale parcel
#

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

trim igloo
#

try changing your display settings

ruby urchin
#

Tactical Bulletproof Vest (No Texture)

autumn ether
#

@ruby urchinwhen is the release date?

hollow shadow
ruby urchin
ruby urchin
hollow shadow
ruby urchin
rose notch
#

Question

#

Is it possible to edit zombies?

#

Like change the model to add stuff to them?

hollow shadow
#

New wooden shield for scrap armor

rose notch
#

Damm

carmine cosmos
carmine cosmos
hollow shadow
#

i Think ill make a round one that needs carpentry skill later

analog karma
#

is modding PZ any hard?

hollow shadow
severe ridge
hollow shadow
severe ridge
#

we have a model

#

for rigging :l

#

its been a while actually

hollow shadow
#

a model for rigging?

#

what does that mean

severe ridge
#

yeah, player models

#

with the bones etc

ruby urchin
analog karma
severe ridge
analog karma
#

dang

#

I'll get to it someday

severe ridge
#

vertex grouping + transfer weights

hollow shadow
severe ridge
#

it was like this before i removed the player model

hollow shadow
severe ridge
#

there's probably a few tutorials on yt, i'm really just studying it slowly :l

#

yeah, new blender

#

saving as fbx

hollow shadow
#

works on old too?

severe ridge
#

havent tested :p

hollow shadow
#

How do i get the playermodel

severe ridge
#

theres attachments to it here, from TK too

#

or at least there were :l

ruby urchin
#

Those files should be attached to this channel

severe ridge
#

and given credit ofc

#

to throttle

main lion
#

more optics!

hexed anchor
#

Good stuff brita!

main lion
polar prairie
ruby urchin
main lion
severe ridge
#

nice 😉

polar prairie
#

wow.

severe ridge
# main lion

i like that scope, if you run out of bullets you have a metal baseball bat attached to your weapon already

jk 😆 ikr

main lion
drifting ore
fallow bridge
drifting ore
#

i dont know how

#

no one helps me in techs support until an hour later or more

fallow bridge
#

Well what exactly is going on?

drifting ore
#

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

fallow bridge
#

I doubt it’s britas then, could be a conflict betweeen britas and another mod

drifting ore
#

and with out the mod its lets me pick up items

#

but if i drop them it wont let me do that

fallow bridge
#

What build are you playing on

drifting ore
#

so its part but npt entirly the problem

#

41.50

fallow bridge
#

What is you’re modlist

drifting ore
fallow bridge
#

That definitely explains it

drifting ore
#

lay it on me

fallow bridge
#

B41 shouldn’t be so heavily modded

fallow bridge
#

With that many mods it might not even be britas causing issues

drifting ore
#

you might be right

fallow bridge
#

You’re best bet is to go disable one mod at a time and figure out what ones are causing the conflict

drifting ore
#

ah

#

no

#

ive already spent the whole day working ont this and im at the laptop out my window stress level right now

fallow bridge
drifting ore
#

I FUCKING GOT IT WHOOOOOO!!!!!

#

PARDON MY LANGUAGE

#

why is my keyboard capsing

kindred pumice
#

and the M40A1 looks amazing

echo leaf
dim geode
#

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

fast girder
drifting ore
desert warren
#

If it’s ATF, I have around 1k hours in that game-

fallow bridge
#

Although furniture getting more decrepit would be pretty cool

#

I’ll have to ask Nasko if that’s something planned

craggy furnace
#

this is big dog actual, dropping tendies at the designated drop zone

hollow shadow
craggy furnace
#

yes, and no

fallow bridge
#

And perhaps ammunition

craggy furnace
#

no

fallow bridge
#

Sadge

#

Ammunition being in the drop would be pog

craggy furnace
#

and we have it set up where anyone wanting to make a submod to add it is easily able to

hollow shadow
#

i can already see ppl making airdrops full of guns and ammo :I

craggy furnace
#

on placeables

#

i understand why but i also dont

#

its a cardboard box

hollow shadow
craggy furnace
#

wanting to use a cardboard box as a placeable is like collecting candy wrappers

#

isnt moveable atm

#

and it may never

hollow shadow
#

;-;

craggy furnace
#

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

hollow shadow
#

Can it fall onto WPE hospital roof?

craggy furnace
#

theoretically, yes

hollow shadow
#

that wud be fun

fallow bridge
hollow shadow
#

afaik

craggy furnace
#

i really only added the cop helicopter because louisville police station has one

fleet yoke
#

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?

sour island
#

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)

fleet yoke
# sour island you could use OnCreate to do it in Lua

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?

sour island
#

yes - that would be one way of having random results

#

also I think you need to have a result as well

fleet yoke
#

in this case, where should I indicate the list of possible items that can be obtained from the recipe?

fleet yoke
#

I have something like this

#

I'm new to this business, so I would be grateful if you could help 😄

sour island
#

you don't need the oncerate( or events stuff

#

just the function byitself

#

do you want there to be differing chances?

fleet yoke
#

I already figured it out, now everything works)

#

Thanks!

sour island
#

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?

#

😮

fleet yoke
#

surprised myself 😄

sour island
#

that actually helps me lol

fleet yoke
sour island
#

no prob

fleet yoke
#

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 🤔

sour island
#

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

fleet yoke
#

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

sour island
#

recipes are scripted, I don't think it would make sense to alter them in realtime- when you can just use OnCreate()

fleet yoke
#

or like you say, maybe

sour island
#

I guess we may not know unless a dev chimes in, but my guess is removeresult is for better OnCreate support

fleet yoke
#

I'll try to implement it the other day

trim current
#

this took way longer than it should have to figure out

mortal widget
#

AYO CRUSADER

hollow shadow
drifting ore
#

bro

trim current
sour island
#

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

sour island
#
Profession: fireofficer zombie.characters.professions.ProfessionFactory$Profession@726b763c
- Sprinting = 1
- Fitness = 1
- Strength = 1
- Axe = 1
#

progress

sour island
#

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

hollow shadow
# sour island

What if i took strong trait, died, picked a different trait? Would i still get bonus strength?

rapid granite
#

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?

hollow shadow
#

I managed to make screws spawn in toolboxes

sour island
#

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