#mod_development

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craggy furnace
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if its free on sketchfab, its free game

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minus the honor sysstem

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do not freely have your assets in the open and ready to be in the wild if you arent ready for the consequences

willow estuary
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I mean, they couldn't make it any easier to cut and paste the CC license from the download dialogue and into your project anyways.

craggy furnace
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i got into modder because it was a much healthier exercise from what i was doing before which was basically hacker culture/break fix

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the culture is much the same

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if you take others shit you give them credit for it

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else theyll shit on your doorstep

grizzled grove
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or maybe being some sort of pixel art purist?

craggy furnace
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both of these cultures have their odd tribalism associated with "whats mine" but the premise being essentially freeware

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its befuddling

willow estuary
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Aahahaha, PZ modders are absolutely terrible at crediting other for they stuff they cut and paste in my experiences ๐Ÿ˜„

craggy furnace
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chuck and myself literally opened our mod repo for people who wanna collab or even make their own submods

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our documentation is there too

willow estuary
grizzled grove
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ehh, i think people have seen enough of other modders acting poorly or stealing stuff for credit that they're justified

craggy furnace
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i dont have issues with other modders basically forking and improving what ive done

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i think the insult is in bastardization

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i think thats actually kind of the primal fear that drives a lot of the animus

grizzled grove
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yeah stuff like that is usually fine. this is more just straight up theft

craggy furnace
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tbh

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in my modding experience

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modders are pleasant mostly, users are 90 percent dullards

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i think thats mostly my experience with users in any focus, actually

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ive noticed modders breaking other mods apart and hacking it together, and honestly? thats fine and i dont think anyone here has a problem with that either

errant meteor
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Would be cool if you could add body parts laying around

craggy furnace
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possible, but not worth it

errant meteor
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hello darkness my old friend

craggy furnace
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just tweaking crashes now

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need to figure out why its borked

grizzled grove
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speaking of, i want to do bodies floating in the rivers at some point

errant meteor
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I hope the devs remake the water, like they did with fire

craggy furnace
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its a bit of a gimmick, but it works

errant meteor
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Would be cool to drive down a town and see bodies hanging from windows

grizzled grove
errant meteor
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and maybe moving ๐Ÿ˜ฎ

craggy furnace
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3d

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basically, assign a zombie an animation that "floats" them

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assign a noose around their neck which is basically clothing

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when its removed from the inventory just have the zombie fall

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done

grizzled grove
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perfect

maiden elk
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I'd like to make an if-else rule for a function that if it detects a mod, it does nothing. Is something like this the correct format?

maiden elk
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Nevermind, I can just use if not getActivatedMods():contains("ThatModID") then

willow estuary
hollow shadow
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I think i understand except for "you could also have the recipemanager add to it" Not sure how to do that

sour island
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It'd be a bit tricky- but you wouldn't have to modify vanilla recipes/risk having compat issues

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basically, all recipes are on a list/table when the game finishes booting - and you can modify them after the fact.

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For EHE we don't modify base game items at all- but on gameboot we assign "canopenboxes" tag to a number of items on a list.

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Anyone else who'd want their mod to work with our would just have to add the tag to their items.

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which has no impact outside of recipes as far as I'm aware

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doing this would just be far easier/quicker:

function isWeldingMask(scriptItems)
scriptItems:addAll(getScriptManager():getItemsTag("WeldingMask"))
end

keep WeldingMask/[isWeldingMask]

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you'd have to include the tag to your items, and modify the vanilla recipes asking for weldingmask

hollow shadow
sour island
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I probably said this before, but, you could also modify the vanilla weldingmask to have the tag as well-but the less vanilla stuff you change the less issues you're likely to run into

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yeah, that's why I wanted to see if recipemanager was as easy to manipulate as script manager

hollow shadow
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id rather not modify the vanilla recipes

sour island
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I imagine if one spent some time trying to they could get the game to replace "keep WeldingMask" with "keep [isWeldingMask]" before the game registers recipes

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which would be the most ideal

hollow shadow
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Why is there no [Recipe.GetItemTypes.WeldingMask]

sour island
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cause that uses tags

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that's what the function I gave you is doing

hollow shadow
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ohh

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and since teh vanilla recieps dont have that it dont work

sour island
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yep

hollow shadow
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hmm

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but could we still make it work for dissasembleing structures?

sour island
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the vanilla game has like 3 typechecks

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which should really be named tagcheck

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disassembling structures?

hollow shadow
sour island
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if they're recipes you'd have to modify them too

hollow shadow
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moveables

sour island
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you'd have to modify it too then

hollow shadow
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;-;

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darnnnn

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well

sour island
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I know people have been having issues with mapobjects and actions

hollow shadow
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i dont think anyone is going to make a mod that modifies that aswell

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how do i modify that so other welding masks work with dissasembleing metal movables

sour island
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somewhere in the code it's going to be looking for type = "WeldingMask" most likely - you'd make it check for tag instead

hollow shadow
sour island
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when I did swapit, there is an event for equipping stuff

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you could probably do it there

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if you want the sounds to be specific for items, I'd suggest using the tags system

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you could have it play a default sound if no useful tags are found

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InventoryItem:hasTag(string)

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ignores case, which I didn't know

hollow shadow
sour island
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probably not anything too intense - if you're able to advance search the entire directory

sour island
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advanced search just means ctrl+f more than 1 file at a time basically

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intelliJ lets you do that

swift sequoia
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Do y'all give mods a beta test period and if so how do you find testers?

red dirge
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Probably internal and trusted testers

swift sequoia
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Hmm. This is where being a hermit fails me. I don't really know anyone. lol.

proven ibex
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A mod that would put the tools back in the backpack or wherever they were back after usage of said activity, instead of keeping it in inventory.

hollow shadow
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maybe @sour island knows how to make it ๐Ÿ˜›

proven ibex
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Oewh that would be sweet.

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Would definitely give me less stress micromanaging stuff and keeping it tidy xD.

hollow shadow
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yeah, having toolboxes would have a purpose

red dirge
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Isnโ€™t there a mod that adds a sign?

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Also thereโ€™s a mod that adds colored crates

hollow shadow
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thats not what we meant

proven ibex
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No its more for inv instead containers.

proven ibex
fair frost
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how can I add

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custom siren to my vehicle ?

fallow bridge
hollow shadow
hollow shadow
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Anyone still got the vanilla music installed? forgot to make backup

reef hatch
hollow shadow
hollow shadow
reef hatch
hollow shadow
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darn

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i dont want to verifiy integrity of game files becouse some mods might break then

reef hatch
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is there any other way i could send it?

tame mulch
proven ibex
reef hatch
polar prairie
sand stump
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i'm using expanded helicopter events, and this fucking helicopter has been hovering in place for over 8 goddamn hours now

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shouldn't it be moving n shit?

reef hatch
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@sour island

sand stump
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huh, it's gone now. i quit to the main menu and then loaded the save again

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weird

reef hatch
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did you disable the helicopter in the settings i know that was required

red dirge
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Have fun escaping the horde now

digital trellis
reef hatch
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no idea, im sure chuck will look into it

sour island
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Did you get any errors?

sand stump
red dirge
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Jesus

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Make sure to clean out your error folder

sand stump
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they're gone now for some reason though

tame mulch
sour island
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Can you forward your console.txt over here or github

sand stump
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alright

digital trellis
sour island
sand stump
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just the noise

sour island
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that might be zomboid's sound emitters acting up

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The error you were getting should be fixed now - but it didn't cause the heli to get stuck

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lmk if that happens again

tame mulch
fallow bridge
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@craggy furnace hey howโ€™s that clothing mod coming along? I want to touch it with my gross hand sticks

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I want folded sleeeeeeveesas

tame mulch
pure kraken
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So I know that Brita have his SCAR-H model and all but I'm slight bit dissatisfied with it as it's the standard length and the color is a bit off, so I decided to make my own. I have no idea how to get this to work in-game so any tip/guide is really appreciated

hollow shadow
hollow shadow
pure kraken
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I just adjusted the trigger guard a little but yes some help would be great

abstract elbow
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Expanded Helicopter Events what does this mod do?

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i mean how do i know when the helicopter's gonna crash or smth

agile swallow
pure kraken
agile swallow
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Ah cool. And yeah just cause the guns already available doesn't mean you shouldn't work on your own if you want to.

pure kraken
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mhm, until I figures out how to mod properly I'll have to rely on others before I can do so

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really want to mod clothing tho I have no idea how that work or where to get the based game bob and kate models

agile swallow
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But yeah everyone here is really friendly so don't feel like you can't ask questions.

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for the player models.

pure kraken
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ah thanks, I'll check those out tomorrow

agile swallow
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yeah np

red dirge
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Whatโ€™s the largest one called? xD

placid abyss
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hello. I'm making a Mercedes-Benz E-class mod.

But I found a shader problem. Damage and Blood Overlays do not display properly when using 'vehicle_multiuv'.

If use the 'vehicle' shader, no problem.
(But i want to express blood and damage at twice, so need to use multiuv , right?)

Does anyone know about this issue?

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overlay will blink like this.

placid abyss
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well. ok, i solve problem.

red dirge
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How?

placid abyss
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add uv map to fbx file

fair frost
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Hello everyone i'm trying to add custom siren into the PZ B41
but for some reasons it doesn't want to loop them and i don't know why

module Base
{
sound JanAlarm
{
category = Vehicle,
loop = true,
clip
{
file = media/sound/JanSirenAlarm.wav,
distanceMin = 10,
distanceMax = 20,
reverbMaxRange = 10,
reverbFactor = 0,
}
}

sound JanYelp
{
    category = Vehicle,
    loop = true,
    clip
    {
        file = media/sound/JanSirenYelp.wav,
        distanceMin = 10,
        distanceMax = 20,
        reverbMaxRange = 10,
        reverbFactor = 0,
    }
}

sound JanWall
{
    category = Vehicle,
    loop = true,
    clip
    {
        file = media/sound/JanSirenWall.wav,
        distanceMin = 10,
        distanceMax = 30,
        reverbMaxRange = 10,
        reverbFactor = 0,
    }
}

}

late hound
fair frost
late hound
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Yeah, but none of your sounds are called JanSiren.

fair frost
late hound
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I suggest looking at an example from Fillibusters to set it straight. It's where I learned how to do it.

fair frost
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you think I didn't ?

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i did

late hound
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How should I know?

hollow shadow
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@pure kraken im available now if you need help with the gun

fair frost
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okay...I uh managed to figure it out
thx for help and sorry for being a bit rude @late hound

hollow shadow
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Can only the oldmusic bank files be modified?

pure kraken
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I want to have a whole bunch of stuff prepped in term of models

fallow bridge
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@pure kraken nice pfp

pure kraken
fallow bridge
pure kraken
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yep that I did

fallow bridge
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Itโ€™s really good! Your talented

fallow bridge
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Car noises

undone heron
fallow bridge
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@craggy furnace hey hows that clothing mod? ๐Ÿ™‚

torn stream
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@pure kraken oh hi pento

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Good to see you around here

pure kraken
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hey man

placid abyss
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While creating the vehicle damage overlay texture,
I saw the dark areas being replaced with gray.

.... Is there any way to fix this?

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view blender

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view ingame

radiant ginkgo
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@placid abyss Does this dark area have transparency?

placid abyss
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no, 100% alpha

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ok. try 99% alpha

radiant ginkgo
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There is a little dark area in the front, perhaps because of the mask?

placid abyss
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yes. they are diffent mask

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70% transparency value, but it doesn't seem to have any effect.

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In detachable such as trunk doors, hoods and door's layer.

It seems to replace dark colors with light grays.

why???

placid abyss
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textureDamage1Overlay = Vehicles/Vehicles_benze_Blood1,
textureDamage2Overlay = Vehicles/Vehicles_benze_Blood2,
textureDamage1Shell = Vehicles/Vehicles_benze_Damage1Shell,
textureDamage2Shell Vehicles/Vehicles_benze_Damage2Shell,

damage and blood two layer, were set to two level.
Damage layer is working well.
but bood only level 1 shown.

am i missing something?

radiant ginkgo
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@placid abyss I think the game itself colors your damage as vanilla cars have a transparent texture to automatically set color in game and the damage is also painted in color of car. Since your texture is completely solid, the car color will not be visible but damage will be. I may be wrong but I've come across this on my vehicles

placid abyss
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umm... i mean

When the condition of a part is below 60%
damage1 is overlaid.
Under 40%, damage2 overlaid.

yup, my mod. damage layer good working.

And when roadkill a zombie, blood1 is overlaid.
but, if kill more zombies, blood2 will not be overlaid. just blood1

radiant ginkgo
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Blood1 should be the same as Blood2 , just two identical textures with different names

placid abyss
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same texture?

radiant ginkgo
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Yes

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Similar

placid abyss
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So, how do you express an increase blood..?

radiant ginkgo
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The game itself gradually increases the blood, but you can do on the texture as you like.

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The maximum blood will be as you have on the texture

placid abyss
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agh... understood

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thanks you

placid abyss
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Rusted, bleed, dameged benz. very.. beautiful....

low yarrow
hollow shadow
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Is there a way to force melee weapons to multi hit a specific number of zombies without enableing multi hit in the settings?

errant meteor
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If only someone made a guitar mod, and had all of the stalker songs hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm

austere scarab
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Something it's killing my compability to Alfrety's Soda mod

errant meteor
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^ same, I spoke to the modder, and we could not figure it out

marsh beacon
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Are all the trait info scattered across all of the hardcoded files?

worldly olive
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Hey @sour island @craggy furnace I saw the comment "They are less frequent, but should never stop. The config option to adjust cutoff day is still new and may need more tweaking." is this with the latest update? I'm really excited to use this mod, I just want to do it once I can have it forever! ๐Ÿ˜„

craggy furnace
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they never stop but get incredibly infrequent

worldly olive
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As per the mod description I thought that the events finished the first month! if they don't that's awesome

craggy furnace
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its been a day by day

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ive been watching streamers and taking notes on how they play and whats the most fun and makes the most sense

worldly olive
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If the events keeps happening (even if they are less frequently) I'm pretty sure many players that want challenges will have that mod always! same here haha

craggy furnace
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when the mod is at a point where its pretty stable for the vast majority of mods, we might whiteboard what we wanna do next anything special late game if at all

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i am working on air dropped bombs, at the moment

worldly olive
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Do you have any clue of what kind of mod could be incompatible? any specific function or something that should not be modified? to take it into consideration!

sour island
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Surprisingly it's been pretty stable- the issue that came up were related to modmenu but it was on our end.

worldly olive
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As soon as my current game finished I will give it a try!

sour island
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I think superb survivors had a fluke of an issue in that two functions were named the same thing

tardy plaza
worldly olive
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I don't use it so I shouldn't have much problems, I mostly use vanilla friendly mods

craggy furnace
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chuck is right, shockingly, the game doesnt explode

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which has got me mildly gobsmacked

tardy plaza
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Is superb survivors like...a NPC mod?

craggy furnace
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yes

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id suggest aiterons currently WIP version

tardy plaza
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Does it work on B40 MP?

craggy furnace
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no

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NPC mods hinge on player characters

worldly olive
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Soon I'll test the mod and will let you know if I find something! awesome works guys ๐Ÿ˜„

craggy furnace
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okie dokie

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hit us up

worldly olive
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I have a question, the option to make the helicopters to stay forever is an extra option and not part of the sandbox option, right? I mean, I could create a game with 12 months from apocalipse and still the configuration of the mod is extra?

craggy furnace
craggy furnace
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basically, you can have it run for quite a bit

worldly olive
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The cutoff days means the day the helicopter will become severely more infrequent?

craggy furnace
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the actual cut off is for the events

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from example on day X jets stop

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its probably hard to explain all this as i have a tension headache at the moment lol

worldly olive
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hahahaha don't worry, knowing that the events will occurs sometimes no matter the duration the game can be already makes me happy

craggy furnace
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Yank it up to 100 days

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When we get access to better menu support, better things can be done

ripe chasm
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hello all just wondering if there's a mod that allows me to drink water from a kettle. or a cooking pot. doesn't make much sense to me that i can store water in things but cant even drink it

don't really want to die of thrist on the road. any ideas?

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water bottles basically hiding from me rn

upper junco
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It doesnโ€™t auto drink from the kettle?

ripe chasm
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doesnt let me no, maybe its just a bug with all the mods i got

deft peak
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Think this is the wrong channel for mod suggestions and not sure if someone has made something like this yet, but what if someone took all the musical items in the game and actually made a use for them? (instead of being weapons) Y'know when practising/using them i'd cure depression and bordem, it can be social if you had superb survivors or AI mods of any kind you'd see them playing at camps etc.

maiden elk
uncut meteor
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why my weapon is invisible on ground no model3d or icon any idea ?

uncut meteor
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fixed

keen summit
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hi everyone! There is a way to test npc Aiteron mod atm? can't find it on workshop

red dirge
keen summit
half oracle
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Whats NPC Aiteron mod?

plucky nova
half oracle
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Hmmm i see

tame mulch
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How better to do search items in area command? Like forage or by radial menu? What would be more convenient for you? (new NPC mod)

late hound
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I personally like the radial menu more

worldly olive
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If you do it in a radial menu, how can you multicheck more options? for example. I imagine it as:
A radial menu that will have the option for foraging, but after that, how do you select what you want that them search? is there going to be a second instance?

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If the options are single-option radial es much better, but if that leads you to multiple options, a radial should be then converted to a window like the foraging one I think ๐Ÿค”

tame mulch
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If radial menu, it will be special radial menu that dont close. And you can choose multiple categories and then choose find

fallow bridge
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i think the forging menu is a lot better

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instead of going through like 4 different menu's

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it's just one menu

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seems a lot more player friendly

worldly olive
fallow bridge
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problem with radial

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is they wouldn't search for more than one i'd imagine

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with the foraging menu, it'd be able to search for more than one

worldly olive
#

I assume that the option for Foraging is going to be together with the other orders for the NPC
So you open a first instance of the radial with all the orders, then you select the foraging option that will open a second instance of all the options that you want him to forage, that's right?

fallow bridge
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perhaps @tame mulch you could make it a option for one or the other

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give people an option for that?

late hound
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but when scavenging, I wouldn't want the NPC to scavenge for more than one type of resource

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Radial menu is also more aesthetically pleasing than the old scavenging menu

fallow bridge
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eh

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i just don't think it'd be too player friendly

tame mulch
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I will do prototype with radial menu to show what i want to do

worldly olive
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But, Scavenge and Foraging are different actions as I understand, also you could send an NPC to scavenge for food and ammo for example, there you have multiple options, same as for foraging, maybe you want materials and berries

fallow bridge
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but with the radial menu you can only choose one option, you can't choose multiple, so it would be either food or ammo

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unlike if he uses the foraging menu system where you could choose everything or nothing

worldly olive
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You can make it for multiple-options as per Aiteron above comment

fallow bridge
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hm

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must of read it wrong

worldly olive
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That's the first thing I asked, if the multiple-options is available, then radial is better, if not, then the window

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"If radial menu, it will be special radial menu that dont close. And you can choose multiple categories and then choose find" this one

fallow bridge
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as he said he will make a prototype example

late hound
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Plus with the radial menu, icon art can be attached to it, which would add to the aesthetic of it. @tame mulch I would be willing to help create this btw!

fallow bridge
#

as i said i read it wrong

worldly olive
craggy furnace
red dirge
#

Iโ€™ll have to change that

tame mulch
late hound
#

Sweet!

fallow bridge
drifting ore
#

Can someone who've done modded clothes before help me with it?

indigo hound
rancid tulip
drifting ore
#

Imma need the dude who made that heli mod

red dirge
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Which one?

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The flying one or the extended heli event

drifting ore
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I wanted to tell him that he is cool

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The mod is rad

red dirge
#

Itโ€™s shark but you can dm him/her

fallow bridge
red dirge
#

I always say him/her

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Cuz some people will flip out

errant meteor
tame mulch
#

now i am working to look items near

errant meteor
tardy plaza
#

Ah nm. I found on the last page of the comments it's for b41

calm sand
#

Sorry if this has been addressed already, but has anyone else been having issues with Extended Helicopter Events where ambient sounds like rain and birds just stop working? They seem to go into their own category in the advanced sound options called "AUTO"

craggy furnace
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we will look at it later

calm sand
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Alrighty, couldn't find anything about it so I figured I'd bring it up

craggy furnace
#

thanks, we appreciate it

errant meteor
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It would be cool if someone modded in board and card games in PZ, especially with multiplayer

reef hatch
#

playing chess while the zeds break down the front door ๐Ÿ˜‚

abstract raptor
#

So I wanna add like basements to my map; I was thinking of making a custom tile for such a basement entrance and then using some modding magic to link each thing to a proper off map area that would emulate the basement

tame mulch
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Also more categories

drifting ore
tame mulch
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Working on searching items

sour island
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Looks good

abstract raptor
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Basically build an entire separate part of the map where all the basement areas are stored

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then create objects that when interacted with allow for fast easy teleportation between the two areas

sand stump
tame mulch
sand stump
#

it'll be sick seeing other npcs that can dynamically interact with the world better than the superb survivors did

tame mulch
abstract raptor
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Easily solved

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I can make an impassable tile that is black

upper junco
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If you place outside the map they shouldnโ€™t be able walk on the blacked out area right?

abstract raptor
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Yes

upper junco
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Yes they can or yes they canโ€™t

abstract raptor
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Yes they can't

drifting ore
plucky nova
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lol

fringe oxide
#

From a modding perspective, is it possible to create motorcycles in Project Zomboid?

willow estuary
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No.

coral tendon
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well yeah

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yes it does

willow estuary
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Not ones that people would like.

coral tendon
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people made shopping cart mods

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and they work well as far as ive seen

willow estuary
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Shopping carts(ie inventory items) =/= Vehicles PZ code wise
The player model would be invisible.

coral tendon
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isnt the modcart considered a vehicle tho

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with its own animation

willow estuary
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It's an inventory item.

fringe oxide
#

Sad

eternal stirrup
#

Couldn't the motorcycle model be created with a generic rider model already sitting on it, and being masked out with invisible texture when you get off?

fringe oxide
#

That's a good idea

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But i think PZ code cant do it

willow estuary
#

IMO it's not worth releasing a version with a generic rider model, as people will complain/suggest to no end about that aspect of it.
When PZ updates to having visible vehicle passengers, as its supposed to at some point, then, AFAIC, it's workwhile doing a motorcycle mod.

I have a bunch of similar working modded vehicles (dune buggies, convertibles, minicopters, etc) that I'm not releasing to the workshop until that happens.

#

Also PZ currently only supports 4-wheeled vehicles (Fili's 6 wheel trucks are using fakery). So that's another issue, albeit minor, to work around with adding in motorcycles.

#

You can "fake" 2 wheels visually with 4 wheels.

worldly olive
#

Hi @craggy furnace @sour island testing the mod with some others an error is appearing:
STACK TRACE

function: getDistanceToVector -- file: ExpandedHelicopter01_Main.lua line # 375
function: launch -- file: ExpandedHelicopter01_Main.lua line # 550
function: eHeliEvent_engage -- file: ExpandedHelicopter06_EventScheduler.lua line # 62
function: eHeliEvent_Loop -- file: ExpandedHelicopter06_EventScheduler.lua line # 219

Here's the log if it useful for you in any way!

sour island
#

What other mods are you using?

worldly olive
#

Something I think (maybe it's really stupid but), does it have sense that if the config of the game is 12 months after the apocalypse and the cutoff day is as default, the mod doesn't understand that it should start at 365 days? I didn't see the code so I have no idea how the mod and how the game manage those configs of 1-12 months in the sandbox config

#

The other mods are: Snake's pack, Dynamic Traits and Blair's mod Worse Searching and Fuel Pumps Run Out

sour island
#

Snake's pack is a group of mods?

worldly olive
sour island
#

This error is when the helicopter is is trying to update position but there's a part of the target information missing. I've put up checks before it launches and before it respawns but I'm not sure why the same error keeps happening. There's no impact to gameplay though- just a alot of errors.

worldly olive
#

But does the events occurs anyway?

solemn pebble
sour island
#

Yes the error seems to only happen at some point where there is no target

sour island
#

If they lose someone long enough they're supposed to take on a trueTarget of a floor tile

solemn pebble
#

Those errors happened to me, and they appeared when I was inside a building.
There was no event anyway.

sour island
#

Hmm

indigo holly
#

The same thing happens to me, with mods or without mods errors jump and no heli

red dirge
#

@indigo holly question. If you use the cheat mod and turn on ghost mode would it bug the heli?

#

CRap wrong guy

#

Was meant for chuck

indigo holly
#

I don't use the cheat menu

red dirge
#

It was meant for chuck

indigo holly
#

aa ok haahhhaa

hollow shadow
#

Someone update the reading animation to be more realistic pls thx: https://youtu.be/xMIGuSDa5dk

COPYRIGHT DISCLAIMER UNDER SECTION 107 OF THE COPYRIGHT ACT 1976
Copyright Disclaimer Under Section 107 of the Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism, comment, news reporting, teaching, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing. Non-...

โ–ถ Play video
solemn pebble
#

@sour island I have tested with several games in different situations.
With mods, without mods, with different sandbox configurations, setting the mod to 30 days, setting it to more than 30 days....
It doesn't work at all, it's completely broken ๐Ÿฅบ

#

Errors start appearing and there is no event

#

I have even tested several times with the apocalypse vanilla configuration without helicopters and nothing, it doesn't work.

sour island
#

Are you on B40?

solemn pebble
#

41

sour island
#

Can you upload the console.txt to github if you don't mind?

#

It's very strange that you're not getting any events- the one error that everyone seems to be getting shouldn't actually impact the mod or performance

#

@solemn pebble

solemn pebble
#

I will do it later ๐Ÿ˜‰

autumn garnet
#

@sour island

#

The same problem for me, I tested without and with mod and with different configuration (debug mod and without debug mod)

sour island
#

Thank you ๐Ÿ‘

violet sluice
#

How hard would it be to make a mod that adds like several keys of various colors. And hides them around the map. Like there would only be 1 key of each color, but they are all hidden around the game world. Iโ€™m thinking about maybe getting into modding and my first idea I would like to try would be to make a Complete the monument style challenge. Where you would need to find and collect all the keys maybe to open something and once itโ€™s open you wonโ€™t the challenge.

Has anyone ever played old Minecraft complete the monument maps?

If anyone hasnโ€™t the general idea is that you need to collect various object usually blocks of specific color that are hidden in the game world in specific areas.

violet sluice
#

Hmm. I read the pinned guide on modding. I guess Iโ€™ll just start trying to figure it out and if I run into issues Iโ€™ll ask more specific things.

tame mulch
drifting ore
#

Would there be like, a Knox power plant? To restore power to the county?

errant meteor
tame mulch
errant meteor
#

k

wheat hare
#

Mods*

tame mulch
#

?

#

It's my mod WIP

wheat hare
#

I am new here. Please help me

tame mulch
hollow shadow
wheat hare
#

It's compatible with Hydrocraft?

#

Build 41

errant meteor
#

That is your problem hydro craft has so much stuff, that something is bound to break

tame mulch
abstract raptor
#

eyyy

#

someone wanna help me figure out how to get my cacti to do damage if you run into one?

#

uwu

errant meteor
#

How about you start with barb wire that already in the game

tame mulch
abstract raptor
#

Darn! Oh well, it's not really that important to do, it was a request -- honestly it'd be super annoying if you were just always getting environmentally damaged by cacti

tame mulch
abstract raptor
#

Or how about this

#

I hide Peyote in the foraging tables; eating them causes the climate to change colors randomly for several hours

tame mulch
#

I hope at the end it will be possible run my mod with more than 0.5f NPC on the map

craggy furnace
late hound
#

accurate ngl

muted grail
#

and thats why i dont mod

craggy furnace
#

modding PZ can go two ways

#

it can either be a really fulfilling and fun experience

#

or it can feel like working long hours at a law firm that does foreclosures and the result was a pizza party

errant meteor
muted grail
#

i was trying to make a website with wordpress, but i did throw that one away caus wellll i swear to much - according to my wife

#

if i don't understand it, it grows into chaos very fast. So :S i rather support you guys doing great work

undone crag
#

Almost 9 months ago I started on a Project Zomboid mod and I stopped about a month later because I was stuck on a script error, and I looked at it again recently and I saw the two problems and fixed them.

#

I started on another one about 18 months ago and did a lot of maths and things for it and I stopped without finishing it, possibly to continue later, but now it's been over a year.

muted grail
#

i would already use so many curse-words >.> that the doctor will say 'think of your heart'

lost spear
#

So i want to ask the modders here, what starts to cause zomboid to studder? Obviously its not a very well optimized game with build 41 but is it the number or mods, or the type of mods?

Ie too many mods or is it too many map additions that cause the issue?

#

I play the game without studders for about half an hour then it starts to get worse and worse with time happening more and more often until its almost every 5 seconds and then I have to restart to make it playable again

#

Yeah its a horribly optomized game lets be real

#

haha

fallow bridge
#

I think I read that wrong

lost spear
#

Ah was wondering why you deleted it.

fallow bridge
#

Yeh

lost spear
#

Either way, know the reason why it just randomly starts to studder?

#

I know its my mods i can say that I just want to know if its number or the type

hollow shadow
lost spear
#

How many mods do you run?

#

Im curious

hollow shadow
#

100+

lost spear
#

jesus haha

#

More then me lol

errant meteor
lost spear
#

Its zomboid its just fucked.

#

Ill do some testing tomorrow, ill let you know @hollow shadow

drifting ore
#

Same, I've around 111 mods. It may be fucked, but how do PZ Youtubers record it so fluidly?

hexed anchor
#

because usually they have money to spend on state of the art parts

#

it's what brings them income anyways

lost spear
#

Editing.

#

Editing out restarting the game

errant meteor
#

^

lost spear
#

I have a high end rig it still studders to hell

drifting ore
#

My recording stutters way more than the game though, which is infuriating.

waxen sorrel
maiden elk
undone crag
#

You're getting a scriptitem and changing the stats with those functions, I don't know actually. I use doparam.
Oh you're trying to make them hit multiple opponents without enabling multihit, nvm.

grim rose
#

i have question

#

how to open .x file?

maiden elk
hollow shadow
#

also

#

do i put it in the client or server lua?

#

wait i guess that doesnt even matter

grim rose
#

i literary dowland older version of blender so i can convert x files to normal blend ones

ruby urchin
#

just stay with .fbx format, not really necesary convert to .x file

grim rose
#

i am sh*t dev for now

hollow shadow
#

Can melee weapons have attachments like guns?

grim rose
#

like baseball bat with nails

maiden elk
#

Bipods on knives.

hollow shadow
grim rose
#

yea i just realized we create other item

#

my bad

hollow shadow
# maiden elk Bipods on knives.

yeah but imagine instead of crafting a seperate baseball bat with wire you could seperately add Leather strips for grip and barbed wire seperately

#

instead of crafting a whole new item

ruby urchin
grim rose
#

great

#

super i created a mod i would call "activate this mod to crash your game"

agile swallow
# grim rose great

If your making a model you can use .fbx, but if your trying to open a .x in blender so you can properly scale your model I would personally recommend using a program like fragMOTION to convert it to a .obj which you can open in blender.

agile swallow
#

Yeah no problem man I ran into the same issue when I made my gun mod.

grim rose
#

fragMOSOFT?
or
fragMOTION?

agile swallow
#

fragMOTION I believe.

agile swallow
grim rose
#

gees, windows scared me with security alert after dowlanding it

Saying "there is no problem sir, we scanned pc2 times today"

agile swallow
#

I haven't had any issues with it, I think it's just because it's from an unknown publisher. I think quite a few people here use it.

grim rose
craggy furnace
#

1 security vendor

#

and?

agile swallow
#

Hmm might just be a false flag. Only one flagged it.

grim rose
#

VM time

agile swallow
#

Yeah you could do that.

#

The only weird thing about the program is that in order to use it you need to write a bible verse word for word. I think it's just the dev trying to spread the word.

#

It activates a 7 day license or something but you can renew it once it runs out by typing it again.

grim rose
#

๐Ÿค”

agile swallow
#

Yeah it's weird.

grim rose
#

i prefer to stick to half baked extencion for blender~then

#

but first stuff i will do in near future is to run it on vm

agile swallow
#

Yeah I tried using that but it was only for old versions and I didnt wanna bother.

grim rose
#

2.66

#

its "working"โ„ข๏ธ

#

ofc its not

agile swallow
#

Don't know what to tell you then ๐Ÿ˜ฆ

ruby urchin
agile swallow
#

ah cool

grim rose
#

i started to learn from yt video from "blackbeard"

#

he made nuka cola there

agile swallow
#

Yeah I followed that tutorial as well.

hollow shadow
#

@low yarrow Do you think its possible to make weapon attachments for melee weapons? Like putting sights on guns. But with melee weapons you would add nails / barbed wire and leatherstrips / cloth / ducttape

agile swallow
grim rose
#

bruh i wanted to copy paste story to friend kek

#

very wierd software so well, we will talk a bit about it

agile swallow
#

@hollow shadow Do you know anything about fragMOTION that you can add? This guys a bit wary of using it.

ruby urchin
agile swallow
#

Oh I thought you used it sorry

#

It's a program that lets you decompile the .x files that zomboid uses.

#

I forget who here told me about it.

agile swallow
hollow shadow
agile swallow
#

Oh yeah I remember, you couldn't use my .blends cause they were from 2.9 lol

grim rose
#

i used blender 2.66

late hound
#

I am also putting together an in-depth guide on general 3d model creation for Zomboid, stay tuned for that. From Blender to the game.

grim rose
#

is there pz modding subreddit?

late hound
#

If there is, I haven't heard of it.

agile swallow
#

I think theres just this channel lol

grim rose
#

i think we should create that sub

late hound
#

I am planning on posting my guide to the Indiestone forums where the other main guides are located.

low yarrow
hollow shadow
low yarrow
#

It seems like the "mounton" has to be defined and thats it

#

And then add modifiers:

#

Anwser is:
No, it shouldnt require much coding. The most difficulty part could be to find the modifiers you need

#

Oh. It seems like you will need a screwdriver for every mod you will install.
So thats eventually something which makes sense or not, which might require some coding to fix that. ๐Ÿ˜„

grim rose
#
[17-06-21 23:34:59.891] LOG  : Mod         , 1623965699891> loading SFK.
[17-06-21 23:34:59.892] LOG  : Mod         , 1623965699892> mod "SFK" overrides media/lua/server/items/distributions.lua.
[17-06-21 23:34:59.920] LOG  : General     , 1623965699920> translator: language is EN.
[17-06-21 23:34:59.975] LOG  : General     , 1623965699975> texturepack: loading UI.
[17-06-21 23:35:00.004] LOG  : General     , 1623965700003> texturepack: loading UI2.
[17-06-21 23:35:00.080] LOG  : General     , 1623965700080> texturepack: loading IconsMoveables.
[17-06-21 23:35:00.081] LOG  : General     , 1623965700081> texturepack: loading RadioIcons.
#

idiot i am

#
[17-06-21 23:38:17.466] LOG  : Mod         , 1623965897466> loading SFK.```

now it is good
#

pz crashed again

#

i think i will restart pc

#

see if it will fix performance

hollow shadow
#

Thanks for the help

grim rose
#

mine mod crashes zomboid when loading

#

:(

#

feck i will tommorow go back to it

#

gn

undone crag
#

You don't need a screwdriver.

local factoryItem = InventoryItemFactory.CreateItem("SomeItemName");
self.gun:attachWeaponPart(factoryItem);
self.character:resetEquippedHandsModels();```
#
self.gun:detachWeaponPart(weapon:getCanon())```
No screwdriver
agile swallow
worldly olive
#

@craggy furnace @sour island is there any possibility that the game settings can affect the mod? something about fps, vsync, I don't know, I see people that plays the mod and it works for them but I can't make it work no matter the game ๐Ÿค”

craggy furnace
#

whats your mod list?

worldly olive
#

i've just tried vanilla, pure vanilla, with helicopters enabled, without helicopters, cutoff 30, cutoff 100, I even switched the language to see if that could cause the problem, but I just can't make it work and I don't understand ๐Ÿค” I'm thinking it is more related to a game configuration and not sandbox/mod configuration

sour island
#

So I've seen a few people mention not getting it to work- do you mean that no events ever occur?

worldly olive
#

yeah exactly, the events never occurs, I have tried with them in often, and no way for them to appear, and then I go to a twitch stream and I see that for the the events happens all the time with 192381293 mods ๐Ÿค”

sour island
#

strange

#

are you enabling it per save or in the main menu?

worldly olive
#

Main menu

#

It makes no sense actually ๐Ÿค”

sour island
#

are there any errors you're aware of

#

and can you try sending a console.txt afterwards

#

also, should be updating soon

#

so it may rectify the situation

craggy furnace
#

i am pushing the update now

#

everyone will receive it shortly

#

it is now pushed, report any issues

placid dagger
worldly olive
#

I will test it right now and let you know

sour island
#

Does anyone know of a way to identify the bounds of a map?

#

given maps can be modded to be larger or different sizes

worldly olive
craggy furnace
#

strange

worldly olive
#

Absolutly, I thought It could be the language so I switched to english, I tried different fps settings, vsync, resolution, but I don't get it

craggy furnace
#

its reading issues with event scheduling and distance

#

bah humbug

fallow bridge
#

@tame mulch I WANT EAT

#

i just saw that

#

from your dev vid about the NPC mod

#

"I WANT EAT"

#

you want any help translating?

tame mulch
#

Maybe some help will need later :) to check texts

fallow bridge
#

of course

#

hmu in DM's whenever and give me a basic idea of what you want them to say

#

and i'll write out sentences or something for you to copy paste and use

tame mulch
#

Thanks!

fallow bridge
#

don't thank me

#

it's not that big of a thing that requires thanks

indigo holly
#

@craggy furnace The same thing happens to me and to many more ... it is inexplicable that many people do. it works and others don't, it gives a lot to think about ...

#

It is curious because the majority of the people who cannot use the mod are Spanish-speaking

sour island
worldly olive
#

Chuck, I just see this message I can answer that, Chirli, ditoseadio and me have tested it it many ways, and is fails in the same way, the three of us are spanish-speakers so that's why I mentioned the theory that it doesn't work in the spanish translate but in english same situation ๐Ÿ˜ฆ

sour island
#

The error logs I'm getting are flooded with other mod's debug messages. Which is fine but some of the messages are just random numbers alone...

#

I don't understand how it would impact you guys so severely that you'd never see an event.

#

Is the Zomboid directory still media/lua/client media/lua/server for Spanish users?

hollow shadow
#

it doesnt create any errors tho

worldly olive
sour island
#

That's fine, I was just wondering the order

#

If you have some time could you send over a log with yesterday's changes?

worldly olive
#

Let me repro it again and I'll sent you a new log

sour island
#

Thank you!

worldly olive
sour island
#

Thank you very much.

worldly olive
#

No prob! ๐Ÿ˜„

sour island
#

Just to clarify, this has always happened to you? Are there other mods which have a similar "anti-spanish" issue?

#

Have you reverified Zomboid through steam? (this would remove anything manually changed in Zomboid)

solemn pebble
#

I don't think it is related to the language.
I have copied the same game configuration as drunkoflife, without any mod, and I get those errors and no events of any kind.

#

No matter if you use mods or not, no matter if you use a specific configuration or different one, the result is always the same; the mod does not work ๐Ÿฅบ

sour island
#

It appears you're all getting a similar error but I am not sure why.

#

The exact place it's happening is when comparing two Vectors

#

And it is part of the mod that does something really silly to get around a PZ issue.

#

Does anyone know if 'tostring()' would be in some way language dependant?

tame mulch
#

What arguments in tostring func?

drifting ore
maiden elk
drifting ore
#

ะฃะดะฐั‡ะธ ะฒ ัะพะทะดะฐะฝะธะต ะผะพะดะพะฒ

verbal pier
#

Hello! New to the server.

A friend of mine got me back into the game - and I noticed that the game runs on JAVA.
I did some looking around, and I saw no news about switching the JAVA VM in the games directory.
In games like Minecraft - Swaping the VM to OpenJDK or GraalVM delivers much lower RAM usage and performance.

Since I have personally not played the game much, and I dont understand how much of an impact such a change would have - I have given that friend of mine to ttry it out.

He told me that the game loads much quicker then before - shaiving 20+ seconds off loading times - and other then one small lighting glitch thats hard to describe - the game runs fine.

#

has anyone else tweaked around with such a thing?
Thankyou!

fallow bridge
verbal pier
# fallow bridge i think one other person did, perhaps you could make a mod out of it? :p

Its not something that can be modded into the game with the modding framework in place.
It's replacing the java instillation that comes with the game.

making a mod out of it not be that practical, since java is always updating.
what would be better suited in a guid on how to do it; But since there is little to no pre existing information about such a tweak on this game - there is no way to know what errors it might produce

#

I'm just really interested on how much it could help the game, since alot have problems with how it runs

#

and since it helped MC alot

#

boy

#

I also tested java 11, and thats a nogo lol
As i expected

sour island
# tame mulch What arguments in tostring func?

So it's a bit convoluted but vector2 are broken (they have X/Y). So, I use vector3 instead which has XYZ- but no getX/getY/getZ -- so I use tostring() on vector3s and extract the values that way as xy is there.

tame mulch
#

why use tostring, if you can use Vector3f.new() and then get x,y,z by vec:x(), vec:y(), vec:z() @sour island

#

*p.s. vector2 broken because exist lua class Vector2

sour island
tame mulch
#

in default media files used Vector3f and :x(), ...

sour island
#

This may not be the issue these people are having but it's the only thing I can think could be causing issues with other languages than English?

#

Vector3f isn't the same as Vector3

tame mulch
#

yep

dreamy silo
#

hey im looking for the vanilla meat-cleaver, where do you find it? I found it should be base.MeatCleaver but it doesnt work

shut storm
dreamy silo
#

I looked in all game files and didnt find it ^^

#

neither in several dozen kitchens or half a dozen restaurants

#

yeah the cheat menu can give it, but I wanna find it ๐Ÿ˜‰

#

but thanks for the last possibility ๐Ÿ˜„

willow estuary
#

im still on 40.43
Meat Cleavers don't exist in b40 PZ.

dreamy silo
#

oh

#

but hydrocraft needs it

#

^^

willow estuary
#

Hydrocraft?

dreamy silo
#

one of the biggest PZ-mods?

willow estuary
#

If you need help with Hydrocraft stuff there's a Discord for that mod. This server has a rule against sharing discord links, but he workshop page should serve as a means to finding it.

sour island
#

Also make sure you're not using hydrocraft 41

hollow shadow
maiden elk
# hollow shadow Still doesnt work ;-;

Weird. Did you try it on existing weapons or did you spawn new ones? What if you remove SWeapons as your module and simply change both txt with items and lua into Base?

willow estuary
#

In order for the multihit feature to get applied you have to have the "multihit" option turned on in your Sandbox settings in the first place. Obviously.

maiden elk
#

Well, crapbaskets.

#

0 Perception

hollow shadow
willow estuary
#

Without digging through the Java, as the multihit parameters are the same in the weapon scripts regardless of whether or not the sandbox option is enabled, I'd say that it's likely multihit is something that only exists when the sandbox option is enabled.

hollow shadow
#

;-;

#

well at least certain weapons do multihit now if its enabled

maiden elk
#

Wait, would something like:
SWeapons.OnInitWorld = function() SandboxVars.MultiHitZombies = true; end Work?

#

Or can you only apply sandbox variables to only sandbox games?

willow estuary
#

I wouldn't recommend forcing multihit on for people that don't want it in their games.

hollow shadow
maiden elk
#

Then just set every other mutihit value to 1. That's far as my knowledge/recommendation goes.

hollow shadow
#

at the moment only the super heavy weapons have multihit. if you time your hit wrong u get eaten

willow estuary
#

You guys are making this far more complicated than it needs to be ๐Ÿ˜„

hollow shadow
#

i mean vanilla weapons too

willow estuary
#

That's exactly what that would do.

hollow shadow
#

xd

craggy furnace
#

lol

#

id love to tweak multihit to emit a thunderclap

#

take out an entire street of zombies in a swing

digital trellis
#

How to have PZ modding tool on steam?

maiden elk
#

@hollow shadow I've just searched the game files and I can't find the function that directly defines SandboxVars.MultiHitZombies, so my guess is it can't be changed or modified to get it applied per weapon. How it is right now, you'd basically have to write a function that checks if SandboxVars.MultiHitZombies is already true. If yes, then it should just modify multihit on your own weapons. If false, then it should set MultiHitZombies to true and set every vanilla weapon to multihit 1, so only your weapons can multihit.

hollow shadow
hollow shadow
craggy furnace
#

hehehehe

maiden elk
craggy furnace
#

lmfao

tame mulch
echo leaf
worldly olive
zinc pilot
#

hey guys, I've been trying to implement more zooming options but I'm kinda lost. Is it hardcoded or can it actually be changed?

craggy furnace
sour island
#

Anyone know any regex documentation?

worldly olive
#

I think there's a way to switch from , to . in the decimals in windows 10, that could be also a solution without touching the code, let me find

#

well, switching the , to . didn't work, but at least the OS Language workaround works ๐Ÿ˜„

sour island
#

How did you try to replace it?

worldly olive
sour island
#

ah, the problem is decimal numbers in lua are strings

#
---@param ShmectorTree Vector3
---@return float y of ShmectorTree
function Vector3GetY(ShmectorTree)
    local tostring = tostring(ShmectorTree)
    local coordinate = string.match(tostring, "%, Y%: (.-)%) %(")
    coordinate = string.gsub(coordinate, ",",".")
    print("EHE: Vector3-GetY-Workaround:  "..tostring.."  =  "..coordinate)
    return coordinate
end
#

this should fix the issue

#

Also, a French player had the same issue - and it turns out they sometimes use commas (???)

#

so ๐Ÿคž

worldly olive
#

"Sometimes", how they use it sometimes ๐Ÿ˜‚ but yeah hope it fixes for every languages!

sour island
#

How would you write 2,500.50 in Spanish?

#

Not that it matters in this case, just curious

worldly olive
#

2.500,50

sour island
#

So, I think in french they write 2,5 for 2 and a half, but then also use 2,500.50

worldly olive
#

Omg ๐Ÿ˜‚

#

No no, we keep it as:

2,5 for 2 and a half
2.500,50 for 2500 and 0,5

sour island
#

In any case, thank you for helping chase this bug down.

#

Hopefully this fix works across the board.

worldly olive
#

Are you going to upload it to steam now? in order to test it and tell you how it goes

sour island
#

Should be uploaded soon.

worldly olive
#

Awesome!

craggy furnace
#

@worldly olive fix pushed, try it out now

worldly olive
#

Omw

craggy furnace
#

@indigo holly check out the new patch

#

should solve your errors

worldly olive
#

Good news guys

#

Works for OS in spanish!

#

In case you need it to check something but 0 lua errors, the helicopter was triggered, the voices were heard and I saw zombies moving

sour island
#

Nice

#

TY so much for your thoroughness

craggy furnace
#

for real

worldly olive
#

If somebody ask how painful create mods can be, tell this story

#

Thank you guys for all the support ๐Ÿ˜„

craggy furnace
#

๐Ÿ‘Œ

errant meteor
#

Do you modders think the new Java update they are going to push will help you guys out?

indigo holly
#

nice bro! It works perfect! thanks for the work

craggy furnace
#

any time

#

the LWJGL3 update?

#

yeah if we can touch all of it

#

otherwise?

#

not a ton

errant meteor
hexed anchor
#

they'll do it once they work enough on the game

sour island
#

Kind of curious if they're using the same mapping tools that are available

#

Or if they use the same vehicle rigging tools as well

craggy furnace
#

they are

sour island
#

Cause there's some glaring issues

craggy furnace
#

if the PZ devs actually invested in their own tools and seemingly valued their own time more

#

the game probably would be a lot farther in some areas sooner

#

i dont say that to be mean either

#

having quality tools is pivotal in workflow and time preservation

sour island
#

I remember they teased a map tool that worked off zones and used prefabs to fill areas- it looked really neat.

#

๐Ÿ˜ฆ

craggy furnace
#

if everyone had a map editor that could also dynamically assign zombie groups and also on the fly create buildings we'd be better off

#

Weโ€™re pushing toward a release of Louisville, which nears completion outside some zoning work and bug-fixing.

#

heh

#

shit sucks

#

build an entire city from scratch spending 1000s of man hours and then have to zone it all

sour island
#

damn, looks like the vehicle tool is private too

#

if UI3DScene is it

craggy furnace
#

annoying

sour island
#

some of it is public, I wonder if it number inputs could be added

craggy furnace
#

i wonder how much of the map editor could get edited

#

iirc it was made on open source software

sour island
#

is that even in game?

craggy furnace
#

no, but super important

#

having a way to stretch around a radius and assign zombies and cars would be fantastic and time saving

#

instead of going building to building and parking lot to parking lot

sour island
#

hm

#

that is a dilemma

#

do you assign buildings zombie distro or do you parse it to the map itself

craggy furnace
#

its been awhile

sour island
#

you can also have parkinglots and areas near by pull from the building's too

craggy furnace
#

last mapped around build 39

#

basically when cars were first here

sour island
#

I was speaking more to a hypothetical design question

craggy furnace
#

oh

sour island
#

Idk if setting areas and zones would be the way to go

#

but assigning buildings one at a time sounds like a nightmare too

craggy furnace
#

pain in the asshole

sour island
#

could also have some sort of special case override apparoach

craggy furnace
#

the mappers seem to have it down

sour island
#

@late hound zombie spawn distro are batches of coords and building types right?

sour island
#

@drifting ore , saw you in pzchat, I assume you know?

drifting ore
#

what?

sour island
#

"zombie spawn distro are batches of coords and building types right?"

#

I assumed setting up a map would involve flagging buildings and lots?

drifting ore
#

zombie spawns according to a map

#

and zzombie types are determined by zoning

#

zombies will also appear inside buildings

sour island
#

So most of it is done by building/room types?

late hound
#

it doesn't have to be a building, it can do stretches of land too

drifting ore
#

@sour island zombie density is done through the zombie map, zombie type depends on zoning

#

yes

craggy furnace
late hound
#

but it can do specific rooms and individual buildings, though a zombie needs to be able to spawn there (zombie intensity map shows this)

drifting ore
#

yes, mapname_spawn

sour island
#

Thank you for humoring me

#

I just remembered- is there a way to grab the loaded map's dimensions?

late hound
#

what do you mean grab?

sour island
#

Like via lua, be able to get the map's general size

#

min x/y, max x/y

drifting ore
#

which map?

sour island
#

I would need to get this dynamically

late hound
#

well I know that you can use individual coordinates in lua, not sure about referencing it all or dynamically

sour island
#

For context, the heli mod doesn't work on Erie County because I had to set static dimensions

craggy furnace
#

just gonna need to drag it with the player

sour island
#

Couldn't hurt to ask ๐Ÿ˜ฆ

#

minmaxing off combined player coords it is then

swift sequoia
#

Grrr. I'm thinking of making a mod where you respawn in a bioprinter pod whenever you die. But to respawn you need to feed it meats.

#

Is there a tutorial on how to upload mods to steam?

errant meteor
#

@lethal sparrow Fixed the issue with the drinks, and this other mod that adds energy drinks, I deleted my save and did some spring cleaning for my mods, and everything seems to be spawning again.

swift sequoia
#

Its a mod that adds a UI element to tell when your weapon needs to be reloaded, racked, or unjammed.

craggy furnace
#

very nice!

ruby urchin
#

working in a tutorial about clothing, I'm try make this as detailed as possible as it is not intended for developers, just beginners that wants start in clothing mods

undone crag
#

Ah excellent.

keen summit
#

is it possible to make in game globalmap of map compilation ?( like map of knox county +fort knox+ ravencreek + slocan lake + townk ivy +...)
which tool to use to do this?

nimble lodge
sand stump
hollow shadow
#

whats the difference

lethal sparrow
sour island
#

like trees and doors

hollow shadow
errant meteor
hollow shadow
red dirge
hollow shadow
red dirge
#

Iโ€™m at work

hollow shadow
swift sequoia
# red dirge Does it work with Brita?

No idea. Theoretically it should unless Brita does something very abnormal with their weapons. Basically it reads the chamber values, ammunition counts, and the jammed flag off weapons.

#

Overall it should work pretty well. My only concern is that on some systems it may cause lag when a ranged weapon is equipped. It doesn't on my machine but I didn't have any beta testers.

fallow bridge
hollow shadow
#

oh, then why did he want the mods to work together in the first place xD

swift sequoia
#

Its very possible they won't. I did code an ammo counter into mine but disabled it. I figured the game was going for a vertain level of realism and weapons don't come with ammo counter displays.

fallow bridge
swift sequoia
fallow bridge
#

Ah

red dirge
#

It was a just a questionโ€ฆ.

swift sequoia
#

I've never used Arsenal's mod. I think the biggest conflict could be if the two displays overlap.

hollow shadow
#

Made new sounds for my 2x4 which was in the mod for ages but never got overhauled โ˜บ๏ธ

swift sequoia
#

A mod I recently found that I've fallen in love with is the one that lets me sit on furniture.

#

True Actions. Act 1 - Sitting

#

I need to figure out how to use tags.

drifting narwhal
#

should i use the project zomboid map tools on steam or the forums

sharp moat
#

anyone knows some really good realism mods

sudden maple
#

hi i have a question. I want to make a mod, but it needs the cars to change visually, that is, to be able to put a different hood and stuff like that. is it possible?

sudden maple
tame mulch
#

in vehicle parts

sudden maple
#

Yes

tame mulch
#

Need check Vehicle part to check params of it

sudden maple
tame mulch
#

Hmmm. I dont remember how i did it in Boats mod. You can check this mod for check how it implemented

sudden maple
#

after all, only the texture changes, the car itself remains

#

?

tame mulch
#

You want change only texture or model too?

sudden maple
#

Model too

#

Im noob in mods, so i need to know, did it have any sense to try

tame mulch
#

After change model you will need set same conditiions of parts and containers in new model

sudden maple
#

Okay, i understand

#

Thanks

sudden maple
tame mulch
#

maybe in scripts

sudden maple
#

Thx

austere scarab
#

Is it possible to add in a modded items that have randomized icons/decals just like Chips do?

#

Or You have to make a different item for each decal

swift sequoia
#

So I was just talking with a friend about a mod idea I had but won't be following up on (it involves animation, and I don't feel like faffing with that). Shotgun gloves: A pair of gloves that, when you punch something it triggers a shotgun blast. Three shells on each hand, maximum blood setting with that huge killspray ranged weapons have.

#

Oooh oooh. Think the knife animation would work?

austere scarab
#

Dude the year the game takes place is 1993 did those exist in Kentucky?

#

Is it allowed to look through Hydrocraft and View and perhaps use some of entitites as it was a part of an old mod?

#

Like let's Say the Donuts and new food items

#

Since littering adds a few items from Hydrocraft and the Energy Drink mod adds the Energy drinks from hydrocraft

austere scarab
#

Shark is it allowed to b o r r o w stuff?

craggy furnace
austere scarab
#

Littering adds few more items right? Energy Drinks,Sodas and other stuff i didn't check out because it killed my compability, these also being present in HydroCraft and Energy Drink Mod

#

would it be allowed to take items from mods and split them out like these did?

#

i'm thinking of making a food and cooking mod once i learn coding

#

and i don't know shit about copyright

craggy furnace
#

as a rule of thumb

#

dont grab other modders content without asking explicitly

austere scarab
#

i wanna check about the food from hydrocraft but hydrocraft it's a mix of abandoned mods and i got no idea who made what

craggy furnace
#

oh

#

to learn about it

sour island
#

there's also not much copyright to be worried about - if you make enough effort to credit authors

craggy furnace
#

indeed

austere scarab
#

i will of course credit the authors

craggy furnace
#

if you just grab their stuff and bring it off as your own

#

you are liable to DMCA

austere scarab
#

i'm not Below Natural that made thousands of an old game because he had a school project to do

craggy furnace
#

depending on if you basically just grabbed enough of it

austere scarab
#

what's DMCA standing for?

craggy furnace
#

digital millennium copyright act

sour island
#

Basically if they make enough of a stink, they could get steam to remove it from listing

#

but no one would honestly bother if it's not done out of malice

#

not to mention if the original mods are abandoned

craggy furnace
#

yep

#

hydrocraft will eventually go the way of the dodo

#

sooner or later

#

the mod is too big to update on a regular basis and the new spawn tables maybe just kill it

#

so after that, you could can probably pick apart parts of HC

#

id be very forthcoming with that, that

austere scarab
#

now i gotta see how much food items it actually adds and what i can do on my own

sour island
#

Could be maintained if not for steam's weird policy on not allowing contributors to upload files too

gleaming merlin
#

anyone know what mod adds log arm guards as well as rubber ones made from tires?

sour island
#

scrap armor? @hollow shadow

errant meteor
sour island
#

I mean- all it would take is 1 person to keep the project afloat

#

right now it is dependent on 1 person

#

to say, update superb survivors, you'd have to just reupload it or go the hyrdocraft route

errant meteor
#

Must be hell maintaining it

#

How old is hydro craft anyway?

sour island
#

PZ uses github for translating, I'd like to see more modders use it too

sour island
#

that's for b40

errant meteor
#

Bruh moment

sour island
#

Now there's a b41 patch

#

uploaded by someone else that's already 6 months old

errant meteor
#

I still do not get the appeal for it, some of the stuff in the mod is clearly from a bygone time, some of the new mods coming out pot them to shame, like the shopping cart mod

sour island
#

My point was that steam isn't all that conducive to maintaining mods

errant meteor
#

Ya, there is no system where there are a bunch of people working on it on the same time, without the need for someone else

austere scarab
#

So much shit to pick what the hell

#

Guess i'll Pick what i like and what i want to be in

#

And do the rest myself

craggy furnace
sour island
drifting ore
#

npc mod up

#

oh my goodness gracious

sour island
#

๐Ÿ˜ฎ ?

drifting ore
#

oh wait nvm

#

it is an expansion of suberb

#

epic fail

sour island
#

ban him

craggy furnace
#

@sour island

sour island
#

noice

ruby urchin
#

I need add more things, like the masks, bodylocations, etc. But I think it looks good

craggy furnace
#

good work