#mod_development
1 messages · Page 468 of 1
it is
Two mods uploaded in one day!
Anyone know if it exist mod, that can say you in which item container you can find item? Like item spawn helper
if not, do you think this mod would be useful?
You mean a mod that'll tell you where stuff might spawn? That's a bit tough considering how generic the spawn files are.
Yeah, that kind of mod. I have idea how implement it and now think it would be useful or not
"Carrots <found in: refridgerator, fruit stand>" something like that?
It's a cool idea.
It's a little immersion breaking for me though.
And most of it is pretty obvious.
Yeah, immersion. I didn't think about it. Items must be logic placed, so you can find them by logic
I'm trying to fix a bug in the Superb Survivors mod that's causing an error in gunfighter because "zTarget:getModData().mHealth" isn't defined when targeting survivors. Is there a simple way for me to add that property to the survivors?
I'm not entirely sure how getModData() works and what's in it.
Someone know what happened with Scrap Armor mod?
Everything just went missing in my save
talk to DJvirus
@hollow shadow
after the update, even using only the scrap armor mod, there is no armor at all
Is there a tutorial on making art assets? I want to make a scifi-ish pod.
whats the mod that adds severity to wounds?
Whats the mod that lets you just add any trait with no limits
Does anyone know why when I make my character fall over my weapons model doesn't stay in the hand?
Oh it seems to be happening to with the vanilla pistols as well maybe it's a bug.
its probably something to do with the animation
could i get some advice on how to make a crafting recipe be able to use a broken tool like if i break a tool like a hammer i can remove the handle and make a new hammer out of the head and a new handle?
prop1 bone is probably in the wrong place putting it there'
i made it work on everything else but if it breaks i can not craft with it i can repair it first, then it works but not if i break it and i would like to not need to repair something i am going to just break down to fix completely.
sorry to ping you but @hollow shadow, someone has been having problems with one of your mods
edit: sorry, bro. didnt know that you were remaking it
Daniel21 you could make a new timedaction for Events.OnFillInventoryObjectContextMenu.
Remember he’s remaking scrap armor, could be intentional
oh, what?
Virus is completely reworking scrap armor, which was the mod that was broken for that person
oh, ok cool
Says so right in the description
sorry lol
Yeah
I deleted all the content from the mod as mentioned in the description. It’s only been making errors. The new armor mod will be on workshop soon. You can get it earlier from the discord but it might have bugs
@plucky nova
i know, i saw
look at my other message
Bag man
anyone know if silencers will spawn in if i install Silencer / Suppressor Mod (Build 41) on a already started file?
i am playing with mods that let me make fertilizer but when i use the fertilizer it does not give me the empty bag is that because of a mod or can i mod it in that it will give me the empty fertilizer bag
and to answer your question from what i hear if you have not actually searched the location where it is supposed to spawn you can add the mod if you have already searched that spot then no.
what i figured. was not sure how loot in containers spawned. if it was created the moment the container is spanwed or when u search it
i looked up the mod it says all crates so you should be good to search unsearched crates unless you managed to search every crate on the map
ty. i have not even searche anythign since guns in vanilla are basicly sucide lol
one annoying solution till u find out is to use cheat menu and give urself a bag every time
pistols i found are not actually that bad. i agree if your aiming is low it is cancer to hit anything but aiming 4 or higher its usually a 1-2 shot kill and with the beta 41 blacksmith profession you can forge more ammo
i like the idea of making 9mm ammo out of spoons
Ok, thanks and sorry for ping you
i recommend if you can for aiming is just grab a shotgun go somewhere far away from your base with a low zombie density and just start racking zombies, the aiming is leveled by how much damage you do so more damage like with a shotgun will get you leveled up then with some aiming levels you can more effectively use your suppressed pistols
don't need much skill to shoot a shotgun
if the devs will not add new primitive items for 42. which adds in hunting and animals, will someone try to do it themselves?
theres already a hunting mod. and i doubt it can be done any better than the one that currently exists
dude primitive items not hunting
we gonna survive like our ancestors did
"Which adds hunting and animals"
i meant "42 which adds"
yeah
d0d i asked for items not hunting
wahtever xd
@hollow shadow Send me the redrawn car parts if you want me to include them. I'll credit you, of course, and make separate opinions with and without borders.
I keep getting the red error box in the bottom left corner, but when I go to check the "console.txt" I can't seem to understand the readings.
Is there a program that you can import the "console.txt" and that will tell you in detail what errors are those and what is exactly wrong?
I know that the mods are doing something but can't actually see what.
Its a stacktrace. Search for 'error' to find the error then look over the stacktrace.
Does lua have some way of programmatically adding a function to an existing object?
I've got a mod creating an incompatibility with another mod because mod #2 is expecting a function call to exist on an object mod #1 is creating.
The player, specifically, is being treated as a zombie by mod #2, and it's expecting a "getHealth()" function, but only zombies have that. Players use "getBodyDamage():getHealth()"
Would love it if I could somehow patch on a "getHealth()" call to the player object that just returns "getBodyDamage():getHealth()"
The easier solution would be to repair mod #2, would it not?
You can't really overwrite java stuff like that - but you could overwrite the #2 function
You'd just have to make sure your lua file is loaded after theirs
this can be done through directory order and alphabetical order
or using require but require seems to be very finicky for me
or rather than overwrite it in lua loading, overwrite it in ongameboot/ongamestart event
that'd ensure theirs would be there first
So my first approach was to fix the code in mod #2 and add the fixed file to my mod.
Which works if you're using mod #2
But if you're not, it causes errors.
you can check to see if that mod is present
this is assuming the original mod author is unable or unwilling to fix it?
Well it's not really a bug in their mod, since it's only an issue if my mod is being used.
they may be willing to patch it though - the mod shouldn't be treating all gamecharacters the same
Ok, do you happen to know if Brita or Arsenal26 are active on here?
It's a very simple fix to the GunFighter mod.
Brita is
I'm new here, would it be acceptable etiquette to @mention them and ask?
yeah
Thank you!
@main lion I found an issue in the GunFighter mod that's causing errors when using Superb Survivors, and by extension my Subpar Survivors mod. Would it be possible to send you some very small edits?
This is what I wrote for swapit to work with GEAR, I wrote it so you can use a simple if statement in many places rather than constantly check for active mods.
SwapItActiveMods = {}
function PATCH_FOR_MODS()
local activeModIDs = getActivatedMods()
for i=1,activeModIDs:size() do
local modID = activeModIDs:get(i-1)
SwapItActiveMods[modID] = true
end
end
PATCH_FOR_MODS()
```
```lua
if SwapItActiveMods["GEARCORE"] then
```
anybody know of any mods that make it more like 7 days to die? where they come for your base also is there any mods that give different zombie types like screamers etc? sorry if this is the wrong seeeeeeeeeeeeeeeeee
section*
There's terror zeds
@hollow shadow hey did you get those messages last night about people having problems with scrap armor? apparently it's not workin at all
i told em it's probably due to you remaking the mod
buuuutttt just incase it's not
it broke
i added "(read the description)" to the mod title
ah
So i tried to modify this code and idk why it doesnt work xD
Ey @sour island
I noticed that the mod frequency options have been changed.
Compared to vanilla, what would the rare option be equivalent to?
Common is equal to (what was) Sometimes and the default setting.
The base values are:
"Rare" 7-14 days
"Uncommon" 5-10 days
"Common" 3-6 days
"Frequent" 1-2 days
But these get adjusted as the event goes on as well
Thanks!
No problem, enjoy!
Hello does anyone know how to tell when the left mouse button is held down? The game has
isKeyDown(getCore():getKey("Aim"))```but there doesn't seem to be a key binding for left click, and a lot of the keys are called numbers or constants, like shift is 42 and alt is Keyboard.KEY_LMENU.
check lua events - https://pzwiki.net/wiki/Modding:Lua_Event. OnMouseDown
I'd rather avoid using an event that triggers when the mouse button is pressed though, because often for me mouse clicks do not register when the game is lagging, so I am wanting to tell whether or not the key is currently held down instead.
So basically the more day's that go on the less chances of you finding loot?
This is relation to helicopter occurrence in expanding helicopter events
the days represent the range between events of the same type
ah okay
Hmm... I'm in a mini pickle. I'm trying to think of a way where, on player death, I grab that player's character object, then on respawn replace the new character object with the old one.
Could I use getInstance and setInstance?
Yes, but its a reference to the same player object, I'd need to clone that.
the best approach would be to know which variables you want copied
and do it in that event
Yeah, I was hoping for something a bit cleaner. lol.
copying something blanketly variable for variable could cause issues
Normally in java you implement copyable and set up a .copy method.
But looking through the code .copy is not a valid function.
even if that were setup it may not be exposed
and there's certain variables that are meant to be temporary
I'm probably just stuck with getting the player reference then copying off the relevent parts. Making sure I get everything is going to be a small pain.
I know there's a method for making a corpse that copies a character's visuals
then when the corpse is reanimated it copies it again
but that doesn't cover the skills and such
Aye.
I want to make a bioprinter. Basically, when the player dies, they respawn at the bioprinter IF the bioprinter has an amount of meat in it equal to the player's weight. Ergo, their body is remade from chicken and rat.
outside of visuals and skills is there-anything else worth worrying about?
IsoGameCharacter.SurvivorDesc could have some methods for name and other things- should be copyable
Let's see, weight, traits, visuals, skills, kill count, Hmm... I can't think of anything right off the top of my head.
Well, the mechanics of how I'm thinking of making it work is the bioprinter checks if 1: There's enough meat, 2: if there's a 'playerDied' flag, and 3) if the newly created character has the same name.
could you potentially recover the dead body?
So same name on the new character would be the trigger for replacing all the stats.
assuming it's not lost upon death
Yeah, the dead body would still be there with all your equipment. The bioprinter doesn't print objects. You respawn naked.
the corpse isn't a player object once it dies
it's IsoDeadBody or something
you'd have to catch relevant info on death
Yeah, looking at the code, it triggers the onPlayerDeath event before calling removeSaveFile, so the player object should still exist for the code executing the death events.
I'm thinking resetting the timed resistance to panic that characters gain after being alive a long time is perfectly fine. I mean, they died and that's gotta be traumatic.
Aside from needing meat and spawning naked, can you think of any other soft penalties I could implement?
I honestly just think its hilarious that they're being printed from meat. I can code in joke phrases like, "cough Oh god... did I just cough up feathers?"
"Why do I have a sudden urge to roll about in the mud squee"
Okay, looking at it, I basically have four goals with this project:
- Capture player data
- save player data
- Intercept player object on create player
- create bioprinter model
I'd say figuring out how to catch that data will be the hardest thing
for the skills recovery journal I had to dig around the perks factory code
and some of it just doesn't behave the same
Aye. Are we sure the player object is removed over time? Is it possible its left on the player stack?
I'll need to test that.
When modding PZ you'll find a lot of simple ideas run into core mechanics alot
I know when an IsoPlayer dies it spawns a IsoDeadBody
and that visuals are transfered
Oh I knew going into it this wasn't a simple idea.
by simple I mean "I should be able to copy a player over" is a pretty generic idea in it's own right
but the devs never considered having to do this cause death is one way
I'm suddenly considering the possibility that player objects are not deleted on death. They're flagged dead and left on the stack.
Welp, I think that's where I'll start. Grab the index number when the player dies and see if that is on the stack on game reload.
So, I'm making this desert map right -- I'm looking for some other modders to work with me to help me accomplish some things to make it feel more authenticly like a desert. I'm just so focused on designing the map right now that I don't have time to mod in certain things just yet, so any help would be amazing!
`
-
Weather and climate adjustments : Needs to be hot at day, (which I was able to do in Calm Springs with Ravenims help) but also cold at night. Need to lower precipitation chance, save for tropical storms. Possibly change the climate colors too so that "fog" looks more like dust and comes with increased wind.
-
New Foraging : I've been able to add to the foraging tables before and edit them, but because this is a new area, it would require kind of an overhaul
-
New Erosion : If I were to allow vanilla erosion on this map, it would make everything look horrible and also not make much sense because the wrong kind of vegetation would be growing. For this map, I'd also definitely like to work some way for sand tiles to spread over time so that eventually main highways seem to dissappear completely.
-
Compatibility with Other Popular mods : Needless to say, making sure custom cars, zombies, and other stuff work and play well with the map, would extend the life of this map.
`
(if this sounds like something you'd like to help with send me a DM! 😄 )
Hey mods if you see this I think I found a glitch in the base game, for attachments. It ignores the last one in the list.
scriptItem:DoParam("MountOn = HuntingRifle; VarmintRifle; AssaultRifle,");
If you do this you can't upgrade AssaultRifle with it.
scriptItem:DoParam("MountOn = HuntingRifle; VarmintRifle,");
Now with this you can't upgrade VarmintRifle with it.
scriptItem:DoParam("MountOn = HuntingRifle; VarmintRifle; AssaultRifle; AssaultRifle2,");
With this it works fine for both VarmintRifle and AssaultRifle.
Aww but that requires an account :/
@craggy furnace Sorry to bother but I had a question for the heli mod, do supply drops spawn only around the player? or do they spawn all around the map.
only around the player
got it thanks, I hope that military clothing mod comes out soon ;]
for now
this needs some love
Is this guy active here?
@undone elbow Great stuff
indeed
Yes attachments for melee weapons can be added, I have tested it and it works, and they can show visually on the weapon.
I have finished a great comprehensive tutorial on how to bring ANY 3D model to Project Zomboid! Go and check it out!
https://theindiestone.com/forums/index.php?/topic/37647-the-one-stop-shop-for-3d-modeling-from-blender-to-zomboid/
Hello and Welcome! Here you will find a concise and comprehensive guide and tutorial of making 3D models for Project Zomboid. Currently, this will mainly pertain to custom Clothing creation but may include weapon creation in the future. This will present how to create models from scratch with Ble...
Working on getting heli events to play nice with NPC mods
"EHE: IsoPlayers removing" occurs when NPCs or players die
this is the first few seconds of a new save
😐
I'm having scrap guns and weapons stack trace errors right as I start a new save and I'm not sure why, if anyone could help me figure this out I'd appreciated. Only mods I have on are Scrap Guns/Weapons/Armor(Beta), Brita's Guns/Armor and Arsenal's Gunfighter mod
That does not have the word ''stack'' in it.
Oh, I was looking at a shorter version ending in
LOG : General , 1624251061920> ERROR: mo... (310 KB left)
From copying it from the web-page instead of downloading it.
LOG : General , 1624251153064> -------------------------------------------------------------
attempted index: other of non-table: null
LOG : General , 1624251153064> -----------------------------------------
STACK TRACE
function: ScrapGun_Distributions.lua -- file: ScrapGun_Distributions.lua line # 91
ERROR: General , 1624251153064> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: other of non-table: null at KahluaThread.tableget line:1689.
ERROR: General , 1624251153065> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: attempted index: other of non-table: null
LOG : General , 1624251153066> -----------------------------------------
STACK TRACE
function: ScrapGun_Distributions.lua -- file: ScrapGun_Distributions.lua line # 91
LOG : General , 1624251153141> -------------------------------------------------------------
attempted index: setMaxHitCount of non-table: null
LOG : General , 1624251153141> -----------------------------------------
STACK TRACE
function: changeProperties -- file: sw_multihit.lua line # 6
ERROR: General , 1624251153141> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: setMaxHitCount of non-table: null at KahluaThread.tableget line:1689.
ERROR: General , 1624251153141> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: attempted index: setMaxHitCount of non-table: null
LOG : General , 1624251153143> -----------------------------------------
STACK TRACE
function: changeProperties -- file: sw_multihit.lua line # 6
Oh dude no worries, take ya time! I just wanted to know if maybe I was doing something wrong lol. Thanks for letting me know it wasn't on my end haha
yo
say I made a custom tile, right --- next I give that tile the defs for a Custom Name and a Group Name; then I can make a lua file in Client/ISUI and Client/TimeActions to give the new custom world object a function that's executed by right clicking on the object right?
hey, If you make recipies is there a field for some text?
I found sth about Name: xyz, but it doesnt work
already tried "name = " or "displayname = " but both broke recipes from there...
is there a trick for making a mod? I found a tutorial which said that you should put it into the mod folder of the PZ directory
but it doesnt appear ingame under mods
so i made a simple recipe.txt with some basic recipes using only items that already exist in the game and i know these recipes work because i added them to an already existing mod in the steam workshop folder just to be sure but if i add it to the ProjectZomboid\mods folder it refuses to work. does the mods folder even do anything? what am i doi...
Yeah I have always wondered what that does
Hey @sour island @craggy furnace
I haven't noticed if it happens, but the supply boxes dropped off by events, do they disappear over time once they have been looted?
It would be cool if you could disassemble them and get some planks and nails.
Same for the crashed helicopters; being able to disassemble them like the burned vehicles in vanilla.
Also, then they wouldn't pile up in long games all over the map.
On the Todo list. How is the game going so far?
Same for the crashed helicopters; being able to disassemble them like the burned vehicles in vanilla.
hmm
thought about it, ill look at it
Perfect!
I'm playing with the settings in "rare" and I like it!
doing some tweaks, QOL, and chasing idiosyncrasies at the moment
after that i think stuff like flyer/crate expiration will get a harder look at i suppose
i still have to make a bunch of stuff for something we've got later
NPC Info window
@tame mulch Will NPC's have randomly generated jobs and traits?
awesome man, i cant wait to see it finished
it already looks 10 times better than superb
Also i think about create preset survivors with names of supporters (and preset equip, skills)
i mean some sort of ability to edit your survivors
yep, bob and kate i want to create
in case your wife NPC looks horrible
Like hair, beard of wife?
need to test, but already works by this window change hair of NPC
Hey Ait, you going to do survivor spawns with sandbox?
So you can start with your own group of NPC's? And pick their traits gear n stuff?
i think that was planned
pog
lmao nooice
But i'm talking about not preset survivor starts
I'm talking about your own custom starts, being able to spawn with NPC's
and tweak them to your liking
Yeah yeah thats what im thinkin
You'd also have more points to put into those people the closer they were to you
Say for example, your relation to the survivor was sibling, Parent, Spouse, Best Freinds etc
Where as, distant people would have less points
less points for what?
Like a Co-worker, relative etc
Like creating them
that would kinda be a bit unbalanced but i'm just splashing ideas
sorry if it sucks :/
I think it will be creating like main player. But for spawn in raider group for example it will be custom scenarious
Yeah noice that sounds ideal 👌
yeah man, imagine spawning in a preset where you are the leader of a random faction. and you start with a small group and can grow as you progress
I want my two characters who are sisters to work together
SAM AND SARAH KICK ASS IN KNOX COUNTRY (gone zomboid)
@tame mulch that's looking really amazing! I've been doing a lot of tweaking on Superb Survivors lately and when you get the basics done with your mod let me know if you want any help with things like task AI. I have a lot of thoughts on how it could be handled better from the ground up.
if you have ideas/ suggestions to my mod - write me in discord 😄
Oh so we will be able to cut their hair? What about coloring?
You mean facepaint?
Im thinking that when you use their inventory it will be like player inventory
so if you interact with an item in their inventory then they use it
so u can force them to eat stuff or use items
like hair color
Hm
Ever thought about making the rice food into in actual big ass bag of rice, so we can make multiple bowls of rice.
Done 😄
сколько времени ты уже потратил на это?)
ну написать функцию стрижки и покраски заняло 10 минут
имеется ввиду создание НПЦ, хотя понятное дело ты чтото еще из основной игры берешь)
не я вообще о НПЦ
всего что ты делаешь)
I like your selection wheel that you have for your survivors mod aswell
thats cool, is it bound to V like mechanics?
Yeh
Also mechanics isn’t technically bound
It’s a option you can choose in the wheel
o i see
Yeh
i use Tab key to show radial menu
oh
It’s his custom keybind, for us it’s v
as i know is not
Just tried tab does nothing :/
yeah also couldnt figure out how to interact with your npcs
i didnt say you about this?
all your posts are like 300% better than the old mod. thanks for all your efforts!
Anyone know how television skill programms work?
@tame mulch id imagine you gain skills by if you are able to hear the TV, not fully sure
If you can’t hear the tv than you can’t get skills
it might just be if your within the same room, idk
It’s not
The game actually reads how loud the tv is
the text after the word recipe is its name. There are also the translations in lua/shared/Translate. The mod folder in the PZ installation directory is not used, instead the one in username/zomboid is. You can see how other mods work, which if they are downloaded from workshop are in steamapps/workshop/number/number.
Do you mean descriptions?
@dreamy silo
smol boye
😄
Anyone know waht i need to change in the scripts so i can change the attachment position for my sword sheath?
Confused
I do not understand the question.
The person you answered probably meant descriptions?
Oh
Does anyone know what WeaponLength does? I don't see a difference between 0.3 and 0.1, it seems to just be using MaxRange.
Alot of the script is defunct
Some of those values may not translate to anything
Some may be changed from what they once were used for but kept the same name
Welcome to modding
Hmm. I thought maybe those values were added with an update where it started measuring the distance to the zombie's head instead of the zombie's main position, and there was another value like maxrange still being kept for checking whether or not to check the distance to the head or something like that.
It may interact with multihit
It's just something you'd have to peak into the java to verify
I think the wiki tries to explain each one
Oh, maybe it was not reloading the script because the mod was also enabled in the main menu. ps maybe it was reloaded actually.
The game loads Lua in main menu and again on game start
Nevermind, I was successfully changing the itemtype stats without changing all the stats of current items :/
The name was changing though.
?
If you change the MaxRange of a an item in the script .txt and then reload the game, the items your character already has are unaffected, their MaxRange's are stored in the save file.
You could try the thing in debug mode where you see where on the character the item ends up.
https://steamcommunity.com/sharedfiles/filedetails/?id=2523485011
Requires Antiserum
Fork of the old 'Get Firstaid skill by examining dead zombies' mod
Thems some pixelated toes
If you cant count the pixels then there are too many.
I thought they were sandy at first
Why not both?
Uuid?
unique identifier
Ah, like a hash?
Hmm, anyone have any idea why a mod would automatically disable itself immediately after leaving the mod list page?
It was working fine locally, then I uploaded it to the workshop and now it's automatically disabling...
🤷♂️
It's odd because if I subscribe to my own mod through the workshop it works fine
But if I try and use my local copy it just disables itself upon leaving the mod list
Name collision?
Not sure what you mean
You've got the mod locally and on the workshop. Assuming it loaded to the workshop just fine and that there aren't any last minute changes between the two version, then if they share identical mod IDs or some other salient value, then there may be a namespace collision.
Try changing the mod ID in mod.info for your local version?
Would that happen even before I'd subbed to it through the workshop?
Oh, I thought you already posted it to the workshop.
I might be misunderstanding your problem.
Lemme see if I can explain better
- Create mod
- Test mod
- Mod works
- Upload mod
- Mod (local) mysteriously disables itself
- Subscribe to own mod
- Enable subbed version
- Works..?
So it was disabling itself before I'd subbed to the workshop version
I'd start by diffing the two versions and see if anything's changed. That's pretty much all I can recommend.
Okies, thanks!
I mean atm I'm just running the workshop version of my own mod lol
🤷♂️
Well, you could just copy everything from the workshop version back to your local file and call it fixed.
If you unsub the mod isn't listed anymore?
It's in the list, it'll just disable as soon as I leave the mod list.
(the local version)
I personally, would be curious what the issue is so I'd diff it before overwriting with the workshop version.
Very strange but could be an issue with folder order and names
What would be enough of a diff?
diffinitely diss much.
That would show up in diff and depending on what's changed I can see it causing stuff to break. I'd just diff everything and see if that's the only difference.
I'm not sure what you mean by diff everything, sorry.
Diff is just a function some programs have. It takes two files or two folders and tells you what's different between them. I use a plugin in notepad++ to do it. I think ATOM has a built in diff script. You can also get programs whose sole function is doing diffs.
Oh I see, I thought you were asking me to change something to make it different.
This is what a diff looks like in notepad++, there aren't many changes in this: https://steamcommunity.com/sharedfiles/filedetails/?id=2497464911
I wonder if VSC has built in diff. Huhm.
Hmm
So for some reason
My local version ID looks like this:
It's stealing part of the mod desc for the ID
Not sure how that happened
Aggh men, a white IDE xD
Yep, a white IDE. I like to lick the tears off IDE snob's faces.
Hello. I am very new to modding and I don't know much about it but I have a question. Is the author of swatpack here? I want to change the swat pants texture to the forest army camo for my personal use only and won't be upload it anywhere. Is it ok?
Hell yeah. I did it! Small/Big feature
Those are the tears from years of screen watching turning into eye strain
My f.lux is so dark my screen looks like a pisstank
And I'm about it
Oh fuck yeah, Thats so awesome man!
How difficult was it to get that to work?
Some pain in the ass, but now i also improved Say methods for npc
What?
He's become the very thing he hates
Improvised Device of Explosion
what is that music you're listening to ?
To quote Jurassic Park "You crazy son of a bitch, you did it"
So using getAllSavedPlayers(), all I get is a null list. This is the code snippet:
function listPlayers(player, item)
--local players = player:getPlayers();
local players = getAllSavedPlayers();
--print(player:getSurname());
print(table.getn(players));
end
Events.OnEquipPrimary.Add(listPlayers);
Any idea what I'm doing wrong?
On the stack, it looks like players == []
is it a java array or lua table
@LuaMethod(name = "getAllSavedPlayers", global = true)
public static List<BufferedReader> getAllSavedPlayers()
I believe a java array.
if you want to parse it you'll have to use array functions
Huh
I got the opposite
@sour island Shouldn't table.getn work on arrays?
lua arrays/tables lists are different to java arrays
Ah, it has no n value in iets metatable?
I don't think anything related to table would work
you can use :size() for length
for i=0, array:size()-1 do
local obj = array:get(i)
end
Welp, that confirms getAllSavedPlayers is giving a null array.
Its not commented.
Its using a file io to retrieve a player list. Its probably save state info for players on a server.
There's an internal array of players but I can't seem to expose it.
hm
I was going to test if a killed player is removed from that array or if they're left on it.
If they're left on it, then that's a place where I can pull all the player data.
As far as I could tell skimming the code, I think that nothing gets removed from that array upon player death.
it may be more work but I'd say if something isn't readily accessible its better to write stuff yourself
although it'd be nice to rely on the menu to have a prepared save
Okay, so how about persistance. Do lua globals persist from game run to game run?
I'll need to test that I guess.
no
you can save stuff though
you can slapstuff into moddata on most objects
and if that object is saved then you have a naturally saving lua table to play around with
I use getGameTime() to get the gametime object and add stuff to it's modata
saving methods may differ though - and for the most part only simply vars can be stored this way
i.e. numbers and strings
Hmm. Gotcha. I have a lot of research to do. That's irritating.
But I see how you save stuff in skill recovery journal now. I was looking for a save or write function.
yeah - I add it to the object modata
since it's more pertinent
but for EHE I use gametime
If you're machine is a mapobject I would assume it gets saved and it has it's own moddata
Correct, that's what I was thinking too.
you should also know it's very difficult to identify players belonging to the same user (if co-op is something you're worried about)
Aye, I saw that.
I'm actually thinking of having a held object, a collar called a Neurolink or something.
I need to afk. Thanks for the help, I appreciate it.
I noticed alot of people - and I've done in earlier mods- use multiple moddata entries
player:getModData()["mymodID"]["value1"]
player:getModData()["mymodID"]["value2"]
vs
player:getModData()["value1"]
player:getModData()["value2"]
I've begun using the first format when possible to avoid conflicts
but if you do this you can also easily swap the entire table easily
mymodID would be a table nested in the modData table
so like cloneData in this case could be taken from 1 player and dumped onto the next
in any case good luck
I'm sure no one really needs it, but if anyone needs someone to test a mod and give direct feedback/debug log I'd be delighted to somewhat help.
On an unrelated note which .txt file is better for narrowing down errors? As far as I know it's just the Debug Log.txt right?
В основе 2 мода НЕ мои!
AutotsarTrailers и ZIL130PACK2
На их основе собрал себе машинку и прицеп (^_^)
P.S: Я просто изменил модельки и чуток параметры
@hollow shadow yeah, I meant some additional description for an item, because the mode has many recipies with the exact same name
о любви
Друзья, особая благодарность тем, кто помогает развитию канала. Имена, при желании, будут опубликованы в описании понравившегося вам видео.
Отправить сообщение автору(или задать вопрос) и помочь каналу:
http://www.donationalerts.ru/r/georgykargin
Можно внести через ЯНДЕКС . ДЕНЬГИ на номер [410012477838692] или
Pay Pal - georgiykargi...
thx :)
Try: Tooltip = INSERT TEXT HERE,
in the script
Actually it's console.txt - I think the other debug logs are bits and pieces of what's in console
You can test "expanded helicopter events" I'm always up for getting direct feedback
Just added npc-mod support which will probably we full of errors with superb survivors.
Have you got this to work? I tried yesterday and it broke the recipe when I wrote out a sentence. Does it have to be a stored phrase first?
I think theres a limit to how much text fits
Ah, I'll have to test it out more.
Maybe forgot comma
Are you aware if recipes can be shown at all times regardless if you have the ingredients?

I think you're right
Trying to figure out how to handle opening the supply boxes- most people don't think to try sharp stuff
Right now I'm thinking of two recipes per box - one requiring a tool
Might write something that acts as always true in recipe but triples the craft time...
You could do: Tooltip : Use a knife to open this!,
That looks amazing. Hope it gets released soon
Как этот зил ведёт себя на большой скорости вместе с прицепом?
Стоит спросить у автора данного прицепа, мой ЗИЛ ведёт себя стабильно на больших скоростях 🙂
This is not my mod 😦
Просто когда я прицеплял прицеп к легковушке, то её шатало по всей дороге
Rip but I hope it gets released
I think I can do it
Wdym?
This mod is not mine, but it showed the concept of trailers, I think if he did, then it will also not be difficult for me to officially make this trailer on my ZIL's 🙂
Good luck with that
hello. I've been trying to change the zoom levels in game. Does anybody here have some experience with it? it seems like the options from the menu are being overridden from somewhere else. I've been only working with lua files for now, but at this point I'm wondering if it's not something in MultiTextureFBO2 that I'm missing
Concept - show NPC moodles by hot key on top of NPC
awesome @tame mulch looking forward to this wonder coming to light
will the mod be 41mp compatible?
It's hard to imagine how Indie Stone will even get NPCs eventually working with MP.
Maybe the recent efforts to offload some zombie stuff to the nearest player's PC will help, but NPC behavior is so much more complex than zombies.
Whats it like talking with the NPCs?
is it more advanced than SS, in that your not just clicking one button to say: "hi"
from what we have seen yeah
that interaction wheel really makes it better
@hollow shadow are you sure its built 40 compatible? The whole craftin menu is gone if I add just 1 such line in a working recipe
Didnt know u meant b40
I dont mod b40 so idk
Spiffo, are you ok?
Get that mascot a pepsi, god damn
"I want to eat"
Now it's correct? 😅
I would do "Im hungry" or "I need to eat something" or "I could go for a snack" or "Im starving" xD
what decals were used for "Random Decal T-Shirts"?
Zombified and hungry? Oh dear
I CRAVE SUSTENANCE
What are the supply boxes made out of? If it's wood I would instinctively think a crowbar.
i mean couldn't airdrops be those belt type ones like from Dying Light?
Moodles
They're just card board
Oh yeah than I would assume I would need a knife or something. Even though I usually open my amazon packages with a pen cause I'm too lazy to grab a knife lol.
We made it possible to open it with pens
At one point keys
But they clogged up the recipe
Cherry now only has one leg and an M16 as another. (From the movie Planet Terror)
Hello all, does an in-game mini map exist for the Cherbourg map?
Any plans on military zeds?
Not yet.
Any modders that want help me with testing NPC mod? It's pre alpha now, but possible to test.
no, what more do you want from them?
Tbh maybe have them with military armor on them
Juggernaut suit. Technically swat mod adds that onto zeds but idk why a swat team would need a EOD suit
@tame mulch what about clicking on the Hungry and Thirsty moodles to send the npcs to drink or eat?
They can find food water by themself if not task from player.
"where's my cheese at"
Не считаешь ли, что в ручную проверять мудлеты может быть довольно времезатрано? Типа, если у тебя большая деревня будет, бегать к каждому НПС и кликать на него - как то не очень. Есть ли возможность сделать так, чтобы при нажатии на определенную кнопку показывались все мудлеты в округе? Например, нажал я на N и вокруг меня у каждого НПС'шника над головой появились мудлеты.
И олсо, тебе на русском писать или все ж английский лучше юзать? А то я видал, что ты с русскоговрящими на английском говорил, вот и спрашиваю.
Оно так и работает. Сразу у всех NPC показывает
А, всё понял. Вопросов нема.
I am up for testing in a few hours!
@tame mulch Happy to help with testing!
You could learn Lua to make custom tooltips? xd
Gah, CraftTooltip is a local table. :/
I remembered I started making a mod for cross-mod recipes and while I was making it the base game was updated to support cross-mod recipes :/
@undone crag Lua is ok, already made a mc turtle years ago, I just need a good example how it works all together in PZ, I found no good tutorial how to make a mod or create files, its either totally outdated or for 41
Howdy wise people.
Please tell me, is there any way to increase loot distance? distance at which you can see contents of container/corpse?
Hey @sour island @craggy furnace just to know, I created a game with the events on uncommon, the first day I got the police one, but after that nothing happened until day 9 where the vanilla helicopter appeared, is there possibility that an update affected in an already created game? I'm now trying using the reset events options to see if I start to get the mod events again
are you sure it's a vanilla one?
followed you around with no shadow?
I tweaked the targeting code to load blanks along with a solo player -- but this assumes the zones are set as I assumed across the map
It sounded completely like vanilla, came twice and no shadow 🤔 it's strange because first day I got the police one shooting at zombies
Around here when it started, day 9, since day 1 I didn't have any event
I will have to check the map's zones
local iterations = 7
local zone = p:getCurrentZone()
if zone then
local zoneType = zone:getType()
if zoneType then
if (zoneType == "DeepForest") then
iterations = 0
playersFound = playersFound-1
elseif (zoneType == "Forest") then
iterations = 1
elseif (zoneType == "FarmLand") then
iterations = 2
elseif (zoneType == "Farm") then
iterations = 4
elseif (zoneType == "TrailerPark") then
iterations = 8
elseif (zoneType == "TownZone") then
iterations = 10
end
end
end
if that zone is considered forest it could be making the chances of an event spawning 1/10
But it never should be the vanilla one, right? I'm trying to wait a little more to see if new mod events appear or if my config was affected 🤔
I used the reset events option and the events started again 🙂
Yeap!
weird - it shouldn't have happened
nice
so there's always helis on day 1
forgot to mention
it only applies the date ranges after the 1st turn
I believe the idea behind that was to make a good first impression 🙂
The first impression with that mod was completely awesome 🙂 anyway I've just died 😂 one alarm + vanilla helicopter + mod helicopter + jet with zombies with 1000 tiles of audition in one day made it hard haha
Check where using addContainerButton func in default lua files. Must be here
I think need rewrite default func for update loot window or add custom with using addContainerButton to add more containers to window
Damn. I hoped theres something like
‘’’lootDistance = 2’’’ 🙂
Thank you. Searching for the line
There's this. https://github.com/FWolfe/Zomboid-Modding-Guide
Does anyone know if it's possible to disable fall damage?
(or even reduce it)
(or even detect that it occurred so I can heal it)
As idea - set ghost mode when player fall
I found first thing what i will do, if I start modelling for zomboid:
Blue jay mascot
Any idea how to detect if they fall?
getPlayer():getFallTime() > 0
Awesome, thanks!
Niice
This seems simple enough but I just can't figure out how to do it. Anyone know what I would have to write in this LUA file to make fire spawn on the characters position whenever the player moves?
Mod request - Blue Jay armor + blue jay head
like firepath after player?
@tame mulch Like whenever the player moves fire is spawned on the last tile he was on
I know there's a "setFireSpreadProbability()" method on player that you can set to 0 to make them not spread fire when on fire.
I don't know if it works the other way around, to use it to spread fire even if they're not on fire. It doesn't seem likely.
Do you know if there is a method to spawn a zombie on the player?
I don't off the top of my head, but I'm sure there's another mod that does it you can look at.
NecroForge, I think?
Im pretty sure cheat menu also has a zombie spawn brush so let me take a look at that
you want a fursona?
Well I thought it was falling but that's not it. Whenever time is sped up to max in Superb Survivors, and a NPC starts to walk down the steps, I get this error: ExceptionLogger.logException> Exception thrown java.lang.ArrayIndexOutOfBoundsException: -1 at FliesSound.getCorpseCount line:157..
It's very strange. I'm checking on every tick and they don't register as isbFalling or getFallTime > 0
And I'm monitoring their z which hasn't changed yet.
It's the act of walking onto the stair tile, it seems.
Don't forget the "end" at the end of the function
you know other programming lang?
I know some C#
Yeah. And then create Blue Jay gang
Check first lua basic (for example lua in hour topic). Then check simple mods in steam workshop
@tame mulch Will do
Player coords you can get by getPlayer():getX() and same with Y
Orioles 4 lyfe
Create bird gang and then kill zombie like that: XD
https://www.youtube.com/watch?v=b6C9dCSYC2s
Well there's orange jumpsuits and black helmets in the game so I have a head start.
Hello does someone know how to get the items on the ground in a particular IsoGridSquare?
You could make those Blue jays able to be caught in traps, kinda like an easter egg for your mods.
Thou hast my thanks.
Я все жду не дождусь, когда сами разработчики добавят грузовики с прицепами.
(I still can't wait for the developers themselves to add trucks with trailers)
Музыку из дальнобойщиков бы
idea for mod. tank vehicle
download blender and just learn from there
Going back to my old mod idea "armored contact" but with my new semi decent skills at 3d modeling
thank you 🙂
if you ever feel like a total mongoloid
just remember that i was updating and i didnt know why it wasnt updating in the game
only for me to not realize i was updating the github repo
unfavorite your items
is there an easy way to achieve bigger loot distance (at least for corpses) via file editing? Just change some lines like
loot_range = 1
strap it to a superb survivors nipples to get some answers
I found the problem, the xp giving-parameter wasn't correct 😫
So I thought of a scenario for my bioprinter mod. You've come back in time to find patient zero and send their corpse back to the future. The twist is, you were told you'd be retrieved once they have the corpse, but once you send it back you're told it was a lie and your trip was one way.
So your basically on a hunt for one zombie in the whole of the map.
Trippy
Gotta keep the 'this is how you died' theme. So no rescue for you.
Whomever made the helicopter events mod, thanks for increasing immersion even further!
@craggy furnace @sour island they did a very good job
👋

Bird.
yea, thanks for that awesome addon that the vanilla game simply cannot provide
ty to pz's innovators in the modding community
we love u
😗
"I want.... to eat..."
@main lion Would it be possible to leverage the functionality of the Eris NVG mod for your own NVGs?
https://steamcommunity.com/sharedfiles/filedetails/?id=1793461606
i once had a mod that deleted items on the ground around you (also corpses) but i cannot find it anymore. does anybody maybe know the name?
@craggy furnace https://steamcommunity.com/sharedfiles/filedetails/?id=2524979277 looks like someone had the same idea, just the pants
I don’t get it
- New big feature - attach items (back, belt, holster)
If on default positions - will be work ok. If custom places (like gear) - will need add compatibility
thats fine
i am really not worried about that mod because i have other things too
just got done redoing this
I'm having trouble getting an item script to work and it seems weird cuz everything looks right
module Base { item Note001 { Type = Normal, DisplayName = Survivor Note, Icon = Map, Weight = 0.1, Map = media/ui/LootableMaps/Note001.png, } }
But it's not appearing in the items list :<
make sure you insert into base, not add.
however, that entire script looks perfectly fine
Yeah I'm seriously scratching my head about it.
Could my distributions file be making it not appear like maybe I did something wrong there? Or does it not like numbers like that ?
man I dunno
it's being so janky with everything right now
@shrewd grove does the file name have to have the case sensitive word Items?
nope that wasn't it. No matter what I do it doesn't seem to want to add the item to the list
Anyone know how to add traits to a player? IsoPlayer:setTraits() doesn't seem to be behaving like I'd expect.
man, did something change with item scripts since I last did it? last I checked my other mods still worked X_X
try check in default files how work debug trait window
Was created a discord server, where materials of NPC mod are often published. Also there is a discussion of mod, ideas, plans, bugs.
https://discord.gg/M2uEAjDH77
Can anyone assist me? I legit for the life of me cannot figure out why this isn't working; I tried plugging in a different script from another one of my mods to see if it work, and it didnt either
But that script should've worked since it works in it's own mod
so I think there's something interfering -- or maybe I named some file or folder wrong
nice
Any error on console?
Not that I've noticed -- I mean some errors pop up about tiles not having defs but that's a totally seperate thing cuz I'm testing this on a different map
have you tried in a new game? adding the mod to him?
Changes your item code like notebook if it's what are you trying
module Base
{
item Note001
{
Weight = 0.5,
Type = Literature,
DisplayName = Survivor Note,
Icon = Notebook,
CanBeWrite = true,
PageToWrite = 10,
}
}
Oh I see, so, if you search your item in Name field as Note001, does not appear?
Peach caught my mistake
Guess what it was its super embarrassing
||i forgot the media folder||
me rn
Well it's a thing that anyone can happen, I guess lmao
Anyway, a good opportunity to promote this guide https://dislaik.github.io/project_zomboid_modding/scripting_manual/basic_structure/
I just forgot
I dunno now that I fixed the file structure it's not showing up in my mods list lmao it's one thing after another I swear
I feel like someone up above is fucking with me rn
finally got it
So I set the Container Name for these to be "Note"
andddddddd
local AzasNotesDistributions = {
all = {
inventorymale = {
items = {
"Notes.Note_01", 10.0,
"Notes.Note_02", 10.0,
}
},
inventoryfemale = {
items = {
"Notes.Note_01", 10.0,
"Notes.Note_02", 10.0,
}
},
Note = {
items = {
"Notes.Note_01", 10.0,
"Notes.Note_02", 10.0,
}
},
}
}
-- add loot table additions to the end of Distributions, so the game will take care of merging it
table.insert(Distributions, AzasNotesDistributions)```
But when I go to the tile in question it seems to default to being a crate
Oh it's supposed to be lower case I think
changed it "notes" but to no avail
Ok I know I've been asking for help a lot
Um... I just thought that that's how you add a new container?
hm, looks like since it's new I need to add a "rolls = 1," to it
lets see if that fixese it
It worked!!!
YASS
YASSSSSSSSSSSS
How might one...
Get a new world object / tile to spawn at specific coordinates?
Not only surprised by the quality, but also the velocity you're doing this 😮
@tame mulch we are ready whenever you are
onStart = function()
-- tent/campfire
-- SpawnNoteTest.addItem(888, 1119, 0, "camping_01_5");
-- SpawnNoteTest.addItem(889, 1119, 0, "camping_01_2");
end,
onLoadGS = function(sq)
end
}
SpawnNoteTest.addItem = function(x, y, z, tile)
local sq = SpawnNoteTest.getSQ(x, y, z);
sq:AddTileObject(IsoObject.new(sq, tile));
end
SpawnNoteTest.getSQ = function(x, y, z)
local sq = getCell():getGridSquare(x, y, z);
if not sq then
sq = IsoGridSquare.new(getCell(), nil, x, y, z);
getCell():ConnectNewSquare(sq, true);
end
return sq;
end```
I hope this works
mfw it didn't and I suck and want to die
Yeah -- I just wish I could figure out adding a new tile on game start
There's so much potential if I can
For instance, I already proved I can create new containers ; I could thus guarantee a specific note spawned at a specific place allowing for quite the story possibilities
Not to mention I could make basements a thing
basements? damn
Yeah, I just need to figure out how to get my new world objects to spawn at specific coordinates
i wish that there was terrain elevation n stuff 
I'm working on that @strange kiln
I always wanted a mop suit in PZ
Does someone know how to make an item spawned from the server distribution Lua always spawn with maximum condition without using Events.OnFillContainer?
Brita armor adds that
I plan full rework my AI system on utility based AI in my NPC mod. anyone want to talk about AI ?
I would break out a behavior tree where at a top level there's something like Explore/Relax/Fortify
Each of those would have a subtree (Explore->Loot/BreakIn/Wander, Relax->Eat/Sleep/Socialize, etc.)
Then build out separate finite state machines for each of those detail behaviors that sets up the actual tasks.
Oh and there would be another top-level for "Combat" which would break down to Fight & Flight specific machines.
Any of the states at any time would immediately break out into the combat tree if they see a hostile.
Can your NPC's drive cars Aiteron?
Maybe later
I use more improved Ai. I calculate each input value, remake them by function to 0-1.0 and use it to calculate score for each task and choose with best score
very nice 👍
I thought about improve my better mods list mod, but Found better version in steam! Search mods, filters, mod presets, etc. Recommend!
https://steamcommunity.com/sharedfiles/filedetails/?id=2155197983
Hey guys, what programs would I use if I wanted to mod in a clothing variation? Ive never modded before, but all the tutorials Ive found seem to be for build 40 and below. Just trying to add a patch onto the back of the Waistcoat lol
When you talking about add a patch, you mean modify the texture or the model?
Yeah, I wanted to add a biker patch (logo) to the back of the waistcoat item.
Hot

damn, what mod did you use?
im making the scrap armor beta
not available on workshop
yet
@tame mulch the only real input I have for your npc mod, is as long as they don’t do the superb thing where they get supplies out of thin air to farm/barricade/bandage themselves, AND that there are no prebuilt structures that makes it so that you cannot remove your npc mod once it’s added to a save, that’s it
It’ll be 500% better than superb
Best reaction

I will try my best :)
Looks great!
FlunderBish
VunderPhys?
💤
oh shit you're the one making coyote county
Bot don't work, so take a meme
Hi all, I'm new to modding. Just messing around trying to get my bearings. I'm able to change the in-game name of fork items by overwriting the Base module fork DisplayName in builds earlier than 41, but not in build 41. Searching this discord I think it has something to do with DisplayName being legacy and now the in-game name has something to do with localization/translation? How would I change the in-game name of fork items in build 41 as a learning exercise? TY
media\lua\shared has the things for different languages in it.
You can also use this to edit items:
ScriptManager.instance:getItem("Base.Fork"):DoParam("DisplayName = Spork");```
@tame mulch
Totally... completely real 😬 In my work I worked for a triple AAA game and the IA made you to feel that you wanted to throw yourself through the window
U use Behaviour trees?
No idea, I was tester 😂 I don't really know what the devs used to be honest 🤔
Does somebody knows how to modify the speed for a certain animation? so for example if the player meets certain conditions, that animation is faster or slower
I was planning in use the event OnWeaponSwing, and there check those conditions and based on the conditions, the swing of the weapon will be faster/slower. I understand that the base game calculate the combat speed in the method: calculateCombatSpeed() but I would like to add a new condition. That could be having a "Mastery trait" for the specific weapon. Similar to the Axeman trait
Am I able to request mods on this discord? I know theres no gurantee anyone will take it up, but I am at my wits end trying to get it to work lol
Doubt it
Gotcha, thanks. Didnt want to break ettiquette lol
@main jacinth whatcha want?
depending on the difficulty
i could probably slap somethin together
i'm on my big mod break atm
-_-
@undone crag Thank you.
Just a waistcoat that has interchangeable colors and The Warriors patch on the back lol
I say just, but i couldnt figure it out lol
adding custom clothing is a little tricky
All good man! Thank you for replying
I tried using the waistcoat already in game, made the texture overlap with the warriors logo, but I messed it up somewhere shrug Ill eventually figure it out, just had to set it aside cause it was giving me a frustration headache lol
you can't really just overlap them
the games textures are fucking weird
i'd know.
this shit was hell to properly get looking good.
I thought I could get away with this lol
and what does it look like in game?
Can't even get it to spawn in, pretty sure I messed up the lua or something
you, shouldn't need any lua for a simple texture change, unless your trying to add it as custom clothing entirely
in which case i'd advise starting slow
start with texture changes
like what i did
i started with scripting then texture changes
Thank you for the advise, Ill start up some research on texture changes then. Save me trying to write lua
texture changing is very simple
@undone crag Sorry, which lua directory should I make a lua file to play around with ScriptManager.instance?
no problem!
Again thank you @fallow bridge Came out exactly out I wanted it
no problem my man!
@undone crag NM, I took a look at DarkSlayerEx's ItemTweaker lua file. Makes sense.
Hey everyone, new guide about clothing soon, results in a x file
:o
If it's just this it should work fine maybe
And if it doesn't work then this should work. I think probably this function makes it run a bit later in the loading.
It's worked in both client and shared for me. I'm not sure how to make it all work in multiplayer though, I've just been doing singleplayer.
Has anyone ever experienced a weapon model being a different size when dropped on the ground vs being equipped or attached to belt. I can get one or the other to look right with the “scale = “ is there another parameter i can use to adjust the size on the model only when dropped on the ground?
Is it possible for modders to make a tarkov-like inventory system?
bringing this up because i always thought it was weird being able to whole ass shovel into a fanny pack
weight + actual space
plus like clothing pockets or something
Yes I have encountered it and found the fix for that. Try out these export settings. This is what I have used to make both in-game sizes the same.
Ignore the Forward direction, that probably won't apply to your case.
Pretty sure the games inventory is unmoddable
It’s LUA and files we can’t access, sadly PZ isn’t 100% moddable
damn
Yeh
could you remove the function of the original inventory UI and just build one from the ground up instead, pixel perfect BS
¯_(ツ)_/¯
I guess? But why would you do that?
Way to much effort for a inventory style that’s more tedious than most games themselves
Except that inventory style is more realistic
Realistic, and fun. Are two different things
Realistic doesn’t always mean good
I mean it’s a great mod idea
I’d like to see it as a mod, would I install it? No, dealt with that inventory system for too long I’m tired of it, but for other players hell yeah
an inventory system like Unturned which is more simple, would fit best. though I understand where you're coming from in terms of inventory management
While on one side I see how it'd be cancer, on the other, it could be less cancer. Being able to keep certain items in a certain area would be more... "organized"
instead of categories
I personally have played every survival game where there is a inventory system like that more than enough, I nearly have 3k hours in DayZ
So you could see why I enjoy the simple inventory
Yeh
Also current inventory system isn’t done yet
Devs are gonna remake it at some point
I highly doubt it’ll be a checker box inventory system
But it won’t be like how it is
Iirc devs planned on making certain clothing having pockets and shit
Which will be your main inventory
Definitely won’t be like that any
More
Probably won’t be able to carry guns besides small pistols
If they do the pocket system
The container system in PZ is absolutely brilliant. Being able to drop a bag on the ground and rummage through its contents creates so much immersion.
what mod is the intel center from?
hoi4 mod?
Yes it is
Because we only recently got a Java modding toolchain available to the community
So there was no time to make any crazy mods, but I hope the community will wake up and realize Storm is out there
If you make a good presentation, I can work on your UI mod idea
Provided it makes the game better in my eyes
Well, just off the bat, the point is to solve the issues of how the size of an object doesn't matter, only the weight
I think about this way of UI inventory, but it's too complicated for PZ. Too boring much micromanagement (IMHO)
That's my reason as well
Hm, having an issue with the sitting mod, i downloaded it and took the file into the right place but i can't sit on anything in my game.
Does it have to be a fresh start?
I was able to add it mid playthrough on my save.
are you guys talking about a tetris style inventory?
I cant mod for shit, but some time ago I asked around, but no modder liked the idea sadly... :(
Yep
god damn it someone PLEASE do it
after i finish the MOPP suit, i think its good
you are asking for 6 months of work
imho that will make PZ 10000 times better as far as inv managment goes
What do you want done?
If it's an inventory system overhaul I am very happy to hear your ideas
You can see it on youtibe
sure man
np, moment
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screw what he says but here you can see how it works
its pretty much a "tetris like" system
with individual item sizes etc
imho it makes inv managment way more interesting and engaging I would even add immersive
but I guess this could be a T O N of work
only problem i see with this is mod items would need to be created with their own sizes in mind, or else it would promptly break.
as in when you actually create the item?
cant they be added as sprites or?
or a "screencap" of the 3d item
excuse my idiot "terms"
well its similar I guess
Tarkov is a better example because of the rigs, vests, backapcks etc
it has more varied layouts
its like RE but on crack lets say
Still your point is that items should take a certain amount of space in the inventory
yes, in different box like sizes
1x3
2x4
etc
3x1
lets say a knife would be 1x3 size horizontal
I like this idea, the only problem I see is that new item sprites would need to be made that fit the scale
cant it do with basic item pictures, just scaled or not even scaled, but in a "properly" sized box
but I guess still very true what you are saying
it can open the game so muc, different pants with more pockets (cargo, military), same goes for jackets, backpacks, cars and so on
the possibilites for autism are endless, adding pockets to stuff etc
Okay let's do it, I will send you a DM
y i k e s
The shit bag on the far right
Why use autism as a scale? That's not very cash money
Also I personally am just tired of seeing tetris inventory (as I said last night nearly 3k hours in DayZ, around 1k in unturned and 500 on the rest)
But go ahead
It’s very based in some circles on the internet, god dam it I miss the merchants guild
well I guess that was coming, sorry for the term, I am from Eastern Europe and me and almost all my gaming friends refer with this with the meaning of complex and deep as game mechanics. Sorry if that offended someone!
there is no offense
Was just wondering, didn't offend me
i do take offense someone is talking in terms as if it represents me
Mentioning autism...?
i do not give a shit if people use autism as a joke
but at the end of the day this is the i n t e r n e t so fuck it lel
Man if you going to start apologizing for everything, if you do not stand your ground on somethings
go wild
bah fuck that I go inno beefs on the web, better start doing heroin
guys, this isnt proving anything, he just said it as a noun in a sentence.
Which country?
id be interested in seeing a inventory system like it, but mod support might be extremely difficult for it
mighty and immortal Bulgaria x d
Oh yeah anything that adds custom objects would get cucked I'd imagine
very true, especially for content mods
I am two countries away from you 😉
Serbia stands between us
I have no clue how one does modding, I have always bbeen on the gaming side so far, but if it is not an extremely complex process (making images of items) , mods can be patched into the inv mod
I haven't been able to figure out how to get icons working, it's apparently lua shit.
absolutely no idea what even lua means dude 😀

