#mod_development

1 messages · Page 468 of 1

signal pier
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Soooo i have an issue with how all my zeds are pretty much butt naked. I wasnt sure if its a modding issue or not ;-;

craggy furnace
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it is

swift sequoia
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Two mods uploaded in one day!

tame mulch
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Anyone know if it exist mod, that can say you in which item container you can find item? Like item spawn helper

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if not, do you think this mod would be useful?

swift sequoia
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You mean a mod that'll tell you where stuff might spawn? That's a bit tough considering how generic the spawn files are.

tame mulch
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Yeah, that kind of mod. I have idea how implement it and now think it would be useful or not

dry sparrow
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"Carrots <found in: refridgerator, fruit stand>" something like that?

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It's a cool idea.

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It's a little immersion breaking for me though.

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And most of it is pretty obvious.

tame mulch
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Yeah, immersion. I didn't think about it. Items must be logic placed, so you can find them by logic

dry sparrow
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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?

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I'm not entirely sure how getModData() works and what's in it.

old harbor
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Someone know what happened with Scrap Armor mod?

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Everything just went missing in my save

plucky nova
old harbor
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@hollow shadow

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after the update, even using only the scrap armor mod, there is no armor at all

swift sequoia
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Is there a tutorial on making art assets? I want to make a scifi-ish pod.

idle prawn
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whats the mod that adds severity to wounds?

strange bronze
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Whats the mod that lets you just add any trait with no limits

craggy furnace
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its called the sandbox menu

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just go and add 9000 trait points

agile swallow
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Does anyone know why when I make my character fall over my weapons model doesn't stay in the hand?

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Oh it seems to be happening to with the vanilla pistols as well maybe it's a bug.

late hound
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its probably something to do with the animation

proud condor
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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?

late hound
proud condor
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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.

plucky nova
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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

undone crag
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Daniel21 you could make a new timedaction for Events.OnFillInventoryObjectContextMenu.

fallow bridge
fallow bridge
fallow bridge
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Says so right in the description

plucky nova
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oh, huh

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i did not see the description

plucky nova
fallow bridge
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Yeah

hollow shadow
# old harbor <@!414507574516383747>

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

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@plucky nova

plucky nova
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look at my other message

hollow shadow
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Bag man

gusty relic
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anyone know if silencers will spawn in if i install Silencer / Suppressor Mod (Build 41) on a already started file?

proud condor
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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

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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.

gusty relic
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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

proud condor
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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

gusty relic
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ty. i have not even searche anythign since guns in vanilla are basicly sucide lol

gusty relic
proud condor
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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

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i like the idea of making 9mm ammo out of spoons

gusty relic
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lol

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i have aiming 0

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rip

old harbor
proud condor
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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

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don't need much skill to shoot a shotgun

austere scarab
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if the devs will not add new primitive items for 42. which adds in hunting and animals, will someone try to do it themselves?

hollow shadow
austere scarab
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we gonna survive like our ancestors did

hollow shadow
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"Which adds hunting and animals"

austere scarab
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i meant "42 which adds"

hollow shadow
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yeah

austere scarab
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d0d i asked for items not hunting

hollow shadow
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wahtever xd

maiden elk
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@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.

fast condor
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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.

swift sequoia
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Its a stacktrace. Search for 'error' to find the error then look over the stacktrace.

dry sparrow
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Does lua have some way of programmatically adding a function to an existing object?

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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.

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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()"

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Would love it if I could somehow patch on a "getHealth()" call to the player object that just returns "getBodyDamage():getHealth()"

sour island
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The easier solution would be to repair mod #2, would it not?

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You can't really overwrite java stuff like that - but you could overwrite the #2 function

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You'd just have to make sure your lua file is loaded after theirs

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this can be done through directory order and alphabetical order

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or using require but require seems to be very finicky for me

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or rather than overwrite it in lua loading, overwrite it in ongameboot/ongamestart event

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that'd ensure theirs would be there first

dry sparrow
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So my first approach was to fix the code in mod #2 and add the fixed file to my mod.

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Which works if you're using mod #2

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But if you're not, it causes errors.

sour island
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you can check to see if that mod is present

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this is assuming the original mod author is unable or unwilling to fix it?

dry sparrow
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Well it's not really a bug in their mod, since it's only an issue if my mod is being used.

sour island
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they may be willing to patch it though - the mod shouldn't be treating all gamecharacters the same

dry sparrow
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Ok, do you happen to know if Brita or Arsenal26 are active on here?

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It's a very simple fix to the GunFighter mod.

sour island
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Brita is

dry sparrow
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I'm new here, would it be acceptable etiquette to @mention them and ask?

sour island
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yeah

dry sparrow
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Thank you!

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@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?

sour island
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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
```
wise lynx
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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

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section*

fallow bridge
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@hollow shadow hey did you get those messages last night about people having problems with scrap armor? apparently it's not workin at all

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i told em it's probably due to you remaking the mod

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buuuutttt just incase it's not

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it broke

hollow shadow
fallow bridge
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ah

hollow shadow
solemn pebble
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Ey @sour island
I noticed that the mod frequency options have been changed.
Compared to vanilla, what would the rare option be equivalent to?

sour island
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Common is equal to (what was) Sometimes and the default setting.

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The base values are:
"Rare" 7-14 days
"Uncommon" 5-10 days
"Common" 3-6 days
"Frequent" 1-2 days

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But these get adjusted as the event goes on as well

solemn pebble
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Thanks!

sour island
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No problem, enjoy!

undone crag
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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.
tame mulch
undone crag
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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.

red dirge
sour island
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This is relation to helicopter occurrence in expanding helicopter events

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the days represent the range between events of the same type

red dirge
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ah okay

swift sequoia
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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.

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Could I use getInstance and setInstance?

sour island
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there's a lua event for player death

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arguments should include the player object

swift sequoia
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Yes, but its a reference to the same player object, I'd need to clone that.

sour island
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the best approach would be to know which variables you want copied

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and do it in that event

swift sequoia
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Yeah, I was hoping for something a bit cleaner. lol.

sour island
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copying something blanketly variable for variable could cause issues

swift sequoia
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Normally in java you implement copyable and set up a .copy method.

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But looking through the code .copy is not a valid function.

sour island
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even if that were setup it may not be exposed

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and there's certain variables that are meant to be temporary

swift sequoia
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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.

sour island
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I know there's a method for making a corpse that copies a character's visuals

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then when the corpse is reanimated it copies it again

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but that doesn't cover the skills and such

swift sequoia
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Aye.

sour island
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what exactly are you trying to do?

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a direct "continue where you left off" ?

swift sequoia
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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.

sour island
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outside of visuals and skills is there-anything else worth worrying about?

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IsoGameCharacter.SurvivorDesc could have some methods for name and other things- should be copyable

swift sequoia
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Let's see, weight, traits, visuals, skills, kill count, Hmm... I can't think of anything right off the top of my head.

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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.

sour island
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could you potentially recover the dead body?

swift sequoia
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So same name on the new character would be the trigger for replacing all the stats.

sour island
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assuming it's not lost upon death

swift sequoia
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Yeah, the dead body would still be there with all your equipment. The bioprinter doesn't print objects. You respawn naked.

sour island
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the corpse isn't a player object once it dies

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it's IsoDeadBody or something

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you'd have to catch relevant info on death

swift sequoia
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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.

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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.

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Aside from needing meat and spawning naked, can you think of any other soft penalties I could implement?

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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?"

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"Why do I have a sudden urge to roll about in the mud squee"

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Okay, looking at it, I basically have four goals with this project:

  1. Capture player data
  2. save player data
  3. Intercept player object on create player
  4. create bioprinter model
sour island
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I'd say figuring out how to catch that data will be the hardest thing

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for the skills recovery journal I had to dig around the perks factory code

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and some of it just doesn't behave the same

swift sequoia
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Aye. Are we sure the player object is removed over time? Is it possible its left on the player stack?

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I'll need to test that.

sour island
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When modding PZ you'll find a lot of simple ideas run into core mechanics alot

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I know when an IsoPlayer dies it spawns a IsoDeadBody

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and that visuals are transfered

swift sequoia
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Oh I knew going into it this wasn't a simple idea.

sour island
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by simple I mean "I should be able to copy a player over" is a pretty generic idea in it's own right

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but the devs never considered having to do this cause death is one way

swift sequoia
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I'm suddenly considering the possibility that player objects are not deleted on death. They're flagged dead and left on the stack.

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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.

abstract raptor
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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.
    `

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(if this sounds like something you'd like to help with send me a DM! 😄 )

undone crag
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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.

sour island
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so its ignoring the last one?

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you should post that on the forums

undone crag
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Aww but that requires an account :/

errant meteor
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@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.

errant meteor
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got it thanks, I hope that military clothing mod comes out soon ;]

craggy furnace
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indeed

undone crag
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Yes attachments for melee weapons can be added, I have tested it and it works, and they can show visually on the weapon.

late hound
#

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/

sour island
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Working on getting heli events to play nice with NPC mods

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"EHE: IsoPlayers removing" occurs when NPCs or players die

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this is the first few seconds of a new save

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😐

calm sand
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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

undone crag
#

That does not have the word ''stack'' in it.

calm sand
undone crag
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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

hollow shadow
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I can try to fix it in 12 hrs. Just started work

calm sand
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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

abstract raptor
#

yo

abstract raptor
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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?

dreamy silo
#

hey, If you make recipies is there a field for some text?

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I found sth about Name: xyz, but it doesnt work

dreamy silo
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already tried "name = " or "displayname = " but both broke recipes from there...

craggy furnace
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AlwaysWelcomeGift = TRUE,

dreamy silo
#

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

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but it doesnt appear ingame under mods

late hound
craggy furnace
#

sounds like an NPC item

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either its very old or was thrown in and not yanked out

solemn pebble
#

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.

sour island
craggy furnace
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Same for the crashed helicopters; being able to disassemble them like the burned vehicles in vanilla.

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hmm

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thought about it, ill look at it

solemn pebble
craggy furnace
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doing some tweaks, QOL, and chasing idiosyncrasies at the moment

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after that i think stuff like flyer/crate expiration will get a harder look at i suppose

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i still have to make a bunch of stuff for something we've got later

tame mulch
proud flax
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@tame mulch Will NPC's have randomly generated jobs and traits?

tame mulch
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yep

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maybe some presets too

proud flax
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awesome man, i cant wait to see it finished

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it already looks 10 times better than superb

tame mulch
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Also i think about create preset survivors with names of supporters (and preset equip, skills)

fading prawn
#

Man, You gonna make the TWD gang?

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Lmao, You gonna make Bob and Kate?

proud flax
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i mean some sort of ability to edit your survivors

tame mulch
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yep, bob and kate i want to create

proud flax
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in case your wife NPC looks horrible

tame mulch
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Like hair, beard of wife?

proud flax
#

yeah

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char features if it isnt a pain to code

tame mulch
#

need to test, but already works by this window change hair of NPC

deft peak
#

Hey Ait, you going to do survivor spawns with sandbox?

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So you can start with your own group of NPC's? And pick their traits gear n stuff?

proud flax
#

i think that was planned

deft peak
#

pog

proud flax
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i remember talk of a military expedition scenario

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im not making the mod though lol

deft peak
#

lmao nooice

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But i'm talking about not preset survivor starts

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I'm talking about your own custom starts, being able to spawn with NPC's

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and tweak them to your liking

tame mulch
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Like create window not only for player, but for NPC too?

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when start game

deft peak
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Yeah yeah thats what im thinkin

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You'd also have more points to put into those people the closer they were to you

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Say for example, your relation to the survivor was sibling, Parent, Spouse, Best Freinds etc

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Where as, distant people would have less points

tame mulch
#

less points for what?

deft peak
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Like a Co-worker, relative etc

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Like creating them

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that would kinda be a bit unbalanced but i'm just splashing ideas

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sorry if it sucks :/

tame mulch
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I think it will be creating like main player. But for spawn in raider group for example it will be custom scenarious

deft peak
#

Yeah noice that sounds ideal 👌

hollow shadow
fallow bridge
#

I want my two characters who are sisters to work together

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SAM AND SARAH KICK ASS IN KNOX COUNTRY (gone zomboid)

tame mulch
#

By default cut hair action dont have anim. I tried use bandage head anim on it

dry sparrow
#

@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.

tame mulch
#

if you have ideas/ suggestions to my mod - write me in discord 😄

fallow bridge
# tame mulch

Oh so we will be able to cut their hair? What about coloring?

hollow shadow
fallow bridge
#

No I mean dye

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Like hair dye

hollow shadow
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so if you interact with an item in their inventory then they use it

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so u can force them to eat stuff or use items

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like hair color

fallow bridge
#

Hm

errant meteor
indigo hound
tame mulch
#

ну написать функцию стрижки и покраски заняло 10 минут

indigo hound
#

имеется ввиду создание НПЦ, хотя понятное дело ты чтото еще из основной игры берешь)

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не я вообще о НПЦ

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всего что ты делаешь)

tame mulch
#

Много)

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Но меньше чем на лодки например

deft peak
#

I like your selection wheel that you have for your survivors mod aswell

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thats cool, is it bound to V like mechanics?

fallow bridge
#

Yeh

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Also mechanics isn’t technically bound

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It’s a option you can choose in the wheel

deft peak
#

o i see

fallow bridge
#

Yeh

tame mulch
deft peak
#

oh

fallow bridge
tame mulch
#

no

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i mean

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for vehicle is v

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for npc is tab

fallow bridge
#

Oooh

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Isn’t tab already used for something?

tame mulch
#

as i know is not

deft peak
#

Just tried tab does nothing :/

hollow shadow
tame mulch
#

i didnt say you about this?

hollow shadow
#

nope xd

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i thought it wasnt implemented yet in the version i have

tame mulch
polar prairie
# tame mulch

all your posts are like 300% better than the old mod. thanks for all your efforts!

tame mulch
#

Anyone know how television skill programms work?

proud flax
#

@tame mulch id imagine you gain skills by if you are able to hear the TV, not fully sure

fallow bridge
proud flax
#

it might just be if your within the same room, idk

fallow bridge
#

The game actually reads how loud the tv is

undone crag
# dreamy silo hey, If you make recipies is there a field for some text?

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.

radiant ginkgo
hollow shadow
hollow shadow
radiant ginkgo
#

😄

hollow shadow
#

Anyone know waht i need to change in the scripts so i can change the attachment position for my sword sheath?

undone crag
hollow shadow
undone crag
#

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.

sour island
#

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

undone crag
#

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.

sour island
#

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

undone crag
#

Oh, maybe it was not reloading the script because the mod was also enabled in the main menu. ps maybe it was reloaded actually.

sour island
#

The game loads Lua in main menu and again on game start

undone crag
#

Nevermind, I was successfully changing the itemtype stats without changing all the stats of current items :/
The name was changing though.

sour island
#

?

undone crag
#

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.

undone crag
sour island
#

Thats very strange

#

I would assume the save only stores a few key variables

echo leaf
#

Fork of the old 'Get Firstaid skill by examining dead zombies' mod

sour island
#

Thems some pixelated toes

echo leaf
#

If you cant count the pixels then there are too many.

sour island
#

I thought they were sandy at first

echo leaf
#

Why not both?

tame mulch
#

Maybe will be useful - Algorithm to generate UUID in PZ lua

sour island
#

Uuid?

tame mulch
#

unique identifier

sour island
#

Ah, like a hash?

echo leaf
#

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...

#

🤷‍♂️

sour island
#

Could be not loading into lua

#

If a file doesn't parse correctly it isnt used

echo leaf
#

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

swift sequoia
#

Name collision?

echo leaf
#

Not sure what you mean

swift sequoia
#

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?

echo leaf
#

Would that happen even before I'd subbed to it through the workshop?

swift sequoia
#

Oh, I thought you already posted it to the workshop.

#

I might be misunderstanding your problem.

echo leaf
#

Lemme see if I can explain better

#
  1. Create mod
#
  1. Test mod
#
  1. Mod works
#
  1. Upload mod
#
  1. Mod (local) mysteriously disables itself
#
  1. Subscribe to own mod
#
  1. Enable subbed version
#
  1. Works..?
#

So it was disabling itself before I'd subbed to the workshop version

swift sequoia
#

I'd start by diffing the two versions and see if anything's changed. That's pretty much all I can recommend.

echo leaf
#

Okies, thanks!

#

I mean atm I'm just running the workshop version of my own mod lol

#

🤷‍♂️

swift sequoia
#

Well, you could just copy everything from the workshop version back to your local file and call it fixed.

sour island
#

If you unsub the mod isn't listed anymore?

echo leaf
#

It's in the list, it'll just disable as soon as I leave the mod list.

#

(the local version)

swift sequoia
#

I personally, would be curious what the issue is so I'd diff it before overwriting with the workshop version.

sour island
#

Very strange but could be an issue with folder order and names

echo leaf
#

What would be enough of a diff?

swift sequoia
#

diffinitely diss much.

echo leaf
#

I mean does just changing some info in the mod.info work?

swift sequoia
#

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.

echo leaf
#

I'm not sure what you mean by diff everything, sorry.

swift sequoia
#

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.

echo leaf
#

Oh I see, I thought you were asking me to change something to make it different.

swift sequoia
#

I wonder if VSC has built in diff. Huhm.

echo leaf
#

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

swift sequoia
#

Yep, a white IDE. I like to lick the tears off IDE snob's faces.

proper hedge
#

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?

tame mulch
sour island
#

My f.lux is so dark my screen looks like a pisstank

#

And I'm about it

fading prawn
#

How difficult was it to get that to work?

tame mulch
sour island
hexed anchor
#

Improvised Device of Explosion

devout flint
late hound
swift sequoia
#

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 == []

sour island
#

is it a java array or lua table

swift sequoia
#

@LuaMethod(name = "getAllSavedPlayers", global = true)
public static List<BufferedReader> getAllSavedPlayers()

#

I believe a java array.

sour island
#

if you want to parse it you'll have to use array functions

swift sequoia
#

@sour island Shouldn't table.getn work on arrays?

sour island
#

lua arrays/tables lists are different to java arrays

swift sequoia
#

Ah, it has no n value in iets metatable?

sour island
#

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
swift sequoia
#

Welp, that confirms getAllSavedPlayers is giving a null array.

sour island
#

getallsavedplayers seems like a mp thing

#

what is it supposed to get?

swift sequoia
#

Its not commented.

sour island
#

ah

#

it could be MP or the fact you can start multiple characters on the same save

swift sequoia
#

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.

sour island
#

hm

swift sequoia
#

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.

sour island
#

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

swift sequoia
#

Okay, so how about persistance. Do lua globals persist from game run to game run?

#

I'll need to test that I guess.

sour island
#

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

swift sequoia
#

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.

sour island
#

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

swift sequoia
#

Correct, that's what I was thinking too.

sour island
#

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)

swift sequoia
#

Aye, I saw that.

sour island
#

playerobjects also have their own modata

#

and they absolutely get saved

swift sequoia
#

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.

sour island
#

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

drifting ore
#

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?

radiant ginkgo
dreamy silo
#

@hollow shadow yeah, I meant some additional description for an item, because the mode has many recipies with the exact same name

tame mulch
# devout flint what is that music you're listening to ?

о любви
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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...

▶ Play video
devout flint
#

thx :)

hollow shadow
#

in the script

sour island
#

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.

sour island
hollow shadow
sour island
#

Ah, I'll have to test it out more.

hollow shadow
#

Maybe forgot comma

sour island
#

Are you aware if recipes can be shown at all times regardless if you have the ingredients?

sour island
#

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...

hollow shadow
red dirge
drifting ore
radiant ginkgo
radiant ginkgo
drifting ore
red dirge
#

Rip but I hope it gets released

radiant ginkgo
red dirge
#

Wdym?

radiant ginkgo
#

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 🙂

red dirge
#

Good luck with that

zinc pilot
#

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

tame mulch
indigo holly
#

awesome @tame mulch looking forward to this wonder coming to light

spiral cove
#

will the mod be 41mp compatible?

tame mulch
#

Multiplayer? No

#

Maybe i will create separate mod with quest npc for MP

dry sparrow
#

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.

deft peak
#

Whats it like talking with the NPCs?

#

is it more advanced than SS, in that your not just clicking one button to say: "hi"

fallow bridge
#

that interaction wheel really makes it better

dreamy silo
#

@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

hollow shadow
#

I dont mod b40 so idk

tame mulch
lethal sparrow
#

Get that mascot a pepsi, god damn

hollow shadow
tame mulch
hollow shadow
austere scarab
#

what decals were used for "Random Decal T-Shirts"?

fading prawn
mortal widget
#

I CRAVE SUSTENANCE

agile swallow
austere scarab
#

i mean couldn't airdrops be those belt type ones like from Dying Light?

tame mulch
agile swallow
# sour island 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.

sour island
#

We made it possible to open it with pens

#

At one point keys

#

But they clogged up the recipe

late hound
#

Cherry now only has one leg and an M16 as another. (From the movie Planet Terror)

warm pelican
#

Hello all, does an in-game mini map exist for the Cherbourg map?

tame mulch
#

Any modders that want help me with testing NPC mod? It's pre alpha now, but possible to test.

late hound
red dirge
#

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

austere scarab
#

@tame mulch what about clicking on the Hungry and Thirsty moodles to send the npcs to drink or eat?

tame mulch
#

They can find food water by themself if not task from player.

austere scarab
#

"where's my cheese at"

viscid kelp
# tame mulch Moodles

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.

tame mulch
#

Оно так и работает. Сразу у всех NPC показывает

viscid kelp
#

А, всё понял. Вопросов нема.

late hound
dry sparrow
#

@tame mulch Happy to help with testing!

undone crag
#

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 :/

dreamy silo
#

@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

unreal gale
#

Howdy wise people.
Please tell me, is there any way to increase loot distance? distance at which you can see contents of container/corpse?

worldly olive
#

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

sour island
#

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

worldly olive
#

It sounded completely like vanilla, came twice and no shadow 🤔 it's strange because first day I got the police one shooting at zombies

sour island
#

where were you in the map? in town, forest?

#

vanilla map or modded?

worldly olive
#

Around here when it started, day 9, since day 1 I didn't have any event

sour island
#

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

worldly olive
#

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 🤔

worldly olive
#

I used the reset events option and the events started again 🙂

sour island
#

nice

#

did you set the vanilla event to never btw?

worldly olive
#

Yeap!

sour island
#

weird - it shouldn't have happened

worldly olive
#

What's weird is that I got mod events on first day 😂

#

Anyway, it works now 😄

sour island
#

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 🙂

worldly olive
#

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

tame mulch
#

I think need rewrite default func for update loot window or add custom with using addContainerButton to add more containers to window

unreal gale
#

Damn. I hoped theres something like
‘’’lootDistance = 2’’’ 🙂
Thank you. Searching for the line

undone crag
dry sparrow
#

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)

tame mulch
#

I found first thing what i will do, if I start modelling for zomboid:
Blue jay mascot

dry sparrow
tame mulch
#

getPlayer():getFallTime() > 0

dry sparrow
#

Awesome, thanks!

tame mulch
turbid coyote
#

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?

tame mulch
#

Mod request - Blue Jay armor + blue jay head

turbid coyote
#

@tame mulch Like whenever the player moves fire is spawned on the last tile he was on

dry sparrow
#

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.

turbid coyote
#

Do you know if there is a method to spawn a zombie on the player?

dry sparrow
#

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?

turbid coyote
#

Im pretty sure cheat menu also has a zombie spawn brush so let me take a look at that

craggy furnace
dry sparrow
#

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.

turbid coyote
#

I can't get this to work, Im new to modding in zomboid

dry sparrow
#

Don't forget the "end" at the end of the function

tame mulch
turbid coyote
#

I know some C#

tame mulch
tame mulch
turbid coyote
#

@tame mulch Will do

tame mulch
#

Player coords you can get by getPlayer():getX() and same with Y

dry sparrow
dry sparrow
#

Well there's orange jumpsuits and black helmets in the game so I have a head start.

undone crag
#

Hello does someone know how to get the items on the ground in a particular IsoGridSquare?

upper junco
#

You could make those Blue jays able to be caught in traps, kinda like an easter egg for your mods.

undone crag
#

Thou hast my thanks.

indigo hound
# radiant ginkgo https://youtu.be/SA6aX0P0fDc

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)

neat bobcat
neat bobcat
#

idea for mod. tank vehicleg_PepeComisar

swift jay
#

anyone know how to do good 3d modeling to add this to the game

supple briar
#

Going back to my old mod idea "armored contact" but with my new semi decent skills at 3d modeling

craggy furnace
#

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

dreamy silo
#

hey, what can go wrong with a recipe if its shown but not craftable?

hollow shadow
unreal gale
#

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

mortal widget
# dreamy silo

strap it to a superb survivors nipples to get some answers

dreamy silo
#

I found the problem, the xp giving-parameter wasn't correct 😫

swift sequoia
#

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.

red dirge
#

Trippy

swift sequoia
#

Gotta keep the 'this is how you died' theme. So no rescue for you.

carmine brook
#

Whomever made the helicopter events mod, thanks for increasing immersion even further!

reef hatch
#

@craggy furnace @sour island they did a very good job

craggy furnace
#

👋

tame mulch
swift sequoia
#

Bird.

abstract elbow
#

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

#

😗

calm portal
echo leaf
polar prairie
#

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?

errant meteor
red dirge
#

I don’t get it

tame mulch
errant meteor
#

nice

#

Hopefully modded weapons will work without issue

tame mulch
#

If on default positions - will be work ok. If custom places (like gear) - will need add compatibility

craggy furnace
#

i am really not worried about that mod because i have other things too

#

just got done redoing this

abstract raptor
#

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 :<

shrewd grove
#

make sure you insert into base, not add.

#

however, that entire script looks perfectly fine

abstract raptor
#

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

dry sparrow
#

Anyone know how to add traits to a player? IsoPlayer:setTraits() doesn't seem to be behaving like I'd expect.

abstract raptor
#

man, did something change with item scripts since I last did it? last I checked my other mods still worked X_X

tame mulch
abstract raptor
#

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

abstract raptor
#

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

ruby urchin
abstract raptor
#

been starting new games everytime

ruby urchin
#

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,
    }
}
abstract raptor
#

No, it's gonna show up as a lootable map with stuff like this

ruby urchin
#

Oh I see, so, if you search your item in Name field as Note001, does not appear?

abstract raptor
#

Peach caught my mistake

#

Guess what it was its super embarrassing

#

||i forgot the media folder||

#

me rn

ruby urchin
#

Well it's a thing that anyone can happen, I guess lmao

abstract raptor
#

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

abstract raptor
#

How might one...

Get a new world object / tile to spawn at specific coordinates?

worldly olive
craggy furnace
#

@tame mulch we are ready whenever you are

abstract raptor
#
    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

strange kiln
#

don't be so hard on yourself bro

#

get the dub

#

no sweat

#

🥴

abstract raptor
#

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

strange kiln
#

basements? damn

abstract raptor
#

Yeah, I just need to figure out how to get my new world objects to spawn at specific coordinates

strange kiln
#

i wish that there was terrain elevation n stuff unhappy

abstract raptor
#

I'm working on that @strange kiln

errant meteor
abstract raptor
undone crag
#

Does someone know how to make an item spawned from the server distribution Lua always spawn with maximum condition without using Events.OnFillContainer?

red dirge
tame mulch
#

I plan full rework my AI system on utility based AI in my NPC mod. anyone want to talk about AI ?

dry sparrow
#

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.

deft peak
#

Can your NPC's drive cars Aiteron?

tame mulch
tame mulch
deft peak
#

very nice 👍

tame mulch
craggy furnace
#

holy fuck

#

this is very useful and ive wanted it for awhile

main jacinth
#

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

ruby urchin
main jacinth
#

Yeah, I wanted to add a biker patch (logo) to the back of the waistcoat item.

hollow shadow
red dirge
#

Hot

opal scroll
violet garden
hollow shadow
#

not available on workshop

#

yet

fallow bridge
#

@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

tame mulch
#

I will try my best :)

low yarrow
mild warren
#

VunderFish

fallow bridge
#

FlunderBish

mild warren
#

VunderPhys?

atomic islandBOT
strange kiln
#

💤

strange kiln
#

oh shit you're the one making coyote county

abstract raptor
#

I am

#

I took a break to do the notes mod tho

atomic islandBOT
tame mulch
versed warren
#

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

undone crag
#

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
#

*Mod request - add TV program "Sick, sad world" from Daria

tame mulch
radiant ginkgo
#

@tame mulch

worldly olive
# 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

worldly olive
#

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

main jacinth
#

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

red dirge
#

Doubt it

main jacinth
#

Gotcha, thanks. Didnt want to break ettiquette lol

fallow bridge
#

@main jacinth whatcha want?

#

depending on the difficulty

#

i could probably slap somethin together

#

i'm on my big mod break atm

#

-_-

versed warren
#

@undone crag Thank you.

main jacinth
fallow bridge
#

😬

#

yeaaaah i don't do modeling xD

main jacinth
#

I say just, but i couldnt figure it out lol

fallow bridge
#

adding custom clothing is a little tricky

main jacinth
#

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

fallow bridge
#

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.

main jacinth
#

I thought I could get away with this lol

fallow bridge
#

and what does it look like in game?

main jacinth
#

Can't even get it to spawn in, pretty sure I messed up the lua or something

fallow bridge
#

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

main jacinth
#

Thank you for the advise, Ill start up some research on texture changes then. Save me trying to write lua

fallow bridge
#

texture changing is very simple

versed warren
#

@undone crag Sorry, which lua directory should I make a lua file to play around with ScriptManager.instance?

main jacinth
#

@fallow bridge Man you are freakin fantastic!! Figured it out

#

Thank you soo much

fallow bridge
#

no problem!

radiant ginkgo
main jacinth
#

Again thank you @fallow bridge Came out exactly out I wanted it

placid dagger
#

what should I look for in logs?

#

or console logs?

versed warren
#

@undone crag NM, I took a look at DarkSlayerEx's ItemTweaker lua file. Makes sense.

ruby urchin
#

Hey everyone, new guide about clothing soon, results in a x file

undone crag
#

: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.

upper junco
#

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?

strange kiln
#

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

late hound
#

Ignore the Forward direction, that probably won't apply to your case.

fallow bridge
#

It’s LUA and files we can’t access, sadly PZ isn’t 100% moddable

strange kiln
#

damn

fallow bridge
#

Yeh

strange kiln
#

could you remove the function of the original inventory UI and just build one from the ground up instead, pixel perfect BS

fallow bridge
#

¯_(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

strange kiln
#

Except that inventory style is more realistic

fallow bridge
#

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

strange kiln
#

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

fallow bridge
#

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

strange kiln
#

Fair enough

#

it's all preference

fallow bridge
#

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

strange kiln
#

need to be able to carry 12 guns and explosives

#

all while not breaking a sweat

fallow bridge
#

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

versed warren
#

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.

topaz pendant
#

what mod is the intel center from?

strange kiln
#

hoi4 mod?

strange kiln
#

why has it not been done

carmine cosmos
#

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

carmine cosmos
#

Provided it makes the game better in my eyes

strange kiln
#

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

tame mulch
craggy furnace
deft peak
#

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?

upper junco
#

I was able to add it mid playthrough on my save.

hazy owl
#

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... :(

craggy furnace
hazy owl
#

god damn it someone PLEASE do it

craggy furnace
#

after i finish the MOPP suit, i think its good

#

you are asking for 6 months of work

hazy owl
#

imho that will make PZ 10000 times better as far as inv managment goes

carmine cosmos
#

If it's an inventory system overhaul I am very happy to hear your ideas

hazy owl
#

well there is a guy who pretty much said it

#

Tarkov/Stalker like inventory system

carmine cosmos
#

I haven't played any of those games though

#

Could you give me some visuals?

hazy owl
#

You can see it on youtibe

#

sure man

#

np, moment

#

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

shrewd grove
#

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.

hazy owl
#

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"

carmine cosmos
#

Are we talking about the RE inventory system?

hazy owl
#

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

carmine cosmos
#

Still your point is that items should take a certain amount of space in the inventory

hazy owl
#

yes, in different box like sizes

#

1x3
2x4

#

etc

#

3x1

#

lets say a knife would be 1x3 size horizontal

carmine cosmos
#

I like this idea, the only problem I see is that new item sprites would need to be made that fit the scale

hazy owl
#

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

carmine cosmos
#

Okay let's do it, I will send you a DM

hazy owl
#

y i k e s

errant meteor
fallow bridge
#

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

errant meteor
#

It’s very based in some circles on the internet, god dam it I miss the merchants guild

fallow bridge
#

Would be great to see it nodded in

#

Wont use it personally but still cool to see

hazy owl
#

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!

craggy furnace
#

there is no offense

fallow bridge
#

Was just wondering, didn't offend me

craggy furnace
#

i do take offense someone is talking in terms as if it represents me

carmine cosmos
#

Mentioning autism...?

craggy furnace
#

i do not give a shit if people use autism as a joke

hazy owl
#

but at the end of the day this is the i n t e r n e t so fuck it lel

errant meteor
craggy furnace
#

go wild

hazy owl
#

bah fuck that I go inno beefs on the web, better start doing heroin

shrewd grove
#

guys, this isnt proving anything, he just said it as a noun in a sentence.

shrewd grove
#

id be interested in seeing a inventory system like it, but mod support might be extremely difficult for it

hazy owl
#

mighty and immortal Bulgaria x d

fallow bridge
#

Oh yeah anything that adds custom objects would get cucked I'd imagine

hazy owl
carmine cosmos
#

Serbia stands between us

hazy owl
#

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

fallow bridge
hazy owl
#

absolutely no idea what even lua means dude 😀

fallow bridge
#

Lua is code.

#

Making a inventory mod like this would be a LOT of LUA work

#

That's for certain