#mod_development

1 messages · Page 469 of 1

hazy owl
#

so in pleb terms - a lot of coding

fallow bridge
#

Yes

hazy owl
#

and I guess a lot of visual related stuff

fallow bridge
#

You could make it so instead of new icons the game just uses 3d models? I think DayZ does something like that

hazy owl
#

of course

fallow bridge
#

Problem with that system would everything would get loaded once you open your inventory, or another objects inventory, which would cause potential fps issues

hazy owl
#

well yeah but its 2021 and hardware eats pz for breakfast mostly, of course there is an amount of ppl with older rigs..

fallow bridge
craggy furnace
#

PZ loves to run everything at once

#

and does not utilize resources well at all

fallow bridge
#

Yep

craggy furnace
#

being a java game doesnt help its case

fallow bridge
#

I guess you could make a highly detailed 2d drawing of everything you can put into your inventory

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Problem is

#

That's a LOT of items

red dirge
#

I bet a person with a NASA computer would have issues with PZ

fallow bridge
#

You'd probably be correct

craggy furnace
hazy owl
#

I actually fixed all my issues the moment I discovered I can allocate more RAM to the game

fallow bridge
#

Mods advise against that though

hazy owl
#

well I guess but pz with 50-70 mods runs at 90fps

fallow bridge
#

And sometimes that makes the fps worse

hazy owl
#

for me now

#

superb survivors is usually the one that makes thing iffy

fallow bridge
#

That because superb is broken

hazy owl
#

yeah...

carmine cosmos
fallow bridge
#

I don't think anybody does anymore yooks

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Especially after the dev of it stopped supporting it

red dirge
#

My new rig has a crap ton of RAM

violet garden
#

asking for a friend

hazy owl
#

I dont remember, lemme google it

hazy owl
hazy owl
#

root folder, sry

hollow shadow
#

found

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thx

hazy owl
#

idk if it will work for you, but it did wonders for me

hollow shadow
#

that happen after 30 mins

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every 30 sec

fallow bridge
hazy owl
#

idk, for me it stopped frame loss on zoom out and increased fluidity of the game by 100%

fallow bridge
#

Mods and dev's have said they don't advise changing how much ram the game uses

hazy owl
#

smooth framerate during the whole time pretty much, not perfect, bbut good

fallow bridge
#

Changing the ram didn't work for me

hazy owl
#

oh yeah i cant guarantee what will happen to your game

hollow shadow
#

tahtsa already yverey agood

hazy owl
#

yeah zoom out got running on 60-70 fps now

hexed anchor
#

download more ram

hazy owl
#

from 90 zoom in, I locked it at 90

fallow bridge
#

Because the joke is so overused it almost makes me think your being serious.

hexed anchor
#

people in this discord complaining about overused jokes

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now that's rich

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billionaire even

fallow bridge
#

Me specifically

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Anulyways

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Fuck

carmine cosmos
#

You need a lot of RAM (8 GB min) and an SSD instead of an HDD and your game should be lag free (for most parts)

violet garden
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nvm found

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im yeah, dumb af

carmine cosmos
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I would also recommend running the game with AdoptOpenJDK instead of the JRE bundled with the game

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This should resolve problems present in native Java code

main lion
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updated!

hollow shadow
#

@maiden elk Theres different car battery tiers?

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Oh, i guess it doesnt vary from heavy duty to sports

red dirge
main lion
red dirge
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Poggers

hollow shadow
agile swallow
main lion
agile swallow
#

😮

main lion
#

You can increase the screen brightness and adjust it

agile swallow
#

You can adjust the goggles?

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Is that what that power selection menu was in that other screenshot?

main lion
#

yep

agile swallow
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Nice

solemn pebble
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Ey @sour island I got +300 errors like this in a few seconds
And it keeps popping up

maiden elk
solemn pebble
sour island
sour island
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@solemn pebble let me know if the error is still around.

iron moth
hollow shadow
abstract elbow
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coyote county lookin mad breaking bad

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any meth lab reference soon? lmao

hollow shadow
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@maiden elk

errant meteor
hollow shadow
#

yes

errant meteor
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I would also recommend adding some rusted out holes for the old muffler type

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And maybe for the new ones, adding a sparkle effect

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thats just me doe

hollow shadow
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some stuff can look realy weird when you work with very few pixels

swift sequoia
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Anyone who uses an NPC mod like superb survivors want to beta a fix I made to my reloaded mod?

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Superb survivors isn't a mod I use, so I can't put it through all its paces.

ruby jasper
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hi guys am new here

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can anyone tell me how to rotate buildings in worldEd

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so when I my building in some can face different directions

maiden elk
red dirge
ruby jasper
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thank you !

undone crag
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Is it possible to change an object's Java public boolean with Lua when there is not a public method in the Java for it?

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There's this

public final boolean[] bOutline = new boolean[4];```but I only see private methods for changing it.
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Ooh actually could I add a Java file to my mod which has the necessary function in it?
I tried finding out about modding Java in PZ with a search engine but didn't find out about it.

atomic islandBOT
swift sequoia
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Is there a way to access ObjectOutputStream within a PZ mod? I'd like to write an object to file. The object does implement serializable.

solemn pebble
sour island
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Still? Hmm

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Steam was giving shark issues updating

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Ill give it another look

solemn pebble
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👍🏻

undone crag
#

Felkami the debug mode attachment point editor writes to a base game file, to the models script file, so maybe whatever that uses could be used to write to a file how you want.

swift sequoia
#

mr_anon I'll check it out. Otherwise I'll need to work with kv file writing and figuring out how to implement stuff like ImmutableColor.

undone crag
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I think probably not. If you understand Lua well enough you could look through the Lua to see if you can do it with Lua.

tame mulch
craggy furnace
#

people should learn java just because it has more utility just besides zomboid

tame mulch
#

Yep

craggy furnace
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but keep in mind, learn java because you wanna do something with it

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learning a language for the sake of a language makes no sense

tame mulch
#

Sad that in zomboid is not comfort to create mods in Java and hard to share them later

craggy furnace
#

it restricts the overall scope of zomboid mods to a stunning degree

tame mulch
#

Not so global, but yes. (Not all is possible to implement in Java mods too. Like model import or anims)

echo leaf
sour island
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For Java modding to work as a platform you'd need to sit down and expose stuff yourself- it'd be the same amount of work if the base game was exposed - unless I'm missing something?

harsh sapphire
sour island
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Can't speak for Yooks but that does line up with his advice

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You also want to stick with 8 as that's what the game is using for the moment - I believe they plan to move onto 15 soon(ish)™

harsh sapphire
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Thanks, I'll give it a whirl

carmine cosmos
carmine cosmos
tame mulch
#

By steam share will not work correct

carmine cosmos
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You just need to do your research on how to do it, you are even a part of a community that created the Java toolchain

tame mulch
#

Need share with instructions

carmine cosmos
tame mulch
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Cool!

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Like modloader?

carmine cosmos
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So you put a metadata file on Steam with the name and link to the mod (on Github for example) and Storm will download that link to local mods directory

tame mulch
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What about way to insert jar files of mod to game?

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Insert in bat file path?

carmine cosmos
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The jars are already auto loaded by Storm if they are in the right place (local mods directory)

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Storm is fully functional, just nobody uses it for some strange reason 🤷‍♂️

tame mulch
hollow shadow
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@maiden elk

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Only need to do brakes and then i should be done

hollow shadow
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kill me

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and this should be vanilla btw

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did i miss anything?

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oh i forgot suspensions

dry sparrow
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Oh wow, I'd much rather code in java than lua! So cool to hear that it's possible!

errant meteor
echo leaf
# hollow shadow kill me

Omg these are great! I was just thinking about doing something just like this but you've done way better than I ever could have.

Great job so far! I can't wait to use them

#

Small suggestion; vary the disk and caliper sizes for the different brakes.

Small disc and smaller blue/grey caliper for standard.

Big disc and fat red brembo caliper for sport.

Larger disc and thicc yellow caliper for heavy.

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Amazing what you've done with so few pixels already 😇

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@hollow shadow ^

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Dinky standard

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Fat sport

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And Heavy vehicles typically use drum brakes but those are hard to visualize on an icon 🤷‍♂️

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But here's a thicc rotor/caliper for a truck

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Food for thought!

little stream
#

what mod might b brakin my fishing ?

violet garden
carmine cosmos
versed warren
worldly olive
#

@dry sparrow hey!! I was just about to ask if you were in this discord, I'm PepperCat, I just tested the compatibility with Superb/Subpar survivors, it seems to work all fine!! I'll keep testing a little more but no errors like before and the traits seems to be working yet 😄

undone crag
versed warren
#

Thanks again, @undone crag. I've also noticed that I can explore the lua tables corresponding to the packages and classes in the console and then grab the text from the console.txt file. Cheers.

undone crag
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ooh

swift sequoia
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Does Kahlua behave differently than Lua when it comes to the goto statement and labels?

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It seems very angry with this:
if (db[steamID] == {}) then goto continue end;
...stuff
::continue::

undone crag
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Maybe it uses an older version of Lua that does not have goto? It still has atan2.

swift sequoia
#

That's likely, its acting like 'goto' is an assignable variable.

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Ugh without it my code becomes arrow code though.

versed warren
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Hey @undone crag, I just learned that all of the global environment variables in the lua interpreter are stored in a table called _G. Enjoy if you didn't know. 🙂

undone crag
#

ree

versed warren
#

I still can't figure out which class the 'getSpecificPlayer' function belongs to though...

sour island
#

goto does not work with pz

sour island
versed warren
sour island
#

Np, have fun

versed warren
#

I wish the Lua introspection package was enabled in the console. :/

idle onyx
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Thanks bro

errant meteor
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@craggy furnace your new game menu dose not like plant ghouls lab complex alpha main menu, and clipping.

craggy furnace
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i dont care about facilitating those

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they arent big enough and they arent important enough

errant meteor
#

burn lol

craggy furnace
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they just arent

errant meteor
#

I hope the olive drab version looks like this

sour island
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Can you post a screenshot of what exactly is happening?

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Aslong as the menu works I don't think it matters

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@errant meteor

errant meteor
sour island
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Alrighty, ty

versed warren
#

I'm looking at the source code for hand weapon condition loss on hit. The code seems to be in zombie.ai.states.SwipeStatePlayer.animEvent() but the logic/math is bizzare:

   int i = handWeapon1.getConditionLowerChance();
   if (paramIsoGameCharacter instanceof IsoPlayer && "charge".equals(((IsoPlayer)paramIsoGameCharacter).getAttackType()))
        i = (int)(i / 1.5D); 
        if (Rand.Next(i + paramIsoGameCharacter.getMaintenanceMod() * 2) == 0) {
          WeaponLowerCondition(handWeapon1, paramIsoGameCharacter);
        } else if (Rand.NextBool(2) && !handWeapon1.isRanged() && !handWeapon1.getName().contains("Bare Hands")) {
          if (handWeapon1.isTwoHandWeapon() && (paramIsoGameCharacter.getPrimaryHandItem() != handWeapon1 || paramIsoGameCharacter.getSecondaryHandItem() != handWeapon1) && Rand.NextBool(3))
          return; 
          paramIsoGameCharacter.getXp().AddXP(PerkFactory.Perks.Maintenance, 1.0F);
        }
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What throws me is that random number being equal to zero.

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Looking the getMaintenanceMod() function in IsoGameCharacter didn't help me.

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I guess it must have something to do with the way Rand.Next(int) works. I looked at the code for that too, but it didn't look like it would return a 0 in a useful way.

hexed arrow
#

Anyone know how to add in custom muzzle flashes for specific guns?

sour island
late hound
#

The start of something gorey....

fair pawn
tame mulch
strange kiln
strange kiln
#

Metal Solid Gear

drifting ore
#

are all the pins are what we need for modding ?

echo leaf
#

@hollow shadowI'm jones'n for those car icons 😄

hollow shadow
nimble spoke
# late hound

ohhhh man I wanted to try that. I'm glad someone will make it happen

tame mulch
carmine cosmos
indigo hound
indigo hound
tame mulch
indigo hound
#

понял)))

river plinth
#

I'm again struggling with require and don't get why it won't work. I've got the following require-statements in my file, yet the log states the require failed require "BuildingObjects/ISWoodenWall"; require "BuildingObjects/ISDoubleTileFurniture"; require "BuildingObjects/ISDoubleDoor"; require "bcUtils"; What am I doing wrong again? (everytime I come back to modding after a couple of weeks I struggle with these basics, sorry)

glad grotto
#

hey how do you add mods downloaded on github to your pz mod list on mac

leaden raven
#

im not a midder i dont even know how to make a mod, but if anyone is itressted i got a good idea a propane fridge as mod.

autumn ether
#

@tame mulch как обычно - гениально!

hollow shadow
hollow shadow
#

can you access this file path?

glad grotto
#

Applications/zomboid/contents and then the shortcut icon an auto generated code and some unreadable script

glad grotto
#

wait i found something else

hollow shadow
#

c storage

glad grotto
#

idk what that is?

hollow shadow
#

for files?

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something like this

glad grotto
#

nope

hollow shadow
#

i never used mac before ;-;

iron salmon
hollow shadow
#

yeah

hollow shadow
#

put the scrap armor in there

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the folder without the -

glad grotto
#

the zip or the uncompressed file?

hollow shadow
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uncompress it, open it up

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then theres 4 items in it

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take the folder and put it in "Workshop"

glad grotto
#

done

hollow shadow
#

now it should be in your ingame modlist

glad grotto
#

sick

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cheers lads

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@iron salmon @hollow shadow its definitely in the folder but its not showing up in the mod list

iron salmon
glad grotto
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there doesn't appear to be

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which one should i be in?

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finder is dumb as shit sorry

craggy furnace
#

nasko, you guys wouldnt happen to have a storage of raccoon sounds would you?

hollow shadow
glad grotto
hollow shadow
glad grotto
hollow shadow
# glad grotto

you were suppost to put the folder inside that folder into there

hollow shadow
glad grotto
hollow shadow
#

the thing you uncompressed

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it has a "Scrap Armor" folder in it

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put that one in workshop

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not the whole thing

glad grotto
#

ooooooh

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ok thanks

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its still bunk'd

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like this ja?

hollow shadow
#

maybe restart pc

echo leaf
#

@hollow shadow Oh were you making those icons for someone else?

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Absolute saint

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Ahh for Poet's car parts mod, nice, I already use that 😄

maiden elk
thin hornet
#

Hi guys im trying to upload my workshop mod but I get this error and I can't find anything about it.
I try with my actual mod but also try with an empty template mod and i get the same error. I accepted steam workshop agreement too.

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i can see the mod in my steam but its completely blank

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Okay found out that i was using a family steam account needed to use the account that bought the game

hexed arrow
#

guys how can I add in costum animations ? I fumbling around with fragmotion and blender but cant seem to figure it out theres little documentation out there

tame mulch
sour island
turbid coyote
hexed arrow
#

and the direct x-import master for blender doesnt seem to work...

tame mulch
#

yeah, it's problemunhappy

hexed arrow
#

😦 we'll I stick to model making for now haha

hexed arrow
#

So Im having a problem, I got a partially invisible mesh on my character, this is actually my first model and I just used Britas Armor pack as a base...

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What could it be, any experienced modders? Sorry for the spam lol

grizzled grove
#

the UVs need to use the same layout as the body, the masking system propagates to all the clothing

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i'm not sure if there's a way around that, like the scrap armor mod.

hexed arrow
#

Ahhh thanks !

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Well at least I got an idea for a rayman mod hahaha

grizzled grove
#

bwaha

hexed arrow
#

Hmm the mesh is still invisible at some parts maybe the model is faulty or I have made some other mistake during the process

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Well lets try again tomorrow at least I got a backpack working spiffo

abstract raptor
#

Anyone know how to, with lua, check to see if a player has touched a specific tile?

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or tile from a tilesheet

sour island
#

Anyone have a clue why there's a created IsoPlayer at 0.5,0.5?

  • EHE: IsoPlayers adding:None None
    age 25
    desc zombie.characters.SurvivorDesc@546eadd2
    X, Y, Z 0.5,0.5,0
#

None None is it's fullname

tame mulch
#

Looks like not init survdesc

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0.5 0.5 because centre of square

fringe oxide
#

Is it possible to make throwing knives from a modding perspective?

tame mulch
sour island
#

I need something that I can identify to ignore that object

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@tame mulch also I don't know if you ran into this already but some zombies are isoPlayers - I haven't looked into why this is the case though.

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Atleast they were triggering onCreatePlayer

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Thought it may help with your NPC endeavours

tame mulch
sour island
#

I don't think they remain that way- for some reason the game is spawning IsoPlayers and imidiately killing them

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Converting them into corpses

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They are already dead on creation

tame mulch
#

I think it's for Stories. Like dead bodies of Kate bob

sour island
#

Yes, thought you might want to know- incase you wanted a list of isoPlayers like I use

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This would throw that list off

turbid gale
#

I'm having an issue where my mod just wasn't want to update...

sour island
#

A mod you wrote?

turbid gale
#

isn't updated

sour island
#

Are you sure the ID is correct?

turbid gale
#

I've been trying to figure this out for about a month 🙃

sour island
#

Does the ID match the linkname

turbid gale
#

yes it does

sour island
#

Not just the description?

turbid gale
#

everything

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steam workshop ID, mod id

sour island
#

Could be failing in a way IS didn't predict

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So there's no error message

turbid gale
#

I think i figured it out and I'm gonna be really angry at myself

sour island
#

What was it for those that might run into the same issue?

turbid gale
#

in users, there's the whole mods folder and the workshop folder

errant meteor
turbid gale
#

I didn't move the mod I was working on to overwrite the one in the workshop folder

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so updating it Steam went "mm yes these files are all the same"

errant meteor
#

lol

sour island
#

Ah

turbid gale
#

brain = small

sour island
#

The ole "three folders for mods" dilema

turbid gale
#

tiny even

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I hate it so much

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.>

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PZ

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has such oofin' mod workflow

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3 mod folders

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Rimworld? 1.
Unturned? Well depends but its somewhere that makes sense.
Spintires/Mudrunner? 1

sour island
#

I think there's a point to it

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But yeah the mod list doesn't help in that it loads all three and overwrites itself

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I personally don't sub my own mods to avoid headaches

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And I don't touch the local mods folder

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So I'm only in the upload folder

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It throws in gitjunk but it's w.e.

turbid gale
#

now I wait for the gun ROF fix so I can upload my M60 MMG

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I made it a bit evil too. Players have to find links to combine with the .308 to actually load it into the belts

undone crag
#

I keep getting stack overflows, is there a way for me to debug it?

ExceptionLogger.logException> Exception thrown java.lang.StackOverflowError at GameWindow$StringUTF.encode line:1473. Message: Unhandled java.lang.StackOverflowError thrown by thread MainThread..
DebugLogStream.printException> Stack trace:.
GameThread exited..```
swift sequoia
#

Morning all. Any idea why this is showing #db == 0?

function output()
    local player = getPlayer();
    local steamID = getCurrentUserSteamID();
    local dName = player:getDisplayName();

    print("steamid: "..steamID);
    print("dName: "..dName);
    
    db[steamID] = db[steamID] or {};
    db[steamID][dName] = db[steamID][dName] or {};
    
    db[steamID][dName]["weight"] = player:getNutrition():getWeight();
    db[steamID][dName]["cows"] = "moo";
    
    print("weight: "..db[steamID][dName]["weight"]);
    print("cows: "..db[steamID][dName]["cows"]);
    
    print("#db: "..#db);
end```
worldly olive
# sour island So I'm only in the upload folder

Interesting, maybe I should do this, I'm suscribed to my mod, I have it in the workshop folder and also in the mods folder 😂 Anyway these last days I've been changing the mod name and adding Development at the end and I put it in the mods folder so when I have to test I activate that one that's different from all others, that may be useful for others to avoid confusions

sour island
#

The biggest issue is the in game mod list doesn't try to differentiate between the folders and allow people to load copies from each folder if they chose to.

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It does state the path location though- but once you activate a mod all the others will be considered activated even though it overwrites it.

craggy furnace
sour island
#

I think the load order is local < steamupload < steamdownload

#

Where the download takes priority

worldly olive
#

I think the same, got tons of headache by that because I didn't understand why the new changes were applied... and it was because the steam version was activated 🤦‍♀️
I solved by simply changing the name of the mod and when I want to upload it to steam I get it back to normal haha

hollow shadow
craggy furnace
#

no

undone crag
#

This stinks, I had almost finished a fancy mod thing but now it's crashing and it's giving an error message that's not about Lua and I might have to just leave it as a fancy mod that crashes after about a minute or less :c

ERROR: General     , 1625069976239> ExceptionLogger.logException> Exception thrown java.lang.StackOverflowError at GameWindow.WriteString line:1253. Message: Unhandled java.lang.StackOverflowError thrown by thread MainThread..
ERROR: General     , 1625069976240> DebugLogStream.printException> Stack trace:.
LOG  : General     , 1625069976393> GameThread exited..```
#

Felkami when you get the # of a Lua table it stops counting at the first nil. Maybe because db[1] is not assigned it stops counting at that.

#

You can get its contents with

for i,v in pairs(db) do

end```though
sour island
#

It's not about Lua but it's related to it

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Are there any other clues as to what it is in the log?

sour island
#

The the same as saying listname[1] listname[2] etc

#

[1] will not get you the "first" entry of table it will return nil

swift sequoia
#

Ah gotcha. So I need to make kcount function. Thanks.

sour island
#

If you need to iterate it yes

#

Pairs() doesn't gather them in any meaningful order

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So as long as that is ok you can pairs them

#

Are you trying to count players online?

swift sequoia
#

No, I'm building a database. The function I'm working on right now writes it all to a save file.

sour island
#

Ah nice

#

You can also create a sister list

swift sequoia
#

Right now I'm working on the checks to make sure there's data to write. Technically I could probably get away with just going yolo and not checking for data before writing data.

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Chances are, if there is no data, the way I've written it, it'll nil out.

sour island
#

Ah so you don't need to maintain an order- carry on then

#

Something else that I learned the hard way is values that are nils at the end of a list will be cleared including their keys

swift sequoia
#

Right, there's no order. Basically my structure is a database called db, then steam id's, then character display names as a kv table storing all the data.

sour island
#

If you need something to return as false, use false

swift sequoia
#

Unfortunately I couldn't find a way to expose ObjectOutputString, the code only exposes a buffered reader for writing text.

sour island
#

Or rather if you need something initilized as nil, use false

#

What is objectoutputstring supposed to do?

swift sequoia
#

I may have gotten that wrong. I'm running on zero sleep right now. The file output for saving serialized objects in java.

sour island
#

Ah I use modData for that

swift sequoia
#

It only exposes a buffered reader for text data using getModFileWriter

sour island
#

I couldn't be bothered to dig around for that

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Ah it's the same as modData then

#

Also I just recalled the the config I stripped from sandbox+ uses getmodfilewriter

#

To be fair though you shouldn't (or need) to store entire objects?

craggy furnace
swift sequoia
#

Eeeeh. If I could just write the whole player object, my life would be way easier.

sour island
#

The issue is the game doesn't even do that

swift sequoia
#

Yes it does. Player implements serializable.

sour island
#

It stores all variables as is?

swift sequoia
#

If you open the player file in the save file its a serialized object.

sour island
#

Hm

swift sequoia
#

isoObject (if I remember the naming convention right) implements serializable, so everything that inherits from that can be saved to file as an object.

sour island
#

I assumed they'd only store what they need

#

My bad

#

Would explain the save file bloat

swift sequoia
#

It's all good. Reverse engineering someone else's code is a royal pain in the ass.

craggy furnace
#

you should really never do that

#

as a point of principle doing that + grabbing code from other sources isnt great

#

usually going ground up and referencing is the way to go

violet garden
#

why you're punishing yourself?

swift sequoia
#

I need to afk. Dog is under observation and decided to be in a different room.

sour island
#

True, for heli events I kept fighting trying to find useful functions that would save me time

#

But most functions are written for a very express purpose and didn't even get what I needed- so I just wrote everything

craggy furnace
#

yep

#

its just so much better because if you just blueprint from others it becomes like pulling teeth the more you scale and use

sour island
#

The end result is a mod that can basically work with anything as nothing is getting overwritten by other mods

#

Also very few mystery bugs to deal with outside of me misplacing a } or two

craggy furnace
#

it was probably a blessing in disguise that we werent able to use the java code for helis either

#

we arent riding at the seat of our pants when it gets updated

sour island
#

@swift sequoia there is a Lua event OnSave that is called when the game is saved- if that includes the auto saving you could attach your DB there?

#

Also, in IsoGameCharacter.java you can see all the save()s they cycle through and what is actually getting saved.

undone crag
sour island
#

Could you post the log here with like ten or so lines before and after the error?

#

What is your mod idea?

undone crag
#

Oh I was reading the things above and my reply is late.

#

Above that the console just has things like

LOG  : General     , 1625069976048> yes.
LOG  : General     , 1625069976049> square thing.
LOG  : General     , 1625069976049> square thing done?.
LOG  : General     , 1625069976049> division.
LOG  : General     , 1625069976050> yes.
LOG  : General     , 1625069976050> square thing.
LOG  : General     , 1625069976050> square thing done?.```
sour island
#

Are those your debug messages?

undone crag
#

yes

#

I had an idea, there's some strange glitched behaviour that I had not finished fixing, maybe that's what's causing it. Sometimes when I put a custom item in a square it isn't actually visible and it can't be picked up, but I can put a rubber duck and a spoon there, I'll look into that actually.

sour island
#

Are these exclusively squares within the players vision?

undone crag
#

Restarting browser, too slow

#

Sometimes they are squares not in view on the monitor and sometimes they crash, and sometimes they are squares near the middle of the screen and they sometimes crash.

#

I will try later though <_>

sour island
#

Squares are sometimes not loaded in if they don't have to be

#

If you're using getSquare(x,y,z) try getCell():getOrCreateSquare(x,y,z) - I'm not sure if that's the right spelling of it

undone crag
#

Ah maybe my checks for the squares not being nil aren't everywhere. The function runs to its end without any Lua ''stack trace'' error message though so that's not it.

#

Oh get or create, I'll try that possibly.

sour island
#

Ah you have checks for that?

#

That's good

#

That was going to be my next tip

undone crag
#

Aha there's one where it's not checked to be not nil :|

#

It gives an error message when I try putting an item in a nil square though :\ maybe it's the mysterious invisible glitch.

sour island
#

Youd have to create the square

#

Can't put something in nothing

echo leaf
#

Is it possible to reset vehicle spawns on an existing save?

undone crag
#

What I mean by that is that if a square was nil, then it would give an error message, and I am not getting error messages about any square being nil, so I think the squares are not nil.

sour island
#

Ooh

#

Do you have the code anywhere? Github perhaps?

hexed arrow
#

is there an updated version of ItemZed out there?

undone crag
#

ree I will be anon!

#

Maybe it's something like a problem with some input numbers that I can find when I look at it again.

echo leaf
#

@main lion Are these attachments from your weapon pack?

echo leaf
#

Okay, I'm asking because the tooltips seem off/missing?

#

vs

#

The newer (I assume) one's just say "Tooltip_ITEM" rather than the actual tooltip, intended atm?

#

Or did I do something wrong?

main lion
echo leaf
#

Gotcha, thanks for the info!

#

Do they currently apply beneficial effects like the old ones and are just missing the tooltips? Or should I hold off on using them atm.

craggy furnace
sour island
proud fern
craggy furnace
#

that was my exact thought

sour island
#

"wanna know what's in the spiffo burger?"

proud fern
#

In spiffo voice "Let's play a game!"

#

Proceeds with the reverse bear trap

stable linden
#

Hey guys, I am working on basically my first mod and have a question about events. Firstly, is there a place where they're documented? The wiki seems a bit dated on it.

#

If there's not a place where it's documented, does anyone know about an event for when the player is attacked? There SEEMS to be an event, OnBeingHitByZombie, but it doesn't seem to fire?

sour island
#

Are you familiar with opening up the java code and browsing it?

carmine cosmos
sour island
#

You'd have to browse the code to see what is actually used

carmine cosmos
stable linden
sour island
#

someone them are no longer used- so it may have been used in the past

#

What was your intention for it?

#

Looks like it depreciated after animations were added

#

"OnZombieUpdate" could prove more useful

#

but it's going to be firing for alot more than just attacking

echo leaf
stable linden
# sour island What was your intention for it?

Checking if the player has contracted the zombie infection. OnPlayerUpdate is where I'm currently doing it, but I'd rather not check every single update 😦 Seems it may be required?

sour island
#

Ah

#

if there's not a specific event you may have to

#

if you keep the code behind an if statement it should avoid any serious overhead/lag

hexed arrow
#

guys how can I upload a mod? dumb question but it says only the folders buildings/creative/mods/ are allowed

#

I structured it the way its supposed to be I think

#

ok I found a tutorial clyde

hexed arrow
#

so I added in a helmet and everything works... except for it doesnt show up on the ground when I drop it, no sprite no mesh, any ideas?

carmine cosmos
grim kite
#

Hello here, does anybody knows where to find a guns shelf at Building Editor?

pseudo lake
#

Is that this one?

craggy furnace
#

@magic summit was it you or charli who did the translations for spanish?

#

by the way, apparently some of your spiffos are broken on eerie

magic summit
#

Yes, I am working on this.

craggy furnace
#

alright, ill let cheese know

ivory bridge
craggy furnace
ivory bridge
#

I didn’t even notice

high ledge
#

hi everybody. my English is bad. help me solve the problem? previously, modifications that add clothing required manual replacement FileGuidTable.xml. Now you don't need to do this, all mods have their own FileGuidTable.xml and it is recognized by the game itself. But here's the problem when I do the same with my mod and remove it from FileGuidTable.xml is all the GUIDs of the original game - half of the things become invisible, as if the game does not know their GUID. Why does this work for other modders, but I don't?

late hound
high ledge
plucky nova
#

im using the enhanced heli events mod and i heard a chopper crash, how can i find it?

drifting ore
plucky nova
sour island
plucky nova
#

oh, hmm

#

im in eerie county, should that effect anything?

sour island
#

Nope

#

I don't think the sound should not play if there is no vehicle placed

#

I should double check that

plucky nova
#

anywhere i should look?

sour island
#

It's all random

plucky nova
#

like any specific areas?

#

oh

#

so for all i know it could have spawned in a fuckin building?

sour island
#

No, the engine doesn't like spawning vehicles inside of buidlinggs

hexed arrow
sour island
#

And I put checks to avoid that

#

I really wanted roof landings

#

But the game REALLY doesn't like cars not on the ground

plucky nova
#

ok, cool

#

im trying to find it

sour island
#

Just double checked it should only play the sound of a vehicle was created

#

The issue is the 3D sound is not very distinct so it's probably not possible to tell what direction it was I imagine?

#

Could you tell what kind of heli it was?

#

Dropping items/ making any sounds?

ivory bridge
hexed arrow
#

Fallout 76 items look really cool in zomboid haha

ivory bridge
#

Are you planning to put it up on steam ?

sour island
#

A Zomboid 100 years later mod would be cool

undone crag
#

Maybe UI elements to show sound direction?

sour island
#

Working on something like that for helis

ivory bridge
#

Two things I think would be fun

Stalker clothes and fallout clothes

sour island
#

I'm thinking a small symbol for crash locations but I hate the immersion break

plucky nova
#

ok, i found the crash, and nearly died lol

#

thanks for the help!

undone crag
# fringe oxide Is it possible to make throwing knives from a modding perspective?

It's possible to have models visible which could represent the thrown knives by having them as items, and the items can be hidden from inventories by giving them no display name. It could be coded in Lua. Maybe it could be coded in Java with Storm, and there could be java objects specifically for the knives, like the iso falling clothing object.

sterile shale
high ledge
#

one more question. in the map creation tool, I make a lamp that glows red. everything is fine, I create a game, I reach the lamp and it lights up red. but it is worth leaving the game and going back again, it starts to shine with a white light.

sour island
dry sparrow
#

Wasn't there a note in the upcoming patch about a bug with colored lights doing that?

plucky nova
dry sparrow
#

@sour island is there an event I could hook into for crashes where I could potentially spawn in crash survivors with SS?

high ledge
dry sparrow
sour island
#

That's not a bad idea

#

Are you familiar with modding?

dry sparrow
#

Familiar enough.

#

I'm still a little iffy on what from one mod would be in scope for another.

#

Like I know how to add my functions to the base game events, but not clear on how/if I can do the same with something in another mod.

sour island
#

It can you just have to be careful with file load order

high ledge
hexed arrow
sour island
#

You can also use 'require' but honestly I don't think it loads the files first or anything

hexed arrow
# sterile shale are there any tutorials that explain how to add items and clothing since i dont ...
sour island
#

You could make a subfolder of where the file is and have it load that way

hexed arrow
# sterile shale are there any tutorials that explain how to add items and clothing since i dont ...

This tutorial video will show you how to make a simple drink in Project Zomboid. I will go into the steps involved from start to finish. Read more below.

0:00 intro
1:08 Start
1:44 Searching for images to use in game
2:30 Searching for the Sound Effect
3:06 Creating mod file directory
3:54 Creating mod.info
4:34 Creating a poster
7:14 Adding ne...

▶ Play video
#

these two links helped me a lot

sour island
#

I'll add an event to hook into though

#

To make things a bit easier

#

I'd like to see people use expanded heli as a framework and do fun stuff

dry sparrow
#

Yeah would be cool if I could just add "Events.onHeliCrash.Add(SpawnSurvivors)"

hexed arrow
sterile shale
sour island
#

It would be something similiar to that

dry sparrow
#

Neat, I'll keep an eye out for it in updates.

teal coral
#

we can talk about here about issues whit mods?

errant meteor
#

If you want support try the mod page first then ask here

teal coral
#

mmm okay then

#

because I have a simple issue whit the mod of swat pack

#

about the weapons holding only

hollow oyster
#

Can someone make braid hairstyle mode…?

sterile shale
#

whats ImpactSound

sour island
#

for weapon scripts? it's the sound the weapon makes when it hits something

tame mulch
#

Found that items have modData table and have parsing for custom params (number, string). So it possible add any param to item script and use it later. But need write some code for make possible to access this data. I plan to do it in Storm project.

strange kiln
#

based

tame mulch
#

Also if you have ideas, api requests for extend Lua modding - write here. Maybe i will can create it by Java/Lua

sour island
analog sandal
sour island
#

Sound overhaul?

low yarrow
analog sandal
#

yeah the already existing one

fringe oxide
#

Guys, I want to increase the shooting skill for the veteran, where can I find the profession config?

craggy furnace
#

has anyone else had an issue where zombies turn invisible on death when making a clothing mod?

hexed arrow
#

ok so when I remove the line
<m_AttachBone>Bip01_Head</m_AttachBone> it does show up on the ground but then it doesnt any more on my character lol

#

also Im wondering why it cant show up as a model but as an icon maybe Its the models orientation in blender

eternal bridge
#

Who's hyped for mods being able to contain custom anims without needing manual installation?

hexed arrow
#

So I got it to show up on the ground as well, it was the models fault my next question would be what defines the size and rotation on the ground

ivory bridge
hexed arrow
hexed arrow
ivory bridge
#

Nice

hexed arrow
#

I got all the models I want to make a bone armor that reduces stress and pain when wearing it 😄

ivory bridge
#

Wonderful lol

snow mica
#

Hi friends! - I'm a 3D Artist that has over the past few months poured about 400 hours into Zomboid. I would love to start making some weapons or armor for the game, I found the guides in the pinned messages. There are already many, many awesome mods with great weapons and armor and things in them, so I don't want to retread old territory. Has the community been clamoring for anything specific? like "We want more swords!" or anything along those lines?

fallow bridge
#

Not that I've seen

#

More clothing does sound nice though

snow mica
#

Hmm, in the modding guide the vanilla player models w/ rigs don't seem to be available for download. Does anyone happen to know where those exist now?

fallow bridge
#

@wet dune you still have them?

hexed arrow
#

I dont know but these might be helpful

snow mica
#

@hexed arrow This is exactly what I was looking for, Thank you!

fallow bridge
late hound
lethal tundra
#

I would like to create content for the game, someone info me some tools? 😄

lethal tundra
#

thx

obtuse osprey
#

can anyone help ive tried everything to get mods to work but they will not install

sour island
#

You're trying to install mods? Outside of steam?

#

What folder are you putting them in?

#

Do they show up on the mod menu in game?

errant meteor
#

@craggy furnace if I am not wrong you wanted to mod this in right? Well someone made the hat real

sour island
#

that's an abomination

craggy furnace
violet garden
#

if this isnt art

craggy furnace
carmine cosmos
carmine cosmos
carmine cosmos
agile swallow
snow mica
#

@carmine cosmos In what way would you like to collaborate? 😄

drifting ore
thin hornet
#

Anyone by chance can tell me if making custom safehouse area may be working.
If so, what's the size limit and what area are restricted. I've been playing around and when i set a custom area most of the time it doesn't even show it as a safehouse I have to delete it and try a different location/area.

errant meteor
versed warren
#

Can someone help me move the camera one square without moving the player and then move the camera back? I've tried making an IsoDummyCameraCharacter, adding it to the current cell, and setting it as the IsoCamera camchar. Nothing happens, maybe I need to update something? I've been pouring through the code but I can't figure out if there's a way to do this.

#

I want to make it possible to "peek" around corners if a mirror is equipped.

carmine cosmos
eternal stirrup
#

does anyone know what is the loot table for the Lucky trait?

versed warren
carmine cosmos
#

Feel free to join us in voice chat now and I can tell you more

flint seal
#

got any upcoming parkour moves in a future build?

undone crag
#

Parkour I would like that, if you could go on the roofs to be safer, and also go into attics.

valid cargo
#

please help, i require help for my citizens in my base, i give them and axe and ask them to chop wood but they say they can't find the axe which they are holding (superb survivors)

sour island
valid cargo
#

indeed

#

wait chop trees right?

sour island
#

Are you using the "Subpar Survivors" patch?

#

The base Superb survivors is not really supported by the author.

#

Also they may only want to chop trees with a woodcutting ax

#

Idk how he wrote it

fallow bridge
waxen sorrel
#

hey guys, do you know where in game files can i find the original game logo from main menu?

sour island
#

its in a .pack iirc

hexed anchor
#

pro zoid

waxen sorrel
#

was in UI2.pack

fallow bridge
loud pier
#

can anyone tell me where the script for Log Walls are?

proud condor
#

Does anyone know how i can use a mod to make changes to an already in game item, i want to customise some things to be different but i keep getting the default item.

#

is there a line that tells the game to use my mod item instead or some other thing

undone crag
#

You can use this to edit the details of item types:

ScriptManager.instance:getItem("Base.Fork"):DoParam("DisplayName = Spork");```
#

Also the details of the item are saved in the save file so you could get a whole new instance of an item for it to have the new stats.

proud condor
#

i think that makes sense
so for me i would put

#

ScriptManager.instance:getItem("Base.Mustard"):DoParam("ReplaceOnUse = farming.MayonnaiseEmpty,");

#

would that be about right?

undone crag
#

In a Lua file in client, maybe shared works, I don't know which one makes sense for multiplayer.

proud condor
#

i am off to see if i can work that in.

#

i am not quite getting this i made a lua file and put the line but now the item just throws an error and is also still not edited.

#

i spawn in a new mustard with necro forge but the mustard still has 20 hunger change instead of the 25 i set.

turbid coyote
#

Anyone know where the file for all the randomly generated names your character can have would be?

proud condor
#

is there anyway you could help me to figure out what is going wrong with my Mustard problem, i am trying to get it to work but that command is not doing what it seems to be trying to do, its not editing any param on the item.

#

i made an item called HomeMadeMustard and made 2 recipes to convert the mustard to and from my custom recipe, the edited mustard does not have any edits and now when i eat it it just has 0 hunger left and stays as mustard and the custom item works just fine, but i dont want to have to convert it to a custom item for it to work and i really dont want to make custom items and recipes for every default item change

#

and google is 0 help

proud condor
#

sigh, well i guess editing existing items with a mod is impossible, i tried everything.

carmine cosmos
#

Editing existing items is definitely not possible

carmine cosmos
tame mulch
proud condor
#

oh yea its working, i figured out how to modify an existing base game item.

#

using a mod

#

i figured out
if i add an item like this it does not work to change the original item
module name
{
imports
{
Base
}
item x
{
stats
}
}
but if i add an identical item to the original with the stats i want on it like this then the Base item in the game is replaces with my modded one.
module Base
{
item x
{
stats
}
}

#

it can cause problems if you have more than 1 mod doing the same thing to change a base game item

#

basically the whole reason i did any of this is i wanted to be able to grow mustard seeds and then make mustard that can be put in a bottle and turn into the actual mustard item but i needed the base mustard to give a bottle for me to use.

solemn pebble
#

Ey @sour island @craggy furnace
Would it be possible to add an option in your mod to adjust the type of event we want to be more frequent than another?
In my games the most common events are crashing helicopters and supply drop, and I would like it to be something really rare that happens.
During a month of survival I had 3 helicopter crashes and 2 supply drops. And that's with events set to "rare."
It would be great to be able to adjust the frequency of each event so that these two in particular are extremely rare to occur.
On the other hand, as I said some time ago, it would also be great to be able to disassemble the crashed helicopters and supply drops.

craggy furnace
#

about an hour ago we pushed an update but chuck wants to do some more

sour island
#

The frequency should be a bit different now- I also added two new menu options as setting cutoff day really high was causing some issues

#

you can now leave cutoff to 30, and set 'never end' to true

#

also you can choose a flat offset for start day

turbid coyote
#

Anyone know where the randomly generated names for your character would be located in the files?

solemn pebble
sour island
#

Yes, never end will prevent cutoff

solemn pebble
#

Oh great!
Another thing I noticed, but I don't know if it's a feeling or real.
Events don't attract many zombies, do they?
I mean, the vanilla helicopter is the scariest event for players because of the amount of zombies it attracts, but with your mod I don't notice that same feeling of attraction, and I play with 1000 tiles of sound distance.

craggy furnace
#

Soon

tame mulch
hexed anchor
#

google gay porn meme and then just draw and/or photoshop it to look like pz

#

kind of like stimpee

#

if you draw use ms paint as it gives the piece more soul

sour island
#

Sir, that's a man and woman

#

I'm sorry her muscles out mass yours

hexed anchor
#

doesn't matter

sour island
#

This mod is about traditional family values, that's why it's a daddy, mommy, and child

#

Also, coifed Spiffo kinda cute

#

updated version

hexed anchor
#

ft. angrygamenerd

sour island
#

wrong guy actually

hexed anchor
#

man 🐴

sour island
#

ir's Irwin R. Schyster

abstract raptor
#

doo doo doo

#

I was looking to try adding a sort of weather event for my map; dust storms.

#

I can kinda mock it up in debug mode -- this is what I want it to look like, basically color the fog brown and have it come with lots of wind

carmine cosmos
#

Looks great, but it's definitely an FPS killer

unreal pawn
waxen sorrel
#

Hi! You can check out my first mod

tame mulch
#

NPC, sims, pz, domination, base, Java

craggy furnace
undone crag
# proud condor

Maybe the error message has a clue for what the problem was.

cyan drum
#

does anyone know what is causing this error? usually errors have some text in them that points to what mod it's from, but this one isn't clear (the term "Kahlua" doesn't come up on a search in my mods) Line 7773: [04-07-21 12:37:56.871] ERROR: General , 1625420276871> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: removeFromUIManager of non-table: null at KahluaThread.tableget line:1689.. Line 7774: [04-07-21 12:37:56.871] ERROR: General , 1625420276871> DebugLogStream.printException> Stack trace:.

#

I'll get my most list in a moment; it's not accurate to what I have subscribed on Steam because some of them are disabled; I just need to find a place to sleep so I can save.

cyan drum
#

I'm also currently in Raven Creek

undone crag
#

Kahlua is what PZ is using to use Lua and Java together I've read.

thin hornet
#

Anyone can explain this error

carmine cosmos
thin hornet
#

Yeah im making a mod and i get this error and this error show in the dev console but doesnt trigger a breakpoint.

#

its happen when i try '''local batteryList = playerInv:getAllTypeEvalRecurse("CarBattery1", predicateNotFull)'''
but only after when i check that variable '''if not batteryList:isEmpty() then'''

thin hornet
#

no matter the mod is working but that error keep popin and the rest of code still works as intended

#

so its just weird

#

yeah

carmine cosmos
#

Didn't even know you can use Lua breakpoints, that's interesting...

#

As always I recommend debugging this using an IDE debugger to track down the exception

worldly olive
#

hey @sour island @craggy furnace did you added the possibility for Helicopters to crash inside buildings? it is currently clipping that house

craggy furnace
#

yeah

thin hornet
#

@carmine cosmos if u use -Ddebug you get pretty nice tools using F11 maybe not as good as a IDE tho

errant meteor
#

Question for a modder, is it possible to add waving flags?

craggy furnace
#

@errant meteor yes

errant meteor
#

bruh

#

You should put a rage soyjack face, and spiffo having a mask

#

the agent spiffo

#

It would make a deeper message, showing that a modder has put in NPCs before the devs did, and having a deep rage or something like that, hell you can put the indie stone logo as a pin in the jacket

#

I'm over thinking this

tame mulch
#

Hot! steve

strange kiln
#

stressed sus

thin hornet
#

Any trick to calculate drainable items when u want to pack them ?

#

let se pack 2 water bottles but i want them to be full. In the recipe i cant just say WaterBottle=2
does it have to be lets say 2 * 10 water unit so to pack 2 water bottle it would be 20 kind of confusing to me

#

so weird 6 water bottle (whiskey) wich have 12.5 unit of water each total 72.5 but that barely make sens

hollow shadow
#

Lmao

hollow shadow
#

lmao yes

#

@sour island If i find it funny yes i will add it 😄

sour island
#

oke, just give me like a few words

#

@hollow shadow I have collected a few images - I'll probably start a stream in like 10 minutes

gloomy goblet
#

any idea where a radio turning off on unequip happens in the code?

carmine cosmos
carmine cosmos
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Since TIS was unable to successfully implement NPC's yet it is unlikely any single community modder would be able to do so

#

At least not the level that we all expect them to be:

  • Being able to recruit and give them commands.
  • Smart enough not to instantly die to zombies.
  • Switch weapons depending on the combat situation.
  • Be able to fight multiple zombies at once.
  • Know when to run away when things get tough.
  • Advanced pathfinding so they can out-maneuver zombies.
  • Know how to manage their inventory properly.
  • Loot houses and store loot in proper places.
    ...
carmine cosmos
#

Read the following messages underneath that

tame mulch
#

But some of this already done by Lua. Other things able to do by Java+Storm

carmine cosmos
#

At least this is what I think the community expects but I could be wrong 🤔

carmine cosmos
tame mulch
#

Not all, but possible 🙂

carmine cosmos
#

I would not be able to implement even half of that

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Not without a team of people working with me full time

carmine cosmos
#

But I still think a single modder cannot implement proper NPC's to how community expects them to be

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So there is no need to act surprised when I verbalize that 😛

tame mulch
carmine cosmos
#

It would be great if you set the expectations much lower by explaining the limitations of the NPC mod

tame mulch
#

Yeah, i plan to do roadmap + YES/NO/MAYBE list

carmine cosmos
#

Sounds good 👍

sour island
#

@hollow shadow

#

Wasn't there a hello sticker art for PZ?

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@hollow shadow

reef hatch
#

@craggy furnace @sour island so we've got the building design down to put in Blackwood just gotta add the custom assets to the heli school. We're thinking of adding the emergency leaflets that the heli drops, if either of you could DM the original for the best quality that'd awesome and if you've got any other posters or images that you like or represent you send them my way and we'll chuck them in, the more the merrier but i can't promise we'll get them all in 👍

craggy furnace
reef hatch
sour island
#

Awesome

#

. _ .

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I'll just DM you my avatar

errant meteor
sour island
#

Discord thinks my avatar is explicit

reef hatch
#

it is kinda sexy tho 😂

sour island
#

I think it's the gun

reef hatch
#

Awesome ill pass it on to Dylan 👍

sour island
#

ty

reef hatch
#

Thank you and Shark for EHE that has literally changed how i experience the game.

sour island
#

Aw, thanks man! That was our goal

errant meteor
sour island
#

haha, nope - it's a Bornheim from Hunt Showdown

late hound
#

Authentic Z has now been updated!

  • July 4th Update -

New Zombie Batch

  • Uncle Sam
  • Abe Lincoln
  • Original Ghostbusters with Proton Packs
  • New Sports Fan with Cheese hat
  • Bob Ross now carries a paintbrush
  • Politician now carries stacks of money

--Hitlist 2 has been updated--

Fixes

  • Fixed the Maid Dress not tailoring correctly
  • Adjusted file locations of textures

Additional Features coming soon:

  • New Flare Gun in the works
  • New "Crapaccino"/ Barrista zombies at the coffee shops
  • Intestines and Guts hanging out of zombies
  • Frank West & Dead Rising material
  • Additional Slashers like Freddy Kruger
reef hatch
#

YES!! time to rp as a ghostbuster. Awesome job peach 👏

worldly olive
late hound
severe ridge
errant meteor
#

Did we not have one at some point or am I wrong?

sour island
echo leaf
#

@main lion Do the attachments which display placeholder tooltips function as you'd expect (with buffs to aim, etc)? Or does Arsenal still have to hook up that functionality too?

#

(for weapons)

echo leaf
#

@hollow shadow I'm jones'n so hard for those car part icons. How's that goin?

thin hornet
#

i'm truly struggling with that function throwing an exception:

local notEmptyPetrolCanList = inventory:getAllTypeEvalRecurse("Koni_WaterGallonPetrol", predicateNotFull); <--- throw exception
if not notEmptyPetrolCanList:isEmpty() then
    print("Found " .. tostring(notEmptyPetrolCanList:size()) .. " not empty petrol can(s).");
end;

Could it be cause I am running it inside of the Events.OnFillWorldObjectContextMenu.Add(Koni3WaterGallon_TakeFuelContext);

I run this one just before and it does work correctly local emptyPetrolCan = inventory:getFirstTypeRecurse("Koni_WaterGallonEmpty");

radiant ginkgo
#

@sour island Can you make me a banner for my workshop?

sour island
#

Do you know the dimensions?

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and do you have some keywords

radiant ginkgo
#

I don't know, but I have an image there and it is 1361x760 and looks something like this

fallow bridge
#

Fucking love hunt man

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Need to play that shit again

sour island
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Oh workshop banners can be larger

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damn I've been under-utilizing all that real estate

radiant ginkgo
#

Like this 😄

sour island
#

hmm

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ok

radiant ginkgo
#

I will be very grateful for your work

hollow shadow
sour island
#

If you want I can change the grafitti

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for armor etc

#

Or just add armor to the nice boys

thin hornet
#

for anyone who wanna know i couldnt get it to work but made my own function to find it through the inventory

function Koni3WaterGallon_GetNotEmptyPetrolCan(inventory)
    local result = nil;
    local items = inventory:getItems();
    
    for i = 0, items:size()-1 do
        local item = items:get(i);
        if item:getType() == "Koni_WaterGallonPetrol" and item:getUsedDelta() < 1 then
            result = item;
            break;
        end;
    end;
    
    return result;
end;
grizzled grove
sour island
#

Well I've been making them squared

grizzled grove
#

same, and tiny

undone crag
sour island
#

from the banner he supplied

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and I know 512 is the height I've been using

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the width would be 900ish

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I just went off what the IS left in their example

late hound
#

In-game mod posters on the mod list can also be whatever size you want too.

sour island
#

damn

#

I'll have to upgrade my designs in the future

craggy furnace
#

i wish i knew that before lol

muted grail
#

is there a WW2 mod? or WW1?

thin hornet
#

would it be possible to change the icon of an item based on its used delta?

stable linden
#

So is it a common to get the following error on build 41 in debug mode? I get it even without mods

function: onMouseMove -- file: ISCollapsableWindow.lua line # 226```
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A couple others as well - all while hovering over the different debug menus.

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I've tried validating files as well as deleting media/lua and validating. I'd prefer to not do a full reinstall - so I figured I'd ask if that's common for everyone?

austere scarab
#

how do you search through the files for the game and mods decals and icons for items?

stable linden
austere scarab
#

alright first question for my first step,what are modding tools and where i can open them at?

stable linden
austere scarab
#
stable linden
stable linden
austere scarab
#

got em

#

now

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i just need to find the mods i want to look through

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these aren't what i want

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but i think i did my first step

stable linden
#

Also, as far as I can tell, there's no way to create new moodles through lua?

sour island
#

it is

stable linden
# sour island it is

The error is common or it is possible to create new moodles in lua? It seems that they require you to use the MoodleType enum, but that's not mutable for lua

sour island
#

the error is

stable linden
sour island
#

also they recently announced changes to some other enums

#

they could probably add one for moodles

carmine cosmos
stable linden
carmine cosmos
#

I would recommend modding with Java as that is the future of modding PZ

stable linden
carmine cosmos
#

Unless you are strictly modding UI elements in which case Lua is the way to go

carmine cosmos
#

The Storm mod loader will download and load the mods for your users automatically

stable linden
#

If users do not have the storm mod loader installed, it simply wont do anything?

carmine cosmos
#

That is correct

stable linden
# carmine cosmos That is correct

Would the workshop page need a link to Storm so that users can download it, then? I don't imagine it will be on the workshop until devs support it?

carmine cosmos
#

However mods should include the the download link to Storm to help users out

stable linden
carmine cosmos
stable linden
#

So, unrelatedish, but how are players protected from the mods they use? I've never really heard of people packaging malicious code in a mod, but if you can write arbitrary java, certainly it can be done. I made a minecraft plugin that established connections with another service for a project I was working on, for example. While mine wasn't malicious, there was nothing stopping it from being so.

carmine cosmos
#

In the future all Storm mods will be issued a certificate signed by the community

#

A mod will need to present this certificate in order to be loaded in to the game

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If the certificate signature is correct the mod will be accepted

stable linden
#

Neat - glad you've thought about it. I'm guessing for minecraft, the download sites like curse do some cursory search when you upload the jars?

carmine cosmos
#

So malicious code will not be possible since all code will be manually inspected by Storm developers before the mod is issued a certificate

carmine cosmos
#

All Java mods need to be open source to get certified

stable linden
#

Cool - sounds like I might swap on over. I have one simple, simple lua mod done that I'll upload soon just to see what the interface for creators looks like 😛

carmine cosmos
#

If you are really interested I can send you a invitation link to the community

stable linden
#

I've gotten one!

carmine cosmos
#

So if you have any questions about Java modding you know where to ask

#

You are unlikely to get any real answers here

stable linden
#

Storm definitely seems cool and does seem like if we could get some support drummed up for it, that it would be seriously good for modding. Not to mention that it would probably lighten the load on TIS

#

I dunno, I guess they'd probably keep supporting lua into the future regardless?

carmine cosmos
#

I figure most people will always prefer Lua modding because it's so easy to do

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And they need to support Lua modding since their whole UI logic is written in Lua

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However with Storm Java should become the de-facto standard for modding

#

We will see if we will receive support from the development team after MP is out

thin hornet
#

is there a tool someone made to work in the recipe more easily?

#

the more i play in txt file the more my brain start to hurt

carmine cosmos
thin hornet
#

Im thinking of making one at this point

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i got too many item to work with

#

item and recipe

carmine cosmos
#

In which language do you intend to write it?

thin hornet
#

not sure probably javascript/electron

carmine cosmos
#

Ah I see, so it's going to be an online tool

thin hornet
#

no electron is packing it as a software

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usable on linux/win/macos

carmine cosmos
#

So you write it in Javascript and use Electron to package it as an executable?

thin hornet
#

yeah

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it gives access to the computer for saving files etc

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its just that im a javascript programmer so thats why i would go there first

hollow shadow
#

@sour island

#

my mod has drip now

sour island
#

Excellent

hollow shadow
#

also the bug is hopefully gone

craggy furnace
#

<@&671452400221159444> clean up on aisle dumbass

cursive roost
#

English, please.

craggy furnace
#

Looks like a phishing link

cursive roost
#

yeah, seemed that way.

iron salmon
#

It was, Beard already banned them

craggy furnace
#

Thanks guys

smoky tendon
#

Fastest ban in the west

cursive roost
#

Wasn't gonna judge because I don't speak russian, didn't want to try it out, either ;)

smoky tendon
#

Your move, creep

craggy furnace
#

Checked it out and went “hmmmmmm”

tidal veldt
#

I am trying to increase the chances of an item to appear within a mod I'm using. I've been assuming that, within the \media\lua\server\Items\distribution.txt file, increasing the number to the right of the listed items will improve their chances to appear. For example, if the number was 0.5 and I increase it to 1.0, that should double the chance of it appearing. Is this correct?
Would it be problematic if I increase the number to 2, or 5, or 10?
Do these number represent how many times the game will roll to see if the item appears in the designated [location][container]?
Finally, what is the difference between Distributions, SuburbsDistributions, and ProceduralDistributions?

I've been looking for clear answers to these questions for a couple days but it seems like the answer is so obvious to everyone else that nobody has answered it in the past 3-ish years. So I'm feeling a bit dense at the moment. My apologies if that offends anyone. If there is a good resource with up-to-date information on modding that someone can point me towards, especially if it explains the basics, I would be appreciative.

carmine cosmos
viscid kelp
#

Damn, I missed the fun part. What happened?

sour island
#

Phishing attack

strange kiln
#

what did they say though

#

Click this link to see hot dogs in your area!

#

leik

sour island
sour island