#mod_development
1 messages · Page 469 of 1
Yes
and I guess a lot of visual related stuff
You could make it so instead of new icons the game just uses 3d models? I think DayZ does something like that
of course
Problem with that system would everything would get loaded once you open your inventory, or another objects inventory, which would cause potential fps issues
well yeah but its 2021 and hardware eats pz for breakfast mostly, of course there is an amount of ppl with older rigs..
People with good hardware even have issues with PZ.
Yep
being a java game doesnt help its case
I guess you could make a highly detailed 2d drawing of everything you can put into your inventory
Problem is
That's a LOT of items
I bet a person with a NASA computer would have issues with PZ
You'd probably be correct
https://www.youtube.com/watch?v=bXsmGSnq3lE this one goes out to every PC trying to run PZ at 60 fps
-Please Subscribe-
Bon Jovi - Living on a Prayer (Lyrics)
From album Slippery When Wet
Thanks for all comments and rates!
I actually fixed all my issues the moment I discovered I can allocate more RAM to the game
Mods advise against that though
well I guess but pz with 50-70 mods runs at 90fps
And sometimes that makes the fps worse
That because superb is broken
yeah...
I would not recommend playing with that mod
I don't think anybody does anymore yooks
Especially after the dev of it stopped supporting it
My new rig has a crap ton of RAM
how can you do that?
asking for a friend
I dont remember, lemme google it
I edited ProjectZomboid64.bat with notepad and you change this line to whatever MB you want to use. In my case I gave it 8gb.
where is the bat
root folder, sry
idk if it will work for you, but it did wonders for me
will it stop the lag spikes?
that happen after 30 mins
every 30 sec
It depends
idk, for me it stopped frame loss on zoom out and increased fluidity of the game by 100%
Mods and dev's have said they don't advise changing how much ram the game uses
smooth framerate during the whole time pretty much, not perfect, bbut good
omg no lag on zoom out
Changing the ram didn't work for me
oh yeah i cant guarantee what will happen to your game
tahtsa already yverey agood
yeah zoom out got running on 60-70 fps now
download more ram
from 90 zoom in, I locked it at 90
I still sit there and almost fall for this
Because the joke is so overused it almost makes me think your being serious.
people in this discord complaining about overused jokes
now that's rich
billionaire even
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)
i found the bat but i suck at add lines, i dont know how to do it
can you send me the ss of your bat
i do have notpad but i suck at using it lol
nvm found
im yeah, dumb af
I would also recommend running the game with AdoptOpenJDK instead of the JRE bundled with the game
This should resolve problems present in native Java code
@maiden elk Theres different car battery tiers?
Oh, i guess it doesnt vary from heavy duty to sports
yep with night vision
Poggers
@maiden elk I was gonna make different looking parts for each tier and class
Do the goggles actually effect the players vision cone at night? So you can spot zombies in a wider area. Or is it just cosmetic.
😮
You can increase the screen brightness and adjust it
You can adjust the goggles?
Is that what that power selection menu was in that other screenshot?
yep
Nice
Ey @sour island I got +300 errors like this in a few seconds
And it keeps popping up
What, do you need source images? You can grab them off the wiki.
+6000 errors in one minute lol @sour island
Ty, I may have left out a update before leaving the house
@solemn pebble let me know if the error is still around.
what do you think about this. they are heavy, sport and standard mufflers of superior condition
@maiden elk
Is this for that car part mod?
yes
I would also recommend adding some rusted out holes for the old muffler type
And maybe for the new ones, adding a sparkle effect
thats just me doe
some stuff can look realy weird when you work with very few pixels
Anyone who uses an NPC mod like superb survivors want to beta a fix I made to my reloaded mod?
Superb survivors isn't a mod I use, so I can't put it through all its paces.
hi guys am new here
can anyone tell me how to rotate buildings in worldEd
so when I my building in some can face different directions
Impressive. Very nice.
Hold left clic kwhen you have a item that you want to move and move your mouse to rotate it
thank you !
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?
There's this
public final boolean[] bOutline = new boolean[4];```but I only see private methods for changing it.
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.
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.
@sour island +300 errors again 🙈
👍🏻
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.
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.
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.
No. Only read (by hack)
Java modding is not popular and not researched
people should learn java just because it has more utility just besides zomboid
Yep
but keep in mind, learn java because you wanna do something with it
learning a language for the sake of a language makes no sense
Sad that in zomboid is not comfort to create mods in Java and hard to share them later
it restricts the overall scope of zomboid mods to a stunning degree
Not so global, but yes. (Not all is possible to implement in Java mods too. Like model import or anims)
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?
So it's basically similar to what this post suggested I assume?
https://steamcommunity.com/sharedfiles/filedetails/?id=2441122190
Can't speak for Yooks but that does line up with his advice
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)™
Thanks, I'll give it a whirl
If you are interested in Java modding let me know and I will send you the information you need
Looks alright to me
It is very easy to create Project Zomboid Java mods and share them these days
By steam share will not work correct
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
Need share with instructions
I am working on that, the mods will be automatically downloaded by Storm
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
The jars are already auto loaded by Storm if they are in the right place (local mods directory)
Storm is fully functional, just nobody uses it for some strange reason 🤷♂️
Cool! After NPC mod i will try create mods on Java. I have some experience with Java
kill me
and this should be vanilla btw
did i miss anything?
oh i forgot suspensions
Yes please in all actuality
Oh wow, I'd much rather code in java than lua! So cool to hear that it's possible!
very based
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.
Amazing what you've done with so few pixels already 😇
@hollow shadow ^
Dinky standard
Fat sport
And Heavy vehicles typically use drum brakes but those are hard to visualize on an icon 🤷♂️
But here's a thicc rotor/caliper for a truck
Food for thought!
what mod might b brakin my fishing ?
fishing with the boys?
Let me know if you are interested in it, I can send you an invitation to a community that is developing the Java modding toolchain
Yes please do!
Is there javadocs for zombie.vehicles? Nothing like that in https://projectzomboid.com/modding/
@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 😄
For Build 41 you can see what's different about the java by looking through the game files with jd-gui.
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.
ooh
Does Kahlua behave differently than Lua when it comes to the goto statement and labels?
It seems very angry with this:
if (db[steamID] == {}) then goto continue end;
...stuff
::continue::
Maybe it uses an older version of Lua that does not have goto? It still has atan2.
That's likely, its acting like 'goto' is an assignable variable.
Ugh without it my code becomes arrow code though.
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. 🙂
ree
I still can't figure out which class the 'getSpecificPlayer' function belongs to though...
goto does not work with pz
that's a global lua thing from luamanager iirc
Yes! Class LuaManager.GlobalObject in package zombie.Lua ... Thank you!
And now I get to play with all of GlobalObject's other getters. 😄
Np, have fun
I wish the Lua introspection package was enabled in the console. :/
Thanks bro
@craggy furnace your new game menu dose not like plant ghouls lab complex alpha main menu, and clipping.
what?
oh
i dont care about facilitating those
they arent big enough and they arent important enough
burn lol
they just arent
I hope the olive drab version looks like this
Can you post a screenshot of what exactly is happening?
Aslong as the menu works I don't think it matters
@errant meteor
The menu works, so it’s not a big deal
Alrighty, ty
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);
}
What throws me is that random number being equal to zero.
Looking the getMaintenanceMod() function in IsoGameCharacter didn't help me.
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.
Anyone know how to add in custom muzzle flashes for specific guns?
Iirc rand num starts at 0, also you can use
***language (java, Lua, etc)
Code
***
for formatting.
Thanks Chuck.
very cool
Party of sausage lovers! I like it
will there be crawler varients? pog
Metal Solid Gear
are all the pins are what we need for modding ?
@hollow shadowI'm jones'n for those car icons 😄
@maiden elk did you implement the icons yet?
ohhhh man I wanted to try that. I'm glad someone will make it happen
Helped Azakaela with basements on custom map. I think basement mod on default map soon)
https://cdn.discordapp.com/attachments/136501320340209664/859410421655273522/2021-06-29_06-29-02.mp4
Unfortunately no, there is plenty of stuff that is not promoted here
Помню как разработчики говорили что однажды будут и подвалы в игре Т_Т Это было охренеть как давно) и их реально не хватает)
ГДЕ РУССКИЕ ПЕСНИ?)
XD не моя запись)
понял)))
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)
hey how do you add mods downloaded on github to your pz mod list on mac
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.
@tame mulch как обычно - гениально!
Can you like, open your project zomboid folder on mac?
i think so
C/users/user/zomboid/workshop
can you access this file path?
Applications/zomboid/contents and then the shortcut icon an auto generated code and some unreadable script
can you show a screenshot?
idk what that is?
Do you have storage on your mac?
for files?
something like this
nope
i never used mac before ;-;
@glad grotto for you this would be Project Zomboid.app\Contents\Java\Workshop
yeah
oh i found it thanks
the zip or the uncompressed file?
uncompress it, open it up
then theres 4 items in it
take the folder and put it in "Workshop"
done
now it should be in your ingame modlist
sick
cheers lads
@iron salmon @hollow shadow its definitely in the folder but its not showing up in the mod list
You might also have a workshop folder inside your Users\Username\Zomboid\ folder
nasko, you guys wouldnt happen to have a storage of raccoon sounds would you?
What else is in that workshop folder
just the mod template
can you send a screenshot?
you were suppost to put the folder inside that folder into there
<<
inside the mod template folder?
the thing you uncompressed
it has a "Scrap Armor" folder in it
put that one in workshop
not the whole thing
if that doesnt work then i honestly idk what to do
maybe restart pc
@hollow shadow Oh were you making those icons for someone else?
Absolute saint
Ahh for Poet's car parts mod, nice, I already use that 😄
Had some unexpected work to do, I'll get around it soon.
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.
i can see the mod in my steam but its completely blank
Okay found out that i was using a family steam account needed to use the account that bought the game
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
It's no way to import anims from blender to PZ. Only modify .x anims frame by frame
I think Peach was aiming to write up a tutorial/documentation

I kinda got it to work in a very obscure way because I was modding dota recently and used fragmotions .smd export for the mesh and the animation the problem is I cant seem to export it as an .x-file in blender
and the direct x-import master for blender doesnt seem to work...
This is the error Im getting with the latest import master, anyone can take a look at this?
yeah, it's problem
😦 we'll I stick to model making for now haha
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...
What could it be, any experienced modders? Sorry for the spam lol
the UVs need to use the same layout as the body, the masking system propagates to all the clothing
i'm not sure if there's a way around that, like the scrap armor mod.
bwaha
Hmm the mesh is still invisible at some parts maybe the model is faulty or I have made some other mistake during the process
Well lets try again tomorrow at least I got a backpack working 
Anyone know how to, with lua, check to see if a player has touched a specific tile?
or tile from a tilesheet
Can't wait!
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
Is it possible to make throwing knives from a modding perspective?
Problem with new anim for attack
There is a description object - I should look in there
I need something that I can identify to ignore that object
@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.
Atleast they were triggering onCreatePlayer
Thought it may help with your NPC endeavours
I cant find this event. Also i think they cant be IsoPlayer. Only IsoGameCharacter because it's base class for IsoZombie
I don't think they remain that way- for some reason the game is spawning IsoPlayers and imidiately killing them
Converting them into corpses
They are already dead on creation
I think it's for Stories. Like dead bodies of Kate bob
Yes, thought you might want to know- incase you wanted a list of isoPlayers like I use
This would throw that list off
I'm having an issue where my mod just wasn't want to update...
A mod you wrote?
Are you sure the ID is correct?
I've been trying to figure this out for about a month 🙃
Does the ID match the linkname
yes it does
Not just the description?
I think i figured it out and I'm gonna be really angry at myself
What was it for those that might run into the same issue?
in users, there's the whole mods folder and the workshop folder
I had this same problem, with a mod commission a rimworld, we just ended up making a new mod page
I didn't move the mod I was working on to overwrite the one in the workshop folder
so updating it Steam went "mm yes these files are all the same"
lol
Ah
brain = small
The ole "three folders for mods" dilema
tiny even
I hate it so much
.>
PZ
has such oofin' mod workflow
3 mod folders
Rimworld? 1.
Unturned? Well depends but its somewhere that makes sense.
Spintires/Mudrunner? 1
I think there's a point to it
But yeah the mod list doesn't help in that it loads all three and overwrites itself
I personally don't sub my own mods to avoid headaches
And I don't touch the local mods folder
So I'm only in the upload folder
It throws in gitjunk but it's w.e.
now I wait for the gun ROF fix so I can upload my M60 MMG
I made it a bit evil too. Players have to find links to combine with the .308 to actually load it into the belts
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..```
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```
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
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.
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.
I think the load order is local < steamupload < steamdownload
Where the download takes priority
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
Shouldnt it be a bit smaller?
no
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
It's not about Lua but it's related to it
Are there any other clues as to what it is in the log?
@swift sequoia also non numeric keys can't be numerated- # is numeration
The the same as saying listname[1] listname[2] etc
[1] will not get you the "first" entry of table it will return nil
Ah gotcha. So I need to make kcount function. Thanks.
If you need to iterate it yes
Pairs() doesn't gather them in any meaningful order
So as long as that is ok you can pairs them
Are you trying to count players online?
No, I'm building a database. The function I'm working on right now writes it all to a save file.
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.
Chances are, if there is no data, the way I've written it, it'll nil out.
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
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.
If you need something to return as false, use false
Unfortunately I couldn't find a way to expose ObjectOutputString, the code only exposes a buffered reader for writing text.
Or rather if you need something initilized as nil, use false
What is objectoutputstring supposed to do?
I may have gotten that wrong. I'm running on zero sleep right now. The file output for saving serialized objects in java.
Ah I use modData for that
It only exposes a buffered reader for text data using getModFileWriter
I couldn't be bothered to dig around for that
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?
Eeeeh. If I could just write the whole player object, my life would be way easier.
The issue is the game doesn't even do that
Yes it does. Player implements serializable.
It stores all variables as is?
If you open the player file in the save file its a serialized object.
Hm
isoObject (if I remember the naming convention right) implements serializable, so everything that inherits from that can be saved to file as an object.
I assumed they'd only store what they need
My bad
Would explain the save file bloat
It's all good. Reverse engineering someone else's code is a royal pain in the ass.
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
why you're punishing yourself?
I need to afk. Dog is under observation and decided to be in a different room.
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
yep
its just so much better because if you just blueprint from others it becomes like pulling teeth the more you scale and use
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
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
@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.
What do you mean by clues? The console before that point has some Lua ''print'' things from trying to debug, and before that things like STATE: enter zombie.gameStates.IngameState. and LOG : General , 1625069962417> Init ISContextManager..
Could you post the log here with like ten or so lines before and after the error?
What is your mod idea?
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?.```
Are those your debug messages?
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.
Are these exclusively squares within the players vision?
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 <_>
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
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.
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.
Is it possible to reset vehicle spawns on an existing save?
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.
is there an updated version of ItemZed out there?
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.
@main lion Are these attachments from your weapon pack?
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?
The recently added optics are not marked with performance tables, so I will talk to Arsenal [26]
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.
POV: You skipped work at Spiffo's but it's the saw universe
that was my exact thought
"wanna know what's in the spiffo burger?"
Yes
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?
Are you familiar with opening up the java code and browsing it?
OnBeingHitByZombie event is not used anywhere in code at this point
zombie/Lua/LuaEventManager.java
You'd have to browse the code to see what is actually used
Here is a list of all Lua events including the documentation:
https://github.com/pzstorm/storm/tree/master/api/src/main/java/io/pzstorm/storm/event/lua
Yeah, that's why I was pretty sure that it wasn't called. Also checked to see if it was referenced in lua, which it isn't. And yeah, it's in the AddEvent bit, but is never called with triggerEvent.
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
thanks
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?
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
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 
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?
If you want to make your mod in Java I can give you an OnPlayerInfected event
Hello here, does anybody knows where to find a guns shelf at Building Editor?
Is that this one?
@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
Yes, I am working on this.
alright, ill let cheese know
Makes me think of fallout powerarmor looks cool
because it is from fallout
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?
If you want your clothing to spawn clothing on zombies, you put the vanilla assets in the mod GUID and visa versa.
Mods PLL and SwatPack have FileGuidTable.xml and there are no vanilla GUIDs in it
im using the enhanced heli events mod and i heard a chopper crash, how can i find it?
Well, search the area, and where did the sound came from
i couldnt tell, how far away could it be?
At the moment the engine gets angry if I try to place a vehicle too far so it should be about 200 tiles away or less
Nope
I don't think the sound should not play if there is no vehicle placed
I should double check that
anywhere i should look?
It's all random
like any specific areas?
oh
so for all i know it could have spawned in a fuckin building?
No, the engine doesn't like spawning vehicles inside of buidlinggs
yeah I want to add in the whole power armor lol
And I put checks to avoid that
I really wanted roof landings
But the game REALLY doesn't like cars not on the ground
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?
Fuckin A That would be cool
Fallout 76 items look really cool in zomboid haha
Are you planning to put it up on steam ?
A Zomboid 100 years later mod would be cool
Maybe UI elements to show sound direction?
Working on something like that for helis
Two things I think would be fun
Stalker clothes and fallout clothes
I'm thinking a small symbol for crash locations but I hate the immersion break
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.
are there any tutorials that explain how to add items and clothing since i dont understand this https://github.com/FWolfe/Zomboid-Modding-Guide
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.
Nice, and np, let me know how the mod feels.
Wasn't there a note in the upcoming patch about a bug with colored lights doing that?
i REALLY like it! i think it really adds to the feel of the game, genuinely!
@sour island is there an event I could hook into for crashes where I could potentially spawn in crash survivors with SS?
Sorry. It was really fixed. I just haven't checked my map for a long time.
Not fixed yet, but I think in the next patch.
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.
It can you just have to be careful with file load order
Its fix now. I check
yes I do but Im still figuring out the the basics of modding I just started with the hobby a week ago 
You can also use 'require' but honestly I don't think it loads the files first or anything
Nice dude keep at it

Hello and Welcome! Here you will find a concise and comprehensive guide and tutorial of making 3D models for Project Zomboid. Currently, this will mainly pertain to custom Clothing creation but may include weapon creation in the future. This will present how to create models from scratch with Ble...
You could make a subfolder of where the file is and have it load that way
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...
these two links helped me a lot
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
Yeah would be cool if I could just add "Events.onHeliCrash.Add(SpawnSurvivors)"

thanks
It would be something similiar to that
Neat, I'll keep an eye out for it in updates.
we can talk about here about issues whit mods?
If you want support try the mod page first then ask here
mmm okay then
because I have a simple issue whit the mod of swat pack
about the weapons holding only
Can someone make braid hairstyle mode…?
whats ImpactSound
for weapon scripts? it's the sound the weapon makes when it hits something
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.
based
Also if you have ideas, api requests for extend Lua modding - write here. Maybe i will can create it by Java/Lua
Trying to make a pseudo event doesn't work as I thought it might - but you could always overwrite/overload the mod's functions
Sound overhaul?
Juicy!
yeah the already existing one
Guys, I want to increase the shooting skill for the veteran, where can I find the profession config?
has anyone else had an issue where zombies turn invisible on death when making a clothing mod?
So my head model doesnt show up on the ground as the icon, its still invisible
this is the corresponding xml file
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
Who's hyped for mods being able to contain custom anims without needing manual installation?
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
Looks like the pirates headpiece from metro exodus
So the thing was actually the fbx export, when I exported it as an Xfile it works properly on the ground
haha the base model is from wow I just changed it up a bit because wow models are so low poly they easily blend into zomboid
Nice
Definitely gave me this vibe
I got all the models I want to make a bone armor that reduces stress and pain when wearing it 😄
Wonderful lol
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?
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?
@wet dune you still have them?
you mean from the clothing guide
I dont know but these might be helpful
@hexed arrow This is exactly what I was looking for, Thank you!
you're welcome 
Nevermind
Those player models are still able for download from the 3D modeling guide.
I would like to create content for the game, someone info me some tools? 😄
Check pinned tabs
thx
can anyone help ive tried everything to get mods to work but they will not install
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?
@craggy furnace if I am not wrong you wanted to mod this in right? Well someone made the hat real
that's an abomination
@sour island https://www.youtube.com/watch?v=EwhG85maXSk
yankee with extra brim
TWITTER: https://twitter.com/LukeCorreiaVA
PATREON: https://www.patreon.com/LukeCorreia
KO-FI: https://ko-fi.com/lukecorreiava
MUSIC:
Xenosaga Episode I OST - "Proto Merkabah"
#shorts
if this isnt art
Would you be willing to collaborate on mod ideas?
He is not going to find all information in pinned tabs
What kind of content do you want to create?
I would genuinely buy this hat. But only if it was just the text on the top and a normal brim.
@carmine cosmos In what way would you like to collaborate? 😄
how to be stylish in the zombie apocalypse
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.
https://steamcommunity.com/sharedfiles/filedetails/?id=2534155979 dayz standalone has gone a long way
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.
Are you modding with Lua or Java?
does anyone know what is the loot table for the Lucky trait?
Lua, with reference to the Java code. I saw that PlayerCamera is not exposed in Lua, but I don't know if it's what I need.
You can write the mod in Java, then you don't have this problem
Feel free to join us in voice chat now and I can tell you more
got any upcoming parkour moves in a future build?
Parkour I would like that, if you could go on the roofs to be safer, and also go into attics.
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)
Did you set a "woodcutting" zone?
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
Not that I know of
hey guys, do you know where in game files can i find the original game logo from main menu?
its in a .pack iirc
pro zoid
OH FUCK THE ISS
can anyone tell me where the script for Log Walls are?
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
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.
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?
In a Lua file in client, maybe shared works, I don't know which one makes sense for multiplayer.
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.
Anyone know where the file for all the randomly generated names your character can have would be?
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
sigh, well i guess editing existing items with a mod is impossible, i tried everything.
What exactly do you want to do?
Editing existing items is definitely not possible
You are not going to get far by googling modding questions for PZ
Check ItemTweaker mod in steam. Use it for change items
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.
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.
we just patched this
about an hour ago we pushed an update but chuck wants to do some more
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
Anyone know where the randomly generated names for your character would be located in the files?
Yes, I have seen these options
So now it's enough to simply set that the events do not end?
I had it set to 2 years lol
Yes, never end will prevent cutoff
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.
Where I can order so cool cover for my NPC mod? 
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
doesn't matter
This mod is about traditional family values, that's why it's a daddy, mommy, and child
Also, coifed Spiffo kinda cute
updated version
ft. angrygamenerd
wrong guy actually
man 🐴
ir's Irwin R. Schyster
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
Looks great, but it's definitely an FPS killer
That looks great! Good choice of sound effects too
NPC, sims, pz, domination, base, Java
are you sure you just dont want a dungeon instead?
Maybe the error message has a clue for what the problem was.
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.
Kahlua is what PZ is using to use Lua and Java together I've read.
Anyone can explain this error
seems legit
Are you using any mods?
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'''
Lua breakpoints?
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
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
hey @sour island @craggy furnace did you added the possibility for Helicopters to crash inside buildings? it is currently clipping that house
yeah
@carmine cosmos if u use -Ddebug you get pretty nice tools using F11 maybe not as good as a IDE tho
Question for a modder, is it possible to add waving flags?
@errant meteor yes
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
Hot! 
sus
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
Lmao
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
any idea where a radio turning off on unequip happens in the code?
The in-game debugging tools cannot be compared to proper debugging with IDE
It is easy to implement NPC's in the game, but making them actually work as intended is a whole other story
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.
...
? 
Read the following messages underneath that
But some of this already done by Lua. Other things able to do by Java+Storm
At least this is what I think the community expects but I could be wrong 🤔
If you believe you can implement all of these things properly then great 👍
Not all, but possible 🙂
I would not be able to implement even half of that
Not without a team of people working with me full time
You know that I will give you all the support that I can
But I still think a single modder cannot implement proper NPC's to how community expects them to be
So there is no need to act surprised when I verbalize that 😛
I Agree with that expectation of NPC mod is too big
It would be great if you set the expectations much lower by explaining the limitations of the NPC mod
Yeah, i plan to do roadmap + YES/NO/MAYBE list
Sounds good 👍
@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 👍
sure, ill throw it your way
cheers once its all done and in the mod ill let you know so you and chuck can check it out
You missed a great opportunity to add billy Harrington fixing a car, I have the big sad now
it is kinda sexy tho 😂
I think it's the gun
Awesome ill pass it on to Dylan 👍
ty
Thank you and Shark for EHE that has literally changed how i experience the game.
Aw, thanks man! That was our goal
Omg all this time I thought it was a gas nozzle, and you were snorting gas
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
YES!! time to rp as a ghostbuster. Awesome job peach 👏
is this update already compatible with the 41.51 version?
Well .51 is not out yet, so development now will seek to include compatibility when that update drops.
"this is what my garage is all about, every inch of this place sees action"
It’s a sin we do not have a update channel
Did we not have one at some point or am I wrong?
@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)
Cool stuff!
@hollow shadow I'm jones'n so hard for those car part icons. How's that goin?
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");
@sour island Can you make me a banner for my workshop?
I don't know, but I have an image there and it is 1361x760 and looks something like this
YES
Fucking love hunt man
Need to play that shit again
Oh workshop banners can be larger
damn I've been under-utilizing all that real estate
cars, russian, blueprint, vehicles, work, mechanic, realistic
Like this 😄
I will be very grateful for your work
@maiden elk
lmao ill be taking this then
If you want I can change the grafitti
for armor etc
Or just add armor to the nice boys
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;
how big can they be?
Well I've been making them squared
same, and tiny
Maybe if you put the word ''destroy'' before the name of the water bottle?
from the banner he supplied
and I know 512 is the height I've been using
the width would be 900ish
I just went off what the IS left in their example
In-game mod posters on the mod list can also be whatever size you want too.
i wish i knew that before lol
is there a WW2 mod? or WW1?
would it be possible to change the icon of an item based on its used delta?
Yes
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```
A couple others as well - all while hovering over the different debug menus.
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?
how do you search through the files for the game and mods decals and icons for items?
If you download the modding tools and open TileZed, you can open the .pack files and export them as .png
alright first question for my first step,what are modding tools and where i can open them at?
If you own the game on steam, they are downloadable through your library if you poke around a bit. You may need to look under Tools in your library
I wrote a tiny tool, for Un/Packing .pack files. .pack FormatThe .pack files contain all used textures in PZ.The structure is the following: Features:1. Unpack: .pack files into seperated .png files (extra info is saved in a .xml file)2. Pack: .pack file is (re)pack with the .xml file and all .pn...
Mods can place their icons under [modfolder]/media/texures/Item_[itemName].png, but I believe they can set them other ways as well.
No idea, I told you how I know how
got em
now
i just need to find the mods i want to look through
these aren't what i want
but i think i did my first step
Anyone know about this? 😦
Also, as far as I can tell, there's no way to create new moodles through lua?
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
the error is
Gotcha, thanks!
also they recently announced changes to some other enums
they could probably add one for moodles
Are you trying to create custom moodles?
Ideally. Looks like that would require java modding though, no? Trying to just do something lua based for my first could mods.
As far as I know this is only possible with Java
I would recommend modding with Java as that is the future of modding PZ
Definitely looks like it from the source. How does deployment work for java mods? Is there a way to get them onto steam workshop? Does it have to be officially supported to do so?
Unless you are strictly modding UI elements in which case Lua is the way to go
You deploy the jar files on Github and the mod.info file on Steam Workshop
The Storm mod loader will download and load the mods for your users automatically
If users do not have the storm mod loader installed, it simply wont do anything?
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?
Storm will never be on the Steam workshop
However mods should include the the download link to Storm to help users out
Integrated to the game or not - is that what you're thinking? Maybe eventually something like terraria's tmodloader?
I would love it if Storm was integrated into the game however that depends on the developers themselves. I've reached out to them and they seem to be happy about this project so maybe we can work together to make this happen in the future
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.
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
If the certificate signature is correct the mod will be accepted
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?
So malicious code will not be possible since all code will be manually inspected by Storm developers before the mod is issued a certificate
I don't know how Curse handles it but my plan was to keep all mods on Github
All Java mods need to be open source to get certified
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 😛
If you are really interested I can send you a invitation link to the community
I've gotten one!
So if you have any questions about Java modding you know where to ask
You are unlikely to get any real answers here
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?
I figure most people will always prefer Lua modding because it's so easy to do
And they need to support Lua modding since their whole UI logic is written in Lua
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
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
As far as I know no, but I could work on such a tool if there is enough demand
Im thinking of making one at this point
i got too many item to work with
item and recipe
In which language do you intend to write it?
not sure probably javascript/electron
Ah I see, so it's going to be an online tool
So you write it in Javascript and use Electron to package it as an executable?
yeah
it gives access to the computer for saving files etc
its just that im a javascript programmer so thats why i would go there first
Excellent
also the bug is hopefully gone
<@&671452400221159444> clean up on aisle dumbass
English, please.
Looks like a phishing link
yeah, seemed that way.
It was, Beard already banned them
Thanks guys
Wasn't gonna judge because I don't speak russian, didn't want to try it out, either ;)
Your move, creep
Checked it out and went “hmmmmmm”
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.
Don't think he can make a move since he's insta-banned 😄
Damn, I missed the fun part. What happened?
Phishing attack
From what you wrote and what I remember, yes. The first number outside of the items lists adds rolls but the number following an item type is the chance %.
It tried to recruit people for their MLM selling Zomboid mods.
