#mod_development
1 messages · Page 470 of 1
Yeah just becareful clicking links
That's the only way to go these days
With the global economy being how it is people gotta eat
Putting him at the mall is a must
You can make unbuttoned clothes
? Yes you can
Coolio
it gets better
i own this song on itunes
unironically
Anyone got a tip to help me test Distribution, do i have to regenerate a new game every time or is there a way to regenerate the map loot or anything really that could help.
alright stimpee
True Eye Cult from Dead Rising!
Now I decided to make hats, but the problem is that they are made differently than clothes. Does anyone have a blender, or a fbx file with a bone on which you can attach a headdress??.
Hi all - does anyone know which mod might cause me to be unable to 'clean blood'? I have all the right items in my inventory, and the option is there, but when I click on it my character does nothing. Doesn't even move towards the blood.
Trying to narrow down which mod (of the many I have installed...) might be conflicting with whichever game file the 'clean blood' command would come under.
Head dont need bones
U pit bone head in xml
No bone in blender
Hat is x

is there a way to start a storm in single player? or is there a mod out there for it
e
Yes
Guys I wanna make clothes mode, any advice on that? Maybe someone can help me?
Guys, how can you turn off the sleep system in PZ? I wanted to play with a friend with the Remote Play Together.
just go to sleep Together
Not very comfortable
Its the apocalypse no one will know man
Listen, if you do not know how to fix this problem, do not write here
Im not sure if you can on remote play and i can’t remember if its in the normal sandbox settings or not. You could turn it off in b40 multiplayer though. There may be a settings file in your save folder possibly. You could look around in there and see what you find.
Other than that sleeping tablets would be the way to go.
lol just kidding with you man
Which storm, the regular in-game storm or the Storm?
Is there a mod that actually gives infinite durability cuz the repair on clothes is a pain
Why so angry man?
Or at least some way to get rid of needing to repair items
Do you have any specific ideas how this would work, because I could make a mod like this for you if the idea makes sense
theres a sandbox option to turn it off
if pushing wasn't enough, how 'bout martial arts and boxing just to add to Project Zomboid a little more post-apocalyptic action for a future build?
Hey anyone have time to help me out with my mod list. Red Box Error keeps climbing and i went through em all 1 at a time and i cant find the problem
What were the errors?
You said you went through them 1 at a time- but you can find post game logs in console.txt
These reset after you start up a new session though
Alright so load em all and check console text how do i bring that up ?
The file can be found in: C:\Users\<username>\Zomboid\console.txt
Alright ill check it out mate thx
Np
You can try reading it yourself or uploading it to pastebin
"stack trace" are what errors are refered to as
I noticed that i can't load a savegame today to
Probably a mod is causing conflicts with other mods
Which mods was updated today?
Alright so I finally released my very first mod 😄
https://steamcommunity.com/sharedfiles/filedetails/?id=2539452952
He’s covered wars, you know.
BrAiN bLaSt!
trying to bring a .json into blender and getting this error
You sure it's a proper json?
It can't read the first character I think, is there some whitespace or something?
or better yet, show us ur json
are there any quality cannibalism mods for build 41? Asking for a friend
i said: if pushing wasn't enough, how 'bout martial arts and boxing just to add to Project Zomboid a little more post-apocalyptic action for a future build?
This would be a bit hard to mod in at the moment. The upcoming update would open some avenues.
Idk if anyone would need something like this - but I have a pretty solid isoRange function that scans through grid squares. Even supports fractal scans.
EHE uses it to scan across pretty vast areas and I've not gotten any reports on lag. 🤷♂️
I could look into making one
I tried finding a meme to react to this with where a middle-aged or older African American a bit on the plump side says these words or similar words:
"That's right! That's what I'm talking about! That's why he's the man! That's why he's the goat! the goat!"
But I did not find it and I did not thereby state my agreement.
There any mods from you that one can check out already?
Not that I am aware of
Must be a long process.
Was just curious since I constantly see you saying you could make people's ideas/mods and wondering if anything came of it yet.
Best of luck.
Could make a mod and will make a mod are two different things
k
Just because people propose mods here and I engage with them in a conversation does not mean I am promising or in any way agreeing to develop their ideas
I guess
crushed his dreams
f

😢
Still on the lookout for Jennifer.
The oldest looking 27 year old ever

Can anyone point me in the right direction for modifying UI? More specifically the health screen.
I'm trying to port my old conversion mod to B41 and I haven't touched zomboid modding since you could drag and drop images into the ui directory.
I believe that the UI elements are in pack files; TileZed had the utilities for packing and unpacking files in it.
ProjectZomboid\media\lua\client\XpSystem\ISUI
Sweet, thanks
In the Lua files IS= indiestone, so ISUI = indiestone UI
That may help navigate things
It will ty. Ive been looking through the file but havent found what im looking for yet. I'm primarily trying to replace the female_base.png image in the medi/ui/defense folder for now
but alas replacing the file doesnt seem to work anymore
Ah images are in .pack files as Blair mentioned
For the most part the game doesn't use those loose files- things are archived for faster access
This is true for sounds, and some images-- the caveat to this is scripts telling the game to pull on loose files
yeah it seems they've really optimized things since like 2017 lol
I'd be curious if there was a file prefix for UI though
now its just finding where the .pack file is
For example you can provide item textures to the game by naming a file 'item_X' where X is what you refer to it as in scripts
C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\texturepacks, in my case, is the location of the pack files.
Question before you meddle with pack files - is there a way to dictate the texture used?
You only need to repack textures if you're trying to use the same filename
If you can just tell it to use another image instead it can be a loose one
Ive been trying to figure that out as well
I havent found anything in the ui lua files that call the female_base/male_base.png in defense folder
but then again im a modeler and not a programmer so i'm not the best for this lol
Hm might be a javaside thing- so you may have to repack
nervously backs up files
FYI, in my experience, it appeared that replacing UI elements in my repacks that were a different size than the vanilla one (I believe larger) would sometimes cause error issue. It was almost a year ago when I played with it, so the specifics are hazy.
That happened back in the day as well
Oh good.
If you replaced an image with a larger or smaller one, it wouldnt appear
That's true for anything resembling a spritesheet
I mean in that you are aware of the issue 😄
AH, nah, I mean "mysterious error messages" or parts of the interface not working.
oh no I never got that
There should be a xml file when you unpack
then again I never did anything too extreme beyond the menu image, health/scratch/bandage images and sounds
You could technically dictate different bounds for the images
So it seems to be in UI2.pack
aye I got it to work and has updated in game. Thanks to everyone who provided info I appreciate it
now to get back to work lol
@sour island Sorry to bother, but where do you install mods that are not from the workshop, I am trying to install snakes build 41.50 mod pack.
Somewhere like C:\Anon\Zomboid\mods
^
If you upload mods to workshop it's in the same directory
/mods/ = local mods, /Workshop/ = upload to workshop
you can put it in either
https://pzwiki.net/wiki/Installing_mods I was following this lol, I was wrong
you can also put it in the steam content
that guide is suggesting to install it in the steam content folder, yeah
Thanks, also are the m16 and the m14 in the game loot tables?
PZ does not have trademarked weapon names in it so I doubt it.
Can someone tell me what I'm doing wrong with fragmotion? I'm editing a clothing model and when I create triangles I can't get them to show any texture even though they are UV mapped.
With the briefcase as well the new triangles all are just white or grey. It seems there is a hidden secret step in UV mapping in fragMOTION.
Maybe you're meant to copy and paste triangles instead of creating them...
Yeah UV mapping in Fragmotion is non-intuitive and confusing AF. Other than custom animations, I use the program to test retextures on the .X models.
:c I tried with blender but it exported a messy model thing. It took me ten minutes to copy a triangle and reposition it and now I need to see why the normals have gone strange.
At least fragMOTION says tresspasses instead of debts though, so that's one of the good things about it in my opinion.
Ah, that's it. You have to select your triangles and assign the material to them which can be done by clicking on them with Face Info. :|
Ok so maybe finding a way to set all their materials at once will be faster than clicking on each and every new triangle in turn.
ps it's the Texture drop-down box.
that would be cool, I'd just love to begin eating the zombies in my pile outside my base 👍
yes
there are
a mod to be cannibalism
thanks
You Are Welcome
How is that a stolen asset?!
Snake himself said he was a graphic designer anyways so I hardly believe he would steal
They have similar designs but its definitely not stolen
Now I have seen people straight up take textures from hydrocraft but that is not stolen
Also orgm isnt even in build 41
I said orgm not hydrocraft
And how do you know it is steal and not a collaboration maybe? Snake has made assets for multiple maps so maybe he asked for one? also most of the maps out there uses copy & paste with buildings already created by others and no one says anything 😂
they look similar, but that's all. I bet Snake's version isn't an item on the ground
Deleted all that nonsense.
If people must stir up horseshit on this server, keep it out of the workshop channels.
Something tells me you are hogging all of the free CS:GO skins for yourself... These people are coming in with generous offers that mysteriously disappear 
Oh it was drama not free CS:GO skins 😦
would anyone here know how to ehhh
make the spawn right for certain mod items higher
Not off the top of my head exactly
But it involves fucking with the distributions file
well i did find the distributions lua file but idk which number to change
Ehhh I'd have to check my bat mod
cool af
🥵
Anyone know why i get a no sprite when i spawn a world object on a square?
The object in the world is seen with the correct sprite but it doesnt stay on reload obviously its not set on the object in debug, Im assigning a custom sprite from my texturepack.
okay so im missing something called tiledef
there will be a long sequence of table.insert lines. Find the one with the item entry, the next line will have a number by the ned, that's what you want to change
really? I've never seen it. That's really cool. Do you have a pic?
noice
i saw that tractor at a farm i was amaze to see that
i use it for shooting
Drive by in a tractor the best xD
Zombie harvesting combine harvester when?
ive been having this issue with modded tiles
just the textures of the tiles being severely offset
same problem with the crates from the fort redstone mod
Hey, so ive been working on a silent hill mod for PZ and i need a bunch of help with mapping a some other misc things like that
Cheeki Breeki...
EDIT: I should have said this originally, but this is just me playing with models + blender, and not anything I will ever release as a mod or anything as it's an asset from Escape From Tarkov.
Scav-kun
Tarkov
get out of here stalker
Opachki
Сука придумайте пж что-то смешнее, да и вроде бы всякие америкосы против стереотипов и всякой такой хрени
Ну а в принципе круто
Cool

Хех,ну-ну
Keep in in english, and tone down a notch, it's hardly a stereotype, it's a reference to S.T.A.L.K.E.R.
@drifting ore А вот и ответ тебе подъехал )
Reason: Keeping it in russian when effectively told not to
❤️
@iron salmon And how long will the warning hang?
Warnings don't really have any consequence, so they just stay in the background as a log, so to say.
Aw cool so I could start collecting warnings.
Hey kids, want some illegal weapon designs?
lol
Cool! Where I can get this?
Ah, I should have put a disclaimer; not gonna be sharing this as it's an asset from Escape From Tarkov.
Ушанка....
does anyone know how the zombie vision is set up? I want to make a mod that makes zombies completely blind but hear extremely well
ive tried to search for a mod like that but ive had no luck, and the custom zombie options arent enough in my opinion
If you make all the backpacks, body armor, helmets, etc. from Escape from Tarkov for the zomboid project, I will build a monument to you on my map in the PZ
I am definitely not doing that; I guess it's a kink/fetish for them, but too many people are too weird and intense about soldier mans stuff 🤪
Work in progress Chuck Greene
yeah, from Dead Rising 2
YEAHHHH
Is it possible for zombies to hold objects, to beat the shit out of you
that gave me Vietnam flash backs to Last stand and all my cool looking survivors getting there shit rocked
Hmmm yes I find another based person who has played the last stand games
But did you play dead zone?
That’s a shame it was great, but got shit down, due to flash
Shut
At least they are making a new game for steam, so it’s not all bad news
There is, but not to be used by them.
That's a shame, but its one of those things that's not out of the question, that the devs would add in.
Dose anyone how many items in game have 3d models, specifically the food?
I just thought of something
What if someone makes the STALKER maps in PZ
The Zone
someone is already making them
Who
Do not remember the name, be the person posts here and there in the mapping channel
I'm talking about clothes
is there an easy guide i can follow to learn the basics of pz modding
Np
will we ever see a harvester? 😋
It looks amazing. Make two looks, one with rust and the other not.
It's filibuster's tractor he is showing
Here's an idea there could be something like a water mill by the river but the mechanism it drives is one that pwns zombies and makes a lot of noise to get the zombies to pwn and the zombie corpses get washed away also?
if he could read that he would be very disappointed
Yeah there could be a windmill except instead of milling it lifts something heavy and drops it and there are going to be zombies that get it dropped on and it's a slope too so they fall down the slope so it doesn't get clogged with zombies. Apocalypse solved.
Or you could build a raft with a farm and live on that where the zombie can't get you.
hmmm
does having too many recipes in the thing cause freezing?
because it is for me
i have like 1600 recipes and when i try to craft something it freeze for a moment
before completing it
Absolutely!
PISS
well hm
i like the MRE mod
but it creates an assload of recipes
ok so its not the mre mod
that only adds a few hundred
well maybe britas gun mod?
well that adds like 700 recipes for fuck all reason
still lag tho
how do i hide uncraftable recipes
Are there videos on how to mod PZ
Cause ik how to model alright but I've never modeled for this
Hello guys, a few months back i used to play with a mod that let me attach weapons to the backpacks. I started playing yesterday and download one called BackpackAttachments but i can only use it for bottles and such? Can someone tell me the right mod or what should i do?
hello peeps
how do I best go about adding warhammer 40k stuff into the game
its an offtopic mod, I want to focus on the 40k stuff
There's a bunch of resources in the pinned messages.
But I'll warn you now, as with most things, there is a learning curve with PZ modding, and it'll likely involve an substantial investment of time and effort.
My only suggestion in regards to that is to start with a very simple mod, and build you skills upwards from that, assuming that you aren't already accomplished with the skills involved.
A fair amount of people pop into this channel wanting to fly a jet plane before they've learned how to ride a tricycle, so to speak.
Yeah, most people that make PZ models do.
My only suggestion in that regard is to use the .fbx file format for your PZ models and not the .x format (yes, fbx does work without issue for weapons and clothing even if the vanilla PZ assets are .x) as there seems to be less headaches using .fbx
aight
yeah i was surprised that fbx files even worked since i thought they werent supported yet
I think they switched to fbx for cars either a year ago, or maybe for b41 out of the gate?
Either way I believe that nasko said something about eventually switching to .fbx, but also I'm giant dummy so I might have just daydreamt that? 🤪
nasko did say that the plan is to move everything to fbx
whew!
||I guess this broken clock can be right twice a day...||
@iron salmon Why don't the developers add art and images to the Steam PZ modding tool?
agree
that's not a mod, that's a vanilla feature.
I mean, i could attach two 2 handed weapons in my backpack. How do you do that now? Thanks for answering
Your in build 41 right?
Yes sir
Mhm
Or 2 handed weapon
Yes yes
Yes, but how can i add another one?
There is no mod for that?
Never has been
I couldn't find it anymore
I must be going crazy
Thanks for answering, must be my mistake
All good
I'm new to the game, got hooked with the build 41
hey all, is this the best place to ask for help with making a mod?
Are you sure about that
Scrap armor beta has an item that lets you attach an extra sword. so you can have rifle and sword. or 2 swords. or a long blunt and a sword
Thanks! Also, non-related question; Your pfp is from Crossout, yes?
🤔
Game good, microtransactions bad
My account got hacked becouse i got the game before there was phone security xd
Sad, but you didn't miss much. Thanks for the help again!
I have a question ! Where do I need to register Sound Radius for weapons (where can I get an example?)
because they're not promoted on the store and therefore don't rreally need eyecandy material on their page
going through my library barely any dev puts art on there modding tool page
from the thumbnail I thought it was a skull mask. katana gang rise up
Want to make a mod. For lua scripts, is there a naming convention that should be followed as to make sure that zomboid will run the script or will all .lua files inside media/lua be ran?
Also, I'm having trouble finding a few things:
How can I add an item to the right click context menu based on conditions (specifically, only if the player right clicked on a map tile while equipped with an item that can hold water)?
How can I get the tile under the mouse?
Is there a way to get certain details from a tile (ex: has it got snow on it)
local hasWaterContainerEquipped=false;
local function HandleRightClick(x,y)
if(hasWaterContainerEquipped) then
--ToDo: Figure out how the hell to get the tile underneath the mouse position
end
end
local function HandleEquippedPrimary(char,item)
hasWaterContainerEquipped=item.CanStoreWater
end
Events.OnRightMouseDown.Add(
HandleRightClick
)
Events.OnEquipPrimary.Add(
HandleEquippedPrimary
)
Currently this far in. Not sure if CanStoreWater is correct, going off some seemingly abandoned documentation (https://projectzomboid.com/modding/zombie/inventory/InventoryItem.html)
still not sure how to:
Get tile underneath mouse
Get info about tile (is it covered in snow etc)
Draw button in right click context menu only if player right clicked a map tile
Add water to a water container
Pretty much what Temi said
If you want to do more stuff like that, my suggestion is to get accustomed to peeping the code in both the PZ and mods, and figuring out how to pull off that sort of stuff from that.
You'd probably also benefit from using a java decompiler to look up the java functions that the lua code uses.
AFAIK Fenris' modding guide here: https://github.com/FWolfe/Zomboid-Modding-Guide is the best modding guide, but it's not comprehensive.
But IMO you have to commit to a fair amount of investigation and experimentation to do stuff more ambitious than just using the item/recipe scripts and the like?
There's a fair amount of learning curve, but it gets easier over time.

I've used that documentation and everything else related, it hasn't helped really much at all
Yeah, it really comes down to suffering through deep dives into the lua and extensive trial and error in my experience?
Fenris is probably the smartest fellow in the PZ modding scene, and even he can't make understanding it any easier 😄
well I can't be bothered to sift through hundreds of lua files anymore. 
You could use an IDE to make that searching that much faster
You can also search through the java code using one too
Like a "search all files" search not just 1 at a time
Also Notepad++ has a very powerful file search function
Yeah, gives you results in all opened docs. Cannot live without it
this might not be the right place to ask this but i'd like to start making a map/modded town for my server, but i cant seem to find out how to make it, could someone please help me out?
To print to the console I just use print, correct? There's no specific zomboid API function to print to the console?
Yes- but I would recommend using keywords in the message
You can filter your console.txt later for specific issues
Don't be like super survivors and dump "1" every few seconds -_-
ill take that advice but I doubt I'll ever use it lmao
my print statements usually devolve into just print("!!!!") with the amount of exclamation marks increasing with my annoyance
You can also use /n to linebreak
I am getting this error related to some hydrocraft recipes. I can see that the assets themselves exist but there must still be something wrong.
ERROR: can't find recipe source "Animations" in recipe "Picklock"
ERROR: can't find recipe result "Animations" in recipe "Picklock"
ERROR: can't find recipe source "Animations" in recipe "CrowbarAction"
ERROR: can't find recipe result "Animations" in recipe "CrowbarAction"
ERROR: can't find recipe source "Animations" in recipe "CrowbarGarageAction"
ERROR: can't find recipe result "Animations" in recipe "CrowbarGarageAction"
ERROR: can't find recipe source "32Box" in recipe "Open Box of .32 Ammo"
ERROR: can't find recipe result "32Bullets" in recipe "Open Box of .32 Ammo"
ERROR: can't find recipe source "32Bullets" in recipe "Place .32 Ammo in Box"
ERROR: can't find recipe result "32Box" in recipe "Place .32 Ammo in Box"
WARNING: module "Base" may have forgot to import module Base
ERROR: can't find recipe source "HCWorkgloves" in recipe "Heat Beaker of Water"
ERROR: can't find recipe source "HCOvenmitts" in recipe "Heat Beaker of Water"
ERROR: can't find recipe source "HCWorkgloves" in recipe "Put Trona Powder In Hot Water"
ERROR: can't find recipe source "HCOvenmitts" in recipe "Put Trona Powder In Hot Water"
Can I safely ignore these error or is there something wrong here? Do I need to unsubscribe and subscribe again to resolve it?
Looks like some of these belong to G.E.A.R. or a similar mod too.
These errors won't break your game or save
Just forward them to the respective mod authors if you feel like it.
Also the picklock/crowbar looks like lockpicking mod
You may be missing a required submod of some sort
Or hydrocraft could be goobing up recipes if you've tested with out hydrocraft and it works
I have gone through the mods and installed required mods when they are listed under that mod.
Gotcha, so there could be something else overriding the entry causing an incompatibility then?
I don't think it would be overriding persay
It would be nice if the logging gave the source mod that created that reference.
Fortunately HC is obvious, the others seem gun related- so maybe Britas?
Are you still able to complete these recipes?
I do have Britas, yes. I haven't checked yet. You have a good point, they could be duplicates that one of the compatibility patches is providing an alternate reference for
The game reads through the scripts for recipes- I would assume the whole recipe gets tossed out but I could also see it doing it's best and using whatever is written correctly.
Fixed it. I had enabled two mods accidentally that I tried in another session. They caused a conflict with Hyrdrocraft or some other mod that then caused these errors to occur. I did some google searching and some searching on this discord. Recipe errors related to mods are typically bad. Recipe errors that reference vanilla assets are typically log spam and can be ignored.
I haven't got into modding this game yet. I will have to look into it. What is a mod you would recommend does a good job handling these recipe entries?
It's hit or miss- there's alot of newer* techniques that people never employ(ed) or didn't have at the time.
Most recipes should use tags when able to.
If they don't and they have alot of similar recipes then they're probably unaware of tags or aren't sure how to use them.
The unfortunate thing is there isn't a standard for tags that is widely used.
Vanilla seemingly only has like a handful.
Thanks, good to know.
Np, even if you don't plan to mod it's useful to understand a little bit to deal with compatability issues.
Is there a way to easily reload mods without having to restart project zomboid?
You have to go to atleast the main menu- if you toggle a mod on and off it will reload once back at the menu.
You should see a bar at the top right that says "loading Lua"
Is it possible to turn on in the game or is there a mod that makes zombies not notice you when infected
im aware
oh!
tbh i didnt look at the spawnlocation before i updated mod. i made it spawn extremely rare xd
Oh indeed
oh!
Trying to detect whether the player has an item that can contain water in their primary hand (water bottles, etc). I can't seem to find a way to figure out how to reliably detect it.
print(thePlayer:getPrimaryHandItem():getType())
is there anything I'm missing?
define "thePlayer"
IsoGameCharacter
Is anything printed in the console?
Hey @craggy furnace @sour island the time passed in the game or the config of months after the apocalypse does affect in the kind of events that can occur? For example, the event that has the audio that the zone is under quarintine and bla bla bla, it can appear in a config that started 12 months after the apocalypse? I ask because there are events that I've never seen in my games.
The ones that I see are jet and the helicopter that crashes. I think once or two I saw the military one and the police one
If it says non table null then thePlayer is not defined as a table there and you can print toString(thePlayer) to see what that is. If it says it tried to call nil then something does not have one of those two things.
It counts "months after" into the formula for days into the apocalypse.
So events you'd normally see early on are passed due.
If you want to bend the schedule a bit you can edit the "cutoffday" in settings, or turn on "never end".
I cooked up a way for event settings to appear in options but it was alot of information so I disabled it- I will readd specific info like cut-off parameters. That should make things much more clear.
Makes sense, yeah I have the never end enabled but as I play in 12 months there were events that I never saw in my games. Is there or is there going to be a possibility to have all kind of events for those kind of configurations?
because playing with 0 months makes the world so clean and I don't like it 😂
You can adjust cuttoffday
But the cutoffday acts even if the never end option is enabled?
Yes
Cutoffday is used to determine when events happen
Neverend just tells them to not stop
So a game with neverend on will have the end stage events keep happening
Some events progress/evolve as they pass a certain % of the cutoffday
You can see this in the presets file of the mod.
So if I put something like 2 years (starting already at 12 months) and never ends it means that I will have all kind of events at start and then as the year passes they will start to be more and more like the final stage of each event and finally the cutoffday will occur and I will only have the latest stage of the events?
That explain everything, I had the never ending but only 30 days, so I only had the final stage of the events
I would recommend adding how many months you have for after-the-apoc at least.
Yes yes, I play with a year, so If I want them for one year I simply put 730 days and then the never ending
Yep
Awesome, thank you a lot for the explanation, I've reading the comments with each updated but I missed that part of the configuration!
All the events are here.
If you ever wanted to add your own, each preset can override some of variables of eHelicopters
ooooh interesting! Anyway I like to play the mods as the modders made them, they know about the balance 😉
Fair enough, we're open to suggestions- currently working on a silly submod for EHE to work as an example for anyone else interested.
will let you know if something comes to my mind 😄
One last question, if I already played a game for, I don't know, 10 days. And the game is a 12 months game, If I change in the menu the cutoff to 550 the game already created will be something like: 550 - 365 (the 12 months) - 10 (the 10 days that I already played) or I have to start a new game to play with new configurations?
You should be fine
If you want events to reset there is also a "reset" checkbox
That should reset anything that might break
Wow
And with the trailer is too?
How did I see it until the stars in my eyes were revealed
everyone seems to dodge that this is filibusters and says as much above it
@ember orchid hey i am going to just start stealing your credit now if thats ok with you

Haha. Whatever you gotta do to get by in this harsh world, man.
yar
I use VSC for mostly everything but I still use notepad++ quite a bit for logs and other stuff like that
VSC is a nice lite IDE and highly modular
Distribution and Roomdef information; relevant to the distribution changes with the 41.51 update.
might want to put some text on that so that someone scrolling through the pins knows what that is
With britas gun mod (not sure if this is exactly from it) but with the bullet bandolier we should have to option to fuse the shells and the bullet ones together in order to make like a 4 way bandolier that works for both normal guns and shotguns
He killed you in Tarkov, now he's here to kill you in Zomboid. Killa to join the AuthenticZ mod in the coming days!
It is the brassiere 2 that did this to me and some zs :c
Other than that the clothes box mod by mauser is great
where that squat at
The textures were not loaded correctly.
@unreal carbon yeah, maybe it might take some time to load that outfit
croatian clothes pog
i mean in tarkov he was always braindead anyways
At first I thought this was a Japanese lady in a kimono that had killed a zombie
Is there a way to make project zomboid respawn mod put you back to full health
Still need help with this.
I can't find a way of finding out if the item in the primary hand is an item that can contain water. :getType() doesn't give me anything that is constant between all water containers and neither do other functions like :getCategories() (which gives me an error)
yes, but the problem is that I can't find any constant for if the item is an item that can contain water
:canStoreWater() gives me an error and I'm not sure why
afaik, getPrimaryHandItem should return an InventoryItem, which should have this method
How are you calling the player?
Events.OnCreatePlayer.Add(function(playerIndex,player)
thePlayer=player;
end)
hmm I tried doing :canStoreWater() again and it works fine
maybe I wrote it wrong last time
Happens
project zomboid DOES NOT like me constantly reloading my save lmao
never has
after like 5 reloads it becomes unplayable (constant 2-3 second long stutters)
I'm finally getting somewhere now though
remembered I can parse userdata by using getmetatable which helped me get all methods associated with tiles
Does anyone know if there's an identifier for snow covered tiles? So far I've come up with nothing
local function HandleRightClick(x,y)
if(thePlayer:getPrimaryHandItem():canStoreWater()) then
local worldX = screenToIsoX(playerIndex, x, y, thePlayer:getZ())
local worldY = screenToIsoY(playerIndex, y, y, thePlayer:getZ())
local worldZ= thePlayer:getZ()
local cell=getCell():getGridSquare(worldX,worldY,worldZ)
if(cell:isOutside()) then
local floorTexture=cell:getFloor():getTextureName()
local floorSprite=cell:getFloor():getSpriteName()
local floorOverlay=cell:getFloor():getOverlaySprite()
print(floorTexture) --Just gives generic texture name
print(floorSprite) -- blank
print(floorOverlay) -- nil
end
end
end
this is what I got currently
https://pastebin.com/4dZEK2wZ here's a list of all the methods I was able to get from cell:getFloor()
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Look into isoGridSquare
You can get a players' square directly via getSquare()
There may be something like isSnow() there
Oh you have that already
Uh if you are able to advanced search for "snow"
There's a section for footsteps
That checks for floor type
Snow is refered to but not used
can't really find anything for footsteps. Just mostly translation stuff with no reference to snow
It is in the java
I can only find private fields, which isn't very useful since as far as I know those aren't exposed to lua
hmm seems like snow might be part of the erosion system
I can't look right now, but I'm fairly certain it grabs the sprite name
But it assumes snow is in the name iirc
Sick
its all in the details 🤏
nice
getCell():gridSquareIsSnow(worldX,worldY,worldZ)
Hold on. In regards to my texture issue, you are saying it just has not loaded completely? So will the game eventually load the texture or do i need to wait for the author to fix the texture or fix it myself?
You can either wait for the author to fix or fix it yourself. The checkerboard issue is mostly caused by a missing texture/ wrong reference with the directory.
That's what i thought. Well i don't mind waiting. That mod gives too much good gear to the zombies anyways. Swear 1 out of 10 have a military backpack.
what mod is it?
Clothing box. There are 2 clothes with this issue as far as i can tell
that mod is a shitshow
cool stuff overall but he doesnt understand lua and said as much
many times i tried to test that mod and my PZ shit out from it
It's promising. Is the author's 1st pz mod if i recall correctly so i expected something wrong with it
Hopefully the author works on it some more and fixes the issue or gets some help with the mod
Hi!
Does somebody knows what means all the parameters in this function? UIManager.DrawTexture
It has 6 parameters, the first one the texture to render and the 4th and 5th parameters are the screen wide and height but what about the other 3? 😮
Any guides online for lua UI in zomboid? I'm trying to add a button to the right click context menu and I'm unsure how
You could try finding out by remembering a certain phrase that appears in it, and find it in the language data in shared translate, and search the Lua for where it uses that.
All UI is derive()'d from a base object
It's all Lua
All the way down
You'd have to find which type would best suite you as a base and work off that
Creating a new instance and assigning values and behaviors etc
hewwo
Look up a mod that interact with world tiles and provides new context menu interactions for them, and use that as a guide for how to implement that.
it turns out if you do unholy things to cars in terms of engine force and max speed
even the slightest impact will completely brick a car
i loved it
drifting mod when?
you can already drift silly
Does somebody knows if UIManager.DrawTexture can manage gifs too? or only png?
A guide for making PZ clothing models
https://dislaik.github.io/project_zomboid_modding/scripting_manual/clothing_mod/
Official Dislaik's Documentations
AuthenticZ's Dead Rising Update is now live!
Features include:
New Zombie Outfits
-Frank West with a chance to spawn with the Servbot Mask (Lego head)
-Chuck Greene
-Brad Garrison
-Jessie McCarney
-True Eye Cult
Extras
-Clementine from Tell Tale's The Walking Dead (Season 4 Variant)
-Killa from Escape from Tarkov
Hitlist has been updated
driving this in game will make your
longer...its true
Longer penis-ham yes
TWD S4 alternative end
Clementine's amputation didn't in fact workd
Edit the image post with text alongside it, ideally
Courtesy of Commander, explanation on how to use PZ distribution (loot) system on maps and mods.
This looks alot better for nuanced loot
Looks to me, going off the fact there's furniture being checked, that loot will be less dependent on mappers to define specific loot zones/areas/types and more so generated on what is in the room?
yes and no
To clarify, not strictly done only this way- but primarily?
its mostly a more flexible approach for theming roomdefs unlike the present distros
if done right, you could have one roomdef for a lockeroom, but then simply have diff lockers (ie police, fire, feds, factory workers) and the roomdef would know which loot set to spawn without needing a whole set of identical distro entries
(disclaimer....i actually think about distros in my sleep 😔 )
baph would be proud of me
Interestingly enough, this procedural stuff was implemented at least as far back as b40 if not earlier, it just so happens that Baph took the system and used it to really level up how PZ loot spawns.
my hobbies mod uses it almost exclusively
iirc the gigamrt entries were the first to move towards ProcDist usage maybe mid 2020 when I was working on my WPE map i think
it was the thing that peaked my interest at the time...why some shelves spawned diff sets of things
I recall something in a blog post about better loot allocation
those gigamart shelves have haunted the devs for a while - first it was the fact they were bare and empty
Pffffft, try playing Tarkov if you want to have thoughts of loot spawns intruding into your dreams 😛
"Where can I find 6 more fucking spark plugs?!?!?!"
Kinda hope PZ gets that nuanced
doesn't have to be car mechanic simulator but there's a few common things that break down on a car
local function changeFogColor(color)
local climateColor = getClimateManager():getClimateColor(1)
climateColor:setEnableAdmin(true)
---@type Color
local exteriorColor = climateColor:getAdminValue():getExterior()
exteriorColor:set(color)
end
Events.OnGameStart.Add(
function()
getClimateManager();
setWindIntensity(0.67);
function()
getClimateManager();
setFogIntensity(0.82);
function()
getClimateManager();
setCloudIntensity(0.92);
function()
changeFogColor(Color.new(.75, .35, .4))
)
am I dumb
Why can't I get the thing to do the thing
Are you getting any errors?
Are you sure it's expecting a color and not a colorInfo? @abstract raptor
Also, in case you wanted to adjust your colors you could put them into a table for reference instead of creating new ones every time. (Not that creating them once at game start is bad in this case).
Yeah it was throwing errors
And it didn't set anything either lol
@sour island yeah I'm basically tryna emulate a dust storm. What id really like to do is like... make it happen as a random chance each day or something.
But it would need to come with like intense wind, intense brown fog and intense cloud cover for the full effect. Also if I could get it to play a custom sound when it happens thats what im aiming for hahah but I dunno. I'm just looking at toxic fog and infinite fog and deadly fog trying to piece it together but I'm also kinda clueless lol 😆
It looks like climate uses colorinfos
Most of the climate system is exposed if I recall- I was neckdeep in it to get helicopters to get impacted by weather
@hollow shadow Hey bud, how're those icons coming along?
ask @maiden elk He is the guy that is suppost to upload them
Hey hi guys , somebody know how make 3d models like backpacks or new clothes ? , i try to make a backpack but i have some bugs with my 3d model .x
What bugs are you having?
the 3d model (.x) is drawn badly, there are transparent faces
I don't know if blender exports the .x file wrong for me
Export it in .fbx and the transparent faces may be because the normals are flipped.
So check the face orientation
but the game need ".x" file right ?
no, fbx works as well
What is it supposed to be?
First I test the coordinates to get an approximation to model real 3d things ...
Do you know how to check face orientation?
or what you mean
i checked some mods and they used a grid
but idk
I recommend reading my guide on 3d models. It's in the pinned tabs on this channel.
ok ty
@willow estuary how many perms mod admins have?
It's not my place to discuss those matters.
yes it is
saying things like "yes, i can actually apply flair privileges for posting"
I don;t even understand what you're saying here 😄
Talk to nasko re this stuff?
It's a zero clout lowest-rung administrative thing, and not an honorific or "flair" or anything. And not anything desirable to say the least.
i just disable some blender add ons
oh okay
its just a test model
i just wanted to know how much actual control you had
but , nice tutorial bro
i knew it was basically a janitorial position
what did you do?
Yeah, make like an oversized sweater
Or something
Cube will break
But it do be a cube
roblox
skin weights fun time 😄
Any examples?
@sour island I figured it out
just testing , but i still with the bug
but it's bored work with the bug
Is there a way to remove snow from a tile?
I found setSnowTarget but that seems to change it globally (doing setSnowTarget(-1) will make all snow in the world melt)
there's a class called snowGrid but it's private and I guess there's no way to access it from lua
Sandstorm?
Try with this (i recommend follow the step per step)
https://dislaik.github.io/project_zomboid_modding/scripting_manual/clothing_mod/
speaking of clothing
i think i am going to start filling out the gaps for clothing
someone should fix that skeleton in blender so the joints don't look so nasty. it's weird that their fbx importer doesn't set the end position to match the next joint, and just sticks them up and out like that.
@grizzled grove FYI that guide's been "double tapped" in this channel so to speak 😉
oi thanks. i was looking for that one a while back and missed it apparently
I have one, but honestly, you save a step by having the inverse vectors
Yeah, I'm sure that'll happen a few times going forward and all?
interesting. i don't know blender, so i'm having trouble imagining why
I was doing a little research, and apparently it is a decision of the developer, why? idk
maybe it has something to do with animations
not sure i am correct on that one but i have a weird inkling
you are. Typically you'd have the bone ends sitting at the start of the next one. I think i remember now that blender could use that info to create volumes around joints for different purposes, most commonly (or only?) to set skin weights.
good to know
First big update for my first mod Coco Liquid Overhaul
Thanks to @dusty vortex for the 3D model 😄
https://steamcommunity.com/sharedfiles/filedetails/?id=2539452952
though i guess you could do squash and stretch or similar effects, but why put that on every joint when you could just make those vectors yourself when you need them? blender is weird
blender is the blue collar version of maya
looks good, I hope this be introduced into the base game
Same
Can the RunSpeedModifier found on clothing be used with lua code? I want to make the character move faster after eating something, I already have the code for all this but not sure if RunSpeedModifier can be used
Is there somewhere I can see the whole list of different modifiers? Like the modifier code that makes axeman trait swing axes faster etc
@thin hornet I feel like those big water containers shouldnt be called big water bottle but something like big water canister maybe? When I read big water bottle I imagine a slightly bigger water bottle, the one you have contains 250 units lol altough changed to 100 for balance
They're called jugs from where I'm from
Are you using tags for items holding water or did you add recipes for each variant?
I tried to convert the .x model to .fbx but the website in the tutorial doesn't work for me, any idea what I can do?
Try with another converter, I'm trying to get acquainted with assimp for a easy-usage (create an executable file so as not to depend on third parties)
wait, we talking about water containers?
any other you would recommend?
No really, but alternatively you can get a .obj format, because you just need the model (probably will come without vertex weight, you need add manually)
hi, i have problems to provide a translation for items in my mod using Build 40.
Only the item names are not translated and i cant figure out why. (Menue and crafting recipe works fine)
For translation i placed the ItemName_EN.txt file and the Items_EN.txt file in the lua/shared/Translate/EN folder
a line in ItemName_EN.txt is like:
ItemName_XNTree.XNSaplingApple = "Seedling Apple",
a line in Items_EN.txt is like:
DisplayName_XNSaplingApple = "Seedling Apple",
(i dont know which of the booth files is necessary so i provide booth)
(i tried to translate to DE because i thought that EN->EN translation might not work but DE also did not work)
i hope somone can give me a hint where to look to solve this
@main lion Do you want to make new muzzle flash textures? I removed mine :B so feel free, vanilla looks kinda sad rn but i didn't wanted to monopolize it lmao
Only items holding water that was added by the mod are the big bottle and the petrolcan with water. No i just set them as water container in the scripts.txt of my mod. They act the same as any other.
I recall there being item types for "filled with water" for vanilla items?
Yeah they are all using CanStoreWater
I was wondering
Only thing that i had to customize completely is rhe dispenser
I'm not a fan of how vanilla items are handled in a few regards- especially when it comes to liquids.
so its kind of hacked, instaid of using orignal water code
Instead of using modData.waterAmount i use a custom value
same for petrol
Because otherwise i couldnt change the IsoObject on depleted
wouldn't you be adjusting the delta?
Because the item can now hold two types of liquid?
That's the issue I have with items lol
They scale horribly
Explain me the issue
Maybe I'm misunderstanding, you had to make your own stored water variable because you couldn't use OnDepleted?
No sorry, for InventoryItem its all normal codes
Only rhe Dispenser IsoObject the on on a tile is using custom code
Oh, so that's what holds the custom water (or gas) value
I'm not a fan of the variant style of handling it
once you put a bottle on the dispenser that inventory item is deleted and the equivalent amount of liquid is transfered to the tile object modData
I understand
its the onlyway i found to override the Diapenser usage
What you did is fine, I'm just not a fan of how PZ handles liquid transfer
For example could someone mix water and gas in one container?
when you use the dispenser (wash, drink, fill) it act exactly like the vanilla one but it will change to en empty bottle IsoObject when the water/fuel amount reach zero
Nah there is really just one liquid
its water
everything else is mostly just Drainable items
if the item variante has CanStoreWater it will be pourable
so lets say the vanilla Gas Can cannot be poured
but by creating an object of Gas Can with water it makes it pourable
in the code somewhere they check for the drainable OnDeplete variante and if that one CanContainWater then its pourable on the ground
I understand how you're handling it now- I just misunderstood what you were giving a modData variable to.
oh yeah IsoObject
There's a few liquids in game that aren't really liquids- and I think water is the only one that has it's own "pouring" system?
Yeah
Like you can pour other stuff on the ground but I don't think you can transfer it like water
Yeah, I hate that lol
I was actually going to do a liquid overhaul, but probably more radical than what you've got.
cause water doesnt add anything like hapyness.
But im not done
i am planing of finding a way to improve other fake liquid
Amazing man, its a community project
I'd probably pull as much of the system into Lua as I could honestly
Nice
in my opinion the water need a weigth rebalancing. Water is probably one of the heaviest in real life
Holding 8 cooking pot with water is pretty unrealistic
but also pz inventory should also add size not just weight
That's not an issue with water- it's the inventory system being wonky
Yeah
ill also invite you to join the coco discord if you are not already i got a channel on there for Liquid Overhaul discution
I've got too many discord servers, personally unless the mod has its own community it's better to keep it here incase others want to join in. 
Its okay
decoy granade
still need help with this
i just had a good idea for a mod i can eventually work on
craftable targets
you can shoot at them and SLOWLY level up your shooting skill
it would probably give less aiming XP as that could be easily taken advantage of
im so annoyed because there is a function inside the snowGrid class in the java code but both the class and function are private
and afaik, it's impossible to access private stuff from lua
That would be amazing ^^
Renamed the Big Water Bottle to "Water Jug" in next update, also im adding translation for more languages.
If anyone can translate Spanish and some other language please contact me that would be appreciated. (Current languages are French, English and Polish)

Ive been giving Nasko a holler when ever I run into stuff like that
Nice! More water to the People 
Anyone know if script .txt file are an existing data format or is it custom made for pz
Short answer is it is custom to PZ
Anyone has a parser script or something that can read/convert that custom format?
It's parsed in the java, just grabs and applies the variables the best it can.
okay great ill take a look thanks
Np
Anyone know how gun attachments work model wise? Are the attachments separate like clothing or is it an entirely different model per combination?
Better yet- are each of the improvised spears different models with points- are are the points just attached models of their items?
@hollow shadow I feel like you'd know?
i'm pretty sure the gun attachments are seperated models
Made a javascript script to convert .txt into objects (used for the scripts editor im making)
make the broken glass usable in crafting
🚬
That's an easy thing to do come 41.51; you just need to make script entries for the special movables that 41.51 will make.
🧐
@hollow shadow i'm thinking about that glass shiv still lmao
whats with it
making so we can craft it with broken glass too :x
I tried to make attachments for melee weapons but couldnt get it to work
I tried that like 3 times
implementing it*
You can add a clothing item for the player which is hidden from the inventories by having no displayname. You can make the character wear it in a new custom bodylocation. Then the item can give off light, or change the running or attack speed, for example, presumably.
What did you try?
Interesting, thanks!
Right now mapobjects generate items when held in hand but they're all the same "type". Coming next patch it will be something like "movable.glass" rather than "movable.movable".
Damn. I wanted to try and make a super modular crafting system.
I figured you'd be interested in something like that- but not having the visuals work kind of defeats the purpose. 😦
My concept was ingredients would determine the weapon's stats and utilize item tags to get cool effects and make alot of mods work better together.
I just tried it and it does work.
attach a knife to your kn0ife
so you can stab while you stab
kinda reminds the dead island thing of electric weapons and such
that was my idea xD
The notes said in the next PZ version weapons will be recoverable from spears better so maybe they're adding to the attachment system or maybe not?
You can have melee attachments without using recipes?
😮
that might just be a onbreak function tho
I was thinking of basically letting players go buck wild with an open ended system
ducttape a kettle to the end of the broom handle
etc
What do you mean about an onbreak function?
YEEE BOIIIII
spear with scissors breaks -> get back handle and scissors
I had also thought using the attachment system would be fun. You can hide the upgrade removal thing from the right-click menu by removing it after it appears. There will still be the tooltip calling it a scope etc though.
wait- are guns different item types than melee weapons?
Maybe you could remove the attachment before the tooltip and add it again.
What do you mean by different?
can you attach models to melee weapons?
Yes.
is that how spears are currently handled?
I used the varmintrifle to replace the baseball bat one because it already had a canon attachment set in the model script. No spears have their own models.
ty for the info
To use the attachments on melee weapons or ranged weapons alike you have something like this for the model
attachment bayonnet
{
offset = 0.0000 0.3510 0.0160,
rotate = 0.0000 0.0000 0.0000,
}
and this for the attachment item
Type = WeaponPart,
MountOn = moduleName.Bat2,
and this for the weapon with the attachment
ModelWeaponPart = moduleName.WeaponAttachment Base.Broom bayonnet bayonnet,
This is handled through scriptmanager I assume?
Yeah, it is what parses through the scripts and stores everything in a list
you can modify the list - and I know you can even generate items on the fly
so I wonder if you can generate attachments on the fly
Yes the attachment points are in /scripts with the model detail and the other two are in /scripts for the item details like weight etc.
How do you generate a new item plz tell that would make deleting items easier.
to be clear- you can generate a new item type and ascribe values to it - in game via lua
I'm not sure what you mean about deleting items?
Because when the game starts again the item types will be missing so they will be deleted easily.
ah
I understand what you mean about deleting but I'm not sure what you're trying to do with it lol
you can generate new item types- I don't know if it lets you remove them as easily
In the base game?:
models_items.txt has the things like
attachment bayonnet
and items_weapons.txt has things like
Type = WeaponPart,
MountOn = moduleName.Bat2,
and
ModelWeaponPart = moduleName.WeaponAttachment Base.Broom bayonnet bayonnet,
but it should be with in an array you can modify?
I'm wanting to freely add items to the game that lose their references when the game loads (a variable in mod data that refers to an item instance refers to no item after reloading) and it would be easier to have them deleted on game load than to save what squares have the items in and check those coordinates after loading. What do you mean by an array?
Where would I find what to use in Lua to make a new item type though?
I'm currently looking for it
:o
I didn't end up using it so it's not on hand
also item values and such are stored in a list on game load
it's what itemtweaker edits
and you can do alot of wild stuff that protects your mod from having compatibility issues
Yes I use doParam :|
What class is that from?
@LuaMethod(
name = "createNewScriptItem",
global = true
)
public static Item createNewScriptItem(String var0, String var1, String var2, String var3, String var4) {
Item var5 = new Item();
var5.module = ScriptManager.instance.getModule(var0);
var5.module.ItemMap.put(var1, var5);
var5.Icon = "Item_" + var4;
var5.DisplayName = var2;
var5.name = var1;
var5.moduleDotType = var5.module.name + "." + var1;
try {
var5.type = Item.Type.valueOf(var3);
} catch (Exception var7) {
}
return var5;
}
@LuaMethod(
name = "cloneItemType",
global = true
)
public static Item cloneItemType(String var0, String var1) {
Item var2 = ScriptManager.instance.FindItem(var1);
Item var3 = new Item();
var3.module = var2.getModule();
var3.module.ItemMap.put(var0, var3);
return var3;
}
there's also a clone- which is equally useful
it's under luamanager
it's just considered global in lua
Aye aye thou hast my thanks ty kk m8 8/8 1337
np lol
its used in media/lua/server/Items/ScriptItemInterface.lua
createNewScriptItem("Base", name, displayname, type, inventoryIcon)
for a hint of what the arguments are
Oh I missed out this bit for attachments.
item:attachWeaponPart(InventoryItemFactory.CreateItem("ModuleName.WeaponAttachment"));
player:resetEquippedHandsModels();```
hmhmhm
Actually... you could create a new item type for the weapon you're attaching procedurally with Lua so that you have a WeaponPart item for each of them and you generate them as needed.
that's what I was thinking
I kind of wrote this system previously on another project
but it involved what PZ would consider mapobjects
What was the problem? Was it like the broken glass thing?
I just stopped working on that project lol
:|
oh no this was another engine/game entirely
oh
I made a "connections" system - you could weld/glue/ductape/tie furniture together or to the map
the connection would take a brunt of damage if pulled/pushed/hit
it was for a space game and I thought it'd be cool if a table that was bolted to the floor could come apart
players could also hold onto the table even if other players were yanking on them
Will most mods be ok, with the new update, next week?
probably everything but mods with distribution list changes
sweet
take that with a vunder sized grain of salt
I do wonder how it will effect the pile of mods that is hydrocraft
badly
it will either flood/muddy up the vanilla list if they're even named the same thing or dump all of itself into a list that's not even referenced
That one guy that is doing the 41 build, is going to have fun
What guy?
The modder who is currently doing hydro craft for build 41
Forgot his name
Reportedly he stopped about 7 weeks ago though and he recently made some youtube videos about skating and cooking.
I'm an experienced 3d modeler and animator but before I start trying to make my first mod, I think it would be good for me to ask: Is it possible to entirely replace the zombie models and animations with completely new and different ones? Like if I wanted to replace them with movie monsters, for example. Would I run into some hardcoded obstacle?
(I'm planning to replace them with xenomorphs.)
It occurred to me that if they're hardcoded to use the same rigging as player models, this would be impossible.
you could adapt any model to said skeleton tho :x its just that so many animations are hard to replace, i mean, i barely fiddled with that
For now, I'm not going to mess with their animations, but if I want the project to get to a releasable state, eventually I'll have to.
The player anims are fine, it's just the zombies that need to change.
ty
i would love to see different enemies, hell
i got that on the back burner but meh
Oh, what kind of enemies were you working on?
vampires
peach and myself talking about making nemesis
helicopters as boss battles might also happen
dont think so though
only obstacle i could forsee is that i think the spine might have some hardcoding for the purpose of animation blending.
Interesting. Thank you.
its the upper and lower separation nah?
i'm just not sure if that system is generic or has expectations from the spine joints
Do you know a good guide too creating a map
Probably in #mapping on pinned messages
I have question. If my mod adds loot containers to wrecks by using the containers from cars such as trunks and glovebox, will the new build break it?
pretty new to the whol PZ game anyone care to run me through how to set up my own server with mods? maybe someone can dm me good mods to add that dont make the game to easy, would be much appreciated thanks!
Wrong chat, BUT I’ll answer you, first question is are you making a dedicated or just a normal server?
Cause you can just make a server and invite your buddies and whatever mods you had enabled are activated automatically
(Like Garrys mod)
thats my bad i should of went to #old_techsupport my fault but yeah just for me and my buddies
Than yeah just activate whatever mods you wanna use (warning a lot of new mods are for Build 41, and will not work with B40) and just click host and setup all that stuff, no need for port forwarding and all that
right on mane, would you be down to dm me some mods i should add like guns, gear, ect maybe economy mods im not sure which ones are good and not ya feel
Looking at the files, the current VehicleDistribution.lua is still using the 'old' method, but its safe to assume that this file will be given the same treatment as what was described in the latest Thursdoid around loot tables.
Anything you add now, will likely need to be modified to the new approach when the time comes.
I forgot who asked if it was possible to add custom events to preexisting Expanded Heli events-- I had looked into it and couldn't get it working then-- just a follow-up I figured it out. 👍
This would/should allow for some very easy to do customization in submods/patches. You could feasibily spawn superb survivors from heli crashes.
there's no such thing as in-game choppers
Where did the helicopter touch you
lmao
Hi! Is there any way to test my own distributions file? I don't know if there is an error because of a bug or the items just don't spawn.
You could have the game print out the contents of the Lua table on game start
@sour island Can you tell me how I can do this? I'm not sure how do that. Ty!
Sure, I don't know how familiar you are with Lua but the distro list is a Lua table. You can actually google "how to do X in Lua" for alot of help incase I am unable to.
But basically, you use this technique.
for k,v in pairs(table) do print(k.." = "..v) end
The trick would be checking to see if v is a table itself- which is called a nested table/list
If you Google "printout recursive nested contents of Lua table" you could probably find one.
Then it would just be a matter of tying that to a command or event - you could use OnGameBoot but then you'd have to look in the console.txt
Thx!! I'll try it.

