#mod_development

1 messages · Page 470 of 1

strange kiln
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ew

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selling mods

sour island
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Yeah just becareful clicking links

carmine cosmos
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With the global economy being how it is people gotta eat

late hound
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Frank West joins Zomboid!

errant meteor
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Putting him at the mall is a must

craggy furnace
errant meteor
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probe the ass

fallow bridge
late hound
fallow bridge
warm sparrow
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does anyone else use the zombie vaccine mod?

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cant seem to get it to work

craggy furnace
strange kiln
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unironically

thin hornet
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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.

drifting ore
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alright stimpee

late hound
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True Eye Cult from Dead Rising!

rapid granite
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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??.

fickle rivet
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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.

fickle rivet
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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.

hollow shadow
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U pit bone head in xml

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No bone in blender

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Hat is x

rapid granite
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So I just need to create a hat and put it on its side

oak cipher
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is there a way to start a storm in single player? or is there a mod out there for it

fair frost
hollow shadow
hollow oyster
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Guys I wanna make clothes mode, any advice on that? Maybe someone can help me?

fringe oxide
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Guys, how can you turn off the sleep system in PZ? I wanted to play with a friend with the Remote Play Together.

fringe oxide
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Not very comfortable

thin hornet
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Its the apocalypse no one will know man

fringe oxide
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Listen, if you do not know how to fix this problem, do not write here

upper junco
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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.

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Other than that sleeping tablets would be the way to go.

thin hornet
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lol just kidding with you man

carmine cosmos
zealous prairie
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Is there a mod that actually gives infinite durability cuz the repair on clothes is a pain

zealous prairie
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Or at least some way to get rid of needing to repair items

carmine cosmos
zealous prairie
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Can we discuss in a dm

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Like I’ll call u

shrewd grove
flint seal
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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?

visual wasp
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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

sour island
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What were the errors?

visual wasp
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Is there a way to check

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cause i just load into my game and i get 1000+ errors xD

sour island
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You said you went through them 1 at a time- but you can find post game logs in console.txt

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These reset after you start up a new session though

visual wasp
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Alright so load em all and check console text how do i bring that up ?

sour island
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The file can be found in: C:\Users\<username>\Zomboid\console.txt

visual wasp
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Alright ill check it out mate thx

sour island
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Np

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You can try reading it yourself or uploading it to pastebin

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"stack trace" are what errors are refered to as

leaden moon
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I noticed that i can't load a savegame today to

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Probably a mod is causing conflicts with other mods

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Which mods was updated today?

visual wasp
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console txt

thin hornet
lilac night
craggy furnace
pseudo lake
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fallout blastah

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or that show, the Jetsons

sour island
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jimmy neutron

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pz Nickelodeon overhaul

late hound
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BrAiN bLaSt!

abstract raptor
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I have the raygun

dusty vortex
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trying to bring a .json into blender and getting this error

pseudo lake
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You sure it's a proper json?

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It can't read the first character I think, is there some whitespace or something?

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or better yet, show us ur json

valid cargo
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are there any quality cannibalism mods for build 41? Asking for a friend

flint seal
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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?

sour island
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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.

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EHE uses it to scan across pretty vast areas and I've not gotten any reports on lag. 🤷‍♂️

carmine cosmos
undone crag
fallow crescent
carmine cosmos
fallow crescent
#

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.

carmine cosmos
fallow crescent
#

k

carmine cosmos
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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

fallow crescent
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I guess

strange kiln
#

crushed his dreams

timid lynx
#

f

strange kiln
carmine cosmos
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😢

iron salmon
late hound
iron salmon
drifting ore
#

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.

willow estuary
drifting ore
#

It's either pack or class I'll have to check

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But thank you I'll look into it

undone crag
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ProjectZomboid\media\lua\client\XpSystem\ISUI

drifting ore
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Sweet, thanks

sour island
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In the Lua files IS= indiestone, so ISUI = indiestone UI

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That may help navigate things

drifting ore
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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

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but alas replacing the file doesnt seem to work anymore

sour island
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Ah images are in .pack files as Blair mentioned

drifting ore
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this is hte base image

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ah makes sense

sour island
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For the most part the game doesn't use those loose files- things are archived for faster access

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This is true for sounds, and some images-- the caveat to this is scripts telling the game to pull on loose files

drifting ore
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yeah it seems they've really optimized things since like 2017 lol

sour island
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I'd be curious if there was a file prefix for UI though

drifting ore
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now its just finding where the .pack file is

sour island
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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

willow estuary
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C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\texturepacks, in my case, is the location of the pack files.

drifting ore
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same, I just found it

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im assuming its either UI.pack or UI2.pack

sour island
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Question before you meddle with pack files - is there a way to dictate the texture used?

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You only need to repack textures if you're trying to use the same filename

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If you can just tell it to use another image instead it can be a loose one

drifting ore
#

Ive been trying to figure that out as well

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I havent found anything in the ui lua files that call the female_base/male_base.png in defense folder

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but then again im a modeler and not a programmer so i'm not the best for this lol

sour island
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Hm might be a javaside thing- so you may have to repack

drifting ore
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nervously backs up files

willow estuary
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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.

drifting ore
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That happened back in the day as well

willow estuary
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Oh good.

drifting ore
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If you replaced an image with a larger or smaller one, it wouldnt appear

sour island
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That's true for anything resembling a spritesheet

willow estuary
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I mean in that you are aware of the issue 😄

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AH, nah, I mean "mysterious error messages" or parts of the interface not working.

drifting ore
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oh no I never got that

sour island
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There should be a xml file when you unpack

drifting ore
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then again I never did anything too extreme beyond the menu image, health/scratch/bandage images and sounds

sour island
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You could technically dictate different bounds for the images

drifting ore
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So it seems to be in UI2.pack

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aye I got it to work and has updated in game. Thanks to everyone who provided info I appreciate it

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now to get back to work lol

errant meteor
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@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.

undone crag
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Somewhere like C:\Anon\Zomboid\mods

sour island
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^

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If you upload mods to workshop it's in the same directory

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/mods/ = local mods, /Workshop/ = upload to workshop

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you can put it in either

errant meteor
sour island
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you can also put it in the steam content

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that guide is suggesting to install it in the steam content folder, yeah

craggy furnace
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careful with stuff like that

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you can get them jumbled

errant meteor
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Thanks, also are the m16 and the m14 in the game loot tables?

undone crag
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PZ does not have trademarked weapon names in it so I doubt it.

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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.

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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.

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Maybe you're meant to copy and paste triangles instead of creating them...

late hound
undone crag
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: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.

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At least fragMOTION says tresspasses instead of debts though, so that's one of the good things about it in my opinion.

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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. :|

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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.

valid cargo
valid cargo
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thanks

timid jewel
marsh beacon
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How is that a stolen asset?!

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Snake himself said he was a graphic designer anyways so I hardly believe he would steal

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They have similar designs but its definitely not stolen

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Now I have seen people straight up take textures from hydrocraft but that is not stolen

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Also orgm isnt even in build 41

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I said orgm not hydrocraft

worldly olive
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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 😂

craggy furnace
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the fuck are you on about

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lmao

nimble spoke
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they look similar, but that's all. I bet Snake's version isn't an item on the ground

willow estuary
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Deleted all that nonsense.

If people must stir up horseshit on this server, keep it out of the workshop channels.

stable linden
stable linden
drifting ore
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would anyone here know how to ehhh

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make the spawn right for certain mod items higher

fallow bridge
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But it involves fucking with the distributions file

drifting ore
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well i did find the distributions lua file but idk which number to change

fallow bridge
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Ehhh I'd have to check my bat mod

late hound
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Another Slasher joins PZ : Freddy Krueger!

pseudo lake
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cool af

devout flint
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🥵

thin hornet
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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.

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okay so im missing something called tiledef

nimble spoke
topaz rain
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IDEA for mod:

craggy furnace
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its already been done

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filibuster has a ford tractor

balmy prism
#

really? I've never seen it. That's really cool. Do you have a pic?

craggy furnace
sour island
#

noice

thin hornet
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i saw that tractor at a farm i was amaze to see that

craggy furnace
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i use it for shooting

thin hornet
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Drive by in a tractor the best xD

undone crag
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Zombie harvesting combine harvester when?

split prairie
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ive been having this issue with modded tiles

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just the textures of the tiles being severely offset

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same problem with the crates from the fort redstone mod

split prairie
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erm

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why do i need to read a book to know how to bust open a door with a crowbar

umbral wasp
#

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

willow estuary
#

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.

iron moth
#

Scav-kun

exotic helm
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Tarkov

drifting ore
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Ну а в принципе круто

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Cool

opaque notch
#

Хех,ну-ну

iron salmon
opaque notch
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@drifting ore А вот и ответ тебе подъехал )

slow graniteBOT
#
Templar#8831 has been warned

Reason: Keeping it in russian when effectively told not to

opaque notch
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Okay

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We'll have to in English

iron salmon
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❤️

opaque notch
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@iron salmon And how long will the warning hang?

iron salmon
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Warnings don't really have any consequence, so they just stay in the background as a log, so to say.

undone crag
#

Aw cool so I could start collecting warnings.

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Hey kids, want some illegal weapon designs?

plucky nova
willow estuary
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Ah, I should have put a disclaimer; not gonna be sharing this as it's an asset from Escape From Tarkov.

tame mulch
#

Ушанка....

unborn brook
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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

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ive tried to search for a mod like that but ive had no luck, and the custom zombie options arent enough in my opinion

indigo hound
willow estuary
#

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 🤪

late hound
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Work in progress Chuck Greene

flint seal
#

yeah, from Dead Rising 2

undone crag
#

YEAHHHH

errant meteor
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Is it possible for zombies to hold objects, to beat the shit out of you

sharp igloo
errant meteor
#

Hmmm yes I find another based person who has played the last stand games

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But did you play dead zone?

sharp igloo
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hang on let me take a peek at it

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i have not

errant meteor
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That’s a shame it was great, but got shit down, due to flash

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Shut

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At least they are making a new game for steam, so it’s not all bad news

late hound
errant meteor
#

Dose anyone how many items in game have 3d models, specifically the food?

unborn brook
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What if someone makes the STALKER maps in PZ

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The Zone

errant meteor
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someone is already making them

unborn brook
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Who

errant meteor
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Do not remember the name, be the person posts here and there in the mapping channel

drifting narwhal
#

is there an easy guide i can follow to learn the basics of pz modding

sour island
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@drifting narwhal check the pins

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There's a good chunk of info

drifting narwhal
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thanks

sour island
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Np

drifting narwhal
topaz rain
topaz rain
# craggy furnace

It looks amazing. Make two looks, one with rust and the other not.

sour island
#

It's filibuster's tractor he is showing

undone crag
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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?

craggy furnace
undone crag
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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.

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Or you could build a raft with a farm and live on that where the zombie can't get you.

split prairie
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hmmm

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does having too many recipes in the thing cause freezing?

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because it is for me

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i have like 1600 recipes and when i try to craft something it freeze for a moment

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before completing it

willow estuary
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Absolutely!

split prairie
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PISS

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well hm

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i like the MRE mod

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but it creates an assload of recipes

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ok so its not the mre mod

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that only adds a few hundred

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well maybe britas gun mod?

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well that adds like 700 recipes for fuck all reason

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still lag tho

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how do i hide uncraftable recipes

fringe patio
#

Are there videos on how to mod PZ

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Cause ik how to model alright but I've never modeled for this

radiant ginkgo
near drift
#

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?

faint glacier
#

hello peeps

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how do I best go about adding warhammer 40k stuff into the game

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its an offtopic mod, I want to focus on the 40k stuff

willow estuary
#

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.

faint glacier
#

yeh

#

can you use blender for it?

willow estuary
#

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

faint glacier
#

aight

winter bolt
#

yeah i was surprised that fbx files even worked since i thought they werent supported yet

willow estuary
#

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? 🤪

grizzled grove
willow estuary
craggy furnace
#

yep, that is the plan

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.x is deprecated and limited

indigo hound
#

@iron salmon Why don't the developers add art and images to the Steam PZ modding tool?

abstract raptor
#

agree

fallow bridge
near drift
near drift
fallow bridge
#

I'd assume so considering you see backpacks

#

Ok right click your gun

near drift
#

Mhm

fallow bridge
#

Or 2 handed weapon

near drift
#

Yes yes

fallow bridge
#

And click "attach to back"

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Now it's in your hotbar

#

Boom profit

near drift
#

Yes, but how can i add another one?

fallow bridge
#

You cant

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Only one

near drift
#

There is no mod for that?

fallow bridge
#

Never has been

near drift
#

I couldn't find it anymore

#

I must be going crazy

#

Thanks for answering, must be my mistake

fallow bridge
#

All good

near drift
#

I'm new to the game, got hooked with the build 41

verbal harbor
#

hey all, is this the best place to ask for help with making a mod?

hollow shadow
hollow shadow
#

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

near drift
# hollow shadow

Thanks! Also, non-related question; Your pfp is from Crossout, yes?

near drift
#

🤔

near drift
#

Game good, microtransactions bad

hollow shadow
near drift
#

Sad, but you didn't miss much. Thanks for the help again!

rapid granite
#

I have a question ! Where do I need to register Sound Radius for weapons (where can I get an example?)

fallow crescent
#

going through my library barely any dev puts art on there modding tool page

fallow crescent
# hollow shadow

from the thumbnail I thought it was a skull mask. katana gang rise up

blissful zealot
#

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?

blissful zealot
#

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

willow estuary
# blissful zealot Also, I'm having trouble finding a few things: How can I add an item to the rig...

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.

indigo hound
blissful zealot
willow estuary
#

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 😄

blissful zealot
#

well I can't be bothered to sift through hundreds of lua files anymore. shrugs

sour island
#

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

willow estuary
#

Also Notepad++ has a very powerful file search function

iron salmon
#

Yeah, gives you results in all opened docs. Cannot live without it

lunar olive
#

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?

blissful zealot
#

To print to the console I just use print, correct? There's no specific zomboid API function to print to the console?

sour island
#

You can filter your console.txt later for specific issues

#

Don't be like super survivors and dump "1" every few seconds -_-

blissful zealot
#

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

sour island
#

You can also use /n to linebreak

soft plume
#

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.

sour island
#

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

soft plume
#

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?

sour island
#

I don't think it would be overriding persay

soft plume
#

It would be nice if the logging gave the source mod that created that reference.

sour island
#

Fortunately HC is obvious, the others seem gun related- so maybe Britas?

#

Are you still able to complete these recipes?

soft plume
#

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

sour island
#

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.

soft plume
#

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.

craggy furnace
#

HC is a fuck

#

great mod but never do recipes like HC does them

soft plume
#

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?

sour island
#

It's hit or miss- there's alot of newer* techniques that people never employ(ed) or didn't have at the time.

craggy furnace
#

soul filcher and madmanandre

#

go dissect their mods

sour island
#

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.

soft plume
#

Thanks, good to know.

sour island
#

Np, even if you don't plan to mod it's useful to understand a little bit to deal with compatability issues.

blissful zealot
#

Is there a way to easily reload mods without having to restart project zomboid?

sour island
#

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"

viscid cedar
#

Is it possible to turn on in the game or is there a mod that makes zombies not notice you when infected

craggy furnace
#

no

#

@hollow shadow @sour island

hollow shadow
craggy furnace
#

oh!

hollow shadow
#

tbh i didnt look at the spawnlocation before i updated mod. i made it spawn extremely rare xd

sour island
#

Oh indeed

hollow shadow
#

it was suppost to be an easter egg aswell lol

#

since u cant craft it

craggy furnace
#

oh!

blissful zealot
#

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?

blissful zealot
#

IsoGameCharacter

undone crag
#

Is anything printed in the console?

worldly olive
#

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

undone crag
#

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.

sour island
#

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.

worldly olive
#

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 😂

sour island
#

You can adjust cuttoffday

worldly olive
#

But the cutoffday acts even if the never end option is enabled?

sour island
#

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.

worldly olive
#

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?

sour island
#

Yes

#

Exactly

worldly olive
#

That explain everything, I had the never ending but only 30 days, so I only had the final stage of the events

sour island
#

I would recommend adding how many months you have for after-the-apoc at least.

worldly olive
#

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

sour island
#

Yep

worldly olive
#

Awesome, thank you a lot for the explanation, I've reading the comments with each updated but I missed that part of the configuration!

sour island
#

All the events are here.

#

If you ever wanted to add your own, each preset can override some of variables of eHelicopters

worldly olive
#

ooooh interesting! Anyway I like to play the mods as the modders made them, they know about the balance 😉

sour island
#

Fair enough, we're open to suggestions- currently working on a silly submod for EHE to work as an example for anyone else interested.

worldly olive
#

will let you know if something comes to my mind 😄

craggy furnace
#

you can make a PR too

#

we will submit it into stable too

worldly olive
#

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?

sour island
#

You should be fine

#

If you want events to reset there is also a "reset" checkbox

#

That should reset anything that might break

fallow dune
fallow dune
#

How did I see it until the stars in my eyes were revealed

craggy furnace
#

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

fallow dune
ember orchid
willow estuary
craggy furnace
#

not using VSC

strange kiln
#

yar

soft plume
#

I use VSC for mostly everything but I still use notepad++ quite a bit for logs and other stuff like that

craggy furnace
#

VSC is a nice lite IDE and highly modular

craggy furnace
#

@reef hatch

#

icon will get love later

reef hatch
#

Love it

#

absolutely love it

willow estuary
#

Distribution and Roomdef information; relevant to the distribution changes with the 41.51 update.

craggy furnace
#

okay cool

#

so thats sorted

grizzled grove
#

might want to put some text on that so that someone scrolling through the pins knows what that is

deft peak
#

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

late hound
#

He killed you in Tarkov, now he's here to kill you in Zomboid. Killa to join the AuthenticZ mod in the coming days!

unreal carbon
#

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

rapid granite
flint seal
#

@unreal carbon yeah, maybe it might take some time to load that outfit

hexed anchor
drifting ore
drifting ore
# unreal carbon

At first I thought this was a Japanese lady in a kimono that had killed a zombie

zealous prairie
#

Is there a way to make project zomboid respawn mod put you back to full health

blissful zealot
blissful zealot
#

:canStoreWater() gives me an error and I'm not sure why

#

afaik, getPrimaryHandItem should return an InventoryItem, which should have this method

sour island
#

How are you calling the player?

blissful zealot
#
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

sour island
#

Happens

blissful zealot
#

project zomboid DOES NOT like me constantly reloading my save lmao

blissful zealot
#

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

blissful zealot
#

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

sour island
#

Look into isoGridSquare

#

You can get a players' square directly via getSquare()

#

There may be something like isSnow() there

#

Oh you have that already

blissful zealot
#

I'm already getting the grid square via getGridSquare.

#

ye

sour island
#

Uh if you are able to advanced search for "snow"

blissful zealot
#

I'm on cell:getFloor():getType() now

#

I've done that, it hasn't really helped

sour island
#

There's a section for footsteps

#

That checks for floor type

#

Snow is refered to but not used

blissful zealot
#

can't really find anything for footsteps. Just mostly translation stuff with no reference to snow

sour island
#

It is in the java

blissful zealot
#

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

sour island
#

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

radiant ginkgo
sour island
#

Sick

craggy furnace
#

its all in the details 🤏

blissful zealot
#

I think I found it

#

yep seems like this is it

craggy furnace
#

nice

blissful zealot
#
getCell():gridSquareIsSnow(worldX,worldY,worldZ)
unreal carbon
#

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?

late hound
#

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.

craggy furnace
#

check pathing

#

the texture directory is either fucked or the texture doesnt exist

unreal carbon
#

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.

craggy furnace
#

what mod is it?

unreal carbon
#

Clothing box. There are 2 clothes with this issue as far as i can tell

craggy furnace
#

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

unreal carbon
#

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

worldly olive
#

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? 😮

blissful zealot
#

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

undone crag
#

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.

sour island
#

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

abstract raptor
#

hewwo

willow estuary
craggy furnace
#

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

reef hatch
#

i loved it

craggy furnace
#

moved it back

#

i figured out how to fully break cars

errant meteor
fallow bridge
worldly olive
#

Does somebody knows if UIManager.DrawTexture can manage gifs too? or only png?

errant meteor
willow estuary
late hound
#

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

latent orchid
tulip valve
#

Longer penis-ham yes

proud fern
iron salmon
#

Edit the image post with text alongside it, ideally

willow estuary
#

I'm gonna pin a re-upload with the caption ....

#

Nevermind 😄

iron salmon
#

ah that works too

#

removed

willow estuary
#

Courtesy of Commander, explanation on how to use PZ distribution (loot) system on maps and mods.

sour island
#

This looks alot better for nuanced loot

dusty vortex
#

i read it and im sitll confused

#

my peanut brain man

sour island
#

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?

latent orchid
#

yes and no

sour island
#

To clarify, not strictly done only this way- but primarily?

latent orchid
#

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

willow estuary
#

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.

latent orchid
#

my hobbies mod uses it almost exclusively

sour island
#

iirc grocery stores had it right?

#

that's why some shelves had logical loot

latent orchid
#

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

sour island
#

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

willow estuary
#

"Where can I find 6 more fucking spark plugs?!?!?!"

sour island
#

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

abstract raptor
#
  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

sour island
#

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).

abstract raptor
#

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 😆

sour island
#

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

echo leaf
#

@hollow shadow Hey bud, how're those icons coming along?

hollow shadow
echo leaf
#

right!

#

@maiden elk how're those coming along? 🙂

sharp cairn
#

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

sharp cairn
#

I don't know if blender exports the .x file wrong for me

late hound
#

Export it in .fbx and the transparent faces may be because the normals are flipped.

#

So check the face orientation

sharp cairn
late hound
#

no, fbx works as well

sharp cairn
#

o thanks , i will try to do it

#

nope :c

late hound
sharp cairn
#

i was testing

#

this

craggy furnace
#

dont waste your time

#

just make something

sharp cairn
#

First I test the coordinates to get an approximation to model real 3d things ...

late hound
#

Do you know how to check face orientation?

sharp cairn
#

obviously I made a quick 3d model for in-game testing

#

yep

sharp cairn
#

i checked some mods and they used a grid

#

but idk

late hound
#

I recommend reading my guide on 3d models. It's in the pinned tabs on this channel.

sharp cairn
#

ok ty

craggy furnace
#

@willow estuary how many perms mod admins have?

willow estuary
craggy furnace
#

yes it is

#

saying things like "yes, i can actually apply flair privileges for posting"

willow estuary
#

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.

sharp cairn
#

its fixed , but i dont move nothing xD

late hound
#

nice you brought the Blender cube to zomboid

#

xD

sharp cairn
#

i just disable some blender add ons

sharp cairn
craggy furnace
#

i just wanted to know how much actual control you had

sharp cairn
#

but , nice tutorial bro

craggy furnace
#

i knew it was basically a janitorial position

sharp cairn
#

ok ... i hate this game now

#

bah

late hound
#

what did you do?

sharp cairn
#

i just move around the house

#

bah

craggy furnace
#

brother

#

work on a model

proud fern
#

Or something

#

Cube will break

#

But it do be a cube

severe ridge
#

roblox

grizzled grove
sour island
#

AddEvent("OnBeingHitByZombie") how long has this been here 😮

#

oh right its not used

abstract raptor
sharp cairn
#

but it's bored work with the bug

blissful zealot
#

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

fringe patio
craggy furnace
#

speaking of clothing

#

i think i am going to start filling out the gaps for clothing

grizzled grove
#

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.

willow estuary
#

@grizzled grove FYI that guide's been "double tapped" in this channel so to speak 😉

grizzled grove
#

oi thanks. i was looking for that one a while back and missed it apparently

ruby urchin
willow estuary
grizzled grove
ruby urchin
craggy furnace
#

not sure i am correct on that one but i have a weird inkling

grizzled grove
craggy furnace
#

good to know

thin hornet
grizzled grove
#

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

craggy furnace
ruby urchin
tulip valve
#

SamepepeRub

#

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

tulip valve
#

@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

sour island
#

They're called jugs from where I'm from

sour island
pure kraken
#

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?

ruby urchin
latent orchid
pure kraken
ruby urchin
#

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)

winter bolt
#

you could try a .dae if you need the weights and the rig

#

those usually work for me

hollow dew
#

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

severe ridge
#

@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

thin hornet
sour island
#

I recall there being item types for "filled with water" for vanilla items?

thin hornet
sour island
#

I was wondering

thin hornet
#

Only thing that i had to customize completely is rhe dispenser

sour island
#

I'm not a fan of how vanilla items are handled in a few regards- especially when it comes to liquids.

thin hornet
#

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

sour island
#

wouldn't you be adjusting the delta?

thin hornet
#

for items sure

#

for IsoObject its moddlData stored info

sour island
#

Because the item can now hold two types of liquid?

#

That's the issue I have with items lol

#

They scale horribly

thin hornet
#

Explain me the issue

sour island
#

Maybe I'm misunderstanding, you had to make your own stored water variable because you couldn't use OnDepleted?

thin hornet
#

No sorry, for InventoryItem its all normal codes

#

Only rhe Dispenser IsoObject the on on a tile is using custom code

sour island
#

Oh, so that's what holds the custom water (or gas) value

thin hornet
#

making water variante inventort item is pretty easy and works good

#

yeah

sour island
#

I'm not a fan of the variant style of handling it

thin hornet
#

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

sour island
#

I understand

thin hornet
#

its the onlyway i found to override the Diapenser usage

sour island
#

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?

thin hornet
#

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

thin hornet
#

its water

#

everything else is mostly just Drainable items

sour island
#

Yeah, that's what I don't like about PZ items

#

Nothing you did is wrong

thin hornet
#

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

sour island
#

I understand how you're handling it now- I just misunderstood what you were giving a modData variable to.

thin hornet
#

oh yeah IsoObject

sour island
#

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?

thin hornet
#

Yeah

sour island
#

Like you can pour other stuff on the ground but I don't think you can transfer it like water

thin hornet
#

milk , aclohol

#

are "food" like

sour island
#

Yeah, I hate that lol

#

I was actually going to do a liquid overhaul, but probably more radical than what you've got.

thin hornet
#

cause water doesnt add anything like hapyness.

#

But im not done

#

i am planing of finding a way to improve other fake liquid

sour island
#

Oh nice

#

I might contribute with a few PRs

thin hornet
#

Amazing man, its a community project

sour island
#

I'd probably pull as much of the system into Lua as I could honestly

thin hornet
sour island
#

Nice

thin hornet
#

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

sour island
#

That's not an issue with water- it's the inventory system being wonky

thin hornet
#

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

sour island
#

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. coolestmonkey

thin hornet
#

Its okay

worthy verge
#

decoy granade

blissful zealot
fallow bridge
#

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

blissful zealot
#

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

tulip valve
thin hornet
#

If anyone can translate Spanish and some other language please contact me that would be appreciated. (Current languages are French, English and Polish)

blissful zealot
sour island
tulip valve
thin hornet
#

Anyone know if script .txt file are an existing data format or is it custom made for pz

sour island
thin hornet
#

Anyone has a parser script or something that can read/convert that custom format?

sour island
#

It's parsed in the java, just grabs and applies the variables the best it can.

thin hornet
#

okay great ill take a look thanks

sour island
#

Np

sour island
#

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?

sour island
#

@hollow shadow I feel like you'd know?

winter bolt
#

i'm pretty sure the gun attachments are seperated models

thin hornet
#

Made a javascript script to convert .txt into objects (used for the scripts editor im making)

severe ridge
#

make the broken glass usable in crafting rj 🚬

willow estuary
severe ridge
#

🧐

willow estuary
#

I'll show you how when .51 drops

#

Easier to show than explain

severe ridge
#

@hollow shadow i'm thinking about that glass shiv still lmao

severe ridge
#

making so we can craft it with broken glass too :x

hollow shadow
hollow shadow
#

implementing it*

severe ridge
#

oh, thats what we were talking about just now

#

soon

undone crag
sour island
# severe ridge 🧐

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".

sour island
#

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.

undone crag
#

I just tried it and it does work.

severe ridge
#

attach a knife to your kn0ife

#

so you can stab while you stab

#

kinda reminds the dead island thing of electric weapons and such

undone crag
hollow shadow
undone crag
#

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?

hollow shadow
undone crag
#

Yes

#

I'll record it

#

It's taking a long time to load :/

sour island
#

😮

#

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

undone crag
#

What do you mean about an onbreak function?

undone crag
sour island
#

spear with scissors breaks -> get back handle and scissors

undone crag
#

It's still not saved as mp4 :/

sour island
#

yes...

#

me likey

undone crag
#

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.

sour island
#

wait- are guns different item types than melee weapons?

undone crag
#

Maybe you could remove the attachment before the tooltip and add it again.

#

What do you mean by different?

sour island
#

can you attach models to melee weapons?

undone crag
#

Yes.

sour island
#

is that how spears are currently handled?

undone crag
#

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.

sour island
#

ty for the info

undone crag
#

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,
sour island
#

This is handled through scriptmanager I assume?

undone crag
#

I know not :s

#

Is that a java class?

sour island
#

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

undone crag
#

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.

sour island
#

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?

undone crag
#

Because when the game starts again the item types will be missing so they will be deleted easily.

sour island
#

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

undone crag
#

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,

sour island
#

but it should be with in an array you can modify?

undone crag
#

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?

sour island
#

I'm currently looking for it

undone crag
#

:o

sour island
#

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

undone crag
#

Yes I use doParam :|

sour island
#

yeah

#

Seems to be a glocal function called createNewScriptItem

undone crag
#

What class is that from?

sour island
#
      @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

undone crag
#

Aye aye thou hast my thanks ty kk m8 8/8 1337

sour island
#

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

undone crag
#

Oh I missed out this bit for attachments.

item:attachWeaponPart(InventoryItemFactory.CreateItem("ModuleName.WeaponAttachment"));
player:resetEquippedHandsModels();```
sour island
#

hmhmhm

undone crag
#

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.

sour island
#

that's what I was thinking

#

I kind of wrote this system previously on another project

#

but it involved what PZ would consider mapobjects

undone crag
#

What was the problem? Was it like the broken glass thing?

sour island
#

I just stopped working on that project lol

undone crag
#

:|

sour island
#

oh no this was another engine/game entirely

undone crag
#

oh

sour island
#

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

errant meteor
#

Will most mods be ok, with the new update, next week?

sour island
#

probably everything but mods with distribution list changes

errant meteor
#

sweet

sour island
#

take that with a vunder sized grain of salt

errant meteor
#

I do wonder how it will effect the pile of mods that is hydrocraft

sour island
#

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

errant meteor
#

That one guy that is doing the 41 build, is going to have fun

undone crag
#

What guy?

errant meteor
#

Forgot his name

undone crag
#

Reportedly he stopped about 7 weeks ago though and he recently made some youtube videos about skating and cooking.

heady hemlock
#

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.

severe ridge
#

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

heady hemlock
#

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

severe ridge
#

i would love to see different enemies, hell

craggy furnace
heady hemlock
#

Oh, what kind of enemies were you working on?

craggy furnace
#

peach and myself talking about making nemesis

#

helicopters as boss battles might also happen

#

dont think so though

grizzled grove
heady hemlock
#

Interesting. Thank you.

severe ridge
#

its the upper and lower separation nah?

grizzled grove
#

i'm just not sure if that system is generic or has expectations from the spine joints

grim spindle
#

Do you know a good guide too creating a map

ruby urchin
crimson panther
#

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?

waxen stratus
#

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!

fallow bridge
#

Cause you can just make a server and invite your buddies and whatever mods you had enabled are activated automatically

#

(Like Garrys mod)

waxen stratus
#

thats my bad i should of went to #old_techsupport my fault but yeah just for me and my buddies

fallow bridge
#

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

waxen stratus
#

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

latent orchid
#

Anything you add now, will likely need to be modified to the new approach when the time comes.

sour island
#

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.

flint seal
#

there's no such thing as in-game choppers

sour island
deft peak
#

lmao

devout shadow
#

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.

sour island
#

You could have the game print out the contents of the Lua table on game start

devout shadow
#

@sour island Can you tell me how I can do this? I'm not sure how do that. Ty!

sour island
#

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

devout shadow
#

Thx!! I'll try it.

sour island
#

This one will work, I would just change line 11: = v should be = tostring(v).

#

As the comments point out it will break trying to add a string and some variables together

abstract raptor
#

I need help

#

my challenge map isn't appearing in the challenges list X_X

abstract raptor
#

ne1 ? uwu

#

I think I have errything all set up correctly, and it's not throwing errors

#

it just won't show up so I'm stumped