#mod_development
1 messages · Page 473 of 1
Normal GEAR.
That was the required one for ToxicFog, along with Item Tweaker API. 7 errors showed when it started raining while I was outside.
it should be working normally then, as it doesn't add any custom objects
No errors on my end running toxic rain. 41.52
Just Toxic Rain? I'm using the ToxicFogAndRain version. Maybe it just doesn't work for the mix? Might just be something on my end too.
Sorry, there is no Toxic Rain, I should have said Toxic Fog and Rain.
Ah, okay. I know there's a really old Toxic Rain mod by someone else, but I wasn't sure if the newer version had just a rain variant.
What mods are installed for you?
I'm trying a new save with just ToxicRainAndFog, GEAR CORE, and Item Tweaker API.
Yeah, that's all I got running. I'm sorry but as long as it works on my end that's the end of what I can do on the occasions where I do help people with my mods.
I have too many mods, and too many people use too many mods at the same time, for me to provide end user support, and as a matter of personal boundaries, and to conserve my time and energy, I can't help beyond occasionally error checking on my end.
Being that it takes 10-15 minutes to try and replicate an error, and 90% of the time I can't replicate the error.
No worries at all. It's likely just an issue on my end that I missed. Been a while since I've played, so there's probably something I changed that I forgot about.
Also validating game files wouldn't hurt
I forget about that sometimes. lol
Is there a way to lock the game zoom?
And/or stop the camera from panning when aiming?
theres a checkbox in the controls tab called "pan camera while aiming" or something like that
it might just be in the normal settings tab
So I validated my files and rebooted the game. Don't remember if I saw any error popups, but the mod works, and I was able to test it since I started with a foggy morning.
is hydrocraft updated yet for 41.51 
hydromancer mostly just does rimworld now, the caretaker seems to not care anymore
either someone will step in, or itll get stripped for parts basically
looking over it now, damage doesnt look too terrible but id give it a month or three
is there any hunting mods for build 41.50 ?
require"MainCreationMethods"
BaseGameCharacterDetails.DoTraits = function()
TraitFactory.addTrait("Packmule", getText("UI_trait_Packmule"), 6, getText("UI_trait_PackmuleDesc"), false);
end
end
Is this the correct way to add a new trait without screwing compatibility with other mods that alter the MainCreationMethods file?
Nope that was wrong. Turns out I only needed to do it like this:
require"MainCreationMethods"
TraitFactory.addTrait("Packmule", getText("UI_trait_Packmule"), 6, getText("UI_trait_PackmuleDesc"), false);
Now it works ^^
Okay now this happends, I have no idea why :/
Organized trait gets the exactly same name and description and I have checked in UI_EN that I havn't set the same name for Organized
Is there a mod to prevent zombies from hearing shots?
You can do that if the zombie is a reanimated isoplayer. I tested it by spawning an isoplayer and infecting it and ending its virtual life. It was dressed in a white shirt, black trousers, and black shoes.
I then gave it a black jacket and sunglasses.
After I exited to the main menu and loaded the game again, it was still wearing the black jacket and sunglasses.
Hmm so the game spawned an African American with blonde hair :/
Yo dawg your firecracker weighs 1.5 dawg
hmm interesting, perhaps that's why terrorZeds set the zombies to be reanimatedplayers then
weird thing is it's not referenced at all
wait are you on 50, 51 or 52?
survivor zombies having their own inventories is an old thing
I got a problem with the addon created by me
It doesn't work if I try to download it from steam
Like vehicles from it just won't spawn unless i put file of these directly into fili cars mod on my pc which its using as a base, i don't know why game doesn't want to spawn my cars
like does it not know what to do with my files ?
Anyone know how could I fix it ?
here is addon
https://steamcommunity.com/sharedfiles/filedetails/?id=2511297916
41.50
It also works in Build 41.52, though the player turns invisible briefly while the isoplayer NPC is alive.
hm
Survivor Radio does that and immersive CD players.
feature or glitch?
look, with that profile picture, i wouldnt talk to you even if you werent a bot
lol A moron that can think we can falls on his phishing page, get out here lammer...
Ban pls
or probably he is an infected user, I recommend turning off your computer and analyzing
yeah, i saw a similar 'hack' that happened to a friend of a friend, but the story was all over the place. general idea was that their discord got hijacked because of something they clicked on
Probably he have the "slippery" in a sub-process, the most smart he can do, is waiting to the night and do a deep scan to his computer, until find the external agent, too change all password because surely comes with a keylogger. (I know about that because I have a .exe can do something like that, but I'm not really interested in cybersecurity)
needs more detail and a long paint session but 8/10 the way there
Back then though didn't they have the engine under the wing instead of in front of it?
@undone crag its firmly attached to the wings
with the gears holding the wings
you have three points of contact
What's attached to the wings?
Hmm yeah actually that photograph shows them right out in front of the wings.
Oh no
Déjà vu
Why this Déjà vu?
Maybe my brain made a mistake but it's like this conversation has already happened. Maybe something mistakenly perceived the recent memory of this conversation as an old one.
Someone just timetravelled 
I mean I was thinking about aeroplanes looking different now with the engines in front of the wings instead of tucked back beneath but those two pictures are actually like that. Are they from before 1994?
In all honesty, I think I associated my deja vu with dreams
yes?
Oh ok
Actually maybe those look half way between, and also they have propellers maybe that's it or maybe not.
I'm working on one that will integrate with spotify. Itll be in Java though, not lua. But I'd rather it be legal than... otherwise.
I forget what planetagol's tag in here is but found an error with his new trash mod
This type of trash pile has a weird weight, and throws an error when trying to pick it up
@willow estuary
I remembered
There's issues with updating between the two builds right now with that. Just be patient.
No worries, just wasn't sure if you were aware of it
good mod, adds some good feel to the world. Although for some reason I didnt see 7 corpses and a bunch fo trash appearing inside my home lol
Hi friendos! I'm looking for some docs to get into modding this game. Anyone has a handy link to share?
@brave olive https://github.com/FWolfe/Zomboid-Modding-Guide
txtx
Not sure if its an issue or the intended effect, but every time I load my save or sleep, more trash/corpses appear, which is slowly but surely filling my base up if I dont spend most of the day re-clearing it
Has anyone worked out or been informed of how to use the new custom perk thing?
I am too awkward or something to DM one of the Indie Stone guys to ask :c
I think we have a pinned message with the example files
my building time mod was updated today to use it
big sad
i also need some help making windows unbreakable and unopenable
never mind about unopenable. ill just make them locked
I see the example.
**Proposed New Channels for the Workshop Section **- Please look at #mapping pinned item
Howdy fellow modding channel dwellers. We have pinned a short-time Y/N poll for some suggested new channels over in mapping (it just came up and nasko will make it happen on the basis we all agree on names).
The proposal is to add a couple of extra channels under WORKSHOP that will help centralize some types of discussions such as 3D modelling, animations, lua and custom graphics. This will also help newer members find past answers and ask for help relevant to their specific focus without getting their questions lost amongst other topics related to modding/mapping.
Please head over and check the pin and let us know if you agree or disagree with the proposed channel names.
Encountering errors? (a visible red box at the bottom right of your screen)
A log file can be found in: C:\Users\<username>\Zomboid\console.txt
Note: The file resets after each game boot so you will have to grab the file right after the error happens.
Once you have the log handy you can search through it for the terms "ERROR" or "Stack Trace". These will include the file names, and even lines the errors occurred. Even if you don't understand what the log says, it should hopefully be obvious which mod is triggering the error based on the lua file name.
since I suggested someone write this up- I figured it could be me lol
i wanna make one of those scenarios that you can choose, alongside "winter is coming", "you have one day" and the other things.
it's "winter is coming", but -30°C, and you only have one week of autumn before the permanent winter.
if anyone knows the temperature of the sea ice biome in rimworld, that's how cold i'd like to make it permanently.
am breezing through the "Winter Is Coming" challenge, would like something actually cold.
@wanton cosmos cryogenic winter
tried that, still perfectly fine
Fresh Prince of Bel Air Meets Zomboid!
Ok, so i just found this file in survivor radio, can someone please explain wtf this is
i cant tell you without spoiling some of it
but i can tell you if you're fine with spoilers
sure
cuz im sort of spooked rn and i gotta pet my dog because its too early for this crap for me haha
Have you tried just playing completely naked?
pretty much impossible
go ahead tho lol
hey everyone, has anyone encoutered the game crashing after trying to attack zombies?
or how can I track down the reason why the game crashes?
i use a lot of mods btw
"Realistic" zombie loot mod, that also has potential for broken loot farming metas 🤷
https://steamcommunity.com/sharedfiles/filedetails/?id=2557379685
@/TiberianEuan#9662 Rimworld sea ice is -20 to -30°C.
Anyone here know if there has been a fan made radio station or radio theater? Something like "We're Alive"
can someone update the kitsune crossbow to 52? and the wooden crossbow long with it ?
can you make bow/crosbow mod ?
also can u add links to all of your mod to your mod page?
this fella obviously doesnt know blair that well 😂
What? Oh good lord, I have over 120 mods, how the heck would that even be feasible?
Just click on where it says Project Zomboid > Workshop > planetalgol's workshop near the top of the mod page cowpoke.
https://steamcommunity.com/profiles/76561198032164260/myworkshopfiles/?appid=108600
But yeah, no, I just do my own thing, and am not someone anyone should be coming to with their ideas or requests. I have too many dang ideas for mods that I haven't knocked off anyways.
Plus if I make a crossbow mod, then I'll get too much attention from all The Walking Dead stans/cosplayers, and that ain't my vibe.
then how about bow ?
indeed
I'm really trying to firmly but politely explain to you here that I'm not a "suggestion guy" in the least? Ordinarily I'd just keep my mouth shut, but you seem like a persistent rascal, so I'll be frank.
Having people come to me wanting me to make mods on request is no bueno given that:
- I have a significant backlog of mods that I'm working on, or have ideas for, that can keep me busy indefinitely.
- I feel like if I make even one requested mod, then that just opens the floodgates for having more people than already coming at me wanting requested mods.
- In the past people have driven me absolutely batty making suggestions and requests for mods, or changes to my mods, that I have 0% interest in, and it's one of the reasons I have workshop comments disabled.
- I am incredibly grouchy, cranky, and insular, and I just don't want to deal with any of that stuff? I just want to do my thing, shove mods out the door, and let people use them, or not, as they see fit.
However, there seems to be plenty of people that are eager to make a name for themselves as PZ modders, and also have a radically different attitude than I do, so I all can suggest is take you requests to one of those people?
ok
Soooo can you make a mod for me that does bzzzt bzzt
OOOOOO you made a sewing machine nice! Going through your mods right now Blair 😛
That one doesn't work last time I checked 
(T_T)
I finally clicked on the build 41 filter and that eliminated all but 5. >.<
So why would someone install a mod to prevent yourself from doing something....wouldn't you just not do the thing?
Maybe it's for weak willed people
Did they fix the workshop tag system?
Iirc you have to use a mod to set tags for your uploads- not sure how long that's been the case
🤷♂️
Just saying, you probably have to check the mod's name or description to see which build it's for-- but generally if it's old it is probably broken.
it's just me or guns mods loot is broken af?
just looted like 390kg of guns and ammo from one military building
that's too much weight!
ye thats nothing for mili truck
it's that much cuz i've disabled thing where trunk capacity is smaller while destroyed
cuz it's illogical for me
seems like on new build 41.52 even with changed loot (if it's changed), CrashedCars mod works with it's own loot.
so it seems like I don't need to change anything.
Is new loot tables in? Is the update released..? I am a bit confused since I haven't played PZ in months
Wait till you tell them The Walking Dead didn't invent crossbows. ;)
I agree, crossbows are overated I prefer a real man's weapon - an English longbow.
I'm not some dandy who uses a single finger to fire his weapon.
Bro do you even atlatl?
I'm not worthy, take my big-boy™ license.
Incidently, a sling would be a pretty good weapon in a zombie apocalypse.
Hey guys, is there any timedActions that's executed when doing exercise? is there one for each exercise?
There's a folder with all timed actions
I couldn't find in the client/timedactions location
Would give us something to do with all the non-chipped stones from foraging too.
The only one I found is "ISFitnessAction" but I wasn't sure that's related to the specific exercises 🤔 probably yes and are all together
Does anyone know if theres a way to package up some custom difficulties into a mod? I have at least a half dozen by now
Hey, was having issues with superb survivors and needed some help
I was directed here
The survivors can’t aim… at all. Against humans or zombies. Or if they can, it does no damage
Like I tested it, I stood in front of some hostile npcs with guns for several minutes and they just couldn’t hurt me
Are you using the Subpar patch?
The original mod isn't supported anymore, even before this update tbh- but the guy working on the patch might be able to plug those issues.
Yeah but shit I’m looking it up now
This is apparently a very common problem
This sucks ass man, that’s my favorite mod and survivors literally can’t do damage rn
Honestly surprised it broke
Superb and Subpar are both broken right now because of 41.51/2
As much as it was ducttaped together- I wouldn't see a connection to the new update and preventing NPCs from targeting.
Pretty sure it's related to some MP code changes, similarly to how split screen had problems.
Anything that creates an IsoPlayer is affected.
That's true
For instance, Aiteron's early tests of a new NPC mod from scratch have the exact same problems.
So SS may have relied on some variable that got gutted
It seems any procedurally-created IsoPlayers cann't deal damage.
Hmm
I suspect that it's actually a bug in the engine somewhere, but since it only affects NPCs it wasn't noticed in testing.
I was hoping the devs could lend some insight but no response yet https://theindiestone.com/forums/index.php?/topic/38421-isoplayer-npcs-cannot-damage-zombies-in-4151/
I know mods cant be officially supported by TIS, but I would greatly appreciate any insight the devs could havefer about why NPC mods are broken and any pointers on how I might go about fixing them. The specific major bug is that NPCs (who are IsoPlayer objects controlled by scripts) no longer do...
Haha thanks I just wanted to fix it for myself then got a little carried away.
Same here man, it’s my favorite mod bc it adds base building and you’re the only one up keeping it
Like npc base building
Are you using an IDE? (I assume atleast debug mode)
You could pinpoint the issue if you lay in debug outputs.
So they try to attack/shoot (use up ammo) but deal no damage?
So something within Hit() must have changed
It doesn’t occur on humans though only zombies
I would run a comparison between .50 and .51/52 IsoGameCharacter.java
Worst case scenario you could write your own dmg handling
Yeah I've considered that, it seems like it would get really hacky though.
They also don't knockback properly.
You can simulate knockback too
I would need to decompile to look at that java file, right?
If you use intelliJ or a similar IDE it decompiles automatically
Ah I've just been using vscode
It does it Everytime you open the file- but you can actually decompile it to speed up the process.
Does vscode let you read java?
It's really just a text editor.
I'd say you'd be better off with a few more bells and whistles dealing with SS
Yeah I looked into getting set up with storm and everything but it all starts to resemble my day job too much.
You honestly don't need to get into storm to write Lua and maybe debug some Java
What jar file should I be looking at?
IsoGameCharacter
It's in its own jar?
That is the base object which makes up IsoPlayers and IsoZonbies
It should be yes
The nice feature about IntelliJ is you can use Ctrl+n / Ctrl+shift+f to find stuff in the java files if you've decompiled.
I can't tell you where it'd be otherwise
Do you happen to know if intellij has a diff function?
Different function to what?
Cool, I'll just copy and paste into vscode
Yeah, there's a whole lot of changes in Hit()
It seems to have been refactored a bit, with the damage calculations split out into a new meth, processHitDamage
Are the arguments in the same order?
Yeah, code all seems pretty similar just moved around and split out.
I did just notice something really really interesting though.
I'm verifying, but I think OnWeaponHitCharacter event may not be firing
Yeah, confirmed
Which must mean Hit() isn't even being reached.
Do you happen to know what calls Hit()?
Not sure honestly, not at a PC to look
IsoZombie and IsoPlayer also have their own Hit()s too
They call super.Hit() which is IsoGameCharacter's if I understand it correctly.
Currently calling hitConsequences from Lua does not damage zombies or make them suffer the consequences of being hit from what I have seen.
Events.OnHitZombie isn't firing either, which is one of the first things done in IsoZombie's Hit()
hitConsequences now has an additional boolean argument
Hm it's never referenced though
And there are no other changes to hitConsequences
Ok this is pretty interesting.
That extra parameter is passed in from the last parameter in Hit()
Which defaults to false
Another change in 52 is the following:
if (!var6) {
var12 = this.processHitDamage(var1, var2, var3, var4, var5);
}
var6 is that added parameter.
So yeah, that would be it for sure
There's an optional parameter to Hit() that has to be set to true or else no damage is dealt.
So something that's calling Hit() in NPC attacks is missing that parameter.
Is the the ''ignore damage'' one? I can't read the new Java.
What proc causes blood splatter? Like we’ve mentioned, they can cause zombies to bleed but they don’t hit them
I wonder if it's related to the fakeAttack stuff listed here https://projectzomboid.com/modding/zombie/characters/IsoPlayer.html
Those methods seem to be missing though.
I can't open a class in this with Java Decompiler :/
How did you do it?
Are there more than 4 parameters for hitConsequences now?
public void hitConsequences(HandWeapon var1, IsoGameCharacter var2, boolean var3, float var4, boolean var5) {
Hit passes that same var6 variable from above in as the final parameter
They're using pzdoc to decompile the source and generating a Lua library of exposed functions and classes.
It would if set up correctly, generate what's available as you typed- and as well Ctrl+click to jump to what it is referencing.
I meant to ask how Felkami was able to read those files inside the zip file using Java Decompiler. Konijima said the zip file contained the Java already decompiled. When I try to open one of the files, it is not opened.
I'm not sure what they may be doing differently as I left CocoLabs a while ago
What are you using to decompile?
I was not decompiling something, I had instead downloaded Konijima's zip file which he said was the decompiled Java of Build 41.52. Felkami said that some software last updated in 2019 named ''Java Decompiler'' was able to read Konjima's decompiled Java, but I have not succeeded on opening it with it.
Is over 3000 polygons for PZ weapon models high?
@willow estuary No Blair you need to make a machine that goes "PING!"
https://www.youtube.com/watch?v=wshyX6Hw52I
The Machine That Goes Bing brought to you by Scania4life.
copyright Monty Python
thank you monty team for your wonderful videos
I joke I joke. Had to Raze you a bit! Have a great one!
If you're using InteliJ I can send you stuff to use.
The zip was provided as an alternative to using InteliJ though... :c
I'm not familiar with other programs- are you using vsc?
If it can hold jar-sources or Lua zip libraries it should work
Okay Filibuster, I think we should kick Bosniarat from the Gun Mod test group as that motherfucker seems to think I have a sense of humo....
...ah shit, sorry, that was supposed to be a DM and not anything posted here. Oopsie!
HAHAHA Thanks Blair
I assume your using vsc?
I see there's a vscode-lua plugin for it
Alternatively I think it should work as an external library
I do not know what vcs is and I am probably not using it.
What are you writing code in?
Notepad++
I have notepad++ I don't think I've seen advanced features that could look through java.
I have been ''JD-GUI'' or ''Jave Decompiler'' to read the Java but it won't open Java 15. Konijima gave some Java he said was decompiled but it can't read that either but it could for Felkami so that's odd.
He'd be using intelliJ which reads java natively
If I'm not mistaken
On both facts
He said he was using IntelliJ with Gradle with Capsid.
If you download intelliJ I'll give you the two libraries you'd need if you don't feel like dealing with capsid/pzmod/Gradle/cocolabs
It'd only be up to date for .52 though
So if there's a .53+ it may not have every function that's exposed.
It's 774MB though :/
I may download it though actually, if I can't read the reportedly decompiled Java with something else.
would you like to see this as an expensive trait? "The 6th Sense"
https://youtu.be/SuFw__xU4ZY
I was working on a mod that will give you a Visual indication of the direction that sounds are coming from, now thats not quite done and not what is in this video, but I realized this same system could be used to give you a zombie sense.
See the arrow follows the closest zombie to your position and color/flashing reflects how close/dangerous it...
That's looking fly, dude
trying make a new hunter mod here!
I'd love to see a Project Zomboid mod that sets the game in the year 1900. Granted, that would be a huge overhaul of pretty much every mechanic in the game, but it would be fun to imagine.
No radios, primitive cars which are rare, and very few ways to properly store your supplies long term. Very few canned items, things go bad faster because of fewer preservatives.
Makes me wonder how people then would've fared against the Knox Infection.
No highways and lower population that was all scattered around would mean the infection would spread much slower without a real exclusion zone hotspot like in PZ so I think it would be a much different simulation.
Would be fun to play a zombie game set in that era though.
Damn nice
im looking for a mod that lets you use the chat function in single player anyone know of anything like that?
The happiest lua function: player = getPlayer(); player:Kill(player);
Not really - you’d remove mechanics not add them, but it’s basically just lategame pz from the start.
No power or running water, but rain barrels galore.
There would be guns but mostly rifles
There'd be power, but probably in some of the more "sophisticated" areas. Most rural and suburban regions might not have as much power. Same with sinks.
hey what are these parts between the legs
are they for skirts ?
or can i remove them
Damn that porche looks good. Sick!
I have a quick question to make sure i understood this new distribution thing right:
I want a item spawn in here:
So i do this?
And if its a item i just switch the junk to "item", right?
I've never seen list[] used - does that work?
Yep, that'll work just fine.
The difference between items and junk is that the amount of zombies in the vicinity "inflates" the spawn chance of items in the items category; that's why if you make an item with a super low spawn chance, and have it in the items category, it'll spawn more than you'd expect it to.
That's why, I presume, the axes and machetes are in the junk category in the above distro table.
They are for skirts, check the UV map, they are basically there all the time, but with invisible texture
Has anyone found a way to add the junk category to loot procedural tables that do not have one defined in ProceduralDistributions.lua?
You can just define it
ProceduralDistributions.CrateFarming.junk = {}
I wasn't aware list[] can be used for indirects - I've tried using [] by itself and it didn't work unless it was the last nest.
oh crud I just figured out my mistake haha
?
I was defining it as just CrateFarming.junk ={}
and not adding ProceduralDistributions
never worked with it all the much. figured I would get some experience by updating an abandoned mod I like
thank you btw!
Np
follow up...
to test I added in ProceduralDistributions.BakeryBread.Junk = {} but get a return of attempted index of non-table also tried throwing it in with a random item included but it throws the same error.
Junk isn't capitalized
Also is bakery bread a list in there?
I was under the impression the lists were for rooms/furniture is this the display case for bakeries?
same
Also is bakery bread calitilized the same way?
That error means you're trying to access a table that doesn't exist- which is strange
Where are you calling it?
from the original game files
I'd suggest including require "Items/ProceduralDistributions" in the lua file.
Also you're missing list in that snippet.
I've not had to use list before
Unless these are special Lua tables that behave differently.
Strange
is list a modifier that is telling the table what it is being used for?
Thanks!
But I'd suggest trying
ProceduralDistributions.list.BakeryBread.junk = ProceduralDistributions.list.BakeryBread.junk or {}
or
if not ProceduralDistributions.list.BakeryBread.junk then
ProceduralDistributions.list.BakeryBread.junk = {}
end
For compatibility with theoretical other mods that also define a junk category for that table; not guaranteeing that that will work, but if it does you're one step closer to inter-mod compatibility.
Nice! thank you definitely want to try and keep it as compatible as possible
Defining it that way does work for compat
Good suggestion
Also, can't find anything about list[] being a thing- so I guess it's unique to Kahlua?
Yeah, that way you can then use the table.insert method afterwards to populate your list, and it won't overwrite per-existing junk tables for that distro table?
Having said that, I should implement that myself for the multiple new tables of that nature I have in my stuff instead of just recommending it 🤪
Oh! You'll also have to define the rolls value for new distro tables as well.
since I am a scrub I will just ask. to define roles would it just be ProceduralDistributions.list.BakeryBread.junk.roles = 1; I feel like that is not right but still trying to wrap my head around the tables inside tables thing haha
That defining method should work - but I'm not sure with the whole list[] thing being required.
lua is weird man
Lua is fairly easy to use- you already got it. The list[] thing isn't normal as far as I can tell.
rolls 😉
any mods that add NPC companions?
I got pinged? i missed it
Might have found a workaround for NPC damage. I can call IsoGameCharacter:Hit() manually in my attack method and it seems to work ok. I'll just have to manually implement chance of missing and randomized damage. Does anyone happen to know where the code is that determines those so I can copy it?
Before you do that you should bug @iron salmon with as much info as to what's going on.
I've been updating this thread as I dig up information but no response yet https://theindiestone.com/forums/index.php?/topic/38421-isoplayer-npcs-cannot-damage-zombies-in-4151/
I know mods cant be officially supported by TIS, but I would greatly appreciate any insight the devs could havefer about why NPC mods are broken and any pointers on how I might go about fixing them. The specific major bug is that NPCs (who are IsoPlayer objects controlled by scripts) no longer do...
Out of curiosity is it cause they're not connected players?
Maybe you could just tell the game they're clients
Yeah, I've had that thought. There seems to be some additional stuff added with game client and network checks that could be failing.
How would I do that?
I assume the code is looking for clients or coop players now, these were handled differently to eachother prior. I'm haven't checked changes.
I'll make sure it gets a look internally, cannot guarantee any sort of timeframe yet as all gears are on fixes for .53 and further
it'll be seen though
Thank you, that's very much appreciated!
No problem, sorry for the frustration this must be 😦
Hey, when I subscribe to mods in the workshop, how do I actually download and use them? Theyre not popping up in my mod selection at the start screen, and theyre not in my Mods folders in my User PZ folder or Steam PZ folder
Reason: Read the pins. No memeing / Reaction gifing.
https://steamcommunity.com/sharedfiles/filedetails/?id=2558749083
Made a mod. but could not figure out how to write a script gasoline jerry can.
Hi, i'm new to the Discord and PZ-modding (but have dabbled in modding other games) and run into a question which i hope someone already knows the answer to:
I'm attempting to modify a mod in-order to make it compatible for both B41 (which the mod already was) and B40 (in which it's non-functional)
In this case it's the Unpack Mod, i've managed to make edits which (at least as far as i've now tested) appear to work fine in B40 but am wondering if there's already ways to run certain bits of code ONLY when it's in B40 as an attempt not to break stuff for B41 🙂
You'd have to do a version check
Have the parts you have working ran under one end of the if statement
Steam can take a bit to register that you have subscribed to the mod- try reverifing your files to trigger it manually.
Thanks, i'd figured that's probably one approach. Would you happen to know if i.e. the game already has a function for retrieving build-number or alternatively a mod that already checks the buildno. That i could take a look at for reference? Before i go down the rabbit hole of reading through the majority of zomboid's code :) if not i might consider making the changes into a patch that only overrides some of Unpack's functions instead :)
Yes, it's under Core
@worldly mantle
local gameVersion = getCore():getGameVersion()
if gameVersion:getMajor()>=41 and gameVersion:getMinor()>50 then
---this is post .50 code
end
Awesome, that helps me a lot!
Np
For the sake of avoiding repetition I suggest setting this once as a global boolean. Then if you need to check in multiple places you can just do if X then etc.
You can also run ifs outside of function/code defines and that Lua will just not be called at all.
Aye i was considering registering a local "majorVersion" at the start of the lua file which gets filled with the gameVersion:getMajor()'s output, assuming the if-statement i plan to use wouldn't call the function every single time you use those lines 🙂
I think there's a function that spits out the whole game version as a string
But I prefer dealing with major and minor considering you can't check for later versions all that accurately.
You could simply have the variable set to {}, and then run the stuff I wrote. No need for a function.
So the variable would be "global" and I would set it to true or false
You can run loose Lua outside of functions and hooks
Post40_50 = false
local gameVersion = getCore():getGameVersion()
if gameVersion:getMajor()>=41 and gameVersion:getMinor()>50 then Post40_50 = true end
Tossing that into your code as is will give you something you can use if x and if not x with.
Ah thanks, am i understanding correctly that there's no need to specificly call it a global? just isB40 = getCore:getGameVersion() :getMajor() <= 41; should suffice?
Ah awesome 🙂 Thanks a lot!
Lua does alot of assuming for you
Mucht too used to c# xD
Just be careful with globals, they can be a huge performance drain.
If you're checking it multiple times or in a loop or something, copy it into a local and check that.
This would only be ran once when Lua is ran, then refered to later.
Referencing any global has a performance impact because they have to be looked up in a massive table of all globals.
I wasn't aware of that- so if something is nested deeply in lua's pseudo classes and refers to a global it could basically shit itself?
Entirely unsure why, but since i've started trying to use the getCore i keep getting errors on the line i try to do
majorVersion = getCore():getGameVersion():getMajor();or any variants on 😒
throwing a java.lang.RuntimeException: Object tried to call nil in Unpack.lua and furthermore nothing usefull in the stack trace, currently trying to hunt the cause down xD
Is majorVersion in that cause the global?
Specifically is that how you have it defined
yeah it's the entire line
You may have to define it as 0 first
local isB40 = (majorVersion == 40); one line after it thanks to the tip/pointer SlightlyMadman just gave 🙂
You could try defining it within OnGameBoot
That's what I do- only cause I don't know if Core is referencable at Lua load
That may be why it's failing for you
https://projectzomboid.com/modding/zombie/Lua/LuaManager.GlobalObject.html Would appear to be part of the LuaManager, but im not sure if that says anything
There's a few functions that are global in Lua and provided by the java
But I'm not sure if Lua load is called prior to Core being available to reference
- Core gets assigned a GameVersion object
That might not be available
currently seperated it in way-too-many-lines just so it can spit out which function exactly is causing errors
appears core itself loaded fine
just made a stupid typing error that i have to restart to test again xD
Could be a syntax issue of defining something as the result of a function(s)?
local core = 0;
core = getCore()
gameVersion = core:getGameVersion();
majorVersion = gameVersion:getMajor();
local isB40 = (majorVersion == 40);
print ("Detected game major version:")
print (majorVersion)
print ("isB40 is:")
print (tostring(isB40))
is the new code block i tried to make for debugging/printing output
and that one throws an error at the
gameVersion = core:getGameVersion(); line for now
getMajor and Minor should be numbers
Hm
What if you collapse the whole thing to:
major = getCore():getGameVersion():getMajor();
local isB40 = (majorVersion == 40);
print ("Detected game major version:") in
print (major)
print ("isB40 is:")
print (tostring(isB40))```
im having the hunch getGameVersion isn't an exposed function, at least in B40. not sure if the documentation on https://projectzomboid.com/modding/zombie/core/Core.html might be out-of-date but if it isn't i might have to use getVersionNumber() instead
It's not catastrophic, just need to be aware that any time you reference a global variable there's a small performance hit, so if you need to reference it more than once it's always better to assign its value to a local variable first and use that.
I'll keep that in mind
If you look along the bottom, lines 119-143. This works in .52. I would try this method first. Unless you can determine that B40 doesn't have a getGameVersion available.
In your case you'd be setting a global though.
would appear this might've changed between major 40 and 41; getCore():getVersionNumber() correctly (or at least as-documented) returns a string 40.43
At least enough for me to work with xD
rest of the logic is already such that if isB40 isn't filled with true it will default to the mod-creator's default behaviour, so i think it should give no issues that way
or hope it won't xD
for some reason, zombies wont stay dead! i dont have sandbox plus, though... so i dont know what could be causing this
Heh, you're right it looks like they added more nuance to checking game version. You'd have to compare string outputs then.
I think core:getVersionNumber is still around btw- but it would spit out a static "40.52-IWBUMS"
Which would break with a potential .53, .54, etc
hmm, any idea how lua's tonumber() would react to that, would it simply strip off the letters?
gameVersion = tonumber(getCore():getVersionNumber());
local isB40 = (gameVersion < 41.0);
``` is what i ended up going with (for now)
Depends if the end string is added on all versions of getVersionNumber
This whole issue is rather ironic
function Unpack:shouldIgnoreItem(player, item)
if (isB40) then
return item:isFavorite() or player:isEquipped(item) or Unpack:isKeyRing(item);
else
return item:isFavorite() or player:isAttachedItem(item) or player:isEquipped(item) or ISHotbar:isInHotbar(item) or Unpack:isKeyRing(item);
end
end
example of a rewritten piece of code im using, in hopes when getVersionNumber would no longer work, isB40 should stay nil or false, thus defaulting to the original author's code
True
I've only dealt with 41+ so I'd have to check once I'm home
I'm hoping the changes to gameVersion are not new to 41.51+
I'd really hope in either case it'd rather been changed upon major-version transition then any minor-version xD
Worst case scenario you can refer to the new stuff and let the error slide on start up
As long as the default is what you expect
I.e.: assumed version is preX, the function is called but fails to check if it's postX then you're still ok.
Yeah, should function that way r/n 🙂
Can't be bothered right now to check for B41, eager to get back to playing on B40 mp as soon as my friend comes back online
Big question, how will we spot them, and can we dry the meat, for winter.
although I have no idea where is the script that load the models vertexes, I'm try decompile .class files to find it, the steps to achieve that would be:
- decode the function that create a survivor (by following the routing, through this, you will find the function to load models to the game)
- make test with new models
- use the zombie population to the distribution of the wildlife
Does somebody knows how to get the current gamespeed? 🤔
any 1 having a lot of bugs while using superb survivors or am i the only one?
You have to play on 41.50
im playing on 41.50
What sort of bugs are you seeing?
@dry sparrow Hey mate, the issue of NPCs not damaging zombies is going to be fixed in 41.53. It was due to an MP related change
Sorry for the headache
Thank you so much @iron salmon !
I put a hack in place for the moment but I'll remove it as soon as the update is out.
Yey
Ironically I've been trying to figure out ways to prevent players from harming specific zombies - would you have ran into a way to replicate this?
Also when you spawn an isoplayer all isoplayers including your one go invisibru
that happens even when you load into the game - might be intentional
What do you mean?
when ever I've loaded into a game with zombies near by if I didn't move they'd be unable to notice me - even before .51
this would be after I was in ghost mode when last saved - which doesn't carry over
By invisibru I mean their models don't show.
eh
I'm just calling the Hit() method manually in my attack. If you want to do the opposite, you could probably use the OnHitZombie event and return false?
The thing about invisible zombies reminds me though, I've been seeing this occasionally for some time, but every once in a while I'll load a game (with Survivors mods active) and the entire cell (or at the very least the immediately visible area) will be cleared of zombies.
It often happens when I am making a mod and I load a saved game and all the live zombies are gone.
Has anyone successfully used setHue? I tried values from 0 to 1, and from 0 to 255, but it's always white.
Interesting, I wonder if it's a side effect just of changing lua files or something that's specific to the dev process.
The 'cell is devoid of zombies' thing happened to me once or twice- I don't think it's unique to SS but knowing SS it probably causes it to occur much more.
Do you modify the damagemodeldefinitions for this?
Nope, really simply just call:
victim:Hit(weapon, self.player, damage, shoveMaybe, multiplier, false);
hm
It seems to work ok. I think the multiplier thing is for how multiple hits with the same weapon do more each hit.
I'm not tracking that, which I think makes them weaker.
It's also a little wonky with the animations, like they don't properly smash down on fallen zombies.
I think it's good enough as a band-aid until the next update though.
when in doubt write it yourself has been my goto
the thing is onhitzombie returns nils for every argument but the zombie
Yeah, thanks btw you gave me the idea to look at that. I'm pouring over the diffs to figure out why it's not getting called, then I noticed "wait this is public"
Oh it doesn't have the attacker?
it's supposed to
oh
i'm dumb
I wasn't passing on the arguments all the way
oh setImmortalTutorialZombie
that could work lol
ah nvm it requires tutorial to be active too
speaking of down attack - that appears to be what the first boolean in isoGameChar Hit() is for
Ohh interesting, that makes sense.
the last one appears to be if it will deal dmg
So how would I intercept Hit( with onhitzombie exactly?
onhitzombie is called within isoZombie's Hit(
Well, if it won't deal damage.
Passing false seems to make it do damage.
Actually, maybe what you want is Events.OnWeaponHitCharacter
What I mean is, if I call hit( with onhitzombie wouldn't that trigger hit twice?
I think that's called for any character
I'll check
Returning false from Events.OnWeaponHitCharacter is one way SS prevents damage between teammates.
Who knows if it actually works though.
that one is called from within IsoGameCharacter's Hit(
I think your fix only works cause one of the hit()s is broken
Well there's this line
if (LuaHookManager.TriggerHook("WeaponHitCharacter", var2, this, var1, var3)) {
return 0.0F;
oh hm
Yeah the hit() thing is what I'm using to fix damage not being applied.
If you're trying to prevent damage, calling hit() won't do you much good.
that hook might be onto something
I'm just not trying to rewrite their entire dmg proc...
the problem is it is a kind of puzzle zombie where only 1 specific thing can deal dmg
Ah
If you can't prevent the damage, you could detect if they attack with the specific thing maybe.
Then set a flag.
If that flag isn't set, you heal all damage.
Not perfect though since they could attack once with the special weapon then finish them off with a spoon.
yeah
I guess you could also just always heal all damage, but track how much damage they've made with the special weapon and apply it all at once if it's enough to kill?
that's not a bad idea
Maybe the hue did not seem to change because of the saturation making any hue white.
Been running the same carpenter character for a while. He has the locksmith trait, and after the most recent update, when I right click on doors and windows, it no longer gives me the option to “check alarm “. Anyone else running into this?
if that mod requires Extra Skills System and you're playing 41.51+ you will have to wait for the mod to update and fix
Ahh…gotcha. That makes sense.
if you want to play in 41.50 you still can
hey guys, is there a way to determine how much does weapon fix/percentage it will fix?
Im trying the make so that the smallsheetmetal (the top one) will fix much better than the screws (the bottom one)
fixing fix HPS
{
Require : HPS,
Fixer :SmallSheetMetal=1,
Fixer :ScrapMetal=2,
Fixer :Screws=4,
}
Thank you
or is it automaticly selected from the top to the bottom fixer?
doesn't it scales with maintenance or the required skill if applicable? i dont remember D:
never mind what i said,
i think i read somewhere it has something to do with maintenance skills
Thank you!
Does the subpar mod even work? NPCs still seem to be as stupid and useless as without it
NVM just found out it's kind of broken rn
Is there a way to mark my mod in mod.info as not compatible with build 40? So players won't be able to enable the mod.
i think all you can do is say in the mod title or workshop page that its b41 only
Some users ignore the title, then they write something like "it doesn't work at all".
Actually, I can do more: add a warning in the game or even modify the list of mods in the game. I just asked if it was possible to get by with the API capabilities of the game itself.
If they ignore or cant read its their problem honestly :p
Hi, does anyone know how you can get all positive traits, i think its a mod or something im just dumb lol
Any lua experts in here that could help me figure out what I am doing wrong with a code snip?
Trying to add the junk sub table and getting java.lang.RuntimeException: attempted index of non-table
if not ProceduralDistributions["list"]["Bakery"].junk then ProceduralDistributions["list"]["Bakery"].junk.rolls = 4; ProceduralDistributions["list"]["Bakery"].junk.items = {"BeerBottle",99}; end
Try ProceduralDistributions["list"]["Bakery"] = ProceduralDistributions["list"]["Bakery"] or {}
The format provided yesterday was .list["Bakery"] I thought?
I still don't know what list[] is for unless that's its own table.
I also do not know still just been going with it since it was working haha'
Try this
ProceduralDistributions.list.Bakery.junk = ProceduralDistributions.list.Bakery.junk or { rolls = 4; items = {} }
table.insert(ProceduralDistributions.list.Bakery.junk.items, "BeerBottle")
table.insert(ProceduralDistributions.list.Bakery.junk.items, 99)
OH SHIT, big fuckup in that, hold on, as written it would completely overwrite the items in the junk table IF another mod added them 😄
I figured I could just nestle that in the if then statement haha
Just use another Var or {} and make a table.insert()
Yeah, fixed the example code above.
So yeah, it turns out that using if to evaluate whether a table exists or not is no bueno, but =/or does work?
I just pulled yesterday's code out of thin air, but I tested the above right now ingame and it doesn't throw errors.
Use var or {} this create a new table if it doesn't exist, all depends which mod loads first
you glorious people
Haha, I just call it "playing with legos until it works" for myself.
Just trying stuff in debug mode + reloading code in different variations until it actually works 🤪
basically what I have been doing
same here lol
It appears that ["SOMETHING"] business is unnecessary as well; it's just something I picked up from copying other mod's homework on how to add items to distro tables myself.
yeah it seems to work either way. I kind of like it for the readability
Found another fuckup on my part, I asssume, sans testing, that this will work vs the original example (edited the above code too)
table.insert(ProceduralDistributions.list.Bakery.junk.items, "BeerBottle");
table.insert(ProceduralDistributions.list.Bakery.junk.items, 99);
I think the utility of [ ] is that you can put variable names in there without quotation marks.
ProceduralDistributions.list.Bakery.junk = ProceduralDistributions.list.Bakery.junk or { rolls = 4; items = {}}
table.insert(ProceduralDistributions["list"]["Bakery"].junk.items,
BeerBottle");
table.insert(ProceduralDistributions["list"]["Bakery"].junk.items, 99);
This should also work in theory
I will eventually figure out how to do the syntax highlighting in discord haha
Well, it's all pixie dust and balloon juice until it works in testing 😉
So is list just another nest? I didn't notice it in the procedural examples before.
Yeah it's weird
Personally I don't use [""] unless I'm indirectly referencing something. So it was strange to see that recommended.
from the games default generation file
Ah
just another nested table
I am guessing potential future expansion of the system. Like if the wanted to add procedural loot by container type or some other alternate method
Are they all like that cause even in the example photo pinned I notice the top is cut off or doesn't feature that extra nesting
var.["list"] and var.list actually is the same
Yep
I just never noticed list as a nest before- so I was asking Blair if he knew what that was about
For a bit I thought it was some Kahlua stuff as he suggest using x.list["y"].z yesterday
And I was confused as to why, and where list was
I wonder if there's functions under proceduraldist that warrants an extra nest of list
If you for loop through a table it will actually list the functions too
ProceduralDist is like a pseudo class in Lua
You can have pseudo variables/fields like "list" or functions
for j = 1, #table do
table[j]
end
Yeah
It will list "list" as a table, and if there's functions defined under proceduraldist
That would be my guess as to why list is there
Maybe Baph would know
He was helping with them right?
You can, but you can't call it like table.var, you must be use table[1]
I was learning the lua docs for a while, and the list, arrays, etc, doesn't exists on lua, just tables, is a great topic of discussion in stackoverflow jaja, anyway, if you need an ordered table, use enumeration for his creation
Arrays exist in Lua tho
They're either numerated or keyed
ProceduralDist[1] doesn't exist for example
Unless you use ipairs() which would force numbers in the key positions
mb, you're right, I was must have gotten confused with something else lmao
Nah it's fine, it's a bit confusing
I use array/table/list interchangeably with Lua- but technically numerated = list, keyed = table?
But they're all arrays or something
exactly, because its was already made as a table
I dont remember if ipairs() convert his variables in the order they were created, if you want convert a table to array, It's been a year since I stopped using lua and there are several things that I don't remember anymore jaja
I don't think it does maintain order
That's a weird thing about keyed tables
If you forloop through pairs() atleast it shoots out a random order
I'd have to test what happens with ipairs()
But I also use objects as keys all the time so ipairs() would break half my tricks
Ex: a table made up of players online but structured like this: {player=true, player=true}
Lets me do table[player] to check if it's in the list or not
Another thing I learned the hard way is if the last entry of a table is nil it removes the key automatically
lol I never come across that case where I need to verify that
I needed a way to reset variables on objects
So I added the original values to a list but kept losing anything which was nil by default- so I use false now instead
Yeah, I see now, apparently it just removes the initialization of the variable if it is nil
Does anybody know if it's possible to do profiling in pz lua code?
I'd love to figure out what bits of code are causing some performance issues.
What issues are you getting?
Just generally laggy.
I'm sure there's some loop somewhere that's just spinning out.
anyone got a link to the mod they're talking about?
pretty sure everyone has this problem
You can try this on game console, should will return all data variables from client/shared sides
for k in pairs(_G) do print(k) end
but idk the directory path
I don't think it's specific to any variables. I think it's just that some task or bit of code is doing a lot of unnecessary work sometimes.
I've used profilers in the past with other languages that will tell you the amount of time spent broken down by lines of code or functions.
Maybe someone in the Roblox community know of a way.
So you can see for instance in 60 seconds of run time, maybe some function was responsible for 20 seconds of that and is your bottleneck.
I may just have to manually do it by adding some time checks to the beginning and end of any methods I'm suspicious of.
Oh yeah, in FiveM has a program that does that, but honestly I never need it and I have no idea if it is a closed environment just for them
Thanks, I'll look that one up!
Btw how does SS scan for things?
Like finding loot you mean?
So Superb does it really inefficiently. It loops over an entire square one block at a time, keeping track of the closest, then returns it at the end.
I wrote an isoRange function that allows for fractally scanning
One of the improvements I made with Subpar is that I now search in a spiral moving out from the origin and stop when I find something.
Interesting, I'd be curious to look at that, sure.
Returns a list of isoSquares from a center (1 row at a time) - but it can also create a fractal net so to speak- so it can offset the search and scan with in those multiple centers recursively
Oh very cool.
This is how my spiral search works if you're curious: https://github.com/bsarsgard/Subpar-Survivors/blob/master/media/lua/client/0_Utilities/SuperSurvivorUtilities.lua#L1271
Similar concept I think lol
Yeah, so you're checking basically one ring at a time?
Yes, for each center
Yeah, I started with that approach, then decided this was easier as a drop-in replacement in existing code that had for x/for y loops.
It doesn't seem to have made much of a difference though surprisingly, so I think the code is hung up in something else besides searching.
The vanilla is 0,0 scan across right?
thanks, but i cant find the gourmet revolution mod on steam anywhere
not on the workshop
its only on his site
oh, ew
worth is doe
Like in the PZ code? Not sure, I've never looked.
Snake's mod are not in the workshop yet
i'll wait i guess but thanks for the info
You'll probably wait forever 😂
You will be waiting for a few months he is waiting for 41 to release
Nah jk, he mentioned he's going to upload them but no dates yet so I recommend you to use the modpack downloaded from his blog
I could not find a general purpose scan code which is why I wrote it- but there's some limited/specific examples in vanilla.
He dose have 41.52 updated
Looks like they update every 20 ticks.
Although I'm not sure if that applies to tasks.
I haven't looked too deeply into the task manager.
Ah the taskmanager update is only called inside the survivor update, so same modulo
Oh wow, I just noticed while looking at that, that the DoVision function loops through every single object in the cell and checks if they're visible lol
That would explain why the game tends to grind to a halt when there's a lot of zombies.
Yeah that would do it
Has anybody used IsoGameCharacter.getLocalEnemyList() or getVeryCloseEnemyList()
Seems like that might be a better set to iterate to count visible threats than running through the whole cell.
What’s a good place to start for pz modding?
I was going to look into this for my AI problem- I'll let you know if anything comes of it
Just checked it out and it looks like they're always empty sadly.
hm
even for Zombies?
I think isoPlayers get a few variables for zombies actively chasing them
so I don't see enemyList being used for them
Oh that would explain it if it's only filled for zombies.
I was checking on players.
It's 0 on a player, even when they're surrounded by zombies being dragged to the ground.
I think I greatly improved the dovision method at least by just skipping any entry that's not within 20 tiles.
It was previously doing two separate line-of-sight checks on every single entry.
nice lol
any mods for changing item rarities midgame?
Item modding - Try to create a new inventory item (not a world object, or a weapon). It's pretty simple and won't require 'coding' experience really
Add a new set of knives and forks called 'fancy knife' or 'fancy fork' that is exactly the same as the original knife/fork 😄
👀
@tulip valve i think i can call that a preview
flying ice cream trucks
Hi, after a long time without touching the modding (6 months), I'm going back to it
I started again by trying to make a texture pack mod allowing to incorporate slopes in the game ...
I created a texture pack mod but I can't get it to appear in my mod list ??! However my other texture pack mod created 6 months ago works well!
my slope mod pack texture was accepted by the steam workshop so I think the folder structure is good.
You are making a shitpost mod but now I am thinking its a FUCKING HORROR MOD
It's a "family friendly" mod actually.
Hopefully I can get what I want out of the zombieAI and this thing can get pushed.
jesus chris i this zbiffo?
Yes
Now make it have creepy laughing sounds
We'll see how much I can squeeze out of the game
it's good I solved my problem ... It was spaces in the mod info file that was causing the problem!
How long until somebody tries to make a fallout mod for zomboid
bet it's gonna be a lot easier with that arizona map

What would a fallout mod even be
Also if you use Coyote County Araxas I already added the new Vegas radio to it.
Is Mr. New Vegas in it?
Hey, is there any way I can fix get the books from the "Additional Skill books" mod to spawn as of the new update? I heard it was possible to mess around with distribution files or something like that?
ey guys any1 know already which mod have bug that makes u unable to detach trailer?
ok its better towing
on 41.50
Recreating fallout 1 in zomboid
?
Do you mean something specific by rarity?
I just had a neat idea.
So like with the teleporting code
you could set it up so like there's two cells that are identical in WorldEd except there's a different variation of the building
And like; you could make Silent Hill
Basically
the rusted metal area
if you found a way to make you teleport to the adjacent location on the map
you could probably even make a siren play
LIke in a menu you can change rarities of item types. Like setting weapons to super rare mid game or ect
so i can make everything common at first since i like starting at the very start of the apocalypse
I know not, though there may be something in Lua for changing what may be named sandox settings.
Does anyone have any idea of a mod like that?
The loot is distributed when the chunk is loaded for the first time
any changes that happen after should only happen to chunks that haven't been loaded yety
it would affect loot respawn
in theory a check to decide the values that go in the table-insert, but then it would only work when you quit and then load. If you keep playing forever without quitting it wouldn't work
But maybe there's a better way of doing that
Fallout in PZ is quite an intriguing concept, it almost harkens in my mind back to Fallout and and Fallout two.
Wouldn't that just become fallout tactics but with open world gameplay?
Acid Trip! 
I cant believe nobody has made a custom shout mod for b41, so tired of hey hey you! 🤣
Would be nice to have differents shouts depending on moodle, pain, sad, drunk
9 votes and 10 comments so far on Reddit
Better ShoutsBetter Shouts is a mod for Project Zomboid, which replaces the vanilla shouting mechanics and adds a whisper function.OverviewAdds custom shouts (users can easily add their own)Adds whispering, which will be used if the player is sneakingRemoved vanilla shoutsTiny AVC SupportShouting...
is there a mod that replace the color bar of our item to number ?
no dont think so
can yall make one?
"Make the mod you want to see in the world." - Gandhi, probably
"No furries tho." -
Also Ghandi, maybe
where's my incendiary ammo mod!?
Say the one with Spiffo as a profile picture 👀
😮
😳
Nice ❤️
"misc" macabre sound
WOW, THAT's A LONG LIST!
Would it be possible to have sounds emit a circle around where they were being made showing its length and loudness/
this is an awesome idea.
There is already a mod doing this, but its for 41.53
If you are talking about the sound direction indicator it is not good and not what im talking about
similar but not what im talking about
Ah okay then ^^
im talking about like, if you break a window a circle will appear on the floor tile and expand and fade out showing its range
Ah or if you shoot a gun it would show the sound radius?
i think he means something like in the game 'this war of mine'. for zomboid this would be an awesome feature.
Yeah I like that idea too
OnWorldSound(x,y,z,radius,volume,source) event is what you would need I think
YES
have you never seen an actual ice cream van?
TECHNICALLY I WAS BORN AFTER ZOOMER GENERATION
itll have some surprises in it >:)
Toss in a jingle in place of a siren and it'll bring everyone for ice cream lol
looks like rust to me?
It's probably not obvious enough bit it's supposed to be the TIS logo in rust
More obvious on the right I think
omg you guys have made my day with the ice cream truck. One question though....does it play the music?
Nice ! would be cool if you could set it up like a siren to play the music on it maybe, not really sure if that's possible or not
already basically set up
https://steamcommunity.com/sharedfiles/filedetails/?id=2557718408
so much about that one lmao
yeah i noticed
people really seem to love hydrocraft so its not that shocking
shark, lets rebuild it...together we can do it....lets make ThermoCraft
@willow estuary do i still need Chest Rig and Webbing (build 41) if i have advanced gear?
What exactly does hydro craft do?
Adds a lot of stuff and systems and mechanics
Its a little much for my taste but to each their own
what would be nice is if people would sit down, work together and make a modern replacement that isnt a mess in parts, or completely unneeded.
can't wait for an animation in which a survivor opens the door of; Cars, Houses and Garages
like, everything
That’s something i think could be done to nerf cars, bc getting into an unlocked car is super quick
Anyways I had a question
I know that delimbing would be Far too difficult to implement due to all the model work involved - but what about breaking limbs?
I.e. you break a zombies leg and now it’s slower, break both and it crawls
how informative.
I think it'd be easier for something like this to work if github could push updates to steam workshop - right now everything is kind of pinned on 1 person due to how steam designed their workshop system.
thats the part that sucks, it would require 1 guy to constantly update it. But, it would be cool nonetheless
I'm under the impression github actions can upload to a workshop page - just not something I'm actually familiar with
I think I figured it out but I have steam guard on lol
PZ makes me want unreal world levels of primitive survival. Or jus unreal world in PZ’s isometric style.
@dry sparrow hey I had a question about subpar survivors
Subpar is not working for me. Survivors are not spawning. Tried everything... So sad, I really like this mod.
Are you playing a modded bap?
me? No, zero other mods.
trying to reinstall the game and everything. I'll let you know in the workshop forums if I can't solve this issue.
Is there a way to set areas that aren’t just massive rectangles? Either setting it up as a loop around my fort for guarding, a bend when there’s a bend in the room, etc.
Whilst I said that in humor, a part of me does sometimes feel like making a more focused version of Hydrocraft. However, it is not a mod I think a single person can update without some assistance from other experienced modders. I'm also mindful that such a rework will tend to attract too many 'cooks in the kitchen' and then we end up with the same old smorgasbord of mostly scatter-shot items and contraptions.
My approach would be to take a focused tech tree branched approach and ensure things fit for purpose, theme and lore.
Is superb survivors still a functioning mod or is it bugged out? I get a error when loading into the game as well as hearing all the breaking and panic noises of them and when i die it just endlessly counts errors
But otherwise it seems to work
it would require organization, but would definitely be something interesting to see.
I recommend subpar survivors mod with that mod too. Not for the latest version but the version prior, it has less bugs.
I bet if you were to do this, people would donate to a patron, god knows that mod has a shitload of subs.
ghost mode removes swing sounds now xD resistant spiffos
they also dont get phased by grenade launchers
i like that they have bullet holes lmao
@severe ridge theyre beautiful
there will be no head/jaw stabbing in this establishment
so they're like invincible then
nope
they have an acute weakness but the normal ways to kill zombies are useless
its odd though because certain mods seem to affect them
britas handles things to the nth degree
@craggy furnace for Survivor Radio reasons I'm wondering if I can summon the helicopter by calling to a disabled moodle tag with the radio
Radio in an Apache heli thats destroys everything xD
we have means for summoning them but we havent done anything with them
all youd need to do is call the function to spawn one
I see
I wonder if I can rework one of the moodle tags like I was saying in ISORADIOINTERACTIONS.LUA to catch say... "Sickness = 1" to summon a specifc type of helicopter
And then you could create a table that'd summon different helicopters when the player heard the broadcast
Where would the tech tree start? With something more primitive into modern recipes/things to build? I love the ideas in hydrocraft, but it’s such a mess.
less timeline and more across practical lines such as electrical, metal working, automotive. Just something that keeps it simple and grounded in useful knowledge. IDK as I haven't given it much thought, but maybe something to explore down the track. For now I have enough on my plate with RL and mapping
Thanks for this!
Np
Is it possible to tell what mod is causing the error through the console log? I'm don't really know scripting languages but I'd like to know what is causing errors
Check the pins, and or the message that's quoted above me.
Yeh I saw, a bit late
Gave me the exact file, but I had no idea where it was, had to go looking for it
Ah yeah the actual mod files are somewhere else
I found whats causing it, Plantalgol's Advanced Gear
Looking into why it happened
Seems like this is way above anything I can figure out lol
ERROR: General , 1627921511107> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: __lt not defined for operand at KahluaUtil.fail line:82.
Guess this is the price I pay for not being able to grasp how coding/scripting works
xd
Those errors can be convoluted if it breaks on the java side of things.
"_lt not defined for operand" if I recall means he's trying to compare two things that can't be compared.
Specifically "Less than" "lt"
Started a new save, doesn't seem to occur anymore, still getting distribution file-type errors from other stuff tho but that didn't seem to really affect my gameplay yet
Those shouldn't, just means the items don't exist - mostly likely needs another mod
Is there more around that error btw?
I'm pretty sure it's due to loading into an existing save after adding it on later, instead of starting out with it
And yes, I did add the mod into the save using the 'more' options when loading in
No I mean, more lines around it
Oh, uhhh let me check
Usually it should say which file caused it
Yeah I found what it was
happened when I opened a very specific section of the crafting menu
Generated the same error over and over again
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.
This is what kept generating
Exclusively when I entered the tailoring section of the crafting menu and selected the advanced gear's vest repair option
This one, doesn't generate the error anymore
where's the documentation on the game's API?
https://github.com/FWolfe/Zomboid-Modding-Guide and other pins.
I have to decompile the game in java to find the API? what?
why isn't there an easy doxygen documentation site?
I don't normally delve much into modding, or looking inside actual lua files so this was a nice little experience lol
do you write Lua mods?
ah that's much better
I was a bit taken back by this earlier: https://github.com/FWolfe/Zomboid-Modding-Guide/blob/master/api/README.md#decompiling-the-java
Nah I am 100% a consumer not a creator lol
The game is getting updated so the /modding stuff might be outdated.
Wish I had the brains to understand that stuff, I tried, really couldn't figure it out
- there's multiple builds available
So decompiling it or having something that can read java is more precise.
Solely trying to get a game going without errors lol
After disabling a few, only got 2 at new game launch, so that's progress
Usually it's at least 4
Many errors don't break game play so it's not that big of a deal honestly. Some are just warnings.
That's true, but I noticed that most of them came from map mods like little township or raven creek, so I turned those off as to not potentially encounter a void when driving
really confusing to read this when every class is prefixed with zombie https://projectzomboid.com/modding/zombie/characters/IsoPlayer.html
where i think, is this actually a zombie class?
It's IsoZombie
~~ I'm confused, does IsoPlayer have no variables? Are they all private? https://projectzomboid.com/modding/zombie/Lua/LuaManager.GlobalObject.html#getPlayer-- ~~
The conventions for PC/NPCs is not great
nevermind
IsoObject > IsoMovingObject > IsoGameCharacter
So far makes sense
Then it branches to IsoLivingCharacter and IsoZombie
IsoLivingCharacter branches to IsoSurvivor and IsoPlayer
Most of the functionality is in game character, player, and zombie
IsoSurvior was for NPCs and is not recommended for anything
If your doing anything with these you should know some functionality is redundant and prescribed to IsoZombie and IsoPlayer
Feel silly for asking,
Would a mod failing to add items into lootable containers in the world have an effect on how items would normally generate without the mod?
Coincidentally I'm working on some AI stuff so I'm neck deep in that part of the code.
This is something I was curious about- whether or not the system corrected for bad entries and removed them from the pool.
It is a mystery
hey guys, any idea what mod could cause zombies to not stay dead?
after i kill them, at a random time, all of the dead zombies on the map will just get back up and the same time
its scary as hell
What mods are you using?
a lot, too many to just list from memory
Oh, well are you getting errors when you you run the game?
well yeah, but not any when the zombies re-reanimate
Just try and narrow it down I guess? It shouldn’t be any crafting/clothing mods etc. maybe some mods that affect zombies?
one, i dont have any mods that should affect zombies, and two, i have too many mods to do this, and the zombies getting back up is completely random, being anywhere from a few seconds after them dying, to several in game DAYS
so yeah.....
i dont think im gonna do that
But again, like beard said in techsupport, mods can affect unrelated stuff, unless you check the logs and test what's causing it theres no way of knowing
nothing i can notice shows up in the logs
Narrowing it down would be another option, but since you have too many mods installed you don't want to do it yourself, you can't really expect other people to do it for you, after all it's your game
Do you use sandbox+ or terrorZeds, etc?
nope, but i used to use sandbox plus, until it was causing this same problem, and i disabled it
but now, seemingly out of nowhere, its back
several