#mod_development
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i cant fit them all on one image, so its gonna be a few
what, nevermind, i can just send you the "default" file
Nothing stands out but you never know
Is there any mod to play multiplayer?
Any good modder who accept commission?
Is anybody using the Land Rover defender vehicle mod And if so how was your game been crashing out to the main menu
The only mod I know that allows all zombies to never die is the Trioxin-245 mod. There's also Undying Zombies, but that's about half the zombies instead.
well done dude
Yes!
Now it just needs proper porsche sounds
The other black car: Aww they never take me for a ride, they always take that damned Porsche!
Spiffo Porsche??
i hope that porsche isn't the same as in the Fast and Furious franchise
Hello. Im trying to refactor a mod to make it compatible with 41.51+, but ive hit a snag. Ive managed to make the mod work with the now built in custom perks system, but when i need to award xp on successful use of the skill, i cant find any examples that does'nt still use the extraskills XP system. Has anyone got any ideas how i award XP without the extraskills dependancy?
IsoGameCharacter:getXp()
Returns the XP object of the guy
Which then you have a bunch of functions for it like AddXP()
You can also try to find AddXP used in the Lua if you have a program able to search the contents of multiple files at once.
GG it's great!
Do any of y'all have any tips for learning how to mod zomboid, like a good place to start?
I mean make mods
Anyway to figure out what item the character is holding? I'm trying to identify what skillbook someone is holding and allocating XP according to that. I thought it would be item:getLvlSkillTrained but it just returns a number of 1 and 0
Yes
Actually just found it. self.item:getName()
Is there a mod that forces zombies indoors during the day? I'm thinking maybe 6AM until 8PM. Zombies would retreat indoors and proceed to go docile. Stand motionless or sit down and fall asleep. Going up to them wouldn't provoke them at all unless you were too loud or you struck them. If active outdoors (as in a chase), they'd immediately retreat back inside and then be active for a few moments before returning to a docile state. At night, they'd be vicious, tearing through the streets to find meat before sunrise.
I know there's a mod literally called Zombies Fear The Sun that's supposed to do this, but it seems that it doesn't work anymore. Zombies no longer retreat indoors during the day or sleep.
Hey, is there a mod that lets us customize what we shout by hitting Q? I'd love to type some custom phrases in, rather than just "HEY!" "OVER HERE!"
You need to edit this file
IG_UI_EN.txt found in media/lua/shared/Translate/EN
I did it with Irate User Interface
IGUI_PlayerText_Callout1 = "Yo bitch!",
IGUI_PlayerText_Callout2 = "Over here, dipshit!",
IGUI_PlayerText_Callout3 = "Hey fuck you!",
IGUI_PlayerText_Callout1New = "HEY ASSHOLE!",
IGUI_PlayerText_Callout2New = "YO DUMBASS! OVER HERE!",
IGUI_PlayerText_Callout3New = "FUCK YOU!",
IGUI_PlayerText_Callout1Sneak = "pssst! over here shit for brains",
IGUI_PlayerText_Callout2Sneak = "psst hey bitch",
IGUI_PlayerText_Callout3Sneak = "hey motherfucker, but not all you motherfuckers, over here!",
IGUI_PlayerText_CalloutTutorial = "Hey! I'm over here!",```
Sorry for the late response. Thank you! ๐
You could try the sandbox option to make zombies more active at night and use the night sprinters mod. The stinks that the zombies get the Sun isnโt working. Maybe message the creator and see if he can update it?
I canโt remember if thereโs an option to set how active they are during the day or not.
I've actually been using that recently, attempting a survival run with it. But I'll definitely message the creator if they're still around, see if they can't update it. It would really be fun to play with it again and have indoor exploration be really tense.
Guys here me out! Mod Suggestion: More Tactical Weapon Animation. Instead of holding the Rifle from bottom to top, just hold it the other way around? Or hold the Pistol with both hands instead of onehanded when walking. Would be Awesome. Any thoughts?
yeah but mostly no one knows how to make and implement that into the game
thats actually sad ๐ฆ ๐ but thanks for response
Does anyone know what lua to java lib pz uses?
Kahlua
yeah i also found that out when i was looking at the java classes
tho have no idea how to init a ItemContainer
nevermind found it
There's a java class that exposes objects to lua - if it's not in there you're probably out of luck
ItemContainer:new()
ItemContainer likely is though ๐ค
yeah i had no idea how kahlua exposed the classes
Voodoo ๐คฃ
Cheers man, will look into this when i get a chance ๐
Hi! Is it possible to add new types of items? (I mean something like "Normal", "Drainable", "Food",...)
yes
and no
if you mean item categories those are baked into the game
Currently working on a item throwing mod
So I can't add a new one, can I?
Actualy nevermind yes you can add a new main category for items
I've checked and it all should be possible you can add new categories and new types
Ok, thx! Is there any guide to how to do it?
Would this be a nice feature to have?
Is the vanilla throw function not exposed to use outright?
hey, I wanted to ask if kitsune's crossbow mod still worked with build 41.53? anyone know?
Wait there is a throwing function in vanilla?! could not find any reference to it.
It's only used for explosives as far as I know
It will hopefully get updated once there's 3D models for all items to work with
Rn it is visually p weird, very slow and high arc - and it uses the sprite in moving
I didnโt even know there were throwable explosives
Just craft a Molotov and have a lighter in your secondary
Actually I'm not even sure if the lighter is needed tbh
But Ctrl+click at that point will fire off the item
looking at the item script. It just implemented as an weapon My mod makes everything throwable
I will add the throwing animation to my mod
I haven't checked my self- if the game requires it to be a weapon type you can just convert the java to Lua and call it a day lol
That's been my go-to whenever anything is hardcoded
Copy-paste and rewrite it
Change as needed
Ugh pz isnโt documented well
you know how long it took to add the "throw item" menu to the drop down
UI is something Ive tried to stay away from
It's 100% in Lua, but if you're not just changing or adding more of the same options it requires you to do alot of copypasting derives()
And if what you're doing is radically different you have to start from the barebone UI object
Also just a suggestion- you could just make it a keyed action
Maybe Alt+click?
I imagine you couldn't normally be clicking while sprinting anyway
Yeah I'll at shortcuts for throw prim/sec for sure!
I'm currently doing some balancing since heavier object should take longer to throw
You should look into timed actions if you haven not
As much as that's its own rabbit hole of copypasting
yes my code includes timed actions
Nice
just 60 lines of code
Throwing knives at zombies would fun
i'm messing with intelij idea for the first time. Is there a way i can force it to decompile all .class files to some folder? The search function doesn't look like it works on those since it only decompiles when directly asked
just to be clear, i'm not interested in setting up for full-on java modding right now. I'm just wanting to look into the code to see how a few things work
You should be able to force that with something like fernflower
IntelliJ also has plugins - I'm sure there's one for it
saw mentions of fernflower in searches, thanks
Np, I've been using pzmod/pzdoc but those aren't things I can explain from my phone- honestly let me know if you find something cause I've been meaning to look for eaiser to use alternatives
will do. i'll probably put this off for now, since it's not going to be a one-click deal. i need to eat and then get to working on some sprites
remember this? its still happening, so i am doing some tests, and i got a picture of the console right after they reanimate
anything stick out?
oh, also this is my mod list
it seemingly just started happening last week out of the blue
Is there a way to merge a custom dribution with the base distribution, without needing to include all the references to procedural list from the base distribution? Somthing like this
This code in the custom distribution on this screenshot doesnt merge with the existing distribution, but simply overwrites it
I can't seem to find anything out of the ordinary. Have you installed or followed the Undying Zombies or 245-Trioxin mod at any point? If so, check to see if they're enabled anywhere.
Also verify your game files, see if it might help the issue.
Worst case scenario, you'll have to disable all your mods and reenable them one by one.
strangely, the problem seems to have fixed itself, sorry
No worries. Did you change anything since you found the issue? Try to replicate it, see if it isn't a potential bug.
You can directly define keyed values or insert them
If you post that excerpt as text I can modify it to show you
you don't need your own entire table defined
unless you're trying to overwrite it
distributionTable.pharmacystorage.metal_shelves.procList = {value, value, value}
``` would overwrite it
```lua
table.insert(distributionTable.pharmacystorage.metal_shelves.procList,value)
```to add another value
you can place these anywhere
as long as they load after the original list
@sour island You're awesome, thank you ๐คฉ
@sour island This keeps getting a nullpointer on the element "metal_shelves":
Distributions = Distributions or {};
table.insert(Distributions.pharmacystorage.metal_shelves.procList,'{name="CustomList", min=1, max=6}');
From the Distributions.lua file:
if evrything is named correctly it sohuldn't break
From the Distributions.lua file:
pharmacystorage = {
isShop = true,
metal_shelves = {
procedural = true,
procList = {
{name="MedicalStorageDrugs", min=1, max=6},
{name="MedicalStorageTools", min=1, max=4},
{name="MedicalStorageOutfit", min=1, max=2},
}
},
also remember it has to load after distributions is a thing
the simpler/reliable way to do this is make sure the file is 1 folder deeper than the original file
someone people got require to work but I have not
Alright, ill try putting the files one folder deeper
Throwing items
Not even implementing physics
bruh/sis
what does bruh/sis mean
It's like saying ''bruh you didn't even make a physics engine'' but maybe it's actually a she so it's also like saying ''sis you didn't even make a physics engine'.
hello everyone im just having some issues with the mods section
like i've installed the mods and that but unfortunatly it won't show up in the mod's section when i launch the game
@dry scroll Can you provide the path where you placed the mods?
He fixed it, turns out he put the files on a different drive, had the same issue with gzdoom before lol
No wait it was counter strike
anyone know why cars are spawning with no seats a little to often
What do you need to learn to write zombie mods?
I'm only here to complain so ignore me pls โค๏ธ
I made a small joke retexture mod that 3.6 k people use currently, all degenerates like me.
Even so, I still get messages to this day that it "dosen't work" even though it does.
Please send mental help.
Yo it dosn't work plz fix
oh no
oh god no
@solemn pebble reverting now
should be fixed now
Never seen a tsunami of helicopters before ๐คฃ
It's a new heli event, Tsunami of helicopters
The final boss
Hi all. Just wondering, is there any possibility of a bullet piercing more than 2 zombies?
Weird...
Sorry if this impacted your save! You found two bugs which had this as a baby.
Np, I am aware that these things can happen when using mods.
Glad I could help you with this
Should be fixed shortly, at least for now enjoy the abundance of loot. ๐
@solemn pebble push is live
The bug would only occur for crashing helicopters so hopefully not many people were impacted lol.
So the ReloadTime in weapons seems to do nothing, put it at ReloadTime = 150, or 0 even, still same reload speed, and not faster at all :/
Bermuda Triangle ๐
It may be the reloading timed action thing affecting the animation speed.
is there a way to prevent mods from updating so you dont get game breaking bugs etc
im trying to play on my 41.50 save but all the mod updates are breaking the game
how does m_HatCategory work in clothing xml files?
@sour island sorry for the ping, but i wanted to answer that question that you asked me on steam
yeah, i play in debug mode. i find it better than using a cheat menu for when something goes wrong
Ah, I hadn't considered that
Np
hey there, tryna make a radio mod but when i look at another mod's LUA file for inspiration, I realize i have no clue what im doing. What should I do?
specifically, im not sure if i should touch anything in RootInfo or not, also there are a ton of Voice Entries and Broadcast entries and line entries and I dont know what the IDs mean
is there a resource i can read for help with LUA?

mod idea: when entering a RV, it actually teleports you to a room in the void, in that room, you have all you dream about in a RV, is it possible?
only problem I guess is, if you get out, you might be surprised by some zeds wandering at the door. So it's crucial to make sure you are in a safe place when you enter RV
possible using the same sort of stuff we did with basements
@abstract raptor excactly, I know that mod, very impressive!!
@solemn pebble Let me know if you get any errors popping up at all! I'll be willing to double check the console.txt for you to make sure it's not Heli Events misbehaving.
does anyone know if the singleplayer player death function is hard coded directly into the engine or handled by lua scripts?
and if its done by lua which scripts are resonpsible?
Damage and death is handled via java- you can call them to happen with lua- but it's more difficult to modify them. They'd have to have Hooks or Events tied in.
I know getting hit has a hook so you can technically rewrite the whole thing if you wanted.
Also setting something's health to 0 effectively kills them next tick/update loop
hmm, its just as far as i can tell the game immediately wipes all player stats from the save file upon the players death. the only reason i could think they would want to do this would to be to prevent players from being able to resurrect. but thats exactly what i want a mod to be able to do.
the problem with the wiping of player data is that it seems like "intentionally restrictive game design" like they specifically never want you to be able to know the stats of someone who died, to make it difficult to resurrect them. it also means that once a character dies there irrecoverably lost. ie you cant do things like show a stats screen to the player about how well they did in this life, or make a history of characters in thew world.
assuming this is intentional, the only reason i can think of is to prevent "cheating in singleplayer" or "clear files when not needed". but with workshop mod support all single player cheating goes out the window, it is trivial so why be so restrictive. and clearing files when not needed is good. but to do so when the player itself dies instead of when a new player is made cause the exact issue im trying to fix.
this makes saves irrecoverable in the event of a glitch killing the player, which is either intentionally restrictive, or just bad game design in my opinion.
although i will admit that i don't know a crazy amount about the game itself, it could just be a feature that was not thought about to much and never got changed. and doing so now would require a large about of work due to how the engine is built or something.
i do respect the game and the amount of work that has been put into it, but in this specific case it seems almost engneared to restrict the game to a "hardcore only game" which is kind of at odds with the whole idea of having the ability to mod the game and change it in general.
so i was hoping i could possibly change that functionality, and if not maybe find a way to implement a history function where it saves all the stats of your char upon your hp hitting below or equal to 0.
Are the save files deleted tho? The world sticks around for you to reuse it
And you can have multiple characters loaded to the same world - you can select which character to load at any time
yes maybe, but as far as i have been able to tell the file is map_p.bin, which comparing regular worlds and the one with a dead char, the regular one has it, while the one with a dead person does not. it seems to be deleted upon the death of a char. (im not in any beta)
I can ask a guy that might be more familiar with player saves- he wrote a back up tool for the game
He says loading into a dead save continues you off as a zombie?
I know that. You can make a new char. Its just the stats of the old char that im looking for.
If the conversion to zombie process doesn't lose the description object you should be able to transfer the skills over
Iirc when either subtype of IsoGameCharacter dies it spawns an IsoDeadBody
Thats good to know
When that gets revived into a zombie I'm not sure if they bother keeping description
Also, I wrote a lore friendly(ish) continue with the same skills mod. Skill Recovery Journal? Idk if you'd be interested in that.
Alternatively this is the backup tool the guy wrote: https://github.com/ssjshields/pz-autosave-utility/blob/main/README.md
Its probs to late for that now tho. I made double sure to escape my game to pause it. Unfornitly my pet bird like to hang around the warm computer and i think they may have unpaused the game by walking across the keyboard. Assuming time continues on after the death of a char, a realitvly long time may have passed.
For my mod or the autosave function to work yes it is too late
Just for the future - depending on how you wanted to write your mod these two could be solutions that already exsist?
do any of you guys know what mod armor plates are from and how to use them?
nvm i found it out
is there an MP mod out since MP for IWBUMS isnt out yet?
i dont think you understand how mods work, bro
is there any way to disable the stunlock when a zombie scratches me? im not talking about drag down, thats different.
im talking about when two or more zombies grab me and then i just get put into a back and forth of my character pushes a zombie off one side while the other zombie bites me
or whatever
its hard to explain
do you play with multi hit on?
no
i know what you mean but i dont think theres a way to turn it off
I think I figured out the problem. Probably because I had Restless Zombies enabled too, so it'd be prompting them to keep walking about instead of going inside and sleeping. Can't believe I didn't think about that. I'll check to see if that fixes the problem.
Looks like an error cause when trying to load a vehichle, look for mods that add vehicles.
Also what did you do when the error piped up? Load a game? Try to get in a car? Walk around on the map?
Oof. I just discovered I'm too stupid to figure out loot distribution in 41.51+
so i'm sick of sugar being such a rare and hard to find resource... is there any mods out there that can do one of these things:
- make sugar renewable (sugar cane etc)
- increase the amount of sugar in the world (without affecting other loot)
- decrease the amount of sugar that recipes like hot cuppa use (because it's way too much)
-something similar to the above that could solve this in a way i haven't yet considered
how hard is it to mod in new sowable plants anyway
or, like, a simple crafting recipe that uses nothing but existing items
Compared to your other suggestions regarding sugar I'd say putting in a new plant would be by far the most difficult option.
figured, given how simple recipes seem to look
i can probably wing something that takes a ton of something sweet and extracts the sugar from it
given that the base balancing for sugar bags is that a whole bag is 6.25 cups of coffee... these sugar bags must be tiny.
So i did the math. Taking average values from online and cross referencing some of the packaged cake mixes i have available which all fell within very close tolerances, an average cake has about 150g of sugar in it. Sliced 5 ways as is the cake ingame, each serve of 1 slice has 30g of sugar.
That means that each cup of coffee has 50g of sugar in it. That's ten teaspoons of sugar, or just shy of 1/4 of a cup of sugar.
This would make the bag of sugar when full a bit more than 300g of sugar or just over half a pound for the imperial folk out there, which while not much is a believable size for a small bag like you might see at a gas station for a huge ripoff price, though only just barely believable. Most commonly available sizes of sugar bag are 500g, 1kg, 2kg. (approximately 1 , 2, & 4 pound bags)
Even lowering it to 100g to start which would make the sugar bag pitifully small,, that's more than 6tsp of sugar per cup of coffee.
Or, let's look at this the other way around. Your average person puts between 1 and 4 teaspoons of sugar in coffee. The most common i've seen is 2tsp, or 10g of sugar, so we'll start there.
If that were so, then the cake ingame would have 30g of sugar in it, or 6tsp. Which would be fine if we were making a cake that is about 100g in weight. For reference, a typical regular sized cake made at home using a cake mix kit would be around 500g give or take based on additional ingredients.
That would also make the sugar bag have a capacity of... 62.5g of sugar. Which is ludicrous. Even with a sweet tooth, 4tsp (20g) per cuppa means the bag would be 125g.
tl;dr the sugar bags are a bit too small and the unit size of sugar is inconsistent between the recipes that use it, to the point where you will more often than not end up with a whole lot of coffee and tea bags laying around unable to be used because they use far too much sugar per cup.
so imma now look into how i can modify the base sugar item to match reality lmao
god, i have so much math to do here.
Fixed the problem, but zombies don't do much. Theyll sometimes go inside, but as soon as they see me they return to normal functions.
I'm guessing the mod just needs to be updated, since it was last updated last year.
So when making a recipe, how can i make it so it can accept, say, multiple kinds of fruit, but use differing amounts of them?
Say it's a recipe that will use one and only one of the following in the process:
1 watermelon
2 grapes or pineapples
5 apples/Banana/Cherry/orange/peaches
20 berries (all kinds, strawberry or wild)
how would i tell the game these were "use exclusively ONE of these options" and how many each option consumes
evolved recipes do fruit salads don't they
each line of a recipe can be an ingredient, / allow for options
recipe NAME_OF_RECIPE
{
ITEM_TYPE_A_TO_USE=1,
ITEM_TYPE_B_TO_USE=2,
ITEM_TYPE_C_TO_USE/ITEM_TYPE_D_TO_USE=2,
keep ITEM_TYPE_E_TO_KEEP,
Result:ITEM_TYPE_RESULT=1,
OnCreate:OPTIONAL_FUNCTION,
Time:TIME,
Sound:SOUND,
}
there's also other parameters: "RemoveResultItem:true/false", "AnimNode", "Prop1/2"
you can also do keep A/B/C etc too
anyone able to look at this and tell me how utterly, horriffically wrong i've made it? i'm sort of going blind since i can't find any references on syntax or what certain values translate to ingame (such as time). hell, i don't even know if i have the right escape character setup for inline comments lmao
note that i've made sugar have a UseDelta of 0.02 for 50 units of sugar per bag, and increased the amount of sugar cakes use in turn, as well as slightly increasing the weight of a full bag as it has more sugar in it etc to match.
{
keep KitchenKnife/HuntingKnife/MeatCleaver/FlintKnife/Machete,
keep EmptyJar=2,
keep DishCloth,
WaterSaucepan=5, /*should take 5 units of water???*/
destroy farming.Strewberrie=20/BerryBlack=20/berryBlue=20,
Result:Sugar=10, /*should give 10 UNITS of sugar*/
Sound:AddItemInRecipe,
Time:500.0,
Heat:-0.22, /*saucepan must have hot / boiling water in it???*/
Category:Cooking,
OnGiveXP:Recipe.OnGiveXP.Cooking10,
}```
so am i right in assuming the following?
1- you must declare non-drainable reagents that you don't want destroyed with "keep"
2- drainable reagents like full saucepans of water won't be destroyed, just emptied the amount specified
3- not including a quantity after a item (=n,) assumes one entire instance of that item, even if it is a container
4- destroy presumably makes sure that reagents are destroyed in the process, but i've seen some recipes that don't use "destroy" but still destroy the reagent, and this confuses me - is it for if there's items that wouldn't be destroyed (such as drainables) which you WANT destroyed by a reaction? my brain hurts
5- drainable products like sugar - in a Result, does the quantity give you x UNITS of sugar, or x full *bags* of sugar?
6. what the heck is the reference for time scale, how does it translate to ingame hours?
7. did i do requiring heated water correctly or am i being dumb
oop, discord hadn't scrolled yet lmao
Water works differently iirc
water is spooky
recipe Make Jar of Broccoli
{
EmptyJar,
JarLid,
Broccoli=5,
Water=10,
Vinegar=2,
Sugar=1,
Result:CannedBroccoli,
Time:100.0,
OnCreate:Recipe.OnCreate.CannedFood,
Category:Cooking,
OnGiveXP:Recipe.OnGiveXP.Cooking10,
}
I guess the ingredients are their own items in secret
Unless this takes an entire bag of sugar lol
sugar states it is drainable
ah then that's what it does
it has 6.25 units of sugar per full bag
if the item is drainable it uses the amount from it
(vanilla at least)
so does that work in reverse, when creating sugar? cos i can't find any other recipes that create a few units of drainable resource
I'm not sure honestly
oh boy oh boy oh boy i'm gonna try it and see what gets bricked
imma do it, wish me luck lmao
Also you can use OnCreate to do this
oh?
You can supply ANY function you've written into oncreate
recipe Open Supplies
{
EmergencyFoodSupplyBox=1,
keep [EHE_OpenBox.CanOpenBoxes],
Result:NoticeFlyer=1,
OnCreate:EHE_OpenBox.FOOD,
Time:70.0,
Sound:OpenBox,
}
function EHE_OpenBox.FOOD(recipe, result, player)
player:getInventory():AddItems("Base.WaterBottleFull", 2)
player:getInventory():AddItems("Base.TinnedBeans", 1)
player:getInventory():AddItems("Base.CannedPeas", 1)
player:getInventory():AddItems("Base.CannedCorn", 1)
player:getInventory():AddItems("Base.Chocolate", 2)
player:getInventory():AddItems("Base.Rice", 1)
end
oooh
iirc recipe is an array of the items being used in order of their recipe
result is either the item itself or just a string
I'd have to double check
you can also plug in functions on keep and ingredients too
hard part is in knowing how to add not-a-full-item
you could make a sugar pile item
that can be drained into a bag later
I wish they'd refactor items a bit
i know that i saw things that weren't drainable had ;<x> in the reagent side of the reaction, like butter, when presumably using x percent of the item, but i assume that's specific to food
same for pasta/rice
gotta love it
i like that the saucepan and kettle, despite similar functions, being in very different categories
it makes me confused
i guess it's cos the saucepan is used in recipes and has multiple versions of itself for pasta rice etc
there's two items for whether it has water or not
the water one is drainable, the other is normal
and the kettle is hjust a passive item with or without water that gets checked for by the Hot Cuppa / Cold Cuppa recipes
hm
i;mma just save this.... somewhere....huh. not sure actually where to add this recipe, actually, come to think of it.
Feels dirty to put it in the base games' files, and possibly game destroying in many ways
welp i can always take it out later
i just wanna test this
hokay i definitely screwed something up since the craft menu won't open now
lmao oops
no idea whats the relevant bit of the log but ```attempted index: 1.0 of non-table: null.
[07-08-21 20:20:17.694] LOG : General , 1628338817694> -----------------------------------------
STACK TRACE
function: @stdlib.lua -- file: null line # 10
function: setVisible -- file: ISCraftingUI.lua line # 30
function: toggleCraftingUI -- file: ISCraftingUI.lua line # 1335
function: onOptionMouseDown -- file: ISEquippedItem.lua line # 203
function: onMouseUp -- file: ISButton.lua line # 55.
[07-08-21 20:20:17.695] ERROR: General , 1628338817695> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: 1.0 of non-table: null at KahluaThread.tableget line:1689..
[07-08-21 20:20:17.695] ERROR: General , 1628338817695> DebugLogStream.printException> Stack trace:.
[07-08-21 20:20:17.697] LOG : General , 1628338817697> -----------------------------------------
STACK TRACE```
i think i did an oopsie woopsie
oh no i don't know what i did wrong
tried to isolate the actual error bits from the, uh, other log messages
[07-08-21 20:32:47.210] LOG : General , 1628339567210> -----------------------------------------
STACK TRACE
-----------------------------------------
function: getRecipeListBox -- file: ISCraftingUI.lua line # 21
function: refresh -- file: ISCraftingUI.lua line # 60
function: setVisible -- file: ISCraftingUI.lua line # 38
function: toggleCraftingUI -- file: ISCraftingUI.lua line # 1338
function: onOptionMouseDown -- file: ISEquippedItem.lua line # 203
function: onMouseUp -- file: ISButton.lua line # 55.
[07-08-21 20:32:47.210] ERROR: General , 1628339567210> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: view of non-table: null at KahluaThread.tableget line:1689..
[07-08-21 20:32:47.211] ERROR: General , 1628339567211> DebugLogStream.printException> Stack trace:.
[07-08-21 20:32:47.213] LOG : General , 1628339567213> -----------------------------------------
STACK TRACE
-----------------------------------------
function: getRecipeListBox -- file: ISCraftingUI.lua line # 21
function: refresh -- file: ISCraftingUI.lua line # 60
function: setVisible -- file: ISCraftingUI.lua line # 38
function: toggleCraftingUI -- file: ISCraftingUI.lua line # 1338
function: onOptionMouseDown -- file: ISEquippedItem.lua line # 203
function: onMouseUp -- file: ISButton.lua line # 55.```
okay, trying to figure out what the heck i'm doing wrong and i'm just not having any luck :c
commenting out line by line has not been very helpful
okay i een tried making a standalone mod with just one script that has like, the most basic thing for making x into y
and it still errors
works fine without the mod or recipe, just.
grrrr
got the craft menu working by trimming it again and changing things around, but now nothing i do makes the craft button stop being greyed out
like, i have the reagents, it looks identical to other recipes already in the game, it just.... doesn't let me hit "craft"
i am VERY confused
wait a minute
oops
well that confirms one thing i wanted confirmed at least
Would it be possible for a mod to make me spawn with a bite scar? Just curious.
@winged phoenix Did you just start learning modding on PZ? If so, that's cool.
literally just today, entirely out of spite and petty ideals :>
i managed to even get it (partially) working, it was all down to one line having an incorrect item reference and also accidentally leaving in a line that invalidated the recipe in its stripped down state.
i still need to add back in the other reagents one by one to check they work as intended, and to figure out how to properly modify sugar to work how i want it to
I just reverse engineer other mods to try to learn how to make my own. The forum tutorials for B41.51+ aren't helpful to me (I'm probably just dumb lol). I created a new recipe magazine, but can't figure out how to successfully add a new item to the existing loot possibilities.
it turns out that sugar is somewhat complicated due to it a) not being able to be consolidated/poured into other sugar items (which i bet i can find a fix for somehow), and b) not having an immediately obvious way to add a specific fraction of a sugar bag as the product of a recipe, instead of a entire full bag
i suspect i may need to modify some vanilla recipes and items and i still haven't found any vanilla or modded recipes that add a partial quantity of product rather than a full one
so I'm sort of blind until i can find something that works similarly
i may look at the recipes involving thread or twine since those definitely involve a quantity, and are made clearly measurable in the CanBeConsolidated mod
not sure if sugar being a food item will mess with that though
Easiest but least satisfying way to achieve your end-goal might just be to crank up sugar spawn rates higher.
not sure how to crank them up withoit also cranking up other items in the same loot category
plus, it still feels silly that a cuppa uses 1/3 the amount of sugar as an entire cake does
I might be mistaken then. I haven't messed with mods since December 2020 and B41.51+ further complicates my very limited knowledge.
i mean, i haven't looked into it further than the custom sandbox settings and the stuff in scripts (not lua, which is a bit much for me this early on)
the recipe scripting is as simple and relatable and clean as can be
i might try reach out to the creator of the consolidation mod to ask if they think it'd be feasable or folly to try make sugar act the same
Hey is shark or Chuckleberry here? I started using the Expanded Helicopter Events and have encountered a stack trace error contributing to two crashes and a harmless albeit annoying sound bug.
Oh wait nevermind they want bugs reported on Github, my bad.
Is there a tutorial somewhere for setting how new items spawn in the vanilla map? I've successfully created a new item and can't figure out how to make it spawn places. I've wasted like 4 hours on this.
If you check any mods that add items, you can usually find a lua file inside media lua/server/ that contains several table.insert lines. These are what you need
anyone know if the patch with 3D ground Items releases next week?
I don't know what B41.50 vs B41.51+ are supposed to look like. Some look the same.
you would need to check case by case. open Distributions.lua and ProceduralDistributions.lua from the game's files and those are the tables you want to use in the version you're playing
The top of one b41.53 mod distribution has "require 'Items/ProceduralDistributions' while the top of another b41.53 mod is "local function preDistributionMerge()"
Both mods add new items to the game
the easiest is to just use the require line
question, im having problems getting my custom map to display right in the game, do i put it in the mod folder or did i put it somewhere wrong
Require is still fine for the newer versions then? Require is what I used in my mod before 41.51
yes, that didn't change. 41.51 was an overhaul of the tables in those files, but the files themselves are the same
anyone know of mods that can make you unable to sprint?
the required speed for sprinting is increased now, so it might not be a Mod's doing
yeah im using a bunch of mods but i cant find the one messing with it
because instead of sprinting he just walks
oh it happens when your character is too slow to sprint, if you hold down the sprint key they will just walk instead
try wearing less heavy clothes and wear sneakers, you should be able to sprint. if you still cant sprint maybe you should check logs
Well okay. So I need some help with adding a simple line of code into the fashion mod. Basically I want to add the M45 Gas Mask from Brit's armor pack (I think that's where the gas mask is) into fashion whenever I make a character. This is my first time actually doing a modding attempt in PZ
okay nevermind. Figured it out nvm me dummy
Saw a community post about making your own soundtrack for PZ. Seemed simple enough and now I have the Far Cry 5 OST in Project Zomboid c:
I've taken my first steps into modding PZ to be a Far Cry game
Time to hunt some deers using a deer calls: https://www.youtube.com/watch?v=AolhKgJ3CEI
Nuevo sistema de ampliar chances de apariciรณn de especies mediante un llamador de venados en este caso.
is there any more in depth documentation out there around item parameters and what sub-perameters are locked to certain item types? for instance, can food type items only accept certain parameters and not others, for instance, adding cantBeConsolided = FALSE, to a food item? Would I need to change the item type if I wished to consolidate it, into "Drainable", and if so, would that affect how it spawns, how it is used in recipes, etc?
i'm panning to do some tests to see what happens but if anyone knows please let me know
Is there a way to reload scripts without doing a full exit and restart of zomboid?
You can change the mod load to re-trigger lua load - I believe scripts are loaded at the same time.
You should just look into the java code for this kind of info - idk if it's listed anywhere.
Should be under scriptManager
Has anyone made a free camera mod as in free from the player or a player invisible mod. Would help with video editing but can't find anything like it?
Having problems with a Magazine for a certain weapon, but the game dosnt seem to find it? It's strange
MagazineType = Base.BT380Clip,
item BT380Clip
{
CanStack = FALSE,
Weight = 0.2,
Type = Normal,
DisplayName = B&T TP .380 ACP Magazine,
DisplayCategory = GunMag,
Icon = 380ExtMag,
MaxAmmo = 30,
AmmoType = Base.Bullets380,
StaticModel = GunMagazine,
}
}
I just can't figure out what's wrong
lmao I found the issue, turnes out I missed a . before txt, so it was " Magazine_BT_TP380txt " No wonder it couldnt find the magazine xD
Are mods built in only lua?
Yeah. Press F11 > Bottom right "Lua Files" > Look for the file you want to reload > Press reload
Mostly seems like looking at existing files and guessing. Unfortunately.
Hey everyone, how friendly is this channel to novice moders?
Very friendly, I guess lol
cool thats good to know ๐
within 10 years, I'd like to give Zomboid some heavy fallout 4 vibes so my wife and I can at least pretend we're cooping fallout 4 ๐
i even wana include that
right?!
I wanna start out with super small stuff and just work my way up.
@hollow shadow scrap weapons has switches for weapon modes, right?
or am i going crazy
what do you mean with switches
iirc they switch between stab to slash?
which?
salvaged shiv
im needind help
im trying to play a collection from the workshop but when i enable all the mods the game crashes
i dont know what imdoing wrong can i get some help
im trying to fix it myslef anf failing
Just, as an FYI, a mod being in a collection does not mean that the mod isn't janky, or even works?
I wouldn't recommend jamming any mod collection into your game.
1628399089921 Loading: D:/SteamLibrary/steamapps/workshop/content/108600/2458631365/mods/Expanded Helicopter Events/media/lua/shared/Definitions/EHE_AttachedWeaponDefinitions.lua
java.lang.IllegalStateException: couldn't find "media/lua/shared/Definitions/FireBarrel_ButtonIcons.lua"
at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:964)
at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:904)
at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:1000)
at zombie.GameWindow.init(GameWindow.java:1906)
at zombie.GameWindow.maina(GameWindow.java:1089)
at zombie.gameStates.MainScreenState.main(MainScreenState.java:184) ``` is the current bottomm of my log
an d
and i cant figure out wat mod that ist
im just wanting to play with mods T~T
right now im going to have even more trouble fixing this as my mind is broken
can you help me blair algo
i have no idea who icanping
<@&756556556488933526>
imsor fuckin pissre
i cant get the mods work nomattew wat ido
i have no idea what to do now
java.lang.IllegalStateException: couldn't find "media/lua/shared/Definitions/FireBarrel_ButtonIcons.lua"
at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:964)
at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:904)
at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:1000)
at zombie.GameWindow.init(GameWindow.java:1906)
at zombie.GameWindow.maina(GameWindow.java:1089)
at zombie.gameStates.MainScreenState.main(MainScreenState.java:184``` this iwat ist cryingat
ihave no idea wat that mod ist
thatc causignint
uhh, you should probably take a breather, you're struggling to type basic english
take a short break
it'll help ya get a clearer mind to find the solution
ivelost that abiltt reccny
yeah...
i cant type for shit
ive litter removed all the mods multiple time and i have no idea wats causing the attachment crash
Does it play without the mods?
Well you are definitely going to need to cut some out.
https://steamcommunity.com/sharedfiles/filedetails/?id=2442138468 is wat collection i chose
Steam Workshop: Project Zomboid. [img]https://i.imgur.com/cKVBRWw.gif[/img]
[h2]A vanilla(ish)-friendly collection of PZ mods for v41.x[/h2]
A ever-growing (and sometimes shrinking) collection of mods I enjoy using in Project Zom
i just dont know wat mod the attachmen issue is linked to
i chose it cause it had the recycle everything mod
and it was rated well
i dont mean to sound pretentious but you need to unsub from that pack and select the ones you do want
Yeah that pack is too much.
i wouldnt knwo wat to cut out
Start by activating only your map mods, car mods, expanded helicopter events and its required mod, and try activating 5 more at a time for each new playthrough until u find out what mods are causing the problem. I have a feeling it is more than 1.
Be sure to take note of the mods you active so you know which ones work together.
there is litterly too many mods
i wish i just knew wat mod was causingthe crasd
ddo i post my whole log here will that help
this is making me ssad
in each error you posted the first line tells you the mod causing the issue, the first error you posted was linked to Brita's Weapon pack and the second error was linked to Expanded Helicopter Events
there are a couple mods in there for previous updates I think, obsolete mods
Man, ain't nobody is gonna have a grab bag of 250 assorted mods in their PZ game working without all sorts of headaches of this nature, unless they're already some sorta rocket scientologist at mod stuff.
-
IMO no-one needs to use that many mods their game.
-
if you have that many mods running it's inevitable that there will be conflicts between them that can turn the game processes into a slap fight between said conflicting mods.
-
Given the current state of PZ mod development in combination with how vanilla PZ has been constantly changing (including the fact that we now have b40 mods, b41.50 mods, and b41.53 mods), there's no way a multi-hundred-mod collection isn't going to have outdated, janky, and just straight up broken time bomb trainwreck mods.
And, now that PZ is back to semi regular updates and changes to the vanilla beta code, mods are going to continue to get broken, and both new and updated mods are gonna blow up when people sticking to build 41.50 try using them in their games. This whole bananas 41.50 vs 41.51+ situation that's happened, and looks like a headache that's not going away anytime soon, means, practically speaking, every workshop collection cannot be counted on to work.
I'm glad I keep my game pretty close to vanilla. Breaking mods all the time sounds like a pain.
Is making it so new zombies only respawn on the map edges possible?
Do you have a log? Doesn't take long to figure out what's wrong.
The error you posted refers to expanded heli copters but I don't know what "firebarrel" refers to
May be an issue with outfit definitions - looking into it on our end
@willow estuary wreck have parts do you plan to update it? yesterday I got 500 errors from your mod
Tested multiple times,with multiple builds (41.50, 41.53) just now.
Zero errors on my end, everything working as intended.
That's the end of what I can do re this.
๐คท
may be a conflict with another mod? @indigo holly
No Leon, @willow estuary I will try the mod again today, it was weird because I use your mod for a long time and it never gave me problems
ok ๐
Try your loadout again and let me know if any errors show Expanded Heli - just updated attached weapon defines
could be another mod just screwing up the distro as we don't have anything named "firebarrel"
Person posting issue with 250 mod collection gets mod author to update
I mean it directly mentioned something I'm currently working on lol
okay i got into the game but there is no main menu
How do I import gun models into blender?
welp
im stuck
im on the main menu and no buttons
file: zFluffyHair_bypass. is saying it disabled buttons
@sour island i found the firebarrel mod but now the menu wont load
what do you mean
i found the log already do you want me to put it on paste and send it here?
sure
it would clear up if it's my mod or not
the only thing that would cause the menu to not load is a goof'd lua file
the file resets everytime you boot up the game
yea i know
that log has no stack traces
thats litterls what it gives me
it loads into the game and doesnt show the buttons
there is one line that says it disables the buttons
also the file is being shortened
I found the issue - for some reason it's not listed as a stack trace
so click view more
looks like it's related to vehicle scripts
multiple mods are getting errored - it may be that 1 of the mods have a screwed up script
that's breaking the others
could it be towable cars and crashed cars mod confliting
the only clue is "java.lang.ArrayIndexOutOfBoundsException: 1"
which means the game is trying to grab the first of something it can't find
not sure why the errors are so vague
87cruiser
88golfMk2
88jettaMk2
85merc
89def110
89def90
90niva
91range
1967ChevroletImpalaStationWagon
1969FordMustangBoss429
ReducedWoodWeight2x41
ItemTweakerAPI
GEARCORE
GEARBASIC
PlayerTraps
pz-airhorn
AAS
alwaysfavorite
LitSortOGSN
LitSortOGSN_readOnePage
LitSortOGSN_chocolate
LitSortOGSN_rice
LitSortOGSN_gold
LitSortOGSN_diamond
lgd_antibodies
antiserum
tsarslib
AquatsarYachtClub
ArmorMod
Authentic Z - Current
autotsartrailers
AxesRecrafting
backrigandcalfsheath
backpackattachments
BanjoItemKitTraits
Barbed Wire Crafting
BedfordFalls
2116762736
BCDP
BC
BEE
moonSlimeReadingSkill_base
ExtraSkillsSystem41
ProfessionFrameworkB41Patch
betterLockpicking
BetterSoap
BetterSortCC
TowingCar
BVG
Blacksmith41
546189296
BobiitecEPOSBetterLitteracy
BobiitecEPOS
BobiitecEPOSCigarettesAdd
BobiitecEPOSSimpleVersion
BookHelper
BCGRareWeapons
BCGTools
pz-bzoukhotbar
Camp Hill
CBC 1.0
Cheap Speed
EscapeScavengeUI
CombatText
PZCF_hobbies
Conditional-Speech
EasyConfigChucked
CraftHelper41
CrashedCarsMod
Crematorium_Weather
CustomizableZombies
cuttingarea
darkerleatherpatches
NotTheEnd
UnSterilizeRags
Diederiks Tile Palooza
DisplayEquippedLocation
2205858043
waterPipes
DriveCars
DynamicTraits
EdsAutoSalvage
Eerie Country
eggonsFannyPackBalancing
eggonsHotkeys
eggonsMultiHitLongWeapons
eggonsWorthwileCars
SVGEnergyDrinks
ExamineCorpses
ExerciseWithGear
ExpandedHelicopterEvents
ExtraSkillsExample41
traitsrebalance
farmland15x22
FashionMontage
FastKnifing
testarossa
FRUsedCarsNLF
FitnessGains
FH
JF
ForestHouse
FORTREDSTONE
FortCrosstown
GasStationMatrioshka
GearedZombies
ADVANCEDGEAR
PLLoot
Swatpack
GrabToCurrentInventory
GrabAll
Grapeseed
GunSuicide
HECUGrunt
HHair
HHComplexion
GlassHats
SwatGlassHats
HomemadeConcretePlasterPowder
HomemadeGunpowder
Homemade_Saw
Homemade_Saw_ExtraRecipes
Hydrocraft
improvedbuildmenu41
ImprovedModPresets
ImprovisedBackpacks
katanasandmachetesonbackorbelt
1557287920
KingsmouthKY
KnifeHolsterMod
KnoxCountryMap_OGSN
LetMeThink
LetUsFarmLettuce
NM_LighterBatteries
```'
is my loaded mods
the first error happens after 'EggonsWorthwileCars'
second eror happens on 67commando
may not be related to them though
could be what ever is loaded before shits the bed
i dont see them in teh list
eggonsFannyPackBalancing eggonsHotkeys eggonsMultiHitLongWeapons eggonsWorthwileCars
I see them lol
the commando
oof
I'd normally say disable all mods then re-enable one at a time, but holy crap that's a lot of mods
I feel like my game starts to bug out if I enable more than 3-4 mods.
Man, that is just one hell of a hot mess there. I see multiple redundant mods. I see at least one build 40 mod, that will also mess up your interface in b41.
Never-mind that you have 249 mods plus Hydrocraft? That's gonna just overload and screw up your game big time.
Disable all of them. You don't need 250 mods. Nobody needs 250 mods. Get this hydra-esque monstrosity out of your enabled mod list, and, then, purposely, and with discrimination, pick out some mods to try out.
I wonder if the reason for all these missing files is that this 250-mod behemoth has somehow overloaded the memory PZ has available for mod stuff and made it so it can't load files? The same way that trunk space mods despawn items when too much stuff is in one of those vehicles.
Is there a mod that makes hunger and thirst realistically long? 3 weeks to starve, 3 days to die of thirst?
Hello everyone, there's an NPC stuck on a conveyor belt and it drops my fps to 10 whenever I come close to the factory.. I've tried shooting her with a shotgun but it seems like I couldn't hit her. I'm new to this so not sure if I'm missing something? Do I need to enable pvp or something? Can I despawn her somehow? Any help would be appreciated..
yeah it hasnt been updated for the latest version yet
it only works in 41.50
its harry's hair sorry i didnt see the first message
That would be cool.
Do I need a steam copy to upload a mod to steam workshop? I own the game on GOG.
I don't know, sorry
any cool car/sound/gun mods?
when i try to read a book nothing happen
mod request. for those of you who make vehicle mods, can someone add the Oscar Mayer wiener mobile (pictured here)
cause i think that would be great, to be able to just drive around in a gaint hotdog.
99% sure that mod exists
I'm almost positive I've seen it in steam workshop
can some one help me when i try to read book nothing happnes
ERROR: General , 1628552787096> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: Reading of non-table: null at KahluaThread.tableget line:1689.
ERROR: General , 1628552787097> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: attempted index: Reading of non-table: null
at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1689)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:492)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980)
at se.krka.kahlua.vm.KahluaThread.pcallBoolean(KahluaThread.java:1924)
at se.krka.kahlua.integration.LuaCaller.protectedCallBoolean(LuaCaller.java:104)
at zombie.ui.UIElement.onMouseUp(UIElement.java:1215)
at zombie.ui.UIManager.update(UIManager.java:782)
at zombie.GameWindow.logic(GameWindow.java:249)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.GameWindow.frameStep(GameWindow.java:726)
at zombie.GameWindow.run_ez(GameWindow.java:642)
at zombie.GameWindow.mainThread(GameWindow.java:471)
at java.base/java.lang.Thread.run(Unknown Source)
LOG : General , 1628552787097> -----------------------------------------
STACK TRACE
-----------------------------------------
function: new -- file: ISReadABook.lua line # 271
function: new -- file: Skill Recovery Journal Main.lua line # 169
function: readItem -- file: ISInventoryPaneContextMenu_LetMeThink4151.lua line # 2091
function: onLiteratureItems -- file: ISInventoryPaneContextMenu_LetMeThink4151.lua line # 2078
function: onMouseUp -- file: ISContextMenu.lua line # 95``` what is the cause of this error
or do you need the full log
I wrote skill recovery journal
my guess is let me think is overwriting the reading event incorrectly
i just removed that mod
I can test to confirm but I guess you tried reading it in queue?
via the context menu?
Good lord, just disable the insane lot of these mods and start afresh with a reasonable amount of mods that you know will work.
You don't need all these mods; you can't even play the game on account of them in the first place.
This is funny
If the game doesn't work how do you even know that you actually like the mods?
But yeah, once you start using enough mods indiscriminately, your game will get fucked, and you'll be unable to play.
So good luck with that? I'm done.
right click = context menu
WHYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY
Hm I closed my modding tools and it worked
weird
also had to restart steam
just for future reference
Is there a good performance enchanting mod out there? ๐ค
is there a mod anywhere that simply (and optionally) removes the belt from new characters? (i have the "no clothes" mod but it's kinda buggy sometimes. i actually forgot what about it i don't like xD but it'd be nice to have a character start with some clothes but without a belt. for example, starting in a hospital with just the hospital gown)
How/where do I upload a mod to the workshop? I'm trying to see if it'll allow me to upload a mod even if I don't own the game on steam.
would anyone be willing to update this mod to be standalone instead of a replacer? (i tried about a month ago, but it wasn't showing up, so i gave up - i'm just remembering it now lol)
https://steamcommunity.com/sharedfiles/filedetails/?id=2269595907
It's all?
There's definitely others
I noticed one problem ya got here. You have my lore friendly names mod activated, but not the base mod.
Okay, I went and asked the question "is it possible for someone to have so many mods enabled that it breaks your PZ game just on account of the number of mods"? from someone in the know; their kinda-technical answers
"I wouldnโt at all be surprised.
Khalua2 basically just iterates though tables for everything. I imagine every addition to scope just makes for a more massive _G. Thatโll cost memory and access time, presumably.
Though if it really hits the memory cap, Java will just OOM and crash to desktop.
Does seem like the gc [garbage collection] can mistakenly collect file descriptors if too many are open. Donโt know if that error is what it would look like.
All OSes[operating systems] have hard limits on the number of things that can be accessed at one time, such as pointers to files (handles). Hit that cap and Windows[for example] can no longer open any additional files, causing an error.
As files are opened, more handles are used up. These are only freed when the file is closed.
Regarding the console messages like java.lang.IllegalStateException: couldn't find "media/lua/shared/Definitions/FireBarrel_ButtonIcons.lua"
Ask them to install the game / mods to the C directory?
I think that looks more like the spawnpoint bug
Theres a bug where map mods installed in D:\ get confused and canโt find their spawnpoint.lua file.
It can find the root dir for maps but canโt get beyond that. I think it throws the same error?
So he doesn't have enough mods... 
I mean I doubt enabling the right one of mine would help much, haha.
I think he's go so much he didn't read the descriptions.
I'm still baffled steam sometimes doesn't force required mod downloads.
My brain hurts, this is to much man just unsubs from all of them first then resubs to the one that you need the most and up to date
how do I give an item a random texture
I put in diffrent texture choices but it doesnt seem to work
uh, hey, im the creator of this abomination
are mods just built in lua?
i know there are hooks to change the way java itself works
and obviously there are other things like texture files and models needed
follow up, what if i know the very basics of lua and want to get started but dont know where to start. what should I do?
read other mods' files
Solid idea
+1. Yeah without any useful tutorials I usually just learn by looking at other mods and lots of trial and error.
its not stealing if you learn how to do it from the source and do it yourself โข๏ธ
but yeah, i think pz's modding is complicated and not very well documented
at least compared to other games
Is there a mod that makes all durabilities realistic? From doors and windows and structures, to weapons and tools? I know there's a realistic weapon durability mod, but I'd like to see a mod for everything.
I haven't seen one that does it all.
question with modded maps how do you tell were you are
like i have ed salvage yards and i started there how would i find my way back
the mod page has a map of it, its close to pony place
hey anyone know why my mods are not working, they are enabled but i cannot seem to get them to work
all my mods have been placed in the folder
@sour island sorry for the ping but your debug things are back for EHE, nearly killed me this time, lol
oh, wait, nevermind lol, i can turn it off now!
Should 41.50 skins and occupations still work fine on 41.53?
Yep, made it on by default, but you can toggle it off
how do you do "special" zombies?
Hit them in the head really hard, but not fatally.
no like I think it'd be neat to add like one special zombie that like could walk through walls and make it so one spawned per cell or something weird
Oh god. I'd Alt F4 if one came through my wall.
for my new backrooms map
I could probably even make the special zombie wear this outfit
Any mods for blind zombies?
What mod give that clothes?
Demonware
Alright thanks.
hey mod makers, im not sure if this is already made but could we have a mod to blend in with the zombies, like we can cover our player in blood and guts to blend into the horde.
ohei ( ๏ฝฅ โฟ๏ฝฅ) nice to meet you - any chance you could update it? ; -; we need thigh highs in the game! (and a few of those outfits)
well, im not maintaining the mod atm
if any other modder wants to pick it up they can
This gets posted every couple of days or so, and, as a mod maker, I get asked to make this all the time (I have 0% interest in making anything of that nature FYI).
My take on it, both from trying to figure out how to implement it as a thought exercise, as well as others' previous efforts, is that it's just not feasible given what is possible with PZ modding.
You can make a player "invisible", but then they're invisible to other players, and also don't make any sounds, and the player also has unlimited inventory capacity when invisible (invisible is an admin/debug tool, not anything intended for actual serious play, there's probably additional gameplay issues with the invisible state I'm not remembering or aware of).
You can make a zombie "useless" where they're catatonic/nonreactive, but then they ignore everyone & all stimuli, until they are make not-useless.
Now, that might be acceptable for people that want to casually recreate TWD scenes and stuff in their own games, but, IMO again, it's just too half-assed and janky to be worthwhile to mod in + it would be an absolute clusterfuck shitshow in the context of MP, and probably as well when animals and then NPCs are added.
Too bad you can't make being camouflaged drop zombie hearing/sight/smell to poor.
You could, but, then again, it would affect all of the zombies in the world and be a clusterfuck in MP.
My personal modding philosophy is that if it doesn't work in MP, then you're just sticking your dick in a blender making it a mod since nobody reads the workshop page information etc. You'd have people bombing your workshop comments and messaging you on Discord angry at you about your mod breaking their server.
Especially given how passionate some of TWD stans are.
I just wanna blend into groups of zombies when going from house to house. Maybe it could have some downsides too, like panic/fear/depression. Also makes you dirty and uncomfortable.
For context, i honestly watched the walking dead and went โI need a hardcore super deep zombie survival game. And stumbled across PZ
If anyone does wanna make it, I would be happy to collaborate. I am a 3D environment artist and I would be able to make 3D assets for the mod but no knowledge of modding/code
Is making zombies only respawn on the outer edge of the map something that's possible? Like they're migrating into the area instead of spontaneously popping into existence.
Aight but M8 that example you used caused me physical pain
Dick in a blender
Hurts to read
The game tracks following zombies from the player- could just throw something in the players' update.
Wouldn't use invisible, or impact players. You should also be able to condition if the player isn't dirty enough or is running.
Anyone know how to flip cars tho?
I've got it spinning at random angles, but they're not actually leaving their location.
Before I start calculating vectors, I wanted to ask...
i cant believe i let myself be bullied into this
you know what
sometimes bullying is ok
im still trying to figure out the loot table
but soon thb
yes
is there a way to set the equipped/nonequipped weight?
so its not autocalculated?
its done and up, now please let me out of the basement
Would you say making small equipments/weapons would be easier than making whole maps/buildings?
what do you mean?
So like, starting from zero knowledge on coding, is it easier to make, say, a custom gun with it's own animations and stats and whatnot versus making your own apartment building or house?
I'm just thinking of which one takes more effort to learn.
there is zero coding knowledge requirement for making buildings
I was watching Blackbeards videos on how to map last night and kind of got the gist of it.
the tiles and tools are pretty decent by themselves and the community has some stuff for it
What all goes into coding items/equipment? I know there's the stats for the guns and making the attachments that go along with it and anything else that interacts with it.
i mean, you need to create the 3d files, thats 3d modelling and not coding
Right
for statics items no coding just importing
animations are very tricky so i have no idea
Ah
So what's the issue with making 'special' zombies or other NPCs?
Why don't I see too many mods out there that do that?
well, there are no npc's base game, only in mods
so its probably on the modders to provide a way or you to figure it out
custom clothing zombies are simple, but tedious
Hmm
Anything is relatively possible, but the farther you get from what's exposed to Lua the more foundation you have to build yourself.
So if I wanted to make a Fallout mod with ghouls and super mutants, you think that'd be pretty difficult to do?
Not that difficult, especially if they're just enemies.
The java is exposed at a few different "levels", you would either have to more or less rewrite the java code into Lua or write what you need it to do.
But at that point you're probably skilled enough and have enough free time to just make your own game?
Oof
Yeah I definitely don't have the knowhow to do anything like that.
But it's a nice thought.
It's fairly easy to modify in game stuff though if you stick to what's more or less being done already.
If you're any good at making 3D models the actual scripting for new weapons/items is extremely simple.
Yeah it's been a while since I modeled anything (since college in fact). But the models for this game are fairly simple so it wouldn't be terribly difficult to do, depending on what I want to make. I think for me it would be making the textures.
thank you very much, was tempted to use this mod and now def will 
wip ?
how the hell do I get rid of this invincible hostile NPC in superb survivors??
I heard an npc mod makes them invincible in debug mode
@dry sparrow Hey noticed that survivors with containers on them (backpacks, waist bags) will put their axe in them and somehow still use them as primary from inside the container. This causes an issue when they are broken because they wont remove the broken axe from the container and then when they pick up a new axe they will automatically drop it and then say they cant find an axe
me liking the work Feather is doing
admit it, you wanted to โก lol
(now, how do i get it)
what is that
oH CATFOX EARS
im definitely not going to spend the next night making a bunny suit instead of sleeping like a normal person
looking forward to you not doing it lol (can you also, err, "not" make the bunny tail separate from the bodice?)
ehhh
( ๏ฝฅ โฟ๏ฝฅ)
technically probably yes, but that would be a lot of extra work
Sorry for the wall in advance...
Oh God it's too big
Just a mod idea for Cordyceps. Sorry.
I'm no programmer or artist, but I had this cool idea for a Cordyceps infection mod.
These are the basics:
-
Infection is more or less the same, with differences explained below.
-
Infected are sprinters at the start. Stalkers (2-6 months, grow over time) are fast shamblers with chances to sprint-lunge when close enough. They have poor eyesight but better hearing than sprinters. Clickers (6-12+ months) are fast shamblers. Totally blind, but exceptional hearing and echolocation.
-
Sprinters will still spawn during the Stalker and Clicker periods, but they will not be as common... but not rare, either. They'll be less common during the Clicker periods, but groups of them may potentially spawn from time to time.
-
Sometimes infected will die on their own, whether from a failed kill from you or just randomly in the world. When they do so, they may find a secluded interior cell to die in. If left undealt with for a few days, this may convert the interior cell into a spore nest.
-
Spore nests are formed in interior cells. Some may spawn when you start the game for the first time, but infected who are near death will wander into various buildings, enter the sleeping animation, and die. Over time, the tiles around them will change to simulate fungal growth; that takes weeks, if not months. A few days after death however, spores will make the interior cell dangerous to explore without a gas mask.
-
Spore nests will also form from corpses of infected that you kill indoors. Always bring corpses outside and burn them. Burning an infected corpse is dangerous, so wear a gas mask upon doing so.
-
Spore nests are only identifiable from the outside by the grayish grime that will appear on the exterior walls of a building. This grime is the only indication the interior is a hazard zone. Be very alert.
-
Spore nests can be eradicated using bleach and towels/dishrags. There's also burning the building, but that would create more problems, so don't.
-
If you enter a spore nest without a gas mask, you will immediately become infected.
-
If any windows or doors of a spore nest are open leading to the outdoors at its peak, there is a chance that the surrounding area of the nest will also be infectious, roughly 10-15 tiles radius.
-
If there are more than 10 spore nests in a surrounding area, and windows/doors are open/broken, there is a chance this may cause a spore haze, which allows spores to travel along the wind and through fog for potentially miles. This may make entire regions dangerous to explore without a gas mask for periods of time. If possible, stay indoors during this period.
-
Spore nests will not grow in size no matter how many bodies are present. Their size is only dependent on the size of the building. However, large buildings may be safe to traverse in areas as long as the body count is low. A high body count will ensure the entire building is compromised.
-
Infected will typically sleep indoors during the night, either standing or slumped against a wall. It's possible to sneak past them this way, but be careful not to bump into them or make much noise.
-
Clickers are totally unaffected by flashlights and other light sources.
-
Crops can become infected with Cordyceps, either through spores traveling from wind or from infected moving nearby. The former won't be too common until the later months depending on your location. The best way to ensure healthy crops is to plant indoors whenever possible.
-
Exposed water supplies can become infected. This means entire lakes and rivers can be tainted with Cordyceps. This can be solved by boiling water overnight.
-
Burning spore nests could lead to spores drifting along the wind and infecting large areas. Try to not let this happen!
-
Infected are fragile if injured and left alone. They will attack initially after being struck, but if you evade them, they will eventually wander elsewhere and find an interior cell to die. If possible, try to kill them outdoors in an area where fungal contamination risk is minimal.
-
Sprinters will form large groups. Stalkers will somewhat form groups. Clickers will not form groups, only grouped by random chance.
-
Sprinters are not very strong. Stalkers are slightly stronger. Clickers are very strong; combat best avoided, because even one can drag you down.
-
Any non-canned foods exposed to spores will be inedible. Well... you can still eat them, but you'll get infected.
-
When infected, instead of feeling sick before you turn, your character will feel strange, like something's not right. Your movement will become erratic, almost as if drunk. It will get worse.
-
When you succumb to infection, the death sound effect won't play. Your character just falls. The zombie emoji will instead be replaced with a lil emoji of a clicker, showing you have succumbed to the Cordyceps infection.
Ah interesting, yeah I've noticed some other bugs with axes in backpacks and this could help me narrow it down, thank you!
I'm new to modding PZ; where should I start if I want to modify a generator / add a new generator?
My mod idea is a battery bank; basically it's a generator that you slap a car battery into as an alternate power source.
@modest nebula You should start by looking through the hydrocraft code
Isn't that like.. Gigantic as heck?
Hmm. I'll start small I think. See if I can goof around and add something in.
Any way to quickly reload lua in debug mode?
I hope not everyone here is like you; legit. Suppose I'll keep wasting my time going in and out of the game to test every tiny change since the documentation on the wiki doesn't have any reference for a hotload.
Sure, shows specific files but I can't spot my mod files.
im literally doing the same dont worry xD
and please, dont misunderstand, i wasn't making fun of you, i was making fun of how bothersome pz is
I read that totally wrong, thanks for clarifying for me ๐
This generator thing is ok actually, just slow going due to hiccups.
well, in pz everything will be slow forever, even if you get used to it
Blue generator that breaks every right click action in the game ๐
aaand i cant update my workshop
thanks steam
i wish it at least told me why
result=2 isn't helpful
question, do my mods need to follow the structure of the mod template?
i dropped my mod into my zomboid mods folder and not the workshop one
is that good or
baller will try again
my mod is not working but showing up in the mod menu is why i ask
i was struggling for 2 days because one txt file was one folder upper than it should have been and i didnt notice
and nothing worked because of it
ye
solid, ill try it again now
ok so i shouldve kept that mod where it was because now its gone
me too. Sometimes it does that without the screenshot and it feels like getting flashbanged
congrats, you've ruined dark mode
Jesus this documentation is garbage. Am I missing something?
Is it possible to add a new character model with a mod?
Inventory or in Iso?
Iso. Need to either be able to treat a IsoObject as IsoGenerator since I can't just flag it in the item definition or do some real crazy work around.
I am looking at hydrocrafts solar section for tips and so far it's all recipes... Not exactly what I want. Close to vanilla is where I want to be, as if my battery bank generator was a static drop
This works on TVs, including with Controllers
I'll look it over later on. Thanks big chief
No idea what the .test .settest etc stuff is. It's in thd vanilla stuff so I copied it too
Pretty sire it's for unit tests
Can be safely removed if you don't actively unit test
Might be
You made the tapes mod?
Aye
I love that. It's really handy for someone that doesn't gaf about early sitting around
The one thing I will suggest is that when the tape is ejected it goes back to the previous channel. Only for a partial on a woodcraft once because of paws tv ๐
Hate starting a game and not get to play until the shows are over, but the min-maxer in me has to do it ๐
I take feeble smoker out of shape unemployed
But yeah, let's catch up some time later. I want to mod more and you seem real wired on stuff
Gotta nap
I'd need to store the channel somewhere, then - not sure if really feasible ๐
Yea it's where I "store" the tape already
I'm sure you can pass it an object
All objects have modData, (unrelated but I learned recently that zombies don't save their modData), you can pass other objects into it but direct object references don't get saved.
Hia! Er- Do I ask here if I want to try messing with lua coding in mods, for the game? :P
If not then sorry!
But uh- setDisappearOnUse was the in the game, but then was removed?
There is hasmoddata so maybe some things don't have moddata until you get theirs, though I have not tried printing the result of hasmoddata.
That's correct, if mod data isn't set yet it won't get anything.
Iirc it is {} by default.
So nothing/null/nil
Doesn't {} print as something like table00000000123456789 though?
Or maybe it doesn't? :s
Hey folks, I've been trying to remember how to save custom markers on eris maps and every time i close the window for the POI the marker disappears.
perhaps something is breaking the mod? im not sure
EDIT: Resolved, Change in font size broke the window.
{} is just an empty table - I could be wrong but default modData is either that or actually nil/null
So I'm trying to get Expanded Helicopters crashes to work with Vehicle Recycling by changing the mass/volume/whatever of the crash itself so it'll fit inside the 100 limit of the propane torch. I know I can edit the propaneNeeded + 0.65 value to be lower, but that messes with all the vehicles and I just want the helicopters. Anyone know what I need to look for to edit the EHE mod instead?
Starting out from scratch, what's a good resource?
I just want to try and make a copy of the arcade machine, with a custom sprite at first
Where do I even find its texture, I'm having no luck in /media/textures
map tiles are packed into an archive i'm pretty sure
i've never touched mapping though so i'm not sure how you unpack them
Ah, counterintuitively enough that's something to better post about in the mapping channel.
World object sprite tiles are a "mapping" thing.
Propane torches have a 100 mass limit? Aren't vans like 1100 in mass?
give us a shout anytime
we are interested in someone having a way to incorporate that because we do not wanna add recycling and break something else to it
Working up an idea for a clutter/junk/collectible items mod after seeing the new 3d items today. Would it be feasible to call a function when a container is opened after the initial loot roll is done? It would be novel to not impact the regular loot for the sake of adding what is essentially crap.
That's possible, but I feel like it would be less work for the same results to just use the junk category in the distro tables? As long as the container capacity hasn't been hit, you can have as much stuff spawn in a container as you like?
It does gets pear shaped with loot respawn, where the limit of items that can be spawned can get overwhelmed by abundant mod items, as Hydrocraft tends to do.
Unless you're talking about some sort of loot box mechanic, where a world tile or inventory object is interacted with in some fashion to make it a container that has loot inside, which I've found to be addictively fun in testing.
NO FUN ALLOWED. No, i'm mostly thinking about adding knick-knacks and similar items that otherwise have no use than to spruce things up a bit, itemwise. So I had a little idea to add items without interfering with regular loot rolls. I'd rather it not impact gameplay, not getting useful items because some random crap ended up rolling.
After I wrote that, I remembered there is that junk category, and have a half-memory about there being something special about it?
Yeah, junk is intended exactly for that sort of clutter items; it's not affected by zombie pop in the vicinity, as opposed to the items category, so it's also useful if you want to use it for "super rare" items as zombie pop inflates an artificial "floor" to the spawn chance for items in the items category.
And just to clarify, the loot rolls are not impacted by other items until the container capacity is reached. There's a lot of misinformation floating around about that due to the aforementioned loot respawn + Hydrocraft issue, which is wiprespread due to the prevalence of both of those being used for MP servers.
Ah of course, the notorious IRS helicopter. They are known to fly around the Knox County looking for tax evaders.
great info, thanks for clearing it up! reckon i fell victim to that misinformation
Imagine the mod potential from NPCs being added alone. Imagine a mod that turns the game into a war-survival game like This War of Mine.
Is the new distribution system already in place ? Like forcing to spawn gear on certain Zombies etc. I think I read about it recently
How do people write code in discord? Occasionally I see code posted in here and it's like highlighted
theres two ways, the triple astrophe
`*`` - minus the asterisk
which will do cool stuff like
code stuff```
or you can upload the txt of a piece of code and discord will show a preview
like that
also you can do syntax highlighting by including a language name:
```lua
myCoolFunc()
"lol i don't do anything"
its not highlighting rn but they're right
guys If i change to 41.53 iwbums, from 41.50 can I still use my mods?
depends
loot focused mods are primarily the ones impacted (not all, but some)
safe bet is to backup save, try them out and see if any issues.
There is a filter on the side of the workshop for build 41 mods that work
@late vigil yep. Work for me at least
It's generated by the collision model I bet.
Wish it just generated it based on the verts of the model
Rip. Can't get my item to spawn in. This sucks.
Is there a way to make a script recipe (not a lua thing) be exhausting to perform?
Never seen anyone do it.
dang.
might make this a multi stage process later and see if i can figure out what combo of animnode and props best sells the illusion, plus make it locked behind carpentry or maybe find a way to have it give a skill based chance of giving nothing but scrap wood if you screw up
oop, should add the other saw types i have to the tools
since i pucture this as:
- saw log into rough rounds/blanks
- carve out excess
actually i might add small axe types to the tools needed so there's more of a "this tool make sense for the job" thing
Any issues with either of my files?
if you have the knowledge, you could add a gouge tool. usually needed for bowl making
yeah, good thought. Might substitute a spoon.
like, say, a really sharpened one
which isn't made of butter
which... spoons basically usually are but shh
Worth looking at the exercise equipment's code. May find something like addExertion or some shit
oooh
addExertion is speculation. It may be way more complex
for now i'm just adding a spoon which is destroyed in the process
just handwaving the fact that spoons aer kinda blunt
since this is a stopgap thing i do plan on revisiting this later to maybe define some extra recipes that turn this into a multi stage process and gets more suitable tools
oop, i did something wrong in the recipy, gotta figure out what
i can tell i screwed up when the crafting menu refuses to open lmao
...wait a minute is it to do with multiple resulting items
try removing the Unusable wood
might be just it
gonna try, i guess i can handwave it as "oh it's all woodchips at this point"
i will have to find a spoon so this gives me more incetntive to strike out for the nearest town
yeeep it was the multi product thing
til, only one product is allowed per script recipe (unless there's another way besides lua scripting)
(i know scripting would make it possible but i haven't touched lua in literally a decade at this point so i'm not exactly looking forward to learning it again in the form zomboid uses lmao)
Ok so I figured out my mod is working. I just picked bad spawn locations apparently. That makes me feel better.
How do you set spawn locations exactly?
try oncreate function
i thought that involved lua
still haven't looked much into that yet
it looks like at least a different language/syntax than the simplified scripting used for recipes i'm using so far while i get the hang of basics
Afaik you are able to make it so multiple items can be given to the player when the function in the recipe is called
with percentages too
but i didnt try percentages yet.
i think the ZRE mod has lots of oncreate functions for the MRE opening
once i feel ready to tackle external script calls i'll definitely switch to it and be like "oh god i'm such a dumbass why didn't i do this sooner"
it decides which flavor of jelly the player will get with his crackers n shit
this is the way
im just assuming it works like that btw
hey, I can't get le gourmet revolution to work with brita's, the problem is hunting with rifles just doesn't seem to be there. Anyone here got any ideas?
That's not surprising; I wouldn't expect the two mods to be cross compatible out of the box.
LGR used the vanilla guns, and maybe some of Snake's guns, for hunting; where Brita's is a completely unconnected mod that removes all the vanilla guns and introduces it's own guns.
ie nether mod author is "negligent" in any fashion in regards to this.
A bummer there aren't any compatibility patches for snakes mods on the workshop
I hoped his mods would have become more popular by now
Is there any way to modify the files of lgr to include guns from brita's?
My impression is both that Snake's stuff is more popular in the Spanish speaking PZ community, and that also they're not necessarily too concerned with popularity?
Sure it's possible to modify the lgr files, but the proper way, IMO, would be for someone to make a cross compatibility patch; that might a good opportunity for a newbie modder to make a name for themselves if anything.
But also it would be a bit of effort given the abundance of guns in Brita's ๐
One thing I know is I'm not even a newbie so I'm not going to be the chosen one ๐ . Now I have to make a tough decision and uninstall brita's for a play through or two.
Thanks for the insight.
๐
newbie modder
gentlemen
me too
Can I create a recipe that doesn't make anything exactly, but calls a function in Lua that creates it instead?
Oh, I figured it out.
So now I have an issue. Is there a way to have an IsoGenerator type that doesn't kill your character?
For anyone curious there's a parameter to delete the result.
Are generator functions handled on the java side of things or Lua?
local NewGenerator = IsoGenerator.new(nil, player:getCell(), player:getCurrentSquare());
NewGenerator:setConnected(true);
NewGenerator:setFuel(100);
NewGenerator:setCondition(100);
NewGenerator:setActivated(true);
NewGenerator:setSurroundingElectricity();
-- Attempting this, not working (as expected.)
-- NewGenerator.Damage = 0;
NewGenerator:remove();
player:getCurrentSquare():AddWorldInventoryItem( "BatteryBank.BatteryBankReady" ,0.5,0.5,0);
I think it's just callbacks to generic Java crap so this is pointless unless I force it to go outside.
@sour island What is the param? I'm doing som weird lua nonsense oncreate
Cheers, boo.
Question. Are there models and templates for clothing and hair mods?
I know there are a load of loose FBX files in the game files. Not sure if it's character models though
Darn. I'll have to do some more research online before I start hair and hat modelling then
I wouldn't stress too much, chances are there is a solid template already there in the files.
Just import to Blender or something and do your magic; sure you can do something neat.
thank you!
yep! I finally set up pins in the modeling channel last night
Any idea what could be causing this error
DEBUG: Shader , 1628884146709> ShaderProgram.onCompileSuccess > UVScale, Loc: 76, Type: 35664, Size: 1
ERROR: General , 1628884146901> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: DisplayName of non-table: null at KahluaThread.tableget line:1689.
ERROR: General , 1628884146901> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: attempted index: DisplayName of non-table: null
at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1689)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:492)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1812)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:38)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:61)
at zombie.GameWindow.enter(GameWindow.java:714)
at zombie.GameWindow.mainThread(GameWindow.java:467)
at java.base/java.lang.Thread.run(Unknown Source)
@late hound I think this way may be related to the piano mod? Aug 13, 2021 3:49:02 PM zombie.Lua.LuaManager RunLua
SEVERE: java.lang.RuntimeException
Aug 13, 2021 3:49:02 PM zombie.Lua.LuaManager RunLua
SEVERE: java.lang.RuntimeException:
Aug 13, 2021 3:49:02 PM zombie.Lua.LuaManager RunLua
SEVERE: at SPPPianoSkill.lua:8
sorry wrong person
@grave solstice I think that was related to the piano mod?
@late hound this one is yours... AuthenticZ has some clothing that doesn't exist in the game... Here is one I found so far in the errors
ERROR: General , 1628884148429> DebugLogStream.printException> Stack trace:
java.util.concurrent.ExecutionException: zombie.util.PZXmlParserException: Exception thrown while parsing XML file "media/clothing/clothingItems/Shirt_FormalBlack_ShortSleeve.xml"
Caused by:
java.io.FileNotFoundException: media\clothing\clothingItems\Shirt_FormalBlack_ShortSleeve.xml (The system cannot find the file specified)
at java.base/java.util.concurrent.FutureTask.report(Unknown Source)
at java.base/java.util.concurrent.FutureTask.get(Unknown Source)
at zombie.fileSystem.FileSystemImpl.updateAsyncTransactions(FileSystemImpl.java:314)
at zombie.GameWindow.logic(GameWindow.java:296)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.GameWindow.frameStep(GameWindow.java:726)
at zombie.GameWindow.run_ez(GameWindow.java:642)
at zombie.GameWindow.mainThread(GameWindow.java:471)
at java.base/java.lang.Thread.run(Unknown Source)
FormalBlack doesnt exist
the pianos mods does not give errors ... I use the mod and it works perfect
Authentic z does not give errors either
if you use 3,000 mods it may be that some error
Thanks for the input, but since I am getting these errors and they are reporting those mods, I am asking the modders about it
Specifically since AuthenticZ does reference an object that doesnt exist
what mod do you use? mods that are incompatible ...
Once again, thanks for the input but since I actually physically see the issue with AuthenicZ I am sure where the error lies
I'm pretty sure there's an error caused by the piano mod because the initialization code still uses the extra skills system, but it shouldn't cause any real issues
I wonder if I am seeing the error because I dont have ESS installed since it is kinda worthless
Authenticz has 2 mods if you activate the normal version there are no errors ... it's just info
I use 105 mods and I don't have any errors ... b41.53 people who have 250 activated don't even know how to start the game
Sorry I searched for your name in the workshop and I dont see any mods associated. Which mods have you made?
Alright had enough of that individual. Thankfully Block is a feature on discord
before that bit with the error, it should show the mod that is being loaded before it threw the error.
Yup looks like the issue with AuthenticZ is only in the Current build... Guessing this is a mistype because the clothing.xml reference Shirt_FormalBlack_ShortSleeve
but in the mod media/clothing/clothingItem there is Shirt_FormalRed_ShortSleeve.xml
which isn't referenced in clothing.xml ... so guessing either clothing.xml should be changed to red, or this file shoudl be changed to black?
hahaha ok bro! here many pass their workshop lists of 300 mods and none are worth it .... b40 mods, and more shit like hydrocraft, only a few stop to think about the balance of the game ..
well peach put it in Authentic Z
But only exists in the Current (newer) mod, doesn't exist in the older one
my list mods 4 41.53 0 errorshttps://steamcommunity.com/sharedfiles/filedetails/?id=2508133217
Steam Workshop: Project Zomboid. Lista creada por mi con mucho testeo.. + Pack Snake 41.53.
http://pzmodding.blogspot.com/2020/08/pack-de-mods-by-snake.html
si quereis mi eris con todos los mapas que uso mandarme mp!
hay
Was at work, will be able to address the problem you found soon. I had to push a few things I was working on alongside a few hotfixs.
@late hound all good, just saw it and wanted to document it before i forgot
Here is another one i think
WARN : Recipe , 1628884175042> RecipeManager.resolveItemModuleDotType> WARNING: module "AuthenticZRecipes" may have forgot to import module Base
I wouldn't worry about that one. Keyword : "may". The file does import base:
module AuthenticZRecipes{
imports {
Base
}
DM me the other things and we can get that sorted out. Thanks!
@narrow hamlet Hi, in the antiserum mod you say tha you have a fix?, how can i fix the mod, ty
I'm tempted once i get back from this weekend sleepover to try and make skill books for the other skills and to do something to make them unique, like having them be lighter one-per-level magazines or something to make it still a challenge to get due to needing to find the right book or something.
that, and wondering at how feasable swapping out the female survivor is
Hello. I fixed the mod by altering its distributions, in the file at \Steam\steamapps\workshop\content\108600\2127326898\mods\antiserum\media\lua\server\Items
hi. question. i had a mod with only scrips/txt file to play arround with some item weight and so on. but it seems its not loading anymore with the new version. i didnt touch it in a while. is there something i need to update / change to make it load again ?
seems its loading if you use load game -> more -> enable mods there
How hard is it to get a map mod supported by eris' minimap?
Someone has to want to make the patch for it, and also be capable of making it. Just that.
I am curious b/c if not too hard, maybe I could do a personal patch for it :P
Still hung up on that bloody generator toxin stuff.
Surely there has to be a toggle somewhere. Or something.
Where can I find the list of callbacks I can put onto an item definition?
Nobody responded, but I posted it in tech support instead of here, I'll just repost this again.
Hey guys, I'm running a modded game and I am just wondering if there is going to be any conflicts/issues between the mods I have activated for my current playthrough, the list are as follows:
-Filibuster Rhymes' Used Car Names - Lore Friendly
-Superb Survivors
-Save Our Station Core
-Save Our Station Knox Country
-Raven Creek
-Pillow's Random Scenarios
-Pillow's Random Spawn by Location
-Pillow's Random Spawns
-Pillow's Random Spawns by Profession
-Pillow's Random Spawns Variations
-Paw Low Loot Guns
-Paw Low Loot
-Paw Low Loot Fantasy Pack
-Mod Template
-Fort Redstone, KY
-CrashedCars
-Brita's Weapon Pack
-Arsenal(26) GunFighter
-Mod Options
-Filibuster Rhymes' Used Cars! BETA BETA BETA
-Filibuster Rhymes' Used Cars! Fuel Test
I am also taking any suggestions for mods for future playthroughs (aslong as none of them conflict with this list of course)
Events.OnNewGame.Add(function(player, square)
local trait = player:getTraits()
if player:HasTrait("CDDA") then
player.RemovePlayer = function(p)
end
player.AddPlayer = function(playerNum, playerObj)
--if playerObj:getHoursSurvived() > 0 then return end
playerObj:getStats():setDrunkenness(100);
print("adding challenge inventory");
playerObj:getInventory():clear();
playerObj:clearWornItems();
playerObj:getBodyDamage():setWetness(100);
playerObj:getBodyDamage():setCatchACold(0.0);
playerObj:getBodyDamage():setHasACold(true);
playerObj:getBodyDamage():setColdStrength(20.0);
playerObj:getBodyDamage():setTimeToSneezeOrCough(0);
playerObj:setClothingItem_Feet(nil)
playerObj:setClothingItem_Legs(nil)
playerObj:setClothingItem_Torso(nil)
playerObj:getBodyDamage():getBodyPart(BodyPartType.Groin):generateDeepShardWound();
end
end)
Why dosnt this work? Trying to add the A Really CD DA as a trait ^^
@tulip valve tag that as a lua code block please.
How?
Edit it to have ```lua
Lua tags.
Fucking tags. Google it.
Code goes in the middle ๐
Just 3 `
You copy this from another scenario, Josko?
I'm not familiar with scenario modding, myself. Best ask someone else. The code looks like it needs to add the event for AddPlayer to a new game event or something. Right now, player.AddPlayer as a function is discarded from what I can see
Any errors or anything? What's happening when you try and run it?
Nothing happends ๐
Right. What are you changing?
CDDA.RemovePlayer = function(p)
end
CDDA.AddPlayer = function(playerNum, playerObj)
if playerObj:getHoursSurvived() > 0 then return end
playerObj:getStats():setDrunkenness(100);
print("adding challenge inventory");
playerObj:getInventory():clear();
playerObj:clearWornItems();
playerObj:getBodyDamage():setWetness(100);
playerObj:getBodyDamage():setCatchACold(0.0);
playerObj:getBodyDamage():setHasACold(true);
playerObj:getBodyDamage():setColdStrength(20.0);
playerObj:getBodyDamage():setTimeToSneezeOrCough(0);
playerObj:setClothingItem_Feet(nil)
playerObj:setClothingItem_Legs(nil)
playerObj:setClothingItem_Torso(nil)
playerObj:getBodyDamage():getBodyPart(BodyPartType.Groin):generateDeepShardWound();
end
this is the original
@shy cloud sorry bud best chance is tech support. We talk code stuff not general mod stuff
What file is it?
taken from the AReallyCDDay.lua file in lua/client/laststand
Ok. It's a module thing. You'll need to hook it up I think.
The original uses the CDDA prefix so find where that is used
Replace where you set it to player.AddBlah to something else
By the way, next time please post either the whole file in a pastebin or make it clear it's redacted
CDDA2 = {}
CDDA2.Add = function()
--addChallenge(CDDA);
end
Events.OnNewGame.Add(function(player, square)
local trait = player:getTraits()
if player:HasTrait("CDDA") then
CDDA2.RemovePlayer = function(p)
end
CDDA2.AddPlayer = function(playerNum, playerObj)
--if playerObj:getHoursSurvived() > 0 then return end
playerObj:getStats():setDrunkenness(100);
print("adding challenge inventory");
playerObj:getInventory():clear();
playerObj:clearWornItems();
playerObj:getBodyDamage():setWetness(100);
playerObj:getBodyDamage():setCatchACold(0.0);
playerObj:getBodyDamage():setHasACold(true);
playerObj:getBodyDamage():setColdStrength(20.0);
playerObj:getBodyDamage():setTimeToSneezeOrCough(0);
playerObj:setClothingItem_Feet(nil)
playerObj:setClothingItem_Legs(nil)
playerObj:setClothingItem_Torso(nil)
playerObj:getBodyDamage():getBodyPart(BodyPartType.Groin):generateDeepShardWound();
end
end)
I just checked the file and know exactly where your issue is
Ah
Right at the end:
Events.OnChallengeQuery.Add(CDDA.Add)
This is what is probably going to add in your custom stuff. Replace all CDDA references with CDDA2 and you should be fine
altough it says OnChallengeQuery, hope it still works lol
OnChallengeQuery is most likely when you load your scenarios. It'll push them all onto the list in your menu
This is a custom trait, so not a challenge
What I want to do is turn the CD DA negative stuff like Drunk, bleeding, sneezing into a trait, I can load up the trait that part works, but nothing happends when I start the game
Someone more experienced can help, I bet. I'm new to the framework
Jesus. Is there any documentation that isn't from 2015?
well I did not get a response in tech support so I posted here since yknow
it's called modding
@shy cloudIf you are running a modded game, there is no way to know if you will run into conflicts, not what I know anyway, you will just have to see if the work ๐ Unless mods state they are for certain builds ofcourse
Thanks for trying though, appreciate it ๐
Well mods are known for conflicting with other mods so I was just wondering if I would run into any
true
@modest nebula I got help with the code by Fenris_Wolf, Now its working ^^
Events.OnNewGame.Add(function(player, square)
if not player:HasTrait("CDDA") then return end -- just return early, save a indentation level
player:getStats():setDrunkenness(100);
print("adding challenge inventory");
player:getInventory():clear();
player:clearWornItems();
player:getBodyDamage():setWetness(100);
player:getBodyDamage():setCatchACold(0.0);
player:getBodyDamage():setHasACold(true);
player:getBodyDamage():setColdStrength(20.0);
player:getBodyDamage():setTimeToSneezeOrCough(0);
player:setClothingItem_Feet(nil)
player:setClothingItem_Legs(nil)
player:setClothingItem_Torso(nil)
player:getBodyDamage():getBodyPart(BodyPartType.Groin):generateDeepShardWound();
end)
How its supposed to be
No, that is incorrect; general mod-related inquires are one of the purposes of this channel, and, for the love of Beard's sanity, not the tech support channel.
Yikes. Is there a discord specific for modding because I have too many questions that are going to get swamped by "How do I install a mod in zomboid"
Never seen that one pop up, but yeah, a fair amount of posts in this channel are from non-tech savy users inquiring about mod conflicts and the like? As well as the regularly scheduled "Can someone make a zombie guts camouflage mod?!?!" post ๐
Not sure if I even have permission to invite people to the one modding discord I know of, but it's also a ghost town; I think this channel is really the only game in town as far as I know.
I mean, I certainly wouldn't encourage people to post a giant modlist and ask "Never tried this, but will it work?" and the like, but hey, better to err on the side of being inclusive and helpful.
My first escapade here in the modding channel was met with sass, actually. I try and be helpful as best I can but I have a limit. I'm working on this generator code and it has me upset, honestly.
The documentation is about 5 years out of date for what I need to code for, so I'm generally miffed that I would have to decompile the source and dig around for the right event to call.
by a further 2 inches

gentlemen