#mod_development

1 messages Β· Page 476 of 1

drifting ore
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what branch are you on?

edgy ruin
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hmm, that's long

sour island
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that error is from ItemContainer.AddItem()

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And you say you get it anytime you put something in or take something out?

edgy ruin
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yes

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my mod list is very small

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just for testing

#
    mod = tsarslib,
    mod = ZConomy,
    mod = cherbourg,
    mod = PaintYourRide,
    mod = ModTemplate,
    mod = gottacatchemall,
    mod = ExpandedHelicopterEvents,
    mod = EasyConfigChucked,
    mod = DynamicTraits,
    mod = CrashedCarsMod,
    mod = SKLDairyModBeta,
    mod = autotsartrailers,
    mod = AquatsarYachtClub,
sour island
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is gottacatchemall new?

edgy ruin
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yeah it was teased here

sour island
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That's the pokemon mod?

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try disabling that one and see if the error persists

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The rest of the mods don't really touch item behavior

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the pokemon one has pokeballs right? Could be something with that behavior

edgy ruin
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it has a bunch of placeable objects

sour island
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I mean, you have only a handful - could do the brute force turn 1 off at a time

edgy ruin
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not the Pokemon mod

sour island
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modtemplate?

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just noticed

edgy ruin
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I disabled that

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it's looking like the culprit is zConomy

edgy ruin
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question: is it possible to limit what can be stored in a container to certain items?

marble folio
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Sup everyone, hope y'all are doing well
Can someone tell me where can I find the tiles Item Name (the one that goes into the inventory)?
I've searched the files I could but still haven't managed to find it.

More specifically, I want to find the Stop Sign, Parking Meter, Mobile Bloodbag, Mailbox and Weighing Scale.

nimble spoke
nimble spoke
marble folio
viral spire
#

Sorry for wall, idea for nuclear weather mod...

Concept:

Nuclear weather is added to the game. Radioactive fog or rain (sometimes both) will blanket the map periodically, making it dangerous to explore the outdoors without proper protection. Radiation becomes a lingering threat, and dealing with zombies have become even scarier.

Features:

  • Sometime after the televisions and radio stop broadcasting (7-10 days) the Emergency Broadcast Channels will announce (WARNING, MULTIPLE NUCLEAR FAILURES CONFIRMED IN TENNESSEE, NORTH CAROLINA, INDIANA[...]) and so on, indicating multiple nuclear plants have melted down in the surrounding states. How these failures occurred is never explained. But these plants have melted down. There will be no immediate danger. This is just to remind you that the game is gonna get much harder.

  • Following this announcement, thunderstorms, tropical storms, and fog events will be radioactive, prompting you to wear gas masks and hazmat suits outdoors, depending on the weather. Radiation will also cling to clothes and exposed interior cells.

  • When a radioactive storm is approaching, emergency channels will describe the storm as normal, but followed by (Radioactive particles detected. Take shelter.)

  • Radioactive storms and fog will have green tints to them.

  • Zombies will become radioactive, making close combat extremely dangerous without protection. Ranged combat recommended.

  • Crops will become radioactive and require decontamination before being edible, along with any non-canned item.

  • The longer you are exposed to radioactive particles, the worse the effects of radiation sickness are, and the lower your chances of survival.

#
  • If an interior cell is exposed to the outside during radioactive periods, you will feel the effects at half the rate.

  • After radioactive storms or fog, the exterior cell wherever it rained or fogged will be radioactive for up to five days.

  • Snowstorms will also become radioactive.

  • Winters will be radioactive all season long, requiring a gas mask outdoors 24/7.

  • Radiation sickness is divided into four stages: Mild, Moderate, Severe, and Terminal. Mild cases occur through prolonged combat with zombies and being outside for short periods during radioactive events. The longer you are exposed, the higher the stage and longer the recovery period. The Terminal Radiation Stage is the only stage with no recovery process.

  • In Stages 2-4, you will be much weaker at your peak and your body will be more susceptible to damage. During the Terminal Stage, even moving is enough to cause lacerations and other wounds, making your past moments painful.

  • You can decontaminate by washing yourself off with water and soap. Contaminated clothes however will have to be put away somewhere after washing them until decontamination is complete. The sooner you wash yourself off, the lesser the chances of getting radiation sickness.

  • Radiation and fallout will kill vegetation, converting any area around it into dead trees and dirt.

  • Radioactive summers will be scorching.

solar peak
haughty urchin
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I don't suppose anyone has ever heard of a mod or a way to mod in more zoom range? closer zoom mostly but maybe further out as well? I can't seem to find anything.

viral spire
solar peak
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download it and see

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its all lua

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all you need is notepad++

viral spire
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Yee

solar peak
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i'm currently in the process of going through trying to find out how the base game handles water storage

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any hints on files i should be looking through?

drifting ore
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I have the same problem

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Appeared yesterday or the day before yesterday, although before that everything worked fine

dim zodiac
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can survivors with superb survivors drive their own vehicles if i give them cars?

safe heath
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hot damn, I have no idea how PZ is as stable as it is

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literally 90% of mods I have conflict with each other now that I'm winmerging everything

calm portal
# sour island just noticed

Unrelated question. But would you happen to have the dialog scripts for the expanded helicopter events mod? There are some announcements that I can't understand and make out. Primarily the police ones.

safe heath
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IGUI_EN = { was replaced withIG_UI_EN = { in a bunch of mods too....but the OG game file has the first variant (under media/lua/translate/EN/IG_UI_EN.txt)

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πŸ’©

safe heath
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😎

safe heath
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although IG_UI_XX (with two letter language filled in for XX) seems to be how the other languages files are set up... anyone know the correct usage?

viral spire
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Oh god, could you imagine a Quiet Place mod?

safe heath
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a true quiet place style mod would be too brutal for me lol

sour island
short summit
#

Hey y'all panHi
I'm trying to create a mod that makes you sick if you eat with dirty hands.

I'm completely new to modding PZ, so I definitely have some really noobish questions here, but I promise I've done as much reading and googling the last few days as I could before asking these:

  1. How do I get a player's hands? Something like player:getHands() or something but I can't figure out the right way to call it.

  2. It appears that I can call getBloodLevel() on any weapon. Can I do this to get the blood level of a player's hands?

  3. Is there a lua event related to eating? I can add a listener to OnPlayerUpdate but I wouldn't be sure how to check if the player had just eaten or not. Could I hook into ISEatFoodAction somehow or something?

  4. And finally, how do I add sickness? It appears that sickness is a form of BodyDamage, but I can't find the code that handles rotten food as an example, so I'm having trouble figuring out how to proc illness.

I know this is probably a lot but thanks for reading πŸ™‚ Any and all help is appreciated ❀️

drifting ore
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no

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or what was his mod there?

dry chasm
drifting ore
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no

safe heath
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almost...

also it is IGUI_EN not IG_UI_EN so far as I can tell, as 70% of mods used this first one

dry chasm
# short summit Hey y'all <a:panHi:678221065822142485> I'm trying to create a mod that makes yo...

unsure if overwriting functions is a thing, or if you can somehow add on to something yourself, but if possible, you could check the file media/lua/client/TimedActions/ISEatFoodAction.lua and add a check for something like character:getHumanVisual():getBlood(BloodBodyPartType.FromIndex(0)) for left hand and from index 1 for right hand?
Relatively new myself so... unsure (especially given that i have no clue about lua tbh)

short summit
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I'm also new to lua lul

dry chasm
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had that taken from the washing script, where it checks if body parts are dirty/bloody πŸ˜…

short summit
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Lots of typescript experience but nothing else really

dry chasm
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and index 0 and 1 seemed to be hands_L and Hands_R for me

short summit
safe heath
short summit
dry chasm
short summit
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hmmmm

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I, like, half understand how I might do that LUL

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That's actually something I'm struggling to understand, is how a lot of these functions are actually called / executed

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Like, I see ISEatFoodAction:perform() but I don't understand how it's called, so I don't fully grasp the syntax of storing it / overriding it / re-calling it

dry chasm
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Not sure when/how what exactly is called either, though i do have a mod installed that does something like this, just with a different "IS____.start" function

local originalFunction = ISEatFoodAction.start
function IsEatFoodAction:start()
  -- your code running here
  return originalFunction(self) -- now that you're done, the original can run(?)
end
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and this specific start function doesn't seem to return any value, so it might in this case not even be necessary to return anything either and order may not even be that important then

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might be wrong though

short summit
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ooh okay yeah, I've seen that pattern a lot

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I've subbed to a lot of mods just to look at their code and see how they work and that pattern is everywhere

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hmmm

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oooh, okay, wait, brain blast

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So I can use that pattern, and before I return the function, I can do my personal checking and running and whatnot
and since I don't care about the original function except for that it was fired in the first place, all I do is return it

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and now my code is being run every time that function is called from anywhere

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I think

dry chasm
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should be?
You may, if kahlua(i believe it's called) accepts it, try pcall to avoid having it stop the function on error and still run the original (not sure on performance issues or anything)

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my thought there's simply that even if it works and an update follow which somehow changes variables/function names or similar of the ones used in yours it wouldn't break the original, just your part. Similar to:

try{
  /*try something*/
}catch(error){
  /*log error or do something else*/
}```
In javascript?
safe heath
#

ha! only 40 errors now on startup, all of them to do with loot distro files. i'll see what the one guy did when he updated the loot distro tables (recent steam workshop mod) and soon I will be able to play PZ without 980 errors in 10 minutes of play....

marble folio
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Anyone has ever found a Chair Leg in the game?
I saw there's a model and texture for it and even an weapon Item, but couldn't find it in the ProceduralDistributions (Maybe I've searched it wrong, but just want to be sure)

dry chasm
tired hawk
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I'm attempting to learn how to mod, as a learning project I'm making a custom arcade machine, just as a decoration for now. I wanted to know how to make it craftable?

short summit
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Basically, there a directory where you can make .txt files that contain recipes, anything there can be crafted

tired hawk
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Thank you! It's a bit confusing though

marble folio
dry chasm
sour island
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table legs are a remnant

marble folio
sour island
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They're only scripted and translated.

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I don't spot them in the distribution either.

viral spire
tired hawk
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How do I make a custom piece of furniture craftable in the crafting menu? I am having no luck finding useful information

nimble spoke
tired hawk
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Thanks, I'll give it a look-through

strong needle
tired hawk
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Haven't found any tutorials that explains it, and I've given up looking

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Can't post what I glean from a mod, you'd have to do that yourself

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@nimble spoke I think this may be what I'm looking for?

harsh prairie
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What’s the %chance for loot to spawn for rare and very rare loot settings?

tired hawk
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No idea where to go from here unfortunately though

nimble spoke
tired hawk
#

Confusing as all hell lol

nimble spoke
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You have to go through all context menus a player is seeing and then find the one you want before you can add to it

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There are comments in there to help you

tired hawk
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Sorry wasn't implying your document was confusing, just that I'm a bit confused as how to understand and proceed from here, this is my first mod project trying to learn

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The comments are great, helps make some sense of it

nimble spoke
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That's not the best option for a first project, but keep posting if you get stuck

tired hawk
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Yeah I see that adding something to the crafting menu is not as straight forward as I'd hoped

dry chasm
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Anyone ever experimented with adding recipes via lua? I managed to add a recipe while in debug, but it seems that they have to be either loaded at a certain time, or there's more to do than just have the ScriptManager parse a string like a txt file, which would end up incomplete.

tired hawk
#

@nimble spoke I regret to ask, but any chance you'd try going over it with me?
You'd be free to opt out at any time, I'm just having trouble finding useful information and can't really continue

nimble spoke
nimble spoke
dry chasm
# nimble spoke I never tried that but txt scripts are read before lua, so there could be an iss...

Well, did try to have it parsed the moment lua is loaded, but seems to not be enough, still checking if there's possibly some functions that "validate" the recipe in a way/continue the "completion"... not sure how to phrase that.
My thought was having recipes be created for rip-able clothing with cost based on number of covered parts - preferrably for modded clothes as well, without having to create recipes for them itself D:
Though, i might gonna try to copy something like an template recipe object and modify it or something and see if it accepts that as a "complete" one later, would be my last ideas atm to pull that off...

nimble spoke
dry chasm
#

For ripping apart, yes, but not as a result, right?

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unless it's supposed to literally dump the inventory with all of the clothes, maybe πŸ˜…

nimble spoke
#

Do yuo mean the result item of the recipe?

dry chasm
#

Yup

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Like, plan is creating a recipe to "sew" the clothing item, but only for clothing that is also possible to rip apart/cut apart, meaning those with the fabrictype property

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and if a mod would be able to check for those items and create the recipes "dynamically", one could just pop in another mod with new clothing and have it craftable, without the clothing mod, or me create new recipes for it manually

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Though, if all fails, i might just take a look at the context menu stuff
^- might even be a better idea, given that the crafting menu could take a very long time opening with too many recipes...

sour island
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currently working on something similar for dynamically created weapons

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only issue I've ran into is that items don't seem to save alot of variables

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with in recipes you can use functions to call on/check for specific items

#
function DCW.AnyWeapon(scriptItems)
    local allScriptItems = getScriptManager():getAllItems()
    for i=1,allScriptItems:size() do
        ---@type Item
        local scriptItem = allScriptItems:get(i-1)
        if (scriptItem:getType() == Type.Weapon) and (not scriptItem:getTags():contains("Improvised")) then
            scriptItems:add(scriptItem)
        end
    end
end
 module DynamicallyCraftedWeapons
 {
    imports { Base }

    recipe Improvise Weapon
        {
           [DCW.AnyWeapon],
           [DCW.AnyWeapon],
           DuctTape/Scotchtape/LeatherStrips/SheetRope/Rope/Twine/Wire,

           Result:improvised_weapon,

           /*AnimNode     : Craft,
           Prop1         : Source=2,
           Prop2         : Source=1,*/

           Time:200.0,
           OnTest:DCW.IfWeaponCheckIfEquipped,
           OnCanPerform:DCW.CanCraftWeapon,
           OnCreate:DCW.CraftWeapon,
           NoBrokenItems:true,
        }
 }
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if you look inside of recipecode.lua you can see examples being done for fabrictype

short summit
dry chasm
sour island
#

I'm saying dynamic recipes are possible

dry chasm
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but if, for example, 2 clothing items require the same input, how would it determine the result, if not having something unique be the differing factor?

sour island
#

?

dry chasm
#

one sec

#
    recipe Sew Shirt Baseball KY{
        RippedSheets = 5,
        keep Needle/SutureNeedle,
        Thread = 2,

        Result:Shirt_Baseball_KY,
        Category:Tailor,
        Time:300,
        NeedToBeLearn:true,
    }
    recipe Sew Shirt Baseball Rangers{
        RippedSheets = 5,
        keep Needle/SutureNeedle,
        Thread = 2,

        Result:Shirt_Baseball_Rangers,
        Category:Tailor,
        Time:300,
        NeedToBeLearn:true,
    }

Say i have these 2 items (and more), the idea is for clothing to be craftable, issue is the amount of clothing to manually create recipes for.
If i were to have something like a function create the result item and ignore the result itself, i wouldn't know where to begin

sour island
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RemoveResultItem:true,

#

This will make the result item not appear/delete itself

dry chasm
#

but what would determine the result, if the player would just have a specific recipe?

sour island
#

Your recipe is to repair an item right?

dry chasm
#

No, to craft it

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via ripped sheets, needle and thread

sour island
#

oh

#

I don't think it'd work that way

#

you can generate a list of scripted items

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but I don't think the recipe system would handle what you want

dry chasm
#

my idea is/was to have a lua script iterate scriptable items and use getNbrOfCoveredParts() function to determine the "price" of crafting it, then create a new recipe based on this data.
I only got so far as to add a new recipe, but it stays "uncraftable" (grayed out) D:

sour island
#
function DCW.AnyWeapon(scriptItems)
    local allScriptItems = getScriptManager():getAllItems()
    for i=1,allScriptItems:size() do
        ---@type Item
        local scriptItem = allScriptItems:get(i-1)
        --> check scriptItem here - this is not an "inventoryItem", it's a script "Item" 
    end
end
dry chasm
#

that i know, thanks to rip sheets function, but thanks :3

sour island
#

your goal is to not hand write every recipe right?

dry chasm
#

pretty much, yes, wether for newly added mods or vanilla items

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and i did get to add a new recipe with a lua call, but the recipe itself was still uncraftable.
(used this:

getScriptManager():ParseScript('module debugTest{imports{Base}recipe Sew Bikini{keep Needle,Thread = 1,RippedSheets = 2,Category:Tailor,Result:Bikini_TINT=1,Time:250}}')
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cost shown and result's fine, just not craftable

sour island
#

interesting

dry chasm
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so i'm gonna take a look later if i either find something that "validates" the recipe, or try to add a OnTest:somefunction

sour island
#

that might help me out lol

#

are you on -debug?

dry chasm
#

yup

sour island
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there's a button that says add ingredients in the craft menu

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what happens then?

dry chasm
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i get the ingredients, just not craftable still

sour island
#

hm

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maybe there's something that is ran to verify recipes

dry chasm
#

so if later on i don't find something to have the recipe be validated, or with use of ontest, i might try to copy an existing recipe by using getAllRecipes():get(id) and try a copy on that

dry chasm
#

that or find out more about events on wether or not i could somehow have the lua be ran in a way that it's done before the recipes themself are finished, haven't read much into events yet though

sour island
#

where are you running that line?

dry chasm
#

i first ran it in debug while ingame, didn't help (just added the uncraftable recipe)
then i made a simple lua file and had it ran there directly, still just added the uncraftable recipe.

#

but i did find out i can potentially edit existing recipes (though i did break my crafting menu with that while doing it), so that's also something to test using the copy function later on

sour island
#

you're just running on the lua file = not tied to events?

dry chasm
#

exactly

#

no clue about events yet

sour island
#

I don't see the recipe appear when it's just in the lua file

dry chasm
#

not?

sour island
#

let me double check

dry chasm
#

the mod is loaded in which the lua is placed though, right?

sour island
#

yeah

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it's ran with lua load

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just I have getScriptManager():ParseScript('module debugTest{imports{Base}recipe Sew Bikini{keep Needle,Thread = 1,RippedSheets = 2,Category:Tailor,Result:Bikini_TINT=1,Time:250}}')

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sitting in the lua file

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and nothing is appearing in the crafting window

dry chasm
#

lemme check again

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my bad, it's actually the test i did beforehand having the whole recipe be a single line... that or the sheer amount of mods i had somehow caused it to run later? gonna test again

sour island
#

I can see if running it on gameboot event makes it work

dry chasm
#

yep, was actually just my one-line-recipe test in the .txt file that appeared, not the lua file that caused it to appear... πŸ€¦β€β™‚οΈ

#

so event would be the better course of action then

sour island
#

oh it does appear

dry chasm
#

is it craftable?

sour island
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no but it does appear

dry chasm
#

hmm

sour island
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for some reason it didn't come up with search

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I had to go to the category

dry chasm
#

have you possibly not checked "filter all"?

#

Aaand the other idea about copying a recipe is bad as well, i can copy ArrayLists, but the object didn't have that function, and it would've had the same @id thingy aswell...

sour island
#

looks like it's getting stuck on RecipeManager.IsRecipeValid

dry chasm
#

You received some kind of error?

sour island
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no I checked what makes craft one greyed out

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in the lua UI

dry chasm
#

oh

sour island
#

this might be a really really weird bug due to the fact the game wasn't designed to take generated stuff like this

dry chasm
#

the IsRecipeValid function would be in java, not lua, right? (just that lua can call it?)

sour island
#

yes

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I looked a bit in there and I'm not sure what's causing the issue

dry chasm
#

well yea, wouldn't know how to do that, so guess i'm just gonna give that up and try the context menu way, completely avoiding the crafting menu xD

#

but thank you!

marble folio
#

Could someone tell me where can I find the Health Script? More specifically the one that controls Zombie Infection Rate
I tried searching for it in the lua scripts and other folders but I've only found "IsBodyPartPanel" and it doesn't say anything about Infection

unreal carbon
#

Hmmm... looking at the console.txt to see what is causing errors to pop up in my game and i have no idea what any of it means.

marsh beacon
#

@marble folio From a quick glance at the code, it seems like its handled by the java portion

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Under Project Zomboid\zombie\characters\BodyDamage

marble folio
marble folio
unreal carbon
#

Oh i think get it a little. Above an error log it names the mod causing an issue right?

solar peak
#

i've looked into that file recently

ocean wave
#

did you do this?

marble folio
# solar peak whats your idea?

Basically just change the bite chance of infection from 100% to 99% and put the Queasy moodle to only appear in the last 2h of live (To not spoil your infected from the beginning)

solar peak
#

you can change the chance of infection in the sandbox mode

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the queasy moodle.... give me a minute

solar peak
#

in sandbox

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you can change the chance of infection

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in one of the many menus it gives you

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just explore them

marble folio
ocean wave
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^^^

solar peak
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indeed. i was wrong

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give me a minute

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looking through the file now

solar peak
#

it is difficult to pin down exactly what you need to change for that

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its mildly frustrating. the code that governs bites and scratches and lacerations is clearly visible, and the code that governs the zombie infection is obvious as well

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but i can't seem to find where the two correlate

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perhaps its not in this .class.... but it should be

karmic musk
#

any mods that make b41 multiplayer?

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lol

solar peak
#

nope

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no point in making one either imo

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the devs are working on it faster than most mod authors could, it would take months anyway

solar peak
#

its in BodyPart.class

#

same folder as the other guy told you

#
        this.bitten = bitten;
        if (bitten) {
            this.bleeding = true;
            this.IsBleedingStemmed = false;
            this.IsCortorised = false;
            this.bandaged = false;
            this.setInfectedWound(true);
            this.setBiteTime(Rand.Next(50.0f, 80.0f));
            if (this.ParentChar.Traits.FastHealer.isSet()) {
                this.setBiteTime(Rand.Next(30.0f, 50.0f));
            }
            if (this.ParentChar.Traits.SlowHealer.isSet()) {
                this.setBiteTime(Rand.Next(80.0f, 150.0f));
            }
        }
        if (SandboxOptions.instance.Lore.Transmission.getValue() != 4) {
            this.IsInfected = true;
            this.IsFakeInfected = false;
        }
        if (this.IsInfected && SandboxOptions.instance.Lore.Mortality.getValue() == 7) {
            this.IsInfected = false;
            this.IsFakeInfected = true;
        }
        this.generateBleeding();
    }```
#
            this.IsInfected = true;
            this.IsFakeInfected = false;
        }
        if (this.IsInfected && SandboxOptions.instance.Lore.Mortality.getValue() == 7) {
            this.IsInfected = false;
            this.IsFakeInfected = true;
        }``` 
This should be changed if you want to change the infection rate to 99%
#

you may even be able to set a value for n and allow the generate random infection code below it to do the work

marble folio
marble folio
ruby urchin
#

<@&671452400221159444> ban pls

safe heath
#
-----------------------------------------
function: addReduction -- file: ESBSBags.lua line # 71
Callframe at: PerformMakeItem
function: perform -- file: PASearch_ISCraftAction.lua line # 18```

so we look at line 71 
`if (baggy:getBagPoints() < 10 and baggy:getWReduction() < 97) then`  and at line 18
`local resultItemCreated = RecipeManager.PerformMakeItem(self.recipe, self.item, self.character, self.containers);`

and the problem seems to be PerformMakeItem()

but I can't find where this function (or method if you're into that sort of thing) PerformMakeItem() is defined
dry chasm
#

if im not mistaken, RecipeManager is java "object" (or whatever you'd call that) and the function PerformMakeItem would then simply be accessable (call-able) through lua

safe heath
#

ok, thanks, i'll do some more looking in that direction

#

yeah method is defined over here, thanks for the pointer @dry chasm

slow graniteBOT
#
Riz#0359 has been warned

Reason: Mass mention

short summit
#

aww

#

I guess I deserve that

#

but I wanted to thank all the people who sent messages that helped me

#

Chuck, Star, Soul Filcher, ohgodspidersno, Void slime, Shurutsue

#

there, no pings, but everyone on that list said something at some point in this channel that helped me a lot so thanks y'all I really appreciate all the work you've done around here

#

oh and also Fenris_Wolf

safe heath
#

i'm looking forward to having clean hands for a reason πŸ˜‰

short summit
#

Now I need to play around with sickness and figure out how to induce it properly

#

This will be the fun part panHack

safe heath
#

😎

#

OK, so a question. Vanilla has ISCraft_Action.lua, and the mod I'm having a conflict with (planetalgolol's worse searching) has a PASearch_ISCraft_Action.lua. He includes the first .lua in the header require "TimedActions/ISCraftAction" but then has function ISCraftAction:perform() defined with a couple extra branches.

Because this function already exists in the vanilla script, how does PZ handle the conflict at runtime? It just overwrites the vanilla function?

short summit
#

As far as I'm aware, yes. Vanilla functions are overwritten by mod functions, in alphabetical order of the lua file names

safe heath
#

ok everything makes sense now

#

thanks

short summit
marble folio
safe heath
#

you'll want to use this so far as i know, it's a framework to tweak item values

short summit
#

^

#

I believe you are correct, but using that API will mean that it handles all the nuances for you

marble folio
#

ooooh, interesting
thanks

short summit
#

npnp

#

since we're all asking questions, here's another one lol: how do I get all players inside an EveryTenMinutes listener?

#

Trying to check all player moddatas at a regular interval

sour island
#

you could use playerupdate instead

#

and bake in a delay

short summit
#

Good shout

#

I think I was trying to avoid running it so often, since I only really need to have hourly granularity with this

#

I also found getConnectedPlayers() which returns an ArrayList of players apparently so panCool

solar peak
marble folio
marsh beacon
#

Just use any ide/interpreter with a java decompiler extension

solar peak
#

i'm finding a lot of them are failing to load the files

#

i have no idea why

marsh beacon
#

Try using intellij idea or visual studio code

solar peak
#

i'll try those later. for now, the online site works well, with the only downside being you can only open one file at once

tired hawk
#

I'm looking into the Gotta Catch em All mod to learn and apparently something is wrong about this distributions file, can anyone tell me what it is?

solar peak
#

well, there is a 0.001% chance that any given pokemon appears in a male zombie's inventory

tired hawk
#

Problem is they appear very often

solar peak
#

by the looks of what you are showing me

tired hawk
#

As in the distribution is broken

solar peak
#

hmm

#

i don't know then

tired hawk
#

Just for posterity, that's the end of the file

#

If this didn't work at all, would they appear in inventories in the first place?

marble folio
solar peak
#

well, there are 150 total, so if each one has a 0.0011 chance of spawning, thats a total of 0.165% chance of one of them spawning in total. still lower than a sledgehammer

#

i don't know

tired hawk
#

Very odd then

#

Zoms usually have about 2-3 and the shiny ones are also super common, in my testing

dry chasm
tired hawk
#

@_@

#

ELI5 please lol

dry chasm
#

?

tired hawk
#

Explain like I'm 5

dry chasm
#

oh uhm

solar peak
#

so you see this letter here, this is an A

#

and this is a B

solar peak
#

that is a BB

tired hawk
#

But it's not in a glass tank

dry chasm
#

the table.insert function just adds on to it, meaning it doesn't check for duplicates, so it shouldn't be a true "merge", if im correct, so it's a new loot table all together (i think)
given that the original loot table for inventorymale has a rolls = 1 property, while the new one only has the "items" table, i'd assume that some amount of rolls will be a default value if none are given.... no idea how to explain it otherwise atm, gonna think about it a bit, sorry

#

but this might help

#

might be easier seeing than having a wall of text of someone unable to phrase his thoughts.

solar peak
#

basically, add rolls = 1 to the pokemon inventory table and see if that fixes it

tired hawk
#

what does the rolls variable do?

solar peak
#

i have no idea

#

i assume it rolls on the table, and anything at or below one is acceptable

dry chasm
#

i'd assume everything has rolls amount of times chance to "appear"?

tired hawk
#

I'll try adding the variable to the male and female inventory segments and see what happens

solar peak
#

but there are other tables with rolls = 1 and higher numbers available

#

so i really don't know

marble folio
# dry chasm but this might help

if i'm not mistaken
the rolls is the number of times the list will be passed
the item name is... the item
and the number on the end of it is the chance of it appearing to maybe 1-100%?
I don't really remember the last part

dry chasm
solar peak
#

the number is definitely a percentage

#

i've played around with changing it

#

change it to 100 and every crate will have a sledgehammer, for example

marble folio
solar peak
#

sounds about right

tired hawk
#

Okay so far I've not found a single one so something's happened lol

tired hawk
#

I just noticed a little popup on load that says error, but have no idea how to find out what. I think it broke the mod

dry chasm
sour island
#

ah

#

that's interesting

#

so the import may have been failing maybe?

dry chasm
#

That, or something at a "later" time, after recipes are loaded, replaces the string in the source ( the input for recipes so to say ) with the module included or something, not sure

#

Just gonna check if it's possible to also alter recipe-cost, shouldn't take too long

#

and yes, i can successfully add new items to requirements, it seems :3

#

So there is potential for some kind of "RecipeTweaker" mod similar to ItemTweaker mod

marsh beacon
marsh beacon
#

No

#

Get the community version

marble folio
#

ooooh, I didn't remember there was a free option
gonna switch to Intellij either then

novel pawn
#

Look, i don't want to brag, but after over an hour or so of googling, I figured out how to add 15 scratch and bite resist to lumberjack shirts and 30 resist to a cowboy hat. I realise a cowboy hat having the same protection as a welders mask is stupid, but its a cowboy hat so y'know c'mon...

Anyway I'd say I've about reached the pinnacle of PZ modding so not sure anyone will ever top that I am afraid.

But on a serious note anyone in here who actually knows how to do this stuff, I tip my (very resistant) hat to you, thanks for making this game so customisable and even more fun 🀠

marble folio
keen cape
#

Is it possible to mod the baseball bats to make more of a "bonk" noise when hitting a zombie?

short summit
#

brb adding 16 bite and scratch resist to lumberjack shirts in 59 minutes

solar peak
#

XD

#

why specifically 16

#

and why will it take 59 minutes

keen cape
#

maybe riz needs 16 more points to have 100% protection

short summit
#

greg bragged about 15 in an hour and I had to make sure he knew who's who around here

mint hawk
#

I'm about to upload a modified version of the hunting mod to the steam workshop. What is everyones opinions on me reducing the ammo/spears used to 1 instead of 5?

viral spire
#

Does the Customizable Zombies mod allow you to have zombies change over time? Say if all zombies are slow shamblers on Day 1 and they will slowly become all Sprinters by Day 100?

gentle relic
#

scam bot

lusty dagger
#

hes gone

glass pond
#

Mods should remove all posts by the user/bot as well to prevent people from clicking on it since they posted in multiple channels. Trying to steal peoples login info.

mint hawk
#

I don't think there's a mod ping is there?

#

Oh there is.

#

<@&671452400221159444> may want to remove this link so people don't get scammed

solar peak
#

in the future, when you ban someone there is an option to remove all the posts they made in the last x hours

#

you can just select that and poof instant spam bot removal

marble folio
#

Yo, does anyone knows if with Item Tweaker you can ADD parameters to an item?
I'm still figuring out how to use it, but at least in the way i'm doing it ins't working

marble folio
#

lol I can't even make it change a normal parameter

quick moth
#

Can I delete ChanceToFall on a hat to prevent it from falling off or do I need to set it to 0?

keen cape
#

Has anyone made a storage crates mod similar to this image? Or is that more modeling?

grizzled grove
#

I know i've seen such a mod out there but can't recall where. might have come from hydrocraft even?

marble folio
#

Answering my own question from before for those who need it in the future

To call the ItemTweaker correctly, you must require the script you will use and use the TweakItem (not Call TweakItem as it can be interpreted from the mod description in the workshop, at least for me. Therefore, it should look like this.

require ("ItemTweaker_Copy_CC");

TweakItem ("Base.Wallet", "Weight", "0.1");

Also, you can simply add a new parameter to an item, even if the original doesn't have. Just call the item, the parameter and the value, as if you were changing it. The Item Tweaker script will automatically add it.

Example: TweakItem ("Wallet", "Type", "Container");
and now BOOM. You can store things inside a Wallet

solar peak
#

That's rather handy

#

Thank you

dry chasm
#

@sour island got it all working now, added 168 Recipes using lua with costs depending on the result item! πŸ₯³
Still need to tweak a few things, but thank you for assisting, especially if i did not thank you before (can't remember)

abstract raptor
abstract raptor
#

PokΓ©mon Blood Red

modest wharf
#

hey guys question for an older mod

#

where do you get super survivor mod

keen cape
#

What version of how old?

modest wharf
#

idk i redownloaded

#

and am on v41

keen cape
#

oh, for a41

modest wharf
#

but the mod seemed cool from what ive seen

#

is it still around these days

modest wharf
#

and their isnt a mod for multiplayer is fthere

keen cape
#

no

modest wharf
#

bummer

small hawk
#

not too far away

keen cape
#

I mean 10 years isn't that far (joke)

hexed anchor
#

It's insane how you people think mp is just as easy as "lmao lets make it a mod"

keen cape
#

To be fair there's been some amazing mods through alot of games that didn't seem possible

safe heath
#

while a decent point - MP already exists in build 40 and is coming in build 41, so there's no point to adding in MP through unpaid modding in one's free time

keen cape
#

people made skyrim and new vegas MP and that looked impossible as all hell lol

safe heath
#

@ember orchid in your fuel test submod of the Used Cars mod (for B41), there's a typo in Vehicles/ISUI/PropaneTruckTank_IsVehiclePartMenu.lua.

It reads
require "Vehicle/ISVehiclePartMenu"
but I believe it should read
require "Vehicles/ISUI/ISVehiclePartMenu"

marble folio
#

So, I have an idea that I've been working for +10 hours since yesterday and this morning but unfortunately I have not much idea of what I'm doing. At least in how I could managed to make it real from my mind

I am trying to turn the Ammo Straps into a Wearable Container so that you can store Bullets inside it.
I already managed to make it work like a bag if you equip it in your hands

I also managed to make it work like a Backpack, but it ends up occupying the Back Slot and you cant wear a backpack.

I tried using the FannyPackFront slot. I basically copied ALL the Fanny Pack Script, but weirdly it doesn't work and doesn't allow me to wear it at all. (That's what I've been trying for the past 3h)

So, I got to the problem and from what I understand, it's all about the Item Type. It has to be or a Clothing or an Container. I Tried using the ItemTweaker to make the Type Value into both but it doesn't work and ends up only using the last value.
My Idea that I've been working for the last 2h is to try and mix the 2 type files into a new one, some sort of ClothingContainer.

I am totally new in Java. I tried simply copying the Class Files from both into one big huge file but ended up with around 1000k bugs... (I never saw so many red in my life...)

Could someone that's better with Java just give me some hint or tip to where should I go from now?

ashen whale
#

I keep getting immortal NPCs

#

tried disabling all mods, (except the two) but still nothing (running 41.53)

marsh beacon
#

@marble folio First of all a mod like that already exist. Just look up ammo straps on the workshop

#

Second, what you want to do doesnt require you to mess with java files

marble folio
short summit
#

hey I don't know who else needs to know this stuff but I couldn't find data about food poisoning online anywhere, so I had to do some testing myself
Figured I share my notes in case someone in the far future also needs this info panEyes

situation: brand new game, default survival settings, no character traits
as time passed, I ate/drank only enough to have no hunger / thirst moodles

vanilla PZ makes Iron Gut cut poison level in half before applying it, and Weak Stomach doubles it, so those traits will absolutely destroy these notes

tainted water = 20 poison level
bleach = 120 poison level

--[[
    increasing poison by 20 makes you go from baseline to queasy to nauseous in about 3 hours
    then you're on your way back to normal

    increasing poison by 25 makes you go from baseline to sick in about 4 hours
    then you're on your way back to normal

    increasing poison by 30 makes you go from baseline to deceased in about 180 minutes

    increasing poison by 30 but staying mostly well fed appears to nearly make you level out
    you still get extremely close to death though, in about 220 minutes
    I bet if you were completely stockpiled on food and were well fed literally every moment, you could survive 30 poison

    increasing poison by 40 makes you go from baseline to deceased in about 120 minutes

    increasing poison by 70 makes you go from baseline to deceased in about 80 minutes

    increasing poison by 120 makes you go from baseline to deceased in about 80 minutes

    increasing lower torso additional pain by 50 gets you to Pain in about an hour, stayed as such for entire test (3ish hours)
    ]]--
#

gonna start experimenting with delayed poisons, and re-upped doses of poison as well

#

trying to simulate a bout of food poisoning that lasts 1-3 in-game days, but isn't just "you have high poison now good luck"

safe heath
#

this also explains why i went from OK to dead from burnt bacon

#

because i ate a lot of it

short summit
#

yep, I've only just started testing multiple small doses, but honestly it already looks devastating lol

#

Kinda looks like there's tipping point, where you can take poison up to a certain level and probably be okay, but if you ever cross that point, you're basically doomed

#

and that point appears to be about 30 poison

#

So what I'm trying to do is figure out how to keep you close to that tipping point without forcing you over, for as long as possible lol

#

these poor survivors

#

interestingly, my limited testing of adding pain to the mix appears to show that pain does not have an impact on recovery times for poison

short summit
#

I meant, as a "natural course of illness"

#

Since my goal here is to simulate diseases from eating with dirty hands

#

I want the diseases you catch to be an issue for you, but not so much that you're doomed to death

only issue enough that you have to deal with it for a couple days

soft spindle
#

anyone having problems with the contextmenu glitch

#

i got that problem and i want to fix it.

#

idk how

short summit
#

What glitch?

soft spindle
#

a glitch happened to me and every action in the game has contextmenu replaced in it

#

i think its due to a mod i have.

#

its modoptions

short summit
#

ohh, like the names are replaced with "ContextMenu_DrinkWater" and stuff like that?

#

Yeah I'm not sure how to fix that in the context of that mod unfortunately

soft spindle
#

yes that

#

@smoky tendondo you know how to fix it?

smoky tendon
#

I do not have mod experience, so no

nimble spoke
#

Weird, mods add to the translation entries, shouldn't delete vanilla entries

#

I never saw that bug

#

might want to test new saves with different mods to check that

keen cape
ashen whale
#

Issue is I hit any NPC, they sometimes hit back (sometimes injuring me and sometimes not) but they get no damage whatsoever

solar peak
safe heath
#

so i'm a big stuck on figuring out this compatibility issues between esbs bags and something else (although i dunno which mod causes the conflict, and at 155 mods I haven't narrowed it down to one just yet)

all I get is an error related to RecipeManager.PerformMakeAction() - so our issue is with baggy:getBagPoints()

    local baggy = ESBSBagsModdedBag:new(items:get(0));

    if (baggy:getBagPoints() < 10) then --------ERROR ON THIS LINE ---------
        if (not baggy:getLucky(player, 80)) then
            baggy:setBagPointsUp();
        end
        baggy:setNewName();
        baggy:doCapacityUp(player);
    else
        player:getInventory():AddItem('Base.Thread');
        for i = 1, 10 do
            player:getInventory():AddItem('Base.DenimStrips');
        end
    end
end```
#

the baggy is defined here

    local o = {};
    setmetatable(o, self);
    self.__index = self;

    o.bagWorn = bagItem;

    if (bagItem.getFullName ~= nil) then
        o.bagVirgin = InventoryItemFactory.CreateItem(bagItem:getFullName());
    else
        o.bagVirgin = InventoryItemFactory.CreateItem(bagItem:getFullType());
    end

    o.isModded = false;
    o.bagPoint = 0;

    if (bagItem.hasModData and bagItem:hasModData()) then
        o.isModded = true;
        o.bagPoint = bagItem:getModData()['esbs.bp'];
    end

    return o;
end``` which defines the various parameters and then the function is straightforward ```function ESBSBagsModdedBag:getBagPoints()
    return self.bagPoint;
end```
#

somewhere in return self.bagPoint there's something likely returning nil instead of a value, is what i'd guess.

dry chasm
#

might paste in the error itself as well? Like, did it try "call nil" or something?

safe heath
#
-----------------------------------------
function: addCapacity -- file: ESBSBags.lua line # 18
Callframe at: PerformMakeItem
function: perform -- file: ISCraftAction.lua line # 55```
#

its fairly unhelpful, and looking through all the java stuff having nil instead of a value, or a wrong data type, is the only way i can think to throw this

dry chasm
#

^- the exception, like this, (if it has any)

safe heath
#

sure one moment

dry sparrow
safe heath
#

this one is after some changes playing around so the line numbers are different

dry chasm
#

ok yea, just thought it'd magically be helpful to solve it, but __lt not defined for operand doesn't help me understand it, it seems πŸ˜…
though, what I would believe the problem to be from the lua code is that baggy does not have the function getBagPoints and nil cannot be lower than 10 or similar?
After all, getBagPoints is a function for ESBSBagsModdedBag, not for the object that the "constructor" returns? (as in, o didn't receive this function)?

#
if (baggy:getBagPoints() < 10) then --------ERROR ON THIS LINE ---------

to

if (baggy.bagPoint < 10) then -- change it so it directly accesses the property instead? maybe?
ashen whale
safe heath
#

going for the properties directly and piling in a bunch of print "xxxx" should help a bit more - is there some way to improve the debug output or run step-through in PZ?

soft spindle
#

guys how do i fix the contextmenu bs?

ashen whale
#

yeah

#

the update came out at 3 am my time

#

so this morning i noticed the update and instantly tried playing it

#

issue persisted

dry sparrow
#

Are NPCs able to hurt each other?

ashen whale
#

I dont think so

#

I know they die to DragDown from zombies

dry sparrow
#

Hm that's unrelated to the 41.51 bug then.

ashen whale
#

I also think i saw them bandaging to normal injuries, though im not entirely sure

dry sparrow
#

What other mods are you using? Something else may be interfering.

ashen whale
#

uhh one sec ill provide screenshot

dry sparrow
#

If you could get me a screen shot of the superb survivors settings panel too, that would be very helpful

ashen whale
#

oh yeah its default + debug enabled

#

mods are currently disabled because im playing without atm

dry sparrow
#

I'll have to do some testing with cheat menu, but I'm pretty sure others have reported issues with that and npc mods before.

ashen whale
#

Yeah i tried without though

#

I tried completely modless and still had the same issue

dry sparrow
#

What did you do to test?

#

I'd like to try to reproduce the problem.

ashen whale
#

Just spawned in, equipped my bat and started beating the first npc i saw

#

He would fall on the ground but wouldn't die

dry sparrow
#

You manually toggled the PVP button as well?

ashen whale
#

Yep

#

Also tried with cheatmenu, enclosed a building, spawned a guard through debug menu, and tried a few weapons

#

They would die through execution though

dry sparrow
#

Interesting, I'll check it out. Most of my testing has been with hostile NPCs so there may be an issue still there with friendlies not getting damage enabled.

ashen whale
#

Thing is I successfully had killed an hostile NPC yesterday on my first test run

#

After that I never could again kill someone

#

though i have them

dry chasm
ashen whale
#

nono, that was cheatmenu-less

dry sparrow
#

Yeah, not sure why it isn't working for you.

#

I just did a test exactly like you said and it worked.

#

Found an NPC, toggled combat on, hit him with a baseball bat.

#

He fought back at first and did some damage to me, but ran away from me once he had a few injuries.

#

Started bandaging and trying to get away.

#

Eventually took him out after following him around a bit and swinging while he started bandaging.

#

It took maybe 10 hits with the baseball bat.

ashen whale
#

No idea at all then

#

I may try reinstalling the game completely

dry sparrow
#

They definitely weren't in your group right? Like if you invite somebody or do the husband/wife spawn, it will make them immune to damage from you.

ashen whale
#

Yeah, assuming they were, i tried with 2 or 3 survivors each savefile

ember orchid
safe heath
#

i'm trying to get a giant pile of mods to play nicely together and found this one and a few others in the debug log

abstract raptor
#

so

#

my distributions for zombies isn't really changing the rarity

#

like it's set to 0.000000000001 or whatever but they're still just showing up all the time

dry chasm
#

even with rolls = 1?

abstract raptor
#

uhhhh

#

if you look at my code I didn't change the rolls =

#

is that what I'm doin' wrong?

dry chasm
#

Oh, sorry my bad, it was another person with a similar issue. I'm not exactly sure on how distributions work (as I haven't done anything with them myself yet)
but around this part was the other discussion about it (a bit higher for the start of it i believe)
#mod_development message
Not sure if it solved it, though. But might be worth a try.

abstract raptor
#

hmmm

#

I'm not sure

#

I guess he was tryna fix my mod too!

#

hahah

#

I'm just still confused on what to do

dry chasm
#

Well, just giving it a try to add rolls = 1 wouldn't be too bad of a start and then checking again if that fixes the issue, from which you then could set the rarity.
In this channel, there's also a pinned message (#mod_development message)
which might be of help for you.

abstract raptor
#

hrmmm

dry chasm
#

Sorry that i can't help more than that, aside from re-explaining what i explained before for the other person as well (though my phrasing isn't the best πŸ˜… )
But good luck!

abstract raptor
#

ok gonna try it

balmy prism
#

Nobody could answer my question in main chat but you guys seem to know stuff so the max xp multiplier you can get is +125% right? or would Fast Learner make that +155%?

nimble spoke
#

fast learner multiplies everything by 1.3

#

I don't remember the exact math, but I don't think it equals 155% in the end since multipliers are applied in a sequence, not added together and then multiplied

balmy prism
#

Oh ok cool. Thank you!

abstract raptor
#

adding the rolls = 1 didn't seem to help

#

in fact, I think the shinies show up MORE often

#

which

#

WTF

#

how does this distribution even work, I think it's friggen broken

digital trellis
#

@abstract raptor are you modding pokemon mod?

abstract raptor
#

i am

#

its my mod

#

I'm trying to make it better cuz people keep bitching about the shinies

#

like nothings ever good enough for people apparently

#

.>

safe heath
#

tbh you'll only ever make 80% of the people happy with any mod you make, even if its literally perfect

#

my mindset - if 80% of people dislike your mod, then its worth fixing. If 20% dislike it, then they can figure out how to add what they want themselves

abstract raptor
#

I mean yeah, it's just annoying to me is all

#

I mean isn't it cool enough that like

#

you can get pokemon

#

lmao

safe heath
#

lol

abstract raptor
#

Everyone assumes I know what I'm doing πŸ™‚

safe heath
#

never take modding too seriously - nobody's getting paid on mods, its just a hobby

abstract raptor
#

I can't wait to add these zombie versions of the pokemon

marble folio
marble folio
abstract raptor
#

It is up

#

but shinies are more common than they should be

#

STILL

#

it'll be hard to get all 151

digital trellis
#

noo bro..

#

that's a survival game

#

Not poke-survive

#

Personnaly, I don't like, but good idea

dry sparrow
abstract raptor
#

obviously you don't have to download the mod

tulip valve
#

@abstract raptor what about collecting pokemon cards?thinkingW

#

Could be fun

#

I remember collecting pokemon cards when I was a kid, loved that shit lol

abstract raptor
#

I could just as easily make cards

tulip valve
#

Idea is you can find cards and pack of cards giving you random pokemons, if you right click on a pokemon a window pops up showing the whole card in great quality/detail, very rare and powerful pokemons could give a bonus to the character as long you have that card in inventory

tired hawk
tired hawk
tired hawk
tulip valve
#

YeahsadKEK

gaunt pendant
# abstract raptor my distributions for zombies isn't really changing the rarity
#

It's hell already adding the 25 VHS tapes

#

Your best bet is to make a "generator" item that rolls your stuff when you use it, e.g. unpack a sealed mystery version πŸ˜… , and only add that 1 item to the loot

dry oracle
#

it also show error notification

sour island
#

@dry oracle I would suggest resubscribing to easyconfig/expanded heli events - Steam is having a weird issue in not providing an update.

dry oracle
#

kk

sour island
#

Also go to C:/Users/<Username>/Zomboid/console.txt

dry oracle
#

can i just copy paste here?

#

or send the file here?

sour island
#

Sure but it may be too big

dry oracle
dry oracle
sour island
#

yes

dry oracle
#

kk

sour island
#

Have you resubscribed to both mods btw?

dry oracle
fluid shale
#

Got an idea for a mod. Using a saw on a corpse turns into zombie limbs. You can heat zombie limbs to make zombie bait. Zombie bait can be dropped while being chased to distract/de-aggro a few zeds. It will have a decent attraction radius so it can be used to throw zeds off your trail/get them to crowd away from your desired location

#

Would this be possible with the current modding tools?

#

And would any modder wanna work on it with me? I've got some programming knowledge and can easily figure out LUA with some time

ruby urchin
fluid shale
#

Zombies would in this mod lol

ruby urchin
#

Yeah you're right

fading frost
sour island
ashen whale
#

@dry sparrow Fixed, had to reinstall completely the game, but now everything is working as intended

#

Thanks for the help :))

young orchid
young orchid
dry sparrow
#

I need to add a version output to my mod somewhere so I can have people check when they report bugs.

ashen whale
#

totally agreed

marble folio
dry sparrow
#

Animals would have to be uninterested in infected flesh, otherwise they'd be gnawing at the Zs all the time.

#

Although maybe that explains why there's no dogs.

marble folio
# fluid shale Would this be possible with the current modding tools?

I'm doing a test with throwable objects, trying to figure out how the SoundRadius and explosion works
I've made a stone throwbale that attracts zombies to the spot without harming then
You could get the same script from any other throwbale object, remove the damage and sound and use Meat as the Sprite, saying that what attracts the zombies it's the meat smell, not noise or anything

marble folio
# fluid shale Would this be possible with the current modding tools?

I'm doing a test with throwable objects, trying to figure out how the SoundRadius and explosion works
I've made a stone throwbale that attracts zombies to the spot without harming then
You could get the same script from any other throwbale object, remove the damage and sound and use Meat as the Sprite, saying that what attracts the zombies it's the meat smell, not noise or anything

marble folio
dry sparrow
#

Scavengers like dogs would eat rotten meat.

#

But they might be able to smell something is wrong with Z meat and avoid it.

marble folio
dry sparrow
#

In-game canon seems pretty clear that Zs won't eat Z meat, since they don't eat each other, even after they've fallen. They might however eat animal meat.

#

I would call throwing meat and having a Z pounce on it like they do dead bodies, plausible.

marble folio
sour island
fluid shale
#

I was also thinking of being able to put the meat under a bucket or object so that the zeds take a lil longer to get to it. Theyd have to destroy the object first

sour island
sour island
#

Thanks to @iron salmon for the assist in getting the custom sandbox options working.

hoary sigil
#

Any possibility of a bulldozer mod? Making road burger is tricky business since they pile up and flip my ride.

#

Gone through four trucks so far because the zed piles flipped 'em.

keen cape
#

Is there a mod to reduce the time to open a hood of a vehicle?

quick moth
peak oasis
#

Hello, i'm new here, i wanted to ask something

#

Would it be possible to create a mod that makes fast shamblers like, faster?

#

I mean, in movement, but not like sprinters

#

I want fast shamblers to be faster, but like i said, not like sprinters

#

I know a little bit of programming so i think i would be able to tune that settings by myself

#

but i don't know if it's even possible

#

I don't know if someone can tell me that :)

marble folio
keen cape
#

That would be amazing. Opening the hood of a car doesn't take that long. is there a chance could you make something like that to happen?

marble folio
keen cape
#

Heck yeah, thank you!

marble folio
marble folio
dry oracle
dry oracle
sour island
#

Are you still having the same issue?

unreal carbon
unreal carbon
#

Yeah. I can't play with runners and fast shamblers can get easy so i just make them harder in other ways. Sett ther following distance to 1000, make them smart with excellent senses

sour island
# dry oracle xD

Just updated EasyConfig a bit - please try redownloading it and try again.

dry oracle
#

already requested it

#

i will updated the info as soon as it is updated

dry oracle
sour island
#

This is the inner mod file

#

Idk how you have it installed

#

check the contents and make sure it overwrites

#

Are you using skymods?

dry oracle
#

its fixed

#

but notification error still exist

sour island
#

That's the pushcar

dry oracle
sour island
#

according to your log

#

what are you using to download mods?

dry oracle
#

zupertcart?

sour island
#

function: onEquipTrolleyCallout -- file: OnEquipTrolley.lua line # 209

dry oracle
#

i think it is sky mods

sour island
#

Yeah skymods EasyConfig is like a month old lol

dry oracle
#

no more error

#

xD i didnt realize

#

btw thanks for the help man appreciate it

sour island
#

np, gotta watch those dates

#

Outside of actually buying the game that is

dry oracle
sour island
#

There's very rarely a discount tbh

dry oracle
sour island
#

Last sale was for just over $10

#

πŸ€·β€β™‚οΈ

#

it was that price on the 6th of this month too

#

on GOG if you're inclined to go DRM free

#

Idk your situation, so I don't judge - just saying it's less headaches if you can get things directly

dry oracle
glass pond
#

Surprised devs even let people who admit to pirating the game stay in here. That's an instant ban in most other servers. Kinda grimey if you can't support the devs. $10-15 is a meal at a fast food place. You want support to mod/play, but you can't cough up 10 bucks? Wack. Buy the game. Saying you have the money, you'll buy when mp blabla. MP done been there years ago, just cause it's not on latest update. Just making excuses.

sour island
#

Hottake: Pirating is a net positive for devs

craggy furnace
#

it is

peak oasis
solar peak
#

i'm stingy with my money: but if i enjoy a game i will buy it, even if i've pirated it. PZ is one of those games

#

i'm all for giving the dev's their due

#

when i get a lot of enjoyment out of their work

dry oracle
#

i m pretty sure i already said my reason, cussing on others doesnt help in the first place

dry oracle
#

not to mention mp= instabuy, cantplay mp without buying it

sour island
#

The devs have stated they're neutral on the topic of piracy

solar peak
#

but please do consider buying. Its not an expensive game, and you can get a lot of hours of enjoyment out of it

sour island
#

Don't pay people and their opinions any mind

solar peak
#

i would not recommend the same for every game

#

but i will stand by that for this one

unreal carbon
#

Yeah lol

tulip valve
#

Lol I havnt pirated games in 20 years probably, only pirate movies and music sometimes xD

As for games I just buy 'em

ruby urchin
#

Indie Dev = Buy
AAA Dev = Pirated that shit

willow hawk
#

Is there a mod for a mounted gatling gun on a truck yet? Lol

dry oracle
#

never found one

rigid pike
#

Hey so, I want to get into modding just because there is something very specific I have always wanted to do in project zomboid which is; punching, kicking and tackling. Is this something that is possible to do with the current state of the game? I read somewhere that we cannot add our own animations yet but I'm not sure that is true.

short summit
#

just did a little googling to see if I could answer that with my limited knowledge set

#

it appears that animations were not possible until the most recent build, but I don't know if that means they are now "possible", or just "not impossible" πŸ™‚

rigid pike
#

But are there other things that would limit such a mod? I see a lack of documentation regarding adding weapons.

short summit
#

You're going to run into a lot of lack of documentation I think, it's hard to document something in an unofficial capacity

I've only been learning to mod PZ for a week or so, but from having been digging into the code to do so, I find there's a lot more that's possible than the documentation would lead you to believe. you just gotta figure it out panDig

hexed anchor
#

well, you can add your animation to the game, there has been a mod that did it but not for the purpose/objective

rigid pike
#

Thanks. I guess I'll figure it out.

hexed anchor
#

like the sleeping one, is completely new, but I don't think you can add like a new way to attack i.e punching, kicking and tackling, at least not with some MAJOR workarounds

rigid pike
#

Thank you, that's what I meant to ask.

hexed anchor
#

I could see tackling being a thing like if you gave an invisible spear to a player or something like that but it would be very scuffed and probably not what you're looking for

rigid pike
#

Yeah, I suppose it wouldn't be a great idea to attempt such a mod with no prior modding experience in a game like Project Zomboid.

hexed anchor
#

honestly, don't let that disencourage you

short summit
#

That's the problem I had LUL

hexed anchor
#

theres a madman in here that added helicopters to the game

short summit
#

I came here with a huge mod idea, and ended up scapping it for something much smaller to get myself started

#

I'll pick up the main idea once I know more panEyes

hexed anchor
#

you just need to beat your head against the wall enough times to brute force it

rigid pike
#

If you say so, I'll start small then as I know everyone would recommend to. I'll add gummy worms or something.

hexed anchor
#

if you're going to get into modding, a word of caution is that people in the workshop are ruthless, so don't let them disencourage you either

rigid pike
#

I plan to completely ignore the comments section.

hexed anchor
#

ya, ya gotta start somewhere, learn the basics and then use that knowledge to learn more, then it'll eventually snowball into something that you want

short summit
short summit
#

it doesn't have everything but it was very helpful

#

I also learned a lot from going to this channel and searching for specific words, then reading other people's questions lol

hexed anchor
#

people here help others alot with modding but only if you show that you're willing to get your hands dirty in there

#

because theres alot of people that just keep asking stuff as if they want everything handed to them in a silver platter

safe heath
#

^

#

@sour island @dry oracle regardless of what you claim the devs believe, I don't think supporting piracy of PZ is relevant to the modding channel

late hound
# short summit it appears that animations were not possible until the most recent build, but I ...

Custom animations are definitely possible. They were given more support in the last patch, as it made it so regular workshop visitors can subscribe and install it without any further installation process. Anyway, It seems that the only program that can do animations currently for PZ is Fragmotion (the program that I use). I have confirmed very mod on the workshop that has added custom animations has used Fragmotion. This is because Fragmotion is the only readily accessible program that can export animation files to a .X format that we need. The program though is quirky (like all other PZ tool programs LOL) and motion capture is not possible with it. We have not been able yet to crack the code and make animations in Blender or convert it to a .FBX format.

late hound
short summit
#

oooooh

#

that's super cool

#

Thanks for the info!

#

I've never used Fragmotion (or any anim software tbh) but the fact that animations are possible now is incredible

#

I'm thoroughly shocked at how moddable this game is

late hound
#

More documentation though needs to be written.

short summit
#

Learning Lua in the last week, as well as PZ's code base, has been super fun

#

Oh absolutely, that work will basically never be done lul

#

Honestly I'm hoping that I can get experienced enough to start contributing to documentation in a meaningful way

#

Part of the mod I'm writing to learn involved creating a new TimedAction, which involved picking an anim to use...
knowing that I could go and make that anim is...I mean that's crazy. Custom TimedActions + anims is basically anything you want it to be panBakoooooom

modest wharf
#

i downloaded superb survivors

#

is their a way to make them smarter?

short summit
#

Yes

#

Write some Lua panPew

#

(I kid, I have no idea how that mod works lul)

safe heath
#

subpar also improves the performance somewhat

dry oracle
# safe heath <@!55792318204092416> <@!390031485278879744> regardless of what you claim the de...

i m pretty sure you can read, how about take a few sentence up and see who started the whole drama first, nobody want to start a bullshit about supporting piracy, and nobody said its relevant the first place, open the eyes wide cause i was trying to ask chuck something about mods. and the problem already solved in the first place, but instead of buried it down you suddenly came out of nowhere continuing the unrelated topic, so how please just back to the topic or find someone else to talk to. Thank you

quick moth
safe heath
#

Nice work @quick moth

winged phoenix
#

one thing i'd love to see added, either by a mod or standalone, are storage tanks. due to the difficulty in adding something like that to the map, they'd probably if modded have to be added as a highest tier metalcrafting construction.

I have two types in mind: Gas and Water.
The gas ones could take the form of a oil drum for a small tank and a multitile construction for a large one. The oil drum would have a similar capacity to the rain collector barrel and if some wizardry could be implemented perhaps even looted from warehouses with existing oil drums as background scenery. Though i assume that's a pipe dream.
The multitile would be twice that capacity again.

For water tanks, the smaller one would be a multitile 1x2 and have double the capacity of rainwater barrels.
The larger would be 3x3. Both would be plumbable in the same way as rainwater barrels and able to collect water when it rains.

I kinda doubt these are gonna be something that can be made for a long time whether modded or not due to their added complexity.

#

I certainly know from looking at the build menu lua for rain barrels that it's not simple to make.

safe heath
#

Check out filibusters cars fuel test for vehicles with large storage tanks

winged phoenix
#

That's a good point, actually. i forgot to consider that.

safe heath
#

I didn't check it out too much but I know it has propane tanks at least

#

I'm assuming water and fuel as well

winged phoenix
#

Given that irl many folk get their fuel or water in tanker trailers that would be pretty neat.

#

though i get the feeling filling the water one will be a pain

safe heath
#

There's also CLO overhaul for large gas cans and using the jugs from dispensers to store water or fuel

#

The jugs store 100 water or fuel iirc

sour island
#

I wonder how involved it would be to add more types of liquids

#

Could use bags... hmm

dry oracle
sour island
#

"stack trace"

winged phoenix
#

I do wonder how possible it'd be to mod in rain barrels being able to be daisy chained from barrels that are 1z above though i've only got the vaguest idea of how that would be possible based off looking at stuff like ClientCommands.lua and a few others that mention plumbing and stuff, like plumbObject, which looks like it involves object:setUsesExternalWaterSource(true) and object:sendObjectChange('usesExternalWaterSource', { value = true })

though i would assume trying to set that to be pre-set for rain barrels would either a) do nothing, b) break or crash things, c) cause any sinks that get plumbed below to not be able to see the barrel as a valid water source, or d) just not work at all because it's way more complicated than i could even begin to guess

dry oracle
sour island
#

it's usually a few lines detailing what went wrong - if it mentions java stuff it broke on the java side of things so it can be tricker to understand - if it broke on the Lua side of things it will say lua files - which are generally named after the mod it's from.

sour island
dry oracle
#

WARN : General , 1629897674528> SpawnPoints.initSpawnBuildings> initSpawnBuildings: no room or building at 11701,7941,0
WARN : General , 1629897674529> SpawnPoints.initSpawnBuildings> initSpawnBuildings: no room or building at 12512,4503,0

#

whats this?

winged phoenix
#

sort of
like essentially making it so that you can have a sink on ground level, a rain barrel above it in a valid spot to be considered by the sink as a external source, an another barrel on a valid tile above that feeding into the lower barrel

sour island
#

Warnings are not errors - and can probably be ignored

dry oracle
#

WARN : General , 1629898540032> VehicleType.initNormal> vehicle type "Base.886oshkoshUSMC" doesn't exist this?

sour island
#

Both cases are either a mod or the base game trying to refer to something that isn't defined properly

dry oracle
#

ERROR: Mod , 1629898728865> ChooseGameInfo.readModInfoAux> tiledef=NZNEWTILES 1200 file number must be from 100 to 1000

sour island
#

886oshkoshUSMC is definitely a mod

#

You gotta atleast try to read these lol

winged phoenix
#

The way i'd see it working is like, say you have a two story warehouse with a flat roof. On ground floor by the wall, a sink is placed and bplumbed. On the z above, you might build up to 3 barrels along the wall of the building in the only valid 3x3 space above that sink that a rain barrel can be placed and still collect water. But then above that, on the flat roof, placing 3 more barrels (essentially 2 z levels above the sink) to increase the capacity of the sink

#

problem is idk if having a prop set to usesExternalWaterSource(true) then causes it to not work properly

#

though that does make me wonder if I could, by placing and plumbing a sink in the space above another sink that was valid, i'd be able to then plumb roof barrels in the space above.....

sour island
#

I assume what defines the functionality for water collecting is based on scripts - items that can canStoreWater left outside will do so -- I'd have to assume mapobjects are handled similarly -- but this would be the deciding factor if it will be 10 hours of work or 100. As if the java is specifically looking for raincatchers then you'd have to write your own raincatching system in Lua.

winged phoenix
#

yee

#

i might check and see if plaacing a sink above a sink lets you have both plumbed to share a source across z levels

#

i doubt it will, butttt

#

if it works then that would altomatically solve this

#

alto? auto

sour island
#

If plumbing is done via Lua that aspect would be easy

#

I'd be more concerned with rain catching as rain is an old system and mostly in java

winged phoenix
#

cos all i know is that this is the important bit of the function for plumbinb in a sink:

    local sq = getCell():getGridSquare(args.x, args.y, args.z)
    if sq and args.index >= 0 and args.index < sq:getObjects():size() then
        local object = sq:getObjects():get(args.index)
        object:getModData().canBeWaterPiped = false
        object:setUsesExternalWaterSource(true)
        object:transmitModData()
        object:sendObjectChange('usesExternalWaterSource', { value = true })
    else
        noise('sq is null or index is invalid')
    end
end```
sour island
#

is this vanilla?

winged phoenix
#

yep

dry chasm
sour island
#

interesting... I didn't know vanilla functions use modData

winged phoenix
#

clientcommands.lua in media/lua/server

#

there's also ISPlumbItem in media/lua/client/timedactions

sour island
#

Yeah plumbing seems like it's the easiest aspect

winged phoenix
#

i'll see if this is already like, somehow a vanilla thing i never considered trying

dry oracle
#

i forgot which one

winged phoenix
dry oracle
#

can you show me an example of error that can be used as reference?

sour island
#

look for the term stack trace

#

Warnings and simple Errors aren't going to break your game

dry oracle
#

STACK TRACE

function: AquaItemDistributions.lua -- file: AquaItemDistributions.lua line # 3

ERROR: General , 1629897666857> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: items of non-table: null at KahluaThread.tableget line:1689.
ERROR: General , 1629897666857> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: attempted index: items 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.pcall(KahluaThread.java:1782)
at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:76)
at se.krka.kahlua.integration.LuaCaller.protectedCall(LuaCaller.java:117)
at zombie.Lua.LuaManager.RunLua(LuaManager.java:525)
at zombie.Lua.LuaManager.RunLua(LuaManager.java:476)
at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:324)
at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:251)
at zombie.gameStates.GameLoadingState.enter(GameLoadingState.java:91)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:145)
at zombie.GameWindow.logic(GameWindow.java:285)
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 , 1629897666859> -----------------------------------------

#

something like this?

#

or google?

sour island
#

yes that one

dry oracle
#

function: AquaItemDistributions.lua -- file: AquaItemDistributions.lua line # 3

Aug 25, 2021 8:21:06 PM zombie.Lua.LuaManager RunLua
SEVERE: java.lang.RuntimeException
Aug 25, 2021 8:21:06 PM zombie.Lua.LuaManager RunLua
SEVERE: java.lang.RuntimeException:
Aug 25, 2021 8:21:06 PM zombie.Lua.LuaManager RunLua
SEVERE: at AquaItemDistributions.lua:3

#

how about sever?

sour island
#

the line right under STACK TRACE is usually the error location - everything else is tracing it down through the code.

#

function: AquaItemDistributions.lua -- file: AquaItemDistributions.lua line # 3

#

function = the command the code is performing

dry oracle
#

hmmm

#

i think

#

its the irrigation

sour island
#

AquaItemDistributions

dry oracle
#

YES

#

it is

sour island
#

Distributions got updated recntly

dry oracle
#

wait

#

what?

#

distribution can be many thing

sour island
#

I would recommend you use the site I linked yesterday and re-download all of your mods - to make sure you have the actual latest versions.

#

"Distribution" is loot spawning

#

the core system got changed recently

#

many many mods are not updated

dry oracle
sour island
#

these stacktraces may also not break your game but may screw up your loot spawns

#

again, many mods haven't been updated for 41.51+

#

Also with distributions... they all rely on the same list - they all modify it - so if 1 mod screws it up it can throw errors onto other mods.

dry oracle
#

the error notification spawn after loading the game not starting new game

sour island
#

Loot only spawns when you discover the container

#

If you want to use more mods I'd suggest dropping back to .50

dry oracle
#

i m going to google how to change the version on steam

winged phoenix
#

right click, properties, betas

faint phoenix
#

You can no longer drop back to 41.50

#

@dry oracle

dry oracle
#

T-T

#

welp

winged phoenix
#

oop, wrong version

#

i think it'll still work it just needs a minor tweak (read the comments)

dry oracle
#

@faint phoenix what version does the steam forced yall have?

faint phoenix
#

!iwbums

slow graniteBOT
#

IWBUMS (I Will Back Up My Savegame) is our beta branch. It's no different to the "build41" beta, so it does not matter which one you're subscribed to.

Before Steam had descriptions for different beta branches, we made a copy of our beta branch and gave it a more obvious name for new people.
Removing one would kick people off that branch, so we're going to keep them both for the duration of Build 41's beta.

https://i.imgur.com/vEZ34gz.mp4

faint phoenix
#

These options other than 41.50

lusty meadow
winged phoenix
#

great, so next time i let steam connect to the internet it's gonna download? oof

#

oh well, i should probably go check which of my mods still haven't been updated, make my peace, and redo my modlist and get to the latest version :c

#

definitely glad now i took that precaution back when the update was about to hit, though i guess the new features and qol improvements are basically awesome enough that i shouldn't complain lmao

sour island
#

you can disable automatic downloads

winged phoenix
#

yeah, though that will still force me to update before launching if i let steam connect

sour island
#

I think there should be a little arrow next to the button that lets you run it nyway - not sure

winged phoenix
#

after the fiasco of trying to mod fallout 4 i've been doing this anytime a new game i get is heavily moddable but also has a chance of big updates

sour island
#

oh no, you're right

#

strange

winged phoenix
#

they removed that like a year or two back

#

so i've had to go through the most annoying process to get steam to not actually connect but to also let me run games i own offline while i can still connect to the internet

sour island
#

you can run PZ from it's exe and just never update I think

winged phoenix
#

huh

sour island
#

in the pz install folder

#

I think you can just play the exe directly

dry oracle
#

xD

winged phoenix
#

ehh, i don't trust cracks

dry oracle
#

but i m prolly cant moves the saves files by the time my steam download doone

winged phoenix
#

a surprising amount of them send telemetry out

dry oracle
#

idk if it will compatible or no

dry oracle
winged phoenix
#

tl;dr data stealing

#

though it's obvious when they do that due to windows firewall popping up

dry oracle
#

yeah, which is why i m using harddisk

#

also @sour island i m giving up

#

can you help me to check it again?

#

😦

#

πŸ₯Ί

sour island
#

I gotta go to work

dry oracle
lusty meadow
#

To figure out which mod crashed your game. You can disable them all and re-enable them one by one each time. So, u can see which one crash the game.

lusty meadow
#

That can launch this game without alerting Steam.

quick moth
#

Running a modded dedicated server after mp drops sounds like a nightmare because I feel like there will be updates dropping like crazy.

hoary sigil
winged phoenix
#

i'm currently going through my mod list and backing up everything i've tweaked and everything that might break completely, and will be switching to workshop mods once i put steam back in online mode... i know already that a few of the mods will cause issues but i'm hoping that maybe i can go through one by one, and see which ones might potentially be fixable.

winged phoenix
#

So how exactly did item distrib layout change

#

cos it'd be nice if i could fix a couple broken mods i really like

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oh, god. Grabbed the file from the backed up stuff i had in case i wanna revert and 😬
that's a spicy difference

#

very spicy

willow goblet
#

i have short lifespans in the game, but im bored from picking all the mods witch i am playing, is there a way to just make the mods autosellect? or a mod that just selects all the mods i want? (a modpack or somthing like that?)

winged phoenix
#

Oh, is fixing the distributions thing as simple as changing, for example:

table.insert(SuburbsDistributions["burgerkitchen"]["fridge"].items, 4);```
to
```table.insert(ProceduralDistributions["burgerkitchen"]["fridge"].items, "FMJ.PotatoPancakes");
table.insert(ProceduralDistributions["burgerkitchen"]["fridge"].items, 4);```

or do i need to add ```["list"]``` immediately after ```ProceduralDistributions``` 

or uh

look, i'm struggling to wrap my head around this lmao
#

oh wait, or is it

table.insert(ProceduralDistributions["BurgerKitchenFridge"].items, 4);```
#

oh lawd

#

this is gonna be a nightmare isn't it

quick moth
#

I'm still wondering this myself. There's no helpful guides unfortunately.

winged phoenix
#

well, best i can do is try and see if the error disappears from logs

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and if the items start appearing

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o h g od

#

this is torture lmfao

#

oho, some are still old format, it's just others are now using procgen so....... i have to manually look through all these to see what's been changed lmfao

#

means i can do find and replace ez enough, i hope

#

actually it might be like
before
SuburbsDistributions["restaurantkitchen"]["counter"].items
after
ProceduralDistributions["listStoreKitchenBaking"].items

#

my head hurts

swift jay
#

can anyone make a mod to add USSR food?

quick moth
#

Agreed. Learning how to set where my custom items spawn is a nightmare.

winged phoenix
#

like i can see what theyve done (moved lots of the lists that had overlap into generic shared lists, as well as making a bunch of the lists procedural in the process that weren't before)

#

though having now tried both ["listNameOfContainer"] and ["NameOfContainer"] still getting an exeption, gonna try doing ["list"]["NameOfContainer"] and then maybe .list()["NameOfContainer"] or uh

#

idk how you're meant to InsertTable when the table is tablename.list{}

nimble spoke
#

table.insert(ProceduralDistributions.list["CrateTools"].items,

#

or just . . . if you want

#

.list or ["list"] doesn't really matter

winged phoenix
#

welp i'll try that

#

WOOHOO no longer throwing at line 7!

#

now it's at line 14! uwupartycatdance

#

PROGRESS

#

And the throw was because i made an oopsie that was very easy to spot!

#

okay this might not take me the ten hours i though, more like 8

#

i might start listing in a notepad what each mod distrib that gets errored should change to (based on the item)

#

that way at least i can share that here so maybe it helps people

#

cos most of this can be done fast with find and replace in notepad++

#

final error i got for the one i'm doing was a simple wrong case

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also gonna start putting these fixes as i make them on the workshop in comments or discussions under the mods they're from

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once i know they work

tidal storm
#

hey guys

there is a problem
40 build multiplayer (!)
Trying to add custom generator with infinite fuel (using math.huge) for some story locations to be powered constantly

but it doesnt sync on the server... it works only for the person who sets (or plugs, sorry english isnt my native) the gen but others dont see the results, no lights
I guess we miss some line of code which stands for the syncing on multiplayer...

does anyone know how to fix this? please use @ or dm me if u answer me (TIS server notifications off)
thanks ura

hard hamlet
#

Anyone wanna be an absolute babe and make a really simple mod that lets you use the Firemans Pole in rosewood station? Thanks πŸ˜‰

dry sparrow
#

I've thought about a mod that adds invisible sheet ropes at all ladder locations, and could do the fire pole too. I don't think it will be simple though.

hard hamlet
#

that would be amazing. I would give it a go myself but I legit know nothing of coding and modding

dry sparrow
#

I'm kind of surprised nobody's done it, which means it's probably difficult.

#

I've never looked into modifying the existing maps.

dry oracle
dry oracle
soft spindle
#

DOES ANY FUCKNG BODY KNOW HOW TO FIX THE CONTEXT_MENU GLITCH

winged phoenix
#

oh god this is getting spicy

#

end my suffering

#

muffled screaming

winged phoenix
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oh no
the updated general store / other list has gone from one entry to a heckload

#

h e l p

nimble spoke
winged phoenix
#

ugh i give up https://docs.google.com/spreadsheets/d/1sLZ89uBtlLEfs_nLQDcO49nXf8YsS8C3qmWMcztVqg0/edit?usp=sharing

s'all i managed to gt, it's just so many things now overlap in special ways that it's a pain in the arse. i got through three submods of the orphaned home for mods pack.

winged phoenix
#

i did manage to purge every STACK TRACE error from my startup log so that's nice

nimble spoke
#

Yeah, most of the time there isn't a direct correlation old table -> new table, you really have to go through the list and think where your item should be spawning now

#

even though I've been bugging Baph to keep a cluttered option for some of the new lists

#

I mean, I don't expect sheds to be tidy and organized most of the time

marble folio
sour island
nimble spoke
#

junk doesn't really work like that, junk table is meant to add some "useless" items to prevent so many empty containers

sour island
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The junk thing was to clarify - what would an all in one table result in?

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the container having anything?