#mod_development
1 messages Β· Page 476 of 1
that error is from ItemContainer.AddItem()
And you say you get it anytime you put something in or take something out?
yes
my mod list is very small
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,
is gottacatchemall new?
yeah it was teased here
That's the pokemon mod?
try disabling that one and see if the error persists
The rest of the mods don't really touch item behavior
the pokemon one has pokeballs right? Could be something with that behavior
it has a bunch of placeable objects
I mean, you have only a handful - could do the brute force turn 1 off at a time
not the Pokemon mod
question: is it possible to limit what can be stored in a container to certain items?
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.
Yes, container items can have a function for that
They are in the texture packs for tiles
Thankss!
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.
looks interesting, maybe try implementing something similar to this mod https://steamcommunity.com/sharedfiles/filedetails/?id=2022545424
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.
That was actually the inspiration. I have no modding experience so I'm more of an ideas guy, but if I ever decide to try modding, I definitely want to see how this guy coded this mod.
Yee
i'm currently in the process of going through trying to find out how the base game handles water storage
any hints on files i should be looking through?
I have the same problem
Appeared yesterday or the day before yesterday, although before that everything worked fine
can survivors with superb survivors drive their own vehicles if i give them cars?
hot damn, I have no idea how PZ is as stable as it is
literally 90% of mods I have conflict with each other now that I'm winmerging everything
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.
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)
π©
this is great
π
but autostar seemed to be working....
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?
Oh god, could you imagine a Quiet Place mod?
i mean, sprinters + poor vision + excellent hearing + good memory/navigation is more or less equivalent
a true quiet place style mod would be too brutal for me lol
Are you using the same mod as that guy was?
Hey y'all 
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:
-
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. -
It appears that I can call
getBloodLevel()on any weapon. Can I do this to get the blood level of a player's hands? -
Is there a lua event related to eating? I can add a listener to
OnPlayerUpdatebut I wouldn't be sure how to check if the player had just eaten or not. Could I hook intoISEatFoodActionsomehow or something? -
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 π Any and all help is appreciated β€οΈ
pokemon?
no
or what was his mod there?
was zConomy iirc
no
almost...
also it is IGUI_EN not IG_UI_EN so far as I can tell, as 70% of mods used this first one
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)
ooooh okay this is a lead I hadn't seen before.
I've definitely pored through ISEatFoodAction.lua and it's 100% possible to overwrite functions, but modding tutorials recommend against it if you can help it
player:getHumanVisual() is something I have not seen yet though, and it definitely looks like it's down the right track for what I need
Thank you so much!
I'm also new to lua lul
had that taken from the washing script, where it checks if body parts are dirty/bloody π
Lots of typescript experience but nothing else really
and index 0 and 1 seemed to be hands_L and Hands_R for me
ahhhhhh of course, I should have checked that, good thinking
you don't have to overwrite functions - unfamiliar with the current pz setup as i'm also new but generally you can ride an existing callback function to call your function
Good shout, the issue I'm running into is that I can't figure out where that callback might be.
There are events for player updates, but I can't find anything for eating specifically.
worst case, you could try storing the original function in a variable, then overwriting it with only your specific checks and run/return the original function via the variable π€ might still break the original function though if your function'll break due to an error i think.
hmmmm
I, like, half understand how I might do that 
That's actually something I'm struggling to understand, is how a lot of these functions are actually called / executed
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
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
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
might be wrong though
ooh okay yeah, I've seen that pattern a lot
I've subbed to a lot of mods just to look at their code and see how they work and that pattern is everywhere
hmmm
oooh, okay, wait, brain blast
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
and now my code is being run every time that function is called from anywhere
I think

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)
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?
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....
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)
Might be a product of disassembling chairs?
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?
This is what you want 
https://github.com/FWolfe/Zomboid-Modding-Guide/blob/master/scripts/README.md
Basically, there a directory where you can make .txt files that contain recipes, anything there can be crafted
Thank you! It's a bit confusing though
I will try to discover where the disassemble recipes are, but still I never got a Chair leg from disassembled chairs, and probably have done it like 100+ times
I didn't, hence my answer was more of a question aswell π
table legs are a remnant
So they're not being used?
Not from what I can see from searching the code.
They're only scripted and translated.
I don't spot them in the distribution either.
Despite poor vision, zombies can still see pretty well with that setting.
You'd need totally blind zombies with pinpoint hearing and super strength, like a scratch just kills you dead type tough.
And the zombies maybe would be a little bit faster than sprinters. So making any form of loud noise is a death sentence.
How do I make a custom piece of furniture craftable in the crafting menu? I am having no luck finding useful information
There's a tutorial somewhere on how to add to context menus. If nobody points where it is (I honestly don't remember) check how I did it in my Building Time mod
Thanks, I'll give it a look-through
Could you post it if you find it? I'm needing something similar!
Haven't found any tutorials that explains it, and I've given up looking
Can't post what I glean from a mod, you'd have to do that yourself
@nimble spoke I think this may be what I'm looking for?
Whatβs the %chance for loot to spawn for rare and very rare loot settings?
No idea where to go from here unfortunately though
Yes, that whole function is there to add the context for new carpentry stuff
Confusing as all hell lol
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
There are comments in there to help you
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
The comments are great, helps make some sense of it
That's not the best option for a first project, but keep posting if you get stuck
Yeah I see that adding something to the crafting menu is not as straight forward as I'd hoped
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.
@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
π
First thing you need is to copy that file to your mod, rename it. Then you find the part where stuff are added to the list
I never tried that but txt scripts are read before lua, so there could be an issue with that method. Who knows? It is worth checking
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...
You can use functions to determine which items can be used in the recipe, so you can easily cover modded clothes as well as vanilla
For ripping apart, yes, but not as a result, right?
unless it's supposed to literally dump the inventory with all of the clothes, maybe π
Do yuo mean the result item of the recipe?
Yup
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
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
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...
currently working on something similar for dynamically created weapons
only issue I've ran into is that items don't seem to save alot of variables
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,
}
}
if you look inside of recipecode.lua you can see examples being done for fabrictype
Hey I've been working on this since earlier and I've finally got it figured out, it was exactly what you recommended π
Heya, sorry, might still be unclear, the idea isn't to combine clothing, but to sew it with ripped sheets for example as the "source" (input/cost) and the actual clothing item as the result, or am i misunderstanding something right now?
Glad it helped :3
I'm saying dynamic recipes are possible
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?
?
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
but what would determine the result, if the player would just have a specific recipe?
Your recipe is to repair an item right?
oh
I don't think it'd work that way
you can generate a list of scripted items
but I don't think the recipe system would handle what you want
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:
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
that i know, thanks to rip sheets function, but thanks :3
your goal is to not hand write every recipe right?
pretty much, yes, wether for newly added mods or vanilla items
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}}')
cost shown and result's fine, just not craftable
interesting
so i'm gonna take a look later if i either find something that "validates" the recipe, or try to add a OnTest:somefunction
yup
i get the ingredients, just not craftable still
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
exactly what i am trying to find π
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
where are you running that line?
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
you're just running on the lua file = not tied to events?
I don't see the recipe appear when it's just in the lua file
not?
let me double check
the mod is loaded in which the lua is placed though, right?
yeah
it's ran with lua load
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}}')
sitting in the lua file
and nothing is appearing in the crafting window
lemme check again
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
I can see if running it on gameboot event makes it work
i would thank you for that, though some kind of reference point for events would be nice too (yep, im a lazy ass)
yep, was actually just my one-line-recipe test in the .txt file that appeared, not the lua file that caused it to appear... π€¦ββοΈ
so event would be the better course of action then
oh it does appear
is it craftable?
no but it does appear
hmm
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...
looks like it's getting stuck on RecipeManager.IsRecipeValid
You received some kind of error?
oh
this might be a really really weird bug due to the fact the game wasn't designed to take generated stuff like this
the IsRecipeValid function would be in java, not lua, right? (just that lua can call it?)
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!
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
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.
@marble folio From a quick glance at the code, it seems like its handled by the java portion
Under Project Zomboid\zombie\characters\BodyDamage
oh damn, then my idea will be harder then I thought
I will look into it and how to open class files then
Thank you
Oh i think get it a little. Above an error log it names the mod causing an issue right?
whats your idea?
i've looked into that file recently
yooo this is cool af
did you do this?

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)
you can change the chance of infection in the sandbox mode
the queasy moodle.... give me a minute
wait how?
in sandbox
you can change the chance of infection
in one of the many menus it gives you
just explore them
you can only change in how many days it will kill you and the way of transmission
^^^
it is difficult to pin down exactly what you need to change for that
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
but i can't seem to find where the two correlate
perhaps its not in this .class.... but it should be
nope
no point in making one either imo
the devs are working on it faster than most mod authors could, it would take months anyway
found it
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
ohh yeaa boy
Thanks a lot man! it will really speed things up
These "Fake Infected" and "Rand.Next" got me curious
I may even mess with traits and allow Fast Healer or something else to add a 0.01+ chance of not getting infected... Get bloodier... Idk, I just had a hole new bunch of ideas seeing this!
Just one more thing
Could you tell me the program/app that you used to read these BodyParty.class?
<@&671452400221159444> ban pls
-----------------------------------------
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
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
ok, thanks, i'll do some more looking in that direction
yeah method is defined over here, thanks for the pointer @dry chasm
Reason: Mass mention
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
i'm guessing you got something working then?
i'm looking forward to having clean hands for a reason π
Yes! I have added a context menu entry to wash your hands, and eating with dirty hands might make you sick.
Now I need to play around with sickness and figure out how to induce it properly
This will be the fun part 
π
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?
As far as I'm aware, yes. Vanilla functions are overwritten by mod functions, in alphabetical order of the lua file names

question from the question
So, if I make a mod that changes the Axe Durability by +1, I basically would have to just make a txt file in the scripts with the "new" item using the same name and the game would already replace it and use it in the other stuff? like distributions and etc
^
I believe you are correct, but using that API will mean that it handles all the nuances for you
ooooh, interesting
thanks
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
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 
For some reason none of the downloadable .class readers seem to work. I'm using the online java decompilers at the moment. Just google java decompiler
Ooh okay, gonna search this site then, thanks
I tried using DirtyJOE for the first time but it's a crazy mess of files and wasn't sure if this was supposed to look like this (I'm still beginning to learn java so i'm very lost with everything)
Just use any ide/interpreter with a java decompiler extension
Try using intellij idea or visual studio code
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
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?
well, there is a 0.001% chance that any given pokemon appears in a male zombie's inventory
Problem is they appear very often
by the looks of what you are showing me
As in the distribution is broken
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?
I've installed one on VS code but it still doens't reed Class Files, only allows me to work with new java files
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
Very odd then
Zoms usually have about 2-3 and the shiny ones are also super common, in my testing
I'd assume that there's then a "duplicate" of the inventorymale table, with one being rolls=1, the new one without a set amount, so it might have some kind of "predefined" amount of rolls, causing the chance to be much higher?
?
Explain like I'm 5
oh uhm
that is a BB
But it's not in a glass tank
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.
basically, add rolls = 1 to the pokemon inventory table and see if that fixes it
what does the rolls variable do?
i have no idea
i assume it rolls on the table, and anything at or below one is acceptable
i'd assume everything has rolls amount of times chance to "appear"?
I'll try adding the variable to the male and female inventory segments and see what happens
but there are other tables with rolls = 1 and higher numbers available
so i really don't know
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
the rolls is the number of times the list will be passed
a much better phrasing! Thanks, that's what i tried to say xD
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
kind of a dice then
the dice will roll X times everything on the table and there's a minimum number for it to spawn
sounds about right
Okay so far I've not found a single one so something's happened lol
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
I seem to have found a solution to "automatically" creating recipes!
Somehow, when ignoring the import and actually including the module the item is from, like "Base.Needle" and such, the recipe seems to be craftable! So we can, actually, add new Recipes to the fray via lua itself!
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
Honestly I switched to intellij but couldn't remember why I stopped using vs code
intellij is payd, right?
ooooh, I didn't remember there was a free option
gonna switch to Intellij either then
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 π€
time to make a badass red lumberjack shirt with jeans and a cowboy hat that uses a wood axe as a weapon then
Is it possible to mod the baseball bats to make more of a "bonk" noise when hitting a zombie?
brb adding 16 bite and scratch resist to lumberjack shirts in 59 minutes
maybe riz needs 16 more points to have 100% protection
greg bragged about 15 in an hour and I had to make sure he knew who's who around here

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?
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?
scam bot
hes gone
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.
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
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
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
lol I can't even make it change a normal parameter
Can I delete ChanceToFall on a hat to prevent it from falling off or do I need to set it to 0?
Has anyone made a storage crates mod similar to this image? Or is that more modeling?
I know i've seen such a mod out there but can't recall where. might have come from hydrocraft even?
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
@sour island got it all working now, added 168 Recipes using lua with costs depending on the result item! π₯³
Still need to tweak a few things, but thank you for assisting, especially if i did not thank you before (can't remember)
PokΓ©mon Blood Red
What version of how old?
oh, for a41
the second one updates the first one's code so they're more stable
and their isnt a mod for multiplayer is fthere
no
bummer
not too far away
I mean 10 years isn't that far (joke)
It's insane how you people think mp is just as easy as "lmao lets make it a mod"
To be fair there's been some amazing mods through alot of games that didn't seem possible
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
people made skyrim and new vegas MP and that looked impossible as all hell lol
@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"
Nice!
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?
You managed to get it working?
I keep getting immortal NPCs
tried disabling all mods, (except the two) but still nothing (running 41.53)
@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
ooooh I didn't know
I was trying to make the ammo straps wearable so I could learn the code and apply this function to other items.
Looking at Planetalgol's code, I was getting close. At least in the dressing part, now from the Java Part, at least I learned how to install it and create a file, maybe I will use it in the future haha
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 
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"
π
this also explains why i went from OK to dead from burnt bacon
because i ate a lot of it
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
lemongrass
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
anyone having problems with the contextmenu glitch
i got that problem and i want to fix it.
idk how
What glitch?
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
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
I do not have mod experience, so no
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
Bottom right there's an icon that should be green. Click that and pvp will be enabled with the npcs
yeah pvp enabled clearly
Issue is I hit any NPC, they sometimes hit back (sometimes injuring me and sometimes not) but they get no damage whatsoever
this is helpful. any way to pin it, or DM it to me?
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.
might paste in the error itself as well? Like, did it try "call nil" or something?
-----------------------------------------
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
^- the exception, like this, (if it has any)
This should be fully fixed now in Subpar as of last night (validate game files to force an update)
this one is after some changes playing around so the line numbers are different
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 π
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?
Tried that as well, downloaded the mod through steamworkshop (unsub and resub), deleted files and verified, i even tried with steamdownloader.io
π no worries, i'm a shaderman and lua isn't as intuitive for me. I'll try around some more - it does seem extra codey but I assumed it was working like get() / set() functions in C# to me
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?
guys how do i fix the contextmenu bs?
You did that today?
yeah
the update came out at 3 am my time
so this morning i noticed the update and instantly tried playing it
issue persisted
Are NPCs able to hurt each other?
Hm that's unrelated to the 41.51 bug then.
I also think i saw them bandaging to normal injuries, though im not entirely sure
What other mods are you using? Something else may be interfering.
If you could get me a screen shot of the superb survivors settings panel too, that would be very helpful
oh yeah its default + debug enabled
mods are currently disabled because im playing without atm
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.
Just spawned in, equipped my bat and started beating the first npc i saw
He would fall on the ground but wouldn't die
You manually toggled the PVP button as well?
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
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.
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
might be a weird idea, but you didn't activate godmode for yourself, right? IIRC there was something with that as well.
nono, that was cheatmenu-less
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.
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.
Yeah, assuming they were, i tried with 2 or 3 survivors each savefile
Hey, thanks for reporting it, dude. I checked into it and it doesn't look like there's any errors or like it's doing anything, so there's no need to fix it. I appreciate the effort, though. How'd you find it, anyway?
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
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
even with rolls = 1?
uhhhh
if you look at my code I didn't change the rolls =
is that what I'm doin' wrong?
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.
hmmm
I'm not sure
I guess he was tryna fix my mod too!
hahah
I'm just still confused on what to do
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.
hrmmm
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 π
)
But good luck!
ok gonna try it
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%?
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
Oh ok cool. Thank you!
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
@abstract raptor are you modding pokemon mod?
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
.>
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
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
lol
Everyone assumes I know what I'm doing π
never take modding too seriously - nobody's getting paid on mods, its just a hobby
is your mod uploaded?
I love collecting things, definitely gonna use it, depending how it works
yum, zombie salad
It is up
but shinies are more common than they should be
STILL
it'll be hard to get all 151
noo bro..
that's a survival game
Not poke-survive
Personnaly, I don't like, but good idea
Sadly those 20% tend to be so vocal that it can be all you see.
@abstract raptor what about collecting pokemon cards?
Could be fun
I remember collecting pokemon cards when I was a kid, loved that shit lol
I could just as easily make cards
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

I tried adding that to the distribution, but that just broke the mod
Don't steal my idea D:
I like the idea of them giving the player a buff of some kind, making them actually useful. But I can see it being hard to balance without making it too powerful
Yeah
Loot tables bad π©
https://theindiestone.com/forums/index.php?/topic/31557-loot-tables/
Lets talk about how loot tables currently work. I made a mod adding a bunch of items, added them to the loot tables for zombie male+female as a (what I thought was a rare chance) drop and to my surprise got stuff from every couple of zombies. Really... stuff dropped like crazy. Checking the the j...
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 π , and only add that 1 item to the loot
@dry oracle I would suggest resubscribing to easyconfig/expanded heli events - Steam is having a weird issue in not providing an update.
kk
Also go to C:/Users/<Username>/Zomboid/console.txt
and post that to github here: https://github.com/sharkster91/ExpandedHelicopterEvents/issues/26
Hi! every time I load the mod, the problem occurs. Attachment. https://youtu.be/SFc3hLWkAM0 console.txt
i dont have account
can i just copy paste here?
or send the file here?
Sure but it may be too big
u got it?
yes
kk
Have you resubscribed to both mods btw?
i dont think i can i m using crack right now, still awaiting for discount
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
Sounds good, but... zombies don't eat fresh meat?
Zombies would in this mod lol
Yeah you're right
are we getting zombie catchables please say it is so
Alright, try redownloading the mods
@dry sparrow Fixed, had to reinstall completely the game, but now everything is working as intended
Thanks for the help :))
imagine being dev an getting those great ideas spammed your mailbox all day long π€£
dont like that idea btw, sorry
This is backing up my theory that there's something horribly wrong with steam mod updates.
I need to add a version output to my mod somewhere so I can have people check when they report bugs.
totally agreed
that actually reminds me of Far Cry... 4? 5? I dont remember which one exactly, but you could throw a piece of meat and it would attract an animal to the spot
Maybe when animals are added you could use these zombie limbs to atract animals
Use animal limbs to atract zombies
and with multiplayer use fresh bodies as limbs and atract zombies and animals
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.
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
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
maybe you could at least use then as bait for carnivore animals and the ones that eat rotten dead animals that I forgot the name
Scavengers like dogs would eat rotten meat.
But they might be able to smell something is wrong with Z meat and avoid it.
yea the smell will definitely warn then that something is wrong with the infecteds
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.
oooh that would be crazy to see
war between zombies eating and fighting each other, complete chaos
yea that could be possible
What version is your PZ? 41.50?
Awesome! thanks for a little lead on where to begin
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
Dang
Thanks to @iron salmon for the assist in getting the custom sandbox options working.
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.
Is there a mod to reduce the time to open a hood of a vehicle?
I was thinking of something else entirely when I saw "I'm using crack right now"
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 :)
never saw one, but it's simple to do
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?
Sure, I already did it out of curiosity anyways
I just need some time to see the perfect time to open that doesn't glitch/lag, make a little image and upload it
Heck yeah, thank you!
Done. Check the time and tell me how you think it is
To me is good at least. Not instant to be weird but not as long as before
(I have no idea if it will work on an existing save by the way)
https://steamcommunity.com/sharedfiles/filedetails/?id=2584112711
humm
Maybe using some sort of detonation, like the remote timed bombs with a "double explosion" or something crazy like that with 2 triggers. That part I have no idea
I don't know why but that idea reminded me of Plants vs Zombies
ok
yes i m using the latest version
xD
Are you still having the same issue?
No. But there is a mod that let you customize the percentage of runners, shamblers and fast shamblers. There is also one that makes zombies more active in the night. So they will roam around more and at Witching hour, makes them runners.
Okay thanks, sad
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
Just updated EasyConfig a bit - please try redownloading it and try again.
i need to wait the website updated the files
already requested it
i will updated the info as soon as it is updated
kkkkkk
This is the inner mod file
Idk how you have it installed
check the contents and make sure it overwrites
Are you using skymods?
That's the pushcar
i dont know what that is
zupertcart?
function: onEquipTrolleyCallout -- file: OnEquipTrolley.lua line # 209
i think it is sky mods
Yeah skymods EasyConfig is like a month old lol
np, gotta watch those dates
I'd also recommend - https://steamworkshopdownloader.io/
Download files from the Steam workshop! New games added every week. All free to play games now supported!
Outside of actually buying the game that is
xD i will buy when discount or mp or npc came out
thanksss
There's very rarely a discount tbh
i m very patients dont worry :3
Last sale was for just over $10
π€·ββοΈ
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
i got enough cash, but my friends insist on having discount, i was thinking to show him the multiplayer when its released, hoping it will change his mind
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.
Hottake: Pirating is a net positive for devs
it is
Yeah, but it is annoying at some point when you hit one zombie and the entire city just comes to try and bite you and you have to do one of two things, you either run so fucking far away or kill the 50 zombies from that spot
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
okay rich boi
i m pretty sure i already said my reason, cussing on others doesnt help in the first place
this guy has standard, i m really sorry that not everyone is not a bruce wayne here, and everyone isn't a pampered rich kids who just spend without thinking, but who am i to talk? i m just a people who prolly gonna get instant banned for reviewing products heads on
not to mention mp= instabuy, cantplay mp without buying it
The devs have stated they're neutral on the topic of piracy
but please do consider buying. Its not an expensive game, and you can get a lot of hours of enjoyment out of it
Don't pay people and their opinions any mind
Yeah lol
Lol I havnt pirated games in 20 years probably, only pirate movies and music sometimes xD
As for games I just buy 'em
Indie Dev = Buy
AAA Dev = Pirated that shit
Is there a mod for a mounted gatling gun on a truck yet? Lol
oshkov? but those car are rare as fvck
never found one
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.
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" π
But are there other things that would limit such a mod? I see a lack of documentation regarding adding weapons.
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 
well, you can add your animation to the game, there has been a mod that did it but not for the purpose/objective
Thanks. I guess I'll figure it out.
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
Thank you, that's what I meant to ask.
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
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.
honestly, don't let that disencourage you
That's the problem I had 
theres a madman in here that added helicopters to the game
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 
you just need to beat your head against the wall enough times to brute force it
If you say so, I'll start small then as I know everyone would recommend to. I'll add gummy worms or something.
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
I plan to completely ignore the comments section.
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
if you haven't seen this already, I highly recommend it. It's what I used as a springboard to get started
Thanks you.
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
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
^
@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
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.
This is a reply to you as well.
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
More documentation though needs to be written.
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 
yup!
subpar also improves the performance somewhat
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
My mod that was partly by request is up. https://www.nexusmods.com/projectzomboid/mods/47
Nice work @quick moth
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.
Check out filibusters cars fuel test for vehicles with large storage tanks
That's a good point, actually. i forgot to consider that.
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
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
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
I wonder how involved it would be to add more types of liquids
Could use bags... hmm
can you tell me how did you managed to find out which mods is at fault? like whats the keyword?
"stack trace"
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
thank you
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.
You mean make more things share the water collection and plumbing functionality?
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?
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
Warnings are not errors - and can probably be ignored
WARN : General , 1629898540032> VehicleType.initNormal> vehicle type "Base.886oshkoshUSMC" doesn't exist this?
Both cases are either a mod or the base game trying to refer to something that isn't defined properly
ERROR: Mod , 1629898728865> ChooseGameInfo.readModInfoAux> tiledef=NZNEWTILES 1200 file number must be from 100 to 1000
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.....
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.
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
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
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```
is this vanilla?
yep
Heya, sorry for butting in, but there's a mod called "irrigation pipes" or something IIRC, haven't used it yet, but it may contain useful stuff if you're looking at "transfering" water, or checking. (though, even if i only read like, part of all the conversation, thought it might be useful, sorry if not π )
interesting... I didn't know vanilla functions use modData
clientcommands.lua in media/lua/server
there's also ISPlumbItem in media/lua/client/timedactions
Yeah plumbing seems like it's the easiest aspect
i'll see if this is already like, somehow a vanilla thing i never considered trying
welp theres few mods that are being used for vanilla
i forgot which one
i'll probably check this out at some point too :)
i know its a mod but i dont know what the command lines function for this game
can you show me an example of error that can be used as reference?
look for the term stack trace
Warnings and simple Errors aren't going to break your game
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?
yes that one
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?
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
AquaItemDistributions
Distributions got updated recntly
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
actually this is all brand new i did used ur link
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.
the error notification spawn after loading the game not starting new game
Loot only spawns when you discover the container
If you want to use more mods I'd suggest dropping back to .50
i m going to google how to change the version on steam
right click, properties, betas
even my crack are on 41.53
T-T
welp
oop, wrong version
i think it'll still work it just needs a minor tweak (read the comments)
@faint phoenix what version does the steam forced yall have?
!iwbums
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.
These options other than 41.50
They already lock that beta build for downloading. Since it isn't a previous stable version. I don't think u can download it without a password.
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
you can disable automatic downloads
yeah, though that will still force me to update before launching if i let steam connect
I think there should be a little arrow next to the button that lets you run it nyway - not sure
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
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
you can run PZ from it's exe and just never update I think
huh
crack files be like what is save files lost?
xD
ehh, i don't trust cracks
but i m prolly cant moves the saves files by the time my steam download doone
a surprising amount of them send telemetry out
idk if it will compatible or no
i dont get it
tl;dr data stealing
though it's obvious when they do that due to windows firewall popping up
yeah, which is why i m using harddisk
also @sour island i m giving up
can you help me to check it again?
π¦
π₯Ί
I gotta go to work
kkk
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.
not the exe, but there is a bat file named OpenGLDebug or something like that.
That can launch this game without alerting Steam.
Running a modded dedicated server after mp drops sounds like a nightmare because I feel like there will be updates dropping like crazy.
41.5 was discontinued.
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.
So how exactly did item distrib layout change
cos it'd be nice if i could fix a couple broken mods i really like
oh, god. Grabbed the file from the backed up stuff i had in case i wanna revert and π¬
that's a spicy difference
very spicy
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?)
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
I'm still wondering this myself. There's no helpful guides unfortunately.
well, best i can do is try and see if the error disappears from logs
and if the items start appearing
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
can anyone make a mod to add USSR food?
Agreed. Learning how to set where my custom items spawn is a nightmare.
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{}
table.insert(ProceduralDistributions.list["CrateTools"].items,
or just . . . if you want
.list or ["list"] doesn't really matter
welp i'll try that
WOOHOO no longer throwing at line 7!
now it's at line 14! 
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
also gonna start putting these fixes as i make them on the workshop in comments or discussions under the mods they're from
once i know they work
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 
Anyone wanna be an absolute babe and make a really simple mod that lets you use the Firemans Pole in rosewood station? Thanks π
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.
that would be amazing. I would give it a go myself but I legit know nothing of coding and modding
I'm kind of surprised nobody's done it, which means it's probably difficult.
I've never looked into modifying the existing maps.
mre?
not really if u know how xD its just theres no books on how to mod in pz in here
DOES ANY FUCKNG BODY KNOW HOW TO FIX THE CONTEXT_MENU GLITCH
oh no
the updated general store / other list has gone from one entry to a heckload
h e l p
Did you pinpoint the mod causing it?
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.
Main List
Green Cell = Unchanged
Red = Has overlap - uses same procedural table as another container (See merged cells). May result in duplicate entries unless one is pruned from mod.
Orange = may vary based on item, check notes
Blue Cell = Abandon hope, all ye who enter here, for there be drago...
i did manage to purge every STACK TRACE error from my startup log so that's nice
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
houses would also make total sense being like this, like, each one has their way of organizing stuff. Some put milk in their refrigerators, others in pantry y know?
There are infinite options
Cluttered as in .junk or something that kind of "fuzzes" up the lists?
a separate procedural table that is basically the old "all in one" table, would be easier for modders to find an option for their items
junk doesn't really work like that, junk table is meant to add some "useless" items to prevent so many empty containers