#mod_development

1 messages ยท Page 477 of 1

nimble spoke
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yeah, as an example, 3 counters in a kitchen. Currently you can hope to get one with canned food, one with pans, one with dry food and some bottled stuff.... forks, spoons and knifes? But maybe a kitchen with just 1 counter should have everything in it. Makes no sense to have only pans in there

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and maybe even a larger kitchen could have a disorganized counter with all kinds of things in it

sour island
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to avoid having an added all items table - lists could be given a "spillover" value and assigned "neighbors" IDs which are weighted and correspond to other lists.

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You'd be able to control how much spillover could happen and with what lists

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Loot is determined by the types of containers (and other furniture) in the room right?

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Does it count the containers/furnitures?

nimble spoke
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I don't know the details of those checks

golden shadow
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Hey, i'm pretty green at modding and all, but can any of you help me on to change the slot you can equip an item? Cause i'v been looking into a mod that lets you wear a satchel and a backpack, but the satchel works as a fannypack and so when you wear a vest it does not show on the model, is there any workaround to that?

sour island
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you can afaik add more slots

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you'd have to do it that way if you odnt want it interupting another item's wearability

golden shadow
sour island
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you'd have to go into attachments lua

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local group = AttachedLocations.getGroup("Human")
group:getOrCreateLocation("name of location"):setAttachmentName("name_of_location")
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then I believe you have to script the location for models

marble folio
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Does anyone know a way of adding an item to a existing recipe without making it double?
I tried to understand the ItemTweaker code and convert it to some sort of RecipeTweaker but ended up giving up...

marble folio
sour island
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there's a recipetweaker or you tried making one?

marble folio
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at least I haven't found one

sour island
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I don't know if there is but it shouldn't be all that hard to do

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actually there's a global getAllRecipes()

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returns an array of Recipe

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hm

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you can set new items and results

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but it would overwrite it

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so you'd have to know what the original was

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you might be able to getSource():getItems():add(Item)

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but that Item is a script object not an actual inventoryitem

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ok so

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getScriptManager():FindItem(item1.fullType) would get an item's script object

nimble spoke
sour island
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that's a thing? ๐Ÿ˜ฎ

nimble spoke
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yep

marble folio
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๐Ÿ˜ฎ

sour island
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wouldn't overwriting scripts be dangerous though?

nimble spoke
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That's usually what you do when modding recipes

marble folio
sour island
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yes

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you can do the same with recipes

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it's just more involved

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I'm working on dynamic recipes atm for an experiment

marble folio
# sour island actually there's a global `getAllRecipes()`

there are some Test Files that uses this, but my knowledge ins't enough to decipher then completely
C:\ProgramFiles(x86)\Steam\steamapps\common\ProjectZomboid\media\lua\client\Tests
RecipeTests and RecipeUtils

But from what I got, I think it could be used in somehow to edit recipes maybe?
I really need to start learning about lua...

sour island
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working on it rn

dry chasm
# marble folio there are some Test Files that uses this, but my knowledge ins't enough to decip...

you can edit recipescripts partially through something like this

local allRecipes = getAllRecipes()
for i=0, allRecipes:size() do
  local curRecipe = allRecipes:get(i)
  -- now depending on what you'd like to do something like this
  local recipeSources = curRecipe:getSource()
  --now let's check if the recipe contains an item as requirement to craft and add an alternative for it
  for sourceI=0, recipeSources:size() do
    local curSource = recipeSources():get(sourceI)
    -- now let's iterate the currently possible items for the current requirement
    for sourceItem=0, curSource:size() do
      local curItem = curSource:getItems():get(sourceItem)
      if curItem == 'Base.Hammer' then -- current item is the item we want to add an alternative for? Great!
        curSource():getItems():add('Base.ModHammer') -- now let's add our own hammer to the recipe!
      end
    end
  end
end

(if i'm not mistaken)
What i haven't found out yet, is wether i can somehow modify a recipe's lua script functions (like the OnGiveXP and similar)
There's also a load function which seems to take an String ArrayList, but unsure on how to use it, as using ArrayList.new() and adding to that doesn't seem to be enough...

sour island
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that's what I'm trying to do too

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got distracted a bit

dry chasm
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the load function?

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or editing recipes?

sour island
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editing

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I have the same approach lol

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you can modify functions

dry chasm
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Yes, but i don't think you can replace what function the recipe itself takes, unless maybe with the load function i think

sour island
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you can

dry chasm
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oh? ๐Ÿ‘€

sour island
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the function just has to be defined before you try to refer to it

dry chasm
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But there's no "set" function for it, is there? o.o

sour island
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yeah

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atleast I could have sworn I saw it

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hold on

dry chasm
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i saw one

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but not for the 3 i was thinking about

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only a "get"

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though the string itself may have methods available to modify it ๐Ÿค”

sour island
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theres public void setCanPerform(String var1) { this.LuaCanPerform = var1; }

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unfortunately that's the only one it seems

dry chasm
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now i wanna check if the string the get function returns contains methods with which one can edit them/replace them using lua it actually doesn't have that, so nvm that xD

quick moth
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Where do I find the tooltips in the game files?

marble folio
sour island
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looks like trying to inject into recipes isn't feasible

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game craps itself lol

marble folio
dry chasm
sour island
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have you tried the overwrite=1 thing?

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function setNewRecipes()
    --getScriptManager():ParseScript('module debugTest{imports{Base}recipe Sew Bikini{keep Needle,Thread = 1,RippedSheets = 2,Result:Spiffo=1,Time:250}}')
    local recipeName = "Improvise Weapon"
    local ingredientPlacement = 1 --item 1
    local newItemType = "Base.Spiffo"
    ---
    local scriptManager = getScriptManager()
    local allRecipes = getScriptManager():getAllRecipes()
    local recipeToChange

    for i=0, allRecipes:size()-1 do
        local recipeToCheck = allRecipes:get(i)
        if recipeToCheck:getName() == recipeName then
            recipeToChange = recipeToCheck
        end
    end

    if not recipeToChange then
        print("recipeTweaker: no such recipe: <"..recipeName..">")
        return
    end
    --getSource returns a list of sources which in-turn houses a list of script items
    local sources = recipeToChange:getSource()
    local source = sources:get(ingredientPlacement-1)

    if source then
        print("rt: source found")
    end

    local newItem = scriptManager:FindItem(newItemType)

    if newItem then
        print (" -- rt: newItem: "..newItem:getName())
    end

    local sourceItems = source:getItems():add(newItem)
end
Events.OnGameStart.Add(setNewRecipes)
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the game craps itself at local sourceItems = source:getItems():add(newItem)

dry chasm
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wait wait wait

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you only need the itemtype

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you don't need an item object passed into the array

sour island
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source's items aren't an array of strings

dry chasm
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but the getItems() is

sour island
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no?

dry chasm
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yes? o.o

sour island
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hm, it appears you're right

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strange then - it must generate a list of item objects related solely for scripts to compare to?

dry chasm
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but it's nice that you're working on a recipeTweaker mod ๐Ÿ˜„

dry chasm
sour island
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it helps me for what I actually want to do

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there are recipe objects

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but there are also 'item' objects

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that aren't actual inventoryItems

dry chasm
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ah, right

sour island
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as in the items you use in game

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they're just classes with all the same variables

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in part of the recipe code it rfers to them

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for performance checks

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but not as strings

dry chasm
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to the item object, or inventory item object?

sour island
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item (i'll refer to it as a scriptObject)

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for clarity

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or script item

dry chasm
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from it's own properties instead of something like the scriptmanagers?

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not that it actually requires both additions, the scriptitem and the string ๐Ÿค”

sour island
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I think I just misread it I guess

quick moth
sour island
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while looking through how recipes actually check for items

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eitherway, thanks

dry chasm
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So there's still not all hope lost for utilizing the Load function? ๐Ÿฅบ
still not sure on why exactly it fails on my end... maybe because i use ArrayList filled with strings instead of a normally defined "Strings[]" like in java? ๐Ÿค”
If i'm not mistaken, getting that to work would help a lot as well, maybe.
Nothing to thank for, have an interest in it as well (and i may just very well be confusing you, so rather, im sorry xD)

sour island
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Wait, what are you trying to do?

dry chasm
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Thought of using the recipe's "Load" function

sour island
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for?

dry chasm
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or rather, trying it to get it to work somehow using lua

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Not entirely sure... research purposes? Curiosity?

sour island
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you should be able to just call getScriptManager():load() no?

dry chasm
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While i did succeed in creating recipes the way i wanted, my curiosity still persists ๐Ÿ˜…

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yea, but i thought using the recipe's "Load" function, i'd be able to "modify" the recipe

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instead of creating a new recipe or something with the script manager

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but haven't got it to work yet, just got it throwing errors with no useful information

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thought it'd be a way to edit the string within LuaTest, LuaCreate and LuaGrab

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Not that i'd have a real use for it now, anyway. Still curious

sour island
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not sure if load( would get you anywhere for modifying it

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hm

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dosource is private

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damn

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this means with what I have so far you can add and maybe remove from sources but you can't define a new one

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I guess that's where load would come in

dry chasm
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if one were to get it to work by using lua.

sour island
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weren't you the one to post this? getScriptManager():ParseScript('module debugTest{imports{Base}recipe Sew Bikini{keep Needle,Thread = 1,RippedSheets = 2,Result:Spiffo=1,Time:250}}')

dry chasm
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yep

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but the Load takes a string array

sour island
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so your new goal is trying to only modify exsisting recipes

dry chasm
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not just a simple string

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exactly

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well, i do not have a specific need for it right now, i just stumbled across modifying them and that piqued my interest

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so i just thought of trying out the possibilities

sour island
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yeah

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I guess you could rebuild the string backwards from the is/if checks

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but christ

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what a chore

dry chasm
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backwards as in?

sour island
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basically module debugTest{imports{Base}recipe Sew Bikini{keep Needle,Thread = 1,RippedSheets = 2,Result:Spiffo=1,Time:250}}

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getModule() , getName(), isKeep() etc

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and reverse egineer the original string

dry chasm
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don't think the load function actually overwrites non existing entries in the parameters it receives

sour island
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it would if you use overwrite=1

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Override:true **

dry chasm
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ooooh, so you mean like using the scriptManager's ParseScript to create a new recipe using override!

sour island
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yeah but man... that's

dry chasm
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the issue would be the Lua functions though

sour island
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they're strings

dry chasm
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i didn't find a way to receive all of them

sour island
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load would take care of that too

dry chasm
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like RecipeObject.LuaTest doesn't give you the string and a get function doesn't seem to exist for that?

sour island
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it's stored as a string

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in the java it pulls the lua function using the string as a path

dry chasm
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but how would you read it in order to pass it into the string for the ParseScript?

sour island
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hm

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` public String getCanPerform() {
return this.LuaCanPerform;
}

public void setCanPerform(String var1) {
    this.LuaCanPerform = var1;
}

`

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that's the only one, as mentioned before

dry chasm
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yup

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but LuaTest, LuaCreate and LuaGrab do exist as well

sour island
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is there a getvariable for strings?

dry chasm
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not sure

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i know that i can see those variables with the debugger in project zomboid (on error)

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but i do not know how i would be able to access those

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for example print(getAllRecipes():get(100), abc()) would cause an error, with which one could then double click on the recipe object on the left side's table and inspect it

sour island
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I have an idea

dry chasm
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keep me up to date! ๐Ÿ˜›

sour island
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@iron salmon ๐Ÿ™

zombie\scripting\objects\Recipe.class
around line: 399 - depending on comments

under: ```java
public String getCanPerform() {
return this.LuaCanPerform;
}

public void setCanPerform(String var1) {
    this.LuaCanPerform = var1;
}

Please add:
```java
public String getLuaTest() {
return this.LuaTest;
}

public void setLuaTest(String var1) {
this.LuaTest = var1;
}

public String getLuaCreate() {
return this.LuaCreate;
}

public void setLuaCreate(String var1) {
this.LuaCreate = var1;
}

public String getLuaGrab() {
return this.LuaGrab;
}

public void setLuaGrab(String var1) {
this.LuaGrab = var1;

public String getLuaGiveXP() {
return this.LuaGiveXP;
}

public void setLuaGiveXP(String var1) {
this.LuaGiveXP= var1;
}

Also: could DoSource and DoResult be public?

dry chasm
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or like that xD

sour island
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doesn't hurt to ask

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this would open up alot more mod compatibility

dry chasm
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not sure on how the doSource and doResult work, but depending on it, maybe a setCount for both Source and Result and setType for result? ๐Ÿค”

sour island
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added LuaGiveXP to the list lol

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doSource would be like loading a single line in at a time

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you'd put like Recipe.DoSource("keep Hammer")

dry chasm
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so it's for adding a source, but changing the amount of items required of a source wouldn't be possible with that

sour island
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you can already modify sources

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the issue is you can't add more

dry chasm
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but not the amount of it

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you can add what items it takes, but not the amount of it?

sour island
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true that would need a setCount

dry chasm
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and result can't really be changed (to my knowledge), so i'd assume the doResult would just replace the previous result

sour island
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result is under Recipe.Result

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yeah

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it replaces whats there

dry chasm
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ah good

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and just to clarify, this is all i go with atm
(in other words, intentionally throwing an error so i can see what i'm currently working with xD)

sour island
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you can also do doSource("hammer=2")

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but yeah modfying a current source's count doesn't seem feasible

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you could I guess remove the old source

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and replace it?

dry chasm
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hmmm

sour island
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but if they add in new getters/setters they could add those setters too

dry chasm
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and yea, one could remove a whole source by something like recipe:getSource():remove(recipe:getSource():get(i))

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just an integer doesn't seem to be accepted via lua

sour island
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wouldn't you have to remove it based on index?

dry chasm
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i tried, just throws false

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but you can pass the object in as well

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and it removes it if the object is inside

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same with removing entries from the getItems() array

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just by typing the string again, or rather, pass it in

sour island
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so remove(0) doesn't remove the first entry?

dry chasm
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nope

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not with lua*

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just returns false

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and keeps the entry

sour island
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weird

dry chasm
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also tried to add a new source by passing an already existing source, but that'd just add a reference to the previous source, so not really useful

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meaning, any changes to that, changes the original source as well

knotty sandal
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Is it worth it to try and add animals to the game, or should I just wait for the devs to do it?

marble folio
knotty sandal
sour island
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they do - but this is a java array

knotty sandal
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Oh whoops, thought you guys were talking about Lua

sour island
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we were - you can use exposed java arrays in Lua

dry oracle
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@sour island are there other trap will be made as mod in the future? like tripwire bomb

sour island
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From me? no.

meager lichen
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Does anyone know how I would make the spooky suit be detected by zombies i would like to use it for a playthrough but anytime its on my character zombies arent attracted to me

raven briar
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hey, sorry for a question that's probably been answered/asked a lot but i'm getting a ton of lua errors when times passes when i sleep - i do have quite a few mods but is there a way to figure out what causes this? also sorry if this is the wrong place to ask

sour island
raven briar
versed scroll
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hey, i use VSCode for modding. where can i get definitions of all available lua functions for intellisense?
like header file for cpp i mean

sour island
versed scroll
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yes

balmy prism
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Hey Chuck what's up with Expanded Heli Events? When I go to options to change some settings there's nothing there. I can see Expanded Heli Events in the Options but nothing shows up when i click it.

sour island
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You mean in game?

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Or from the main menu?

balmy prism
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Main Menu

sour island
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The options related to the events are now found in sandbox options - may readd them in to the main menu later.

balmy prism
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ok cool! Just making the mod didn't break for me.

sour island
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Reset and voices should still be there?

balmy prism
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There is not.

sour island
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I'll add a little disclaimer - thank - oh

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Hmmm

balmy prism
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Yeah. It's completely blank.

sour island
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Do you have weird helis also installed?

balmy prism
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I do not.

sour island
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I'll have to check once I'm home - apologies

balmy prism
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All good. It might be a mod conflict. I'm not really sure though.

sour island
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If the tab is appearing it shouldn't - my only guess is I goofed up the version checking

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I assume you're on 51+?

balmy prism
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Yep.

sour island
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I would also try resubscribing to both mods- EHE and EasyConfig

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I've been having issues with steam just not updating for people - unsure why

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If there's a workshop download it should be the latest

balmy prism
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Does your mod by chance conflict with Superb Survivors?

sour island
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Thanks for heads up tho

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I've tested it a while back

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The mod should actually be more fun with SS

balmy prism
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That's what I was hoping.

sour island
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DM me a console log just incase too

balmy prism
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How would I do that?

sour island
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Boot up the game, go to the menu, etc close

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Check the pin about console txt

balmy prism
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kk

sour island
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Should be in your OS/users/<name>/Zomboid folder

quick moth
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Is the Oshkosh mod working for 41.53? I'm in debug mode teleporting all over the map looking for one to check if it's working.

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Found one. Boy they weren't joking about rare.

hoary sigil
#

@quick moth The military truck mod? It's working, but the spawn rate is low. Check the police stations, fire departments and the crossroads south of Muldraugh.

quick moth
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Found the fire truck variant at a cemetery. I had checked three police stations and the secret base with no luck. I'm glad I confirmed it's working.

hoary sigil
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My luck on those rigs is odd as hell, tbh. Checked every cop shop and fire department and found none... checked the crossroads and found a KYFD and three Fortress trucks.

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Plus two trailers.

dawn moth
left lintel
#

don't suppose we could get a mod that prevents my damn helmets from slipping off my character every time he trips on his shoelaces?
Considering that American Football helmets are , by design, made to stay-on and protect the wearer's head while being slammed into by 220+ lb / 100 kg. men , it's fascinating to me that survivors in the PZ universe don't know how to properly secure the damn thing.

#

He stumbles on a stray rock, and the thing pops off his head like it's spring loaded >:|

dry chasm
left lintel
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Thank fuck ,ty ty

dry chasm
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Thank him, not me ๐Ÿ˜›

gleaming sleet
#

Hey all, was wondering if anyone has issues with Superb Survivors being laggy? Not sure why but with other mods, the game works fine. Specs are i7 8700k, RTX 3070, 32gb ram

upper junco
#

I noticed some lag when first spawning in but it straightened up after about a min or 2. I9 9900k rtx 2070, 32gb ram .

sour island
#

Are you both using subpar survivors?

marble folio
#

Hey, the moodles like boredom are all controlled by Java right?

dry chasm
quick moth
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I'm stoked my derpy little mod got 7 downloads. Lol

young orchid
#

is there a RedBull mod btw? would like to drink them ingame aswell... even if they dont existed in 1993 ๐Ÿ˜„

marble folio
bold cobalt
young orchid
#

a backup mod would be awesome, is this possible? like a save option ingame. copying current files in one separate folder

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hate it to always close and start the game for copying

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and yeah, I am not that hardmode guy ๐Ÿ˜„

quick moth
young orchid
#

do you have to close the game for creating a backup or are all files up2date in that save folder, even if you are ingame?

dry chasm
# young orchid a backup mod would be awesome, is this possible? like a save option ingame. copy...

Might be possible. Not entirely sure how it works but there's a saveGame function, so you'd probably be able to use that to force-save (maybe)... might be server-related though...
and if im not mistaken there were function to read/write files, so if all'd work the way I would think at the moment, then it'd probably be possible to "force-save" and then copy the file to a different location, or with a different name... maybe... so if you wish to find out, easiest would be to just give it a try? Unless someone who actually has some experience with it appears to answer ๐Ÿ˜…

abstract raptor
#

eyyy

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so I dunno what gives but now my distributions are totally fucked

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the items in question don't show up

#
local Gen1PokemonDistributions = {
  all = {
    inventorymale = {
      items = {
        "Poke.Pokeball", 0.1,
        "Poke.ShinyPokeball", 0.01,
      }
    },
    inventoryfemale = {
      items = {
        "Poke.Pokeball", 0.1, 
        "Poke.ShinyPokeball", 0.01,
      }
    },
  }
}

-- add loot table additions to the end of Distributions, so the game will take care of merging it
table.insert(Distributions, Gen1PokemonDistributions)```
abstract raptor
#

anyone wanna help me plz ๐Ÿฅบ

young orchid
#

EU is sleeping right now, except me

#

04:30 AM

abstract raptor
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TIME IS A CONSTRUCT

faint phoenix
#

haha good luck nobody will help ๐Ÿ˜ˆ

abstract raptor
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wtf

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why are you guys like this

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anyway, they were showing up like crazy before so I made like two items right, a pokeball and a shiny pokeball

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then from there you could open em up and get a random pokemon

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But now these two items don't show up at all

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I've murdered entire hordes

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the items show up in the item spawner/list

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I just don't know why they aren't spawning on zombies when all I did was change the distributions to only do two items

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Ugh this is so annoying, it was working when I had 300 items in the distribution but now it's not working with only 2

dry oracle
#

@sour island so among my mods the only thing that are refusing to spawn is brita armour mods

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are there any such problem exist before?

inner wasp
#

So I'm thinking about attempting to make a mod for smothering sleeping players with a pillow. How massive of an undertaking would this be? I only have a cursory understanding of java

young orchid
#

what does that mean? In MP you will see others sleeping on a pillow?

inner wasp
#

No, pillow in inventory, go up to sleeping player (splitscreen for now) open the context menu, "smother with pillow" option is there, if you click it, a timed action happens then they die instantly.

abstract raptor
#

I feel like that's pretty unbalanced

inner wasp
#

It's more for a "just for fun" sort of mod rather than a balanced game mechanic. I suppose it could be a good reason to build home defenses

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I suppose if I wanted to make it more balanced, I could give a short window of time where the victim player can wake up and interrupt the action, but I want to get the smother mechanic working before I attempt anything like that

quick moth
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Board up your bedroom door every night. ๐Ÿ˜‚

inner wasp
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I was more thinking put up some home alone shit and hit player 2 with a paint bucket on a rope

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But boards work too lmao

gleaming sleet
dry oracle
gleaming sleet
dry oracle
#

if i stay in 1 city it wont be a problem

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but the moment u move away

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like 1/4 from original location

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its starting to become laggy

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i got crash yesterday

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can we separate raider and npc?,

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i want to get raider challange just without the laggy

short summit
#

Animating your custom action is a lot harder, but making it work and apply effects in-game is doable.

dry chasm
# inner wasp So I'm thinking about attempting to make a mod for smothering sleeping players w...

#mod_development message
Riz might be able to give more context in that regard for overwriting/adding on to a function, or however he might've done it differently, though i think a good place to start for that would be the
media/lua/client/ISUI/ISWorldObjectContextMenu.lua
and line #1258 is where it checks for a player for the medical check option in context menu.
So using something like that followed by some kind of check for if the other player is asleep and the current player having a pillow, you could probably do something like that, not sure on how to check for if the other player is sleeping, though.

If you do decide to give it a try, good luck!

dry chasm
# dry oracle can we separate raider and npc?,

Not sure, but IIRC subpar survivors had settings for spawn chance on NPC's and for Raiders seperate, with the options "Never".
So, IIRC it should already be possible, just that it's not a promise for "no lag". (Haven't used the mod myself though, only seen another person play with it)

gleaming sleet
#

I may try those settings hopefully

cedar vault
#

Hello can any one recomend some must have mods? Ive run tired of the base game and ive never modded a game so... help?

sour island
#

What kind of experience do you enjoy?

#

If you want to window shop

kind fossil
#

Hi! Do you know if it is or will be possible to create a mod that adds a guide to the game? a pop-up window like we have with the starting guide, but you would be able to write whatever you want.
For a future server project, we would like to change the starting guide with tips and tricks we would write for the players to help them with their first experience in PZ

kind fossil
#

thank youu

marble folio
#

So, I Just had an idea but I'm not currently home to check it.
Does anyone know if the Flashlight script, more specifically the one that interacts with the key binding allowing you to press F and the light turns on

Does it kind of "Replace" the item from your hand, Flashlight Off with a Flashlight On? or it just creates light from the Flashlight position?

Depending on that, wouldn't it be possible to make some sort of Weapon Toggle mode using that script? Like, you have a Poolcue in hands. Press F and you can Attack as a spear. Press F again and you can Attack it as a Long Blunt, you know?

Or maybe using Fireguns, Shooting mode and Melee Mode, Bayonet Mode.

vernal dagger
#

im trying to make a custom texture through photoshop, but I dont know where or how I should make the decal appear on the back of the texture.

#

It just collide with each other.

#

And if I move the texture to the left a bit more it looks fine on the back, but they also appear on the arms.

dry chasm
#

My input based on how i think it works, untested, no real experience with it (just so you know i might not have a clue on what i'm talking about):
Do you want both, or just one? If you want both, i think you'd just need to make them smaller a bit to avoid the issue of "collision" and move them ever so slightly towards the center
If you just want a single one, cut it in half and move them to the edge of where you had them in the first picture, just that the right one'll be the left half, the left one the right half

winged phoenix
#

yeah i'd say that lokos like you gotta cut it in half

#

imagine the left and right side of the texture of the jacket rear are the centreline of the rear of the jacket

#

ergo, to get it centred you'd chop the logo in half vertically and put the right half of the logo on the left side of the jacket texture and vice verca

#

you can use a mask to chop it in half without rasterising it

#

just position it exactly where it is then it looks good, use the rectangular selection tool to select the part that's on the jacket, hit the mask button in layers which looks like [O]

#

the areas in the brighter white mark the boundaries of the arms i would assume, so so long as you chop it soas to not overlap with those it should be groovy even if it isn't a vertical thing

kind fossil
winged phoenix
vernal dagger
#

wow, thanks. it all sounds clearer now.

winged phoenix
#

this being the mockup logo i used for reference

#

sometimes you might have to do a little bit of pixel by pixel adjustment to get it aligned properly but yeeee

#

the guide tool and shift-drag to lock axis are your friends

#

and masking is the best thing since sliced bread

#

like it took me about 8 years to realise that's what that little mask button was actually for

#

mostly self taught photoshop, so there's a lot that really doesn't come naturally

drifting ore
#

is it possible to create a recipe, that consumes certain item with a chance, like sharped stones are not always consumed when crafting spears?

#

couldn't figure out myself

#
    {
        Plank/TreeBranch,
        keep HuntingKnife/KitchenKnife/SharpedStone/FlintKnife/MeatCleaver/Machete,

        Result:SpearCrafted,
        Time:100.0,
        OnCreate:Recipe.OnCreate.CreateSpear,
        Category:Survivalist,
        OnGiveXP:Recipe.OnGiveXP.WoodWork5,
    }

it just says keep sharped stone, but in reality it is sometimes consumed

dry chasm
#

you could set it as "keep" and have the OnCreate randomize wether it's consumed or not?

#

and the recipe you gave is a good example for that

drifting ore
#

I'm not sure how

dry chasm
#

the OnCreate function is always executed when you finish crafting

-- Here is the definition of the function
function Recipe.OnCreate.CreateSpear(items, result, player, selectedItem)
-- 4 arguments are possible, you're currently only interested in the first (items), second is (result) meaning the result item

    -- Here we create a new variable called "conditionMax", which is set to 2 + playerLevel in Woodwork
    local conditionMax = 2 + player:getPerkLevel(Perks.Woodwork);
    -- here we increase the variable by a random number between 0 and 2
    conditionMax = ZombRand(conditionMax, conditionMax + 2);
    -- if the variable is bigger than the result's maximal condition
    if conditionMax > result:getConditionMax() then
        conditionMax = result:getConditionMax(); -- set to it's max
    end
    -- if it's smaller than 2
    if conditionMax < 2 then
        -- we set it to 2, as a minimum
        conditionMax = 2;
    end
    -- we set the result item's condition
    result:setCondition(conditionMax)
-- we're now going to "iterate" through all items used in the recipe
    for i=0,items:size() - 1 do
-- these items are a bit more complex, so at the moment we're going to skip it
        if instanceof (items:get(i), "HandWeapon") and items:get(i):getCategories():contains("SmallBlade") then
            items:get(i):setCondition(items:get(i):getCondition() - 1);
        end
-- here's what you're searching for (in this example)
-- if the item is "SharpedStone" (that's how it's "defined" so to say) and a random number between 0 and 3 equals 0 then...
        if items:get(i):getType() == "SharpedStone" and ZombRand(3) == 0 then
-- we remove the item! Unless you want to do something "new", or with items like above, you just need to copy paste, mostly
            player:getInventory():Remove(items:get(i)) -- the item gets removed
        end
    end
end
#

would've loved to explain more but discord character limit didn't allow it there, if you have trouble understanding any of it, feel free to ask, i'll try to assist to the best of my abilities (i'm no genius, nor do i have all too much experience in it, so what and how i can explain things are quite limited, sorry in advance)
Though i'm going to walk the dog first, brb (~30 minutes)

worldly olive
#

Hi! I asked this a while ago but still haven't found any solution.
Is there any way to take into consideration the game speed to do things?
I'm currently managing some values stored in the moddata that I increase while certain timedActions occurs, but the thing is, the amount the value increases during the timedAction in normal speed is not the same than the amount that increases on faster speeds. So, is there any function that I can use to multiply my value and it calculates the equivalent for each speed?

dry chasm
worldly olive
#

I tried, but it simply returns an int, 0, 1, 2 and 3, and I tried multiplying by those but the values are completetly different ๐Ÿ˜ฆ I tried to calculate them manually too but it is too hard

dry sparrow
#

Could you simply check the current game time and subtract the previous time from it?

worldly olive
#

๐Ÿค” I followed you until the check of the current time, but what do you mean with the second part?

dry chasm
#

similar to how you can get the time elapsed running your code, for example:

local startTime = os.time()
-- your code running here
local elapsed = os.time() - startTime
-- ^- There you have the time that elapsed until that part
worldly olive
#

Hmmm ๐Ÿค” interesting could give it a try

#

Didn't know about that os.time

#

Useful knowledge

sour island
#

Getgamespeed can return 0?

dry chasm
sour island
#

Oh true

winged phoenix
#

trying to figure out exactly what is broken but i've forgotten how things act in vanilla lmfao

so uh, normally, crashed cars right, not burned out ones, should be enterable yes? cos rn something in my mods - i think - is causing them to be only interactable via the boot and the hood for vehicle mechanics.

#

it's like the doors straight up stop existing

#

(at least the hitboxes for them)

#

radial menu shows only mechanics

#

i mean like, cars that have t-boned mostly

winged phoenix
#

okay, disabled everything that affects vehicles or even has vehicle mentioned in the mod to see if this is actually me misremembering vanilla behaviour

#

okay, so this must be vanilla and a mod isn't working

#

and yet.... i am so confused, because t boned cars i used to be able to enter and i didn't specifically add a mod to allow me to do so, unless it was a side effect of a mod that wasn't functioning correctly, or-
i'm so confused

old harbor
#

Someone knows if pawlow loot will be updated? stressed

winged phoenix
#

am i going crazy or is this something to do with the .51 update tweaks to smashed vehicles and stuff...?

winged phoenix
#

argh, i can't figure it outtt

#

like based on it probably being to do with the update, sure, fine, dandy
but like
if the vehicle stories - the crashed cars in the streets that make up the majority of vehicles found - used to be wrecks, and the only mod that changed that specifically says "you cannot enter wrecked cars" and has a distinct "wrecked" model for the cars it replaces, and the cars in vanilla crash stories used to spawn basically intact but hella damaged.... what the hell mod used to be causing the cars to be driveable???
i'm so confused

#

maybe it is the crashed cars mod and it's just like.... not being wholly clear about what it does

wet dune
#

How would I create a simple recipe that creates a dough, and when heated up it creates a bread?

#

Or simply, a recipe in general

winged phoenix
#

best place to start is to look in media/scripts/items_food.txt

#

the bit saying how things get cooked for and whether they make a different item on being cooked are contained within the food item

solar peak
#

does anyone know what file spawns generators? I've found a file called MOgenerator that seems to spawn generators on command, but i'm looking for the file that governs spawning them in the world on world creation

agile coral
winged phoenix
#

... why didn't I ever consider how cool it'd be to have vending machines actually function

solar peak
#

i assume there is a limit to how much can be dispensed per machine?

#

its a cool concept

#

always thought it was weird you could only get 2 or 3 bags of chips per machine

agile coral
#

Yeah, you can configure how many items in each machine based on type. So you can set a minimum and maximum for snack and soda machines at the moment. You can also spend the money at arcade machines in order to regain happiness, or you can bust it open for the money inside using a crowbar ๐Ÿ˜ As well as breaking open payphones for the money inside or if you don't have a crowbar you can still check machines for spare change in the return slot

#

Next update will add an amount of money to credit cards and you'll be able to use those at vending machines too. It'll be reloadable at any ATM

glass pond
#

Rack up frequent killing points with your DisasterCard

agile coral
#

Oh man that gives me another idea: A spin-off of my ZConomy mod, but you rack up kills to buy weapons and gear

solar peak
#

sledgehammer = 1000 kills

#

lead pipe = 50 kills

#

or 10 kills for an item lottery

#

where you could get anything on the item table at equal chances

#

anything from poisonous berries to antique stoves

#

this is all governed by an NPC that you can rescue. He will hole up in a warehouse or something in the middle of the map, and he will give you things for killing zeds

#

would be pretty cool

balmy prism
#

Can I rename a save by going into the file for the world and just renaming it? Or will that break or corrupt my save?

marble folio
balmy prism
#

Did it rename it?

vocal jewel
#

Hi there peeps!
a couple of days ago i got myself pz on gog, and ive been loving every second of it. died a couple of times in rosewood for pretty dumb mistakes, and currently on a fourth run. i wanted to add some mods, like the 300 trait points and kitsunes crossbows, but the game doesnt seem to be reading them; i used the https://steamworkshopdownloader.io/ to convert the steam mods into a ZIP file and decompressed it in C:Users/* Username */ Zomboid/mods/. if theres something wrong with what im doing here, help would be amazing. if it helps, im on IWBUMS 41.53

dry chasm
vocal jewel
lethal sparrow
agile coral
#

I tried to make it so admins can manually insert the items using the config now, so you could add table.insert(ZConomy.config.Drinks, "AAS.MountainDew"); table.insert(ZConomy.config.Drinks, "AAS.Pepsi"); in order to manually insert your sodas ๐Ÿ˜„

#

otherwise I updated the PluginTemplate.lua file to include the actual code being run at those hooks, so you can change it as you like to include your items instead of the defaults.

split prairie
#

are you able to just pick up vending machines a bring them back to your base and still use them?

#

also maybe you could add other types of vending machines

#

like an ammo one at guns stores

#

or a gumball machine!

wanton cosmos
#

i would kill people for a mod that makes mailboxes recieve random items every minute

#

(hint hint)

#

i wanna make a mod

#

about random items appearing in mailboxes

agile coral
short summit
#

<@&671452400221159444> ^spam

jolly fulcrum
#

Ty

short summit
#

yeye, thanks for yeet

frosty onyx
#

Guys, I'm so confused on how to use a tile gained from picking up as a crafting material.
I try to make a mod that allows the player to make a glass shiv from broken glass, but it seems like "broken glass" is not addressed as a normal item... Can you give me a clue on how to start looking for the solution? like... where is this tile's real name or its base id?

#

I've tried extracting tiles1x,2x .pak I can only find the pictures, not the names.

dry chasm
frosty onyx
#

very interesting

frosty onyx
#

Hmmmm, I think I got it.... but still don't know how to write it properly in code...

#

My vision would be like, when a character stands on broken glass tile, the context menu will pop up "Carefully look for useful shards"
the character will look for some potential pieces of glass and get the item called "potential shards" this way I'll get an item from broken glass tile...

frosty onyx
marble folio
short summit
frosty onyx
#

I used to do some simple Skyrim coding, but it seems like they're a bit different

#

ISTakeGlassMenu.doBuildMenu = function(player, context, worldobjects, test)
    if test and ISWorldObjectContextMenu.Test then return true end
    local brokenGlass = nil;
    local playerInv = getSpecificPlayer(player):getInventory();
    
    local squares = {}
        for j=#worldobjects,1,-1 do
            local v = worldobjects[j]
            if v:getSquare() then
                local dup = false
                for i=1,#squares do
                    if squares[i] == v:getSquare() then dup = true; break end
                end
                if not dup then table.insert(squares, v:getSquare()) end
            end
        end
        for i=1,#squares do
            for j=0,squares[i]:getObjects():size()-1 do
                local v = squares[i]:getObjects():get(j)
                local properties = v:getSprite():getProperties()
                local name = (properties :Is("CustomName") and properties :Val("CustomName")) or "None"

                    if name == "IsoBrokenGlass" then
                        brokenGlass = v;
                    end
            end
        end
        
    if brokenGlass then
        if test then return ISWorldObjectContextMenu.setTest() end
        context:addOption(getText("ContextMenu_TakeGlass"), worldobjects, ISTakeGlassMenu.onTakeGlass, getSpecificPlayer(player), brokenGlass);
    end
end

ISTakeGrassMenu.onTakeGrass = function(worldobjects, player, brokenGlass)
    if luautils.walkAdj(player, brokenGlass:getSquare()) then
        local square = brokenGlass:getSquare();
        ISTimedActionQueue.add(ISTakeBarrel:new(player, brokenGlass));
    end
end```
#

Hmmm-__-lll It should at least trigger my custom menu called "Take Glass" in my custom made "ContextMenu_EN" when I stand next to some broken glass, right?

#

but the menu still don't show up XD

short summit
#

oh hey you did most of what I was typing up

#

...very slowly typing up lol

#

So, the reason your menu doesn't show up is because you have to jump into the original function, and edit it

#

store it in a local variable
then run a check to see if your custom script should run

then run the original function as normal

frosty onyx
#

wait a sec..... original function?

short summit
#

Yeah, whichever function is normally calling the menu you want to add your option to

#

What I ended up doing was copying and pasting like a 400-line function into my own script, because that was the smallest chunk of code I could cut out, due to some of the functions in that script being t h i c c

#

All I needed to do was add a chunk of code very similar to yours into that 400-line function

#

but since it was 1 giant function, I had to edit it, then run a check to see if my edited version applied, then either execute my custom function and the original code, or just the original code

frosty onyx
#

Oh!!

#

you mean.... I have to add some conditions to override the vanilla function and if the condition doesn't meet, the game will go back to use vanilla function?

short summit
#

Yep, exactly

#

Technically you don't have to do it that way

But it's best practice, because it helps cut down on conflicts with other mods

frosty onyx
#

what if.... in case you want to just add the option instead of replacing?

short summit
#

That's what I was doing.

#

Just wanted to add 1 more option to the Wash -> menu

#

But since it was all 1 function, I had to copy the whole thing and add in my code

frosty onyx
#

[feeling like it didn't end well?]

short summit
#

Nah it worked out great!

frosty onyx
#

huh.....

dry chasm
frosty onyx
#

Oh........ so...... all of the broken glass thingy need to be copied and pasted in my own code?

#

I see.....

#

got it

dry chasm
#

not all*

sour island
#

Depends if there's part of it being returned

#

and what you're trying to do

short summit
#

I have comments in the file showing where my changes start and stop

#

so you can see that it's mostly vanilla code, with like 20 lines of code I wrote snuck in the middle

frosty onyx
#

so.... printprefix is the key here?

short summit
#

nah that's just a string I used to prefix my logging for debugging

frosty onyx
#

=[]=!!!

short summit
#

the noteworthy changes are lines 117-140ish

frosty onyx
#

oh, 130 lines left

#

wait a sec, lemme download it and check

short summit
#

ah, yes, sorry it's a whole file

frosty onyx
#

I got it now, this is why mods that tweak the same area of LUA file isn't compatible with others, right?

short summit
#

Yep, precisely ๐Ÿ™‚

frosty onyx
#

Sorry mate I have a slow learner trait XD

short summit
#

That's also why you want to store functions in local variables, and call them unless you specifically need to overwrite them

frosty onyx
#

thank you! this does clear things up

short summit
#

Nah it's okay!

#

I showed up in this place like a week ago trying to learn how to do exactly this

#

Never modded a thing before, it was actually @dry chasm that pointed me toward the file we're both editing LUL

frosty onyx
#

: D thanks him to

#

oh... in the code I typed earlier, If things work out, Am I supposed to get brokenGlass from TakeGlass option?

short summit
#

Honestly, I have no idea panDerp

#

My mod hasn't added / touched any items so I haven't messed around with that

frosty onyx
#

I seee..... gonna have to try it then ๐Ÿ˜„

#

thank you for your input, mate.

marble folio
winged phoenix
#

Ooooh, neat!

drifting ore
#

does anyone know how to make mods work on a server in 40?

worldly olive
#

Hey @sour island @craggy furnace as now the options are in the sandbox options, for the worlds that were already created, is there any way to make the events works again? ๐Ÿค”

sour island
#

The events would be using the default options unfortunately

#

Trying to think of a way to fix this

#

You may have to start a new game though ๐Ÿ˜ฆ

#

the config gets overwritten with the new sandbox-options- so there may not be a way to use the old settings

#

Huge oversight on my part :x

eager terrace
bold cobalt
#

@eager terrace it works fine with 41.53

eager terrace
nimble spoke
#

Blacksmith works with 41.53, the reports saying it doesn't work come from players who don't seem to know which version of the game they're playing, or try to play the mod along with a hundred outdated mods

#

I will soon drop support for 41.50 and remove the extra skills requirement

edgy ruin
#

something I didn't mention about the log spam before was that it also causes animation loops

agile coral
edgy ruin
#

Only one mod loaded (zConomy). Start a Builder character in Riverside. Spawn in the bar. Turn on the light. Equip my bat from backpack. Go to bathroom, check for zombies, then loot 1 Bleach to backpack. Animation loop. Log has over 5000 lines, most comprised of a string of numbers and "Error, container already has id".

edgy ruin
#

I would like to discuss this on steam if you don't mind.

dry oracle
#

can someone tell modder for npc

#

theres this bug

#

almost 700 if u count the one on my container

#

xD

eager terrace
worldly olive
#

Does somebody knows if there's a way to apply that kind of XP Bonuses during the gameplay? I know that I can create a trait with that, but is possible to apply the bonus in-game?

nimble spoke
worldly olive
#

Yeah, but it does apply the skill books bonus (the arrows at the left) I would like to apply the passive bonus

strange ridge
#

i need helping fixing my damn car

#

ive followed the tutorials and my model is right but the car just floats

#

the car also does a really weird thing if you brake while backing up, and it can flip on a dime if you brake and turn

#

what i got in the parameters

stoppingMovementForce = 3.0f,
rollInfluence = 0.2f,
steeringIncrement = 0.01,
steeringClamp = 0.1,
suspensionStiffness = 100,
suspensionCompression = 3.83,
suspensionDamping = 3.88,
maxSuspensionTravelCm = 20,
suspensionRestLength = 0.05f,
wheelFriction = 1.4f,```
strange ridge
#

I FIGURED IT OUT

#

IT WAS THE WHEEL RADIUS

#

this parameter was set too hihg

radiant ginkgo
#

Try to make collision box at the center level, make the lower edge in the middle of the wheels

#

Something like this should be a box

#

The collision should not stick out for the wheels or go out of them

#

And then your suspension will be fine

radiant ginkgo
strange ridge
strange ridge
#

btw fixing the wheel radius fixed the entire suspension problem

#

the collission box is good because i set it up properly the first time

radiant ginkgo
#

Firstly, some don't change anything, and secondly, you may change the parameter and forget why you have such a problem popped up

#

There is simply nothing to change, I tried

radiant ginkgo
#

But if there are situations like this, then you know what to do, I just helped you figure it out, not every time the wheel will help you solve the problem ๐Ÿ™‚

strange ridge
#

i know

#

im messing with the suspension cause its an old car so i want it to behave more funny

radiant ginkgo
#

Old cars turn out to be amusing ๐Ÿ˜„

strange ridge
#

when the wheels were fucked it would literally do pinwheels in the air

#

btw, question

#

this guide describes the colour values for the various bits of the car

#

but

#

the colours are all grouped together on game vehicles

#

but in the guide it says that the pink door is on the left, while the pink fender is on the right

#

thus my car, made according to the guide, has the sides in mismatched colours

#

whats the deal? are the in-game cars just unwrapped differently, or does the guide have a mistake?

keen cape
#

So can we have a mod where eating is like 20% faster and drinking is as fast as vanilla eating speed is?

radiant ginkgo
#

There is a big confusion with these colors, but always look at the vanilla ones, or at mine as I pin here

strange ridge
#

hmm alright

#

so i got them swapped, oh well

#

ill fix that at some point

radiant ginkgo
#

@strange ridge

#

This should help you

strange ridge
#

okay so

#

front left door is pink

#

but front left guard is teal

#

so it will be pink door next to teal fender

#

so mine is good if this is correct

strange ridge
#

seems decent

#

gotta do some texturing and itll be out

mint hawk
#

Holy crap that car looks awesome, I would love to drive a vintage car like that around.

#

I'm trying to figure out what this guy meant, he left a comment that when you hunt without a weapon the recipe produces a weapon and ammo... But I don't see how, since you need a weapon and ammo to hunt in the first place.

mint hawk
#

Okay I got it figured out, it creates ammo when you finish the recipe... So you end up with infinite ammo. :I

vapid lantern
#

where is the script for engine repair? I can find the scripts for repairing everything else

grizzled grove
mint hawk
#

I can't figure out how to get the hunting recipes to produce just the dead ammo, if I remove the ammo produced it gives a error.

mint hawk
#

Okay I figured out a work around after a lot of tinkering. Hunting now produces animal traces instead of making a unit of ammo into existence. The problem is all the hunting using a Lua script to decide on the output of the recipe, and I can't figure out how to use the result of that recipe as the "result" in the crafting recipe.

hushed flint
#

@fast fractal Hey I'm not demanding anything and I appreciate modders that create content for the community. But I was wondering about your Zombies Fear The Sun mod because I saw your comment that you would update the code. Will you only refresh the code or do you have any plans on adding new features?

white cradle
#

Okay, so I'm 100% new to Java and LUA and I want to make a. 22lr gun mod. Any advice?

magic dagger
#

Is there a way to know if the mod you are using is incompatible or certain mod conflicts with each other?

quick moth
magic dagger
white cradle
strange ridge
strange ridge
#

convieniently for all survivors, the parts are swappable with normal cars, haha

#

i made it have some quirky areas too

#

ill add a license plate version soon

#

also ill probably make a fort model T if this does well

strange ridge
white cradle
quick moth
strange ridge
#

you can find pz's id on steamdb

#

and the individual mods have their id in their URL

#

im pretty sure theres also guides on the web which share their files for convienience of learning

median heron
#

Is it possible to change sandbox settings in already existing save with lua scripting? I tried SandboxVars.ZombieLore.Speed = 1; but this does nothing

strange ridge
white cradle
strange ridge
radiant ginkgo
#

Cars are too primitive at the moment, so they are almost useless

fast fractal
solemn pebble
craggy furnace
#

@solemn pebble Iโ€™ll look at it when I am back on it

strange ridge
#

how do i make my car make different sounds

#

i am not fond of the normal ones

#

it seemed to work?

#

weird

radiant ginkgo
#

Even if it is possible, there are these sounds in the game files, just find them

#

Then create a sound folder and you need to throw sounds there

sour island
strange ridge
#

it seems it just required a restart

#

i was more into changing the engine sounds

#

but it worked so i cant complain

mellow crag
#

Hey folks! I am having some performance problems when bringing up the build menu. When I bring it up, the game stalls for some time. If I try to Alt+Tab, the game will likely crash. I know I have some mods that add crafting items. Is there a way to troubleshoot this, or is there a load order utility or framework I can utilize?

worldly olive
#

Does somebody knows if there's a function to reduce/increase the player inventory? (not the bag)
I was using player:getMaxWeightBase() and player:setMaxWeightBase(int) but what's happening is that after reloading the game the inventory capacity is restored to its original value.
I've been testing with the player:getInventory():getWeight() and player:getInventory():setWeight(float) but the get is not returning the correct capacity (12 as default) so I don't really get where to search ๐Ÿค”
I have been looking at IsoGameCharacter and InventoryItem, is there any other .class that is specifically for the player inventory that I'm missing?

winged phoenix
#

so i noticed that while crashed cars have trunks, they're often locked. Since keys spawning is pretty random unless you disable locked vehicles, the lack of doors on wrecks means you can't get into the wreck to pop the boot lid by smashing the window or something. This means that many wrecks will be forever unlootable without their keys.

this kinda bugs me and i wanna know if there's a way to either mod in a front seat or a way to unlock trunks without a key. i tried the lockpick mod but i'm not sure how to use it, probably user error.

#

That, and i'd quite like to be able to check the gloveboxes.

#

i know the Crashed Cars mod added custom wrecks with gloveboxes but idk how that could be applied to existing vanilla wrecks

#

all i know is that there's this slightly modified version of the vanilla function for glovebox container access in that mod that allows you to access thee wreck's globveboxes from outside the car

#

the only change is else -- Standing outside the vehicle. if not vehicle:isInArea(part:getArea(), chr) then return false end local doorPart = vehicle:getPartById("DoorFrontRight") if doorPart and doorPart:getDoor() and not doorPart:getDoor():isOpen() then return false end return true end to else -- Standing outside the vehicle. if not vehicle:isInArea(part:getArea(), chr) then return false end return true end

#

i suspect the wrecks CrashedCars adds are either not being spawned at all or something

warped moat
#

To my knowledge you have to find the lockpicking magazine to actually gain the training to use it

winged phoenix
#

ah, or use the trait

#

i'll try adding the trait and test

#

just to make sure i have a way in

#

lmao, spawned in a police station with the key

#

okay lmao wtf i just used "empty all" on a gravel bag while next to some crates - with a combined total of 4 gravel and 2 sand bags including my inventory - and it yielded 15 sacks????

#

like this has gotta be a mod issue right??

#

oh shit, i see
for each unit of gravel in the bag it's giving me a sack

#

this seems like it may be possibly a vanilla bug :o

glass rampart
#

hey guys, is there a way to adjust spawn or remove item from distribution of another mod? like i want to remove items from spawn on zeds and scavenge

winged phoenix
#

Yup, usually it's in the lua/server/items/ folder and will be a lua distributions file

glass rampart
#

what i mean is by creating new lua file/mod

winged phoenix
#

ahh. not that i know of

#

the distrib files in mods insert new values into existing vanilla tables

#

which boil down to the item name and the count

#

oh wait

#

hmm

#

idk if maybe it'd overwrite if you named it the same lua

#

worth trying

#

like say it's modDistrbutions.lua, making a user mod with a lua of the same name may overwrite it, idk though

#

not sure how that works

#

you'll need to grab the original distributions file anyway

glass rampart
#

well i did create new lua, with the items name that i wanted to change(actually copied the lua file from mod that i want to change) and then change spawn rate to 0, and activated my mod after the one i want to adjust, sadly it still spawned.

winged phoenix
#

from the mod, toedit it

glass rampart
#

if that what i meant

winged phoenix
#

ahh yeah

#

that's not a spawn rate though

#

if it's not in the distrib file at all, it isn't spawned

#

if it's in there, it's got a chance to be rolled by the item picker

glass rampart
#

table.insert(SuburbsDistributions["all"]["inventorymale"].items, "HerbG");
table.insert(SuburbsDistributions["all"]["inventorymale"].items, 0);
table.insert(SuburbsDistributions["all"]["inventorymale"].items, "HerbR");
table.insert(SuburbsDistributions["all"]["inventorymale"].items, 0);

#

i set items to 0

#

it was 3 and 5

winged phoenix
#

yeah just remove those lines

glass rampart
#

hm.. but will it will be loaded after the main(from mod)?

winged phoenix
#

i dont believe (though could be wrong) that the number is "spawn chance"

#

i think it's more related to number of items spawned

#

see, it's inserting into usually a huge table listing all the items each container type can possibly spawn

glass rampart
#

then with that logic shouldn't it be the same as removing if the number of items is 0?

winged phoenix
#

the generator rolls a certain number of times on that table

#

it might default to 1

#

sometimes that happens

#

like, it may be "spawn x of this item minimum 1" but that's speclation

#

all i know is i had to remove the two lines per item to stop mint gum spawning from the rods store mod

glass rampart
#

but the problem is, if i remove it from my mod(lua script) the game will just load the one from original mod no?

winged phoenix
#

not if it's overwriting the whole file, check logs and ctrl+f the lua name

#

idk for sure if that's how it works here

#

all i know is that seting the number to 0 doesn't really seem to do anything

#

the rest is speculation based off the little i've seen and experienced in my own struggle to get a feel for lua

glass rampart
#

hm... so do i need to remove all line or only the one with number? or the one with the name as well?

winged phoenix
#

both

#

or it'll break syntax

#

the game is expecting one line for the item and one line for the value

glass rampart
#

so basically just delete all items that i don't want to see, and only keep the original name of lua file, so it will override the original with lua

winged phoenix
#

hopefully. i know there's the distribution file fixes mod that does that.

glass rampart
#

and do i need to add my mod after original i suppose?

winged phoenix
#

yeah

#

afaik that's the main way to do mod "order"

#

that or possibly editing the mod load file in users/username/zomboid

#

you can check what gets overwritten in the log file in the same place

#

(usually)

glass rampart
#

what log file?

winged phoenix
#

it's sometimes a bit weird in whether or not it shows up so idk if it only shows a message in log for certain file types

#

the log is in users/yourusername/zomboid/logs

glass rampart
#

oh that one

#

got it

winged phoenix
#

but try loading the game with the changes and see if it does anything, then if that fails then sadly the only other option i know of would be editing the original mod

glass rampart
#

okay it worth trying! ty for response!

winged phoenix
#

i hope it works <3

glass rampart
#

ill go test that now xD

#

@winged phoenix
well it does seem to work

winged phoenix
#

\o/

glass rampart
#

atleast 100 zeds and not a single item that i wanted to remove

#

before it was like each 10 zeds or so

winged phoenix
#

so either rng is being screwy or it's fixed

#

:D

glass rampart
#

yeah.. ill kill few zeds in mall with new save

#

but i think it is working fine. thanks again!

winged phoenix
#

so now i gotta ask a silly question based on pins...
So i saw the pin about trunk space mods, and it makes sense, but i still wanted to clarify.
In scripts/template_trunk.txt there's a TrailerTrunk part which looks like it has a capacity variable set to 100 by default. How much will go horribly wrong if I add a zero on the end? I'm guessing a lot. I'd assume it's 100 because the capacity calculations are a lot simpler if you have trunk space = percentage trunk condition, so if it were 1000 then if it got damaged each percent of condition lost would be 10 units of storage space gone.

#

if that were true, then i wonder what would happen if one were to set conditionAffectsCapacity to false...

#

oh, wait, i might see something... that trunk is the towable trailer, which is already set to false and instead sets its capacity explicitly :o

glass rampart
#

okay, after annihilating zombies for 5-10 minds and checking them. i can confirm that the method works(well unless um extremely unlucky). and after disabling my mod and teleporting to another town, from 10 zeds there was that item!

winged phoenix
#

spooky :o

#

check you set the save's mod list

#

poh

#

ohhh

#

wait

#

i misread lmao

dry sky
#

hi

#

this keeps getting spammed on my list

#

can someone tell me how to disable it

#

ik its coming from the mod subpar survivors

#

just dont see a hotkey to disable this

jolly drum
#

@dry sky It's coming from the Arsenal mod, but behaving weirdly with the Survivors mods. Go into the options menu and under the Mods tab you should see an option for Displaying Weapon Stats, switch it off.

dry sky
#

god bless

#

ur a hero

teal coral
#

question what mod can recommend me to spawn some items? I wanna test something in game

ember orchid
#

Just add -debug to the launch options in steam.

oak flame
#

Any good mod recommendations for build 40?

long grove
#

Hi I am looking to get into modding PZ. Specifically zombie behavior/spawning. If anyone can help me get started that would be great. So far I have watched a video on how to make a nuka cola item. I have some coding experience.

strange ridge
#

is there a line for modyfying a vehicle's fuel consumption rate?

#

i want my car to be a diesel guzzler

glass rampart
#

is there any one 'alive' at the moment who can give me some tips on updating distribution?

strange ridge
#

also any way to add another trunk to a vehicle

quick moth
glass rampart
quick moth
glass rampart
steady falcon
#

Having a weird issue with the mega mall map on build 41. A bunch of walls are appearing as just black and the tennis court net isn't showing properly either

#

Went back to build40 just to double check what it's meant to look like

#

Yep, walls exist

#

I've turned off other mods, reinstalled both the game and the mod, triple checked nobody else was having this issue

#

I wanted to do a challenge run where I turn off zombo respawns and have to clear out the entire mall

echo leaf
#

Hey I'm running into an issue with my patch where although I appear to have all the necessary resources to create an item, I cannot create said item. What's especially strange is that I can create similar items with identical materials...

#

I'm adjusting Smithing Mag 4 to award these recipes

#

TweakItem("Base.SmithingMag4","TeachedRecipes","Make .177 BBs Mold;Make 762x39 Bullets Mold;Make 357 Magnum Bullets Mold;Make 5.7x28 Bullets Mold;Make 22-LR Bullets Mold;Make 50-BMG Bullets Mold;Make 40mm Incendiary Grenade Mold;Make 40mm High-Explosive Grenade Mold;Make .177 BBs;Make 762x39 Bullets;Make 357 Magnum Bullets;Make 5.7x28 Bullets;Make 22-LR Bullets;Make 50-BMG Bullets;Make 40mm Incendiary Grenade;Make 40mm High-Explosive Grenade;Make 45 Auto Bullets;Make 38 Special Bullets Mold;Make 44 Magnum Bullets Mold;Make 45 Special Bullets Mold;Make 9mm Bullets Mold;Make 308 Bullets Mold;Make 223 Bullets Mold;Make 556 Bullets Mold;Make Shotgun Shells Mold;Make 38 Special Bullets;Make 44 Magnum Bullets;Make 45 Auto Bullets;Make 9mm Bullets;Make Shotgun Shells;Make 308 Bullets;Make 556 Bullets;Make 223 Bullets");```
#

Any help would be appreciated!

glass rampart
late hound
glass rampart
# late hound Same with you.

well for now i think i manage to fix the problems that i had. But if i will have more question by the weekend i will not refuse it. Thanks!

errant meteor
#

So who is going to make a porn vhs mod with the new vhs system

old harbor
#

Someone did a patch for PawLow Loot already?

keen cape
#

Looks like the faster hood opening mod I requested is kinda popular lol

#

Here's another idea. 25% faster eating. 50% faster drinking.

#

makes drinking fast as vanilla eating. Makes eating a little bit faster

long grove
#

I want to alter zombie groups and spawning. Which file is this?

dry chasm
long grove
#

I see ZombieGroupManager.class in zombie/ai can I edit this directly?

eager terrace
eager terrace
#

Also, is there a mod that disable the lose of the size for the trunks ? I think i saw one but can't find it anymore ๐Ÿ˜ฌ

eager terrace
dry chasm
keen cape
eager terrace
#

๐Ÿ˜ฌ

keen cape
#

Realism for this game is only used when it's to consume time or be against the player. It's a game when it's against the player. I will get all the mods go fix this.

#

(Not giving shit to the game or I wouldn't be playing it)

#

So who wants to mod speed up eating/drinking?

wispy valve
#

No

edgy ruin
#

is it possible to make the Cooler item function as a cooler?

nimble spoke
edgy ruin
#

@river plinth ?

#

Hello sir!

hexed arrow
#

Will it ever be possible to add custom VFX effects to stuff?

stuck latch
#

some hydrocraft models are invisible

#

is there a fix?

#

is model loader whats needed?

pseudo lake
#

Esp drinking.... the only time I drink is if my water bottle is empty

#

and it takes me about 3 mins to get a drink bottle

quick moth
#

Is 41.54 going to push more distributions into Procedural?

strange ridge
#

just wanna show off the damage textures im currently making

upper junco
#

That is a cool looking car!

flint seal
#

not if it looks like a mafia car

strange ridge
#

nay

lyric surge
#

How do you edit a mod load order?

hard temple
#

Does the night vision scope attachment from Brita's Weapon Pack work?

marble folio
marble folio
strange ridge
#

theyre nearly done

strange ridge
#

help, i cant for the life of me get the damage textures to appear on the headlights

#

the lights work but the damage texture doesnt

radiant ginkgo
strange ridge
#

huh

#

why is that

radiant ginkgo
#

Because

#

You remember my words about primitiveness, right?

strange ridge
#

so it just doesnt work?

radiant ginkgo
#

Yes

strange ridge
#

even though in game vehicles have that texture

#

thats so weird

radiant ginkgo
#

Well, as if there is but they did not bring it to mind

#

We are waiting for the 42nd build

strange ridge
#

guess its not implemented or doesnt work ๐Ÿคท

#

well then the mod is done

#

ill experiment with adding more trunks

keen cape
#

Nice mod dude, I think I'll be adding that one

keen cape
median heron
#

Is it possible to change sandbox settings in already existing save with lua scripting? ๐Ÿ˜ฆ

river plinth
winged phoenix
#

god i wish there was a way to increase vehicle boot storage without breaking them in one way or another

sand wind
#

Any projects out there that are focused on improving the inventory system - reducing lag changing interactions etc.?

solemn light
#

Hello! Would anybody please be able to help me with a custom profession (using the Build 41 patch for Profession Framework)? I have followed the examples and even cross-referenced with other mods that use the same framework, yet my custom profession doesn't appear at all on the character creation screen

sleek leaf
#

Is there a 'Build a well' mod ?

solemn light
#

@quasi geode (sorry to ping) did you make the framework or have any advice? I would appreciate any help ๐Ÿ™‚

solemn light
sleek leaf
#

Awesome. thanks

errant meteor
#

@nimble spoke Sorry to bother, but I have to ask, have you given thought on adding a way to build wells in your building time mod?

winged phoenix
#

okay i'm trying to figure out whether there's a way to change how far you need to stay from traps for them to work and there's an issue that 1. i'm shit at lua and have no idea what i'm doing, and 2. it looks like there isn't a defined distance in tiles but something more complicated like render distance involved.
The comments in the definitions use the phrase we check the trap only if it's streamed , which leads me to ask for clarification on what they mean by streamed.

#

i have a vague hunch based on vague nebulous understandings of how on the fly rendering works but my understanding is deeeefinitely not good enough to actually do anything with that information

nimble spoke
solemn light
#

oh does anyone know how to remove the red names above the hostile NPCs in the superb/subpar survivors mod? I think it'd be interesting to have no idea whether or not someone is a threat

shell geode
#

are there any QoL combat mods that u guys suggest?

keen cape
shell geode
#

i do plan to heavily mod my game lol

keen cape
#

Here's one I put together, it has a few loot errors but this modpack is huge lol

#

I like qol too, but I also like more content mods so there's a blend of that in there too

solemn light
# solemn light oh does anyone know how to remove the red names above the hostile NPCs in the su...

โš ๏ธ I figured it out! โš ๏ธ

  • Go to \steamapps\workshop\content\108600\2521330369\mods\Subpar-Survivors\media\lua\client\2_Other
  • Open the file SuperSurvivor.lua
  • Go to lines 1463 + 1464 in Notepad++ (or similar) or simply search for function SuperSurvivor:setHostile(toValue) in your preferred text editor
  • Replace the numbers at the end of self.userName:setDefaultColors to look like this: self.userName:setDefaultColors(255,255, 255, 255);
  • Replace the numbers at the end of self.userName:setOutlineColors to look like this: self.userName:setOutlineColors(0,0, 0,255);

And you are finished! ๐Ÿฅณ
Now, any hostile survivors will have the default white names above their head. I think this is more immersive and natural; you never know who could be a threat or what their intentions are, whereas if you see a red-named survivor you immediately know they are guaranteed to be hostile.
Combined with the right "Chance to be hostile" and spawn settings, I believe this could lead to some very emergent moments of gameplay!

Perhaps you have a horde on your tail... you spot a survivor in the distance; maybe they will happily join you and help fight back the zeds? If it comes to it, they could at least serve as a distraction, a human shield to help you escape the incoming undead... Or perhaps, upon spotting you in your predicament (and noting your armour, backpack and other valuable supplies), they will simply watch as you approach them in desperation, only to gun you down the moment you step into range...

If anyone else ever wanted to try something like this, or are intrigued at the concept and plan to try it out, then I hope you have fun! I am new to modding (I also have a silly little mod [as pictured] that replicates the Compton hat worn by the rapper Eazy-E of NWA infamy, if anyone would be interested in me releasing that to the Workshop?) ๐Ÿงก

shell geode
#

ill check this out

#

are the loot errors easy to get by tho?

keen cape
#

yeah nothing that breaks the game

#

I've played multiple routes, doesn't break anything big. the few things that are bugged you can craft if it's absolutely needed

solemn light
#

Still struggling to create my own profession, even with tons of trial+error and reading up on the Professions Framework; I think it'd be fun to create a "Gangsta" profession based on Eazy-E's real-life characteristics (eg he died of AIDS but his death certificate says it was due to Asthma; therefore he would automatically be Asthmatic and Prone To Illness, along with positive traits that would logically match his former criminal lifestyle).

I just think it'd be fun to let Eazy-E cruise down the street in his 64, stomping the zeds, Glock in the door. And for GTA: San Andreas fans, the Ryder character is 100% modelled after the real-life rapper, so you can also get some GTA roleplay in too! ๐Ÿ™‚

shell geode
#

btw does modding here also require new saves?

#

ie some new mod wont work unless u start a new character save

dry chasm
solemn light
#

that little edit i just shared requires no new save because it just tweaks text, but if a mod adds new items or greatly overhauls systems then it is often worth creative a new game ๐Ÿ™‚

solemn light
#

@dry sparrow maybe you could help please? (Sorry to ping!)

dry sparrow
#

The 41.53 patch completely broke pvp combat with npcs.

#

I have a hack in place but the combat mechanics are pretty much recreated from scratch so it may still need tweaking.

#

I'm mostly hoping the devs will fix it though.

errant meteor
solemn light
#

Oh, thank you for your response! I love what you have done with the mod and simply wanted to tweak it a bit and hopefully contribute to the community by sharing with others who might have fun with my little edits (I don''t know lua, not since my GMod days!)

dry sparrow
solemn light
#

Oh gosh I am clueless with git repos but I can try ๐Ÿ™‚ Maybe it'd be a nice checkbox toggle, like "Distinguish enemy survivors"

nimble spoke
solemn light
nimble spoke
#

so you could add that checkboc

keen cape
#

So there's a mod where it shows the material type. I was wondering, is there a way to mod the loudness stats of a gun? Because modded guns and silencers/suppressors adjustments?

solemn light
nimble spoke
solemn light
#

I have no idea how to do that but I shall try to learn, I am simply editing Subpar Survivors so far (and desperately trying to make my custom profession work ๐Ÿ˜ญ) thank you for the help!

nimble spoke
#

check sandbox-options.txt isnde media for a mod that adds variables, then you will need the translation text entries

solemn light
#

Thank you! ๐Ÿงก

keen cape
#

Wut

keen cape
shell geode
keen cape
#

Oh!

#

Okay

umbral karma
#

I been playing with some with mods, I Still experience some crashes every now and then, but I think I need to make a habit of back up saving every 2 hours

shell geode
#

how do u save in this game?

umbral karma
#

Theres no hard save unfortunately

#

everything is auto from quitting which is kinda annoying

keen cape
#

It's to prevent cheesing getting bit/killed

next leaf
#

How can I edit some files from zomboid. I wanted to change some traits, but I can not open the files. I wanted to edit "IsoGameCharacter$CharacterTraits.class" as I feel certain this is where I can edit traits that are not "local".

drifting ore
#

I wish Conditional Speech had less profanity

violet garden
#

i wish the zombie apocalypse was less violent

cold dock
#

I wish it was less lonely... แตแต˜หกแต—แถฆแต–หกแตƒสธแต‰สณ แต‡แต˜แถฆหกแตˆ สทสฐแต‰โฟ

sweet tide
#

what version of 41 is the best for mods?

#

some ive seen dont even work with 53 according to comments

rich current
#

Someone help me

#

trying to use this gun mod ( that has silencers built in ) with gunfire suicide mod

#

what gives?

#

main file of gun suicide mod

#

"Mossberg500",
"Mossberg500Tactical",
"Remington870Wood",
"Remington870Sawnoff",
"Winchester94",
"Winchester73",
"HuntingRifle",
"HuntingRifle_Sawn",
"Rugerm7722,"
"M24Rifle",
"FN_FAL",
"M16A2",
"MP5",
"UZI",
"M60",

theses should be the items names in the gun mod

#

also the standard gun models that it changes makes the suicide mod not work with stock guns

rich current
#

help me guys =/

winged phoenix
#

not sure

rich current
#

the suidice option does not appear on the context menu

winged phoenix
#

you might need to have it like, import the other mod's module

#

also check log for lua errors

rich current
#

where do i check the log?

winged phoenix
#

c:users/yourusername/zomboid/logs

#

load order isn't what i'm talking about

#

scrips oh wait this is a lua one hmm

#

idk how getting things from one mod to register in another mod works in practice with lua. it'd probably be <modulename>.itemname or something but idk

rich current
winged phoenix
#

in scripting it's just a matter of import <modulename>

#

look for STACK TRACE

rich current
winged phoenix
#

in the log

#

ctrl+f

undone elbow
#

How can I check how long character is in use (after loading from save)?

#

i.e. is it new character or old one?

#

:getAge() is always 25 ๐Ÿ˜ฆ

dry chasm
#

player:getTimeSurvived()?

#

or rather
player:getHoursSurvived()

undone elbow
#

Thanks! Works like a charm)

rich current
solemn light
#

i still have no idea why my custom profession (made via the profession framework B41 patch) doesn't appear in the character creation menu, i've even tried simply editing other profession mods that are built off the same framework, from copy+pasting and editing as a new profession file, to simply taking an existing custom profession mod and editing it with the attributes i want, which causes any mod built on the aforementioned framework to no longer show any data in the black box that hovers when you mouse over the various professions (the frame appears, but no contents or stats or anything of the sort)

ruby urchin
rare shore
#

Anyone else use Sandbox+? I'm trying to understand the infection settings. Bite Infection VS Bite Infection Mortality. Isn't vanilla Bite Infection = 100%, Bite Infection Mortality 100%?

keen cape
#

Man I wish hydrocraft's recipe list was more optimized like "1 of" instead of 50% of all recipes being individual recipes, making crafting helper lag spike when opened ๐Ÿ˜

nimble spoke
keen cape
#

Like "blocks" that aren't really blocks? Now I'm really curious

dry sky
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what modlists are you guys running for the latest beta

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and do i need to bother with modlist order or anything like that

nimble spoke
long grove
marsh beacon
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Yes you have to use a decompiler to check the .class files

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But last time I checked I dont remember seeing any information about traits in thise files

nimble spoke
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traits can be handled very differently depending on what they do. Since they are checked when they're relevant

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some are used in the java side, some in lua, some in both

keen cape
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Oh since I finally got to meet you, thanks soul for making the mods you made. really good stuff and I'm glad you put the time into making them. fan of your work

keen cape
winged phoenix
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So I installed a mod that tweaks the capacity and weight reduction of vanilla packs, but i noticed that the packs i've got in an existing save haven't updated to match the new values. Haven't gone out to look for freshly spawned ones but is this a case of "changes that will not apply to existing items"?
Is there any way if so to tweak the items i have in my save to get them to update?

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also, i've been trying to fix a modded in backpack item that gets attached in a slightly different location. Weirdly enough, the item in question, despite having a 15% weightReduction stat, doesn't count as "equipped" and therefore cannot benefit from the weight reductionwhen it's equipped.

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it's similar to a fannypack but it's a first aid kit

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hang on, waitwaitwait... i just realised that the fannypack item also doesn't get reduction!

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what the heck?

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like it's a vanilla, wearable container that should have its contents affected by WR

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but if i add, say, something with weight 3 into the pack, the weight reduction is never applied

dry chasm
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Isn't the weight reduction only for the container weight limit and not while equipped?
Equipping an item would reduce the load on the character, but not "apply" the weight reduction of containers?

winged phoenix
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From the wiki

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Example: A bag with a capacitiy of 5 and weight reduction of 50%, will allow only one plank with a weight of 3 to be placed inside the bag, since it will then contain 3/5 of its capacity. However, the bag's contents (when equipped) will only weigh 1.5 for the player.

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oh, wait a sec

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let me check something

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that did spark a thought

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Okay i was wrong about the fannypack, it just doesn't show weight when equipped besides the normal weight

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but the modded item certainly doesn't appear to get any WR at all

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learning now i need to look not at the weight in inventory but the actual total carry weight and to observe how it changes

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ehh, i'l figure it out later

nimble spoke
winged phoenix
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oh, another thing, does anyone know of any mods that add in a way to - using mechanics and possible electronics skills and tools - remove, disable or tweakl the volume of the reverse indication beeper on vehicles that have one?

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i know i can turn the sound itself down to save my own ears but it feels ludicrous that someone with mechanical and electrical skills would have no way to access and smash that reverser

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thing is irl back in the time this game's set those things are usually a speaker or horn hidden behind, in, or near the bumper

willow estuary
zealous knoll
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is there a mod that would allow the player character take a knee when shooting? I'm asking because I've been trying to do just that by pressing the sneak button constantly, thinking it'd look cool and dynamic.

shell geode
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are there any mod that adds stalker mutants/anomlies?

errant meteor
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nope

craggy furnace
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pay me and ill do it

solemn light
craggy furnace
solemn light
winged phoenix
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i gotta admit, this is a new one on me. Offering to pay for mods with nudes is creative, i'll give you that x3

late hound
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obviously

winged phoenix
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though yeah, i can see the jest in it :>

solemn light
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i was mostly kidding (it's something i do but i wouldn't for someone editing some lua files of course)!

solemn light
winged phoenix
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God, I sometimes wish I had the self confidence to do that sorta thing. xD

late hound
winged phoenix
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on the internet, everyone assumes you're a dude. Just ask Dwarf lmao

craggy furnace
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i need to see a photo of the bike

solemn light
solemn light
winged phoenix
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lua probably isn't exactly the kind of thing that gets people paid outside of niche interests or paid gamedev roles, but that's an experience i've heard many a time. SW just is not given the respect it deserves as a source of income nor the protections that it needs.

errant meteor
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Bruh what lol

late hound