#mod_development
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and maybe even a larger kitchen could have a disorganized counter with all kinds of things in it
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.
You'd be able to control how much spillover could happen and with what lists
Loot is determined by the types of containers (and other furniture) in the room right?
Does it count the containers/furnitures?
I don't know the details of those checks
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?
you can afaik add more slots
you'd have to do it that way if you odnt want it interupting another item's wearability
how can i do that?
you'd have to go into attachments lua
local group = AttachedLocations.getGroup("Human")
group:getOrCreateLocation("name of location"):setAttachmentName("name_of_location")
then I believe you have to script the location for models
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...
oooh interesting
there's a recipetweaker or you tried making one?
i tried
and I'm asking if there is
at least I haven't found one
I don't know if there is but it shouldn't be all that hard to do
actually there's a global getAllRecipes()
returns an array of Recipe
hm
you can set new items and results
but it would overwrite it
so you'd have to know what the original was
you might be able to getSource():getItems():add(Item)
but that Item is a script object not an actual inventoryitem
ok so
getScriptManager():FindItem(item1.fullType) would get an item's script object
your recipe needs Override: true
that's a thing? ๐ฎ
yep
๐ฎ
wouldn't overwriting scripts be dangerous though?
That's usually what you do when modding recipes
the only thing I know is that with ItemTweaker you can edit/add Item Tags for items so the Vanilla Recipes can use then as tools without overwritting
yes
you can do the same with recipes
it's just more involved
I'm working on dynamic recipes atm for an experiment
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...
working on it rn
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...
Yes, but i don't think you can replace what function the recipe itself takes, unless maybe with the load function i think
you can
oh? ๐
the function just has to be defined before you try to refer to it
But there's no "set" function for it, is there? o.o
i saw one
but not for the 3 i was thinking about
only a "get"
though the string itself may have methods available to modify it ๐ค
theres public void setCanPerform(String var1) { this.LuaCanPerform = var1; }
unfortunately that's the only one it seems
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
hmmmm
Where do I find the tooltips in the game files?
I don't know if it's the only place, but they're listed in the Translations Files
media/lua/shared/translate/EN/Tooltip_EN
I just tried to trick the recipes by creating another Item with the same name as the one needed in the recipe to see if it would read both
it doens't even open the crafting menu
So i should just give up trying to get the recipe's load method working? Or you meant the modifications to the cost and all is causing problems? o.o
have you tried the overwrite=1 thing?
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)
the game craps itself at local sourceItems = source:getItems():add(newItem)
wait wait wait
you only need the itemtype
you don't need an item object passed into the array
source's items aren't an array of strings
but the getItems() is
no?
yes? o.o
hm, it appears you're right
strange then - it must generate a list of item objects related solely for scripts to compare to?
but it's nice that you're working on a recipeTweaker mod ๐
sorry, i here i'm lost right now, failed to follow...
it helps me for what I actually want to do
there are recipe objects
but there are also 'item' objects
that aren't actual inventoryItems
ah, right
as in the items you use in game
they're just classes with all the same variables
in part of the recipe code it rfers to them
for performance checks
but not as strings
to the item object, or inventory item object?
from it's own properties instead of something like the scriptmanagers?
not that it actually requires both additions, the scriptitem and the string ๐ค
I think I just misread it I guess
Seems to be the only place I could find them as well. ๐ค
So there's still not all hope lost for utilizing the Load function? ๐ฅบ
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? ๐ค
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)
Wait, what are you trying to do?
Thought of using the recipe's "Load" function
for?
or rather, trying it to get it to work somehow using lua
Not entirely sure... research purposes? Curiosity?
you should be able to just call getScriptManager():load() no?
While i did succeed in creating recipes the way i wanted, my curiosity still persists ๐
yea, but i thought using the recipe's "Load" function, i'd be able to "modify" the recipe
instead of creating a new recipe or something with the script manager
but haven't got it to work yet, just got it throwing errors with no useful information
thought it'd be a way to edit the string within LuaTest, LuaCreate and LuaGrab
Not that i'd have a real use for it now, anyway. Still curious
not sure if load( would get you anywhere for modifying it
hm
dosource is private
damn
this means with what I have so far you can add and maybe remove from sources but you can't define a new one
I guess that's where load would come in
if one were to get it to work by using lua.
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}}')
so your new goal is trying to only modify exsisting recipes
not just a simple string
exactly
well, i do not have a specific need for it right now, i just stumbled across modifying them and that piqued my interest
so i just thought of trying out the possibilities
yeah
I guess you could rebuild the string backwards from the is/if checks
but christ
what a chore
backwards as in?
basically module debugTest{imports{Base}recipe Sew Bikini{keep Needle,Thread = 1,RippedSheets = 2,Result:Spiffo=1,Time:250}}
getModule() , getName(), isKeep() etc
and reverse egineer the original string
don't think the load function actually overwrites non existing entries in the parameters it receives
ooooh, so you mean like using the scriptManager's ParseScript to create a new recipe using override!
yeah but man... that's
the issue would be the Lua functions though
they're strings
i didn't find a way to receive all of them
load would take care of that too
like RecipeObject.LuaTest doesn't give you the string and a get function doesn't seem to exist for that?
it's stored as a string
in the java it pulls the lua function using the string as a path
but how would you read it in order to pass it into the string for the ParseScript?
hm
` public String getCanPerform() {
return this.LuaCanPerform;
}
public void setCanPerform(String var1) {
this.LuaCanPerform = var1;
}
`
that's the only one, as mentioned before
is there a getvariable for strings?
not sure
i know that i can see those variables with the debugger in project zomboid (on error)
but i do not know how i would be able to access those
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
I have an idea
keep me up to date! ๐
@iron salmon ๐
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?
or like that xD
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? ๐ค
added LuaGiveXP to the list lol
doSource would be like loading a single line in at a time
you'd put like Recipe.DoSource("keep Hammer")
so it's for adding a source, but changing the amount of items required of a source wouldn't be possible with that
true that would need a setCount
and result can't really be changed (to my knowledge), so i'd assume the doResult would just replace the previous result
ah good
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)
you can also do doSource("hammer=2")
but yeah modfying a current source's count doesn't seem feasible
you could I guess remove the old source
and replace it?
hmmm
but if they add in new getters/setters they could add those setters too
and yea, one could remove a whole source by something like recipe:getSource():remove(recipe:getSource():get(i))
just an integer doesn't seem to be accepted via lua
wouldn't you have to remove it based on index?
i tried, just throws false
but you can pass the object in as well
and it removes it if the object is inside
same with removing entries from the getItems() array
just by typing the string again, or rather, pass it in
so remove(0) doesn't remove the first entry?
weird
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
meaning, any changes to that, changes the original source as well
Is it worth it to try and add animals to the game, or should I just wait for the devs to do it?
maybe it would be possible to use the zombies AI and create some sort of aggressive animal?
Basically just changing this zombie skin and loot but reuse his scripts
although it would be tons of work to make it work
Donโt Lua arrays start at 1?
they do - but this is a java array
Oh whoops, thought you guys were talking about Lua
we were - you can use exposed java arrays in Lua
@sour island are there other trap will be made as mod in the future? like tripwire bomb
From me? no.
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
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
Check the pins regarding errors
thank you, always forget pins
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
You mean for autocompletion purposes?
yes
i found this docs https://projectzomboid.com/modding/
but i don't wanna scroll it everytime i need function like getPlayer
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.
Main Menu
The options related to the events are now found in sandbox options - may readd them in to the main menu later.
ok cool! Just making the mod didn't break for me.
Reset and voices should still be there?
There is not.
Yeah. It's completely blank.
Do you have weird helis also installed?
I do not.
I'll have to check once I'm home - apologies
All good. It might be a mod conflict. I'm not really sure though.
If the tab is appearing it shouldn't - my only guess is I goofed up the version checking
I assume you're on 51+?
Yep.
I would also try resubscribing to both mods- EHE and EasyConfig
I've been having issues with steam just not updating for people - unsure why
If there's a workshop download it should be the latest
Does your mod by chance conflict with Superb Survivors?
Thanks for heads up tho
I've tested it a while back
The mod should actually be more fun with SS
That's what I was hoping.
DM me a console log just incase too
How would I do that?
kk
Should be in your OS/users/<name>/Zomboid folder
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.
Found one. Boy they weren't joking about rare.
@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.
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.
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.
Plus two trailers.
Would anyone happen to know which PZ build the API docs are for? https://projectzomboid.com/modding/
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 >:|
#mod_development message
There you go, Angry Play-Doh seems to have done something like that.
Thank fuck ,ty ty
Thank him, not me ๐
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
I noticed some lag when first spawning in but it straightened up after about a min or 2. I9 9900k rtx 2070, 32gb ram .
Are you both using subpar survivors?
Hey, the moodles like boredom are all controlled by Java right?
The definition of (atleast boredom) i think is in java, though controlled by lua - as in increase/decrease (atleast i think so, haven't fiddled with it much yet, so just from what i've seen)
I'm stoked my derpy little mod got 7 downloads. Lol
is there a RedBull mod btw? would like to drink them ingame aswell... even if they dont existed in 1993 ๐
Oooh, so maybe I can work something...
I will try to look further into it later and decrease the Boredom for when you are "Idle" (even though your doing actions like reading or looting) in at least half. Boredom is kinda boring right now, at least for me.
Which mod?
a backup mod would be awesome, is this possible? like a save option ingame. copying current files in one separate folder
hate it to always close and start the game for copying
and yeah, I am not that hardmode guy ๐
Sticky Hats on Nexus Mods. https://www.nexusmods.com/projectzomboid/mods/47
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?
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 ๐
eyyy
so I dunno what gives but now my distributions are totally fucked
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)```
anyone wanna help me plz ๐ฅบ
TIME IS A CONSTRUCT
haha good luck nobody will help ๐
wtf
why are you guys like this
anyway, they were showing up like crazy before so I made like two items right, a pokeball and a shiny pokeball
then from there you could open em up and get a random pokemon
But now these two items don't show up at all
I've murdered entire hordes
the items show up in the item spawner/list
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
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
@sour island so among my mods the only thing that are refusing to spawn is brita armour mods
are there any such problem exist before?
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
what does that mean? In MP you will see others sleeping on a pillow?
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.
I feel like that's pretty unbalanced
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
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
Board up your bedroom door every night. ๐
I was more thinking put up some home alone shit and hit player 2 with a paint bucket on a rope
But boards work too lmao
Hey Chuck, I am yes!
oh u have no idea, i got the same bs too, idk why its keep crashing my spec is half urs

if i stay in 1 city it wont be a problem
but the moment u move away
like 1/4 from original location
its starting to become laggy
i got crash yesterday
can we separate raider and npc?,
i want to get raider challange just without the laggy
This is entirely possible and I managed to get my own custom context menu option to work in about 2 days, after starting with 0 modding knowledge but an understanding of programming
Just for some context on how "big or small" your idea is. ๐
Animating your custom action is a lot harder, but making it work and apply effects in-game is doable.
#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!
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)
I may try those settings hopefully
Hello can any one recomend some must have mods? Ive run tired of the base game and ive never modded a game so... help?
What kind of experience do you enjoy?
Most popular mods of the year: https://steamcommunity.com/workshop/browse/?appid=108600&browsesort=trend§ion=readytouseitems&actualsort=trend&p=1&days=365
If you want to window shop
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
Maybe this could help: https://steamcommunity.com/sharedfiles/filedetails/?id=2442440989
thank youu
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.
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.
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
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
You have a very good idea mate! would love to see something like that
like so, i would assume (mocking up with some custom shapes but hopefully gives you some understanding)
wow, thanks. it all sounds clearer now.
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
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
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
I'm not sure how
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)
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?
you could try using getGameSpeed() as a multiplier? not sure how that'll turn out though.
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 ๐ฆ I tried to calculate them manually too but it is too hard
Could you simply check the current game time and subtract the previous time from it?
๐ค I followed you until the check of the current time, but what do you mean with the second part?
probably something like:
TimedAction Start -> set variable containing the time of the game
TimedAction Update/End -> Compare to previous value (subtract old from new) and increase based on that
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
Hmmm ๐ค interesting could give it a try
Didn't know about that os.time
Useful knowledge
Getgamespeed can return 0?
paused, maybe?
Oh true
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
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
Someone knows if pawlow loot will be updated? 
am i going crazy or is this something to do with the .51 update tweaks to smashed vehicles and stuff...?
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
THANK YOU. I'll start there
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
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
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
https://steamcommunity.com/sharedfiles/filedetails/?id=1660388043 ZConomy has been updated to work with v41.53. Apologies to @lethal sparrow, @edgy ruin, @dry chasm and a few others for not getting to this sooner.
... why didn't I ever consider how cool it'd be to have vending machines actually function
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
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 ๐ 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
Rack up frequent killing points with your DisasterCard
Oh man that gives me another idea: A spin-off of my ZConomy mod, but you rack up kills to buy weapons and gear
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
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?
just tried in a random world and nothing happened, loaded everything normal
Did it rename it?
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
Download files from the Steam workshop! New games added every week. All free to play games now supported!
Hi! Unsure on how that works ^ but if they're in folders with numbers, you can go into those numbered folders, go into mods folder inside that and move the folder inside there into your project zomboid mod folder (location as you already said should be correct) - hope it helps.
And it did help! Thanks for that, been cracking my head for quite a while
That is AMAZING! If only I had the talent, I would kill to implement compatability for purchasing Alfrety's Additional Sodas through Zconomy
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 ๐
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.
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!
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
I think there's a mod that lets you move more objects around, but I'm not sure. I've just used the machines available since I haven't learned how to add objects to the world yet and I'm not much of an artist to create my own machines.
<@&671452400221159444> ^spam
Ty
yeye, thanks for 
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.
not sure if it's of help, but maybe something like in
lua/client/ISUI/IsWorldObjectContextMenu.lua
Lines:
227, 1131
lua/client/Movables/ISMovableSpriteProps.lua
Lines:
1026, 1671, 1672
might be of help
I just learnt from you about this "IsWorldObjectContextMenu.lua"
very interesting
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...
How can someone post codes in that square?!
using ` ` ` without space before and after the code
Do you have any programming experience or is this your first project?
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
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
wait a sec..... original function?
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
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?
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
what if.... in case you want to just add the option instead of replacing?
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
[feeling like it didn't end well?]
Nah it worked out great!
huh.....
You have the function overwritten and run your code, at the end of it you run the original code. Or did i miss anything? Was gone for a while xD
Oh........ so...... all of the broken glass thingy need to be copied and pasted in my own code?
I see.....
got it
not all*
Here's how I did it
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
so.... printprefix is the key here?
nah that's just a string I used to prefix my logging for debugging
=[]=!!!
the noteworthy changes are lines 117-140ish
ah, yes, sorry it's a whole file
I got it now, this is why mods that tweak the same area of LUA file isn't compatible with others, right?
Yep, precisely ๐
Sorry mate I have a slow learner trait XD
That's also why you want to store functions in local variables, and call them unless you specifically need to overwrite them
thank you! this does clear things up
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 
: D thanks him to
oh... in the code I typed earlier, If things work out, Am I supposed to get brokenGlass from TakeGlass option?
Honestly, I have no idea 
My mod hasn't added / touched any items so I haven't messed around with that
After a couple hours of the most intensive CTRL c CTRL v i've ever done to get the clothes recipes working (Probably not in a efficient way, but it works) I finally finished the first part
https://steamcommunity.com/sharedfiles/filedetails/?id=2587406617
Ooooh, neat!
does anyone know how to make mods work on a server in 40?
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? ๐ค
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 ๐ฆ
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
https://steamcommunity.com/sharedfiles/filedetails/?id=2368058459&searchtext=better+lockpicking
Hey, i'm quite curious about this mod, and want to try it out (as well as the blacksmith one), but apparently, the required mods aren't updated, so.... is it possible to make the mods work or need to wait for an update ? Thx !
@eager terrace it works fine with 41.53
all of them (lockpick and blacksmith) ? nice !
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
Yo, loaded up a fresh character with only zConomy on build 41.53 and I'm getting the same amount of log spam.
something I didn't mention about the log spam before was that it also causes animation loops
What tasks are you doing? I was able to kill, loot zombies and machines, buy from them and break one open with a crowbar without any errors, so that's strange. Mind doing another fresh start and doing another bug report with the full log?
All I did was move a Baseball bat from my starting backpack, then loot some stuff.
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".
I would like to discuss this on steam if you don't mind.
can someone tell modder for npc
theres this bug
almost 700 if u count the one on my container
xD
Ah i see, thanks a lot man !
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?
Check ISReadBook.lua, that's where it applies boosts for skill books
Yeah, but it does apply the skill books bonus (the arrows at the left) I would like to apply the passive bonus
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,```
Such strong slopes are associated with a collision, if it is too high or low, then this can happen
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
Do not touch these parameters
thats how it is
what if i do
btw fixing the wheel radius fixed the entire suspension problem
the collission box is good because i set it up properly the first time
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
This is good, because the wheel itself has adjusted to the size of collision
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 ๐
i know
im messing with the suspension cause its an old car so i want it to behave more funny
Old cars turn out to be amusing ๐
when the wheels were fucked it would literally do pinwheels in the air
btw, question
- The first thing you want to do, as with most mods is to create your mods folder structure, use the image below as a reference, replacing MOD_NAME with the name of your mod: Spoiler mods MOD_NAME mod.info MOD_NAME.png media lua client MOD_NAME.lua models Vehicles_MOD_NAME.txt scripts vehicles M...
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?
So can we have a mod where eating is like 20% faster and drinking is as fast as vanilla eating speed is?
There is a big confusion with these colors, but always look at the vanilla ones, or at mine as I pin here
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
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.
Okay I got it figured out, it creates ammo when you finish the recipe... So you end up with infinite ammo. :I
where is the script for engine repair? I can find the scripts for repairing everything else
yo, real nice work!
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.
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.
@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?
Okay, so I'm 100% new to Java and LUA and I want to make a. 22lr gun mod. Any advice?
Is there a way to know if the mod you are using is incompatible or certain mod conflicts with each other?
make bondage mods to nps :)
If two mods edit the same item that's one way to know something will break.
That's the thing...I don't really know which will interfere with another.
If only there's a tool to detect such cases.
I would if knew how to mod
thanks!
thank you
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
the way i always made mods is to reverse-engineer game assets or other mods
aka, grab another gun, and look for what it has, read a guide, etc
Cheers, but where do you find the mod files?
That's how I mod too. Unfortunately I've been unable to get a grasp on loot distributions.
steam/steamapps/workshop/[PZ STEAM ID CODE]/[WORKSHOP ITEM ID CODE]
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
Is it possible to change sandbox settings in already existing save with lua scripting? I tried SandboxVars.ZombieLore.Speed = 1; but this does nothing
if you wanna add your mod for testing, or find the example mod, look in C:/users/[YOUR USER]/Zomboid/mods
Awesome, thank you very much my friend
on another note, any idea what each of these does? i change them around and literally nothing changes
As I said, they almost do not change anything, by the name of the function you can understand what this or that function does
Cars are too primitive at the moment, so they are almost useless
Hey, I intend only on keeping it functional as long as I can with small refinements ( for example getting them ALL to get inside, there are always stragglers).
Alright ๐
huh
Please add a "random" option
There are more events than keys available and I think that option would be enough to make the mod fun.
@solemn pebble Iโll look at it when I am back on it
how do i make my car make different sounds
i am not fond of the normal ones
it seemed to work?
weird
If I'm right, then it's impossible to make a different sound for a separate car at the moment
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
๐ Done. You'll need a way to integrate keypresses to make the mod work though.
i did that, also, the klaxon works
it seems it just required a restart
i was more into changing the engine sounds
but it worked so i cant complain
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?
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 ๐ค
I have been looking at IsoGameCharacter and InventoryItem, is there any other .class that is specifically for the player inventory that I'm missing?
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
To my knowledge you have to find the lockpicking magazine to actually gain the training to use it
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
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
Yup, usually it's in the lua/server/items/ folder and will be a lua distributions file
what i mean is by creating new lua file/mod
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
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.
from the mod, toedit it
if that what i meant
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
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
yeah just remove those lines
hm.. but will it will be loaded after the main(from mod)?
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
then with that logic shouldn't it be the same as removing if the number of items is 0?
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
but the problem is, if i remove it from my mod(lua script) the game will just load the one from original mod no?
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
hm... so do i need to remove all line or only the one with number? or the one with the name as well?
both
or it'll break syntax
the game is expecting one line for the item and one line for the value
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
hopefully. i know there's the distribution file fixes mod that does that.
and do i need to add my mod after original i suppose?
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)
what log file?
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
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
okay it worth trying! ty for response!
i hope it works <3
\o/
atleast 100 zeds and not a single item that i wanted to remove
before it was like each 10 zeds or so
yeah.. ill kill few zeds in mall with new save
but i think it is working fine. thanks again!

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
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!
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
@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.
question what mod can recommend me to spawn some items? I wanna test something in game
Prob Necro Forge (https://steamcommunity.com/sharedfiles/filedetails/?id=717015179) or Cheat Menu (https://steamcommunity.com/sharedfiles/filedetails/?id=499795221) do the trick. Pretty sure you can use the debug menu as well, but those are prob a bit easier
thanks
The game has a built in debug mode if you're on the IWBUMS beta build.
Just add -debug to the launch options in steam.
Any good mod recommendations for build 40?
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.
is there a line for modyfying a vehicle's fuel consumption rate?
i want my car to be a diesel guzzler
is there any one 'alive' at the moment who can give me some tips on updating distribution?
also any way to add another trunk to a vehicle
I've been trying to figure out how to set up distributions for a month. ๐คทโโ๏ธ
and did you manage to understand how? or still in process?
Nope. I gave up for now.
i see, well lets hope that some one who 'knows how' will come and hopefully help with this question.
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
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!
distribution of what?
i was trying to update loot distribution of old mods. already found how does new distri works. Any way ty for response.
I can help you later on the weekend on the distributions if you like.
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!
So who is going to make a porn vhs mod with the new vhs system
Alrighty
Someone did a patch for PawLow Loot already?
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
I want to alter zombie groups and spawning. Which file is this?
You just wanna chug that beer down in one gulp, don't lie to me!
I see ZombieGroupManager.class in zombie/ai can I edit this directly?
Do you have a link for that one ? ๐
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 ๐ฌ
Ah yes, it's on the front page iirc, my bad ๐คฃ
(And thanks a lot !)
especially because it was there, i knew how to find it quickly ๐
No but there is soda that takes 20 minutes in game to drink. That's just fucking slow
Meanwhile that's how fast you drink bleach
๐ฌ
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?
No
is it possible to make the Cooler item function as a cooler?
I remember Dr Cox was working on it. I have no idea if he got it working or not
Will it ever be possible to add custom VFX effects to stuff?
some hydrocraft models are invisible
is there a fix?
is model loader whats needed?
It's slow, but like I don't think it's that bad is it?
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
Is 41.54 going to push more distributions into Procedural?
just wanna show off the damage textures im currently making
That is a cool looking car!
That a bently?
not if it looks like a mafia car
How do you edit a mod load order?
Does the night vision scope attachment from Brita's Weapon Pack work?
I did it yesterday at night but couldn't finish the mod info in time because someone had to use my computer
Later today when I get it back I will upload it
whoa
amazing car
theyre nearly done
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
It will not appear
so it just doesnt work?
Yes
Well, as if there is but they did not bring it to mind
We are waiting for the 42nd build
guess its not implemented or doesnt work ๐คท
well then the mod is done
ill experiment with adding more trunks
Yay!
Nice mod dude, I think I'll be adding that one
Given poetry because it is a classy vehicle and this is the closest I could think of to work for theme.
Is it possible to change sandbox settings in already existing save with lua scripting? ๐ฆ
haha thanks
Never got it to work properly, but I can check tomorrow if I still have the files around. Maybe someone smarter then me can get something working
god i wish there was a way to increase vehicle boot storage without breaking them in one way or another
Any projects out there that are focused on improving the inventory system - reducing lag changing interactions etc.?
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
Is there a 'Build a well' mod ?
@quasi geode (sorry to ping) did you make the framework or have any advice? I would appreciate any help ๐
MoreBuild lets you do precisely that ๐
Awesome. thanks
@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?
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
Yeah, I have. 2 main points need to be figured out before I even consider adding it: 1- how would the character dig the hole by himself? 2- How would I determine where water can be found for a well? Making it possible to be spammed anywhere on the map with no restrictions will just make the whole water management pointless
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
are there any QoL combat mods that u guys suggest?
sounds like you could use a modpack collection
is there one u recommend?
i do plan to heavily mod my game lol
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
โ ๏ธ I figured it out! โ ๏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! ๐ฅณ
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?) ๐งก
thats def what im looking for ty
ill check this out
are the loot errors easy to get by tho?
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
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! ๐
btw does modding here also require new saves?
ie some new mod wont work unless u start a new character save
That would depend on the mod, so it'd be best to start fresh when using a modpack or similar for sure
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 ๐
Subpar Survivors seems to make the NPCs a bit tougher? Or at least, it takes several .44 Desert Eagle shots (max firearm skills) to kill them, so I will try to reduce that slightly too, if anyone has any tips then they would be much appreciated!
@dry sparrow maybe you could help please? (Sorry to ping!)
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.
You could maybe find a map, somewhere of water reservoirs, in the area.
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!)
Feel free to send a pull request for any tweaks you make that might be useful to others! https://github.com/bsarsgard/Subpar-Survivors
Oh gosh I am clueless with git repos but I can try ๐ Maybe it'd be a nice checkbox toggle, like "Distinguish enemy survivors"
That's possible with the modded sandbox options
What do you mean? I only ever play in Sandbox, or are you referring to a mod or something?
the ability to add new sandbox options in mods was added recently
so you could add that checkboc
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?
The only mod-related sandbox option I see is the helicopter one at the bottom ๐ Unless you mean it's possible to add a whole new section here specifically for the NPC concept I had? If so, I am certain I do not have the skills to achieve such a thing ๐
You can add your own category like that, or just throw your variable in an existing category, like I did in my Turning Time
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 ๐ญ) thank you for the help!
check sandbox-options.txt isnde media for a mod that adds variables, then you will need the translation text entries
Thank you! ๐งก
a
@dry chasm
Wut
Yes.
Does the kind of mod exist?
sry wanted to link him ur mods
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
how do u save in this game?
Theres no hard save unfortunately
everything is auto from quitting which is kinda annoying
It's to prevent cheesing getting bit/killed
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".
I wish Conditional Speech had less profanity
i wish the zombie apocalypse was less violent
I wish it was less lonely... แตแตหกแตแถฆแตหกแตสธแตสณ แตแตแถฆหกแต สทสฐแตโฟ
what version of 41 is the best for mods?
some ive seen dont even work with 53 according to comments
Someone help me
trying to use this gun mod ( that has silencers built in ) with gunfire suicide mod
changed the file but the mod still does not work
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
help me guys =/
not sure
the suidice option does not appear on the context menu
you might need to have it like, import the other mod's module
also check log for lua errors
where do i check the log?
load order?
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
ok thats a lot, should i control f error?
What do you mean
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 ๐ฆ
Thanks! Works like a charm)
did not find any regarding the mod, could you take a look for me?
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)
lol contact to mod's owner
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%?
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 ๐
as far as I remember hydro did a lot of things through recipes that shouldn't even be recipes
Like "blocks" that aren't really blocks? Now I'm really curious
what modlists are you guys running for the latest beta
and do i need to bother with modlist order or anything like that
like.... other activities that are done through a recipe instead of an action, weird stuff
Yes please I need help with this also. I heard something about decompiling the game files into java first?
Yes you have to use a decompiler to check the .class files
But last time I checked I dont remember seeing any information about traits in thise files
traits can be handled very differently depending on what they do. Since they are checked when they're relevant
some are used in the java side, some in lua, some in both
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
This is why we need a PZ equivalent to minecraft's Forge. Like a Project zomboid Forge, or some other clever name. One that helps makes mods as a whole easier and have control of much more of what can be made. Though yes, MC's forge was first meant for mods to work together more flawlessly, but it also helped make mods easier.
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?
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.
it's similar to a fannypack but it's a first aid kit
hang on, waitwaitwait... i just realised that the fannypack item also doesn't get reduction!
what the heck?
like it's a vanilla, wearable container that should have its contents affected by WR
but if i add, say, something with weight 3 into the pack, the weight reduction is never applied
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?
From the wiki
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.
oh, wait a sec
let me check something
that did spark a thought
Okay i was wrong about the fannypack, it just doesn't show weight when equipped besides the normal weight
but the modded item certainly doesn't appear to get any WR at all
learning now i need to look not at the weight in inventory but the actual total carry weight and to observe how it changes
ehh, i'l figure it out later
I'm glad you enjoy playing those mods
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?
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
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
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.
are there any mod that adds stalker mutants/anomlies?
nope
pay me and ill do it
fix my custom profession ill pay u via nudes xox
little boy dont you have a bicycle to go ride?
what an oddly rude (and incorrect, i'm obviously not a "little boy", i'm a grown woman) response to a playful message! don't you have a social skills course to go attend?
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
obviously
though yeah, i can see the jest in it :>
i was mostly kidding (it's something i do but i wouldn't for someone editing some lua files of course)!
excuse me? ๐
God, I sometimes wish I had the self confidence to do that sorta thing. xD
I found it funny that you said the word obviously when it was clear as day that it was not. Your profile is quite ambiguous.
on the internet, everyone assumes you're a dude. Just ask Dwarf lmao
i need to see a photo of the bike
i don't actually have much confidence honestly, but it boosted my self-esteem and helped me avoid homelessness (although now i have to sell all my belongings because i'm not gifted with the skills of lua like the 12 year olds that modded GMod [no disrespect to modders who aren't weirdly unnecessarily nasty!])
do you get a lot of guys offering to sell nudes or what?
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.
Bruh what lol
Yes in clear cat-fishing attempts, so I am not quick to assume people's gender. All I see is a profile pic and name, honestly.