#mod_development
1 messages · Page 478 of 1
What in the chicken fried f**k kind of a conversation is happening here
Bruh I'm just trying to get back into PZ and wanna learn a little bit about modding it
i made a joke because i've been trying to fix a (super simple custom profession) mod for a few days and then get weirdass responses 🤷♀️
A lot of guilds in the pinned comments, good start
@late hound there you go, i used a female emoji and brought balance to the force 🙂 🙂
To be quite honest both sides did end up beng rude, in differing ways - though perhaps in response to percieved rudeness.
Always remember, buckaroos, on the internet when you're communicating via text your tonal intent will not translate to everyone.
if i were to bore you with the physical/emotional/mental/sexual abuse i've faced in the past few months alone (nevermind lifetime) then my irritability would be understandable; yet i still wasn't hostile, just shocked that even in this context i still face unnecessary negative bs
Welcome to the internet
hey, that's fair. Naturally, nobody here was aware, but i had a hunch the moment you mentioned you'd had the lifestyle sorta forced on you to not end up on the streets.
So uhhhhh
Without having to dive into files since I'm at work
back to modding?
Back to modding
♥
reminder that this channel is strictly for modding discussion
Anyone got like a sort of classlist of clothing models or items?
Preach it brother
i still have plenty questions in regards to my custom profession but 🤷♀️
I mean, if it's modding related, shoot ♥ worst comes to worst nobody will have an answer
best case, well, maybe someone will
If you need someone, that is up for commissions talk to soul flicher
i've asked like 3 times: i heard this framework is supposed to make custom professions simple but the documentation is outdated and the author is unreachable (or at least, he declined my steam friend request)
How old is it?
how old is what, my profession?
the doc
That prob explains it
waiting on pouch finalization
It's likely quite outdated. It might be worth looking at profession mods that are definitely confirmed working in v53
nice shark
making female/male stuff sucks
so it's not "designed to make it simpler", it's "designed to make it easier to google to find other people's answers to your problems"? i really don't see why my mod is having issues 😭
yep we are doing an update of the BDU mod
hmm
i've done that: i've edited working custom professions using the same framework (still didnt work)
finally populating fixed military zombies and adding grooming standards now
i forgot to add staches
honestly not a bad idea but i dont like how vanilla staches look
too big
If I were you I would ask the person who made the more professions mod
thank you, i was constantly pointed towards the "profession framework"
I was JUST looking at this and is what made me want to look into modding just now. Does your mod include/plan to include things like PASGT vests and helmets, things like that?
sexy
we did fix helmets
the vanilla helmet/vest are modeled on PASGT
i ended up making a strapless version of the helmet too
planning on adding the camo CBERN suits?
Alright, awesomeeee. I haven't been on PZ since pre IWBUMS B40 if that tells you how long it's been, so I don't have any experience with it since the anims update
do you know their discord ID or should i just add them on steam?
note i would like to release the custom profession as its own mod
no
steam
hmm
urban has been implemented too
Now that would look purty with some helmet scrim
blair already does that
What benefits will the harness have?
Will be great for ammo storage
For my past questions I meant, would you add the classic desert and woodland to this suit?
nope not in my plans
Thats a shame, I still like the base color doe, what stats will it have?
item NBCSuit
{
Type = Clothing,
DisplayName = NBC Suit,
ClothingItem = Suit_NBCSuit,
BodyLocation = FullSuit,
Icon = NBCSuit,
BloodLocation = Trousers;Jumper,
RunSpeedModifier = 0.9,
ScratchDefense = 30,
Insulation = 0.90,
WindResistance = 0.90,
}
Nice, thanks
out of topic but did u know this guy was a child predatory and is in jail?
love that show btw lol
stupid question but still... how can i update a mod as a co-creator? should i just copy paste that mod to my zomboid/workshop folder, then add there a .txt and mod description copy from steam overlay(when you can edit the mod in steam)? or do i need to ask the creator to send me copy of .txt from his workshop folder?
You can't update someone else's workshop page.
what i meant that, that person added me as a co-creator
oh.... so whats the point of so called "co-creator" if i cant even update that mod?
You can help with the page itself - and get the reward points 🤷♂️
sounds like .... "very useful" .... damn
They copy and pasted what they already had for Guides.
There are 2 variatns: 1 - you create a mod, but it is not yours and either specify a link to its mod with the author's permission or add the co-author of the mod himself
Or the creator of the mod himself adds you as a co-author
But he publishes a mod
There is simply no other option
You could also rig github to publish to steam - but it doesn't work with 2FA/steam guard on
i see... ty for clarifying that before i have done some thing stupid like trying to update existing mod!
You can try- it will just not work
The co-author - is not the author of someone else's mod, it can be said that the person who helped you with the creation of mod
You can also write a feature request thread on steam but there's literally one every other month or more
well then the fastest way would be just to send the files that needs to be updated to original author of mod
for him to update
Yes but are you both working on it together?
It will be easier for you to ask him the right to change the mod and publish it with a link to the original
Or is this just a 1 time thing?
I would do this
well, sort of
this one
You should look into using github
yes, that's also good idea
It will help with handling two authors at a time
Also, if he doesn't use steam guard for what ever reason you can set up a github action to upload
is there a guide some where on how to do that?
i mean to set github like that?
okay, well any way ty for help!
by the way i also have few mod ideas (nothing grand) but sadly i don't have time/ability to implement them myself in the near future. if any one interested for details pm me.
You can Google "workshop upload through github actions"
Unless you mean using github in general- you can Google that too -- those guides are much more thorough.
got it
Hello. I am using mods in this awesome game. What about errors on the loading? Should I really care about ALL of them?
How to read the errors anyway? It´s in the folder C:\Users....\Zomboid in the file "console.txt". But there are ERRORs even without the red message when loading a new game
For each error there's a series of lines that point to a lua file and a line in it where the error occurred. The first one of these is the one that's relevant
if it is all the same error repeated again and again something is failing constantly and you should worry
do you think executions would take place in a future build?
hey, i have a problem
i cant open the "mods" tab
it crashes my game
even if i deleted all of my mods i cant open it
the fix to this problem is to reinstall
that sounds like one of the mods is breaking during load. You can delete the default.txt file in your /Users/<yourname>/Zomboid/mods folder and it disables all mods so you can try to figure out which one is doing it
what game version is superb survivors with subpar survivors functional on
<@&671452400221159444> ⬆️
Oh that account is in the hiveworkshop server too.
It looks like a real account. o_O
Maybe it got haxed from him clicking the link himself?
They're free to contact me on it, happy to unban on proof of hack eradication.
His account has spammed on the other server too. It has 14 pages of messages there before this.
From what I've seen on these hacks, the account has probably gone through a dozen email and password resets by now.
Still, they contact me and make me reasonably believe in the hack being gone, I'll be happy to unban.
The scripts for my mod are not loading, anyone know why this would happen?
That question will get you no help, find out a little more about your issue
well all I know is that when I load the game with it active, it never gets passed the loading scripts segment
I removed the lua files to make sure they weren't doing anything
ok, I narrowed it down the the recipe script I have
God dame } were missing
DM me if anyone is interested in working on an early years of Fallout universe in PZ mod, targeting around the year 2085 so its been less than 10 years since the bombs dropped looking to treat the zombies as ghouls and insert as much lore, items and create a unique wasteland experience with Fallout and PZ mashed together. Currently at the planning and asset collecting stage
(Follow along via our Discord: https://discord.gg/UkttgXVD8K)
Previous mods I build are Currency Variety Mod [B41] and Vanilla Crafting Expanded [B41] so I have trying to take what I have learned so far and scale up to a bigger project.
41.53
is there a mod to install security cameras
and be able to watch the feed through tv?
What distro spawns items at the secret military base? I went there in debug mode but the location info doesn't match with anything in the distribution files.
in case there's no specific room definition it uses the "all" tables in Distributions.lua
anyone knows some must have mods?
display bars
Sort by: most popular + over the time period: year
Usually a good place to start
also include version
comment or +1 this thread, currently mod authors are the only ones able to upload updates - even if they add contributors
ty
newest
The facility probably uses a special military distribution option. Probably will see more of it if it is when we get Fort Knox
I’m not to sure as I haven’t dug around in that stuff
I want a mod of when you level a skill it plays "Woo! Yeah baby that's what I've been waiting for." Clip lol.
I guess you just have to access audio files and tweak skill level up sound to this audio clip.
Talking about sound. Any idea where to access weapon data to tweak noise emission range?
It sounds like some melee weapon make way too much noise so it attracts zombies from all rooms and floors in a single building and I want to change that.
You said the quote wrong
It’s “YOO! Yeeaaaahh Baby! That’s what I’ve been talking about!”
I just quoted it off the vid
It's too early in the morning for this.
rip
Haven’t seen the clip in a hot minute
My bad
@keen cape you are indeed the smarty pants here
I'll remember this forever
And I am the big dumb
this guy's really out here owning his mistakes
Very rare I know
the sheer integrity
IS IT sarcasm? 
cars are very serious business
Fuck man I gotta continue developing my gun mod
But the MSR textures make my mouth foammmm
gotta remake the jato rocket car
Unless you guys making a jetpack
I don't think another car mod will make things be a game changer
nah man, my car mod has u n d e r g l o w
Eh, that’s probably true
Hence why I’m making a gun mod
(I don't actually know anything about cars)
said car, if you hit the boost, accelerates to the in engine speed cap in a very short time before violently ejecting chunky salsa as it pancakes against the first obstacle it encounters
PZ paradox. If you're driving at a speed in which could kill you, there will be a car wreck that will spawn perfectly to make that happen.
Always
now there's a game changing car mod
btw if anyone manages to make car washes functional....
Hey wait. Isn’t this one of those “people eat ice cream in summer and therefor people die of heatstroke more” examples
I forget what it’s called
Kinda
But it’s something that happens a LOT
Where people connect two things together because they happen to happen at the same time
But in reality there is no connection
I learned about it in math and finance
I use the mini map mod. I've seen vehicles spawn out of nowhere. Which gave me proof of the PZ paradox.
fallacy of correlation/causation
i need a mod to make road cones wearable apparel ala tinfoil hats
I wanna make a straight forward road. Loooooooong road. And just drive at max speed.
Don’t remind me of changed
Final warning
Do it again and your socks are being confiscated
Tin foil hats don't protect you from government spying. Those just help with frequency. Kinda like old tvs using tin foil. You're making the signal stronger.
my bestie once drunkenly wore a cone is why i mentit wtf is changed
pirate noises
Furry game that involved latexization and transformation
ohhhhh
That’d be funny
so like coc but more fur
You can wear a cone on your head that turns you into a furry

You will get bonked
i just want catgirl ears for characters tbh
Lol
And I want guns have visual magazine removing processes
And visual slings
I generally just want guns to have a bit more polish
functional ammo bandoliers
Already a thing
Unless you mean can carry ammo
Than yeh
i found a bandolier but it didn't have a way to add ammo
Bandoliers can’t carry ammo but increase reload speed depending on what type you find
huh
not exactly intuitive lr explaimed
i just assumed it was an aesthetic clothing piece
based on, you know, no tooltip or description
It has a description
Says “increases reloading speed on pistols and rifles”
Or “increases reloading speed on shotguns”
hm, must have missed it
Anyone knows where I can find sound event scripts ? Somewhere where I can change a sound radius.
X)
Hello. IS there a mod or a way to disable loot from bins, trash and corpses lying around?
I don't think so, but I guess it's easily moddable as there must be some kind of "loot list" somewhere. I'm not really into modding/mapping, so I can't help any further
Oh and btw, I finally managed to fix partially that very noisy melee weapon sound.
However, it sounds like the game don't care about floors.
I mean that if a sound has a range of 1m, it will spread 1m around at each floor in a building. This makes so that a zombie right above this sound at the 5th floor will hear it, even if the noise is played at the 1st floor, while a zombie 2 meters away in the same floor won't hear it 🤔
hey so downloaded a buncha mods, bound to get errors
how do I know where the errors are
also I can't rightclick on anything anymore?
Make sure they are for the build you play on (iwbums is 41.53)
%userprofile%/zomboid
paste that into file explorer navigation bar and it will take you to the folder where "console.txt" is located, thats where the errors are
good rule of thumb is to NOT download a buncha mods 
hey if im using build 41 (not iwbums) do i install this https://steamcommunity.com/sharedfiles/filedetails/?id=2557718408 or https://steamcommunity.com/sharedfiles/filedetails/?id=2081538550 ?
@devout flint
i guess it didnt matter if i picked build 41 or iwbums build 41 in the beta list.. it still came out as iwbums lol
then you should take the first one (41.51+)
ok ty
btw what other QoL mods do you guys use?
If you just set it, they're now enabled, as soon as you leave the mod selection screen they'll be loaded.
Some mods might require you to enable them and restart the game, though i do not think that there're a lot of those.
Additionally, you shouldn't need to re-enable them after each start, unless you set the mods for the savegames themselves(or when starting a new run)
@craggy furnace This might already be in the game, but would you be willing to add neck gaiters to your mod, I think they look cool, and they keep shit out, and help out when its cold outside.
can u link me his mod 😄
Has anyone made more camos
someone has made a tiger stripes camo
i installed some few crafting mods, but this one mod isnt showing up on the crafting list
does this mean the mod isnt working?
found out the issue
i didnt have "Filter All"
selected
bruh
searching the primitive shit now works and it shows 😄
tho i do see this pop up
anyone know how to locate these errors?
LOG : Mod , 1630811551451> 2x version of hcFarming.pack found. LOG : Mod , 1630811551452> 2x version of hcBuilding.pack found.
these usually means its working fine right?
atleast not causing an error to popup, not sure in regards to packs on if any issues could appear due to ignoring one of them or something like that
The mod is pre new loot tables, so nothing will spawn from that mod, only made
kk thanks
Does having SSD help load the crafting menu when u got alot of mods?
i currently have this game on HDD, and opening crafting/looking for shit in the menu... would freeze my game for like 3-10seconds
I have an ssd and it freezes for me a few seconds, its always better to have games on a ssd
what is a good mod that adds more bags and pouches?
well I'm looking for pouches and stuff like Paw Low Loot added but that mod isnt working for me
Has anyone managed to make a mod for modifying cars?
Survivors and raiders don’t seem able to be killed. I’ve beat both of them for an hour with a pipe and no go. Am I missing something?
You using super survivors?
check the green button in the bottom right hand corner
if it's green, click on it and make it red to do damage
There is a great mod which adds extra atmosphere into the game:
But unfortunately the game lags too much after activating it. Is there somebody who could help me out to sort it out somehow?
Guys i cant find any of these vehicle in my save (new) . Does it need some special thing to spawn or something?
& whats thos map ij the background looks pretty good
& the mod looks awesome
I actually have!
🤔
It’s odd. Even if the green box is red I still can’t kill anyone.
I can beat them for hours and eventually they kill me
Insee
hey, do you think executions would take place in a future build?
https://steamcommunity.com/sharedfiles/filedetails/?id=2592358528
Glad you guys are enjoying the Autotsar Tuning Atelier - Bus!!
Mad props to @elfin bobcat for making our mod ideas into reality!
MORE to come from our EGNH Group and iBrRus's team!
They are rare, if you do not have any military maps installed it will be even harder to find one
🥲
If you do a Humvee one, one day I will love you forever
Anyone have good tables for the World Item Removal List?
nice
look if you really need it now I would ask commander
I mean, I just didn't know if anyone had a better custom list for item removal. Its not a needed thing, just for future playthroughs. I dont like seeing items sit on the ground all over the place indefinitely
what mods can add alot of base building recipes?
is it even possible? im kinda disappointed there isnt much post about people's crazy bases that they made lol
there's one minor one that adds a small selection of extra constructables
Another thing I would like to know. Is it possible to disable or change the default key-binds for the Crafting menu when having it open?
I want to disable or change the ESC for closing the crafting menu.
what site?
nvm
@sharp crystal media\lua\client\ISUI\ISCraftingUI.lua
that gave me an idea for a mod for changing more keybinds
but on further inspection there seems to be a way to somehow change the keybind for that since it uses getKey just above that
oh or is that for when you're using a controller
anyone uses this mod? https://steamcommunity.com/sharedfiles/filedetails/?id=2521330369&searchtext=subpar
Does this include hostile survivors? I wanna get into some shootouts.
It does. You can find the setting in the options. But. You will experience lag. And.... lag.
really?
what spec do u have?
No no. It´s not about spec I have. (i7 2070 Super, 32 GB RAM) even if you set up the NPC population to the minimum there will be occasional lags. With normal population there are lags everywhere.
- AuthenticZ 9-6-21 Update -
*New Zombies*
-Mimes
-Pennywise
-Ghost Face
-Joker
-Waldo
*Other Features*
-More bright colors for the clown hair!
-Intestines color has been darkened
-New Brain model
-New Left 4 Dead Hand model
-New Jason Vorhees Mask
--FASHION MONTAGE SUPPORT!--
Dress up your character with the new separate branch for use with the Fashion Montage mod.
Note: The sole reason why it is a separate branch is that it does not work with the Paw Low Loot mod, so don't enable "Authentic Z - Fashion Montage" if you intend on using Paw Low Loot and visa versa.
-Note: The old and the new branch are slowly going to merge. I am gradually moving the new stuff into the old branch. I know what caused the World Dictionary error that temporarily broke saves, so I am making sure no end-user encounters that again.
Have fun!
Hey guys do you know if it is possible to force the settings for all the players (like zoom) joining the server?
Is there like a list of "must have" mods for build 41? I haven't really seen or heard about anything amazing so far (pretty new to the game)
Hydrocraft is very famous.
I don't have other must-have in mind right now but you can still check the most popular mods on steam 👍
@latent orchid pin this? https://steamcommunity.com/sharedfiles/filedetails/?id=2260110173
Thank you. Exactly what I needed.
hay anyone know what mod causes carpentry, like trying to build crate, to stop working? every time i try to build a crate the error ping pops up
@lethal sparrow How is the update going for your soda mod, I really hope I can play with it when the new update comes out, are there going to be any new additions?
yo, is there a way to test compatability/conflicting mods...added a few at once and getting the red error on the bottom at a lil play it crash
If you say its a "few" mods, then trial and error would work
Otherwise read or post the log
Night before last, someone gave me a resource that should help me in converting all of my old distributions into new ones. As far as new additions, no requests have been made, so I've been going along with the (nine? can't remember) current flavors. Pepsi Truck still far from releaseable condition I'm afraid
Did this get uploaded and then immediately removed?
Seems so, pity!
Looked neat.
Maybe it’s time you start working on the bottle soda mod we talked about months ago
Is there a way to possibly turn off burnt houses only for randomized house stories?
how does PZ store its animations? if i import animations from other games, will they be compatible?
the file is just .X and i have no idea what to do with that information
wait is that a directX file
hmm
Anyone use ed's auto shop mod as base?
i've used it once. its really good
too good
so i started again. I'll loot it and use it as a gas station in the middle of the map
but i won't live there
too OP
Did you end redecorating or painting it? I'm having trouble with one room painting.
is this from expaned heli events, the wierd one?
i did not. i stopped playing there because it was getting boring
I see, ty for the reply
ye
ah
can I just open the game files with a code editor/IDE or do I need to decompile them first somehow?
OK I found them and yes you can open them in ordinary notepad++ but not the java files obviously - thanks for the help :/
Anyone else running into an issue with not being able to barricade while running Superb Survivors? I've also tried it with Subpar Survivors - no dice
I would try to debug it myself but I have no experience with Lua
Hey i actually forgot how to change the settings for an pre-existing save , can someone please tell me again 😅
When in the selection screen on which savegame to load, there should be a "More" button on the bottom iirc
7 votes and 2 comments so far on Reddit
just wondering
can i do a manual fix for the lack of ^" and ~ ?
just for my game
since i play in portuguese
i know it's coming next update
but can i manually do it?
HEY! do you all think that executions would take place in a future build?
I mean I guess its possible
But is it really different than point a gun to the back of someones head
Is there a mod for a higher chance for maps to spawn off zombies?
you can change this in game settings in sandbox mode
anyone have a good QOL mods that they recommend?
Anybody familiar with the vehicle class? I know I can get the vehicle the player is in with "player:getVehicle()" but I don't see vehicle in the outdated javadocs. I want to check the "frontEndHealth" property.
It looks like the BaseVehicle class stores the vehicle's max frontEndHealth as frontEndDurability, and the current front end health as currentFrontEndDurability. I don't see any access methods for those values, but they are declared as public.
Thanks! So just player:getVehicle().frontEndHealth then? I'll give it a test!
player:getVehicle().frontEndDurability for the maximum, and player:getVehicle().currentFrontEndDurability for the current value would be what I would try
Awesome, thank you!
are there a mod that puts what u have equiped on the top of ur inventory?
also is there a mod that seperates and includes category for items like food, weapons, etc?
That'd be neat if you could have "transfer food" "transfer books" etc.
oo that would be a nice touch
and also and option for crates to only allow certain items to be put in them, would make organizing so much easier
I was thinking very loosely about something and it's literally just adding the Nissan Skyline as a vehicle you can find to the sports category. Like it was would be the r32-r34 due to time period, but having an actual sports car that looks like a sports car would be cool
i hope this is the proper place to ask...
im currently running PZ with the latest IWBUMS patch 41.53 and i found that some of my weapon mods altering the propane torch thus giving me a multitude of errors when equipped on the primary slot
any1 had the same problem as i have??
thx in advance btw
that's not a translation issue, since it's not the only language that is affected by the lack of special characters, can i do a manual fix or not? guys?
hey guys does anyone know what mod this is?
https://steamcommunity.com/sharedfiles/filedetails/?id=2297098490 - This one i believe
you can change it in your settings if you dont like it
How do i change it?
do you have the mod options required mod downloaded aswell?
Yes indeed
should be an option in your settings, i couldn't say of the top of my head
Thank you very much, new to the game 😄
no problem, happy to help 
It is mainly used with britas gun mod, beware doe, the power is bring will be hard to let go once used
What do you mean?
look what it adds in
what do you mean by "the power is bring will be hard to let go once used"
okay so i enabled Subpar Survivors both of the mods is there anything i need to do to get the mod working?
Hi!
this military store is the new brita jackpot for me
could you show a pic of the store plz
its the new army surplus one right?
Do mods need to specifically be updated to 41.53 to work?
🤔 why are my mods missing im so confused
well I started my game and they're back 😳 strange
@errant meteor yeah that one, way easier than the military base
Then a little further north is another gun store
idk about you but for me the mods have to be manually "triggered" from the Mods menu
how do i say this... hmm.. the mods, somehow, disabled after a session ends
but when clicking the Mods menu, the mods immediately enabled
there are mods that worked with the latest build (40.50+) and the ones that built specifically for 41.50+ BETA
just be sure always read the description, or at least that's what i do before installing anything
Yeah all of mine are 41.50+ i'm pretty sure, i enabled them all but they literally weren't there in the mods menu
only minimal display bars was there - restarting the game fixed it though idk what happened
Seems to me like everywhere on the map has some kind of firearm jackpot.
I was pretty happy too see it though. Guns are just too fun!
Then if you balance them with insane population so they aint easy too keep? Muchas gracias.
Hi! Is pll the only mod that comes with wet suits? I just love that stuff
wet suit? 🤔 i don't think i have a mod with that
Wait!
Are you pll? The one and only?
no :o
Aw man
Got me hopes high up there
Wet suits make you look like a ninja along with a balaclava 
Anyone here good with map mods specifically? I'm trying to figure out how to eliminate all spawn points on a modded map without the benefit of having a version of that map with coordinates available
Well, all points except one
There is a channel just for mapping lol
Just found it. Thanks Para 👍
Would this be possible to mod in?
wait....is wbfactory back into PZ modding?
No Idea, just found it on steam
@buoyant mural yeah true, I'm only saying cause there's more then a dozen or two containers with ammo, then about a dozen clothing racks, I'm might try a crossbow, katana, pistol only next playthrough
I mean it probably could be modded in, it's just with how vanilla campfire works, this would be just a cool non-usable add-on. Unless they also change how campfires work
here's a silly question; would changing the ham radio UsesBattery to FALSE make them function only on electrical grid connections?
cos it really feels silly that ham radios are battery only to me and i'd prefer the big ham sets to be electrical than battery operated
https://steamcommunity.com/sharedfiles/filedetails/?id=2469596376&searchtext=radio
Not sure if it still works but this might be what your looking for.
Hmmm I'm trying to debug my game? inventory stuff stutters my game..
ISInventoryTransferAction.lua line # 229
link to logfile: https://mega.nz/file/YM4QhIyK#RqSGdW1PSwfv6Jr3_NrBTeNS5YYBnghRmHlWBWTaxX0
if anyone know what mod conflicts causes this, i'd be greatful.
Modlist here: https://mega.nz/file/oFgwVYaB#fm9qI5ogCmxy5NyDjj9M0DF7aqpddqDfVsTqawtT5Wo
... guys, when you upload a mod to the workshop, for sanity's sake, PLEASE add B41 or B40 to your mod tags!
i keep missing some pretty amazing mods since i almost filter to game versions > < the workshop is flooded with B40 mods afterall. and i don't know how to filter out specific game versions so it only shows "Mods" and "B41" but not "B40", if that's even possible.
we need to rally! make it known! increase awareness of mod tagging!
After a quick look, here's a summary of the errors in your log: 1) "Invalid axis in gamepad mapping" means there's a mis-mapped joystick in PZs gamepad config. 2) GunNut mod. 3) ProfessionFramework mod. 4) ZREs mod. 5) CocoLiquidOverhaul mod. 6) Hydrocraft mod. 7) LockpickingOnly mod. 8) KnoxMap mod. 9) Demonius Vaccine mod. 10) LetUsFarmLettuce mod. 11) Demonius Recipes mod. 12) Barbed Wire Crafting mod. 13) TurningTime mod. 14) Water Purification Tablets mod. 15) REMOD mod. 16) REWMOD mod. 17) Silencer mod. 18) CAN_CAN_JerryCan mod.
From there it looks like one of those broke an item and that keeps causing the ISInventoryTransferAction error.
And the problem with most of the above mods not working is they're not updated for b41.53 yet
LOG : Lua , 1631060801999> Loading: B:/Steam/steamapps/workshop/content/108600/2571138672/mods/Pharmacymeds/media/lua/server/Distributions.lua
PharmacyMeds mod is overwriting the entire freaking Distributions.lua file (which is a super not good), and, consequently, fucking up the distributions in a ton of other mods on account of them attempting to reference the current, proper, Distributions.lua file.
Oof, yeah that's a big no-no
hi all, im an animator and 3d artist. (i already know how to animate and model) is there a guide on how take a zomboid 3d model and an9imate it?
do you guys have lag when you open the crafting tab with the britas weapons mod?
and if so you guys know any way to stop it from laggin? it kinda sucks since now i've totally never been crafting since it lags like crazy
actually you know what... its not really much of a problem since i can still craft things just as long as i dont open the menu 😅
one of the mods i have goes about distributions in a very different way to the gold standard Oh God Spiders distro insertion and i wanted to check if it's just as valid as the known good Spider solution or if it's gonna cause big issues...
since the mod only adds two entries they did it like this
local distributionTable =
{
bathroom =
{
counter =
{
items =
{
"Base.Soap2",10,
},
},
},
Bag_SurvivorBag =
{
items =
{
"Base.Soap2",30,
},
},
}
table.insert(Distributions, distributionTable);```
whereas OGSN uses a different insert structure and starts with ```require 'Items/Distributions'
require 'Items/ProceduralDistributions'
SuburbsDistributions = SuburbsDistributions or {}
ProceduralDistributions = ProceduralDistributions or {}```
is the top code gonna screw up anything or is it functionally a different way of achieving the same thing and therefore ok
i'm mega tempted to just remove the mod in question anyway but it's good to ask
i don't have britas weapons mod, but it lags a lot when i first open the build menu, but it's normal afterwards. is that what you mean?
In your OGSN example third and fourth lines aren't needed. Since you require the files that define those tables they will always exist. The exception would be if any insane mod out there does something like SuburbsDistributions = nil. But that would be trolling the whole game on purpose
Where do I find a log for the red errors that appear in the bottom right hand corner when loading a game? I've only got 5 so hypothetically it shouldn't be too difficult to sort out the cause. Is there a way to adjust load order too?
Tags were broken in the workshop uploader for a while, so a lot of newer mods are missing them because there was no way to add them.
If you're on windows, it's c:\Users\<username>\Zomboid\console.txt
Ah, cool. Same directory as saves basically. Thanks for that. Do you know if load order can be adjusted? 5 conflicts shouldn't be too terrible to figure out.
is it possible to cycle between diffrent sounds for the same animation/action?
Not sure about load order.
LOG : Mod , 1630819458524> 2x version of grapeseed.pack not found.
ERROR: Mod , 1630819458526> ChooseGameInfo.readModInfoAux> tiledef=ttools 2592 file number must be from 100 to 1000
LOG : Mod , 1630819458538> 2x version of diederiks_tile_palooza.pack not found.
ERROR: Mod , 1630819458539> ChooseGameInfo.readModInfoAux> tiledef=diederikv_tile_def 7001 file number must be from 100 to 1000
LOG : Mod , 1630819458543> 2x version of fortknox.pack not found.
ERROR: Mod , 1630819458545> ChooseGameInfo.readModInfoAux> tiledef=customtiles 2800 file number must be from 100 to 1000
LOG : Mod , 1630819458564> 2x version of swws_weather_station.pack not found.
ERROR: Mod , 1630819458565> ChooseGameInfo.readModInfoAux> tiledef=swws 6941 file number must be from 100 to 1000
LOG : Mod , 1630819458575> 2x version of RC_01.pack not found.
LOG : Mod , 1630819458592> 2x version of NZTILEPACK.pack not found.
ERROR: Mod , 1630819458592> ChooseGameInfo.readModInfoAux> tiledef=NZNEWTILES 1200 file number must be from 100 to 1000
LOG : Mod , 1630819458593> loading modoptions
There they are. I'm not even sure that's a really critical issue. I haven't personally experienced any missing tiles.
those are irrelevant, and not the ones that show red box counter
my brain is too small to mod right(I need lot's of help with a ton of things)
@ me if you know how applying textures work
Should I look for stack trace instead or what should I be looking for in the log?
yeah
Wow, and here I was thinking I'd be able to discern the logs... Any help with this?
All I can gather is something about PawLowLoot -- I can provide a list of the mods I'm using.
Ah, I found the 90s rebalance says to disable the gun pack. Trying that now.
It is not the same error repeating, but 3 errors in the same function. Try disabling a mod that adds a new clothing location
Gotta be PLL Gun Pack
Gah, I'm glad I'm not a java dev. A lot of my ST's appear to be distro-list related.
Just so people are aware,** the overhaul of the distro-lists by The Indie Stone is a current work in progress and isn't finished yet.**
That means that:
- there will be further distro-list related mod issues with further updates to PZ b41
- be aware that "fixing" the distro issues with mods now might be frustrating if future updates require one to do all that work all over again.
🤷
hey, where can i change trait costs and profession point cost in the game?
(as in the lua files)
can anyone recommend a mod that adds onto farming and/or cooking?
i am on my bullshit again
I'm pretty sure project zomboid needs a low poly count
this is the PZ base body
a low more polygons then I thought
I just heard models in game are low poly
that was what I was told when I was making a model for an item myself
check out the recent convo in #modeling
I’m an nypd cop irl. Nice work on these skins
no shit? which precinct
i like this reskinning thing
Hello. I just want to ask something which bothers me for some time already. Where should I start if I want to make a minimap plugin? What do I need? Which tools? There is a lua file and some map tile textures in every minimap plugin. Where do I get the map tile textures from a specific map pls?
Thanks
Are you asking if modders could make their own b41 multiplayer mod?
Because the answer to that is probably no, and if it's technically yes, I doubt it's feasible or worth the effort
how about a mod that removes the need for a controller for remote play, so eveyone uses keyobard
so its basically the same
No idea tbh
I wish I could split the audio and screens up in two monitors for splitscreen
true dis
co-op is 10x scarier
- when my buddy goes afk I go deaf from the zombies eating him
Can't 2 people steam link with each other. And if you do so is it still splitscreen?
steam remoteplay = the same as local play
steam remoteplay = hamachi if you've ever used it
it's virtualizing a second input - and receiving those inputs from the other player
so two players can't use keyboard and mouse either
Damn
Really, how-
might actually be impossible lol
Oh 
yeah
if you imagine it's local play - you'd be hearing the same audio cause it's the same game window
could probably be managed with some tinkering by the devs
iirc co-op players are assigned numbers
idk enough about steam remoteplay though
@iron salmon is this something that was looked into / perhaps proved to be not feasible?
Splitscreen sadly not something that sees enough playtime to warrant such a thing
Fair enough
being only 1 person needs to own the game though - it's a great way to get people into the game
Stuff like 3D TVs and monitors that are able to split the image on one screen, and the player with 3d glasses on would see their own screen, etc
I know, was just listing an example
for other cool stuff that would be splitscreen specific
Would it be possible to generate multiple windows for each player?
If it was somehow a thing that had to be remade, I don't think we'd even be looking into splitscreen at the moment.
or would that also break steamremote play
It's really that low on the priority list
Fair enough
That I do not know.
most people don't like the controller play and that usually kills co-op from what I've seen
The way Steam handles it is just the same as local splitscreen though
so the workaround would be just stretching the bordered window across a multi monitor setup
Not sure Steam would be handling two different windows. Dunno a game that does it, so can't test
also I found it really not intuitive to set up the characters - often I'd "screw up" and lock out adding another character cause I used the controller at any point
Yeah, I tried googling around for a similar audio issue with steam remote play and can't find anything
most remote play friendly games aren't splitscreen/multicamera to begin with
Sad 😦 the modded passive skills seem like they will still be broken in the next update (according to what patch notes we have so far)
Shooters and racing games, they'd have the same issue since it's all just made for local splitscreen, not with Steam's Remote Play Together in mind
that's true
Splitscreen died over the last decade or two, so it's hard to find a game supporting it now, even 😄
What was the EA game called recently
The one specifically splitscreen
a way out?
It Takes Two
oh
that one too, yeah
Looking into some dev articles on it - and yeah it'd take a fair bit of re-implementation and you'd have to some how sync a second audio device (even virtual) to someone else's audio remotely.

the issue will be moot once MP comes around I guess
Do you ever plan on releasing a guide to making custom zombies?
I think custom zombies (as in the mod already exists)
But should be implemented as default
Nasko, on that note, zombie population in the advanced settings could be a x/y graphic that you could tinker with instead of numbers. Would be far more intuitive.
X as days and y and zombie population, it would offer way more leway.
Y as* zombie population
I write everything to be easy to follow - if you check out weird helis you can see how it's done. Also, Soulfitchers Turning Time uses a similar technique (if not the same).
If you have questions let me know
How would one make a sight detection system? I wanted to make scps in pz. I wanted to have a custom zombie appear after a player picks up and looks at a custom map
I was gonna make the map kinda like how aza does the images in her backrooms mod
What I do for the nemesis AI is run the spotted function on the same player
So the zombie constantly spots the same player
Is it possible to enable noclip on a zombie?
what sick and twisted mod do you have planned
Scps in pz
Scp 096 and scp 106
ye i have literally always wanted that
im still trying to figure out how to make my character invisible for video editing
096 isn't in the game world and is only triggered by looking at images of him
106 is completely random
honestly dude god speed, i know that would be a big mod if done correctly
I was gonna use chuck's technique for custom zombies
two thing i want is a slow-mo mod and invisible mod but my skills are lacking
Where is the ai for the spiffo boss? I was gonna copy that and change some things for 096
Nevermind
Help. How would I go ahead to merge two or even three occupations into one? I wanted to merge Lumberjack with Park Ranger. I can not even see where the "forest" trait is in the files... The axemen trait is simple to find.
Anyway. Anyone willing to help?
profession functionality just got revamped, i would recommend looking at the guides pinned on this channel
I can not find these guides.
look at blair pinned about perks
if that doesnt make sense using what he has find a mod on the workshop that is similar to what you want to do and look at their code and how they did it.
I still dont see where you mean. I see a bunch of channels but no guide channels. In this thread I have no idea how to find guides.
I have for a while been looking for such a mod, but not one mod shows how to reach the "park ranger forest trait" (as its not really treated as a trait)
hey, where can i change trait costs and profession point cost in the game?
(as in the lua files)
Oh there. Thank you for showing where to look Blair.
MainCreationMethods.lua
You can search for it in the zomboid folder.
I have figured out a lot of things with the help of "Banjo New Professions And Traits" mod. Sadly I still have no IDEA whatsoever how to add park rangers forest perk.
@willow estuary would you happen to know how to do that, using that mod as a basis? Maybe you could make a quick edit on one of the poccupations of that mod and post here?
Basically what I want is an occupation that is both Park Ranger and Engineer in the same occupation. The problem is that the park rangers mvement speed bonus is impossible to code in for me. I can not figure out how that is added asa it does not appear to be in the MainCreationMethods.lua
Hello. I just want to ask something which bothers me for some time already. Where should I start if I want to make a minimap plugin? What do I need? Which tools? There is a lua file and some map tile textures in every minimap plugin. Where do I get the map tile textures from a specific map pls?
Anyone know how to fix the subpar survivors lag Im getting?
alright i need help boiz
theres a mod with "Hat_SPHSurvivalist" that keeps crashing my game and i can not figure out what or where it is
If you have issues with mods, try disabling them one by one or in batches to figure out which specific mod is causing the problems.
Do it on a new save to to prevent any issues on your current playthrough as removing mods can cause items to be permanently deleted.
After you find out which mod is problematic, report the problem to the mod creator on their workshop page.
yeah i've been trying to do that, unfortunately i can't deduce which mod it's coming from
i fixed it, dont know which mod it was but found it
One keeps sprinting at you and the other teleports you into a spoiling brownie
Is there a quick loading scenario I can use for mod conflict debugging?
Anyone who can help me with my above question about park ranger forest bonuses?
@hexed arrow hear me out, can we use your spiffo helmet to mind control zombies
Maybe there could be a spiffo restaurant runned, by zombies, and could act as a NPC trader for burgers and fries and soda pop
@signal eagle send me a log
where do u access the error log
if u wana help me figure out whats causing the issues in my modlist
found it
nice
are there general errors to look out for
like typical noob modding shit u see
that might be here
how would i go about fixing something like this
so i just keep looking for more warnings msgs that use mod files?
how do i tell the diff between modded WARN files and vanilla WARN files
im guessing this is either something to do with britas weapon mod
or something that adds guns?
Those are not error or warning messages or anything else of concern.
That's absolutely normal. It's just information sent to console.
- Okay the part about Base importing itself is an "error" but not something that should cause crashes etc. Sorry, looked at that post on my phone and missed those.
Reason: Bad word usage
i dont know how i missed out on enabling fort knox
ok i think i can work on this from here
ill post if i have more questions
It seems that the mod superb survivors is causing game crashes for me when my character sleeps. Anyone know why this might be?
Or if I can fix the problem?
i cant even get the mod to work, npcs cant damage zombies at all
subpar survivors seems to break it even more
You could try using the subpar survivors addon for superb survivors. And reducing the NPC population in the options can help with performance issues.
But just be aware, none of the NPC mods are going to be free of janky/issues/problems.
Really, the honest, correct answer to 99% of inquiries regarding them could be "Don't use them unless you're resigned to live with all the problems"?
Not any failure on the part of the mod authors; it's just that they're pulling off shit that the engine does not handle very well etc.
im either gonna make my own npc mod or patch the bugs for superb survivors since its a very nice concept for a mod
- for whatever reasons, they just don't work properly for some people. Might be some corner case hardware/operating system issue? I dunno, PZ is notoriously finicky in that regard without throwing hugely system resource intensive NPC mods on top of that.
its definitely an issue with the mod itself, and considering the sheer amount of content superb survivors has it will probs take ages to make it function properly on latest versions
what do you guys think of making it so that every action you do is sped up by 10% if youre sitting on a chair
makes the furniture a bit more useful and the books less painful to read
Asking again. With the help of "Banjo New Professions And Traits" mod can I somehow add Park ranger forest bonuses? i see not mods that add this and I can not find this in the lua files anywhere... Anyone want to help me mod it in and post here?
If the bonuses are not in the lua, then the only other place would be the java files
How do I then open java files? Ty btw
I use intellij idea
It could be in "IsoPlayer.class" or "IsoTree.class" as when opening these files "park ranger" is mentioned. However they are encryped and notepad++ cant read most things in it. Would you know how to open these files? Is these java?
Ah ok thank you
does anyone know what causes this blank ui
when selecting some furniture on modded maps
nvm got it working it was a bug with the build menu mod
That stuff is hardcoded in the java, and, consequently, is not feasible to implement with conventional lua modding.
🤷
public float getSlowFactor(IsoMovingObject paramIsoMovingObject) {
float f = 1.0F;
if (paramIsoMovingObject instanceof IsoGameCharacter) {
if ("parkranger".equals(((IsoGameCharacter)paramIsoMovingObject).getDescriptor().getProfession()))
f = 1.5F;
if ("lumberjack".equals(((IsoGameCharacter)paramIsoMovingObject).getDescriptor().getProfession()))
f = 1.2F;
}
if (this.size == 1 || this.size == 2)
return 0.8F * f;
if (this.size == 3 || this.size == 4)
return 0.5F * f;
return 0.3F * f;
}
What a strange design from devs. Why would they add all traits BUT the park ranger (and lumberjack) there? A miss from them perhaps?
- that's java from an older build, so might no be representative of what's in the current build.
Oh wow that looks super complicated for me. I would not know how to turn that into a mod or into another occupation sadly.
Thanks for showing me the designs @willow estuary
As for now I will have to multiclass only the occupations that I know how to, into a mod.
I really wanted the axeman and park rangers fast speed bonus (instead of lumberjacks slow speed)
That code isn't for assigning the profession - it's to calculate the speed modifiers @next leaf. Could definitely be improved to include custom jobs/any job. You can modify the speed yourself by doing another calculation in player update().
Player calculations are also one of the few hooks which lets you overwrite the entire function
we need a freecam so i can prove to you all that the player and the zombies aren't actually standing on the ground
You say that it is possible to modify for example combat speed? 🤔 I wanted to create traits similars to Axeman but for other kind of weapons but couldn't figure out how to do it
It depends on the order of functions, when player update's hook occurs in relation to when the combat modifier is calculated.
If I recall there's something in the java called player calculate stats - which calls on player update BUT also has a Hook too.
Events add onto the function, Hooks (should) bypass it.
So if the player update Event is called after the stat is calculated you can use player update -- if not you'd have to rewrite the whole calc function into Lua to make your own changes.
As an example, zombie run speed is determined by sandbox settings during stat calculation. You can set their runtype but their actual speed is calculated after ZombieUpdate using runtype. This example is a little bit more complicated due to there being sandbox settings involved.
Does anyone know what MetalValue means in the item parameters for the Axe?
A few of those parameters are left over but if I had to guess it's relating to smelting.
Thanks
Sure why not 😄
Those are not used by the base game. As chuck said they were meant for the smithing system that was cancelled. You can check the system in my Blacksmith mod
that value is how much metal you get by throwing it in a furnace
@sour island I appreciate the explanation, I just dont know how to do that, mod that in. Its beyond my skill levels. I wanted to use the "Banjo's New Professions & Traits" as a base to create/merge new occupations. And ive been able to merge multiple occupations and create new ones. The park ranger forest bonus is the only thing I can not add into the mod as its not considered a trait.
Unfortunately you'd have to pretty much write these yourself, there's no way to redirect the effects to share across professions.
Although, you could ask the author of that mod to include some extra functionality?
I've only not touched Facility-7 for a couple months and it already feels like it's breaking 
I gotta catch up and fix all these weird little things that keep popping up. Like now the players always spawn in the same spots?? Gotta fix the procedural distributions now, ahck!
quick question: any way that i can change the location of the mods folder? instead of having everything on the myusername/zomboid folder, can i have everything on the pz folder itself
not mods, but if you modify the base install it will get reset anytime you update
I guess I could do that ye. Thank you chuck
Hey guys do you know how to access other ppl inventory from Superb Survivors?
is there a tutorial for dummies like me that teaches the modding basics and the best way to approach stuff? Ive been looking through other peoples stuff which tells me a lot but still I lack the basics
Fenris' guide is the closest thing to a "best practices" guide I'm aware of, albeit it's not comprehensive.
very helpful thanks
AuthtenticPeach has a good guide if you plan on making clothing items as well https://theindiestone.com/forums/index.php?/topic/37647-the-one-stop-shop-for-3d-modeling-from-blender-to-zomboid/
Hello and Welcome! Here you will find a concise and comprehensive guide and tutorial of making 3D models for Project Zomboid. Currently, this will mainly pertain to custom Clothing creation but may include weapon creation in the future. This will present how to create models from scratch with Ble...
i can't make the flies cure with smoker mod XD
Is it possible to make a zombie wear something after it has spawned, without using outfits, and without the zombie being a reanimated player, and without making the clothing as attached weapons?
As far as I remember you can do that, but it will not be saved if you leave the area
All right I will try some more in a different way some time later and see if that works :d
hey if i want to add more ways to repair a machete
do i just add a new line to this?
ie
under scotchtape
Fixer : twine=3,
but i was wondering, do i input this whole file in my mods folder (user directory)
or is there a way to seperate this section (machete repair) and add that only to my mods folder?
I haven't specifically used the fixing{} type of recipes yet since they're for weapons, but yeah it should just take more lines. So in your own mod, you'll have your own (renamed) copy of the item and add whatever other fixing items to it like you have above
also if i want to add a function that requires 2 items to repair, like need 1x plank, 1x twine.. how can i do that?
will it replace the section completely? or just adds ontop of it.. so if i leave it with just Fixer : twine=3,
ducttape and scotchtape will still be there ?
I'm not sure, I haven't tested it myself since I don't have actual fixing{} type recipes. Mine are just recipe{} types
Your copy of the file should probably be something like Base { fixing Fix Machete { Fixer : DuctTape=2, Fixer : Twine=2, Fixer : ScotchTape=3 } }
kk ty, ill just test it out then
do you know anything regarding this ?
thought of something thats a bit more realistic with repairing that requires multiple items tho
I'm not sure. Each type of craftable has a different set of requirements to make it work and I don't have experience with others besides standard recipe{} type ones. Modders who make weapons would be the best to ask
question: if you're making a custom player model, does it have to have the same UVs as the original if you plan on making your own texture for it?
ok thanks for the help!
what does workshop item version is different than servers
what does that mean
i cant run a server and ive gone through all of my mods with no luck
you're probably messing up most clothes if you go for a different UV
Okay
https://steamcommunity.com/sharedfiles/filedetails/?id=2600367486 - @abstract raptor
hey guys does anyone have all maps together to mod All in Zomboid map pack ? like i cant find any of these map and idk where iam 😄
https://map.projectzomboid.com/ - This is a online map that people use
i know but i ask for map of the mod maps
i made this a while back, click open original and zoom in
it has most of the popular maps on it
no worries dude 👍
dope! 😄
Important Tip Regarding Setting Up Item Distributions With Your Mods
Do not overwrite Distributions.lua with you mod, even if you've seen other mods do it.
It breaks the item distribution of other mods being used at the same time, and will make you mod spectacularly incompatible with future changes to how PZ spawns loot.
Don't do it. Just don't.
if the card looks like the walking dead?
where are errors located
trying to figure out what would be causing my lamp pillar to bug out (not being able to get any context menu show up for em)
console.txt file under your users \ [username] \ zomboid folder
if a mod is conflicting with vanilla lamp on pillar
would it show as an error?
when i right click on the lamps
LOG : General , 1631744167514> IGNOREGENS=2 instanceofgen=false LOG : General , 1631744168026> IGNOREGENS=2 instanceofgen=false LOG : General , 1631744173246> EXITDEBUG: ToggleEscapeMenu 1 LOG : General , 1631744173247> EXITDEBUG: ToggleEscapeMenu 3 LOG : General , 1631744173247> EXITDEBUG: ToggleEscapeMenu 4 LOG : General , 1631744173248> EXITDEBUG: ToggleEscapeMenu 5 LOG : General , 1631744173248> EXITDEBUG: setGameSpeed 1 LOG : General , 1631744173314> EXITDEBUG: setGameSpeed 3 LOG : General , 1631744173314> EXITDEBUG: setShowPausedMessage 1 LOG : General , 1631744173314> EXITDEBUG: setShowPausedMessage 2
dont see anything related about lamps tho lol
i searched for lamp in the notepad and these are the ones that comes up
LOG : General , 1631744308529> Base.Lamp: DisplayCategory, Junk LOG : General , 1631744369262> Base.Lamp: DisplayCategory, Junk LOG : Lua , 1631744371046> Loading: media/lua/server/Map/MapObjects/MOLampOnPillar.lua LOG : General , 1631741267491> Base.Lamp: DisplayCategory, Junk LOG : Lua , 1631741341041> Loading: media/lua/server/Map/MapObjects/MOLampOnPillar.lua LOG : General , 1631742398123> Base.Lamp: DisplayCategory, Junk LOG : General , 1631742426400> Base.Lamp: DisplayCategory, Junk LOG : Lua , 1631742483105> Loading: media/lua/server/Map/MapObjects/MOLampOnPillar.lua
should rather show up with "ERROR" infront or similar, searching for lamp probably won't yield much of a result
If another mod fucks up the lamp functionality, there's no reason for it to even throw an error necessarily.
Something could have just overwritten the code that it uses.
but in regards to log, one'd have more success searching for an error than to search for "lamp" keyword or similar i think
ERROR: Mod , 1631744813860> ZomboidFileSystem.loadModTileDefs> tiledef fileNumber 1200 used by more than one mod
where can i find which mod is causing this?
btw should i delete my console.txt? in game it says i have 26 error, but in the notepad it shows 2k+ errors (i assume it logs over old dates files aswell)
2k+ errors, or over 2k+ lines?
IIRC it should replace the old one and not just add on to it, not sure though
@willow estuary@dry chasm i think its a vanilla bug, i have disabled all my mods and lamp pillar doesnt work
Not all errors are red square errors.
And some error messages in the console are errors in the sense of a teacher grading a test and saying "This isn't really the way it should be", such as the messages that that say there's an error about a missing translation, versus error messages that say "Something's fucked up that's fucking up your game", which are the red square errors.
You probably need to have a battery in your inventory to put in it then.
no options
when i RMC
ok i spawned in a battery
and now i get an option
wtf
but when i made the lamp pillar it already included a battery
There isn't a complex computer game on the planet that doesn't feature that sort of zaniness somewhere in it.
ok renabled all mods
and have battery in my inventory..
now im able to rmc and have the option to insert battery/fuel
and lamp pillars works xd
if u got some time to kill, can u check out #pz_b42_chat and try this?
i might of found a bug that i wana report but i wana see if others are also running into this issue or if its just me
Oh, I've dealt with the battery thing before. If you wanna report it as a bug the steam forums have a channel for that.
ooh so its a known issue with lamps pillar ?
I dunno about "know"? I just remember dealing with it myself ingame.
In case anyone is having issues with distributions, I wrote a distro table dump to be read from console.txt. Requires -debug to work.
Paste this anywhere in your mod, and once you've loaded a save: simply hit 0.
function RTP_indent(n) local text = "" for i=0, n do text = text.." " end return text end
function RecursiveTablePrint(object,nesting,every_other)
nesting = nesting or 0
local text = ""..RTP_indent(nesting)
if type(object) == 'table' then
local s = '{ \n'
for k,v in pairs(object) do
local items_print = false
if k == "items" then items_print = true end
if type(k) ~= 'number' then k = '"'..k..'"' end
if (not every_other) or (every_other and (not (k % 2 == 0))) then s = s..RTP_indent(nesting+1) end
s = s..'['..k..'] = '..RecursiveTablePrint(v,nesting+1,items_print)..", "
if (not every_other) or (every_other and (k % 2 == 0)) then s = s.."\n" end
end text = s.."\n"..RTP_indent(nesting).."}"
else text = tostring(object) end
return text
end
function PrintProceduralDistributions() print("ProceduralDistributions:"..RecursiveTablePrint(ProceduralDistributions).."\nEnd Of ProceduralDistributions") end
Events.OnKeyPressed.Add(function(key) if getDebug() and key == Keyboard.KEY_0 then PrintProceduralDistributions() end end)
Dumps looks like so:
@latent orchid pin pls
@willow estuary can pin. i cant 😦
do you guys know where can i find ressources on how to create mods for PZ
since it's my first mod i don't wanna do something complicated i just want to change the game textures featuring fictional brands into the actual one like spiffo's = wendy or whatever
same with items and maybe cars
is it possible to change Character's age?
Check pinned messages, there are a lot of useful guides and resources.
thanks
you could go into your save file and manually change it
Just cannot locate the right file to edit
then you could probably use the debug menu
but the files location is (c:)-users-"your username"-Zomboid-Saves-"your save's game mode"- "the save for exemple (16-09-2021_01-27-30)" - players
however the file is either compress or crypted and i'm not knowledgable on which one it is i tried to put it through a hex file converter to text but it didn't work
thanks, I've checked my save, there is a player.db file, which is out of my editing ability
how can i make a mod that overwrite the game textures, basically a texture pack ? if you know please explain it to me like im 5 i never modded before
sorry budd, I have no idea..
is there a list of all skills? Like Aiming, Reloading, etc?
yes there is i think it's in media -> script
well it's okay i finally found how, i was going at it with the wrong approach
well i guess i just have to do this for every single item and cars featuring a fictional brand in the game
and finally got it to run in game
what happened to your head, lol
it's a bandana T-T
lies, it's the chess-flow-beer that you're drinking!
Hi! I have a question. Does this mod also apply to other mods's items?
https://steamcommunity.com/sharedfiles/filedetails/?id=2271489378&searchtext=
Depends on how they wrote it
Looks like they kept the original name included so it could be generated off script manager
Or they modified each items script one by one
Thanks @sour island ! I guess I'll just have to try it then.
Two spicy new options for modding in 41.54
- Added outfit zombie distribution (see example in Distributions.lua). Allows modders to add items to specific zombie outfits (e.g. bigger chance of finding ammo on police zombies, etc)
Quick example, add Outfit_ in front of the outfit name, like Outfit_Generic01 and define your loot table.
- Added ISLiteratureUI.SetItemHidden(fullType, hidden) function so mods can prevent items being displayed in the Training Materials ui.
so how easy would it be to implement rotatable 3D objects pre-placed in locations?
e.g a golden trophy on a counter in a modded map in a building
thanks
cute
@iron salmon
was it really?
ah didnt check this morning
maybe throttle did it
and also yes 😉
those are thick penishams
@iron salmon Are the new sounds unavailable for viewing or any modification of them? Because I think they are enclosed in .bank
Are all of the food items in vanilla PZ 3d?
I'm at march ridge, everything seems normal
my goal to add real life brands in game is coming along slowly
still have issues with vehicle since this is my first time making a mod i have no idea on how the fix the issues i encounter, at least this way i'm getting the basic down step by step
FOr a long time I just want to scale/ make bigger the overhead text because I am playing in 4K a this text is really tiny. Today afetr the new patch there is an addition in the patch notes:
Added static class HaloTextHelper.java for more universal use of the overhead text.
So it´s possible to scale the overhead text now pls?
is there a way to make the clock larger, as it was in 41.53? ahaha
the developers have stated that this will be fixed in a hotfix
soo they made clock smaller ;/
anyone know how to make clock size bigger?
and rip they still didnt fix battery flashlight bug
follow what i just sent Woldren
thank you! 🤩
lol thanks
do we have to keep doing this every update?
let's write it somewhere else too, people have to know 😮
Does that hunting mod still work? I haven't found any animals yet.
Unless I didn't read closely enough and they're for catching, not shooting.
nasKo has pinned it on pz chat
Not to my knowledge.
It would be safe to say that the VHS mod is basically redundant now, eh?
I'd say that's a good thing. If your mod is good enough to be officially added to the game, then you made a mod that got the attention it truly deserved
I would say that is a stretch to think that vhs mod affected them being put into vanilla
They were working on that system for a long time along with the other media changes
I'm asking if I can unsubscribe from the mod - which I'm expecting is a yes.
Yes i believe so
Does anyone know if Superb survivors / subpar survivors works in this version?
It did appear so last night while I was playing, yes.
I still have an issue with broken PVP and immortal NPCs so I have my spawns set to very low.
excellent Ill probably end up having to unsub from my mod list and go back through what works and doesnt. I know that the 41.53+ patch for hydrocraft doesnt work since im getting errors from "Function: GatherSeeds"
Do you use subpar survivors?
I do.
ah interesting haha i wonder if the new version might have messed with subpar survivors and ruined the immortal npc glitch
So far from what little I have seen during a raider attack in 41.53 before I had gotten subpar survivors the only way to deal damage or kill the raiders was with a gun I got from britas
That sounds about right. I tried beating a raider with a bat till it broke, I was completely winded, etc. and then he just stabbed me to death.
But the occasional NPC wandering around is kind of immersive so I've kept it even if it doesn't work as intended.
I had a similar story I was beating him with a bat, then a metal pipe, then a street knife from a mod and none if it worked until I used a gun haha
I totally feel you there It really makes the world feel more alive
Love the npc mod
Before I go about unsubbing from mods do you know if #old_techsupport is the channel to post my console.txt to find out what mods are causing issue with the new version?
Like I know for sure i dont need Immersive cd players or the VHS tape mod anymore
I believe this is actually the channel for it but I haven't been here long and could be wrong.
I dont think indie stone can help with mods you need to talk to the modder @flat wing
I think
Comment on their mods and say they are broken or something
thats fair I had figured since the version came out only hours ago it would take some time for mods to update but i didnt know if commenting will help as in if the modder will be able to see it
in notification i mean
Eh ignore my previous messages Ill look through my error messages and comment on mods that appear there
Ye
Will modders be able to use the vanilla 3d models to add different brands?
yes
yeah, models are defined in a txt script. You can use any model file and then define a texture for it
Was running IWUMBUS with my wife. Played a couple of times with no problem, but ran into an on-load crash error. Anyone familiar enough with the console.txt log to help me figure out what went wrong so I can try to avoid it? Asking here because there are a handful of mods I'm guessing messed it up.
Can we create custom backpacks bags etc with mods lets say i wanna make a mod can i then make a nike bag or adidas
Could you theoretically remove the texture for the error box and replace it with a transparent one to "remove" it?
Hiding the error doesn't make it go away. At that point you'd just have a broken game and would never know why
It's like removing a flood/hurricane/tsunami siren
yeah you can copy paste on of the backpacks in the c:/program files (x86)/steamapps/common/projectZomboid/media/script/clothing/clothing_bags
than add a custom texture
change the texture and then item name than add it into the loot table
i might be wrong i'm really new to modding
that sounds correct
do you know where is the folder in charge of how much the player can zoom in
is ?
or do you guys know a mod that can make it so that i can zoom in more
lolol just spent an hour wondering why my custom sound wasnt working when I crafted an idea, turns out the audio only plays during the action and not the length of the file TIL
Once I got the console.txt open and I found things that cause errors, what do I do with the information, anything to do other than uninstall that particular mod?
unless you can fix it no.
@narrow crown and by fix it I mean adjust the code of the mod itself
ah
just thought material type leather was base game, not understanding why that causes issues
if i wanted to make a filibuster version of vehicle chop shop, having the expanded capacity and such, how would one go about it?
wait, can i just duplicate the file that chop shop uses and rename the parts to the filibuster ones?

okay i'm starting to wonder which mods are now redundant with the vanilla update
so uh, anyone know if these are now redundant? based on patch notes i'd assume some might be.
1 show skill up name
(which simply shows a floating text saying what skill levelled up when you level a skill)
2 taped tv shows
(adds vhs tapes of every episode of the three life and living shows so you don't need to camp out by a tv in the first week which is an annoying meta, so if the vhs tapes added to the game actually have all the shows on them i'd love to know)
3 vehicle recycling
(apparently you can dismantle wrecks now, but this mod lets you do the same to an entire car that isn't technically classed as a wreck, so i assume it's not yet obsolete)
I'd say 1 and 2 are redundant now
do we have confirmation that the VHS tapes definitely include all the life and lifing shows or an alternative skill booster?
actually, what am i doing, i can look in the game files
or maybe it's more complicated than that hmm...
i'm seeing three added items, with a mediacategory for the two non-blank tapes
now to see if i can find where in the world media categories are defined
oh wait found it
awesome!
ok it is obsolete
though it's gonna be a hell of a thing finding the shows when there's so much more that a tape could have on it :D
