#mod_development
1 messages · Page 479 of 1
Hey all, I am currently working on a mod, and part of it is placing an item into the world, but on reloading the save game it doesn't seem to work anymore, is there any lua script or something that needs to be called when loading a saved game for an object placed in the world? Thanks
not related to your query, but i noticed that i'm getting errors now from distributions... guessssing that the changes to distibutions mean more mods need fixing, ugh
Yes, I think they updated distributions, it broke a couple of mods I've made, I added magazines to the list and they throw errors now.
wonder if it's a simple fix or a annoyingly complex one
ah i see
they expanded a few procedural lists from a single category to like 5 or so. like tool store shelves now have more than one proc distrib
and desks and shelves as well (originally all->desk or all->shelves, now they have a proclist for generic contents)
also "storageunit" "all" now has a bunch
What would I need to add if I wanted them to spawn in house book shelves now? Do you know?
lemmie check
ok so this will depend on how your distributions file is laid out. i'll start by listing containers that would possibly fit what you want.
a few options which all spawn books or mags in vanilla in homes:
KitchenBook (if you think it'd fit there)
LivingRoomShelf
LivingRoomShelfNoTapes
BedroomSideTable
And a few that are not in homes you may be interested in:
MagazineRackMixed
PostOfficeMagazines
ToolStoreBooks
LibraryBooks
GunStoreMagazineRack
ElectronicStoreMagazines
CrateMagazines
ClassroomShelves
CampingStoreBooks
BreakRoomShelves
BookstoreMisc
as for how to make them spawn, well, that will depend on how you're doing distributions
if you don't have a distribution file (media/lua/server/items/modname_Distributions.lua most commonly) then use another one as a template, and if you do have a distributions file you're editing look at how it's laid out. The most common method i see is the Oh God Spiders No one (OGSN).
I do have one, your explanation has helped, thank you for that
The extras are good too, I will add a few new places to find the magazine
not SuburbsDistributions
if in future you want to sus out where exactly to put things, open the vanilla Distributions file in a text editor with the ability to fold and unfold levels of code like Notepad++ and fold the file down, then expand one level, find something that sounds like a place you might want to spawn things, and then expand that to see what kinds of containers you have available at that location, then expand the ProcList (if any) level to see the new procedural list names for that specific storage area
that or open ProceduralDefinitions and do the same
Yes, that will come in handy for my new mod as I to put items in loads of different places like warehouses.
best mod for gunz ?
There are tools to extract sounds from banks.
This is how sounds are handled in many many games, and it would not be feasible to have just lots of loose .wav files shipped.
We'll have ways to modify sounds just fine, and people will be able to use their own banks in the future.
We're focused on the overhaul release of vanilla for the moment though and mod compatibility is something we're aware of and will lay out when we're further through the overhaul.
Sorry for the late reply, someone asked me the same and pointed to your question.
It's a pity, I would like to set up sounds for my Mustang now, but I'm waiting for updates and preferably instructions on how to do this in the future!
Thanks for the answer
Is there a way to call a lua function once a saved game loads? Each time it loads?
britas weapon pack, BUT wait for it to update, as the gun spawns are broken for now
Spawns are broken from the update?
From what i’ve seen, They’re only broken in police stations
it's easy to fix distribs
oh, really?
I’ve found plenty in survivor houses
gunstores would be broke too
Yeah prolly
ThEn fiX tHeM1!!!1!
table.insert(ProceduralDistributions["list"]["PoliceStorageGuns"].items,
oh what
table.insert(ProceduralDistributions["list"]["ArmyStorageGuns"].items,
I like your funny words, magic man
there's also one for gun stores but i would have to look that up
exactly what i was thinking
either way, i guess i could do this while i wait
you edited distribs before?
oh, no
i thought that code just fixed everything automatically lmao
sorry
it's not too hard, you gotta find the file (helpfully pathed in the debug log)
I’ll just pretend that all the guns i’ve found in the survivor houses were looted from the PD
it is a harmless error btw
won't cause any crashes just logspam
and a lack of guns in certain areas
imma just spawn em in with debug
i guess a lot of people were lying on the mod page, then
this is an extremely concerning amount of typing lmao
keep going though
i think Jean is gonna explain, give em a second
OK cool
if you wanna know how to fix the gunstores and police store distribs:
- Open the debug log at users/<yourusername>/zomboid/logs in notepad
- ctrl+f STACK TRACE
- Before the stack trace will be some hyphened out lines and immediately before those will be a line with "Loading: <file path>.lua"
- In this case you're looking for a specific mod so look at the path and if it seems like the right mod, open that folder in Explorer and open the lua file in notepad++ if you have it or any text editor. Otherwise keep searching.
- Go back to the debug log. after the STACK TRACE and dashed lines you'll see a line that mentions that .lua file and a line number e.g. #66.
- If you're lucky enough to be in notepad++ or a text editor that counts the lines just find that line number, else get roughly to where you think that line would be and do a find and replace as follows:
Replace
table.insert(SuburbsDistributions["policestorage"]["locker"].items,
with
table.insert(ProceduralDistributions["list"]["PoliceStorageGuns"].items,
Replace
table.insert(SuburbsDistributions["armystorage"]["locker"].items,
with
table.insert(ProceduralDistributions["list"]["ArmyStorageGuns"].items,
Replace
table.insert(SuburbsDistributions["gunstore"]["counter"].items,
with
table.insert(ProceduralDistributions["list"]["GunStoreCounter"].items,
Replace
table.insert(SuburbsDistributions["gunstore"]["displaycase"].items,
with
table.insert(ProceduralDistributions["list"]["GunStoreDisplayCase"].items,
Replace
table.insert(SuburbsDistributions["gunstore"]["metal_shelves"].items,
with
table.insert(ProceduralDistributions["list"]["GunStoreShelf"].items,
Delete any lines that start with
table.insert(SuburbsDistributions["armystorage"]["metal_shelves"].items, or table.insert(SuburbsDistributions["gunstore"]["locker"].items, or table.insert(SuburbsDistributions["gunstorestorage"]["all"].items, if they are present as they're redundant in this case
actually, another way would be to just like
find the lua file
send it to me
i can edit it
if you find the above to be uh
too much lmao
there's even a possibility the mod uses a different layout than OGSN so the above may not always help
To be quite brutally honest, it would sure be nice if the devs would consider keeping track of the changes they make to distributions (i.e. renaming or splitting pinto proc lists) and supplying those each patch as a list of distribution changes in a text document or something
i just got my mods all distributing correctly after three hours of hide and seek
i haven't even played the new patch yet
Wish I had that sort of dedication, way too lazy
i have a handful of qol mods i cannot go without including easypacking, better belts, etc etc etc
where are mods installed?
im guessing all these script replacements are going to be the mod files themselves right?
i'm not seeing any STACK TRACE in my log files
Same, but I just can't wrap my head around code to make fixes and tweaks by myself
I end up in that "guess I'll just deal with it" mindset, or wait until the person who created the mod makes the adjustments if ever
How the latest update affected mods in general? Any specific type of mod that will need to be updated? Or most mods, even outdated ones, are safe?
Can your mod change some of the functions in the game? Like text?
No, no... I'm asking as a player, not a mod author. I just want to know if I can keep my current mod list or if I should wait for more mod updates before playing PZ again.
I have all types of mods, from mods that affect gunplay to mods that add items.
Because the game didn't update too much for it to break the mods
You may need to check it yourself what broke and what is fine
Guns and addition mods will work fine most likely
anything that changes the code will be an issue probably
Yes, of course... I'm just curious if this updated affected a specific kind of mod, like the previous update affected everything related to loot, for example.
I am not too sure, I'm not too knowing with the code of PZ but that is what I think overall from my own knowledge
I see. Thanks for the info.
i edit code for a living but completely unfamiliar with PZ mod APIs and architecture
is kind of annoying to have no guns spawn in the military zone i started right next to 😬
I wonder how hard it is to add moodles
@willow estuary mate, the number one Mod I cannot play without has been broken by 41.54: Worse Searching
As soon as I attempt to skin a little animal, or rip some clothes or other "craftable" action , an error is thrown. I was barely able to find the likely culprit in the log files: PASearch_ISCraftAction.lua
Would be awesome if you could fix it, or point me in the direction of how i could try to fix it myself (almost no experience in lua, but have coded in the past... in a galaxy far far away).
Big up
EDIT:
Ok so my wife took the kids to the beach and I faked back pain so I could play 41.54. I was not gonna waste this opportunity.
A quick dirty fix to Worse Searching:
In file PASearch_ISCraftAction.lua, replace Line 8 and 9 as below:
Old Code:
if self.craftSound and self.craftSound:isPlaying() then
self.craftSound:stop();
New Code:
if self.craftSound and self.character:getEmitter():isPlaying(self.craftSound) then
self.character:getEmitter():stopSound(self.craftSound);
Seems to be working fine.
"Ok so my wife took the kids to the beach and I faked back pain so I could play " Hahahaha @willow estuary now you gotta save his play hours
now thats some dedication
I asked earlier, but I will try again, is there a lua function that can be called when a game is loaded?
how would someone go about adding smoke particle when the character is smoking
and as an addition to not stop the animation while walking
anyone knows where are files responsible for the noiseworks sounds and music management?
Ahahaha, maybe I shouldn't encourage you in being parent of the year over here 😜
Usually I like to wait a couple days after an update to wait for hotfixes and stuff to shake out? But I just did an update. Kinda braindead from this morning's stream, but I think I got everything ironed out? Just updated.
sooo no one knows? :c
Not sure but I'm really missing the advanced sound options because the balance is all over the place now.
I don't like "level up" sounds and things like that... Used to have a lot of that stuff turned off or rebalanced... Same with meta screams and the radio/TV squeel
Hi, bit late but in case you still need it:
local function myfunc()
-- do things inside your function, name it whatever you like (should not be an existing function though)
end
--And then add it to the OnGameStart event
Events.OnGameStart.Add(myfunc)
Is what i used for mine.
Same plus i cant mod music too so one of my mods will remain broken...
I'm glad to see more stuff getting pushed to Procedural Distributions.
ty 🙂
got it working
@nimble spoke sorry to bother but for your exploring time mod, would it be possible to turn on the lantern and place it on the ground, while still giving light
Currently no. I'd have to make a tile for it, like lamps.... or radio
That's the top request for that mod, so yeah, I'll add that eventually
sweet
Would to be possible to make it flicker? maybe to show when its starting to run out of juice?
Is there anyway to set a certain cell and or grid square?
like if I wanted to add an WorldItem to a certain cell/grid square location is that possible
maybe with something like:
getWorld():getCell():getGridSquare(x,y,z)
So for example:
local square = getWorld():getCell():getGridSquare(x,y,z)
square:AddWorldInventoryItem("itemModule.itemName", x,y,z)
-- unsure here for the x,y,z values, maybe in relation to "slight" dis-placement in terms of not centered on the tile perfectly?
I get this error 'Exception thrown java.lang.RuntimeException: attempted index: getCell of non-table: null at KahluaThread.tableget line:1689.
and if done without getWorld()?
interesting. looks like with the new update the game does not like anything 308 related. Even if I make my own ammo and items for it. must be missing something.
still the same, thanks for your help, but I think I'm going to take a break, it is almost working if I could figure out this one issue.
What would be the best way to get a x,y,z location, the player can be standing on it
w8, you want to get the location of the player and add an item there?
No, but I want to get the location the player is standing at and then create an item there later, once they have moved away
and you want to do it when loading the game, or after some random time, completely ignoring the case of save/load?
Yes, when loading the game, I can get the object to appear when loading the game, I just can't specify the location. I can make it always appear on top of the player easy enough but I want to the appear at a location the player has previous set.
previously
If needed I can write the object's location to an ini file and get the coords after, but I can't get it to work.
I can write the ini file just fine and read it, but can't translate that back into a location.
in regards to location, you could possibly set it as moddata on the player (unsure though)
the location could be possibly received by the playerobject something like
function getLocation(player)
local currentSquare = player:getCurrentSquare() -- or left out?
local playerlocation = {
x = currentSquare:getX(), -- or x = player:getX()?
y = currentSquare:getY(), -- or y = player:getY()?
z = currentSquare:getZ() -- or z = player:getZ()?
}
return playerlocation
end
unsure as to why getCell():getGridSquare(x,y,z) won't work, though (didn't test myself)
Thanks, I will try this later, I got to go, I appericate the assistance.
I don't think so
Its just frosting on the cake, can live without it
where do i find the backpacks in the game in the modding files im trying to reskin them
Looking for a mod that removes requirements for simply moving furniture
can someone please help me where do i build my own mods i wanna make clothes
Check the pinned messages for a cornucopia of modding guides and resources, including a comprehensive guide to modding in new clothing items!
cant find it
i dont understand where i go to edit the clothes i wanna reskin
i thought you went in to project zomboid modding tools
Yeah, sorry, it looks some pinned posts have disappeared? But this guide should have all the info you need: #mod_development message
🙂
thanks but this will take forever
is there not a easy way to edit clothes in the game already
you can copy the default clothes of the game and just change the texture
how do i do this
this is what i need help with
Check the guide that provide @Brair Algol and jump to the step of "Clothing Item" (#clothing-item), match this to the game clothes you want to modify and make the texture change
You can't just change the default texture image if I recall -- you have to rescript the default items texture to point to your own (differently named) texture
so i dont need a use the project zomboid modding tools then
What tools are those?
these lmao i think i broke something
im going to download blender and make my own clothes
If I'm not wrong, that is for mapping tools
i dont understand what that is so i dont need a use this then
Probably, I never used that for create clothes
i made a "real brands" texture you only need to make your mod folder then add a texture folder and make your own texture using the normal texture names
Oh?
since your mod is loaded after the base game it's going to default to your mod
oh no not icon i don't think so
i didn't read far enough to know you were talking about icons
didn't test with clothing but for normal object you just need to make your texture and use the same name
i cant import fbx model
I had reshade working before but now it wont load. Any ideas?
By the way, while it is modding, i believe you'd probably get better help in #modeling (Atleast what i'd assume)
You don't have to remodel it if you're just swapping textures
this makes me wanna rip my hair off and scream
Check media/textures/
nothing works and the disqusting models wont show up
They're all there
If you're just texturing you don't need to mess with models
ah i see i just wanna retexture
Look inside the Zomboid install folder for media/textures
If you make a mod you have to include a media/textures folder inside a contents folder
Try looking for a mod that changes the texture of clothing to see an example
There's a mod that adds real-world brands to hats
i dont understand anything lmao all i wanna do is make the satchel bag gucci
i have textures and stuff for it
I just told you how
You would have to replace one
Or you need to script a new bag that points to your texture
And make sure it is in the loot distro
That's two options: replace a current bag in game or add another
i dont wanna add another all i wanna do is just add textures to another bag but i dont understand how i am in media and textures
and now in clothes i found bags
how do i add my custom texture to the bag
this is so confusing but this is how you learn new stuff
I don't think you can just modify the install directory
You can try doing it inside the install directory for now
And seeing if that works
You can try doing it inside the install directory for now
But please, ensure you create a backup of the folder/files you modify
where is the install directory is it the media texture
media/texture should be inside the install directory
The install directory should be inside of steamapps
It's where the game is installed
yes im there what do i do now
i found what i wanna replace the satchel bag what program do i use to edit it thats what i dont understand and thanks for your patience
Any image editor works it's just a png
I own a Photoshop license
You could use gimp or paint.net both are free
Yeah
how do i pull in 2 other pictures in gimp
so i can pull them over the bag
ye it was drag and drop but i dont understand how to move it or make it bigger
found it
is there anyway to open it up in 3d and have it as a model then put the textures on because its hard af like this
are there any mods out there to make the car heaters work
? car heaters do work
not really
A car heater will not do much for you in the dead of winter
You could try it in real life, I did, it did not do jack shit
lol it'll at least keep the frost out of your bones
oh wow ok so just got the digital watch
-21 degrees is pretty fucking cold
-21 C or F?
There is the RV mod, you can live out of it
either way thats cold af
F
how can i get back textures i deleted and messed up
there is no go back button on your software?
But please, ensure you create a backup of the folder/files you modify
Now you feel the reason as to why backups are a good thing! 😛 Though you could look in your trash bin if it's still there.
how do i backup
thanks
its for a mod lol, the person is not playing the game
But modding is a game itself! 🙃
quiet place mod when
make the zombies super strong and fast and respond to any noise
and rare
you can already have that in sandbox settings
yeah but they need a cool alien skin
commission a modder
no u
i never wanna build this again where can i find the belt in the picture that will go around the character i need a paint it
how do i fix the back
its brown
if i wanted to add a file to a mod, can i just slap it in the mod's script folder or nah?
eh im just gonna try it and find out
ah shit, the earth turned to ink, welp
Wondering something - is there a way to modify the base capacity of moveable containers, for example metal shelves etc? I want to make some tweaks based on some of the containers having amounts of storage room that make no sense compared to other storage containers (like comparing crates, shelves, cabinets, and lockers)
copy the part of the code containing said container code copy into into a script lua file change the value of the loading capacity
I can't even find the containers in question
ofc you need to make it into a proper mod folder (mod, preview, media, script)
specifically not backpack.
I'm just having trouble finding the original place where container capacity is defined
back pack are easy to find it's in the media /script/item/clothing/clothing_bag
in the cd:/programfiles(x86)/steam/steamapps/common/projectzomboid/media /script/item/clothing/clothing_bag
furniture is going to be located somewhere else probably in the media/script file
maybe it's in a .pack folder which mean you have to download a modtool
even tho this seems unlikely
these are like, things like the wooden crate, the metal double shelves, and other such things
the lua files dealing with objects and inventory have a function for getting the container type etc but i would assume the data must by a process of elimination be locked inside some other file like the pack like you mentioned
that or it's embedded in like, the map system or something
or possibly in sprite metadata?
i got very confused looking at the files i could find that deal with containers, moveables, and buildables
mainly cos it seems to be that the world containers aren't being given the same script level definitions as inventory items
or if they are they're hidden
so in this case is the use of modtools a thing that is ok to do, and if so, is there any documentation on how to go about it?
well not really there is probably some but if you've master the art of googling you should be ok
try to download zomboid unpacker for opening .pack file
It doesn't help if I don't know if i'm just looking for a generic java oack modtool
Ah, keywords
i was using the wrong ones.
or project zomboid pack manager
found the github
basically the .pack is a crypted version on a normal file
well that oversimplifed but yeah
i've done similar for older games that use other encryption structures for packing up resources
i'm not super knowledgeable either so apart from that i don't know
i can fumble about and see what flies and what doesn't
giving up for now
i suspect this is actually a sneaky little issue that's tied to the map and tile properties and not to anything directly moddable
I have replaced audio in a banks file (I silenced the heartbeat files) and I have it working locally (aka manual copy/paste base files). However, when I try to have the bank file replace through a mod folder in \Users\etc... it ends up loading incorrectly. I have zero modding experience outside of replacing textures in a few games, and I wonder if I have majorly missed some things. I know I cannot upload a manual install mod, but it is no big deal if this little project ends up being a "just for me" thing.
@quasi geode May I ask a silly question about creating new traits? I've looked into your example, but when I created a .lua file starting with code "addTrait(xxxx)", then start a new game, it kept going errors when I try to select a profession. How can I use your example to create a new trait? Sorry i'm so dump at coding...
Got this all working now, thank you
Hi! Does anyone know how to make the lockpicking and lockpicking only mods compatible with the multitool's screwdrivers from the multitools mod?
in case this is useful for someone
All BloodLocations:
Jacket;LongJacket;Trousers;Shirt;ShirtLongSleeves;ShirtNoSleeves;Jumper;JumperNoSleeves;Shoes;FullHelmet;Apron; Bag;Hands;Head;Neck;UpperBody;LowerBody;LowerLegs;UpperLegs;LowerArms;UpperArms;Groin;
Source: zombie.characterTextures.BloodClothingType
Example:
item Legs_Kneepads
{
Type = Clothing,
DisplayName = Knee pads,
ClothingItem = Legs_Kneepads,
BodyLocation = Legs,
BloodLocation = Jacket;LongJacket;Trousers;Shirt;ShirtLongSleeves;ShirtNoSleeves;Jumper;JumperNoSleeves;Shoes;FullHelmet;Apron; Bag;Hands;Head;Neck;UpperBody;LowerBody;LowerLegs;UpperLegs;LowerArms;UpperArms;Groin,
Icon = Legs_Kneepads,
ScratchDefense = 50,
RunSpeedModifier = 0.93,
CombatSpeedModifier = 0.95,
NeckProtectionModifier = 0.5,
Insulation = 0.40,
WindResistance = 0.2,
FabricType = Cotton,
Weight = 2,
WorldStaticModel = Jacket_Ground
}
So blood location's really the part defining "where" it's protection is located, while BodyLocation would simply be for the limitation of equipping things?
apparently, that's right
For example, now I only use BloodLocation = UpperBody;LowerLegs and this is the result
Might come in handy for me, thanks 😁
How hard would it be to add automatic crossbow to pz?
if anyone wants it, i reworked the filibuster parts weight and capacity to try to be about on par with enhanced vanilla parts from chop shop
check the pinned comments for tutorials and let us know.
Hey guys. Not directly modding but I think you guys know the best <3. How can I debug sound with the debug option in PZ?
maybe by typing something like that:
getPlayer():getCurrentSquare():playSound("SoundName")
(Never did anything with sound, so unsure if it'd work that way)
unless you mean something different to just having the sound play
LOL who did this?
Given that it appears right after loading the TowingHook.lua, i'd assume it's in there?
LOL, YEP
then you've found your culprit 😛
imagine being that good at modding
lol, I had that shit happen on a mod I was working on after the 41.54 dropped.
@latent orchid just read your distribution png, thank thank thank you. Saved me at least an hour of understanding how to deal with distribution
@drifting ore oof
@hushed cloud i heard you wanted a better version of SWAT mod?
Haha yeah actually I loved the outfit in that mod. Cloths are a bit OP imo but would love something more 93 and lore friendly and also to not break balance too much.
i have exactly that right now
Oh lemme peep it
1 sec
ive got a bunch of other clothing i am just finishing now
new duty belts, etc
That looks rad! Should add some color variation black/green/blue for different departments
its been on my mind but i keeping it LAPD blue for now
may make a specific version for louisville
Would be cool. Usualy rural swat have green even back in the 90s
the blue and black was mainly for cities
ill give it a go perhaps
cool af
anything else cool in that pack? Im a sucker for vanilla friendly clothing
i can line you up early if you wanna peek it
1 sec ill show you everything
Nicew
so basically, all clothing is modular
roll up sleeves, tuck in pants, unfasten helmet
Shark you bitch, keep up the good work, I'll be back soon
Anyone know how to access the newly placeable world items? Like if you place a cooler, it doesn't seem you can access it via OnPreFillWorldObjectContextMenu like you can other objects and tiles
Placed items are indeed accessible as IsoWorldInventoryObjects associated with a given IsoGridSquare. If you have the IsoWorldInventoryObject calling :getItem() on that IsoWorldInventoryObject will give you the InventoryItem that is the placed item.
Ahhh, alright thanks a bunch!
Forgot to mention, check that the return value of :getItem() is not nil, since if an IsoWorldInventoryObject is not a placed item (e.g. it's a tile object) there is no InventoryItem to return. You're welcome, hope it helps.
wouldn't that throw an error possibly as the getItem method wouldn't be defined in the first place?
No it doesn't throw an error. IsoWorldInventoryObject is a Java class that can represent a few different things. It looks like it stores a placed item in self.item, which is set to null except when it's representing a placed item (in which case it is a pointer to the InventoryItem object for the placed item). :getItem() just returns self.item. If a particular IsoWorldInventoryObject is not a placed item, it just returns null (or nil in Lua). So long as you check that :getItem() returned non-nil you're fine.
Oh, so theres no difference in the object for the WorldObject thingy and IsoWorldInventoryObject in that case for the question, so it would have the method defined nontheless
thought it might be a different type of object, which then might not have that method
Ah, I think I see what you're saying. So, IsoWorldSquare:getWorldObjects() returns an arraylist of IsoWorldInventoryObjects. So while the method name says "WorldObject", the actual class name is IsoWorldInventoryObject.
Got it, thanks! Sorry for the possible confusion!
You're welcome, glad to help.
Has anyone used/know about Planetalgol's 'Even worse Looting'? I had some questions about it but he's already blocked me for trying to report some bugs in his mod 😦
one being a bug report as I found the Muld armory key in the bathroom but it wont unlock the armory door, I've also found a gazillion of the generic 'key' item which I think is used for opening things like kitchen cabinets, draws etc etc, but have never been able to unlock one with a key
lolwut
Don't know anything about the mod though, sorry
Whelp, doesn't look like you can turn coolers into actual coolers that can chill the stuff in it. Even if you set a new temperature, the things inside it don't seem to heat up/cool down at all. It's still probably handled in the Java part of the game code
TBF he does state in almost all his mods not to try and contact him for any reason, I thought a bug report would be ok as a one time thing but, eh, his rules I guess lol.
He states that it'll make the game harder, but I see nothing of "Don't contact me about bugs in my mods" anywhere, and that's pretty rude to do when you were just helping
if i wanted to make computer interactive how would i do that
trying to make a mod that adds quest via contacting the news channel with a computer
like capture footage of the apocalypse for a air drop or info on when the next helicopter will come around
Yeah, sorry folks, but my inbox is closed as a matter of preserving my sanity. I got too many mods and too many error reports turn out to be balloon juice? It takes anywhere from 10-30 minutes to follow up on a bug report, and I just dont got the time to deal with it.
(90 percent of error reports are from the people using 200 mods and are impossible to replicate so I don't deal with it)
Nothing personal, but the phone is unplugged and the customer service desk is closed.
Well there is that, lol
All I can say is that blame the people using 200 mods for ruining it. All the modders I talk to are straight up fed up with people using a ton of mods, including all sorts of old janky trash, and coming to them with issues that they can't replicate.
The amount of mods used wouldn't be a problem if they'd then invest the time to test it without others and/or figure out the conflicting ones 😛
But that's not your side of things, obviously.
When b41 mp drops and I'm using my stuff on my server, at least that will serve as a means for better QC of my mods since I'll have to follow up on stuff on my own server
There's also issues with people using pirated copies of PZ with old downloads of mods from 3rd party sites that don't automatically update. The old "I don't have internet so I downloaded the mod with my phone" crowd,
Wasted a bunch of time with that bunch being confused why they're reporting errors that were fixed months ago.
Yeah that would be obnoxious as all hell
What's a mod that gives you an indication of what you're aiming/swinging at?
That's no mod, that's vanilla! (build 41 though)
not taken personaly, you warn everyone, I took the chance and shot myself lol. I am also one of these people using a bunch of mods, but I disabled stuff in batches until I find whatever is causing the issue, then go from there. Since having the issue you've pushed an update to a bunch of your mods, including that one, so hopefully the issue is fixed now
Also, and I should be more forthcoming with this in general, I have health issues that can result in me having cognitive problems for weeks on end, "brain fog."
Sometimes I just can't deal with it? Sometimes I can't even make sense of some of the DMs I get. Nevermind formulating a response or following up.
That's fair. It's also generally an unpaid hobby for most (nearly all?) of us, so I don't blame you for not wanting to spend hours potentially spinning your wheels when not already feeling quite up to it
Understandable. especially coupled with the nonsense people can come out with lol
Reason: Multiplayer is disabled in b41. Sharing pirated content is against our rules.
Isn't it just a mod?
888 votes and 151 comments so far on Reddit
ok didn't know it was pirated
You talking about superb survivors?
nop
Sorry have not long woken up and misread it
Hey, sorry for the ping @nimble spoke , but i wanted to know if the blacksmith mod was updated to 41.54 or if it was an issue i have, but basically, i can't find the mold for ammunition, nor anything else, i only have the ingot bar in the craft menu, thanks a lot !
Is there a way to get cell ID of the cell the player is currently in?
or a unique identifier?
Not updated yet. If the only recipe you see is the iron ingot then you have to learn the recipes through the magazines
ah right, i forgot about that 😄
Thanks a lot again !
for anyone mad enough to try manually updating/fixing mods that add new vehicles, or modify vanilla ones (and overwrite them in the process), this is specifically the pieces of vanilla sound scripting used in the new update as a quick copy-paste reference for updating the sound and/or lightbars of vehicles that mysteriously lack sounds.
To use:
• Find the modded vehicle script (scripts/vehicles)
• Open the one you want to fix
• Find the sound {} block
• Decide which vanilla sound block fits best
• Copy relevant section in, overwriting old code
• Repeat for lightbars if vehicle should have flashing lights (Optional)
• Add reverse beeper if vehicle needs it (Optional)
It might not be the best guide, but at least it's something.
(I don't know the vanilla car categories that well, so if i've wrongly labelled anything lmk)
yo, is there a mod tht gives firing guns less of a death sentence?
that's sort of the game's design as intended... i've not modified guns before but it is probably possible.
There’s a quieter guns mod
can you get the ID by doing something like player:getCell().getKeyId();
to get the keyid of the current cell
new idea for a mod:"Collect zombie ears". 🤣
Press with the right mouse button on his body --> "Cut the zombie ears"
then place them in your home as trophies using the new feature of build 41.54
or use them to make necklaces, as Daryl 🤣
...ears? but why...?
Is there some kind of an example mod template for .54?
Here's the "main" spaghetti code.
The UIs
Hi everyone, new to modding in LUA and Zomboid in general. Hit a bit of a snag in a mod I'm making - added names to all major roads, info to most intersections, city and place names, (almost) everything is mapped. Managed to add a nice image and make it toggeable with a key, but I can't figure how to getText to work (I use DrawString for this screen, and if you resize to anything else that isn't 1920x1080, you won't see the text. Image works perfectly though). Right now text and image are in separate functions and translation doesn't work. I suspect it's really easy to do it, but I'm having a hard time figuring it out.
Will upload code in a moment.
Example of a "translation" string that I can't call over, resulting in the correct name of the road not showing up.
If anyone can help, that would be awesome. Otherwise I will just keep hitting my head against the keyboard until I figure out how to bring text and image in the same function so it works with different resolutions.
Anyone know how the tint for tintable clothes is randomly generated/saved? Also, is there a way to specify the color in the lua? I modified the XpUpdate.lua file to always start me with a friendship bracelet, but it's of a random color and I'm trying to make it a specific one.
Thanks for any help on this!
unsure on how to use it, or if it'd work that way, but in media/lua/client/TimedActions/ISClothingExtraAction.lua - from around line 67 there's usage of methods that might be of use, particularily:
local visual = item:getVisual()
local newItem = InventoryItemFactory.CreateItem(itemType)
local newVisual = newItem:getVisual()
newVisual:setTint(visual:getTint(item:getClothingItem()))
newVisual:setBaseTexture(visual:getBaseTexture())
newVisual:setTextureChoice(visual:getTextureChoice())
newVisual:setDecal(visual:getDecal(item:getClothingItem()))
newItem:setColor(item:getColor())
newItem:synchWithVisual()
Interesting. I'm not terribly good with code, so I'm trying to reverse engineer all of this right now, heh.
Thanks
Trial and error is one of the best teachers around. I wish you good luck with it :3
additionally, which i just remembered, you may find something useful in how this mod handles it by planetalgol:
https://steamcommunity.com/sharedfiles/filedetails/?id=2258963900
Awesome! I did try to look into another called Fashion something, but it didn't come up fruitful. I asked the creator of that mod and he directed me to this Discord. I'm going to dig into this one and see what I can find. Thanks much! This really should have it, or at least lead me there.
Provided I can find where the mods are saved again, haha.
..Steam/steamapps/workshop/content/108600/
IIRC
So I found this:
local color = ImmutableColor.new(1.0, 1.0, 1.0, 1)
item:getVisual():setTint(color)
That looks like RGB, right? I'm going to start fiddling with this, heh.
Most likely RGBA since there are 4 values and PZ seems to like to use RGBA in its rendering system.
media/lua/client/DebugUIs/Scenario/Trailer2Scenario.lua
has the following comment -- local immutableColor = ImmutableColor.new(color.r, color.g, color.b, 1)
so yea, RGBA makes sense
Yeah, I figured the 1 on the end was alpha. Thanks
This, I'm pretty sure, was the key. Thanks so much guys!
Is there any way to force reload all mods instead of restarting the game?
I am working on my hair mod and i try to figure out a issue and the changes in the XML file only takes place in the character editor when i restart the game
item and vehicle colors are RGB
and hair/beard too
Yeah, I've got it now. I can get it to set the model's color in game, but trying to figure out how to set the icon's color.
Sets the model to pure green, but not the icon. That's still random. Trying to figure out the proper command. I don't really want it green, just it's easy to notice that it's working that way. I'll set the actual color later, haha
you're setting the color for the player's visual model, not the item
probably why the icon isn't changing
The setcolor, as I understood it, was the icon.
The setTint is the visual. If I remove the bottom line, it works without any error and still changes the visual, but leaves the icon. The last line is effectively broken. Trying to figure it out, heh.
don't forget that the item itself has a setColor option as well, not just the visual of it. Also, what may or may not be needed is the "synchWithVisual()" method? Unsure though.
How do you mean?
ah nvm
didn't read the image, just from soul filchers response
so your issue is that the FB:setColor(color:toColor()); throws an error?
Does ImmutableColor have that method? If not you could otherwise do it this way maybe?
local color = Color.new(0.0, 1.0, 0.0, 1)
FB:getVisual():setTint(ImmutableColor.new(color))
FB:setColor(color)
similar to how how it'd be found in media/lua/client/ISUI/AdminPanel/ISItemEditorUI.lua line 540, 541, 542
I'll check. It works for the tint perfectly fine.,
Nah, has to be immutable. It doesn't work on the tint either otherwise.
issue is, if you can't make a color out of the immutable color by that method, you should be able to make an immutable color by simply passing the color object as a parameter, if that file's example still holds true (and is not just deprecated)
Oh, I misread that.
well it is an immutable
Yeah, I'm a dummy, one sec.
Holy crap, that did it.
Thank you so much
I changed it to a Tshirt to be more noticable, heh.
great that it worked :3
@late hound i hate to bug you but with the authentic z fashion montage mod, the jacket for molotov (the black firefighter jacket) seems to be bugged (only three mods i have on were authentic z, authzfashion, and fashion montage)
is there any modding tools to open the models_X files
you mean .fbx?
hmm, where did you find it?
nvm
Convert X files quickly and easily to FBX files, online and completely free. But the converter can do even more: STL files for 3D printing, OBJ files for computer animations or CAD are no problem for it.
C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\models_X\Skinned\Clothes
just use the converter and then import fbx into blender
the converter ?
Official Dislaik's Documentations
thanks
and with said converter can i convert it back to it's original form so that i can add 3d models
yes
I just custom painted eyes for female model https://imgur.com/a/LLPFl0t - no paw low loot eye lens needed
More pictures in link
turning PZ into high school of the dead ?
yes 
thats lowkey cool
btw is their anyway to prevent certain items to spawn like if i were to make a medieval mod pack wouldn't want m16 spawning in a castle
you dont need to convert back to X, the game uses FBX just fine. In fact, devs are dropping X
oh nice thanks
I might ask for too much but is there a way to update everything done in the mod without restarting the game?
if it's lua only, you may be able to achieve it by using debug mode, press F11 and on the bottom right find your lua mod files and press reload on the right side of them
How do i enter debug mode?
Steam launching options > -debug
thx
Alrighty, thanks for letting me know, I will look into the issue.
Is there a limit for polygons on a 3d model in-game? Or you can just add high poly models for a cost of performance?
keep in mind zomboid is a game where models can add up really really fast, so any model that gives a performance hit will be multiplicative
there can be anywhere from 0-1000 zombies on screen
So there is no limit?
im not sure
Im just saying simplicity is often the best for zomboid
it's not a graphically impressive game
it's all gameplay
Tsar's Trailers, how do I go about hooking them up?
I mean of course, i'm just making a test mod to see what i can do and for some lols
So the model is 37mb, lmao
Yeah, there is a limit
It just refuses to show it
Cut polycount in half, still nothing
how do I tell what mod is causing errors
I get 7 errors every time I start a game and I cant determine what mod is causing it
#mod_development message
4th pinned message in this channel, this should help you out in this case :3
ty
Apparently the game doesn't like it when you try to make non-plumbable items plumbable
Hi there. I don't know how to do mods, but I would like to talk about an idea for the firearms targeting system. If a mod like this already exists, I apologize:
It would be interesting if a crosshead pointer would appear when pointing a firearm. If the cursor is moved away from the character, the scope opens, since it loses precision.
If the cursor approaches the character, the scope closes, thus gaining precision.
With this system it would be interesting to use telescopic sights, which would be similar to the image that I attach (but more beautiful, of course).
automatic change of clothes according to what clothes are used, to prevent clothes collision (the large model is only for testing, to differentiate "visible changes" lmao)
wait, you're replacing it with a custom function? Isn't there a way to use the default method?
Not time to find the functions that make exactly that, but yes, I use internal functions, just replace a clothes for another
for now the snippet is not clean, so I'll polish it up a bit to post
I assume you added a custom location for those kneepads right? Wouldn't the default equip function switch it out by default then?
Yes, Legs like bodylocation
so something like BodyLocations.getGroup("Human"):getOrCreateLocation("Legs"), and the normal equip doesn't automatically replace the one currently worn? o.o
Currently, Legs is not part of default bodylocations (I guess), but assuming the name of the function "getOrCreateLocation" there should be no problem if it repeats
well there's Legs1 and such, but not Legs themselves, so that shouldn't be the issue, but i thought the default equip function would check by itself on wether that slot is already occupied or not, removing the need to have a custom function check it
Oh, yeah, default functions was break my brain, mostly because there are many of them that I do not know, this is the first time that I code for PZ lol
I have fixed that issue. It was a pathing bug - the fixes will be released in the next update. Thanks for the report! It was very helpful.
no problem man
"This is how you died" "AHHH FUCK I HAVE NO ARMS AHHHHHHHHHHHH"
Could I bother someone with a working JDecompiler to help me find out exactly what creates a return of true from worldObject:hasWater()? I would be extremely grateful
Or maybe it does work and I'm just not doing it right...
Howdy all, quick question. Doing a little personal edit for myself of Plaentalgol's trash and corpses mod. Just wanna turn the trash spawns down a bit. Am I correct that if, for example, I change thw 12 to a 6 on line 5, it'd roughly half the spawns, right?
Or would I increase the zombrand above 51 on line 4?
i think you'd need to search a different function. I believe the one you got there simply sets the trash at a position as well as "what kind" of trash, but not the "chance" of it appearing.
Might be mistaken though
so that qwould be why when I set zomb rand to 0 - 1 all trash was tiny soda cans lol
Ahh, think I found it. was looking in Trash_spawners.lua when the spawns are in ScatteredTrashes.lua
Is there a guide that can help with making a mod for traits and professions? I see a lot of guides for clothes, terrain, etc but i'm not sure how to make traits or professions
theres a profession framework on github that you can use for reference
i made my operative and national guard occupation mods with it 
Exactly, I made several professions based on the framework too, but I just cannot add new traits,
. Do you know how to do the trait part? Thanks!
Here is my list of professions right now https://steamcommunity.com/sharedfiles/filedetails/?id=2603533389
How can one add a support for an item to the Necroforge?
any mods to scrap all the random car parts I have laying around?
Hi @latent orchid , for my project I am looking for trains and subways, has someone already worked on it to share it?
😅
sorry ty @latent orchid i dont see the post #mapping message
does anyone know the mod that made it so knives appeared on your ass instead of your side when equipped to your belt?
Dunno but it sounds like a whacky time
Snake's "taller mecanico" lets you recycle breaks and suspension for parts in future repairs. Same for Windows and tires. Now for doors and such I dunno, maybe soulfilcher blacksmith mod.
Hey! It would good have a channel for snippet, I'm sure that can helpful much devs 
yeah, can dismantle doors, hoods and all mechanic things! 🙂
And unlocks unknown recipes if character reach lvl of MetalWelding 10 and Mechanic 10.
How do I run code when a moveable object is created/destroyed? I've looked at things like RainCollectorBarrel but I'm not sure what exactly is required and what is server and what is single player code. Not very good with lua. Point me in the direction of some mods that do these things.
Also, should one of the devs happen to see this, please rewrite the generator code to allow custom generators. We're really busting our asses here trying to add solar panels to a game that clearly doesn't want them 😄
You can add custom generators. I have properly working solar generators, the whole shebang, in an unreleased mod of mine.
You can post snippets here. We're not gonna add any more workshop channels as it'll just muddy matters, require more management, and people will just post the same thing in multiple channels as they already do.
@willow estuary Really? Is it a solar mod specifically?
Well, it's a solar panel that works the way that solar panels are supposed to work? But it's part of a big ole project that won't be released anytime soon.
And they certainly will not be convenient or anything that the solar panel mod people want?
But it is absolutely doable with the code as is 🙂
So it's something else than hydrocraft then?
No, like I said, it works properly?
Doesn't have the jank when you leave a cell and return/reload.
But, ah, don't get excited? Not anything that's gonna be released soon.
Just saying it is feasible.
Well, me and Radx5 solved the problems with the hydrocraft hack, and we can make it work 100%, but it's just hack upon hack.
Wish hydrocraft were still up to date
hydrocraft i hate to say, is probably not going to be up to date for a god damn long time anymore.
So when you try to turn on power in a square, it checks if there's a generator and it doesn't work if there isn't, so how do you overcome that?
I haven't fine combed all the java for loopholes
We have enough that we could release a mod that does with solar panels exactly what hydrocraft does, but it actually works. And we might, but I really want to go further than that. We have a custom tileset, we want to make it realistic, but both of us are kinda shit at writing lua.
I'm thankful for any tidbits of help.
I mainly use hydrocraft for the food items and sadly we can't use the mod without getting tons of error. My alcohol shelves will be much emptier for now on 😦
Yeah I'll be surprised if hydrocraft gets revived after build 41
Im more surprised no one has asked hydromancer for parts of the mod to use
Niceeeeee, how is the ammo maker guild come along?
Hello guys, has anyone encountered a bug where you can t pick-up electrical items?
Electrical item such as wall lights, ovens etc
Can anyone help me troubleshoot whats the issue? thx
There is a tech support channel
my bad , thx
Good! Need to do some screenshots for the guide book. 😄
But for now need to finish this thing for advanced fishing module items.
sounds great, keep up the good work
Mod idea: Wearing glasses disables the "short sighted" trait, for as long as you wear em
I'm a drooling idiot when it comes to zomboid modding and lua, but I see this piece of code being used when placing items and running some code:
require "BuildingObjects/ISBuildingObject"
abc = ISBuildingObject:derive("abc");
function abc:create(x, y, z, north, sprite)
blahblah
and I'm wondering how it is pointed to a specific item? I just wanna run some code when a moveable object is placed, but I don't know how.
@drifting ore am i doing it right?
Cool
Some tiles I made for the WIP solar panel mod
God bless you, finally someone is making a solar mod, I do not count the one in hydrocraft
Yeah, hydrocraft solar isn't even working properly. We're two people working on this, neither of us is very good with lua so it's a bit of a headache.
There are a bunch of great coders on here, I am sure someone can help you if you get to into any big issues
Pff tell me about it. About to release something that can't resize text because I'm so shitty with Lua.
I NEED IT 👀
BodyParts of the player
local getPlayerBodyParts = function(player)
-- Keys:[Hand_L, Hand_R, ForeArm_L, ForeArm_R, UpperArm_L, UpperArm_R, Torso_Upper, Torso_Lower, Head, Neck, Groin, UpperLeg_L, UpperLeg_R, LowerLeg_L, LowerLeg_R, Foot_L, Foot_R, Back, MAX]
-- Returns: zombie.characters.BodyDamage.BodyPart
local bloodBodyPartType = {}
local bodyDamage = player:getBodyDamage()
local bodyParts = bodyDamage:getBodyParts()
for i = 0, bodyParts:size() - 1 do
bloodBodyPartType[tostring(bodyParts:get(i):getType())] = bodyParts:get(i)
end
return bloodBodyPartType
end
ask planet, soul fischer or any active modder
planet (if i think of the correct one) dislikes being pinged or pmed in regards to his mods. I would assume that it's the same for such questions, unless they're openly asked here on discord with him having interest in it. I would, in that case, advise to not bother him directly, but accept his advise if given on his own whim.
Recommended mini map mod?
Eries
Ok 3 times I've tried to type out this idea for an application I talked over with a friend earlier so I'll just say it simple and see if it means anything to anyone. "Procedural loot list editor"
Specifically to help update older mods and to manage conflicts and balancing gripes, accessible to modders and users.
The notions as follows
-
Load current base game procedural loot generation and modded procedural loot into an interpreted array
-
Load items from base game and mods into an array
-
Display loot locations in a list and all items in the location. I'm picturing a drop down multibox style menu for the location list, and two viewports for active and inactive items, with filters for the main list. (indicate base, added by mod, and added by tweak by font colour?)
-
Allow user to add/remove and tweak spawning items in this listed view
-
Output from the results either a distributed patched ProcDistribution.lua to individual mods, or output a centralized patch ProcDistribution.lua, disabling (not deleting) current modded distribution files.
I mean in terms of output it's just outputting a repeating 2 lines of code necessary for the table.insert...etc stuff with 3 arguments for location, item, and the numeric value for spawn chance right?
but I'd love to hear any advice or concerns, or you could easily scuttle the idea completely with something I hadn't considered if you like... 
@drifting ore Thank you so much solar power mods are the one big omission in my mind
cannot wait
that and amputations
but i feel like thatll have to be added officially
Okay uh, Anybody know if Britas has updated to 41.54 yet?
soon tm
You can always check the steam page?
Alright! Thats fine i’m in no hurry!
Just had checked the steam page earlier, said nothing
I keep checking it waiting
hopefully tonight but i wouldnt be surprised if its tomorrow
What's so special in this mod?
Shout out to the creators of the mod, Taking time outta there day to update their stuff btw
could you simply replace the death sting thingy with a different audio file and it will work?
or would that not work?
hey, is anyone here familiar with the aquatsar yacht mod? i can't seem to figure out sailing for the life of me and couldn't find any guides around
I've completely messed up my distribution lists for my mods, can anyway give me an example this is what I have, but I need to update it to the new system, can anyone help
require 'Items/SuburbsDistributions' ------------------------ Magizine ---------------------- table.insert(ProceduralDistributions["list"]["LivingRoomShelf"].items, table.insert(SuburbsDistributions["all"]["shelves"].items, "SugarMod.SugarModMag1"); table.insert(SuburbsDistributions["all"]["shelves"].items, 1);
first line beneath magazine ends with comma? meaning incomplete? (not done anything with distributions yet, so that's pretty much all i can see)
It worked before the update
Yeah, that first insert isn't complete
actually, I think that's the part I messed up
can just think of it as that being incomplete and expecting a closure of its own, breaking everything beneath it, so nothing'll load as it throws an error and breaks out of it.
does anyone have example of a line of code that would work
should be similar to the lower part, just insert an item string next to the comma and close it, then insert again with a number
table.insert(ProceduralDistributions["list"]["LivingRoomShelf"].items, "SugarMod.SugarModMag1");
table.insert(ProceduralDistributions["list"]["LivingRoomShelf"].items, 1);
ty, I will try that out
does the require part need ProceduralDistributions instead of suburbs now too?
require 'Items/ProceduralDistributions'
Im not entirely sure, i think the require part ensures that a specific lua file is loaded before your file, but given that the game's base lua files should be loaded first anyway i don't really think it's necessary. Might be mistaken though.
thanks, I will test it again
The last 2 lines of this code are trying to insert item directly into the SuburbDistributions (aka Distributions) which is the old method. You should be inserting items only in ProceduralDistribution as per the first line of this code. Look at the pinned example on how the various files work together to understand why the change was made.
thanks
so based on that, Distribution file now should only be used for new definitions on where something could spawn (for example a mod creating new tiles or "new room definitions" type of thing?
And suburbsDistribution completely ignored (unless for whatever type of special need)
Yes, 'distribution' just lists the different types of containers in a room and then rolls to decide which 'loot list' to use to populate the container. This way the game is not working off a static single list of loot for the container, but tries to vary it where possible (including detecting if any specific tiles exist in the room and doing any further customisation).
Got it, thanks for satisfying my curiosity! :3
also SuburnDistribution is Distribution. I think its just the old table name. The lua links the table names together so they are one and the same
-- Set global helper function for adding items to the distribution table
if DistributeTo == nil then
DistributeTo = function(_table, item, chance)
local n = #_table+1;
_table[n] = item;
_table[n+1] = chance;
end
end
-- Default distribution table (a mix of the standard drink distributions)
local CounterSodaRestock = {
rolls = 4,
items = {
"WaterBottleFull", 2,
"PopBottle", 4,
"Pop", 8,
"Pop2", 8,
"Pop3", 8,
}
};
-- Add to distribution table object
DistributeTo(CounterSodaRestock.items, "Base.Pop", chance);
-- Add distribution table to procedural distribution list
ProceduralDistributions.list.CounterSodaRestock = CounterSodaRestock;
-- Add the procedural table name to the different locations
table.insert(SuburbsDistributions.bar.counter.procList, {name="CounterSodaRestock", min=1, max=1});
-- more inserts go here
-- Clean up the global variable
CounterSodaRestock = nil;
Here's how I tend to handle distribution after 41
public void Render3DItem(zombie.inventory.InventoryItem, zombie.iso.IsoGridSquare, float, float, float, float);
probably for render 3d to world
FYI: Although the distribution changes are mostly implemented, there still may be changes in forthcoming updates.
quick question
anyone know why suberb survivors are tanking like 80 rounds before they die?
im using brita weapon pack
they are janky
Although the people who make them are quite talented and put a lot of hard work in them, any NPC mod is gonna be janky as all hell, and those sorts of problems just come with the territory.
You can try using Subpar Survivors, but just, in general, have the lowest expectations when using NPC mods.
They can be a fun novelty, but nothing to take seriously.
Yeah, nobody wants to hear this, and modders have done amazing stuff with their NPC mods, but this sort of zaniness just comes with the territory with NPC mods?
And with how build 41 is in development, with regular updates, even if a something in a NPC mod works now, or a problem with a NPC mod is fixed, it might all quit working and go janky with the next update, like what's happened with Superb multiples times and Subpar with 41.51.
Yeah updates breaks mods often and its really pain in rear to wait for them to be fixed as a mod user
Im looking at you; Hydrocraft
Also ORGM
Wish there was certain build in pz to make all modders work on it for a while so all mods be developed for it and when the game stops updating they go to that build
Like in Minecraft 1.12.2, where mainly of the mods reside there
Most of them died there
If you make, or use, mods for an in-development beta of a game, it's all on your butt when that house of cards falls down.
"stop developing and updating your game, or otherwise making it better, you keep breaking my favorite moustache pack..."
Well, i think when the most stable version of PZ with MP will be released it will be something like 1.12.2 in minecraft, the best version we have and the most modded one
And PZ is actually pretty easy modable compared to minecraft
Is this the word? Modable?
Is there an actual (worth mentioning) group of people taking this stance?
Not worth mentioning, no. But there are people who complain that updating the game breaks their favorite mod(s) that they just cannot live or play without
I mean you could browse reddit long enough to find someone insisting the game was ruined by the introduction of cars.
no doubt
Not singling you out btw.
Heard a few people ringing alarm bells about "people" being angry to find it's like 2 guys splashing a puddle out back.
xD
You probably didn't understand what i meant
I wasn't talking to or about you, but ok 🤔
Riiight
I mean you said its a bit of a pain when the game updates but you didn't seem to be complaining 🤷♀️
Or were you complaining... Becuase if you were then yes it applies to you
i guess most mods have not published updates dealing with this item spawn issue yet?
Well not every modder lives in WS and PZ, just wait a bit
just curious 👍
A lot of mods will never be updated IMO?
A lot of mods had distro tables that never worked properly either.
A certain % of mods on the workshop are made by people that make a mod or few, but move onto other things, or might not follow + know about updates.
People get burned out by their mods being broken by updates and quit bothering to update as well.
Or people get fed up, and decide to wait until the build goes stable before updating.
i mean that's fair enough
There's way more out of date, broken by updates & builds mods on the workshop than otherwise.
I mean, people will insist on using 218,9643,294 mods for build negative twelve that were last updated in 5000 BC, and then come into the tech support and mod channels wondering why their PZ game is a complete clusterfuck anyways. Mods being broken, and people being out of sorts or confused about it, not a new thing.
You have a link for the negative 12 build? I want to try it
You need a time machine unfortunately
But go on the workshop, lookup the oldest PZ mods. Mods that are obviously wildly out of date, obsolete + unnecessary.
Then look at how the comments on those pages are full of people who anxiously posted last month or week wondering if that mod works in build 41-point-whatever.
As well as people will jam mod collections full of these sort of ancient, broken mods into their games without paying any attention to what mods are in them.
And then wonder why their hard drive got filled up on account of hundreds of thousands of error messages in console.txt.
I mean, people are still using "better item" mods that predate the tag system for items, overwrote the item scripts for their "better items", and make it so they can't use hammers/screwdrivers/can openers as those switched to the tag system 1 year ago.
Point being, mods being broken? Not so much of a new thing.
And a lot of them just won't be updated.
You're not wrong and i feel you've had this experience
So in terms of editing items and old mods, it seems it went from one-type items to multiple type items and old mods were more of a replace, rather than add system?
Most mods don't deal with item's distros and are fine. That's something to consider - if the mod adds loot it's probably effected otherwise you're good.
That "good" = not being impacted by the distro changes -- the NPC mod is a good example of not being effected but still buggy.
It worries me when mods require i.e. 'Item Tweaker API' which hasn't been updated since 2015. Now it might just be helper code, I don't know, but it seems like items would have worked significantly differently then.
Item tweaker is just inserting / modifying values in a table
Packaged to be more standardized
It's fundamentally not going to break
Item tweaker is evergreen.
The functions it uses are the same in build 41.54 as they were when it was made.
People really should stop fussing over that mod. It's an excellent mod, and provides the right way to modify item scripts instead of the wrong way that breaks mods.
so the functions are just helping insert and change existing values in a user-friendly way?
Yes
Absolutely.
I don't even know why someone uploaded a build 41 version of that mod, aside from weird means to chase subs.
So as long as the mod requiring it is up-to-date it should be no issue
Quit worrying about item tweaker.
It's absolutely fine. 😆
Script blocks are a all or nothing thing -- so when two people apply a script block sharing the same ID it overwrites it. Item tweaker injects values after scripts are loaded- and can be done over and over.
I'm not worried I'm just finding out what works 😄
Just check when the mod was last updated and some comments.
Are there any mods that actually change the loot tables?
it sounds pretty handy for convenience sake
Haha, it annoys me that people will consistently use the worst janky garbage that was last updated in 5000 BC but then become super suspicious about item tweaker of all things.
Especially if everyone used item tweaker than we wouldn't have the dumb business with "better item" mods breaking things.
It's not just changing current tables -- there's alot of mods that inject new loot. And if done wrong can change the rest of it.
That's why you gotta look at comments for large mods that add alot content wise.
Makes sense
There are many, too many, mods. Popular mods even, that straight up overwrite the vanilla distro tables and cause all sorts of havoc.
Also they added tags for mods to filter by game version type.
Eventually that will be used more.
See also people modifying the roll values for distro tables because they don't understand how it works and think they need to define it for their additions to their tables and end up breaking the spawn rates of both vanilla and other mod items.
That's cause most people don't realize rolls are shared for that nest of the table
where can I read up on the loot rolling system, I saw a pinned post on the forums quickly glance over it but didn't go into detail, rolls = [n] is the number of rolls and the outcome is...?
And then how is the outcome applied to the items? if it rolls over a number does it always get one of the next highest items?
Rolls are how many times that nest is processed
And does 'lucky' give you extra rolls or higher score on rolls?
It doesn't add rolls iirc
But it does multiply the chance a bit
The chances for each item are the number after the item
so it's like a [rollOutcome] * 1.1 sort of thing?
And is essentially out of /100
Sort of
They use larger numbers that get divided down
And those numbers have alot that impact it
Also to keep it clear, rolls always happen
oh ok so overpopulating a single list can increase number of loot spawns then if it doesn't adjust existing numbers?
Chances are out of 100
Example: A has a 5% chance
It is in a nest with a Roll of 2
When loot is generated it checks to spawn A twice
Each time with a 5%
so each roll can only be one item or many?
Changed the number for more clarity.
The roll applies to the whole list
Each item is tried that many times
Each item also has its own chance number
so if you have 1 roll and 5 items with 50% chance you could get any number of them?
you heading off?
thanks man
Sorry I couldn't explain it a bit better
no that works thanks
There should be more pins if you scroll down
I get it
get current equipped clothes
local getEquippedClothes = function(player)
local itemList = {}
local playerInventory = player:getInventory()
local playerItemList = playerInventory:getItems()
for i = 0, playerItemList:size() - 1 do
if playerItemList:get(i):IsClothing() and playerItemList:get(i):isEquipped() then
itemList[tostring(playerItemList:get(i):getType())] = playerItemList:get(i)
end
end
return itemList
end
Here is what me and @drifting ore have been working on Solar Energy
I have a question, why did you define the function with local thing?
How PZ use a modular system to get and send data, I don't want the function to conflict with the base game or other mods, local mean that function only work in the current script file
I thought when you define a function it already defines it locally?
I know it that way
Yeah, but only inside a function
You can define global variables too, which don't have the "local" in front. Those ones have to be removed (set to nil) or they stay until the game shuts down
I know about that
function yourFunctionName()
-- Can be called from anywhere after your mod has been loaded and overrides existing functions with yourFunctionName
end
local function yourFunctionName()
-- only defined for the current script
end
variable = 123 -- defines a global variable, accessable from anywhere
local variable = 123 -- defines a local variable only accessable from the current script/block (like if, for loops, or inside functions)
-- after defining a local variable the following changes to it are to the local variable:
variable = 200 -- local variable defined beforehand, as such the local variable will be set to 200, not the global one
wait, so can we modify the game functions with this?
Yeah, but probably don't affect the base game, but yes to the mods that load after yours (the game constantly uses certain functions, so if it would break)
We can override the base lua functions with this, small changes however cannot be done that way to my knowledge.
You could however store the original function in a local variable (so long as it's not a method, that uses self inside it's code, which would break it)
and then override the original function, execute the local function inside yours and have yours execute whenever the original does execute
I see
So I have been trying to get vehicle stories to work on my map to no success, and asking in there has yieled not sadly. Would anyone here happen to know, or where I could stuff about it? I know it requires a "Nav" zone but then all my zones it claims are "Too Small" so it doesn't work
lemme see ur nav's
on your map
usually they arnt working because the nav zones are just simply setup either too small, or wrong
well, just for starters, its hard to tell how often you will see a nav story, because they have some of the lowest odds to spawn unless you max them
BUT
I have maxed them
you do have proper sizing there, its at least 4 tiles wide
so it's gotta be atleast 4x4?
yeah, but i think they use a different name from nav though
Is it a parking stall called Nav?? or something?
let me wipe the dust off the mapping tools and ill look
I looked through Maldraugh objects.lua and they had a ton of these Nav zones with no other properties or names
I could see it being NavZone or something
what ever yours is lemme know
I just want car crashes and cool stuff on my roads 😢
heres on my first map, problem is i cannot find a image of what the fuck i called em.
Can you not check your mapping tools?
And what was the map? I can dig through the files
map was lost on my harddrive crash around christmas
Ah, yikes
from digging through chat messages around, and what i can find, it looks like i just threw down a default nav zone without touching anything of it.
:|
only thing i can guess is it might not have been long enough?
i genuinely have no idea, it looks right from the pics
for that other straight road next to the gas station, just for testing, make that whole stretch a 6 wide nav zone from end to end, and suffer through testing it.
Theres an error in the objects.lua according to the console so maybe its not reading it right?
this stretch
ah, now you got something to work off of
this is the problem have doing all types of modding, my knowledge is shit and overlapping
Ahaha I know what you mean
im trying to remember the hell i used to do with it
why does editing something in that objects.lua ring a bell
this is how my thing sets up on an export
Thats mine as well
I bet it is related to the error
I just fixed it so lets hope it works
only thing i can suggest is just making the zone it can spawn in a 6 wide.
@spiral plover i had real men of genius moment
open it in debug and try to force spawn a vehicle story in the zones lmfao
if you can spawn them, then they are loading fine, and its either you have TERRIBLE luck, or its just too small.
and if you right click, they ALL say too small of a zone?
hmmm...
and I know im clicking the right spot cuz otherwise I get
from what im guessing, its too small.
like i said, try making yourself a MASSIVE length zone, try like a 6x60 tile if you have somewhere to fit that.
all my nav zones are at least 6x(insert road length or to world editor edge)
average of at least 25+ tiles?
most my roads were pretty long and straight, only areas were cities
also, notice one thing?
thats yer longest zone you sent me, probably just too short.
Yeah that must be it then
cause i think it uses a large zone so that you dont see cars enter orbit aswell
Yup, mine aren't long enough is the issue
I had 2 longer ones and they both worked
Anyone know possible causes why alternative hairtypes doesnt appear ingame?
A half year ago i made a hair mod but i doesnt remember anymore if i used a trick or something 😋
Hairstyle.xml should be fine. But i wonder if there was a trick how to export hairs from blender
so trying to get trailers mvoed seems that cars are weaker? how can i fix
I think that the sound update rewrote the engine rpm system. Vehicles depend on what transmission gear they're in, and what the engine current rpm is to determine movement force. With the system rewrite, they used transmission gear switch points that look to be much higher than previously at first glance. Fixing a modded vehicle should be as easy as creating a custom vehicleEngineRPM definition and having the modded vehicle script select it. Fixing the vanilla vehicles may be more troublesome if the vanilla vehicleEngineRPM definitions don't get updated.
God the Fort Knox map is huge. This is taking forever.
You can thank Woldren for that!
what would a modding newbie need to fix a broken steam workshop music mod?
@lethal sparrow did those loot distributions linked to you help you in updating your mod?
I feel like i'm seeing lots of police cars lately. Is that a sign? 😂
Looking nice btw!
thanks
They got me started, but I think the big breakthrough is going to be Kingsdud's video on updating, I'm at work on break right now but when I get home it should be an enlightener
Nice, the world is not the same without your sody pop mod
If you do end up making a nuka cola mod, the bottles from 76 are sexy, and they have a bunch of flavors, do not know if you would be willing to add nuka shine.
I'll definitely talk to my more 3d talented brother about creating a usable model based on reference from that game, but the biggest hurdle between me and any new content is always assets. I refuse to lift assets from other projects or releases, so I'm very limited by what I am capable of making
:]
On one of my many back burners is a sister mod to Alfrety's Additional Sodas, serving as a whimsical and fantastical counterpart to the reality-grounded mod that adds sodas from the real world. Alfrety's Fictional Sodas is currently set to include: The Call of Duty: Zombies "Perk Colas", Fallout's Nuka Cola, Nuka Cola Quantum, and Sunset Sarsaparilla, and Futurama's "Slurm".
Cool
can you make the quantum glow?
Doubt game will allow it
I imagine that's possible. Just give it a very bright sprite and make the ground item emit light somehow. However a hand torch does it, I suppose. An area of research, but I doubt I'd need a PhD to sus it out
Just give it a very intense, very short flashlight beam so that it's only one tile in length
Hand torch emits light? There is a hand torch?
Flashlights for NA
Honestly I want to collect all the cod and Nuka sodas, and put them on a shelf, will be great base décor, you could also add in the perk posters from WAW and some nuka cola posters from fallout , would look great
Ok this took waaay less effort than i thought it would be
The cap's actually that detailed? Not sure if really necessary, think it can be done with the texture if needed 👀
Ye, i was just poking things for fun
Perfect, you could give it to @lethal sparrow to get a head start
That’s just what I think
I mean it's pretty simple to make
And yet it's shit anyways
already spend like 15 minutes unwrapping this fucking mess
How could it be shit if it’s exactly like the real thing?
Put a label on it and no one would complain
Ohhh I see
i think yes? i'm not a coder unfortunately
Same 😦
I don't think you need any coding. Looking at the vanilla food items you may just need to set the ReplaceOnUse parameter with the bottle cap item. So giving a single item should be easy.
A find addition to my collection, having these on top of a kitchen would give it a great look
true
shit the game doesn't want to load model in and i am too sleep deprived to even start to understand why
Go to bed
no i think i got it
fucking blender exports everything from the scene in fbx file
game doesn't like that
The game dose not like a lot of things lol
A lot of jerry rigging for the crazy mods out there
feck it's already 7 in the morning...
Someone needs a monster zero ultra
fucking really...
it was oversized so game didn't load it for SOME FUCKING REASON
i can finally rest now
and make the real model tomorrow
Looks great, have a great sleep
looks like fucking shit
bottlecaps too
Then I look forward to how it will look tomorrow
why the FUCK does it give me the option to pour it on the ground but not drink it?
because i was not fucking thirsty you dumb fuck
jesus i need to sleep
Type = Drainable?
ay so I'm not the mod author but I've noticed that Nebula from the Smoker mod is looking for some help in making their mod compatible with 3D items. If anyone here is happy to reach out that would be really nice of you https://steamcommunity.com/sharedfiles/filedetails/?id=2026976958
Looks absolutely, totally normal, nothing went wrong
well still, when you finish it one way ore another it gives you a bottle cap
good enough for today
the drink fucking spears your throat
not sure where to ask this but is there a mod for single player chat function?
have sent him a message and friend request to see what he needs help with, if its making the models themselves or actually putting them into the game
ay thank you
Hello guys, new to the game and loving it. Thought I'd try a few mods so I grabbed most of the mods from this video: https://www.youtube.com/watch?v=5PITGyzahxA&t=609s&ab_channel=Pr1vateLime along with any dependencies Steam notified me of. When I hit play I get a crash and a notification directing me to a log file.
There are OVER 1,700 mods out on Project Zomboid's workshop and as a result, it's hard to find a lot of good mods out there. So today I hope I can shed a bit more light on mods that I personally like so you might give em a try! :D
I hope you enjoy!
Modslist:
Kitsunes Crossbow mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2166480...
Does anybody know how to read these log files? I'm experienced enough in modding other games to realise it is probably my fault but any help debugging would be great
Read the log file as in look at and tell me what the issue is I am hoping
Regarding logs/errors:
#mod_development message
That should be of use when searching for the "culprit"
Thank you! The errors mention vehicles a lot so I disabled Filibuster Rhymes used cars which now allows to start the game. I did notice a red box in the bottom right corner that said error 67 so something still isn't right but it did load. I'll play around and see how it goes. Thanks again.
brita's weapons mod has updated but now the gun are all invisible and the icons are missing for me. anyone else have this issue?
alright i figured out why, apparently i had unsubscribed from brita's mod but not arsenal's gunfighter
quick question for people
So im making some cig packets/cartons, and they will all be the same model, but have different textures. When they are used in game, even though they are 3 seperate items (regular, menthol, gold label), can they all use "cigpack.fbx" yet call on a different texure, so one would be "cigpackregular.png" and another "cigpackmenthol.png"
Or do I need to export 3 different .fbx files even though they're identical?
Okay, look at the model scripts in the scripts folder. You can have multiple models scripts using the same .fbx but using different texxture pngs
model Rifle_8XScope_Ground
{
mesh = WorldItems/Rifle_8XScope,
texture = WorldItems/12x_Scope,
scale = 0.4,
}
yes
you need to make it have it's own model
Awesome, tyvm. It's not for me, the guy who made the Smoker mod cant use blender so I offered to make the models for the cigs/packs/cartons, but I wasn't sure if he'd need 3 seperate or if they can be mixed n matched. Couldn't ask him as he's gone to bed
this is exactly the same model, but if i will try to call every object on one model none of them will show up for some reason
Nah, just use different model scripts that use the same model .fbx but different png textures, you follow?
yeah I gotcha, tyvm 🙂
how would one define the item? with WorldStaticModel as the name for the model used?
Means I can just take the texture into PS and make the reds into blues/greens/whatever and resave it
yes