#mod_development

1 messages · Page 482 of 1

dry chasm
#

projectZomboid/media/texturepacks/UI.pack
or
projectZomboid/media/texturepacks/UI2.pack

candid sonnet
#

how do you unpack these tho? haven't done it

dry chasm
#

🤷‍♂️

candid sonnet
#

lool ill just make my own i guess

dry chasm
#

haven't done much with textures/icons yet

candid sonnet
#

same especially with UI

dry chasm
# candid sonnet same especially with UI

https://theindiestone.com/forums/index.php?/topic/25438-how-to-make-a-re-texture-pack/&tab=comments#comment-280220
may or may not be of use (though that's regarding tiles, but seems like it allows extracting form pack files? 🤷‍♂️ )

#

IIRC the Project Zomboid Modding tools in steam contain tilezed

candid sonnet
#

ooh nice thanks!

drifting ore
#

ha

#

don't worry it happens lol when I switch back to Lua my log just spams me with "did you mean to use :?"

#

I'm looking into modding PZ and have some cool ideas that I should be able to punch out. I made a quick prototype of a necromancer type zombie but I was curious if anyone knew if we can spawn particle effects like lightning in the game?

drifting ore
#

Noone? 😟

candid sonnet
#

sorry man, all I could think of was maybe you could spawn sprites similar to fire sprites + add lighting to the tiles. Idk much more on that since I haven't touched any of them

drifting ore
#

Hmm

#

That might work,

#

I'll have to find out how to spawn an object like that. I'll see what I can do :) thanks

dry chasm
# drifting ore I'll have to find out how to spawn an object like that. I'll see what I can do :...

there might be even the possibility of adding a custom object, a single one (instead of multiple), like a tube the size of a single tile, have it rotate with a transparent texture with a few "particles" drawn onto them. Of course, this would make the particles move sideways instead of any other way, but it wouldn't "spam" multiple objects and add/remove them with the game having to consider these (unless of course that's how that convo just was meant to work, or similar to that, then excuse me 😅 )
Just be careful so that it won't cause too much stress on the game :3

willow estuary
#

I believe particle effects are slated to be added when the Fire Rework happens.
No timeline has been provided for the fire rework as far as I know, aside from it getting shelved temporarily at some point during b41 development.

drifting ore
#

Ah that's interesting!

#

I'll have a look. I mostly wanna use particles to make some specific events clearer because it's hard to tell what's happening in my mod atm

candid sonnet
#

Does anyone know how to change draw order for an ISUIElement on top of ISUIPanel?

#

it's behind an ISUIPanel (ISVehicleDashboard)

dry chasm
candid sonnet
#

It's supposed to be part of it, but I really don't want to replace any functions in ISVehicleDashboard so I made a separate ISUIElement.

#

I know i could've just added my thing as a child to the ISPanel but that's a huge chunk of code to copy just to add an arrow to the fuel icon pensiv

dry chasm
#

might be a weird workaround without injecting the base functions, but what if you tried adding yours a tick later to the UIManager than the dashboard? I think the order might play a role here (uncertain though)

candid sonnet
#

yea that was one thing i thought of testing but idk how to do a Wait() or some kind of timeout

dry chasm
#

for that, you could possibly, instead of directly using self:addToUIManager()
make a method :delayedAddToUIManager()
where you add it and instead of adding it at previous position, you do Events.OnTick.Add(self.delayedAddToUIManager(self))

#

eh sorry

#

forget that part

candid sonnet
#

mmmm tricky, there really is no wait() in pz? wont while threads overflow?

dry chasm
#

no real wait, but onTick and such events

candid sonnet
#

alright, ill think of something tomorrow. one mod release is enough for one day. time to sleep tired

#

thanks btw

dry chasm
#

so well, the only real alternative i can think of is actually injecting into the createChildren and adding your own there, like for example:

ISVehicleDashboard.originalCreateChildren = ISVehicleDashboard.createChildren;
function ISVehicleDashboard:createChildren()
  local ret = self:originalCreateChildren()
  self:addChild(yourobj)
  return ret;
end

or similar

drifting ore
#

how to add icons

#

👀

#

or nvm

candid sonnet
#

wait, that doesn't overwrite the whole function? it just ammends the code you put in it?

#

oh you return the original func. I get it now. Thanks alot!!

dry chasm
#

it does overwrite the function, but you "relocate" the function so to speak

#

so createChildren will go to originalCreateChildren
while you change createChildren to yours (so it's executed)

candid sonnet
#

yee i gotcha. That's a neat trick i didn't know of lol

#

aight im off, thanks again

dry chasm
#

Good night!

pine tree
#

noice

#

PlayGameAction = ISBaseTimedAction:derive("PlayGameAction");

function PlayGameAction:isValid()
    return self.character ~= nil and self.item ~= nil and self.item:getUsedDelta() < 1 and (self.bodyDamage:getBoredomLevel() > 0 or self.bodyDamage:getUnhappynessLevel() > 0);
end

function PlayGameAction:update()
    self.item:setJobDelta(self:getJobDelta());
end

function PlayGameAction:start()
    self.item:setJobDelta(0.0);
end

function PlayGameAction:stop()
    self.item:setJobDelta(0.0);
    ISBaseTimedAction.stop(self);
end

function PlayGameAction:perform()
    -- Reduce uses
    self.item:Use();

    -- Change mood
    self.bodyDamage:setBoredomLevel(math.max(self.bodyDamage:getBoredomLevel() - 10, 0));
    self.bodyDamage:setUnhappynessLevel(math.max(self.bodyDamage:getUnhappynessLevel() - 10, 0));

    -- needed to remove from queue / start next.
    self.item:setJobDelta(0.0);
    ISBaseTimedAction.perform(self);
end

function PlayGameAction:new(item, character)
    local o = ISBaseTimedAction.new(self, character);
    setmetatable(o, self);
    self.__index = self;
    o.stopOnWalk = false;
    o.stopOnRun = true;
    o.character = character;
    o.bodyDamage = character:getBodyDamage();
    o.item = item;
    o.maxTime = 300; -- Time until the action finishes (in ticks; ~30/sec)
    return o;
end```
#

Right now the videogame has the context menu for "Play Video Game" but nothing happens?

#
    PlayGames = {};
end

PlayGames.createMenu = function(_player, context, items)
    if #items ~= 1 then return end

    local item = items[1];
    if type(item) == "table" then
        -- We jump over the dummy item that is contained in the item-table.
        item = item.items[1];
    end

    if instanceof(item, "InventoryItem") then
        local player = getSpecificPlayer(_player);
        if item:getType() == "VideoGame" then
            context:addOption("Play Video Game", item, PlayGames.playGame, player);
        end
    end
end

PlayGames.playGame = function(game, player)
    PlayGameAction:new(game, player)
end

Events.OnPreFillInventoryObjectContextMenu.Add(PlayGames.createMenu);```
dry chasm
#
PlayGames.playGame = function(game, player)
    PlayGameAction:new(game, player)
end

should probably be

PlayGames.playGame = function(game, player)
    ISTimedActionQueue.add(PlayGameAction:new(game, player))
end
dry chasm
pine tree
#

context:addOption("Play Video Game", VideoGame, PlayGames.playGame, player);
?

drifting ore
#

he he boi

#

almost ready only 3d models and the tats left

#

special thanks @dry chasm and @agile coral

#

for helping with this mod

nimble spoke
dry chasm
# pine tree context:addOption("Play Video Game", VideoGame, PlayGames.playGame, player); ?

VideoGame isn't defined, but item is
the createMenu function receives _player, context and items parameter
You currently check there if an item is the "VideoGame" item and if it is, it adds the context menu option "Play Video Game"
the variable of the ITEM itself, is just item
and the function you want to run when pressing the "Play Video Game" Button is
PlayGames.playGame
it receives two arguments/parameters being: game and player (in the end it's just names of the variables, the names themself have nothing to say aside make it clear what it's supposed to be)
currently:
context:addOption("Play Video Game", item, PlayGames.playGame, player);
adds the "Play Video Game" Option to the item's context menu (correct)
then it runs the PlayGames.playGame function with "player" as the first parameter, but it takes two and player as the second, so you'll have to add the "game" argument infront of it, which in this case would be the item variable, meaning:
context:addOption("Play Video Game", item, PlayGames.playGame, item, player);

#

Hope my terrible explanation is still understandable, sorry 😓

willow estuary
#

I don't know if shoving this poor fellow into the "just make your own timed actions" end of the pool versus just using a recipe was the best call?

I'd say get a recipe set up first, and then take it from there if they want to get fancier.

dry chasm
willow estuary
#

I mean, the whole point of the recipe system was to save people from making custom timed actions for every thing?

#

Not the best solution for everything, but it works well enough for a lot of things.

dry chasm
pine tree
#

Yeah I got the recipe set up, but the Result would reset the battery if i used destroy VideoGame so it was recommended that I use a TimedAction to get a similar result

willow estuary
#

Oh lordy, just post the recipe here.

#

In text form, not a screenshot.

pine tree
#

Fuck I knew there was a remove result I just didnt remember where I saw it

#

That would be perfect

#

Ill try it out

pine tree
#

Well, unfortunately now the battery doesnt drain

fading prawn
sour island
#

What are you trying to use batteries for?

pine tree
#
    {
        Weight    =    0.3,
        Type    =    Drainable,
        DisappearOnUse    =    FALSE,
        UseWhileEquipped    =    FALSE,
        UseDelta    =    0.2,
        DisplayName    =    Video Game,
        Icon    =    VideoGame,
        WorldStaticModel = VideoGame,
    }```

----------------------------------------------
```module Base
{
    recipe Play Video Game
    {
       keep VideoGame,
       Time:500.0,
       Result:VideoGame,
       Category:Leisure,
       OnCreate:OKA_PVGStatModifier,
       AnimNode:Craft,
       Sound:VideoGame,
       RemoveResultItem:true

    }
}```
sour island
#

Ok so

#

There's another parameter

#

OnTest?

#

I think it's called that

#

Runs through a function for every tick of Time

#

You can use that to drain the battery

#

You can also make it so the test fails if there's no juice

#

It's either OnTest or OnLua

#

I'd have to show you once I'm home if you can't figure it out

#

But there is a way to do what you want with out making a timed action

#

The recipe system is written well enough to not make the devs go crazy -- it's highly exposed so you shouldn't be going crazy either.

pine tree
#

Yeah everything seems to be almost there its just "missing" that one thing

sour island
#

There's 3 function tie ins

#

You can call a function with them

#

If you're curious look for Recipe.lua in the files

pine tree
#

recipecode.lua ?

sour island
#

Yeah that's it

#

Sorry not at home atm

#

Iirc there's something called OnTest OnPerform OnLua?

#

They each happen at different stages of the recipe process

#

And take different parameters automatically

#

This whole thing probably needs a guide tbh

#

I know for a fact 1 happens on each tick

#

Cause it's not named well at all and I stumbled into it

#

I think it may be OnPerform

willow estuary
dry chasm
#
Recipe.OnCanPerform.Function(recipe, player)
Recipe.OnTest.Function(sourceItem, result)
Recipe.OnGiveXP.Function(recipe, ingredients, result, player)
Recipe.OnCreate.Function(items, result, player, selectedItem) --selected item!?
sour island
#

Oh yeah that's true too

#

If you take off keep and put videogame:1

#

It should take 1 off

#

Or what ever amount you want it to

#

My only issue with this is you can't play it a little you have to do the whole time

pine tree
#

Ill upload this one too with help credits and original credits to whoever wrote the original mod, Im so excited!

drifting ore
#

t

slim patrol
#

sigh, the hunt for the mod that removes extended magazines :/ the joy

#

some mod removes it from the menu but nothing else..

sour island
#

Should be gun related

#

Inactivate anything weapon or gun related

#

Confirm it's one of them

#

If it still happens turn off all mods

#

You always can figure it out in batches first

lost spear
#

Im curious, how would I go about editing distribution files from a mod to make items more common from a mod

sour island
#

You'd have to find the distro table

#

Each item comes in an entry pair

#
  1. The item ID, 2. The chance
#

Make the chance higher

lost spear
#

Hmmm ok

sour island
#

That's it

lost spear
#

Id assume the distro table is inside the mod files in steam?

sour island
#

Yes

lost spear
#

in the workshop folder*

#

K

#

Thank you

sour island
#

It is a Lua table, or a list

#

Good luck

agile coral
#

I'll have this in my Quality of Life mod I'm working on. You can drop an icepack in it and it'll keep the food cold while slowly using up the icepack. Once I'm sure it works correctly in cars I'll be releasing it

agile coral
sour island
#

Wish the game had more temperature related mechanics

echo sky
#

snowangels when?

fair frost
#

Remaked RPD Van to be more faithful to the movie counterpart

alpine shard
#

Are there big vehicle mods that work on the current version? 🤔

fast girder
#

filibusters one

north ledge
#

love to see a playable guitar mod

pine tree
#

okay last issue before upload.

#
{
item VideoGame
    {
        Weight    =    0.3,
        Type    =    Drainable,
        DisappearOnUse    =    FALSE,
        UseWhileEquipped    =    FALSE,
        UseDelta    =    0.2,
        DisplayName    =    Zed Gear,
        Icon    =    VideoGame,
        WorldStaticModel = VideoGame,
    }
}```
#

How do I get this to overwrite the original videogame?

#

when testing the mod, I found this item crashes the game

#

probably because it conflicts with the VideoGame thats already in game

drifting ore
#

did you check the console i usually find the answer there

pine tree
#

Good call I'll check it out

#

got it, looks like a couple of lua functions need added

drifting ore
#

idk how to make 3d models on the show on the ground

#

how do i do that ?

latent osprey
#

Nice

pine tree
#

Uh is there any where I can find a list of animations?

#

C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\AnimSets\player nvm found em

unborn fable
#

After I use setConditionMax on an item to increase its max durability, is there a way to actually set its condition so it is fully repaired?

agile coral
#

item:setCondition()

#

so you could set it to max with item:setCondition(item:getConditionMax()) after using setConditionMax()

unborn fable
#

Oh okay, I was looking for something like that but it didn't come up in the Zomboid modding class overview thing

agile coral
#

Were you looking at the one for InventoryItem?

#

it has them there

#

HandWeapon doesn't have it specifically since it's inherited from InventoryItem

unborn fable
#

Ah, alright

#

Got it all working, thanks

covert crane
#

Someone should make a When Day Breaks mod it's a good and interesting idea maybe

candid sonnet
drowsy merlin
#

What are some must have mods?

toxic harbor
#

Hi guys! How can I change the color of the clock? They are white in the game files, and blue in the game.

drifting ore
#

then you can adjust there hue to change the color according to your liking

#

Project.Zomboid\media\textures

#

it should look like this

toxic harbor
drifting ore
#

yet

#

maybe ill dig into it later

toxic harbor
#

@drifting ore Is it possible to make such a mod so that zombies won't eat me if I smear my clothes with zombie guts?

drifting ore
#

not sure really sry

toxic harbor
#

Okay, thanks for all

drifting ore
#

uw ^_^

dry chasm
errant meteor
#

@craggy furnace Heli piolets seem to spawn a lot on the race track, is that intended?

vivid trail
vivid trail
#

Im asking this since there the modding API mentions stuff like NPC behaviour in zombie.behaviors.survivor classes.
I was wondering if any of these things are still even remotely functional in build 41, or if they are just unfunctional remnants from the old NPCs in zomboid.

drifting ore
#

they aren't functional

vivid trail
#

pain

#

So superb survivors and similar NPC mods are just very hacky ways of implementing npc behaviors

#

i c thanks

drifting ore
#

iam not sure tho iam new to modding my self

#

should wait a better answer

vivid trail
#

Thanks regardless

drifting ore
#

@lost slate

spark trail
drifting ore
#

fixed it

#

ill do the rest later zzzzzzzzzzzzzzzzzzz

plucky nova
#

i noticed that the fashion montage versions of authentic Z is not compatible with paw low loot, why is that specifically?

#

the helmets from EHE work fine with paw low loot, so why not authentic Z?

craggy furnace
#

because FM is a mess

#

and peach is aware

#

we added support to FM

plucky nova
#

what do you mean?

craggy furnace
#

that FM is a mess?

plucky nova
craggy furnace
#

that our gear can be used at start for FM

sour island
#

you have to manually add your custom items to FM

craggy furnace
#

also a fine person donated to me today

#

i have redone the M17 gas mask to work with helmets

sour island
#

AuthZ may not be using FM's new integration code

#

atleast from the description it suggests its new

plucky nova
#

alright, so why does authentic Z not work with paw low loot again? sorry, im kinda tired

plucky nova
sour island
#

when you say it doesn't work do you mean loot wise?

plucky nova
#

no, i mean the description says it doesnt work

#

i dont know what it means by that

spark trail
#

Maybe it overwrites some of the same scripts and, as a result, they conflict with one another?

sour island
#

oh

#

no clue then

#

alot of mods hijack functions and don't properly overwrite them when possible

plucky nova
#

hmm

#

oh also while you are here, shark, is your police overhaul thing compatible with other clothing mods?

#

like paw low and brita's for example?

#

i guess i am also asking this for the military overhaul as well

craggy furnace
#

by default yes

#

with FM not currently

plucky nova
#

but everthing else works?

craggy furnace
#

youll find SWAT zombies wandering around

#

yes

#

i am gonna add zones for louisville

#

i am waiting to for "urban" police loot

plucky nova
craggy furnace
#

yes

plucky nova
plucky nova
#

the game doesnt open with the military uniform improvments

#

just a black screen

craggy furnace
#

this is very likely one of your other mods

#

whats your mod list

plucky nova
#

oh ok

#

one second

plucky nova
# craggy furnace whats your mod list

mods
{
mod = 500PointsTrait,
mod = ADVANCEDGEAR,
mod = GEARBASIC,
mod = GEARCORE,
mod = ItemTweakerAPI,
mod = PlayerTraps,
mod = modoptions,
mod = GEAR_scrapguns_compat,
mod = SGuns,
mod = Advanced Alternative Zombie Loot,
mod = AquatsarYachtClub,
mod = tsarslib,
mod = ArmoredVests,
mod = AuthenticAnimations,
mod = autotsartrailers,
mod = B41 Nail Gun,
mod = betterLockpicking,
mod = ProfessionFrameworkB41Patch,
mod = BetterSortCC,
mod = TowingCar,
mod = Blackwood,
mod = Brita_2,
mod = CrashedCarsMod,
mod = Diederiks Tile Palooza,
mod = EasyConfigChucked,
mod = Eerie Country,
mod = ExerciseWithGear,
mod = ExpandedHelicopterEvents,
mod = ExtraSkillsSystem41,
mod = FashionMontage,
mod = FRUsedCarsNRN,
mod = FRUsedCarsBETA,
mod = FH,
mod = FORTREDSTONE,
mod = Grapeseed,
mod = ImprovedModPresets,
mod = KingsmouthKY,
mod = Left 4 Dead Gun Sounds,
mod = SVGLittering,
mod = VileM113APC,
mod = Max,
mod = MetalBat,
mod = MissingWeaponTextures,
mod = moonSlimeTraits,
mod = MoreOccupations,
mod = MorePoleWeapons,
mod = ToadTraits,
mod = Multitool,
mod = NewGasStationMatrioshka,
mod = PaddedArmor,
mod = PLLoot,
mod = PLLootF,
mod = PillowsRandomScenarios,
mod = ManySpawns,
mod = ManySpawnsLocation,
mod = ManySpawnsProfession,
mod = ManySpawnsVariations,
mod = PlayModdedArcades41,
mod = PlayableArcadeMachines41,
mod = RadialMenuEx,
mod = RavenCreek,
mod = Reading Material,
mod = Recipes+,
mod = RedCrowbarRetexture,
mod = ScrapWeapons,
mod = sizelabels41,
mod = SlurpBurp,
mod = DressingTime,
mod = RelaxingTime,
mod = TieOnSpearheads,
mod = TieOnSpearheads_MP,
mod = SurgicalMask White (Green),
mod = Swatpack,
mod = TED BEER`s Zombie Skin Retexture,
mod = The Walking Dead Project-Pack,
mod = TMC_TrueActions,
mod = westpointstripcenter,
mod = Xonics Mega Mall,
mod = TMC_ZuperCart,
mod = bcUtils,
mod = eris_minimap,
mod = eris_minimap_grapeseed_plugin,
mod = eris_minimap_kingsmouth_plugin,
mod = eris_minimap_raven_creek_plugin,
mod = jiggasGFXpatch,
mod = jiggasAddictionMod,
mod = jiggasGreenfireMod,
mod = tkTiles_01,
mod = HTowTruck,
mod = 4153DistPat_ZuperCart,
mod = 4153DistPat_ScrapWeps,
mod = 4153DistPat_ScrapGuns,
mod = LitSortOGSN_readOnePage,
mod = LitSortOGSN,
mod = AnimationFixes-Staggering,
mod = BanjoItemKitTraits,
mod = Authentic Z - Current,
mod = LitSortOGSN_chocolate,
mod = GunSuicide,
mod = GunSuicideBritas,
mod = ATA_Bus,
mod = DylansTiles,
mod = Brita,
mod = Arsenal(26)GunFighter,
mod = MMS,
mod = DRK_1,
mod = PLLootF_Patch,
mod = PLLoot_Patch,
mod = Hydrocraft4154,
mod = SubparSurvivors,
mod = SuperbSurvivors,
mod = truemusic,
mod = TsarcraftCache,
mod = SLEO,

craggy furnace
#

alright

#

so play the game of disabling your mods

#

99 percent sure it isnt me

plucky nova
#

yeah, i bet it is not you

#

but i am tired rn

craggy furnace
#

yeah someone in one of those mods probably forgot a bracket

plucky nova
#

besides, i was more excited about the police one anyway

craggy furnace
#

its mostly a rehash of the military mod

#

ill make more unique police gear later

#

most unique stuff is the vest and duty belt and new fatigues

late hound
plucky nova
#

any significance of the number 114?

craggy furnace
#

yes

late hound
#

Saying that "that is a lot of mods" is an understatement

craggy furnace
#

114 chances to conflict and break the game

plucky nova
#

yeah, i guess

craggy furnace
#

101 conflicts in the mods 101 conflicts

#

patch one down

#

get it around

#

120 conflicts in the mods

plucky nova
#

a lot of people have made fun of me for me having a bunch of mods

craggy furnace
#

we still laugh that you were using heli debugger and rezzing entire towns

plucky nova
#

wait why is that funny again

craggy furnace
#

because you were literally enabling debug and hitting our debug keys

#

then listing it as a bug

#

infact you werent the only person

#

that guy was doing it then claiming he wasnt and it was a valid bug

#

so yes, hilarious

plucky nova
#

oh, ok

craggy furnace
#

unsure about the pouches

candid sonnet
fallow bridge
#

@plucky nova is that my metal bat mod? :3

royal ridge
#

What java class or whatever is all the climate/weather stuff stored in

#

I want to check things like the cloudiness and the fogginess

#

the climate manager

drifting ore
#

anyone can tell me where the back starts and ends cuz the blue zone isn't accurate

fallow bridge
#

Don’t know why it’s inaccurate

#

What exactly happens to the texture in game?

drifting ore
fallow bridge
#

Move them a bit away from the edge

#

I had that issue when I was texturing my press vest

drifting ore
fallow bridge
#

Uhhh not on my pc right now

drifting ore
#

off

fallow bridge
#

But you can go look at my press vest mod folder

#

Press vest and diversified vests

fringe oxide
#

Guys, has anyone already started making motorcycles?

mortal widget
#

are the advanced zombie mods worth it?

sour island
mortal widget
sour island
#

There seems to be 4 more

#

I looked through the first when it came out -- he added an event but commented it out.

#

Other than that it adds some outfits and subsequent loot.

#

🤷‍♂️

mortal widget
#

im just confused as to whether it changes all the zombies or just adds groups like the geared zeds mod, or like behavioral changes, seems like a lot of work was put in just for there to not nuance on what the mod holds

craggy furnace
#

it seems like the running theme is slight variations and nothing else

#

so idk

sour island
#

As far as I saw he added outfits for zombies to spawn in

#

the commented out code made 1 type of zombie constantly heal when you hit them - this wouldn't really matter much as some attacks can crit and kill them anyway -- but they also play the player death sound within 20 tiles of the player.

#

He also left some stuff from Terror Zeds in there - so I'm not sure if it needs TZ to run or if it even works

mortal widget
#

i'll wait to download it, i'm a masochist but not that much.

sour island
#

If you want different zombie AI I know Soul Filcher is working on "Turning Time"

#

There's also mod I worked on called "Expanded Helicopters: Super Weird Edition" but that adds a silly tone to the game as the special zombies are aliens and a Mr.X/Nemesis knockoff wearing a spiffo suit.

mortal widget
#

i have turning time still unsure as to what it completely changes but im a fan of most of their mods so i downloaded it, btw do you know if geared zombies is outdated or not?

craggy furnace
#

not sure about geared zombies

#

youd need to ask blair

#

turning time is really cool

#

i highly recommend you keep trying it

#

it adds stuff like witches from L4D and zombie hulks

mortal widget
#

nah im not gonna go out of my way to bother him, and i will its been in my collection from awhile

#

OH

#

thats what it adds

#

ok

craggy furnace
#

they are visible different

mortal widget
#

yeah i saw a few of them haha

craggy furnace
#

atleast the zombie hulk

#

really intuitive my hat goes out to soul

plucky nova
mortal widget
#

or i can just test it on a dif file

#

fuck it i downloaded it

sour island
#

I think most people try not to "spoil" things when making their workshop but idk

#

a visual or two won't hurt

#

This is on turning time

mortal widget
#

Chuck can i get your opinion on my collection?

#

havent found the witch yet

#

only hulk

sour island
#

collection?

mortal widget
#

of mods

sour island
#

🤷‍♂️ I think it's to each their own

#

There's definitely some nice QoL changes out there

#

@mortal widget looks like advanced zombies 2 adds something called a "beast"

mortal widget
#

jesus

#

i might download all of them and just hop on a new save to see what it does

#

i downloaded geared zombies hopefully it doesnt break my save my heart would snap

sour island
#

Looks like the beast is like a Mr.X

#

also pushes the player over like my Spiffo does

#

or I assume - never saw it done the way he's doing it

mortal widget
#

so basically “hide” haha i already have night sprinters i don’t think i should punish myself more

#

no signs of a game break yet, time to go exploring with my beloved two month alive character

sour island
#

good luck

mortal widget
sour island
#

fundamentally if it's just adding zombies it should be fine

#

I don't really plan to look through a mod with just 1 added zombie type

#

I'm curious if his use of getPlayer() actually works with co-op though

mortal widget
#

coop?

#

what does getplayer do

sour island
#

I thought it just grabs a player tbh

#

it's been my experience to make mods compatible with co-op/eventual MP you should avoid stuff like getspecificplayer(0) which I see a lot of in other mods

#

getspecificplayer(0) grabs player 1 so to speak

#

I'm not actually sure what getPlayer() does when used in a zombie's update function

#

Looks like it's grabbing the client's instance

mortal widget
#

i don’t know what any of this means but i appreciate you attempting to explain

sour island
#

My concern would be the wrong player gets effected by the zombie

#

try it for yourself - it should work fine for single player

mortal widget
#

i probably will, because i’ve been having too easy of a time lately and want to check out my base defenses

#

i really wish you could lock wood gates though

sour island
#

Have you tried Expanded Helis?

#

does a good job of shifting hordes around

mortal widget
#

yeah i have it but i installed it about a month in, still hear helicopter explosions but can never find them, but i’m far in so. don’t think there will be anymore helis

sour island
#

ah

#

you can use sandbox mode to change that

mortal widget
#

is there a way to increase spawn rates mid play through aswell?

#

of zombies

sour island
#

Generally no

#

most settings would require sandbox changes at the start

#

I think customized zombies or snadbox+ might be able to do what you want

worldly olive
# sour island I'm not actually sure what getPlayer() does when used in a zombie's update funct...

What I assume the getPlayer() does based on my test is that it will return the player for the client that ran it. Why I say this? because I used it and when I tested splitscreen it worked for the first player but then when adding a second player, then all the functions acted for the second player, because now the "client" is on the second player. I think for MP it shouldn't be a problem because each client will run it but if you want to make it both splitscreen/mp compatible avoid using getPlayer()

sour island
#

but sandbox+ has an issue that makes it break with other mods that add menus to the options page

sour island
#

I assume he's trying to make it so the zombie pushes the player down when too close?

#

There also doesn't seem to be a check for range tho

#

so Idk

drifting ore
#

Friends, is it possible to worsen models or worsen textures by making a mod?

mortal widget
#

@sour island geared zombies works

sour island
#

What does geared zombies do?

drifting ore
#

Some pre existing zombies will become special

drifting ore
#

Ifit does what they say it does it would grab the player of whichever client is running the code

sour island
#

Sure

#

I'm not so confident with the upcoming MP client-swapping

mortal widget
sour island
#

in any case it should be fine for single player

mortal widget
sour island
#

uh

#

that shouldn't be happening anymore

#

try "opening the door" via vehicle options and dragging stuff off the seats

mortal widget
#

that worked

#

thank you

sour island
#

np

mortal widget
#

my gun jammed on the first attempt shot

#

i got mauled

drifting ore
#

yeaaaaaaaaaaaaaaaaaaaaaaaaaaa

#

boooiiiss usa cavalry

#

@lost slate your army sleeve sir

#

👍

lost slate
#

Ace

autumn garnet
#

Hi,
is there a way to replace the image of a button? (randomize each time the panel is displayed? with ZombRand & getTexture)

function ISButton:setImage(image)
self.image = image;
end

sour island
#

😮

autumn garnet
#
    randCard = ZombRand(2)
    card = getTexture("media/ui/LootableMaps/dc_top_"..randCard..".png");
    local cardSelected = ISButton:new(200, 150, 500, 500, "",nil,hideCard);

    DCCWindow = DCCWindow:new(500, 150, 800, 600)
    DCCWindow:addToUIManager();

    cardSelected:setImage(card);
    cardSelected:setDisplayBackground(false);

    DCCWindow:addChild(cardSelected);
    DCCWindow:setVisible(true);
    DCCWindow:setVisible(false);
end```
sour island
#

if all your cards's images are named with numbers at the end

#

just know that zombRand starts at 0

autumn garnet
#

Yes but when the panel is initialized, it only retains the first value that is generated, suddenly it always displays the same card

sour island
#

ah

autumn garnet
#
    local key = _keyPressed; -- Store the parameter in a local variable.

    cardRand = ZombRand(2)
    cardTexture = getTexture("media/ui/LootableMaps/dc_top_"..cardRand..".png");

    if key == 35 then

    print("RAND: "..cardRand)
    print(cardTexture)
        
    -- Cacher ou afficher la carte
    local isVisible = DCCWindow:getIsVisible()

        if(isVisible == true) then
    
            DCCWindow:setVisible(false);
        else
    
            DCCWindow:setVisible(true);
    
        end
        
    end

end


function DCCWindow:new(x, y, w, h)
    DCCInfo = {};
    DCCInfo = ISPanel:new(x, y, w, h);
    DCCInfo.variableColor={r=0.9, g=0.55, b=0.1, a=1};
    DCCInfo.borderColor = {r=255, g=0, b=0, a=0};
    DCCInfo.backgroundColor = {r=0, g=0, b=0, a=0.4};
    self.__index = self;
    return DCCInfo;
end```
#

showCardWindow is my other function and it's work with ZombRand & getTexture, but i don't know how to update the image of the panel with the other function

sour island
#

you're on the right track

#

you need a way to ID the window

#

in order to grab it again

#

DCCWindow:addToUIManager ?

#

DCCWindow:addChild(cardSelected); I think there's something like getChild

#

I'm not that great at UI stuff

#

@tame mulch might know / be more familiar

autumn garnet
#

at first i thought removeChild and add it again ...

#

i have to test

sour island
#

you could add the child here maybe?

#
function DCCWindow:new(x, y, w, h)
    DCCInfo = {};
    DCCInfo = ISPanel:new(x, y, w, h);
    DCCInfo.variableColor={r=0.9, g=0.55, b=0.1, a=1};
    DCCInfo.borderColor = {r=255, g=0, b=0, a=0};
    DCCInfo.backgroundColor = {r=0, g=0, b=0, a=0.4};
    self.__index = self;
    return DCCInfo;
end
#

then you'd always have a variable to call on

#
DCCWindow.cardElement = ISButton:new(200, 150, 500, 500, "",nil,hideCard);
DCCWindow:addChild(DCCWindow.cardElement);
#

then in show card window you can call on/change the texture

autumn garnet
#

It's work 😄 thanks @sour island

sour island
#

👍

drifting ore
autumn garnet
#
    local key = _keyPressed; -- Store the parameter in a local variable.

    cardRand = ZombRand(2)
    cardTexture = getTexture("media/ui/LootableMaps/dc_top_"..cardRand..".png");

    if key == 35 then

    print("RAND: "..cardRand)
    print(cardTexture)

    DCCWindow.cardElement = ISButton:new(200, 150, 500, 500, '',nil,hideCard);
    DCCWindow.cardElement:setImage(cardTexture)
    DCCWindow:addChild(DCCWindow.cardElement);

    -- Cacher ou afficher la carte
    local isVisible = DCCWindow:getIsVisible()

        if(isVisible == true) then

            DCCWindow:setVisible(false);
        else

            DCCWindow:setVisible(true);

        end

    end

end
drifting ore
#

this looks cool

#

wonder what it does tho

sour island
#

I think that's creating a new card each time though

#

well ISButton

autumn garnet
#

If the player finds the death card deck, he will have a curse and every night at 00:00 he should draw a card that will trigger one of the two displayed effects, there will be a way to defeat the curse ...

#

I wanted the card to be displayed as a button rather than making an addItem ...

sour island
#

Yes but if you include the new for button in the showcard it's creating a new one every time

autumn garnet
#

after hideCard i need to removeChild...

#

or maybe count the number of child and if isn't equal to 1... remove all child

sour island
#
function DCCWindow:new(x, y, w, h)
    DCCInfo = {};
    DCCInfo = ISPanel:new(x, y, w, h);
    DCCInfo.variableColor={r=0.9, g=0.55, b=0.1, a=1};
    DCCInfo.borderColor = {r=255, g=0, b=0, a=0};
    DCCInfo.backgroundColor = {r=0, g=0, b=0, a=0.4};
    DCCInfo.cardElement = ISButton:new(200, 150, 500, 500, '',nil,hideCard);
    DCCInfo:addChild(DCCInfo.cardElement);
    self.__index = self;
    return DCCInfo;
end
 function showCardWindow(_keyPressed)
    local key = _keyPressed; -- Store the parameter in a local variable.

    cardRand = ZombRand(2)
    cardTexture = getTexture("media/ui/LootableMaps/dc_top_"..cardRand..".png");

    if key == 35 then

    print("RAND: "..cardRand)
    print(cardTexture)

    --DCCWindow.cardElement = ISButton:new(200, 150, 500, 500, '',nil,hideCard);
    DCCWindow.cardElement:setImage(cardTexture)
    --DCCWindow:addChild(DCCWindow.cardElement);

    -- Cacher ou afficher la carte
    local isVisible = DCCWindow:getIsVisible()

        if(isVisible == true) then

            DCCWindow:setVisible(false);
        else

            DCCWindow:setVisible(true);

        end

    end

end
#

Would this not work?

#

create/add the child once

#

change it's texture when you need to

autumn garnet
#

No, it doesn't work, how do you display the colored code on discord?

sour island
#

```lua
code
```

autumn garnet
#
function DCCWindow:new(x, y, w, h)
    DCCInfo = {};
    DCCInfo = ISPanel:new(x, y, w, h);
    DCCInfo.variableColor={r=0.9, g=0.55, b=0.1, a=1};
    DCCInfo.borderColor = {r=255, g=0, b=0, a=0};
    DCCInfo.backgroundColor = {r=0, g=0, b=0, a=0.4};
    self.__index = self;
    return DCCInfo;
end
#

Thanks

sour island
#

Anyone familiar with weapon attachments know why they may not be appearing?

errant meteor
#

@sour island I would ask snake, he has a mod dedicated to weapon attachments

sour island
#

Is he on here?

late hound
sour island
#

Can't get them to show up

late hound
#

the item?

sour island
#

the item shows up on the ground

#

when I attach it it doesn't show up visually on the weapon

#

I can attach it and remove it fine

late hound
#

are you using a new attachment location?

sour island
#

it's weaponpart attachment

#

to be clear

late hound
#

oh I see

sour island
#

trying to use scope and stock

late hound
#

weapon accessories

#

gun parts

#

yeah I haven't dealt with those

#

Weapon attachment locations on player models, thats what I was referring to

dry chasm
# sour island the item shows up on the ground

do you have a specified model for the attachments themselves, aside from the worlditems? (not entirely sure how it's set, but media/models_X/weapons/parts seem to contain specified models for them i think)

sour island
#

I have the models pointed at models stored elsewhere

#

I could give that a try

#

would be annoying to need duplicate files

dry chasm
#

mhmm, seems to refer to the files with the models script, so I wouldn't think it's all that necessary, if the attachments offset and rotation are on the weapon model script as well? It's such a back and forth with those files 😓

sour island
#

I have them all set to 0,0,0

#

they don't even appear

dry chasm
#

you seperated them with spaces as well? and have them as float (like 0.0000 0.0000 0.0000)

sour island
#

yeah

#
        attachment muzzle{offset = 0.0000 0.0000 0.0000,rotate = 0.0000 0.0000 0.0000,}
        attachment scope{offset = 0.0000 0.0000 0.0000,rotate = 0.0000 0.0000 0.0000,}
        attachment scope2{offset = 0.0000 0.0000 0.0000,rotate = 0.0000 0.0000 0.0000,}
        attachment recoilpad{offset = 0.0000 0.0000 0.0000,rotate = 0.0000 0.0000 0.0000,}
        attachment reddot{offset = 0.0000 0.0000 0.0000,rotate = 0.0000 0.0000 0.0000,}
        attachment laser{offset = 0.0000 0.0000 0.0000,rotate = 0.0000 0.0000 0.0000,}
        attachment world{offset = 0.0000 0.0000 0.0000,rotate = 0.0000 0.0000 0.0000,}
#

trying with some files in the weapon parts folder

dry chasm
#

then the only thing i can imagine would be either the model is too small and disappears inside the gun, or maybe too big

sour island
#

the offset is x y z right?

dry chasm
#

i think so

sour island
#

do you know in which directions those go?

dry chasm
#

sadly, no. Aside from z probably being the "height"

sour island
#

I'll have to test

dry chasm
#

also, if they are the same size as the worlditem, it may help to make them a tad bigger with scale in the model script to see it more easily (just not too big)

sour island
#

the WeaponPart parameter for weapons is also a bit convoluted

dry chasm
#

and based on the attachment editor, i would assume to the front of the gun is Y, the side is X and height is Z

sour island
#

there's an attachment editor?

dry chasm
#

yes in debug mode

sour island
#

isn't that for persons?

dry chasm
sour island
#

ooh

dry chasm
sour island
#

let me check that

#

yeah this is for people unless I'm missing something?

dry chasm
#

On the very top should be add model, just add your weapon there

#

after that, click on add model again and add the attachment you wish to see/set

#

then if there's already attachments defined, right click the attachment in the upper list and set parent

sour island
#

ah

dry chasm
#

unsure on where and how it'll save it in there if you were to press save

sour island
#

ah I see my issue

dry chasm
#

ah saves them in base game folder in the original file it seems

sour island
#

I assumed attached parts appear on world items

late hound
sour island
#

that is unfortunate

drifting ore
#

its done

#

i also rec nude textures so that the tattoos won't go over your under wear

#

i might make a poll for people to add there designs and ill pick randomly from them annd add them to the mod

viscid kelp
drifting ore
#

i already did send him some ss

dry chasm
spark trail
#

Great job, Elie!

drifting ore
#

its all thanks to the community people been very helpful

mint tiger
#

already gave it an award

mint tiger
royal ridge
#

I want to check things like what level of cloudiness and fogginess but I can't find any good information about the climate manager, does anyone know?

#

or could help

low yarrow
#

How do we set in which rotation the items appear on the ground?
When i place a Vanilla baseball bat for example its laying on the side.
But if i place my own baseball bat its straight up as i exported it.

sour island
#

You can script that in

#

Under the model

#
attachment world {rotate=0.000 0.0000 0.0000,}
#

I just learned you can also use debug mode to visually set these

deep loom
#

hi there, so I was using a cigarette mod which was probably outdated, wouldn't allow me to open "canned food"
which is weird but some people already experienced this
disabling the cigarette mod however seems to have deleted cigarettes from the game
which is a problem since I got the smoker trait
can anyone suggest any workaround?

sour island
#

They got deleted cause they were new items as per the mod. If you move away from your current location you'll find vanilla cigarettes again.

#

Specifically, an area you haven't been before.

late hound
late hound
drifting ore
keen peak
#

Noob here.... How do you even begin modding on PZ?

drifting ore
#

i started with this

#

isn't the best but it has some info

low yarrow
low yarrow
sour island
low yarrow
#

You mean the "items_weapons.txt"?

drifting ore
low yarrow
#

Or do you mean this file?

sour island
#

Yes

#

Add a line under mesh

#

attachment world {rotate=0.000, 0.000, 0.000}

#

There's a rotate and an offset that I know of

#

Idk if you need to define both

low yarrow
#

If i add it like that the model does not appear anymore and instead the icon shows up

keen peak
#

@drifting ore thank you

low yarrow
#

Ah nevermind. I think i got it. Just looked into the vanilla txt

#

That seems to be the format i need (only a "," at the end)

#

Thanks for the heads up! wouldnt have thought of finding it there 😄

low yarrow
#

debug mode = Change txt and see the change inworld in realtime?

sour island
#

Sort of

#

In launch options you can include -debug

#

The small menu that appears in game let's you tweak model placements under attachments

#

I have not used it that much - but I assume once you have it you can tweak it via text to what you need

worldly olive
#

Hey @craggy furnace
FYI:
There's a missing ); in the line 18 in the mod Law Enforcement Overhaul in the Distribution that's throwing a lua error at the start

craggy furnace
#

@worldly olive thanks I’ll get on that

#

Tossed the distribution since I totally forgot it was there anyways

#

I’ll redo it for Louisville

worldly olive
#

Ooh ok haha

errant meteor
plucky nova
#

true music is currently somewhat broken, as you can only use the boombox while it is in your hands, and you cannot use the vinyl player at all. however, i have no idea what caused this, because i dont have any mods that should break it

#

i genuinely dont know how i would go about finding out what broke it

late hound
drifting ore
#

Quick question: what's a good way to detect when a player is adding/removing items from a container and get the reference of that container?

plucky nova
candid sonnet
low yarrow
sour island
#

👍

drifting ore
#

how would you make it to where if you took a trait related to an injury (example, like leg fracture)

#

how would i make it so that injury shows up when the game starts?

worldly olive
#

I was thinking in doing the same and how I thought it could be (haven't tested yet so it is not 100% accurate) is that you could create a function that is executed with the OnCreatePlayer event. Inside that function you can check if the player has the trait (whatever you called it) and if the player does, then apply an injury

drifting ore
#

seems good enough

candid sonnet
drifting ore
#

yeah i'll try it tomorrow

#

getting late here and i've already closed down all the stuff i was working on

candid sonnet
worldly olive
#

Something like:

if player:HasTrait("Injuried") then
ApplyDamage;
end

#

I wanted to create a trait to add a permanent fracture but I couldn't find a way to do it xD

drifting ore
#

yeah i'm doing skull fractures

#

they're close enough to permanent so

royal ridge
#

if player:HasTrait("Injuried") then if injury < theshold then ApplyDamage; end end

#

I mean that isn't done properly but something like that may work

#

so every hour it will check the injury and re-damage if needed

#

or if you can set an injury amount you can just re-set at amount every hour

worldly olive
low anvil
#

Stupid question, but for Build 41, if I were to install a mod, all I have to do is just subscribe on the workshop, and turn it on in the game, right?

#

I only ask because Hydrocraft is missing textures.

royal ridge
#

but yes that all you should have to do, if it doesn't include anymore instructions

drifting ore
#

Hello can someone recommend me a good modpack that includes weapons, military clothes, armors, attachments for weapons etc etc.

swift nova
#

I mean that's pretty much what Brita is about

eternal depot
#

Does anyone know how to make modded vehicles?

drifting ore
spark trail
#

I've got a random idea.
So in multiplayer you can medical check other players to check their status.

I was wondering if anyone here with modding experience knows if there's a way to code an interaction between two players.

Like, as an option you select "Hug GenericName" and it reduces their unhappiness. Maybe yours too.

The idea came to me while my girlfriend and I were playing co-op. The moodle suggests seeking human contact when you're sad. Why not give someone a hug?

royal ridge
#

@drifting ore and I have been working on Immersive Solar Arrays, we would like some people to test it and give us some feedback here is the link:
https://github.com/radx5Blue/ImmersiveSolarArrays

Here is a wiki that has a brief overview:
https://github.com/radx5Blue/ImmersiveSolarArrays/wiki

GitHub

ImmersiveSolarArrays for Project Zomboid. Contribute to radx5Blue/ImmersiveSolarArrays development by creating an account on GitHub.

GitHub

ImmersiveSolarArrays for Project Zomboid. Contribute to radx5Blue/ImmersiveSolarArrays development by creating an account on GitHub.

#

Immersive Solar Arrays (ISA) adds a solar power system to Project Zomboid. Allows players to power their bases during the day, and during the night if they have enough battery capacity. ISA adds a number of new items to Zomboid, including solar panels, battery banks, deep-cycle batteries and recipes to convert car batteries into storage batteries.

devout flint
#

Wow that's huge

drifting ore
faint cape
#

oooohhhh spicy

candid sonnet
royal ridge
candid sonnet
royal ridge
#

Do you have the console log of the error or just the line?

drifting ore
#

tho lets make a deal if i test your mod you test mine

candid sonnet
drifting ore
royal ridge
royal ridge
drifting ore
royal ridge
#

I think I have already downloaded your mod

#

is it on the workshop?

drifting ore
#

yea

dry chasm
#

Been busy testing some things regarding a variable amount of arguments, for those that may have an interest in it:

function foo(arg1, arg2, ...) -- the ... will allow further arguments.
    -- arg1 and arg2 are fixed, if you wish to access the other arguments which are potentially optional or indefinite:
    local args = {...} -- this creates a table containing all the arguments aside of the fixed 2 you wish to have.
    -- you can now iterate those and do something with them the usual way with something like:
    for k,v in ipairs(args) do
        print(v) -- in this example, we simply print those.
    end
    -- we can also call another function with exess arguments which we did not need for our function, possibly useful if you overwrite a function, but still want to call the original within
    bar(...); -- keep in mind that arg1 and arg2 are not included in this call, to include them do the below:
    bar(arg1, arg2, ...); -- this will call bar with the same arguments as the current function in this case
    -- additionally, we can remove a certain part from those argument if necessary if we wish to pass them afterwards to another function as above.
    table.remove(args, 2) -- 2 defines the key, as such we would remove the second argument
    bar(unpack(args)) -- as ... is still defined as is but want to pass the args with the modified args table onwards, we can unpack them
    -- this will instead of passing the table as an argument, pass the contents of the table as arguments.
end
iron bough
#

does anyone know where the bodies are? i’m trying to make clothes

dry chasm
iron bough
south vortex
#

hello, just want to ask if there are mods that would improve my game performance? thanks

lyric surge
#

Anyone know of a mod that will auto-resume game to normal speed (after fast forwarding) after completing an action?

lyric surge
sour island
#

Isn't there an option similar to this?

drifting ore
sour island
#

Thought so

#

There's a few options in vanilla settings that I think alot of people don't know about -- one is the outline for aiming with melee

#

Another good one is being able to change container highlight colors

candid sonnet
#

but i think this only works with single timed actions, not with a queue of them GoodJob

lyric surge
glossy terrace
#

Hello everyone

#

Could you guys tell me what I need to start modding zomboid. Especially I'm interested in editing textures, making new cloth, items and objects.

west crystal
#

Just take some mods and look how they're made

glossy terrace
#

ty

candid sonnet
#

incomplete tho

#

but the clothing tut is really just the same with items

glossy terrace
#

I'm reading clothing mod section rn

#

I have 1 question

#

do I have to use blender to make new 3d model for some new clothes or I can just copy 3d model of original one and edit 2d texture?

west crystal
#

ehh, both?

glossy terrace
#

I was modding stalker long time ago

candid sonnet
#

you need to uv map either way so you still need a 3d editing software

glossy terrace
#

ok thank you

candid sonnet
#

you can use other software tho as long as it exports to fbx

west crystal
#

but why when there is a free blender

candid sonnet
#

idk maybe he has exp with 3dsmax or maya

#

blender is the suggested 3d software tho @glossy terrace so just use that to be safe

halcyon marlin
ionic ingot
#

someone should make the dragon slayer from berserk

dark shuttle
royal ridge
#

Proper version should be out soon, had some good feedback so far

#

The debug menu is currently removed with the lastest version on the github as well

dark shuttle
#

Let me try the latest version, I loaded up a save game with a lot of mods and after installing a solar and battery bank my character started to inexplicably drain health. Maybe something conflicting, how do I check logs for something like that?

royal ridge
#

They need to be outside

#

The battery bank

dark shuttle
#

I was putting it inside.

#

I just tried it again and as soon as I placed the battery bank down I started to die

#

I placed the battery bank outside, but once I go inside I start to lose health now.

royal ridge
#

Is it the same save?

#

Thats a strange one

dark shuttle
#

Yeah

#

Is it because it's acting like a generator?

#

So the smog can kill you

royal ridge
#

Yup

dark shuttle
#

Ahh

#

Hmm

#

I have it set up on the roof of a building in the Grapeseed map extension

royal ridge
#

Try a new save and jyst do one outside if you have time

dark shuttle
#

Maybe the building isn't zoned right

#

So the roof is 'inside'

#

It's like a balcony

royal ridge
#

Im going ti add a check so you cant build them inside

dark shuttle
#

I'll relocate them to the top floor and if that fails outside the building and than I'll load a fresh save to double check

#

For the record, which item is 'the generator' the panels, or the bank or both?

#

Also they appear to have some weird collision. They take one extra block to their left

royal ridge
#

Bank

#

The battery bank is the generator

dark shuttle
#

With solar panels present and bank in inventory I'm still taking damage indoors.

royal ridge
#

Weird

#

Unless the generator didnt delete when removing the bank

dark shuttle
#

Is there a way to remove the smog effect from the item entirely?

#

Also moving to the roof didn't change anything, I'll do a new save and try different combinations

#

It seems to me like the 'generator' battery bank that I initially built inside is persistent even after removing the bank and placing it outside

#

I'll try that on a new save to make sure.

royal ridge
#

Next version you wont be able to build them inside, they arent supposed to be built inside which is why there probably the issue

dark shuttle
#

I'm assuming panels don't generator power if they're considered to be 'inside'

#

Have you tried setting them up on roofs yourself?

#

After picking up and moving previously working array and bank I can't get them to charge either think

errant meteor
dark shuttle
#

Also, I just tested something else. I set up a bank and some panels, the lights are working but I took the batteries out and removed the bank and everything is still lit up.

#

Also seems kind of random if the batteries on the tray appear or not on the placeable. Sometimes it does and sometimes it doesn't.

#

I got infinite power MikuComfy This is kinda nice but probably not the goal

royal ridge
#

Ill take look at all this, thanks

#

Sometimes it takes to the next 10 minute mark to update

#

We are aware of the issue with batteries appearing

#

Ill try some on a roof later tonight and see if I can repeat the issue

dark shuttle
#

Just to clarify the roof thing. I think if you go on for example a balcony, or a roof top with low fence surrounding it the game might be considering it 'inside' the building thus the smog death issue. That's my speculation. And since I think a lot of people's first instinct will be to mount these on roofs away from zombies it needs looking into if it's true

#

But if it's running off the same base as a normal generator I'm not sure why it's any different.

dawn lynx
#

What is the best way to test a mod on multiplayer without uploading it to the workshop?

dawn lynx
#

Why does this work fine on single player but doesn't on multiplayer?

local items = getAllItems()
local sz = items:size()
for i = sz-1,0,-1 do
  local item = items:get(i)
  item:setActualWeight(0.0)
end

should I be putting it in client, server, or shared? and do I have to do something differently for multiplayer?

north ledge
#

Quick question: is there a mod that adds winter clothing?

drifting ore
north ledge
#

i mean like fur coats n' shit

#

that have hoods

serene sky
#

Is there a way or a crack for both players on remote to use keyboard

dry chasm
drifting ore
#

you just need to find it

ruby urchin
north ledge
#

i'm talking fur coats

north ledge
#

oooh

pine tree
#

how hard is it to apply a vanilla 3d model to a modded item?

dry chasm
# pine tree how hard is it to apply a vanilla 3d model to a modded item?

If it's not a clothing item, you may be able to add a model script to your mod.
Let's say you made a stone for example and you want to give it some kind of funky model already existing:

module YourModuleName {
  model CustomModelName {
    mesh = PathToVanillaModel,
    texture = PathToTextureYouWantToUse,
  }
}

As reference, it'd probably be best to take a look at media/scripts/models_items.txt

pine tree
#

Thank you! Ill check it out

pine tree
#
{
    item VideoGame
    {
        Weight        = 0.9,
        AlwaysWelcomeGift = TRUE,
        Type        = Drainable,
        UseDelta    = 0.15,
        DisappearOnUse    = FALSE,
        DisplayName    = Video Game,
        ActivatedItem    = FALSE,
        Tooltip     = Reduces stress and boredom.,
        Icon        = VideoGame1,
        MetalValue     = 7,
        cantBeConsolided = TRUE,
        BoredomChange    = -20,
        StressChange    = -15,
        UnhappyChange    = -10,
    }

    recipe Play
    {
        destroy VideoGame,
        VideoGame=1,
        Time:600,
        Result:VideoGame,
        Sound:VideoGame,
        OnCreate:videoGameShenanigance,
    }

    recipe Remove Battery
    {
        VideoGame,
        Time:30,
        Result:Battery,
        Category:Electrical,
        OnCreate:videoGameBatteryRemoval_OnCreate,
    }

    recipe Insert Battery into Video Game
    {
        destroy Battery,
        destroy VideoGame,
        Time:30,
        Result:VideoGame,
        Category:Electrical,
        OnCreate:videoGameBatteryInsert_OnCreate,
    }

    recipe Dismantle Video Game
    {
        keep Screwdriver,
        destroy VideoGame,
        Time:30,
        Result:ElectronicsScrap,
        Category:Electrical,
        Override:true,
    }

    model VideoGame
    {
        mesh = WorldItems/VideoGame,
        texture = WorldItems/VideoGame,
        scale = 0.4,
    }```
#

Should work, hope it doesnt CTD my game

sharp crystal
#

@craggy furnace
Hi. Your Law enforcement mod is giving me distribution error after your latest update

craggy furnace
#

@sharp crystal send a log?

sharp crystal
#

I will. Thanks for response. May be something with my mod list. Will try it without any mods

craggy furnace
#

thanks, get back with me whenever with a log and ill check your issue regardless if its mine or not

sharp crystal
#

Great. Thank you in advance

worldly olive
#

@craggy furnace got the same issue, it is a missing "," in Shark's Law Enforcement Overhaul\media\lua\server\Definitions\SLEO_AttachedWeaponDefinitions
line 22 after "Base.AssaultRifle2"

craggy furnace
#

figured that couldve been the issue

#
        "Base.AssaultRifle",
        "Base.AssaultRifle2"
        "Base.Shotgun",
    },```
#

ouchie

#

@sharp crystal patched

pine tree
#

Hmm, so Im able to place the video game, but it only shows as the 2d model.....

#

Anyone have any ideas?

drifting ore
#

@craggy furnace

#

i need to ask you something not mod related can you dm me

pine tree
#

nvm i figured it out

sharp crystal
#

@craggy furnace thank you for updating the mod...it´s working without errors

pine tree
#

okay so finally, why does the videogame model look so dark? I even tried brightening it up in PS but to no avail

sharp crystal
#

I´ve got another question. Does anybody know how to fix this issue_

#
  1. It´s 4k resolution
#
  1. The default padlock is scaling without any errors
#
  1. Thhis padlock comes from a mod...Even worse searching..
#

I have found this entry in the lua:

#

removeCombinationPadlockWalkToComplete = function(player, thump)
local playerObj = getSpecificPlayer(player)
--playerObj:faceThisObject(thump)
--if not playerObj:shouldBeTurning() then
local modal = ISDigitalCode:new(0, 0, 210, 170, nil, ISWorldObjectContextMenu.onCheckCombination, player, nil, thump, true);
modal:initialise();
modal:addToUIManager();
if JoypadState.players[player+1] then
setJoypadFocus(player, modal)
end
--end
end

#

I have changed the vlues for local modal = ISDigitalCode:new(0, 0, 210, 170

#

but it only resizes the padlock´s window not the numbers in it

north ledge
pine tree
#

thats vanilla

north ledge
#

Oh

pine tree
#

the recipe is 4 logs of wood and 2 ropes

north ledge
#

Ah

dawn lynx
pine tree
#

videogame model on the right

plucky nova
#

the screenshot was framed strangely

#

i was looking in the middle

glossy terrace
#

well

#

I've installed blender

#

but

#

following the guide I should import Male_Body_10_redo.fbx

#

Blender doesn't see this file

#

or I just don't have necessary addons?

glossy terrace
#

ok I managed to import

drifting ore
#

wish i could share the textures but they are nude

#

the only improvement that the res is higher

#

also its detailed

#

but ill be uploading 2 types nude and underwear for female and male

drifting ore
#

stronk man

strange kiln
drifting ore
strange kiln
drifting ore
#

the reason for making them in high res and naked because tattoos go over the vanilla underwear and they look bad on low res textures

#

since now you can find and wear under wears in game no need to have them on the textures

#

it makes it un realistic imo

#

you can make the game force you to wear an under wear tho as a starting item

warped night
strange kiln
#

durr

errant meteor
sand stump
swift talon
#

best mods?

wooden inlet
#

Hello, I have little question.
Is there any code (maybe called class?) for get character's specific current xp?
I tried ":getXp(Perk)" but I think it's not for this.

dawn lynx
vale drum
#

Hello! does anyone know, how to add a custom body groups into the vanilla body group list? I want to avoid render issues for other clothes e.g. "bags"

dry chasm
#

Unsure how those render issues appear, but i would assume you're referring to bodyLocations?
media/lua/shared/NPCs/BodyLocations.lua
If you want to, you can create a new location - keep in mind that render-order is defined based on when it's added, so custom locations would - by default - render last (above all else to my understanding)

vale drum
#

Ah, so i have already created custom body group which is to replicate FullSuit group with extra exclusions, what I'm looking for is to hijack or override the current body groups within the game. But still thank you for some info!

dry chasm
#

"hijack" or "override" as in?

#

moving yours into a different render-order than the last?

vale drum
#

Yes that

dark shuttle
# vale drum Hello! does anyone know, how to add a custom body groups into the vanilla body g...

God damn you just made me think how cool it'd be for a 12+ month occurring ambient event you could find that had a crashed space capsule with dead astronauts you could loot.

The lore implying that when the world ended they were stuck up there on the ISS presumably and after a year finally run out of resources and last ditch try to make a landing without help from ground control

And crash in Kentucky

vale drum
#

Hmmm you read minds or something

wooden inlet
#

How do i get specific perk xp info?
I tried getXp() but I don't know how use it

patent moat
dark shuttle
#

Maybe there would be freeze dried ice cream to loot

patent moat
#

Also i'd be a great idea to add solar panel parts to the crashed ship, so when we have a solar panel mod/update we can make solar panels using the parts.

patent moat
#

omg

#

thanks

dry chasm
#

Don't forget it's wip and they, at the time, requested feedback iirc.

deep loom
#

does anybody know how I can disable infinite carryweight once I'm done moving stuff?

#

using Cheat Menu mod 😄

fading prawn
dry chasm
wooden inlet
fading prawn
#

@drifting ore

#

This guy

drifting ore
#

Sure hope its better

fading prawn
#

Certainly looks better

#

This one also

deep loom
drifting ore
#

no matter what i do his face looks weird

halcyon marlin
#

kinda looks like one of these guys lol, just make his eyes come closer to his nose

drifting ore
#

👀

#

but avatar was nice XD

errant meteor
plucky nova
#

im currently trying to figure out what is causing True Music to not work right, and i am having to do it the tedious way... anyone have any idea what is causing it to not work the way it is supposed to?

plucky nova
#

i have no idea what is breaking this mod and sifting through a hundred mods, even in groups, sucks ass

covert totem
warped moat
#

Anybody know if Paw Low is making any headway on updating their loot mod? Somehow, the discussions on this mod's page are disabled.

plucky nova
#

maybe

warped moat
#

That's unfortunate. Probably no purpose in keeping the mod then?

plucky nova
#

the mod is fine

dry chasm
warped moat
#

I'd assume distribution is broken in 41.53 - I'm not particularly familiar with how all of it works.

#

I mean, there's nothing really there that I couldn't live without anywho.

#

I did see that 3rd party fix - I'll try it out.

plucky nova
drifting ore
#

@covert totem

sharp crystal
#

Does somebody pls know how to edit combination padlock frame pls?

wet dune
#

Look far apart to me

upbeat echo
#

It's perfect.

wet dune
#

Just my opinion

drifting ore
#

@wet dune

wet dune
#

Looks better

#

Where'd you get the face texture btw?

drifting ore
#

its an old 40.1 mod

#

@wet dune

#

iam just remaking it

wet dune
#

Ah ok

glossy terrace
#

is there a mod which transfers some models from any other games?

wicked grove
#

hey. any players with build 41 and hydrocraft mod? got a question about spawn rates

grizzled grove
#

what's with the subdivided head, Ellie?

surreal river
#

Hello folks. Not done any programming in like 20 years, but felt like digging a shallow starting hole with the Lua modding - I'm mostly on top of it but I can't figure out how to put in a break point so I can step through the code. "breakpoint()" doesn't actually seem to do anything? Any advice offered would be appreciated.

agile coral
#

Just introduce an error, that'll break it 😛

drifting ore
lusty dirge
#

@summer delta love the law enforcement mod, had a question on it though. Are you suppose to be able to wear the police duty belt on its own? Don't get the wear option. tried replacing CanBeEquiped = Tail with other body parts (like the fannypack) and still dont get the option to actually wear it.. if thats even suppose to be a thing. thanks!

`module SLEOClothing
{

item PoliceDutyBelt
{
    Type = Container,
    DisplayName = Police Duty Belt,
    ClothingItem = PoliceDutyBelt,
    CanBeEquipped = Tail,
    BodyLocation = Tail,
    Capacity    =    2,
    OpenSound   =   OpenBag,
    CloseSound   =   CloseBag,
    PutInSound   =   PutItemInBag,
    WeightReduction    =    20,
    Weight    =    0.5,
    RunSpeedModifier = 1,
    Icon = PoliceDutyBelt,
    AttachmentsProvided = HolsterRight,
    WeightReduction    =    40,
    OpenSound   =   OpenBag,
    CloseSound   =   CloseBag,
    PutInSound   =   PutItemInBag,
    WorldStaticModel = PoliceDutyBelt_WorldItem,
}

}`

#

Also(to anyone who can explain or point me in the right direction), I've been trying to find any syntax on this lua scripting for distribution. I get most of it except that last number.

'''require 'Items/ProceduralDistributions'

table.insert(ProceduralDistributions["list"]["Lockers"].items, "anitem");
table.insert(ProceduralDistributions["list"]["Lockers"].items, 2);
'

is the "2" a 20% chance to spawn in Lockers, a 2%, what is the syntax? is .2, 20%, is .02 a 2% chance.. any insight would be appreciated, or something to study on the new distribution system.. cant find anything on the net.

thanks! B (an ex web developer, wanting to potentially make some mods for this awesome frickin' game!)

agile coral
#

Anyone with vehicle knowledge know if there are more parts that count as storage other than the seats, glovebox, and truckbed? Or if custom parts can be added? If either are true then I'll need to rework my approach of watching coolers when transferred between storages

kind surge
# surreal river Hello folks. Not done any programming in like 20 years, but felt like digging a...

Start the game in debug mode with the -debug command line option, then start a game and open the debug overlay (default key is F11). In the Files section in the lower right you can search for the name of the Lua file that you want to look at and double-click on the filename to open a new Lua file window with the contents of that file (note that if your search doesn't return anything the Lua file may not have been loaded due to an error). You can then double-click on any line in the Lua file window to set a breakpoint and the line background color will change. You can then close the debug overlay (F11) and perform an action to trigger your code. When the breakpoint is hit it will automatically open the debug overlay and then you can use the Step Over and Step Into keys to step through the code (F5 and F6 by default, not necessarily in that order).

kind surge
quaint maple
#

Hello, there is a tutorial or documentation to learn how to make mods? (sorry for bad english)

agile coral
agile coral
#

The #mapping and #modeling channels also have pinned messages specific to those in case you need more details on them as well

quaint maple
#

Thanks!

drifting ore
#

we still cant change player models ??

summer delta
wanton cosmos
#

i was thinking of a project zomboid mod that lets zombies pick up and use items

#

zombies with items wedged into them could pull them out and use them.

#

imagine a zombie with a knife in its hand, wouldn't that be scary?

#

it could try to stab you

#

zombies also pick up whatever possible from the floor

#

and add it to their inventories.

#

the strongest weapon in their inventory is automatically equipped by the zombie.

#

unrealistic but scarier zombies
zombies also put on the best protecting clothes in their inventories
and when their capacity is being hit, they drop things that aren't valuable to them.
zombies eat any meat in their inventory automatically.
zombies with correct tools can disassemble things they run into
for example, if a big, tough metal door is the thing seperating the zombies from you, a zombie with a fueled propane torch and a welding mask will try to cut through the door.

zombies use ripped sheets if they have them in their inventory for wrapping on themselves and other zombies.

when zombies come across sheet ropes, the strongest ones will actually climb the rope.

zombies with guns will try to shoot players, and can reload if they have ammo.

zombies with throwable weapons throw said weapons at players.

zombies take from containers, too.

and when a zombie kills a player, every zombie that can see the corpse including the killer zombie will stop whatever they were planning to do, drop whatever's in their hands, remove everything from their head, so they can eat the dead player.

dawn lynx
#

How do I get the current game time? I tried GameTime:getHour() but it returned nil. EDIT: I got it working by getting the instance first, but that doesn't appear to be what I am looking for. EDIT2: I've figured it out, for anyone curious its getGameTime():getHour() or getGameTime():getMinutes()

wanton cosmos
#

idk

surreal river
dawn lynx
#

Anyone know how to use colors?

dry chasm
dawn lynx
fringe oxide
#

Hi

dry chasm
dawn lynx
#

Ah wasn't aware that was a thing, thanks

agile coral
#

There is also the new player:setHaloNote()

#

Not sure how that handles colors though

dawn lynx
craggy furnace
#

i may revert that to being just being a wearable holster

#

infact, that may be what i do right now since it makes no real sense as a container

craggy furnace
#

alright, i pushed a change to the mod that removes it as a container (lol it doesnt make sense after all) and changes the workshop description to finally articulate that

vale drum
#

Thanks to Shurutsue for providing examples in inserting custom BodyLocations anywhere within the
games BodyLocations list. This helped in avoiding render isuess with other clothes for my model

Below is a slight modified example of Shurutsue suggestions, which so far... Works!
`
local function addBodyLocationBefore(newLocation, movetoLocation)
local group = BodyLocations.getGroup("Human");
local list = getClassFieldVal(group, getClassField(group, 1));
group:getOrCreateLocation(newLocation);
local newItem = list:get(list:size()-1);
list:remove(list:size()-1);
local i = group:indexOf(movetoLocation)
list:add(i, newItem);
end

addBodyLocationBefore("yourCustomLocation", "Hat")
`

drifting ore
#

How do I change "IGUI_VehicleType_9384579" to say something else?
I tried making a text file with

IGUI_EN = {
IGUI_VehicleType_9384579 = "blahblah",
}

but it doesn't work.

dry chasm
#

you may need to do

IG_UI_EN = {
  IGUI_VehicleType_9384579 = "blahblah",
}

the _ inbetween IG and UI

drifting ore
#

it's "IGUI_EN" in the vanilla file

dry chasm
#

oh

#

right

drifting ore
#

could be the comma... I'll check

dry chasm
#

uncertain if the filename for translations really plays a role, but is your file also called IG_UI_EN.txt? (that's where i had mine added)

drifting ore
#

No, it's not.

#

Could be that, it wasn't the comma

#

It was the filename

#

thanks for the help 🙂

dry chasm
#

glad it helped :3

iron bough
#

does anyone know how to get custom clothing spawn on the zeds?

dry chasm
iron bough
#

thank you!

tame mulch
#

I released alpha version of my NPC mod in my discord!

crisp radish
#

where's the script that plays the death music? I want to make a mod that plays a random .ogg, like plays a random theme out of multiple game over themes

#

i found the .ogg's location but that's gonna play 1 song, I would like to add it to play one out of multiple songs, but i cant find what script manages the .ogg playing at death

sharp nexus
#

I noticed people discussing random number generation last week and just thought I'd throw out a generator that I wrote for the game a couple years ago:


function RollPercent(_percentage)
if ZombRand(1000)+1 >= (1000 - ((1000 * _percentage) / 100)) then
return true;
else
return false;
end
end

This will return a boolean true/false if condition is met. For example, if you wanted a 25% chance of something happening, you would call the function with RollPercent(25). Internally a random number between 1 and 1000 would be generated and it would need to be >= 750 to return true. You can pass a value from 0.1 - 1000.

sour island
#

I usually end up writing a similar function if the project relies on probability -- mostly for the sake of efficiency.

#

(I.e.: I'm lazy and don't want to type more than I need to)

#

Are you multiplying the numbers up for any reason in particular?

little vessel
#

I was taking a look at the climbable ladders in Fort Redstone and the Vanilla ladder sprites. The vanilla ladder sprites (left) are tagged as climbable (climbSheetW) yet they cannot be climbed, while the fort redstone ladders (right) are basically the same, with less definitions, but it is in fact cllimbable like any sheet rope. Anyone has any idea why this inconsistence happens?
I don't believe its just because one is facing west and the other north as I tried the same in a North facing ladder. Can it be the attached flag?

iron bough
#

for some reason only the hood up works for the jacket i made, hood down causes the item to disappear completely

warped moat
#

Cornerstore Candies and Sodas is a really neat mod but the spawn rates are completely and totally imbalanced - how would I go about fixing that?

little vessel
errant meteor
tame mulch
#

Not recommend

marsh beacon
#

I dont plan on testing the mod but I hope you are successful with it

willow estuary
errant meteor
mint tiger
#

i would love to see the half life 2 air boat in zomboid i wonder if it could be done

sour island
torn stream
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I'm struggling really really hard with texturing on this lol, like to make the body lines pop, if anyone knows an automated way of doing so (with baked lightings of some sorts) it'd be appreciated

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I tried already manually with photoshop and turns out I'm not very good at it lol

craggy furnace
shrewd grove
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dumb as it sounds, paint.net works much better

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but, you'd wanna add a multiply layer over the shell itself, and draw on the multiply layer what door lines etc you want

late hound
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I just released a new update to AuthenticZ, let me know if you come across any bugs. Have fun!

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- The 10-8-21 Update -

*New Zombie Additions*
- Back 4 Blood gang
Evangelo
Hoffman
Holly
Mom
Walker

Winslow - The Walking Dead
Gunshop Andy - Dawn of the Dead 2004

-Hitlist 3 has been updated
-Wearable Headphones - functional with radios etc - can be found on zombies
-World Item Models for the grand majority of AuthenticZ items
-New RARE Canteens
-New Utility Belt - Thanks to Shark for the model!
-New Military Flashlight - more functionality to come.
-New Hoodie wrapped around waist - more functionality to come.
-New Kidney model for zombies to hold
-AuthenticZ Chinese Translation - Thanks to Hollaming for it!

Various Fixes include:
-Barbershop Quartet hat fix
-Bandage model fix
-Female Clown nose fix
-Giant-ass Brain model fix
-Fashion Montage fixes + additions
-Hitlist 1 now spawns in distributions
-New pill/bandage locations
late hound
drifting ore
vivid ingot
late hound
steady cloak
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are questions aloud here? i have 2

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  1. Where can I find the file that saves the active mod list?
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  1. how can I designate a food item as "cooked" or has already been cooked. For my mod, i have a bunch of food items that require cooking (unsafe to eat) but i have recipes that lets pots be separated into bowls (returns pots of course).
    example: Tomato Basil Soup (tomato=5, water pot, cooks for 40ish mins) + "Make 5 bowls of 'x'" (recipe = tomatosouppot, bowl=5). How can i designate these bowls to not need cooking as the contents are already cooked?
candid sonnet
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heyo, has anyone found a solution for evolved recipe item tweaks? really want to make another food mod without it conflicting with other food mods that tweak vanilla items to include their evolved recipes in the item param.

sharp crystal
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Hello. IS it possible to fix the padlock number´s frame in a mod? I am playing in 4k. Default padlock window is working fine. The modded one is looking like this:

dark shuttle
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The release version of the mod fixed all the issues I was having @royal ridge