#mod_development
1 messages · Page 483 of 1
Having a weird bug with recipes:
recipe Transcribe Journal
{
keep SkillRecoveryJournal,
keep Pen,
Result:SkillRecoveryJournal,
RemoveResultItem:true,
AnimNode : Disassemble,
Prop1 : Source=2,
Prop2 : Source=1,
Time:20.0,
OnCreate:SRJ.writeJournal,
}
This recipe registers "craft all" even when there's just 1 of each ingredient. Could it be the "keep" registering you could technically continue crafting it?
Could it be the "keep" registering you could technically continue crafting it?
most likely
hm
You could most likely add it as a timed action to the journal though and have it check there if the player has a pen in his inventory
well that, or "readd" the items on removal when removing the keep in the oncreate function 🤔 ?
or one of them*
just added a clear timed actions at the end of writing
didn't know that was a thing, nice to know! (Yes, i haven't really done anything with timed actions yet.)
Same
ISTimedActionQueue.clear(player)
Crafting is technically a timed action
Might revisit timedactions when I have more free time
I wanted to see if one could make attacking a timed action you could run/jog/sprint with.
Hit() is hookable (and thus bypassable)
The real questions are "Can I use what is natively exposed?" "Do I have to hijack vanilla functions?" "How much rewriting do I have to do in lua?"
Most menus are lua based - so you could give players a list of known hair styles/make ups
and add/remove as you need
Mh i see.
So it is a question of hide and show it to the player in the menu when i want it
I would assume when you open the hair styles / make up menus it processes a list
you'd have to hijack that function and make your own changes to that processing
I remember the guy that make hair behave better with hats did something similar
Well, you did the code for me back then. 😄
(To hide it in the menu)
But thanks. Thats a approach i can work with. maybe i look into your code and try to reverse engineer a bit
Oh that was you?
Oh?
Oh nice
But have to look how it will work with the ingame menu
That is the piece i think you did.
Might be useful for what i want to do.
Do mods have versions anymore? I noticed in the template mod.info there's a version # - but it doesn't seem required?
Never have really touched the version number
But havent had any problems with updating them
I'm just wondering about steam not catching changes fast enough - I get alot of comments about outdated issues and I tell them to resub and it fixes it.
Idk if it's a steam thing with the workshop in general but most other games I get workshop changes right away.
thoughts?
girls face is too shiny
the highlights on the cheeks and forehead are much much brighter than on the abs
hmmmmmmmmmm..........
Do the models have make up on?
Do or not but as a girl I can confirm your models know about trendy makeup :D
on these textures yes
they got makeup unlike the original ones
infact these are Skyrim textures XD
Probably why they're like that then
I mentioned this once before but I figure I'll give it another go.
Does anyone know how one might go about coding a player to player interaction? Like when you RMB around a player and the option to medical check them pops up.
My girlfriend and I play a lot of local co-op and thought some player to player interactions, even if they were just timed actions, that reduce stress/unhappiness would be nice when books are few and far between.
Tl:dr
I want to code hugging your friends in PZ so they're not sad.
media\lua\client\ISUI\ISWorldObjectContextMenu.lua line #1281
if clickedPlayer and clickedPlayer ~= playerObj and not playerObj:HasTrait("Hemophobic") then
if test == true then return true; end
context:addOption(getText("ContextMenu_Medical_Check"), worldobjects, ISWorldObjectContextMenu.onMedicalCheck, playerObj, clickedPlayer)
end
Uncertain on how to make a timed action (as i haven't done one yet) but it should be possible.
Nice! Thank you!
I figure if I could make it like the carpentry option boxes with a few interactions that would work.
this is wholesome in a way
I figured it'd be nice to have a way of organically being happy with the presence of friends.
The moodles in PZ, when you're really sad, say seek human contact and distance yourself from the dead, right?
God Restless Sleeper is awful remind me never to take this trait again
As much as I'd love to have it fully animated, like wrapping your bloody arms around your friends, I think I'll start small and just make them slow-ish timed actions.
If I manage to make this a reality, I'll post it on the workshop under the name TLC or something equally corny.
Anyone know any good build 40 modding tutorials? The only thing I want to do is add a radio station that lasts forever and plays a few random song
Unsure on Build 40, though IIRC on the indie stone forums there was a post/guide of sorts for custom radio stations with actual songs playing (might remember wrong on certain parts here)
Might be worth checking over there.
Thanks, it should be relatively the same I'm pretty sure. I don't think they changed too much about the radio between builds
Good luck!
still had it relatively high in my browser history:
https://theindiestone.com/forums/index.php?/topic/28417-so-you-want-to-make-a-radio-mod-modding-guide/
SO YOU WANT TO MAKE A RADIO MOD A Guide by Azakaela If the answer to that question is yes, then boy oh boy, do I have some awesome stuff to teach you. Making a radio mod for PZ can be a very rewarding way to put a lot of great content into PZ that fills the world and makes it less lonesome. So le...
the male face is very plain compared to the female. I think the tones on the female are maybe too strong
I'm thinking on making a weapon mod, is there a way to make weapons use two types of ammo at the same time?
I guess a better way to put it is that I want to make a railgun that is powered by batteries and rails
The following's just guesses on quick glances in the current code:
It seems that, from the client side of things, you can derive a new CGlobalObjectSystem with a "system name"
You can then set this freshly created "objects"'s method :OnServerCommand with two arguments command and args
in which you can check if the command resembles any kind of specific function you wish to undertake (string)
and then do something with the arguments (if you require any for it)
From the server side of things it seems like there's an OnClientCommand event, which possibly seems similar, with the exception of a module? (possibly the name of your previously set system?)
I believe searching the files with an IDE that can search through multiple files for certain keywords, or similar, will be of help in untangling it all and figuring out what you may need - and how to use it. - keep in mind, I'm not certain if that is exactly what you need - just what seems to be fitting from a quick glance from my side.
Good luck! 👍
Also, just to note, i took those infos from the IWBUMS, so some things may differ.
Reason: Don't do that here.
Sharing information regarding the hacked build 41 multiplayer isn't allowed on this discord, including the workshop channels.
If you want to discuss or complain about this take it to another channel @keen sparrow
not just saying the word, announcing that you have the build and are trying to mod it.
For this being my first vehicle for PZ, I'm extremely proud
Still tons of room for improvement tho, but it's a start haha
Looks very nice, is that a HONDA?
Yup! Honda Prelude 4th gen
Nice! 😄
Omg dude, I remember you! U are a legend , do more stuff and good luck!
Thanks! I'll try my best ^^
respect
Someone should make a mod that allows some zombies to spawn inside of cars
I think it would be interesting if you were walking and saw zombies inside of car wrecks and vehicle stories
living - or dead? I think dead ones would be doable, not sure what'd happen with living ones, if one manages to spawn them inside a seat 🤔
I've found bodies in cars before, although I can't remember if it was ever in any of the passenger seats cause bodies do spawn in trunks of cars from time to time
Hell ya
anyone know a follower mod that actually has good follows and where i dont have to micromanage them all 99% of the time?
I came here to ask a question regarding the existence or possibility to make a kind of a hardcore experience mod:
Boredom, unhappiness or stress moodle - no XP gain, can't read skill books.
Exhaustion or tiredness - halved XP gain, reads skill books at half speed, chance to injure yourself while crafting or building.
Pain - halved XP gain, can't read skill books.
Mainly looking for input from modders/devs whether such a mod would be possible to make, since I haven't seen it on the workshop and am potentially thinking of figuring out how to make it myself.
Decided to use Superb Survivors for a new run, noticed that whenever I try to examine survivor's stats, the game would simply throw an error message. Any ideas what may be causing this bug?
Should definitely be possible to do this
check the debug mode console or maybe the mod authors bug tabs in the work shop
might help
but i never did npcs
Fair. Will check it out when I get the chance.
Possible yes. The "Need Light to Read" mod shows you can influence whether or not you're able to read books, and presumably vanilla skillbooks existing shows that you can alter XP gain dynamically.
I'm more looking for advice on where to look for the code that governs what I outlined in my idea.
hello can someone fix the Axe's Recrafting mod ? many tks
oh shit, hell yeah
People shouldn't get too excited about this; there is a host of animation issues that I'm sure would annoy a lot of people to no end.
Looks good!
Haha, looks good when I use "the tinder profile photo" 😛
But anyone who puts anything up on the workshop with visible passengers better prepared to be really patient about the bug reports and "helpful suggestions" 🤪
OMFG yes yes!!!
Hi guys I've tried to use the WorldStaticModel but somehow it still show the sprite instead of the model any tips on the fbx model something special to do?
For example, when aiming for drivebys as a visible passenger.
Nothing that really bothers me, this whole visible passenger is a modded novelty after all, but yeah, some people will absolutely lose their shit over this sorta stuff?
baby steps 🙂
First mod attempt, so bare with me! I tried to make a recipe mod that let’s you turn a pool cue/mop/broom into a spear - could someone take a look at it? I can’t get it to work properly. I thought that I did everything right and went to test it, but it won’t show up as a mod I can turn on in-game.
New sandbox options being added to EHE - per preset:
For those that may want a more specific experience.
Wouldn't you be able to slip in animations to blend sitting and shooting?
How hard (I know it's partly subjective to the modder's experience, but I'm thinking based on the game's modding architecture) would it be to create a mod that is a complete UI overhaul, if possible? Like moving ui elements somewhere else, different textures, behavior, etc?
Just curious so I know if it is something I would like to play around with, or if it's a no go 🙂
im having an issue with an hoodie im making. when i put the hood down the outfit just disappears. not just the mesh but like the item
I can take a look at it in a few hours if you haven’t fixed it by then
Ah, I mean as far as mods to look at for reference I’m not sure but I can keep a look out for some
Thanks! I’ll send it to you, I don’t think I’ll be able to work on it for a while.
is it just me, or does spawning on the roof of the megamall map crash the game
also
ERROR: Mod , 1633887288179> ZomboidFileSystem.loadModTileDefPropertyStrings> tiledef fileNumber 2800 used by more than one mod ERROR: Mod , 1633887288189> ZomboidFileSystem.loadModTileDefPropertyStrings> tiledef fileNumber 1200 used by more than one mod ERROR: Mod , 1633887289479> ZomboidFileSystem.loadModTileDefs> tiledef fileNumber 2800 used by more than one mod ERROR: Mod , 1633887289517> ZomboidFileSystem.loadModTileDefs> tiledef fileNumber 1200 used by more than one mod
this is telling me I have conflicting maps isn't it
The UI elements are coded in Lua. You could code different UI things to have instead of the current ones. There would be references to them in different parts of the code, so you could work around this perhaps by overwriting them. I expect most of the work would be spent designing the UI rather than making it work with the rest of the code. It is plausible things could be changed in future updates causing problems for the mod.
rip
If it's just moving them somewhere else then that should use less code, and you could check to see how the textures are decided to see how easy it would be to change them, by easy I mean with little change to the code without having to overwrite them causing potential compatibility problems in future. You could let the UI be created normally, and then move it, for example.
(reposting since never got an answer)
are questions aloud here? i have 2
- Where can I find the file that saves the active mod list?
- 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?
Hm. I wonder how hard it would be to mod in a TWD style cover yourself in gore to avoid zombie detection for a short duration.
Maybe make you sick and, as a requirement, makes you bloody and filthy head to toe.
Hello
I have an issue while trying to mod the game
I created a mod but it does not show up at all in the mod activation window?
I am not sure why, its in the right place and has the right stuff
C:\Users\"YourPCName"\Zomboid\mods
I know, i did that but it does not show up
Just does not seem to be loading up for me for some reason
It seems okay, i have all the files in the correct space, it just does not seem to load the mod
I try uninstalling and reinstalling the game. see if that will help
new cop pilot
hmm
i uninstalled and reinstalled the game and no luck
Mods from the workshop work
But ones that i put into the mod folder does not
or at least ones i make
Alright, thanks for the response. I might give it a go then, see if it's something I can do 🙂
anyone else got the "Cheat Menu" mod? for some reason when I right click the menu doesn't show up
Works fine for me
What build are you on?
is otr b40 compatible?
Otr?
over the river
me and my friend are trying to play project zomboid modded together. do we just have to enable the mods or is thier something weird we have to do?
Ah not sure, I haven't tried. Are you playing split screen or are you creating a server, cause it depends
Just released a mini update to AuthenticZ! Let me know if you come across any bugs. Have fun!
* The 10-10-21 Mini update *
Additions and Tweaks
- 9 Plaid hoodies with Tied variant
- Tied around waist variants for all AuthenticZ hoodies (White Tint, Bengal, Vegan)
- Adjustment on headphones model to remove clipping on baseball caps
- Shaun of the Dead hairstyle changed to Messy
- Recipes to convert vanilla hoodies into hoodies that can be tied - currently this makes your found hoodie change its color - fair warning -
whats all the map combos?
Awesome work 
Finally
I can be those frat boys that wear 2 hoodies on themself and both of them are the wrong way worn
Hello. Where can I find the ZombieSurprisedPlayer wav file in PZ folder pls?
I mean the the jump scares sound
if not inside..../media/sound/... as a file itself, then probably inside .../media/sound/banks/... one of the bank files there, would be my guess
it's in a soundbank
there's like 8 of them (jumpscare sounds)
so uh, good llluuuuuckk
The lose sounds for the most part aren't used in game - from what I understand.
But you can provide lose files for the game to play.
Not sure how this doesn't cause conflicts 🤔
<@&671452400221159444>
pinged in main chat lol
oh shit lol
mod legends shall take care of thou
maybe - as iirc the soundbank have their own "folder structure" of sorts with them (not necessarily i didn't check) - the sound script might take that into account, while not referencing any in the base "folder" for the loose sound files - and as such they'd be ignored unsure though.
Ah I remember seeing that in some of the scripts
Also if a sound request is made it looks for a lose file
I assume this happens after it checks the scripts
How does one use mods from the workshop
Just saw some cools ones and wanted to try them
so like... explain what you did
downloaded some mods
tried to make a custom sandbox
pressed play and that happened while loading
no, like, h o w you downloaded them.
you subscribed
then chose the mods while building the sandbox?
well... choose only 1 mod at a time to see if its problem of 1 mod, or possibly a few mods colliding with eachother.
Hey just checking dawg r u axing for knowledge on mods and code or r u axing 4 deductive powerz? What yo lacking beoehoh?
broehoh
its monday
zzzzzzzzzzzzz
must make mods

@severe ridge
mind if i use your eyes textures from your mods?
Give 01 (one unity) of credit and it's okay lmao
patience
What’s the best way to get vehicles to spawn
Ok
debug mode
or aiterons debug
@nimble spoke spotted this testing something else real quick
try this item Zed_Nemesis { Type = Clothing, ClothingItem = Zed_Nemesis, BodyLocation = Torso1Legs1, CanHaveHoles = False, BloodLocation = Trousers;Jumper, }
So I'm asking this in behalf of a friend
Is there any possibility to make a broadcast TV/Radio to use some random thingy?
Like, it saying your name for example?
Thanks, nice catch
o7
anyone know how to open the Device Inspector for tv/radio debug? cant seem to find it anywhere
got it, just needed to make local enabled = false; in to true and restart the game. Reloading the lua won't work. 1 hour gone for me 
ey ey
local sq = getSquare(169, 157, 0);
sq:AddTileObject(IsoObject.getNew(sq, "street_decoration_01_26", nil, false));
Is this what I would do to place a tile using lua?
Tank Track Fail 
Can the existing mood icons be modded at all? I dug around forever in the game folder and couldn't find them anywhere, which I thought was odd
Yeah, check pinned messages
Thanks mate, but i'm a complete brainlet when it comes to this stuff, i was just wondering if people are free to teach here
as thats how i learn more, or if its all individual stuff
wow looks cool
What the mod?
What do you want to learn? Do you have idea for a simple mod or something?
Hm not exactly i could probably think up one, Though i don't feel like getting into the nitty gritty rn
I was simply just asking if people are free to coach or teach here is all
Simply put: If you have specific questions, asking won't hurt - worst that can happen is that either no one has an answer to it - or just doesn't want to answer.
From what I experienced though, people are usually helpful, especially so if you can provide more detailed information on your issue than just this or that doesn't work.
Though, directly teaching is likely rare - as that would most likely imply more than just some help - but no one's stopping from doing so, if someone decides on it unless it get off-topic (not related to modding anymore in this channel)
If you do not have any previous experience with scripting languages and or modding in general, what I can advise is to look up how Lua works a bit and especially learn from other - already existing mods. Then, possibly skim through the original lua files in the vanilla game and see how it's set up for what you want to achieve (an editor with a search function that can search through multiple files is nice for that.)
But I think the most help'll be provided, the more details you can provide for the issue you have - or what you wish to do.
And the pinned messages may contain useful information as well - depending on what you wish to do.
- all that is my own personal opinion though , unsure how others think of this. -
Thanks for that 👍
Hey I was wondering, How hard is it to port a build 41 mod to build 40? Also can you add a mod to an already existing server?
This mod in particulair:
https://steamcommunity.com/sharedfiles/filedetails/?id=2623458493
Expanded helicopter events
Looks good so far , quick tip from my endless pool of useless tank knowledge , tanks rotate at the center , since you have to have both tracks moving to neutral steer
I have a question, has anyone ever made a low gear mod for vehicles? people say well in the 90s most cars were auto, but even automatic cars have a low gear and a high gear. mostly just for towing is all.
Good luck on that, I would ask the Arthur
look for radX
and its hard yes
Ah I see, well ty anyway. I'll see what I can do
hey guys
Does anyone know if it is possible to put an animation on a vehicle?
I'm racking my brain with these tank trakcs
I saw that in ProjectZomboid\media\models_X\vehicles
there is an FBX called "ModernCarWithDoors_ez" which is an animation of a vehicle opening the door
Someone tried to do it a while ago but it did not work out, ended up just making them static
Hello ! Is there a mod for have a mini-map like "GPS" please ?
Thank you very much !
Reason: Just as a warning, if this doesn't pertain to splitscreen, there is a zero tolerance policy for discussing hacked multiplayer here.
Was that even about that
Anyone have a good sourse to look at for getting started in making a PZ mod?
Ask around
Most people are helpful
Djvirus could help but don't tell him I suggested him
Have an idea for making the various toys reduce boredom, playing cards etc. Figure its a good starter project.
That... Shouldn't be hard tbh.
Try asking people who made mods like Better Video Games or Better Cubes
Ctrl + del
Ty
I mean, it should be
If there's no sound clip it can't play
The most it can probably do is give you 1 error and that's it
Reason: That zero tolerance policy also applies to helping people with hacked MP.
WHA
how
It's not even MP what the fuck
I hope it doesn't fuckin... Ban me someday
There is no multiplayer in b41
911 votes and 151 comments so far on Reddit
Hi wonderful modders, Can you make a ladder mod? xD
@atomic vigil you asked about bikes 👀
Oohh is that live or still being worked?
being worked on
Nice! Eagerly awaiting, lmk if I can help at all.
Okay, so here's all the disappointing facts re me + bikes:
-
Although I love bicycles in real life, I have zero interest in modding in pedal powered bicycles for PZ as I am super conservative and fussy about game balance issues, and muscle powered bicycles are unbalanced by my metric. I know a lot of people are passionate about the idea, but I'm not gonna be the guy who makes that happen.
-
Any pictures Ive posted are the "Tinder Profile Pictures"; there are all sorts of ugly clipping and animation issues with the motorcycles, etc.
Now a reasonable grown adult would be able look past those issues and have fun with them regardless?
But we are talking about gamers here. I don't want to release a warts and all motorcycle mod to the workshop and have some obsessive little psycho track me down on discord and start DMing about the clipping + animations? I get too many of those DMs as-is.
It doesn't help that people get really excited and passionate about motorcycles, which can translates to people getting too weird or obsessive about any mod that has them? -
I don't like group projects etc, so I'm not interested in having someone help with #2 ?
-
The PZ vehicle system was designed for standard 4-wheeled vehicles with roofs, doors, windows, etc. So there's a host of issues that need to be worked out to make a motorcycle work properly with the PZ vehicle system.
So I might just not release a motorcycle mod publicly on account of #2 & #4?
I'm just having fun playing with stuff right now and seeing what works. I might release something, but no guarantees?
However, I'm sure someone else will so there's that.
100% understand my technical expertise is limited to say the least but if you ever want testing fodder hit me up. Wish you the best in your endeavors.
Cool. Yeah, don't mean to be a downer, but I have a bad habit of posting pictures from experiments and fucking around that get people really excited?
Just don't want peeps getting their hopes up and all.
i know nothing about modding but could this movement be added to the zeds?
see gif:

Yes but the blends would be insane
@willow estuary I’m new to the PZ modding community but have done some Rimworld modding and the most important thing to remember is that you should mod for fun, not because others wants you to 🙂
scary af tho
that's true too
sheyt
not enough articulation in the original skeleton right?
nope
well, not enough for that
the PZ skeleton is best summed up as "simple and necessary"
as all things should be
for the level of detail on the body i find it wild it has fingers and toes
pointer, thumb, and rest right?
they dont need a new skeleton for this right?
I don't know enough about blends to know what it'd take to get falling down (for example) to work with an upside down crabwalk -- but I assume it'd be alot
shame on me, all i know is ps
photoshop?
Anyone working on a mod that lets zombies attack you with weapons?
like a hammer and such
i could
but animations need to go farther
no longer in the mood to go do experimental stuff in PZ
mostly everything that is a cool idea in PZ ends up being alot of work
cool things dont come ez
I mean you could ask the devs to put in the tools, but it seems like a long shot
one guy got what he wanted
that was the running narrative for a long time
i subscribed to it too
but honestly no
tools from their side arent required
I wonder if b42 will bring goodies for the modders to use, the main thing would be AI
to put it to words usually when you live in a forest youll get wood
same thing for the new builds
youll get mods that reflect whats new in the build and so on
The biggest change the devs could make - which would open up alot of creative ideas modders have - is detaching object behaviors to specific object types.
I.E. - GasCan should not be referenced directly for a behavior - you should be able to attach the behavior to any object type via something like itemTags which are a great idea not used very much.
the peak of sandbox modding
How much work would it require on their part to make?
I think it's for the most part doable by a modder -~~ but would require massive rewrites to the lua~~
I think that is something they would not do lol, they are already working like madmen for MP
It would require touching a massive amount of files -- but only very slightly
which would break with any other mod that touches the same functions/files
to restate what I meant
gasCan would be the easiest - but stuff like adding new types of liquids shouldn't require roundabout approaches
kind of stupid question but have you asked any of the devs or someone else for this to be added?
It's not something that would be on their radar
- developing a game while also constantly keeping the modders in mind is not an easy task
I agree. A more modular approach to handling datatypes would be a lot beneficial to us modders but sadly strict implementations require less time (and manpower) to write for an indie dev team
yep
I don't blame them at all - it's not really something to expect but I think it'd be the biggest boon
which was the question
I wonder what they will do after the fabled NPC update comes out, who knows maybe they will do a "modding" update like some games do
well look who it is, the master.........
It would be a dream
I also think modders don't make use of things like itemTags and recipe functions so their mods play nicely with others.
There's ALOT of dynamic stuff in the recipe code - but most modders just click A+ B = C for the most part.
it's a bit of a meme at this point but making better use of the tagging system is something that is on our list, so we certainly want to do in the future.
It's unfortunately a long list, but we do have it on our modder wishlist, so to say. It's just always a game of priority.
ayy
oh boy oh boy
there you go
Can't promise it being a thing for 41 of course, but can promise it's not forgotten or ignored, or something we're unaware of
Also, for any young and hungry modders out there - all of this is doable rn. You'd just have to chuck the vanilla out the window and write your own foundations.
GL getting people to use your work as a standard though
at its core itd work as its own core mod
and people just tapped into it as a dependency
Yep
HC is it's own beast lol
i consider HC to be somewhere between the anti christ and deliverance
But yeah - there's a few mods that let you jar food - but the recipes are strictly type locked - rather than something that looks for any food type with specific tags
Will be interesting how many "vet" modders we will get when MP drops, people will be asking for a lot
define "vet"
all good, I played around with modding in morrowind and 100% understand where your coming from my dude. Stay sane and have fun ^_^
knows coding, and has done mods for other games
i am active in a bunch of modding circles
some of us in here are but dont disclose it
I could see some roblox guys coming over for commissions.
someone is going to make a sex and child zombie mod, just you watch
general sentiment is animals need to come first
i think my only animal mod would be a tiger
We have been getting a lot of new people, some will be degenerates with lots of money
ill do anything for money
just dont add any more fursona
we already have spiffo suit
well almost anything
😮
i already talk to the people you refer to
very talented and smart people behind all that shit
Have you seen all the furry people we have been getting lol
i dont know how i am still in this discord with all that furr around
the elephant in the room
GREAT TV SERIES
remind me to finish my modding career with the ad "i want to buy the world a coke"
ha
Will we get a true poop mod, with brown on the pants and shit everywhere on the floor lol
thats a dinosaur
stop giving wrong ppl ideas
pls
we dont need that, also dont need any mestrual cicle mod
Oh fuck I did a big noo noo
just noticed
I think opening up the moodlet system would be one of the best things they could do. Would open the game to a lot of moodable stuff like new diseases, states and even some improvements on the classic poop mod. But I see your point with containers.
People would make games with PZ, like fallout, dark RP and so forth
and space station 13 lol
Are moodlets not opened up already?
I thought they opened up all the enumerated lists
skills were opened
jobs have been opened
sandbox just got opened
Also SS13 added moodlets a while back
Really? Even moodlets? And no one used it to this day?
I mean you can be right, I don't know of they did it, but I expected to see tons of other stuff with it if it ever opened up.
they've done some wild stuff
I may be mistaken
may be conflating the skills system
wait, sandbox got opened?
so... if i wanted to add standalone map specific options to sandbox, i can??
i've started test sessions a billion times and because you asked, i can't remember
Yeah
Only two mods use it right now
Helis and Turning time
Could be another that’s emerged recently
iirc there should be a pinned message with an example mod
takes a text file named sandbox-options and a translation file
Haven't tried to experiment with changing or removing vanilla options
@little vessel What would you even want displayed in moodles?
New moodles
I feel like most things are already shown in vanilla
i want a horny moodle and read hottiez to alleviate it
Fighting for my life in the outhouse
As Chuck said. Could be used on the defecation mod. Could be used to create custom diseases. Tweak depression that lots of people dislike (or at least that's my general impression, no opinion on it). Add an adrenaline system.
Would you guys not be satisfied with a sims like mechanic - do yall really need the details?
I guess you make some good points
Or the whole walking dead "undead scent disguise" thing that pops up from time to time. Maybe, likely doable without moodlets but could be a pain to keep it not-frustrating.
What do you mean?
defecation
I would be ok with a Sims like mechanic. It depends on taste, I usually like more realism when modding games. Like I understand Toady not wanting people creating moats full of piss and poop that are used to drown goblins and such, but I think it would be cool having to design a fortress around a sewage system.
Same thing here really.I don't think TIS wants to see people running around throwing poop at zombies, naked and stark raving mad,, but I would like a basic needs system that involves more stuff. Defecation mods does that, which is cool,.but I don't need the whole shit-in-your-pants scared stuff.
avoid catering to some kind of cursed fetishized version of that lol
those were the days lmao
I don't think the devs want to be known as the poop and zombie game
poop bags for clowns
Spending days digging to add a septic tank to the base.
so does that one dinosaur game
I like this for base planning
could tie into farming
too bad human waste for farming is hazardous
cause we eat bad stuff
Having to empty it would add to logistics. More reason to leave.
In areas where native soil is of poor quality, the local population may weigh the risk of using night soil. The use of unprocessed human feces as fertilizer is a risky practice as it may contain disease-causing pathogens. Nevertheless, in some developing nations it is still widespread.
Could make nomadic more interesting.
Turns out our poop can kill us
yep
who can we trust
north korea has that issue
Night soil is such a nice euphemism lol
Desperate farming sounds good in an apocalypse.
true
If I were to write it i'd just go with the human cloaca approach sims do
1 type of "waste"
contaminates the tile it is on - done
Sounds fair. Dubs bad hygiene does something like this for Rimworld.
But talking about modding, a question. Is it not possible to change a buildings' Def? I find it curious there's a lot of lockpicking mods but no de-alarming mod. I looked at it and debug mode has an option to remove alarms, I think. Could be used also to create a mod that dynamically remove alarms from trailer parks and outhouses - that old common complaint.
I tried my hand at experimenting with it but without much success.
With actually 3D models MP zomboid would be a living hell.
I'm not sure if the def is done very accurately
But you could technically remove/disable alarms if they were
you'd just need to figure out the whens - i.e. when the code lets you slip stuff in and if it's not too much of a mess
Like you could put it in player update but that'd probably heat up your cpu
Uncertain but, shouldn't the opening of doors and windows be done by lua one way or another? Or possibly attach to that action? With that, a check could be done so it's not running "all the time - non stop" as with player update
That is my point - the hard part would be figuring out the when
There may even be an event for when buildings are generated
local function foo(bar) -- one argument it seems like, being the room object
-- check possibly here
end
Events.OnSeeNewRoom.Add(foo);
would be an option, though not sure how one'd handle it not being able to see into the room then.
Thank you. Maybe I will experiment more with it in the future
shit went too far :]
black ops 2, origins zombie map, you just need 2 more and it would be perfect
Aye, well this was just a test. when I make a place able objects mod will be 90's friendly
REMEMBER ME!!!!
From: "A Pharaoh to Remember"
You can find everything here:
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Twitch: http://www.twitch.tv/itsthevoiceman/
¯_(ツ)_/¯
To make sure that you remember.
I don't remember which build, but at least 3 years ago... I remember walking through an open doorframe (zombies killed the door before i got there) and setting off the alarm just by walking through. Just in case that little tidbit helps. Likely it's a trigger on the floor tiles
@craggy furnace Stim pack mod in the works
15 seconds · Clipped by Para Nautic · Original video "(STALKER Anomaly Mod) Item Animations Addon Showcase" by RRG
Neat
Currently working on a mod that adds this very thing. Makes it so you can play with cards, puzzle cube, and yoyo
Nice, my idea with playing cards wasnt reduce unhappyness or even really 'cure' boredom, but it decreeses at the same rate being inside gains it, letting it be a light 'well im stuck here for now' way to keep bordom at bay 😛
All you need is STALKER's clothes and that's it
Anybody know how the random barricaded houses spawn? Are they pre-set at the start or procedurally generated when the map chunks get loaded in your save?
What are some good mods that would enhance my gameplay a bit more and make it a little bit more fun?
Feels like something ancient
what in the hell is going on in this chat
Battles
Nice!
I’m trying to make a recipe mod that uses broken glass but I can’t get the glass to show up as a component. I also can’t find how it’s written in the code either. Can anyone help me?
Who can reccomend mods for new clothes,armor
Scrap armor, and arm wraps is a nice set feeling very vanilla.
Sharks lawenforcement adds some very nicely modeled things.
People like PAW PAW loot, I havnt seen an issue with it, very nicely made thigns and balanced spawn for what they dod.
Other then that go to the workshop and click the clothing/armor button
@modern solar the swat pack mod is really nice.
scrap armor and pawlow are rec i tried those also brita's armor mod
Hydrocraft adds a lot of that if you wanna try, it's a bit buggy tho and definitely needs a higher-end PC.
wait hydrocraft's clothing works with B41?
I've had no issues with it.
so it'll show up on your character n everything?
I've had no issues with it^2
sick
Basically, I haven't had any issues, but for you? Idk.
This is the version I use.
alright thanks 👍
No problem hombre~!
Would it be possible to make a vehicle remove snow?
whats that mod that changes the title sequence to "This is how you committed tax evasion" that shit was funny.
I never thought I´d need something I never even heard of before so badly.
I think it was the weird version of expanded helicopter events, a real kekfest
might be totally wrong but my quick search found this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2580001162
yes, thats us
. . . oh yeah thats his. lol
what a striking thumbnail, thanks lol
gives out strong Postal vibes tbh
just the thing you´d expect if it contains aliens or IRS
Definitely Postal or Fallout New Vegas Wild Wasteland perk vibes. To hell with it, I've already got like 40 mods installed, whats the harm of one more

one more mod never hurts
-43 errors upon startup- -game freezes every 10 seconds- "I'm good Coach! Put me back in!"
Does anyone know what is the parameter in the script to change the rate of fire of a weapon?
I would assume RecoilDelay - unsure though.
Thanks to @craggy furnace and @willow estuary finally managing to make custom weapons and 3D items
Nice!
tags or it'll say so in the description
if neither, trying it in game
that one isn't because it says "41.54+ compatible"
Keep in mind that tags are a recent thing for pz mods, so old mods that haven not received updates recently will not have any
Generally, if a mod hasn't been updated recently you should be skeptical.
yeah, may not work in any version
All things considered, it's best to try out adding mods one at a time versus the standard approach of spamming as many mods that catch one's eye into your game at once?
Yes, that sounds like a good idea.
In this case I say in the description from which build you can use it. 41.54+
so i was planning on releasing a big mod for clothing under the name of "Ellie's exotic wardrobe" and was thinking what clothes that are pure cosmetic meaning it doesn't affect anything but how you look
is it a good time to release such a thing with all these patches coming?
clothes themselvwa are safe, the changes are not affecting them. Spawning them in furniture is mostly safe. You can add them to the new tables
I hope you add some grounded military camos
@errant meteor
Sweet
They are very rare drop chances
on a 100 role they have a 0.5 chance of being in the spawn objects
so what's the most in-depth tutorial for modeling and texturing clothing mods?
@glass ravine #modeling
A collection of some funny / nice comments
any ideas for what should balance out the image on the left?
Mmmm a zed Spiffo and some aliens could be nice
maybe some sort of meme-y joke about leaving your house because there's a helicopter?
use that with survivors and you are dead in no time!!
Hello. I just want to edit a recipe Clean Rag. I want to add as the dependency soap. When I add it to the recipe like this:
recipe Clean Rag
{
RippedSheetsDirty,
Water,
soap,
Result:RippedSheets,
Time:40.0,
Category:Health,
OnTest:Recipe.OnTest.NotTaintedWater,
}
it shows in the context menu but I can clean the rag without soap anyway...
how to make it working pls?
unsure if it's the issue, but Soap has "Obsolete" tag - so it may not even exist in the first place?
In comparison, there's Soap2, you may want to do that instead.
Additionally: It's important to check for upper- /lower- case issues (Soap, instead of soap)
nice
did you give up on the idea of publishing the motorcycle mod? 🤓
I'm reluctant to publish a motorcycle mod because of the issue with animations jank?
There's too many fussy obsessive little psychos in the PZ community who would make that a pain in the ass for me.
Fuck them, They can go play LOL or smthn
The Models look great
Also, anything that people are excited about or are passionate about, like motorcycles, can also become a gigantic fucking pain in the ass on account of their enthusiasm.
Yeah, People demanding updates, Stuff like that?
People unsatisfied with models, Like you said animations
People tracking me down and DMing me.
I've had my lifetime's fill of that intrusive nonsense.
Lmao, Thats why your profile is private?
Thats valid
Same reason comments are off on all your mods?
Yeah, my modding affairs are a one way street.
People can choose to eat the meat I throw out the door, or not, as they see fit.
Yeah, Its just like you say on the cover of your mods, If you don’t like the mods, Don’t download them
People need to learn to read
Well, even that did nothing to stop any of that business and just caused me more headaches 😄
I'm being too bishy. Point being, although I have like having fun playing with this sort of stuff, in some cases I'm reluctant to release it due to those concerns.
I have a lot of unreleased stuff on account of that 🤷
Yeah, People seem to forget that Game devs, Modders, and Youtubers are real people, They have lives, They need breaks, And they just need to not be harassed
All I can say is: To each their own. If the mod Author dislikes something - then just don't force it.
So if you wish to release it, with the same limitations - just go for it, don't let others ruin it for you - if you wish to keep it to yourself, that's fine as well.
And to all those potentially saying "but why post images of these things if you're not going to release it" - Sometimes people want some opinions on it either way - or just show that something is possible. Nothing wrong with that IMO.
(Sorry for butting in 😅 )
You do great work Blair and we are all very appreciative of all the hard work you put in for free. I’m sorry you have to deal with peoples childish bullshit
Haha, thanks, not such a big deal; I know I'm sounding dramatic with this? But I'm just exhausted of the nonsense I've dealt with. Albeit shutting down the customer service desks and DMs has done wonders for my mood.
I've just come around to modding for myself + server + friends and not worrying about the big pictures so to speak? Modding for me is a hobby, it's something I do for the fun and challenge?
Of course I'm human enough to want to share my crayon drawings though.
Well, if modding weren't fun for you, i doubt you'd put in that much work 😂
Anyways, just having fun seeing what I can do with vehicles + SketchFab?
It's a real crapshoot how the textures looks once you get a model imported in game, like this bad boy
Well, I have a server as well, so most of my stuff is intended for my friends there when b41 mp drops?
No you aren’t sounding dramatic it’s 100% understandable. Don’t short yourself. All of this takes time and effort and people sometimes take advantage of your work and kindsss
That crapshoot... Is A+ tier crapshoot ❤️ 👀
What do you mean that looks like some Sick Mad Max Shit
i love this good job
looks like it just came out of Wacky Races
The Banana Pistol
"potassium"
😡 😡 Angry Vulcan go BRRRrrrrrrT 😡 😡
Sexy, will it get released any time soon?
also will there be a turret less version?
what is the lowest i can go with roll chance on items?
From what i read over the course of time lately, i think it was mentioned that beneath 0.01 (or was it 0.1? unsure) doesn't really change anything anymore. (Might be mistaken, but may be an acceptable starting info until further info is provided by someone more knowledgeable)
There is still a lot to do.
I want to configure the possibility of the character being visible when in the torrent. My plan is to make machine gun and the torrent as a "gun" model, so in theory it would be possible for it to be animated, maybe it could rotate according to the character's look.
This image gave me several ideas
Hi everyone, I would like to know, is there any mod that allows you to quickly change the item you are holding in the main hand, to the secondary hand? Because it's really annoying having to refit my cue, every time I press the hotkey to get my flashlight, if there was a mod like that, I could quickly press the hotkey, move my cue from two hands to one hand, and with the hotkey from flashlight keep both in my hands, and when I don't want (or don't need the flashlight anymore) press the same hot-key and switch to two-handed again.
@flat valley maybe look at Swap it! and Bzouk Hotbar Mod
ty'
np, hopefully one of them help
If anyone wants to discuss my mods or provide feedback, feel free to join my server, links in my profile description
I love it , looks like i might have to revisit my abrams soon
SUPER SURVIVORS 2!?
:000000000000000000
HEY GUYS, SUPER SURVIVORS TWO IS CONFIRMED!!!
Yes, what with the freezing every few seconds. 😔
Seriously?
This breaks so much stuff on Gateway, it is not even funny.
Like, this is something I need to raise, to the devs, right now sort of code red
This WILL fuck with our server in so many ways
I mean it makes sense tho ngl.
If the game is ever gonna be multiplayer, we don't want people teleporting in front of us, killing us, then teleport to the next person.
repeating myself: why would you need to use a recipe for a teleport again?
executing a recipe is a specific type of timed action. So I wonder if teleporting is blocked for any type of timed action or just recipes
He is not working on that project anymore I asked around
To quote Pika on this
My phone is dead, I'll give you a rundown when I get home @nimble spoke
Oh
Pika is here
Considering Aiteron has teleporting in AUD I would bet they just did something wrong with the recipe code
if he even tried
none of this sounds right
i am! i've been here for a while but i've got the server muted
oops, i meant to reply to that with something else
like i mentioned in envy's screenshot, that isn't how teleporting works via modding! that's how the actual teleport command works, but to use that you need to have admin perms on the server. any random player can't just go teleporting around.
thanks!
*Shes the one who made the mod, I'm not technical
She uses teleporting for her basements though?
OH HECK, IT'S THE LEGEND HIMSELF
whats going on?
hi chuck.
Someone is taking Aza at her word something is the case - but it doesn't really make sense
Hello
I saw you typing
i don't know if tping via items has really been blocked in b41 or not. i went to test it earlier, but both necroforge and the cheat menu are broken so i couldn't spawn in the item i created to test it
if it is, though, it would mess with gateway's plans for our next lore
Necroforge has tping items?
necroforge tp works just fine
no, they're items i created myself!
i tried debug mode as well, but that also didn't work
sooo i'm outta luck for now 😔 🤙
I used necroforge tp yesterday, from the list of locations in necro's menu
the teleporting that i'm talking about is the same system that hydrocraft uses for certain tp items, and what aza used for her original basements. you take an item, tie a recipe to it (i usually just have it make a copy of the item and delete the result), set the recipe to run a lua function, and that function is what actually teleports you. i input specific coordinates into each function, so it isn't all the same
i dunno if i explained that very well, but that's the gist of it
i was trying to use necroforge, cheat menu, and debug mode to spawn in the item i had tied the teleport function to
so you're having two issues
- anything you're using to spawn in the item isn't working and 2. you're not sure if the item will work itself
yup, pretty much 😔
Does the item exist on the menu to spawn it?
(also I hope she didn't make an item require a recipe to teleport for basement use...)
it doesn't, but i'm sure i defined it properly. i know the game is at least recognizing my mod, too, because the lua script appeared in the list of loaded lua files
i'm not sure if what she's testing now requires that, but the original basements required that
you can add context menus to objects/mapobjects
i haven't used it for basements lately, though. we've been creating items to act as fast travel points so players can get from one area to another instead of an admin manually teleporting them each time
but that's another topic
if the item isn't on the list it's not defined properly
could be a missing ,
everything looks right to me, but i copied the code from the b40 version of my mod and tweaked it so i'll try re-writing it
I'm not sure what could be wrong but I have a pet peeve when things like "the devs blocked teleporting via recipes" get spread around as fact
i really want to believe it's not a fact, which is why i went to go test it earlier. i have gotten teleporting to work in b41 before, but that was months ago and it only worked maybe 50% of the time
this community gets a little rumor happy - i.e. helicopters come at day 7, bites are 98% deadly, etc
The only issue I could see is that part of the map isn't loaded
AUD has no issues teleporting anywhere
I'd look there if you're having failures
I swear chuck I know someone who has survived a bite
it was survivable once for a short time
but the rumor apparently existed before that
as per Nasko
Oh something I did not know
For this basement mod how would it effect performance?
bites have been survivable before with cheese
https://i.gyazo.com/fd3bd7ead86031bb04f720b9a2ac1014.gif
I dunno why but just watching the NPCs run their own little town is very entertaining.
I've seen people survive bites maybe twice, but this was a long time ago. Like, 2015-2016. I wouldn't be surprised if it's 100% deadly now
you used to be able to survive a bit by performing a hard exit
your character would revert to its last saved state
The ol hard exiting when stuck in a horde trick 😳
since the game didnt have a current reference i guess
goes debug mode deletes save chunk XD
@brittle lark so this basement is still happening?
i have no clue what's up with the basement mod currently. i'm not involved with that at all. i was just referencing aza's original basements, which were based off of the teleporting function used in hydrocraft.
Oh, I feel like anything based on hydro craft is bound to have some issues, that mod has gone through many game versions
yeah. 😔 it's ancient now
Sorry, currently confused - but, the current "drama" is about a possibility to cheat in the upcoming multiplayer - or it not being possible?
Or that teleportation is supposedly not possible - or not as one'd like it to be? 😵💫
Like that “car” mod for b40
it's about possibly being unable to tie teleport functions to items in b41!
god i remember that. i never used it, but it was SO cool to me at the time
I trust Erin due to her experience with this.
Someone is going to update it with everything 3D, god save that persons soul, so much stuff is going to have to be tested
All by when MP comes out someone said, ya right
I had asked Turbo about it before and the reason I was quoted on that the recipe method of teleporting no longer working in build 41 was because of a cheat failsafe
I've known that it doesn't work for a long time
Probably should tell that person ASAP
Just finished a new video tutorial on How to make a firearm (and attachments) for Build 41.54 https://www.youtube.com/watch?v=2M2fWLBLaX8 also this is an updated link to a playlist of tutorials. https://www.youtube.com/playlist?list=PLwV27NP3RkJnrT_w8tIqri7NTgAz77OkF The current pinned topic is outdated.
0:00 Intro
0:29 Video Start
1:00 Start Blender
1:22 Using a background image
2:04 Using photoshop to edit the background image
2:52 Adding the edited background image to blender
3:26 Adding the cube mesh
3:46 Quick start with the cube
4:56 Importing a finished 3d Model from the internet
5:56 Moding the imported model
6:47 ADD NOTE ABOUT MAGAZIN...
@iron salmon perfect for that modding 101
that github doc? https://github.com/FWolfe/Zomboid-Modding-Guide lol yea I was hoping he would get to modeling part.
problem solved, just make it a timed action instead of a recipe
https://i.gyazo.com/9d782d05d1a6b60d5ce09aae0b8ead46.jpg
Fun fact, the survivors in the Subpar Survivors mod will actually take cover during the rain it seems.
(rains not there cause of graphics)
@sour island if you could refrain from implying I'm not a reputable source in the future I'd appreciate that, thank you.
I did not get that feel from it
Another day of drama in the modding community I see
Time to put on Rockefeller skank
😎
such is life in zone
@errant meteor
This is a snarky as hell thing to say and quite disrespectful.
Aza, chill
I am perfectly chill.
All he was saying is that he doesn't understand what you were saying
thats goood
I just think it implied that people taking me at my word was unreliable.
Which isn't cool.
does anyone know how to make "immersive solar arrays" battery bank or whatever its named work?
have you tried the mod page?
hi there
if i do // in a txt file
does it skip that line
no
im just asking since thats how xml works but im not sure about txt
if its in xml yes
so how do i put a blank line
in txt
// text here // ?
wouldn't xml be <!-- Comment -->?
dope thanks
👍
yea so
// this will work yea? //
well idk really
never tried to comment on text files XD
ill go mess around with this model a bit more then try this
/*comment here*/ does work for sure, unsure about quickly "ignoring" one part though, // might work, might not, but i would think it does (ex.: media/scripts/vehicles/vehicle_car_normal.txt line 140)
@abstract raptor I apologize if you felt targeted - I wouldn't have mentioned your name if it wasn't directly used. The thing that doesn't make sense isn't taking you at your word - the thing I mean doesn't make sense is "blocking recipes from teleporting is a cheat failsafe" -- I'm just a skeptical person in general. Whether or not it is true I've also seen a number of things be stated as "impossible" in the past and that idea is propagated where the next modder down the line doesn't even try. It's not targeting you personally, so I again apologize if you felt put on blast.
no worries, misunderstanding
I remember beating my head against the wall trying to get it to work and eventually Turbo said as much; it may not be the actuality but if you look at what he said it was something to do about like... when the event is called I guess
I read that but he is also speculating- how were you setting X/Y?
yo, so im looking at tht skill journal mod to get my skills back after death... does it give u all the skill gains u had on a new character? will traits/professions "like if i start as a carpenter with +1 to carp" account too or just what ive gained during play?
Just what you gained.
@abstract raptor it appears to be something to do with timed actions -- when I try to teleport with in recipe crafting the player is shifted 1 tile -- this most likely has to do with the fact if you move or run for some timed actions your timed action ends.
Did some jerry rigging of what I use for delayed events handling:
playersUpForTeleport = {} --each entry: {isoPlayer, x, y, z, timeInMs}
function processPlayersUpForTeleport()
for _,entry in pairs(playersUpForTeleport) do
if getTimestampMs() >= entry[5] then
entry[1]:setPosition(entry[2],entry[3],entry[4])
end
end
end
function addToPlayersUpForTeleport(player,x,y,z,delay)
table.insert(playersUpForTeleport,{player, x, y, z, getTimestampMs()+(delay or 10)})
end
Events.OnTick.Add(processPlayersUpForTeleport)
function FunctionToAddToRecipeOnCreate(recipe, result, player)
addToPlayersUpForTeleport(player,10750, 9900, 0)
--addToPlayersUpForTeleport(player,10750, 9900, 0, 10) --you can put a custom time delay, default is 10
end
Seems to work.
Is that so?
That's amazing news lol
I was just walking the Gateway people on how to utilize my current basement code to help them with the problem but this might be a better route for them
Well at least they will have options
Can it still be done via the recipe so it's easy to manage or does each set of coordinates have to go in this manner?
function FunctionToAddToRecipeOnCreate(recipe, result, player)
addToPlayersUpForTeleport(player,10750, 9900, 0)
--addToPlayersUpForTeleport(player,10750, 9900, 0, 10) --you can put a custom time delay, default is 10
end
you just schedule the player to the coordinates
So in the recipe there's the parameter OnCreate, you'd just have it say OnCreate:FunctionToAddToRecipeOnCreate,
I see, I'll toss this info their way
Thanks for your assistance -- sorry I snapped earlier -- I get paranoid
(which is no excuse)
But I'm sorry.
You can put the functions under a table for organization.
function PUFT.Location1(recipe, result, player)
addToPlayersUpForTeleport(player,10750, 9900, 0)
end
function PUFT.Location2WithDelay(recipe, result, player)
addToPlayersUpForTeleport(player,9900, 10750, 0, 30)
end
Recipe: OnCreate:PUFT.Location1,
No worries, I can see how it could be misread
Glad to hear it, that's the stargate project right?
No, they're a RP server -- a while back I was an admin for them and I basically enabled them to have functioning teleport items that allowed them to do lots of cool things
You mentioned teleporting items worked before via recipes - I wonder what got changed
I too wonder, but it's kinda hard to pinpoint as it was broken like this months ago as well
this is what we're working with currently in b40, so compared to what you and aza both showed it's a whole lot simpler
If setPosition exists in b40 you could use that directly
but yeah - there may be something changed in recipe crafting's timed action that is checking for player movement
I know some timed actions can be performed walking -- it could percieve the teleport as 'running'
Also once you set up the little scheduler - it's as simple as what you've got -- 1 function per location
how do i list more than 2 modules
because i want to convert 1 mod's iron to another mod's iron via an ingame recipe

ModuleName.ItemName
damn okay
or
module yourModuleName
{
imports
{
Mod1ModuleName,
Mod2ModuleName
}
recipe yourRecipe
{
...
}
}
and then just use the items name, without the modulename infront
if the module name of the mod is filcher, and the itemname is SFIronIngot, then that should be correct
#mod_development message
IIRC this also contains some info, which may be of help.
shit
i think i see an issue
since both items share the exact same display name
@dry chasmstrangely my recipe doesnt show up ingame
@willow estuary foreman vest cause errors popup everytime itake item in n out . i have advance gear
Does it break anything ingame?
just looted it . so idn
If it doesn’t break anything, Than why worry about it?
Might just be a mod thing
You using any other mods?
If you can view the errors it will most likely be related to distribution lists and some items not being present from other mods.
Doesn't break anything
What do you mean about taking it in and out though?
whenever i put anything in or out it causes error popup
im no modder
Everyone can do it, it is pretty simple
Go up to the pinned messages here --
I can't link the message from my phone
It starts with "encountering errors?"
All it will take is Ctrl+f (find) in a notepad file and a little bit of thinking.
At the very least it can help the author address the issue or direct you to the real culprit.
There's a few mods that touch hotslots and they can easily be broken.
I assume the vest adds more slots?
no just like a fanny
slot one is the conseal vest something and it works fine
The error text will help to figure out what's going on.
the log file is what you talking about?
Yes
Everytime the little red box pops up and adds a number it is adding an error to the log.
how to check the error doer?
All you gotta do is search for "stack trace" and copy and paste the surrounding text.
got it
Encountering errors? (a visible red box at the bottom right of your screen)
A log file can be found in: C:\Users\<username>\Zomboid\console.txt
Note: The file resets after each game boot so you will have to grab the file right after the error happens.
Once you have the log handy you can search through it for the terms "ERROR" or "Stack Trace". These will include the file names, and even lines the errors occurred. Even if you don't understand what the log says, it should hopefully be obvious which mod is triggering the error based on the lua file name.
From the pin, I can copy the text but not link it directly. 🤷♂️
Using Advanced GEAR, with no other mods, I do not get an error popup when taking items out of or placing them in the vest.
No thank you. I don't get involved in end users' mod issues.
You're better off identifying what the other mod is based on the error.
Depends on what type of modding you’re doing
Script modding? Fuck yeah everyone can
But modding that requires coding? Fuck naw only people with knowledge on that shit will be able to make something that hopefully works
And yes you can learn
How can I make my lua code stop and wait a few seconds before it can continue? This during the game on "Events.OnPlayerUpdate"
"wait" function does not work
IIRC the OnPlayerUpdate event already runs - A LOT
forcing a wait of sort through a loop for example would just freeze the game for the duration.
If you wish to process more data after some time, it's best to store it in a global variable and continue from there in, for example, the next time onPlayerUpdate runs. (Personal Opinion, of course)
Any tip is welcome
No no, I meant checking the logs 😂
and once you get to the number you want it could run
Oh Xd
if counter == 1000 then
--do code
you can also save information in global mod data for example
local mydata = ModData.get("MyData")
global mod data saves between saves
but it really depends on why you want it to wait
Thanks for the tips guys
DM me if you want, I can try and help if you run into issues
modding should be approached in tiers
surface level modding is very easy with it only getting more challenging the more you wanna push it
i will always recommend that people take apart other mods and learn how they work and start at the very bottom
@craggy furnace was thinking about the whole cosmonaut easter egg you talked about, now that there is a VHS and CD system, maybe you could add in how it was like for the person seeing the would slowly go dark, or perhaps it could be a way to add in super rare crafting recipes.
If you look at what I posted earlier about teleporting -- that event scheduler is the way I usually use.
You can make that event anything you want and you just have to figure out when is the best time to schedule it.
If you want the events to persist you can have the table saved
I somehow always assume people want to place a small break in their code for more complex calculations/pathfind of sort or similar so it's split upon multiple frames instead of freezing for a moment being busy doing it all at once 🤔 and always I'm kind of mistaken xD
I don't think PZ let's you use wait or go-to in their version of Lua
Probably for the best tbh
As long as your loop is doing a simple if statement there should be no lag
That's another reason I added a default of 10ms
But for example the helicopter events in EHE come at the top of an hour so their event scheduler runs a check in the EveryHour event
Yea, but for things where it'd be "necessary" to split the task onto multiple frames instead of all in one, it'd be best (imo) to simply work off the workload from a global variable and remove the "working function" from OnTick or any other event - and re-add if ever required again.
For a delay in and of itself, it's most likely the best to either count for a certain number of ticks, or time passed (as in yours).
I just always seem to understand it wrong on those questions asked 👀
I get you
The issue is I don't think it's possible to "wait" with PZs Lua
Which is why I went with the delay check
Anyone know of a horde mod like wilderness zeds or the horde mod that works on the latest patch?
Or does anyone use either of these on the latest patch? I've been messing around with them recently but doesn't really look like they're working.
Most of the horde mods broke a while back iirc
Have you tried playing with "zombie activate house alarms"
Or expanded helicopter events?
Either one of those along with the sandbox option that disables zombies redistribution should result in hordes.
I am using expanded helicopter events, didn't know about the zombies activate alarms one tho 🤔 Could definitely be interesting. Thanks heaps for the suggestions!
Quick question regarding the temperature system in PZ. How does it work in regards to cars? Do homes and cars have set min max temperature values, or is there a way to write a tricky bit of code to detect if a car is in a building and adjust the internal temp of the car to be the min/max of the interior then apply the temp bonus from the heater? I'm playing with cryogenic winters, and the cars that are moved indoors reach the ambient exterior temperatures regardless unless they're running and have the heater on.
I messaged the mod creator and anything like that is beyond their ability and I was directed to come here. The first thing I have to find out is if it's something the mod creator bungled up or if this is still the same in vanilla PZ, as I could have sworn that a car driven into a garage had it's temp set to 71 F in the past. IE, matched the internal temperatures in the past.
<@&671452400221159444>
why are you calling them?
that discord scam link was sent, hence i mentioned them
ah I see
Which is faster if I need all items that satisfy a certain condition?
- Get all items using getSomeTypeRecurse() and then check each item
OR
- Get only needed items using getSomeTypeEvalRecurse() with callback function
From my previous tests regarding speed, I would assume the first to be faster - each function call via lua added a very slight amount of time required.
But given how the functions look, with their second argument being a number it seems, you could potentially have an issue with that.
So I would say getting the items straight up and checking from there could - potentially - be faster, though I doubt that the difference will be all that noticeable
unless you were to do a lot of checks at once, so the second options might be the preferred one nevertheless.
(No tests done regarding both specific functions, just my opinion based on previous tests I did)
If I'm trying to make a model replacement mod that just overwrites an existing in game item is it possible to make the game not use certain left over files? Mainly the mask files. I've packaged what I want to use into a mod folder and it's all working fine aside from it seems to be using the left over mask files for the clothing item. In my mod file I only have the few I want to use but ingame it's still masking as if it was the original item. Hope that makes sense 😅
ohwait I might have an idea
possibly better to ask in #modeling.
Though, I assume you set a mask-folder of sort for the item and in your mod the other masks are "gone", but it still uses the masks (png files) from the base game?
If so, try to not use the mask folder, but the masks directly (maybe)?
#modeling message
For mask-id's btw, it's a pinned message in #modeling
I tried changing the masks through the xml file but from what I can tell (I might've done something wrong tho 😅 ) that masks the actual body where as to make clothing worn under this piece (pants mainly) not invisible I had to remove the mask images tying to legs, crotch and waist
So atm my legs aren't invisible anymore but my pants are
Gonna try add just blank/transparent png files named the same as the masks that I don't want to use and add them to the mod folder tho. Hopefully that works 😅
That looks sick
Ty 😄 I'll hopefully put it on the workshop before heading to bed
Okay for some reason using just blank mask files named the same as the original does not just cancel them out like I hoped it would 😅
does anyone know if grapeseed has a map or a mod that adds one
Hm...
Actually, I can drop the result if using the Eval with callback because items are sent in callback function as a parameter. ```lua
local arr = {}
inv:getSomeTypeEval(typ,function(item)
local used_delta = item:getUsedDelta()
if used_delta < 1 then
table.insert(arr, item)
end
end,99999)
Quick question. How to get player number by player object?
For example, I got player object:
player = getSpecificPlayer(num)
How to get the number again? Which function can do this?
num = ??????(player)
in debug mode, how do I spawn a modded vehicle for testing?
In the console:
addVehicle("vehicle script name here")
Ty
Those bikes are pretty cool
Dangerous as well!
New flavors added, well they were a while ago, but did not tell anyone, here is the updated workshop page https://steamcommunity.com/sharedfiles/filedetails/?id=2613274731&searchtext=nuka
ill take the one to the bottom ty
does your mod has a blue star sunset sarsaparilla cap?
You'd be safer if you got rid of them
Nope, only nuka cola, might do a sunset mod later
I am currently working on a stimpack mod
someone is bound to make a fallout server, so I am going to make their lives a little easier with these mods
and hey all the colas give caps, so they can make a economy
early I saw this and was think about converting
https://3dwarehouse.sketchup.com/model/685e3a2b-5748-4778-abbf-f062da30f54f/Fallout-II-classic-T51-power-armor-low-poly?hl=en
sneed clave here
rad
but zombies can't even scratch that
how are you supposed to die inside it
😂
btw can i ask the mods how did they uv map the player character ?
maybe a laser shot?
come on, in my other mod i'm making a battle tank that has a rotating machine gun on the roof, i definitely don't care about overpower
😂
Have you tried using "project from view"?
well best i could do is
this
but it still doesn't match the original model at all meaning that all old textures are obsolete
its close enough tho
Is there anybody who can help me with distribution file? I am using a mod Better towing. It throws distribution errrors.
require 'Items/SuburbsDistributions'
require 'Items/ProceduralDistributions'
----------------- TOW BAR -----------------------
table.insert(ProceduralDistributions["list"]["CrateTools"].items, "TowingCar.TowBar");
table.insert(ProceduralDistributions["list"]["CrateTools"].items, 1);
table.insert(ProceduralDistributions["list"]["CrateMechanics"].junk.items, "TowingCar.TowBar");
table.insert(ProceduralDistributions["list"]["CrateMechanics"].junk.items, 10);
table.insert(ProceduralDistributions["list"]["MechanicShelfTools"].items, "TowingCar.TowBar");
table.insert(ProceduralDistributions["list"]["MechanicShelfTools"].items, 10);
table.insert(ProceduralDistributions["list"]["GarageMechanic"].junk.items, "TowingCar.TowBar");
table.insert(ProceduralDistributions["list"]["GarageMechanic"].junk.items, 10);
table.insert(SuburbsDistributions["all"]["crate"].items, "TowingCar.TowBar");
table.insert(SuburbsDistributions["all"]["crate"].items, 0.2);
table.insert(SuburbsDistributions["storageunit"]["all"].items, "TowingCar.TowBar");
table.insert(SuburbsDistributions["storageunit"]["all"].items, 0.25);
table.insert(VehicleDistributions.TrunkHeavy.items, "TowingCar.TowBar");
table.insert(VehicleDistributions.TrunkHeavy.items, 10);



