#mod_development

1 messages · Page 483 of 1

royal ridge
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that's great 🙂

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we did make quite a few improvements based on feedback

sour island
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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?

dry chasm
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Could it be the "keep" registering you could technically continue crafting it?
most likely

sour island
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hm

dry chasm
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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

sour island
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Might just leave it tbh lol

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Only issue is the crafting won't ever end

dry chasm
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well that, or "readd" the items on removal when removing the keep in the oncreate function 🤔 ?

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or one of them*

sour island
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just added a clear timed actions at the end of writing

dry chasm
sour island
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Same

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ISTimedActionQueue.clear(player)

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Crafting is technically a timed action

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Might revisit timedactions when I have more free time

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I wanted to see if one could make attacking a timed action you could run/jog/sprint with.

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Hit() is hookable (and thus bypassable)

low yarrow
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I wonder if its possible to unlock certain hairtypes by a magazin 🤔

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Or makeups

sour island
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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?"

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Most menus are lua based - so you could give players a list of known hair styles/make ups

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and add/remove as you need

low yarrow
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Mh i see.
So it is a question of hide and show it to the player in the menu when i want it

sour island
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I would assume when you open the hair styles / make up menus it processes a list

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you'd have to hijack that function and make your own changes to that processing

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I remember the guy that make hair behave better with hats did something similar

low yarrow
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Well, you did the code for me back then. 😄

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(To hide it in the menu)

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But thanks. Thats a approach i can work with. maybe i look into your code and try to reverse engineer a bit

sour island
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Oh that was you?

low yarrow
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yep

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Since 41.54 they added a function for it tho

sour island
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Oh?

low yarrow
sour island
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Oh nice

low yarrow
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But have to look how it will work with the ingame menu

sour island
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iirc it was just a for loop to add it to the menu

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based on the xml names

low yarrow
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That is the piece i think you did.
Might be useful for what i want to do.

sour island
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Do mods have versions anymore? I noticed in the template mod.info there's a version # - but it doesn't seem required?

low yarrow
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Never have really touched the version number

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But havent had any problems with updating them

sour island
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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.

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Idk if it's a steam thing with the workshop in general but most other games I get workshop changes right away.

drifting ore
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thoughts?

sour island
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girls face is too shiny

drifting ore
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or the whole thing ?

lost slate
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It's highlighter!

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It's all correct

sour island
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the highlights on the cheeks and forehead are much much brighter than on the abs

lost slate
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Cos we don't wear highlighter on body lol

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It's makeup

drifting ore
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hmmmmmmmmmm..........

sour island
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Do the models have make up on?

lost slate
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Do or not but as a girl I can confirm your models know about trendy makeup :D

drifting ore
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on these textures yes

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they got makeup unlike the original ones

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infact these are Skyrim textures XD

sour island
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Probably why they're like that then

spark trail
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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.

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Tl:dr
I want to code hugging your friends in PZ so they're not sad.

dry chasm
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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.

spark trail
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Nice! Thank you!

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I figure if I could make it like the carpentry option boxes with a few interactions that would work.

drifting ore
spark trail
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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?

ancient blaze
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God Restless Sleeper is awful remind me never to take this trait again

spark trail
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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.

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If I manage to make this a reality, I'll post it on the workshop under the name TLC or something equally corny.

plucky pine
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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

dry chasm
plucky pine
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Thanks, it should be relatively the same I'm pretty sure. I don't think they changed too much about the radio between builds

dry chasm
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Good luck!

dry chasm
# plucky pine Thanks, it should be relatively the same I'm pretty sure. I don't think they cha...
plucky pine
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aYYYYE

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Thanks mahn!

grizzled grove
# drifting ore thoughts?

the male face is very plain compared to the female. I think the tones on the female are maybe too strong

tight lotus
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I'm thinking on making a weapon mod, is there a way to make weapons use two types of ammo at the same time?

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I guess a better way to put it is that I want to make a railgun that is powered by batteries and rails

dry chasm
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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.

slow graniteBOT
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Jays#3411 has been warned

Reason: Don't do that here.

willow estuary
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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

grizzled grove
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not just saying the word, announcing that you have the build and are trying to mod it.

torn stream
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For this being my first vehicle for PZ, I'm extremely proud

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Still tons of room for improvement tho, but it's a start haha

quasi sage
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Looks very nice, is that a HONDA?

torn stream
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Yup! Honda Prelude 4th gen

dawn lynx
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Nice! 😄

quasi sage
torn stream
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Thanks! I'll try my best ^^

drifting ore
dim geode
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Someone should make a mod that allows some zombies to spawn inside of cars

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I think it would be interesting if you were walking and saw zombies inside of car wrecks and vehicle stories

dry chasm
willow estuary
tight lotus
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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

drifting ore
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👍

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one thing is the tires makes it look off

abstract raptor
errant meteor
pseudo zinc
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anyone know a follower mod that actually has good follows and where i dont have to micromanage them all 99% of the time?

sharp kernel
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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.

surreal jewel
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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?

dawn lynx
drifting ore
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might help

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but i never did npcs

surreal jewel
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Fair. Will check it out when I get the chance.

sharp kernel
# dawn lynx Should definitely be possible to do this

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.

frank helm
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hello can someone fix the Axe's Recrafting mod ? many tks

drifting ore
willow estuary
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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.

drifting ore
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Looks good!

willow estuary
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Haha, looks good when I use "the tinder profile photo" 😛

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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" 🤪

reef hatch
thin hornet
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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?

willow estuary
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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?

grizzled grove
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baby steps 🙂

harsh prairie
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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.

sour island
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New sandbox options being added to EHE - per preset:

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For those that may want a more specific experience.

sour island
elfin matrix
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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 🙂

iron bough
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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

dawn lynx
dawn lynx
harsh prairie
tame hearth
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is it just me, or does spawning on the roof of the megamall map crash the game

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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

undone crag
# elfin matrix How hard `(`I know it's partly subjective to the modder's experience, but I'm th...

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.

iron bough
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rip

undone crag
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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.

steady cloak
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(reposting since never got an answer)
are questions aloud here? i have 2

  1. Where can I find the file that saves the active mod list?
  2. 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?
spark trail
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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.

rose notch
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Hello

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I have an issue while trying to mod the game

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I created a mod but it does not show up at all in the mod activation window?

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I am not sure why, its in the right place and has the right stuff

ruby urchin
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C:\Users\"YourPCName"\Zomboid\mods

rose notch
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I know, i did that but it does not show up

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Just does not seem to be loading up for me for some reason

rose notch
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It seems okay, i have all the files in the correct space, it just does not seem to load the mod

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I try uninstalling and reinstalling the game. see if that will help

craggy furnace
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new cop pilot

rose notch
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hmm

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i uninstalled and reinstalled the game and no luck

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Mods from the workshop work

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But ones that i put into the mod folder does not

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or at least ones i make

rose notch
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hmm

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I download a mod not from the workshop and its not showing up as well

grizzled grove
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what's your mod.info look like in comparison?

rose notch
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It shows up now 👍

elfin matrix
drifting ore
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anyone else got the "Cheat Menu" mod? for some reason when I right click the menu doesn't show up

dawn lynx
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What build are you on?

swift talon
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is otr b40 compatible?

dawn lynx
swift talon
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over the river

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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?

dawn lynx
late hound
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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 -
slow graniteBOT
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HighAdmiral#3632 has been muted for 1 day

Reason: Unspecified

[unmute]

swift talon
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whats all the map combos?

proud fern
sharp crystal
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Hello. Where can I find the ZombieSurprisedPlayer wav file in PZ folder pls?

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I mean the the jump scares sound

dry chasm
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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

winged phoenix
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it's in a soundbank

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there's like 8 of them (jumpscare sounds)

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so uh, good llluuuuuckk

sour island
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The lose sounds for the most part aren't used in game - from what I understand.

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But you can provide lose files for the game to play.

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Not sure how this doesn't cause conflicts 🤔

dry chasm
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<@&671452400221159444>

deft peak
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pinged in main chat lol

errant meteor
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oh shit lol

deft peak
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mod legends shall take care of thou

dry chasm
# sour island Not sure how this doesn't cause conflicts 🤔

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.

sour island
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Ah I remember seeing that in some of the scripts

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Also if a sound request is made it looks for a lose file

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I assume this happens after it checks the scripts

drifting ore
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How does one use mods from the workshop

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Just saw some cools ones and wanted to try them

undone crag
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You klick teh button on dem dawg

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KLIK IT

ivory cliff
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so like... explain what you did

drifting ore
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downloaded some mods

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tried to make a custom sandbox

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pressed play and that happened while loading

undone crag
ivory cliff
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no, like, h o w you downloaded them.

you subscribed

drifting ore
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yeah

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steam workshop

ivory cliff
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then chose the mods while building the sandbox?

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well... choose only 1 mod at a time to see if its problem of 1 mod, or possibly a few mods colliding with eachother.

undone crag
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Hey just checking dawg r u axing for knowledge on mods and code or r u axing 4 deductive powerz? What yo lacking beoehoh?

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broehoh

drifting ore
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its monday

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zzzzzzzzzzzzz

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must make mods

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@severe ridge

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mind if i use your eyes textures from your mods?

severe ridge
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Give 01 (one unity) of credit and it's okay lmao

drifting ore
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what need to study to make mods for Project zomboid?

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@everyone

craggy furnace
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patience

rose notch
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What’s the best way to get vehicles to spawn

craggy furnace
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check the pins

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also figure out what you actually want to do

rose notch
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Ok

craggy furnace
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or aiterons debug

jagged birch
craggy furnace
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@nimble spoke spotted this testing something else real quick

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try this item Zed_Nemesis { Type = Clothing, ClothingItem = Zed_Nemesis, BodyLocation = Torso1Legs1, CanHaveHoles = False, BloodLocation = Trousers;Jumper, }

proud fern
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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?

craggy furnace
candid sonnet
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anyone know how to open the Device Inspector for tv/radio debug? cant seem to find it anywhere

candid sonnet
abstract raptor
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ey ey

abstract raptor
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    local sq = getSquare(169, 157, 0);
    sq:AddTileObject(IsoObject.getNew(sq, "street_decoration_01_26", nil, false));
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Is this what I would do to place a tile using lua?

pearl prism
strange kiln
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close though

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keep trying :)

ember geode
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i made that one

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Cuz i like the game the walking dead

unborn fable
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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

deft peak
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Hm

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Kinda curious, would this be the place to learn about modding zomboid?

ruby urchin
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Yeah, check pinned messages

deft peak
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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

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as thats how i learn more, or if its all individual stuff

neat bobcat
neat bobcat
royal ridge
deft peak
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Hm not exactly i could probably think up one, Though i don't feel like getting into the nitty gritty rn

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I was simply just asking if people are free to coach or teach here is all

dry chasm
# deft peak 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. -
deft peak
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Thanks for that 👍

gritty mountain
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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?

craggy furnace
supple briar
ruby night
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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.

errant meteor
gritty mountain
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Ah I see, well ty anyway. I'll see what I can do

pearl prism
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hey guys

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Does anyone know if it is possible to put an animation on a vehicle?

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I'm racking my brain with these tank trakcs

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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

errant meteor
umbral pewter
#

Hello ! Is there a mod for have a mini-map like "GPS" please ?

umbral pewter
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Thank you very much !

slow graniteBOT
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Bomba#4875 has been warned

Reason: Just as a warning, if this doesn't pertain to splitscreen, there is a zero tolerance policy for discussing hacked multiplayer here.

proud fern
#

Was that even about that

analog karma
atomic vigil
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Anyone have a good sourse to look at for getting started in making a PZ mod?

proud fern
atomic vigil
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Have an idea for making the various toys reduce boredom, playing cards etc. Figure its a good starter project.

proud fern
#

Ctrl + del

proud fern
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I mean, it should be
If there's no sound clip it can't play

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The most it can probably do is give you 1 error and that's it

slow graniteBOT
#
YepThatsMyAccount#7130 has been warned

Reason: That zero tolerance policy also applies to helping people with hacked MP.

proud fern
#

WHA

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how

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It's not even MP what the fuck

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I hope it doesn't fuckin... Ban me someday

lost slate
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There is no multiplayer in b41

strange kiln
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what is the issue with hacked mp

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lol

unkempt cobalt
#

Hi wonderful modders, Can you make a ladder mod? xD

abstract raptor
#

Anyone wanna help me attempt to figure out wtf this is all about

reef hatch
atomic vigil
reef hatch
atomic vigil
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Nice! Eagerly awaiting, lmk if I can help at all.

willow estuary
#

Okay, so here's all the disappointing facts re me + bikes:

  1. 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.

  2. 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?

  3. I don't like group projects etc, so I'm not interested in having someone help with #2 ?

  4. 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.

atomic vigil
willow estuary
violet garden
#

i know nothing about modding but could this movement be added to the zeds?

see gif:

sour island
#

Yes but the blends would be insane

tranquil flame
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@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 🙂

craggy furnace
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i could totally do it

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but honestly its not worth it

violet garden
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scary af tho

craggy furnace
#

itd be this weird death ball

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id argue itd need a new skeleton

sour island
#

that's true too

violet garden
#

sheyt

sour island
#

not enough articulation in the original skeleton right?

craggy furnace
#

nope

sour island
#

well, not enough for that

craggy furnace
#

the PZ skeleton is best summed up as "simple and necessary"

sour island
#

as all things should be

craggy furnace
#

for the level of detail on the body i find it wild it has fingers and toes

sour island
#

pointer, thumb, and rest right?

violet garden
#

they dont need a new skeleton for this right?

craggy furnace
#

iirc yeah

#

i dont have the current skeleton on my screen atm

sour island
#

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

violet garden
#

shame on me, all i know is ps

sour island
#

photoshop?

violet garden
#

yea

#

started blender this morning (12 hrs ago)
insane how complex it is

errant meteor
#

Anyone working on a mod that lets zombies attack you with weapons?

#

like a hammer and such

craggy furnace
#

i could

#

but animations need to go farther

#

no longer in the mood to go do experimental stuff in PZ

errant meteor
#

mostly everything that is a cool idea in PZ ends up being alot of work

violet garden
#

cool things dont come ez

errant meteor
#

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

craggy furnace
#

that was the running narrative for a long time

#

i subscribed to it too

#

but honestly no

#

tools from their side arent required

errant meteor
#

I wonder if b42 will bring goodies for the modders to use, the main thing would be AI

craggy furnace
#

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

sour island
#

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.

violet garden
#

the peak of sandbox modding

errant meteor
sour island
#

I think it's for the most part doable by a modder -~~ but would require massive rewrites to the lua~~

errant meteor
#

I think that is something they would not do lol, they are already working like madmen for MP

sour island
#

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

errant meteor
#

kind of stupid question but have you asked any of the devs or someone else for this to be added?

sour island
#

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
candid sonnet
sour island
#

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

errant meteor
#

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.........

sour island
#

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.

iron salmon
#

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.

sour island
#

ayy

craggy furnace
#

oh boy oh boy

errant meteor
#

there you go

iron salmon
#

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

craggy furnace
#

❤️

#

idk best thing to do is just to get out of 41 at this point

sour island
#

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

craggy furnace
#

at its core itd work as its own core mod

#

and people just tapped into it as a dependency

sour island
#

Yep

craggy furnace
#

but that still gets messy with absolutely everything

#

id like to see HC with tags

sour island
#

HC is it's own beast lol

craggy furnace
#

i consider HC to be somewhere between the anti christ and deliverance

sour island
#

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

errant meteor
#

Will be interesting how many "vet" modders we will get when MP drops, people will be asking for a lot

craggy furnace
#

define "vet"

atomic vigil
errant meteor
craggy furnace
#

i am active in a bunch of modding circles

#

some of us in here are but dont disclose it

sour island
#

I could see some roblox guys coming over for commissions.

craggy furnace
#

yep

#

ive already talked to some guys from stalker modding to come over

errant meteor
#

someone is going to make a sex and child zombie mod, just you watch

craggy furnace
#

general sentiment is animals need to come first

#

i think my only animal mod would be a tiger

errant meteor
#

We have been getting a lot of new people, some will be degenerates with lots of money

craggy furnace
#

ill do anything for money

violet garden
#

just dont add any more fursona
we already have spiffo suit

craggy furnace
#

well almost anything

errant meteor
#

😮

craggy furnace
#

i already talk to the people you refer to

#

very talented and smart people behind all that shit

errant meteor
violet garden
sour island
#

please keep those topics more seperate

errant meteor
craggy furnace
#

remind me to finish my modding career with the ad "i want to buy the world a coke"

errant meteor
#

ha

#

Will we get a true poop mod, with brown on the pants and shit everywhere on the floor lol

violet garden
violet garden
#

pls
we dont need that, also dont need any mestrual cicle mod

errant meteor
#

just noticed

little vessel
errant meteor
#

and space station 13 lol

sour island
#

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

little vessel
#

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.

sour island
#

they've done some wild stuff

#

I may be mistaken

#

may be conflating the skills system

grizzled grove
#

wait, sandbox got opened?

grizzled grove
#

so... if i wanted to add standalone map specific options to sandbox, i can??

sour island
#

Don't you pick sandbox before map?

grizzled grove
#

i've started test sessions a billion times and because you asked, i can't remember

craggy furnace
#

Yeah

#

Only two mods use it right now

#

Helis and Turning time

#

Could be another that’s emerged recently

sour island
#

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

marsh beacon
#

@little vessel What would you even want displayed in moodles?

sour island
#

New moodles

marsh beacon
#

I feel like most things are already shown in vanilla

candid sonnet
#

i want a horny moodle and read hottiez to alleviate it

marsh beacon
#

The only one I can that is reasonable is the defecation mod

#

That too haha

marsh beacon
#

Fighting for my life in the outhouse

little vessel
sour island
#

Would you guys not be satisfied with a sims like mechanic - do yall really need the details?

marsh beacon
#

I guess you make some good points

little vessel
#

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.

sour island
#

defecation

little vessel
#

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.

sour island
#

I like the idea of a sewer system

#

that's something that'd take planning

strange kiln
#

avoid catering to some kind of cursed fetishized version of that lol

sour island
#

just yeah

#

SS13 had actual poop for a while

#

I know where it can go

craggy furnace
#

those were the days lmao

sour island
#

I don't think the devs want to be known as the poop and zombie game

craggy furnace
#

poop bags for clowns

little vessel
craggy furnace
#

SCUM does shit

#

its uh weird

strange kiln
#

so does that one dinosaur game

sour island
#

could tie into farming

craggy furnace
#

too bad human waste for farming is hazardous

sour island
#

cause we eat bad stuff

little vessel
#

Having to empty it would add to logistics. More reason to leave.

sour island
#

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.

little vessel
#

Could make nomadic more interesting.

sour island
#

Turns out our poop can kill us

craggy furnace
#

yep

sour island
#

who can we trust

craggy furnace
#

north korea has that issue

sour island
#

Night soil is such a nice euphemism lol

craggy furnace
#

so our best anecdote for desperate farming is there

#

yeah lol

little vessel
#

Desperate farming sounds good in an apocalypse.

sour island
#

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

little vessel
#

Sounds fair. Dubs bad hygiene does something like this for Rimworld.

sour island
little vessel
#

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.

little vessel
# sour island

With actually 3D models MP zomboid would be a living hell.

sour island
#

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

dry chasm
sour island
#

That is my point - the hard part would be figuring out the when

#

There may even be an event for when buildings are generated

dry chasm
#
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.

little vessel
errant meteor
errant meteor
drifting ore
#

Aye, well this was just a test. when I make a place able objects mod will be 90's friendly

drifting ore
#

hahahahaha

#

Why is there a 10 hour version though?

abstract raptor
#

¯_(ツ)_/¯

kind surge
grizzled grove
errant meteor
#

@craggy furnace Stim pack mod in the works

craggy furnace
#

Neat

agile coral
atomic vigil
grave topaz
main oracle
#

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?

drifting ore
#

What are some good mods that would enhance my gameplay a bit more and make it a little bit more fun?

proud fern
drifting ore
#

what in the hell is going on in this chat

proud fern
harsh prairie
#

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?

modern solar
#

Who can reccomend mods for new clothes,armor

atomic vigil
#

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

harsh prairie
#

@modern solar the swat pack mod is really nice.

drifting ore
#

scrap armor and pawlow are rec i tried those also brita's armor mod

digital mural
sand stump
digital mural
#

I've had no issues with it.

sand stump
#

so it'll show up on your character n everything?

digital mural
#

I've had no issues with it^2

sand stump
#

sick

digital mural
#

Basically, I haven't had any issues, but for you? Idk.

sand stump
#

i didn't know the b41 port actually worked

#

might wanna try it out now

digital mural
sand stump
#

alright thanks 👍

digital mural
#

No problem hombre~!

supple briar
#

Would it be possible to make a vehicle remove snow?

drifting ore
#

whats that mod that changes the title sequence to "This is how you committed tax evasion" that shit was funny.

ivory cliff
#

I never thought I´d need something I never even heard of before so badly.

drifting ore
#

I think it was the weird version of expanded helicopter events, a real kekfest

ivory cliff
craggy furnace
#

yes, thats us

ivory cliff
#

. . . oh yeah thats his. lol

drifting ore
ivory cliff
#

gives out strong Postal vibes tbh

#

just the thing you´d expect if it contains aliens or IRS

drifting ore
#

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

ivory cliff
#

drunk
one more mod never hurts

drifting ore
#

-43 errors upon startup- -game freezes every 10 seconds- "I'm good Coach! Put me back in!"

pearl prism
#

Does anyone know what is the parameter in the script to change the rate of fire of a weapon?

dry chasm
drifting ore
#

Thanks to @craggy furnace and @willow estuary finally managing to make custom weapons and 3D items

atomic vigil
#

Nice!

swift talon
#

how do you tell if a mod is for both 40 n 41

drifting ore
#

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"

nimble spoke
#

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

willow estuary
#

Generally, if a mod hasn't been updated recently you should be skeptical.

nimble spoke
#

yeah, may not work in any version

willow estuary
#

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?

sour island
worldly olive
sour island
#

Could also just browse the comments

#

Usually they'll say "this doesn't work" etc

drifting ore
#

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?

nimble spoke
#

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

drifting ore
#

dayme

#

csgo skins unleashed

#

Yeah man, working on my Exotic Gun Skins mod

errant meteor
drifting ore
#

@errant meteor

errant meteor
#

Sweet

drifting ore
#

They are very rare drop chances

#

on a 100 role they have a 0.5 chance of being in the spawn objects

glass ravine
#

so what's the most in-depth tutorial for modeling and texturing clothing mods?

sour island
#

A collection of some funny / nice comments

#

any ideas for what should balance out the image on the left?

wide inlet
#

Mmmm a zed Spiffo and some aliens could be nice

grizzled grove
iron bough
sharp crystal
#

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?

dry chasm
# sharp crystal 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)

willow estuary
pearl prism
#

did you give up on the idea of ​​publishing the motorcycle mod? 🤓

willow estuary
#

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.

fading prawn
#

The Models look great

willow estuary
#

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.

fading prawn
#

Yeah, People demanding updates, Stuff like that?

#

People unsatisfied with models, Like you said animations

willow estuary
#

People tracking me down and DMing me.
I've had my lifetime's fill of that intrusive nonsense.

fading prawn
#

Lmao, Thats why your profile is private?

#

Thats valid

#

Same reason comments are off on all your mods?

willow estuary
#

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.

fading prawn
#

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

willow estuary
#

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 🤷

fading prawn
#

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

dry chasm
#

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 😅 )

warped night
#

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

willow estuary
#

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.

dry chasm
#

Well, if modding weren't fun for you, i doubt you'd put in that much work 😂

willow estuary
#

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

willow estuary
warped night
#

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

ivory cliff
#

That crapshoot... Is A+ tier crapshoot ❤️ 👀

proud fern
drifting ore
nimble spoke
#

looks like it just came out of Wacky Races

drifting ore
#

The Banana Pistol

proud fern
pearl prism
#

😡 😡 Angry Vulcan go BRRRrrrrrrT 😡 😡

drifting ore
#

😂

errant meteor
#

also will there be a turret less version?

drifting ore
#

what is the lowest i can go with roll chance on items?

dry chasm
pearl prism
# errant meteor Sexy, will it get released any time soon?

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.

pearl prism
flat valley
#

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.

bold cobalt
#

@flat valley maybe look at Swap it! and Bzouk Hotbar Mod

flat valley
#

ty'

bold cobalt
#

np, hopefully one of them help

nimble spoke
#

If anyone wants to discuss my mods or provide feedback, feel free to join my server, links in my profile description

supple briar
digital mural
#

:000000000000000000

#

HEY GUYS, SUPER SURVIVORS TWO IS CONFIRMED!!!

drifting ore
#

Don't do that

#

Don't give me hope

digital mural
#

I'm a hopeful guy, Mr. Soup.

#

I suppose subpar will have to do.

drifting ore
#

Yes, what with the freezing every few seconds. 😔

digital mural
#

I mean, it's definitely worth it ngl.

#

We just clear out an entire town.

sonic helm
#

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

digital mural
#

I mean it makes sense tho ngl.

sonic helm
#

No

#

It doesnt

digital mural
#

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.

nimble spoke
#

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

errant meteor
# sonic helm

He is not working on that project anymore I asked around

sonic helm
#

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

sour island
#

Considering Aiteron has teleporting in AUD I would bet they just did something wrong with the recipe code

#

if he even tried

craggy furnace
#

none of this sounds right

brittle lark
#

oops, i meant to reply to that with something else

brittle lark
digital mural
#

Hi max!

#

I like your pfp.

brittle lark
#

thanks!

sonic helm
#

*Shes the one who made the mod, I'm not technical

sour island
#

She uses teleporting for her basements though?

digital mural
#

OH HECK, IT'S THE LEGEND HIMSELF

wet dune
#

whats going on?

digital mural
#

hi chuck.

sour island
sour island
brittle lark
#

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

sour island
#

Necroforge has tping items?

nimble spoke
#

necroforge tp works just fine

brittle lark
#

no, they're items i created myself!

sour island
#

Also use -debug to spawn in items

#

under the launch options

brittle lark
#

i tried debug mode as well, but that also didn't work

#

sooo i'm outta luck for now 😔 🤙

sour island
#

?

#

didn't work to spawn the item or the item didn't teleport?

nimble spoke
#

I used necroforge tp yesterday, from the list of locations in necro's menu

brittle lark
#

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

sour island
#

so you're having two issues

#
  1. anything you're using to spawn in the item isn't working and 2. you're not sure if the item will work itself
sour island
#

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...)

brittle lark
#

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

brittle lark
sour island
#

you can add context menus to objects/mapobjects

brittle lark
#

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

sour island
#

but that's another topic

#

if the item isn't on the list it's not defined properly

#

could be a missing ,

brittle lark
#

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

sour island
#

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

brittle lark
#

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

sour island
#

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

errant meteor
sour island
#

it was survivable once for a short time

#

but the rumor apparently existed before that

#

as per Nasko

errant meteor
#

Oh something I did not know

#

For this basement mod how would it effect performance?

craggy furnace
#

bites have been survivable before with cheese

digital mural
brittle lark
#

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

craggy furnace
#

you used to be able to survive a bit by performing a hard exit

#

your character would revert to its last saved state

brittle lark
#

The ol hard exiting when stuck in a horde trick 😳

craggy furnace
#

since the game didnt have a current reference i guess

drifting ore
#

goes debug mode deletes save chunk XD

errant meteor
#

@brittle lark so this basement is still happening?

brittle lark
errant meteor
#

Oh, I feel like anything based on hydro craft is bound to have some issues, that mod has gone through many game versions

brittle lark
#

yeah. 😔 it's ancient now

dry chasm
#

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? 😵‍💫

errant meteor
brittle lark
brittle lark
sonic helm
errant meteor
#

All by when MP comes out someone said, ya right

abstract raptor
#

I've known that it doesn't work for a long time

errant meteor
#

Probably should tell that person ASAP

short shell
#

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...

▶ Play video
errant meteor
short shell
nimble spoke
#

problem solved, just make it a timed action instead of a recipe

digital mural
#

(rains not there cause of graphics)

abstract raptor
#

@sour island if you could refrain from implying I'm not a reputable source in the future I'd appreciate that, thank you.

errant meteor
#

I did not get that feel from it

waxen spindle
#

Another day of drama in the modding community I see

#

Time to put on Rockefeller skank

#

😎

errant meteor
#

such is life in zone

waxen spindle
#

Never a calm moment, tovarische

#

Stick on your toes

abstract raptor
#

This is a snarky as hell thing to say and quite disrespectful.

errant meteor
#

😐

#

I do not think he was trying to be offend you

waxen spindle
#

Aza, chill

abstract raptor
#

I am perfectly chill.

waxen spindle
#

All he was saying is that he doesn't understand what you were saying

errant meteor
#

thats goood

abstract raptor
#

I just think it implied that people taking me at my word was unreliable.

#

Which isn't cool.

waxen spindle
drifting ore
#

does anyone know how to make "immersive solar arrays" battery bank or whatever its named work?

errant meteor
#

have you tried the mod page?

drifting ore
#

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 // ?

dry chasm
drifting ore
#

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

dry chasm
#

/*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)

sour island
#

@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.

abstract raptor
#

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

sour island
#

I read that but he is also speculating- how were you setting X/Y?

tough blaze
#

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?

sour island
#

@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.

abstract raptor
#

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

sour island
#

I would honestly call this a bug

#

but it's so fringe of a case

abstract raptor
#

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?

sour island
#
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,

abstract raptor
#

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.

sour island
#

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

abstract raptor
#

😄

#

Well I think the Gateway Guys will be excited about this

sour island
#

Glad to hear it, that's the stargate project right?

abstract raptor
#

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

sour island
#

You mentioned teleporting items worked before via recipes - I wonder what got changed

abstract raptor
#

I too wonder, but it's kinda hard to pinpoint as it was broken like this months ago as well

brittle lark
#

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

sour island
#

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

drifting ore
#

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

dry chasm
#

ModuleName.ItemName

drifting ore
#

damn okay

dry chasm
#

or

module yourModuleName
{
  imports
  {
    Mod1ModuleName,
    Mod2ModuleName
  }

  recipe yourRecipe
  {
    ...
  }
}
#

and then just use the items name, without the modulename infront

drifting ore
#

so the result is
Result:filcher.SFIronIngot

#

yea?

dry chasm
#

if the module name of the mod is filcher, and the itemname is SFIronIngot, then that should be correct

drifting ore
#

shit

#

i think i see an issue

#

since both items share the exact same display name

#

@dry chasmstrangely my recipe doesnt show up ingame

frank helm
#

@willow estuary foreman vest cause errors popup everytime itake item in n out . i have advance gear

fading prawn
#

Does it break anything ingame?

frank helm
fading prawn
#

If it doesn’t break anything, Than why worry about it?

#

Might just be a mod thing

#

You using any other mods?

sour island
#

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?

frank helm
sour island
#

Oh, that's an actual error then

#

There's a pin on how to check them.

frank helm
worldly olive
#

Everyone can do it, it is pretty simple

sour island
#

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?

frank helm
#

slot one is the conseal vest something and it works fine

sour island
#

The error text will help to figure out what's going on.

frank helm
sour island
#

Yes

#

Everytime the little red box pops up and adds a number it is adding an error to the log.

frank helm
#

how to check the error doer?

sour island
#

All you gotta do is search for "stack trace" and copy and paste the surrounding text.

frank helm
#

got it

sour island
#

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. 🤷‍♂️

willow estuary
frank helm
#

cause of other mod then

#

would u still wanna see the console file?

willow estuary
#

No thank you. I don't get involved in end users' mod issues.

sour island
fallow bridge
#

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

pearl prism
#

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

dry chasm
royal ridge
#

you could make a counter

#

like OnPlayerUpdate counter += 1

worldly olive
royal ridge
#

and once you get to the number you want it could run

fallow bridge
royal ridge
#

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

pearl prism
#

Thanks for the tips guys

royal ridge
#

DM me if you want, I can try and help if you run into issues

craggy furnace
#

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

errant meteor
#

@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.

sour island
#

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

dry chasm
sour island
#

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

dry chasm
#

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 👀

sour island
#

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

keen edge
#

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.

sour island
#

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.

keen edge
#

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!

halcyon token
#

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.

dry chasm
#

<@&671452400221159444>

errant meteor
#

why are you calling them?

dry chasm
#

that discord scam link was sent, hence i mentioned them

errant meteor
#

ah I see

undone elbow
#

Which is faster if I need all items that satisfy a certain condition?

  1. Get all items using getSomeTypeRecurse() and then check each item

OR

  1. Get only needed items using getSomeTypeEvalRecurse() with callback function
dry chasm
# undone elbow Which is faster if I need all items that satisfy a certain condition? 1) Get al...

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)

keen edge
#

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

dry chasm
keen edge
#

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 😅

warped night
#

That looks sick

keen edge
#

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 😅

upbeat echo
#

does anyone know if grapeseed has a map or a mod that adds one

warped night
#

eris mini map has an addition @upbeat echo

#

other than that no

undone elbow
#

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)
royal ridge
#

in debug mode, how do I spawn a modded vehicle for testing?

willow estuary
#

In the console:
addVehicle("vehicle script name here")

royal ridge
#

Ty

willow estuary
rose notch
#

Those bikes are pretty cool

willow estuary
#

Dangerous as well!

errant meteor
drifting ore
pearl prism
#

You'd be safer if you got rid of them

errant meteor
#

I am currently working on a stimpack mod

pearl prism
#

thats nice

#

I thought I was the only one who imagining a fallout in zomboid

errant meteor
#

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

pearl prism
errant meteor
#

sneed clave here

drifting ore
#

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 ?

pearl prism
#

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

#

😂

pearl prism
drifting ore
#

this

#

but it still doesn't match the original model at all meaning that all old textures are obsolete

#

its close enough tho

sharp crystal
#

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);