#mod_development
1 messages Β· Page 484 of 1
player:getPlayerNum() should do that i guess.
I have already managed to fix the distribution file.
Only one last line.
table.insert(SuburbsDistributions["storageunit"]["all"].items, "TowingCar.TowBar")
table.insert(SuburbsDistributions["storageunit"]["all"].items, 0.25)
ItΒ΄s throwing me error with this. How to enable this for storage units plsd?
local pd = ProceduralDistributions.list
table.insert(pd.CrateMechanics.items, "TowingCar.TowBar")
table.insert(pd.CrateMechanics.items, 0.25)
any good guides on adding menu items to the context menu? I have an item in my mod that I want to bring up a menu for once is placed down as a moveable, kinda like when you right click on the TV and bring up device options
Best guide would probably be the vanilla file(s) - for example, what i think would be a good example:
media\lua\client\ISUI\ISBBQMenu.lua
line # 34+ function ISBBQMenu.OnFillWorldObjectContextMenu(player, context, worldobjects, test)
line #387 Events.OnFillWorldObjectContextMenu.Add(ISBBQMenu.OnFillWorldObjectContextMenu)
I will have a look at them, thanks
got it working, thanks π
YOOOO???!!?! π³
im waiting for this!
Question, is this the proper place to ask PZ-Mod related questions?
Nice
@drifting ore What program do u use as image editor for making this tattoos?
just ask here if it's related to modding, for modeling do it there. if it involves both, then use your best judgement
Thanks. π
Was curious if anyone knew of a good overview vid for Hydrocraft? I see it adds a lot of things but the site itself doesn't really explain what everything does.
not sure much as I do not use the mod, but I found this in a quick search. https://www.youtube.com/watch?v=w1RhFGQgwjs
Getting Started with Hydrocraft | Version 11.1 | Project Zomboid
Hydrocraft: https://steamcommunity.com/sharedfiles/filedetails/?id=498441420
Craft Helper: https://steamcommunity.com/sharedfiles/filedetails/?id=911399676&searchtext=craft+helper
More Hydrocraft Guides with Hasi Lein: https://www.youtube.com/channel/UCW9uCThOU_FKWT6KgKqzdFw
...
Thank you. π
Is there a mod for all the buildings in the world having all their windows broken? Going for a moreso post-apoc feel.
Good luck
Hey i just started playing Project Zomboid and i wanted to ask if there is any mods that are necessary or recommendable :)
@pearl prism I like the mini gun and everything, but my heart belongs to the M2 browning, would it be hard to add it to your APC mod?
What kind of stuff are you looking for?
mostly quality of life
I'd say at least try to learn the base game before getting into mods cause mods break a lot. But I know some QoL stuff.
One moment.
ok
I'll make a collection for you
Really the mods I'd suggest just automate repetitive things like grinding skills.
So you can fast forward the grind
https://steamcommunity.com/sharedfiles/filedetails/?id=2613274731 The nuka cola mod, best mod there is ;]
noted xd
can u link it?
@twilit dome https://steamcommunity.com/sharedfiles/filedetails/?id=2618566294 very usefull if you want to live off the land
I think he just wants the vanilla experience guys
Had to make it rq.
No problemo!
This also adds two mods that are more for immersion than QoL
Overlays for example will change your screen depending on how your character feels
Really sick = orangish tint
Really damaged = Red stripes.
gotcha
Conditional speech, self explanatory.
Your character talks, telling you how he feels so you don't gotta google it.
https://steamcommunity.com/sharedfiles/filedetails/?id=2423266708 if you like to wear hats
must have lol
I mean, that's unironically a pretty good QoL
Don't want to make a new world? Don't want to keep playing your current character?
I have a solution. loads shotgun
Basically, killing yourself is a pain in the ass if you don't have bleach and no zombros nearby
Probably depends on how you like to play. RP for example, it's not a bad thing. Just keep in mind: it all depends on how YOU want to play the game.
ye ye
You'll find out. I don't wanna spoil anything.
ok
While I have nothing against the mods, I do consider some to be changing game mechanics still, to some degree:
Tailoring Fix and Better Lockpicking
Conditional-Speech can IIRC also cause some changes - depending on settings (default i believe did not cause real changes)
Oh that's right, I completely forgot about those ngl.
And as for speech, it causes one change if you want it to, and that's if zombies can hear you scream or not.
Besides that, completely flavor.
So yea, depending on mod settings then, so i remembered correctly xD
Yes, my plan is to launch three vehicles:
M163 (armored and Vulcam 20mm)
M113 (armored and with M2 Browning)
M548 (non-armored, non-weapon)
not yet
Mind if I ask if there will be rare color patterns or a "survivor" version that has been up armored?
I'm going to do a lot of variations, my plan is to leave a file with all the facilities for people to make custom textures.
If you need a beta tester dm, me I would love to help
For sure
Just need to say that you're fucking awesome Blair
are there any working mods to cure virus?
There are two cure mods I know of and one which lets your body potentially fight it off with proper care.
All three I believe are working on B41.
Granted those are on the Steam Workshop, not sure if thats an issue for you.
You can disable "zombification" in the sandbox options in the vanilla game
PS
the new updated ver has blended tattoos so they would look match with any skin color
Antiserum works well
anti serum doesn't cure though it delays
unless you have lvl 6 first aid
you can make a cure
Ofc many mods affect game mechanics. But I think good mod should balance its changes, i.e. something should be easier and something should be harder at the same time, or the player should pay more for benefits.
I try to balance my mods out of personal preference with some considerations when suggestions are given.
Also didn't the devs change how hats protect the wearer in general?
I think they no longer protect the player AND fall off
Before they acted like a get out of jail free card
The cost being they fall
I could be wrong tho
Quick question. How to get item script property value if I have an item instance?
Hello
im completely new to PZ
and im looking to learn how to create clothing/armour
and all that inbetween fun stuff
Heya
Anyone around to help me out with something?
I'm tryna put an Axe down on the floor but when I TP to this spot the Axe isn't there
function Test
getCell():getOrCreateGridSquare(10119, 111530, 0):AddWorldInventoryItem("Base.Axe", 0, 0, 0)-- Outside the Diner by the Warehouses near Muldraugh
end
Events.OnGameStart.Add(Test)```
I think maybe I need to add getWorld():
hm that didn't work
I haven't played with it, but looking at the decompiled InventoryItem class it looks like getScriptItem() returns an object of type Item, which looks to be what reads item scripts and stores the various properties set by the script.
Which property are you looking for?
"ConsolidateOption", but I'v already found direct function.
Is there a way to access/ where is the "zombie startle" sound file and can I delete it without issue?
{
category = Zombie,
clip
{
event = Game/ZombieSurprisedPlayer,
}
}```
you can override it
{
category = Zombie,
clip
{
file = null.wav,
}
}```
then put a silent wav file there
Thanks works brilliantly!
can actually play the game now without having a heart attack every time i open a door.
Try to add an axe only after TP)
https://steamcommunity.com/sharedfiles/filedetails/?id=2629286881
I made my poncho mod visible incase anyone is interested. Is my first attempt uploading to the PZ workshop so let me know if there's any issues pls
I really like the thumbnail
π thanks! I just did random stuff in photoshop until I thought it looked kind of okay so I'm really glad you like it ^^
Nice!
Are there ponchos in vanilla?
yup but they are yellow
@frail depot Lmk if you want to go over your issues with EHE - dm if possible
Didn't know vanilla had ponchos
Yeahh, I was a little disappointed when I found one and actually put it on π
i have one glad i didn't put it on
π
Yeah, like actual rain ponchos I guess π
Which is fair, I just didnβt expect it to be that when I picked it up π€·ββοΈ
More sun/sand to begin with tbh
i never had expectations cuz the most cover i wear is a tank top XD
imagen covering my perfect Tattoos with a piece of fabric that might or might not save your life
covering something perfect is a crime

Meanwhile I leave on bandages
i think i saw bandages as a sock or something in the fashion montage it looks nice XD
badges of honor
Same here, but only layers that doesn't affect movement or combat speed
or of the cold
This
so now I'm able to spawn items at a place
special one time items
buuuuuuuuuuut
if you reload the game it spawns the item again
is there a way I can like... make it check to see if it already spawned it and not do that
You're capable of spawning items way out away from the player? π Curious about that.
is there a way I can like... make it check to see if it already spawned it and not do that
IIRC you can use global moddata for that
should be saved
does anyone know of a mod that adds just suppressors and make shift suppressors
i know brita has em but that mod has somuch extra bloat in it
can your script set a global doOnce variable?
like "doOnce=0, do your thing and then set doOnce=1", wrapping the whole thing in "if doOnce=0, then..."
oic
yeah actually. was having map scripting thoughts last night and it would be nice to have some reference for later
where are item icons stored now?
Is there a reason as to why there are no bike/motorcycle vehicles in modding?
Source: #mod_development message
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.
But it is, to some degree, possible, as shown here:
#mod_development message
But please accept the modders decisions, as to why he does not upload them (or at least at the moment).
Ohhh I didn't see that, thank you so much! That's a shame, I always thought PZ community was better than that
?
there's rotten eggs in every community
sadly enough
sadly the few can ruin it for the many
Not uploading because of existing issues is not necessarily a bad thing...
oh you're talking about the 'end users' not the modder
that took my a minute lmao
Oh, sry then, misunderstood
They can be hazardous to use as well. Especially at high speeds.
I would consider that to be both realistic, and given that they're OP, "a feature and not a bug".
But others would disagree π€·
lmao I would never clown on modders, they're the best
ragdoll physics when you hit something at high speed :p
i dont think pz has ragdoll sim though
tbf I don't think there's a large population of hostile users
Yeah that's the vibe I get from PZ, most people are chill
pz's only physcis is on cars which are a fixed shape
but I can imagine there are sweaty π€ that are a thorn on people's side
like most communities
ragdolls would be alot of work for honestly not much gain
it takes a few hostile users to ruin the overall vibe
yeah that sounds like a pain to work with really
if it works like a car where you just get your bones broken or something that'd be good enough
perhaps someone more familiar with animations might be able to comment on getting the riders to blend properly
if it's the same entity as the player it's totally doable
Another issue is that people add mods to collections.
And then people enable entire collections without inspecting the mods involved, or even knowing what mods are in the collection?
This has come up enough in tech support etc to be a consistent issue.
So another problem is people not even knowing they're using a motorcycle mod that has a warning "Warning: These are dangerous to use at high speeds and may kill your character in accidents", findings motorycle ingame, opening up on the highway, fishtailing out, and then being upset by the dangerous "trap" vehicle?
Not to be dismissive, but isn't that threading the needle a bit?
whats the issue with the anims?
if it's not super specific to PZ's anim system quirks I might be able to give my 2 cents
From what he said riding is fine but when things like shooting happen the driver stands on the seat - cause I assume there's no blending
ah yea
Oh lordy, lets just say they're far from "immersive" at this point π
It's fine by my metric, for a fun novelty, but some people take shit like clipping really seriously?
lol yea
some people are anal for no reason but they also dont get that mods are free
most wouldn't care
definitely shouldn't let a minority determine what you want to do in any case
of course
So you take all these sort of "corner case" issues, factor in how so many people are enthusiastic about motorcycles (the more excited people are by a mod's subject matter can multiply negative reactions), and π€·
i personally saw it more as a use for vehicles with visible interiors for buggies, etc
it can be put into effect for motorcycles/bikes/ whatever creation
that is what it's meant for but also what was holding back bikes for alot of modders
Oh yeah, that works too. The same animations issues, although legs clipping into the bike isn't a problem, but at least they're not rolling deathtraps π
not sure what makes bikes more dangerous to drive?
i mean, ill be completely honest and say that ive whipped up snowmobiles hoping to utilize the system and found more problems with the actual vehicle than seeing the guy on it
i mean
thats just give or take a problem with modding in general
no one gives a shit about the actual internals
yeah vehicles are very affixed to "4 wheels"
the novelty factor is supreme
ive used a test bike for fun aswell with the animations, and people will complain regardless
see, they are very affixed to 4 wheels, but i have had a working motorbike.
with only 2 wheels
oh?
granted, it was the jankiest thing ever, but it worked.
ive thought about doing psuedo wheels
it required SO much bullshit on the coding side to work that it would literally be a crime to use
what made it janky exactly?
it was almost impossible to balance.
and if it broke balance it started flying away like a kite,.
lol
you'd probably have to use invisible wheels
I don't think the engine can support 2 wheels
it does support it with trailers fine
you can delete wheels, you just cant add them
its a funny meme, really.
plus most games don't simulate a car's weight
motorcycles have to be balanced by the user irl
let me find the video i had with a test bike
kind of want to see what the horribleness is
I don't think you should make it with 2 wheels
half sized wheels next to eachother?
but making a separate wheel model thats spaced out could work
the other is invisible but it has a level of control
the devs would need to tweak the vehicle code to enable some sort of "balanced by user" to the physics - if that's not doable already by a modder
then you'd get bikes falling over too
i think this would be worth pursuing as a novelty project
right now i just want non spinning wheel support
the challenge of it would be fun
depends if you can actually call on animations
go make a challenge to make non spinnign wheels for me lol
afaik its borderline impossible without proper game support.
couldn't you make the wheels invisible?
then the skii's wont turn
thats the reason for static wheels, i want the skii's to become "wheels"
if i could get that id be golden.
i'm guessing that there's no way to define custom movement animations to do the track? The game expects wheels and those always go round and round
the track i would never touch besides making it another static wheel that bursts the whole track off.
as an fyi a track bursting on these IRL can flip the whole thing head over heels
Could you maybe jank the skis to turn?
then they roll as you drive
do they have to turn - for now couldnt you just have it remain static?
then do an ole' @iron salmon
theres a special part of the workshop that hates me
and i try to suppress it by appeasing to them, so im not going to release it till they turn
well good luck with that
ive legit had dm's before yelling that my cars were made after 1992
That looks fine
As always, these are the Tinder Profile Pictures and not what you'd see on the first date.
enough relationships started with only the chocolate side of things π
@willow estuary Is it possible to activate the visible passenger with only vanila codes?
Just requires showPassenger = true to be in the relevant passenger section of the vehicle script.
passenger FrontLeft
{
showPassenger = true,
position inside
{
offset = 0.0000 0.6500 -0.3800,
rotate = -30.0000 0.0000 0.0000,
}
position outside
{
offset = 0.4400 -0.2300 0.2100,
rotate = 0.0000 0.0000 0.0000,
area = SeatFrontLeft,
}
}
Nice
https://steamcommunity.com/sharedfiles/filedetails/?id=2043562972
anyone know if this works on build 41? π€
Based on the comments, I'd say no.
It "works", but it was an April Fools joke mode, and doesn't work the way that people want horses to work π
Well, April Fools or not, so long as it works the way it was intended to work as, all's fine!
Could someone help me with the "blood masks" on vehicles? Is it possible to call the blood on the vehicle in some specific part by lua script?
Mhmm if you can check which "texture" it uses, by string for example, then you could possibly check where exactly it is, and possibly do something with just that one, would be my thought on it π
That sounds interesting π Don't know if I want to ask what you mean or just wait until I get off work to see for myself
This is so cool, there's an animation to open the door too
the torn off rotors look so cool 
One message removed from a suspended account.
It becomes that after power runs out
The indoors still has some insulation but the temperature will be somewhat similar
One message removed from a suspended account.
Any plans to make burned out version?
staying away from fire until it's less napalmy
will they be salvageable?
yes
Ooooooooooo
ive laughed at the idea of letting players do this with them
i would like to see that
it may just happen as a secret recipe
maybe as a rare magazine?
indeed
what other skill are you going to use, carpentry?
how heavy is a blade like square inch wise?
the fact you can use a barbell as a weapon in vanilla means a claymore wouldn't look that out of place
Hey @craggy furnace I don't know if it is intended or not but the M17 Gas Mask doesn't give protection to any part of the body even though it says it protects
With and without the mask
No worries π Also I wanted to ask you. The Black swat version has to be enabled with the main mod or with that isi enough?
needs to be enabled with the main mod
all the black does is overwrite the blue textures
Thanks for the clarification!
about giant ass swords
daruis axe from league i think i saw some one make that irl
it can split people in half
and tree logs XD
wish if there was more of them but made in asian style spears
not really good with weapon names tho
Whats the best way to spawn a moveable independent of the player?
Like I want a player to do an action or come in range and then a moveable spawns say 10 squares away.
I have the first part working, just having trouble spawning in the moveable.
How to spawn in a tile from it's name:
local square = YOUR_SQUARE_HERE or getPlayer():getSquare()
local sprite_type = "YOUR SPRITE NAME HERE AS IT APPEARS ON THE TILESHEET"
local newSprite = (IsoObject.new(getCell(), square, sprite_type))
if not newSprite then
print("NO NEW SPRITE!")
return false
end
if newSprite and newSprite:getProperties() then
if newSprite:getProperties():Val("ContainerType") or newSprite:getProperties():Val("container") then
newSprite:createContainersFromSpriteProperties()
end
end
square:getObjects():add(newSprite)
square:RecalcProperties()
sprite_type = the name of the tilesheet + the number of the tile in that sheet
such as "trash_01_01" from the vanilla tiles; it has to be in quotation marks "yoursprite_1"
genius, it worked thank you!
π
Any plan to put sleep, eat and sit animations in the game?
there is true actions which lets you sit and sleep
i was hoping they add showering and other stuff ofc
Thank u
I'm trying install mods put it on C:\Users\Profile\Zomboid\mods
But it didn't works
Can u help me?
did you activate the mod ingame
Yes
you clicked on a chair or sofa and nothing shows in menu?
I've downloaded this mod
But Noting happens
When I read
I've started the game in compatibility mod but nothing has happened too
Do u have any idea what is happening?
no

Hey all, not entirely sure if this is where to ask or not so apologies if I'm wrong. I just got back into the game (on iwbums 41.55) after about a year or so and unsubbed from the old mods and picked out some new ones. I'm hitting a snag where I can sleep one time, but can't sleep again after that without restarting the game. I figured it was going to be a mod, so I disabled everything and went through the process of enabling one by one and now I'm not 100% sure on it being a mods fault, its seems really hit or miss when the bug occurs. Anyone else having a sleep issue on this build?
I assumed that as well, disabled all of them and went one by one. Its doing this with basically any mod added, even pretty widely used ones like autotsar, fillibusters, etc. The mods themselves don't have anything in the comments mentioning this problem. I've more or less hit a brick wall trying to figure it out lmao.
poggers
Immersive Solar Arrays world spawn location suggestions:
https://steamcommunity.com/workshop/filedetails/discussion/2623458493/4580716151548402953/
If you want to suggest some locations you can in that thread
bro, very easy with a recipe to learn to make the recipes etc ... I would change to 2 or 3 recipes
anyone got a clue why eris minimap won't function in beta40 local multiplayer? i added it to server and made sure its activated and loaded.
though it is working in singleplayer
i just saw that no mods were loaded in multiplayer 
despite being added
ah, nvm
i have to add them here
sorry for bothering 
Man, i have exactly the same issue and i think its "True Actions". Because sometimes when i click rmb near bed or sofa i see Error message popping up even if im not going to sit or smth. After that you just cant sleep :(( You cant see Question Are you sure?"
But, if you are playing a long time somewhere outside houses where you cant just right click on furniture, you still able to sleep on chair, for example π
what tattoos you wanna see for next week
got lips, skulls, cards, and Vietnam war
Mom heart
so uh I just found this debugging thing. Thank you indieStone. I can click and easily teleport to and fix all of the spawn points on my random spawns mod.
Welp, anybody knows how to make blood actually be blood in cars and not another layer of damage? Kinda having issues there :/
what is it you're trying to accomplish?
I know there's actual blood in cars that you can alter with a slider and all
But I'm not managing to set it up
I copy stuff how I see it from other vehicles lol, but it ends up being like another damage
Instead of blood
The blood in cars are just a textures
in the vehicle scripts u need to put it in the "textureDamage1Overlay" and "textureDamage2Overlay"
Have you tested in-game? tried to hit the wall with the car to see if blood appears?
mmm I may've put it it wrong
I managed to make it appear in game but, only as damage
So it appears when hitting a wall and not a zombie basically
I'll try again later maybe I got the placement wrong
damage layers are for scratches and dents , blood is a separate overlay
you want damage overlay not damage shell i think
Mmm yeah I still can't really get it to work
I'll mess with it after I get some time
Hey guys, I read the pinned posts. I am looking for an entry point into modding. I know there's a video from Blackbeard, but it's over a year old. I don't know if that is still relevant for the current modding scene. Could anyone tell me where I can start to learn how to mod Project Zomboid?
Thanks for that! I'll give it a test once I'm home. I havnt even gotten to the point of "playing for a while" lmao. I'm a slow goer, first night in my spawn house has been my only night due to the error so far.
the key part to ask is where do you actually want to start and begin in?
I have an idea for a basic, entry-level mod.
My opinion on that would be to first learn a bit about lua syntax, then think about what you'd like to achieve.
From there, think of some specific keywords for that (best to start with some small mods) and possibly use some IDE capable of searching several files for that keyword.
Alternatively, one of the best methods to have a "starting point" is to find a mod that already does something similar - or even the same - as what you'd like to try,
then look at how it's done.
When you stumble upon a wall or other difficulties, you can feel free to ask here.
Aside from that, the guides that already exist - be it old or not - can still be very useful. While some things might've changed, you can see if it works as intended and if not even check the base files and or other mods that work.
While it will be a lot to take in at the start, once you feel a bit more used to the "How to find what i want to mod" and "How to write those things" it get's a lot easier from there.
but like, whats it under is the thing?
It's a QoL lore improvement.
so, what would you be adding is more of what im asking
would make it easier to explain where you would need to start
I'll DM you
Thank you. I do have programming knowledge in C# ASP.NET. I was moreso looking for a tutorial on how to get started with modding. If the tutorials are still largely relevant, I could use the Zomboid modding guide. Thank you.
Hey everyone,
Right now Gift Stores in the game are basically Toy Stores. They are largely redundant. If they have display stands they will have watches, but that's about it.
Since I have a mod that inserts more VHS tape spawns, and since I think it's more complicated to try and change their IDs to the (I believe) currently inexistent movierental shop def, I was wondering if I can (and how to) insert a whole ProceduralDistribution list inside the giftstore def. Currently, in vanilla, it looks like this.
And I would like it to look like this, obviously without overwriting the vanilla files. I don't know of any mods that do this, so if anyone has any idea how I can do this, I'd grateful.
@little vessel it would be a lot easier to show you if you used
text in blocks like this
using three of these: ` in a row at the beginning and end of the block.
Those screen caps are useless for cutting and pasting together the example you want. (please, everyone, stop using screencaps for text!)
Last time I used this I got ignored so at least you responded
Well, it's a crapshoot whetehr you'll get a response? But whereas I can cut and paste an example out of text, screencaps make it a bunch more work?
Anyways, this should work off the top of my head?
local newEntry = {name="MovieRentalShelves", min=1, max=99}
table.insert(SuburbsDistributions.giftstore.shelves.proclist, newEntry)
Wonderful, will give it a try. Thanks a lot @willow estuary
{
Type = Food,
DisplayName = 'Special' Cookies,
Icon = CookieChocolateChip,
Weight = 0.1,
HungerChange = -5,
UnhappyChange = -10,
Carbohydrates = 22,
Proteins = 1,
Lipids = 8,
Calories = 160,
Alcoholic = TRUE,
AlcoholPower = 10,
WorldStaticModel = Cookie,
CustomEatSound = EatingCrispy,
}```
One message removed from a suspended account.
Well, all I can think of either go one by one or use this to figure out the mod/s causing issues to filter them out (possibly one by one)
#mod_development message
It's one of the pinned messages.
I suggest you to download other people's mods and try to understand how it works.
And....
Basically everything that can be done in lua on zomboid is contained in these folders
C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\lua
Okay thank you, that's a good idea.
Hi, any clue which version of Lua is embedded in Project Zomboid? 5.1 ? 5.2 ? Some other version?
Kahlua, all i know π
@dry chasm thanks anyway. I'm trying to play a game with Hydrocraft and Zomboid 41.55, but I'm getting this error in console.txt:
function: Distributions_HC.lua -- file: Distributions_HC.lua line # 659
ERROR: General , 1634591730909> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: __len not defined for operand at KahluaUtil.fail line:82.
Any clue what could be the culprit?
HC.... you using hydrocraft?
@dry chasm well I just wanted to give it a try, never played with it yet
Loot distribution wasn't updated. It says the files and lines.
@little vessel and I checked that, but the error message brought me to this post: https://stackoverflow.com/questions/25716851/lua-table-length-function-override-not-working
https://steamcommunity.com/sharedfiles/filedetails/?id=2081538550&searchtext=hydrocraft
uncertain 'bout hydrocraft in general, but if you're using another one than this, you could try this one, no promises though, as I'm not using hydrocraft
that's why I was asking if it was using Lua 5.1 or 5.2
One message removed from a suspended account.
I'm pretty sure the distribution files are just borked, no matter what the error message says. It changed a bit in the few versions and quite a few mods had to update distro files - one as big as HC should need an update. And usually these errors are due to bad distro. In the pinned messages Blair Algol explains how do good distro files yourself, you can always check that and try to fix it yourself - though it make take you a while.
Many mods are broken as of version 41 since a new distribution system is used. So unless a mod specifically states it works for b41, then it most likely will not. HC is one such mod. Some devs are just waiting until the stable release to bother updating
But to answer your questions, I have no idea. I don't think it's relevant to your problem though. It's not even Lua proper, it's kahlua that the game uses.
@dry chasm thanks man, it seems to be working, no more error when starting the game. Not sure why I had HC version 41.52+ (Temp fix) which was the buggy one
just keep in mind that - based on how large the mod is and that it may not even be the original author's "update" for this version and what not, including, but not limited to the description part There is still a lot of work to do on it, but we are on a good way., not all may work as intended.
So atleast keep that in mind and have fun 
That's not it but it did point me to the right direction.
The solution was table.insert(SuburbsDistributions["giftstore"]["shelves"].procList, { name = "MovieRentalShelves", min = 1, max = 99 });
however it had the weird, unintended side-effect of wiping out the giftstore and having only one shelf with the new proclist (and toys disappearing from the shelves). Abundance of shelves doesn't matter how much I put in min or max.
But I'm working out on figuring out everything. Thanks a lot for the help, it pointed me in the right direction!
Oh, oh, now I get it. Since now there's more than one type of shelf in the giftshop, I just needed to add a weightChance
Does anyone know what the power limits of weapons are? I'm setting up a Vulcan (rotary cannon) that shoots fucking 20mm projectiles. Any configuration suggestions?
@dry chasm π
you mean to power a rotary cannon?
nope, just the script config, like MinDamage, MaxDamage and these stuff
I change the values ββand it makes no difference
i put the HitChance to 90, and keep missing the target
One message removed from a suspended account.
The tiles used by Fort Redstone.
One message removed from a suspended account.
It seems to me that it is working fine. What is your problem with it?
One message removed from a suspended account.
Thanks for the help guys. Now gift stores are not just a clone of a toy store but actually have a variety of gifts - books, electronics, cds, tapes, bags, exercise equipment and toys. The counters are choke full of toys still but that's easy to fix.
Wonder how many gift stores there are in the map.
One message removed from a suspended account.
One message removed from a suspended account.
One message removed from a suspended account.
The result is that in apocalypse you can consistently find VHS and CDs in Gigamarkets, Postal Storages, Electronics Stores and in Gift Shops - not just 1-2 tapes per city.
And also Gift Shops are not just a copy-paste of Toy Stores.
Can't really, though you can find it yourself if you have notepad++, Sublime or any other text editor that allows you to search through multiple files. Though this error is harmless and easy to 'fix' - you just need to find the offending mod, go to their mod.info file and change the number in tiledef for anything between 100 to 1000. For example:
tiledef=NZNEWTILES 999999
Would become
tiledef=NZNEWTILES 413
Oh, a quick google search tells me it is from Daddy Dirkie dirks tiles
Also each tiledef number should be unique otherwise it might screw things up AFAIK.
One message removed from a suspended account.
One message removed from a suspended account.
Just googled it.
https://steamcommunity.com/sharedfiles/filedetails/?l=finnish&id=2337452747
But I'm wrong. It's from something called swws_weather_station.pack
That is a "nagging" message, but the tiles will work regardless.
Dunno if that's just old legacy code from before tile defs above 1000 works, but they do work, and I use them all the time.
There's other error messages like that that can be safely disregarded, like ones regarding missing translations.
If there's no red number that pops up, generally you don't need to worry.
One message removed from a suspended account.
Oh, that's probably one of those million of "better item" mods that never get updated to the tag system.
Or some other mod that did something silly like overwrite the vanilla item scripts.
One message removed from a suspended account.
One message removed from a suspended account.
Yeah you are probably looking for errors as "ERROR" in console.txt but you should really be looking for "kahlua" which is what the game screams while it agonizes.
Or "stack track" EDIT: "stack TRACE" dammit π
One message removed from a suspended account.
But yeah, mods that "improve" or make items "better" are notorious for causing issues like breaking sawing logs/using carpentry/opening cans.
Unfortunately they usually did not use the "better" methods for modifying script items, and took the wrong path in that regard?
See here: #mod_development message
One message removed from a suspended account.
Console.txt in C:\Users\yourusername\Zomboid, not the mod files. I'm guessing your problem should throw a red error and that red error gets logged in console.txt. A search for common red errors keywords like "kahlua" or "stack trace" in console.txt will tell you the name of the file that is screwing things up and that will allow you to find the mod that is screwing things up.
One message removed from a suspended account.
If it's not a crash or a stack trace, probably not.
But honestly, if you are dealing with a lot of mods?
...you really don't "need" all of them to have fun? Try a game with a couple of mods, chosen with discrimination, and take it from there instead of banging your head against all this console.txt and error messages business?
It seems like some people end up spending more time wrestling with mod issues than actually playing the game, and that's just the tail wagging the dog at that point.
One message removed from a suspended account.
One message removed from a suspended account.
One message removed from a suspended account.
lookin good
needs even more carnage
Alright, for a different question.
I want to add a new distro list "category" to a currently existing list. Example:
SuburbsDistributions["toystore"] = {
crate ={
procedural = true,
procList = {
{name="GigamartToys", min=0, max=99},
}
}
},```
This works, but overwrites the toystore list - the "shelves" category that this list has goes to space. What method can I use to add "crate" while not overwriting vanilla code?
Yes yes. I tried table.insert(SuburbsDistributions["toystore"]["crate"].procList, { name = "GigamartToys", min = 1, max = 99, weightChance=60 }); but got an error as a result.
Crate isn't a valid list category.
issue is that crate doesn't exist
Yep
as such you want to push crate in
so
local newEntry = {
procedural = true,
procList = {
{name="GigamartToys", min=0, max=99},
}
};
local dist = SuburbsDistributions["toystore"];
if dist["crate"] then -- check if another mod, or vanilla already added this type
table.insert(dist["crate"].procList, newEntry.procList) -- if so, add your own procList entry
else -- otherwise create it!
dist["crate"] = newEntry;
end
or something like that
You first define SuburbsDistributions.toystore.crate, so it exists, and then define sub-tables of it.
If a table doesn't exist, aside from defining it, you can't manipulate it.
Thanks a lot, I will give it a try. What I was missing is the dist, I guess.
@willow estuary Exactly what I was trying to do - the problem is, I just overwrote vanilla toystore. I could recreate it but I know its bad practice to overwrite vanilla code so I was looking for the way to merge it.
Just to clarify, the dist in my example is just the name i gave the variable. By itself, it does not have any meaning, just used to shorten the following lines a bit.
Currently unsure how to explain it π€
Tables and their logic are something the people seem to bang their heads against like a brick wall until they "get" it? So π€·
Took me over a year to get my idiot's understanding of them myself.
They're so simple once you "get" them though, so that's the good news!
Just keep punching through the pain until you can punch your way outta a coffin I guess.
and from there, it's digging up through the dirt until the path is clear and you can finally breath that sweet fresh air.
If your have ambitious idea, but not the skills already? Then you gotta be the determined student and suffer through the cruel ordeal.
There's this whole meta-level involving "learning" and applying it to creativity and problem solving with modding that's more important, IMO, than the nuts and bolts pinned guide etc business?
put part of the heli inside the dead guy done
That... works perfectly, thanks! I was having trouble because I was "closing" a previous proclist with a "," instead of a ";"
So basically your code defines a new variable that is actually a proclist, then you create the "crate" category in the toystore list and insert your custom proclist in it.
Or that is what I got.
All of this because I wanted to stop pic related in Riverside from spawning random stuff like fertilizers and silencers which is a bit weird for a toy store... I think.
Finally Vegetable Baskets have vegetables instead of random stuff.
In regards to my mod, ill update the file number to something else when I do the next small update. If there are other issues just PM me. The mod should only add custom tiles, not change any existing ones.
does anyone know which mods are stable with the current build?
my setup right now keeps creating errors on the lua debugger
So in my quest to eliminate all of the errors from my console, I have made a large number of patches and fixes to various mods' distro files. And I have compiled them all together into this monstrosity of a modpack:
https://steamcommunity.com/sharedfiles/filedetails/?id=2631811666
First guy to get the sauce of the pic gets a cookie. π
How to access those can be seen here:
media\lua\client\XpSystem\ISUI\ISCharacterScreen.lua
How it accesses the favourite Weapon
ISCharacterScreen.loadFavouriteWeapon = function(self)
self.favouriteWeapon = nil;
local swing = 0;
for iPData,vPData in pairs(self.char:getModData()) do
for index in string.gmatch(iPData, "^Fav:(.+)") do
if vPData > swing then
self.favouriteWeapon = index;
swing = vPData;
end
end
end
end
How it accesses the amount of zombies killed
self:drawText(self.char:getZombieKills() .. "", x + 10, z, 1,1,1,0.5, UIFont.Small);
How it accesses the time survived
self:drawText(self.char:getTimeSurvived(), x + 10, z, 1,1,1,0.5, UIFont.Small);
or the above answer*
though I believe he wants access to where character data information stored
which is included in how it accesses it π
my question is why?
where is it stored in savedata maybe?
Once I replaced the two files in the new game, but all kills and survived time were lost.
Thanks a million guys!!
i want to have it activly displayed in a corner of my stream
yeah it was my gues too that it would be stored in the player.db but i have no clue how to read that from the game as an text in my stream
IIRC you could have a text file be read every x seconds and display the content on stream (for such a thing, please check with whatever software you're using π )
If you wish to do that, you could have the game write a file with the respective information you wish to display.
Alternatively, you could have it as a small window in the game itself, so it'll appear on stream as well.
Aside from that I have no clue, as I'm not a streamer. π
I agree with that suggestion
character info doesn't even take that much space on your screen if you want constant display
have the game write a file with the respective information you wish to display. < how would i do that??
have to make another UI yourself and just display info you wanted
have it grab the info from the player DB to a text file forget the streamer bit i can figure that out
days hours suvived and Zombie count is what im after
basically a kill counter
yeah if i can read the stuff i need to a text file or 3 separate filles fro Days, Hours, Zed kills From there i can grab that text and display it on stream
local writer = getFileWriter("MyTextFile.txt", true, false);
-- Argument 1 (String): File name
-- Argument 2 (Boolean): Create File if not existing already
-- Argument 3 (Boolean): Append instead of overwrite
writer:write(getText("IGUI_char_Zombies_Killed")..tostring(getPlayer():getZombieKills()) .. "\r\n"); -- write a line, the \r\n is a linebreak
-- write as much as you wish o.o
writer:close() -- when done, close the writer
Thansk @dry chasm but im no modder so where do i type this code into? Open Console?
or what?
and will that keep updating while im playing?
PMed a full example for it - did not test yet though... was just simpler than explaining everything from beginning to end (no offense) π
If you do wish to get into modding though, the best advice i can give is to just give it a try and to look at existing guides (especially how to setup a mod).
Oh, also to look at existing mods, especially those that do similar things to what you wish to do (if any exist)
because of Mayor stress and enxiety attacks because i worked under a Phychopath for 20 years he practically tried to get me quit my job but i was finnaly doing my dream job in IT wich i wouldn't give up. looking back i should have im a wreck now and modding will freak me out if i encounter problems wich makes me stop modding π¦ Maybe in the furture π
that is still the info screen and not an active counter but thanks for the effort!
im sorry but the example you PMed me? Where do post that??? thanks in advance
Very nice
You have some of my mods listed in there. What's wrong with them?
People might find this info useful here so here it goes. There is a musicstorage roomDef but it is unused as it is not defined in Distributions.lua - the result is random stuff spawning in there. I fixed it but if you have a map mod or a mod that does something similar to what I'm doing that might be useful to know.
Currently the only musicstore and musicstorage rooms I know are in the mall.
Same goes for shoestorage, apparently, and that one is new to me.
Too shiny faces...
Gotta agree again, but I understand you're just modifing Skyrim textures to fit in PZ right?
I think the chest hair night be a bit too high aswell
I've never seen the Skyrim versions but those faces are shiny as hell
The males noses are also not defined enough kind of melts
Probably fine in an engine with lighting
This is totally unsolicited advice so take it with a grain of salt.
FYI the distribution rework is still ongoing, so there's oddities like this that are temporary.
Living up to your name.
Distros are assembled on game boot or game start?
I wonder if it would be possible to modify a distro depending on the mods loaded
For cross compatibility
idiots of garrys mod
I know, I know. Will be happy when this becomes obsolete. Until then this is fun and good practice.
I don't think it will be obsolete, just more defined/refined -- unless you're working on B40?
Speaking of which, that just be a huge relief to bury b40
Nah, I'm working on B41. And I hope it will become obsolete - there's quite a few unused roomdefs, both because they are empty or because there isn't a building for it (in the case of movie stores).
Honestly I don't remember if Gift Stores and bookstorages and such were like this before the distro changes.
yea its normal
is there a mod out there for turning the water back on? was thinkin finding a "Drain Schematic" book or something, kinda like the generator book
then go to a water plant and turn on the water, needs to be boiled
might make the wells a little less OP
I've never made a mod before but was considering trying this, seems a little ambitious though
this could be a good mod
It's not. It doesn't look like PZ character. It looks like some cringe mobile game.
Hey look, I made a simple mod to display the character stats π
it's pretty handy to see if your stat is going up or down depending on what you're doing
Interestingly enough there's an undefined "camerastore" with a "photoroom" on the back. Since we have no cameras or film, I assume that's an upcoming thing. For now it will become a movie store.
Just be aware that a lot, and I mean a LOT, of mods get added to collections regardless of their intent, and then a lot, and again I mean a LOT, of people add all the mods in a collection to their games without evaluating or even being aware of what mods are in the collection or what they do?
So a theoretical situation may be that when these distro definitions are made in a later distro update, and maybe stuff like cameras get added, that there will be people using a mod that makes camera stores into movie stores that are confused why they can't find cameras in the camera store and taking it to tech support?
"Obsolete" mods are responsible for a fair amount of tech support, etc. issues.
I know I'm being a silly worry wart here, but I've unfortunately become too well acquainted with these sorts of corner case issues π
Distro stuff is one of what I call the "pinch points" where stuff in mods can cause a lot of traffic in tech support etc.
Is the The game allows me to send commands to the specific trailer that my vehicle is pulling?
Ah good old @willow estuary , always the negative nelly π
Don't worry, I will keep an eye out for future distro changes. Currently, there are 10 entries that could fall into this problem because they are created from scratch and based on existing but unused roomDefs. These are: camerastore, photoroom, bank, bankstorage, sewingstorage, housewarestorage, bookstorage, toystorage, shoestorage and musicstorage. Aside from bank (which is really small, just removing 12gauge and seed packets from bank counters) and bankstorage, the rest is basically a single store or single room in the entire map (for now).
The other changes are table insertions that should never overwrite anything in the future. As things update I will keep my changes updated, for me too.
Though the problem of people using random mash collections of everything including the kitchen sink with outdated stuff left and right is as old as modding is. There isn't much we can do about it, I think.
Yeah I gotcha. Sounds like you've got a good handle on this business, just wanted to point out potential sticking points, for the benefit of the viewers if nothing else?
@worldly olive i investigated the issue you found with the M17
oddly, its seems to also apply to the vanilla gas mask
In regards to the collections issue? Honestly, if it was up to me, and it was possible, I would disable collections for PZ mods, at least, possibly, until PZ is finished/stable/out of beta.
I think they cause a disproportionate amount of headaches and confusion versus any benefits they provide?
EDIT: I also think it's absolutely fucking batshit bananas that people are making and depending on collections for a test build that isn't stable and can literally change breaking many mods every couple of weeks?
But also their seems to be this weird reluctance? on the part of mod authors to remove outdated/broken/useless mods? I dunno how many of them have moved on from the modding business entirely, or there is some sentimental factor, but it's crazy how much useless outdated stuff is littering the workshop?
Oh, it does? never noticed it because the vanilla one doesn't even protect.
Collections are really useful if correctly used. Does the people use them with caution? Sadly not really...
And the most annoying thing is, people do not read... the info can be in the description and yet the people is going to ask in the comment and say something is a bug π€¦π»ββοΈ
certain collections are perfectly fine
for example id recommend people to stick with soul filchers
the stuff made by the hoi polloi tends to be filled with out of date stuff
Yeap, I always try to maintain mine updated too. Otherwise it doesn't make sense to even have one
Collections can be a minefield in that they're one of the ways that people who want to be "involved", but don't have any technical ability, and may also exhibit a marked lack of good judgement, can "contribute" to the community?
ie anyone can make a collection called "Tested Mods that work perfectly in build 41.55", but they may also be an insane toddler with access to the internet.
If nothing else, at least some ability for mod authors to disable individual mods from being added to collections might have merit?
I shudder seeing some of the wildly inappropriate collections some of my mods have been added to,
I get where you are coming from - you likely think it's best to leave these roomDefs undefined rather than create a list for them and risk overwriting vanilla in the future. But it's a risk I'm willing to take - don't need to rush or nag the devs to finish this part if I can do it myself for now.
Yeah, it's the weird intersection of that with people the add mods willy nilly without knowing what they do that gives it the potential to cause issues for some people?
I mean, I'm not saying leave them undefined or anything so much as just pointing out possible unexpected trickle down effects that it might be good to be aware of?
I get what you are saying - but that's a problem with the Workshop in general. It's the wild west out there and anyone can do what they want. Some authors, I imagine, leave old mods in case someone else pick the torch and update it. But it will always be that and an avalanche of people asking "update when" when a new version comes out.
I think even if I had access to the workshop I wouldn't use it.
Oh, ahahaha, well if you're not going to be uploading this to the workshop than all of my negative daydreaming here was a waste of my two brain cells? π
Sorry for wasting your pessimism. π
It's fine, it's good to have opportunities for me to practice and stay in shape for my big passion in life?
Ah I thought you meant the distribution technique being used not parts of it.
I think I'd use collections a lot less if steam had better filters in place for the two branches going atm. A lot of mods say working on build 41+ but turns out that doesn't actually mean 41.55 or w/e. I have to rely on what others claim they have tested before me, and then my own trial and error afterwards.
@sour island Howdy! I finally got around to trying the teleportation method you sent the other day, and it did work, but after being teleported the player gets stuck on that one tile. The only way to move is by quitting and reloading your save. For the life of me, I can't figure out why it's happening, and neither can Aza. I was wondering if you might know what's up.
I took a video of it and tried it out in debug mode afterwards, but the console didn't give an error or anything.
oh, and here's the actual code if that helps, but it's basically what you sent
Try not using set to position and instead the old way
SetX() setY() setlx() setly() setz()
Iirc
I wouldn't be able to help for a while - got work stuff.
It's all good, I appreciate the tip at least! I'll give that a shot.
@brittle lark I think the problem is they're not being removed from the playersUpForTeleport list, so they're being teleported repeatedly every tick, making them stuck in place
Yep, why.
Not at all. I only have trouble getting the Vinyl to work, but everything is added perfectly.
hmmm, do you tick off the 2 extra mods recommended aswell?
You sure you are looking in the right places? Try making a test game with no zombies, go to the mall and find an electronics store.
That cache and the common one
tbh im actually checking off the cheat menu
the item spawn
worked for previous mod
it registers the cache sample songs when I tick that mod
Tsars common library, yes. TCCache is just a front for the music. I ticked it before but since I prefer tapes being whole albums rather than individual songs I don't use it. It's not really required.
but none of the ones ive added
yea thought so, well ive had that unticked, and the item spawner doesnt pick up any vinyls or cassettes
the players and boombox are about but I did try running through a lot of houses
didnt find any cassettes either
but mall would be the best place to check
still doesnt seem like theyre loading in, id expect them to appear in that item spawner, they did in the previous version
It is the cheat menu from the debug menu?
Anyways, you sure you added everything according to the instructions?
cheat menu as in mod
yea following the instructions to a T
Yeah manually it would be. Stuff is still spawning normally for me. Both vinyl's are my addition.
yea just checked now
nout appearing
i tried stripping out the entire play list
and just added one song to boombox and one song and image to vinyl
still dont seem to be working
You added the music to "Zomboid\mods\True Music\media\yourMusic\TCBoombox"
Then used AddYourMusicToTheMod.exe?
yup
actually
this has been popping up too fast for me to read
maybe this is the reason
But its been making OGG files for boombox
Yeah it looks like its failing.
Yeah but it needs to make the distro files for it as well, which is what the script does actually. Is there a file in True Music\media\lua\server\Items called TCGLoadingTCBoombox.lua
Yes but your theory doesn't make sense, I'm sorry.
By the image you need to run their script in admin mode because its on ProgramFiles
and that's likely why its not able to create the distro file
then what could be the issue then?
Not running AddYourMusicToTheMod.exe with adminstrator privileges.
oh sry missed that Q
no there isnt
ah ok
so you reckon just running it as administrator will work?
So there won't be any spawns. See pic related for an example of the file.
The script is failing at the job - seems because it has no permission to write there. So you need to run addyourmusictothemod.exe with adminstrator rights, bypassing UAC or install the mod in your documents (like us GOG users)
The script? Most likely, yes.
And here's the pic.
shit as in the cs file?
No no, the .exe.
ok cool, yea tried running as administrator, well tried running delete music first as administrator
then running adding music as administrator
still seem to have the same issue
I must be fucking something up somewhere, didnt have this issue with the old version
No "TCGLoadingTCBoombox.lua"? Still the same error as before?
Could be some fuck up from steam part. Try unsubscribing and subscribing again.
yea gone through that stage, couple of times
really pecking my head this
its why im thinking its somethin really basic ive just overlooked but just not seeing it
tempted to try the original mod just to see if I run into any problems
Nah, something's off. It's looking for yourmusic\scripts\TCGSounds but that file and folder doesn't exist, and it shouldn't exist.
Well I unpacked from yourMusic.rar if it makes any difference.
You sure you are not currently running the original?
Maybe the .zip is borked? Try using the rar.
yea fuck it im gonna try that, and unfortunately if that dont work im accepting defeat for tonight and going to bed
already spent a biiit tooo long tonight on this XD
Thanks for help anyways!
No problem, hope you can solve it.
Thanks, I certainly doo hope that
Ooooh
I think its working
exe confirmed the tracks were added
Was something as stupid as using the rar?
I think I know what it is
Not really, the rar when you extract dumps everything into same folder
when you extract the zip it drops another yourmusic folder and puts it all in there
thats why, theyre both setting up alternative directories on auto extract
oh
well
So it was worse hahahaha
XD
Gonna open now and see if it has worked
but looks promising
yeeeeeeeea its working!
nice one @little vessel thanks for the help π
No problem!
I cannot speak for him so I'm just guessing here:
-SoulFilcher's Dressing Time
In SFDressHotbarAttachDefinition.lua the first line isrequire "ISHotbarAttachDefinition" when it should be require "Hotbar/ISHotbarAttachDefinition" though I don't know how critical that is.
-Soul Filcher's Relaxing Time
It's ok for me now but I remember fixing item distribution that was popping up some red errors as soon as 41.55 came out. But this applied to several mods of yours that you later updated.
your just used to the old model and textures thats all
so your feeling its cringe for no reason at all
I don't have a file with that name in Dressing Time
Sorry, sorry. That is Exploring time.
ExploringTime\media\lua\client\Hotbar\SFDressHotbarAttachDefinition.lua
And that isn't in his mod list...
so ignore me.
But since we are here....
Cooking time, Corn Batter currently looks like this:
item SFCornBatter
{
Type = Drainable,
UseWhileEquipped = FALSE,
UseDelta = 0.2,
DisplayName = Corn Batter,
Icon = CakeBatter,
Weight = 0.3,
ReplaceOnUse = Bowl,
Carbohydrates = 50,
Proteins = 8,
Lipids = 48,
Calories = 800,
WorldStaticModel = CakeBatter,
}
Instead of "ReplaceOnUse" shouldn't it be "ReplaceOnDeplete"? What's the difference?
yeah, ReplaceOnDeplete lol, probably me modding while distracted or sleepy
or maybe not? I think ReplaceOnDeplete is for drainables? I don't remember from the top of my head
I think ReplaceOnDeplete is for drainables and the current "ReplaceOnUse" is wrong.
An example from vanilla
{
Type = Drainable,
DisplayName = Water Bottle,
Icon = TZ_MayonnaiseWFull,
Weight = 0.5,
ReplaceOnDeplete = MayonnaiseEmpty,
UseWhileEquipped = false,
UseDelta = 0.16,
ReplaceOnUseOn = WaterSource-MayonnaiseWaterFull,
IsWaterSource = true,
CanStoreWater = true,
StaticModel = MayoJar,
WorldStaticModel = MayoJar_Ground,
}
Well since I'm annoying you already.
recipe Fill Glass With Beer
{
EmptyGlass,
SFBeer;4,
Result:filcher.SFDrinkBase,
Time:20.0,
OnCreate:GlassBeer_OnCreate,
Category:Cooking,
OnGiveXP:NoXP_OnGiveXP,
}
SFBeer doesn't seem to exist. Does Cooking Time add custom beer? Should it be
BeerCan, BeerBottle;4,?
Looking at this: https://projectzomboid.com/modding/zombie/characters/Stats.html
I'm wondering how can I obtain the "wetness" level of the character. I can't see anything that seem related in the player Stats
that's a moodle is it not?
you'd have to grab the moodle set for that player then grab it's level
I'd think so. Debug menu has options to set and view wetness.
CDDA too
playerObj:getBodyDamage():setWetness(100);
hm interesting
I wonder why the body is given that value if there's a moodle for it too
Maybe they are disconnected? Or could be because of items. Items also have wetness
newItem:setWetness(item:getWetness())
@sour island I tried this but I'm getting a java error when calling getMoodleDisplayString()
local player = getSpecificPlayer(0)
local moodles = player:getMoodles()
for i=0,moodles:getNumMoodles() do
print('---------------')
print(moodles:getMoodleDisplayString(i))
end
-----------------------------------------
Callframe at: getMoodleDisplayString
function: render -- file: ModHackWindow.lua line # 23
ERROR: General , 1634691203663> ExceptionLogger.logException> Exception thrown java.lang.reflect.InvocationTargetException at GeneratedMethodAccessor1539.invoke.
Used to have bu I removed it when they added to vanilla
While it may be easier to just dump all the moodles' levels and names and call it a day for stats - if you're after actual stats you have to grab them 1 ata time - just a heads up
So what Zakk wrote fits better for actual tracking
but you also have to check what stats values are at max - as some vary: 0-1, 0-100, etc
I see an (i)
@weary matrix Are you iterating through the array?
local moodles = player:getMoodles()
--fetches moodles index num
local moodNum = moodles:getNumMoodles()
for i=0, moodNum-1 do
--fetches mood type string based on index
local moodType = moodles:getMoodleType(i)
--fetches moodle level based on fetched type
local foundlevel = moodles:getMoodleLevel(moodType)
end
This is part of conditional speech and what I use for storing and comparing levels
Just use player:getBodyDamage():getWetness()
βοΈ
@sour island Oh my, are you the author of ConditionalSpeech? I love that mod, I can't play without it since I tried it π
tyty
@nimble spoke yeah I tried that, but it's weird, even when I'm inside a vehicle, my character wetness is increasing, is that normal?
could it be sweat? do you have the heat moddle?
no π¦
most of these values are constantly changing, even if by a very low amount, and sometimes swing back
yeah I've seen that with other stat
or maybe because my vehicle has a broken window, so the character is getting wet a bit?
that would make sense π
ok same thing when inside a building
oh, I tried to sit in the rain, it was increasing much faster, but it froze at 9.997 something
still no wet moodle
may be passive sweat
aaah finally, got the wet moodle after the wetness reached 20
and now when I get inside a building it goes down
@sour island guess you're right
he tends to be
Are the modding tutorials linked in the wiki still relevant enough?
I have minimal display bars (the mod) but cant seem to figure out where to open the bars in game. The white box isn't showing up on the top left
anyone know if it works in build 41.55?
it works yea
I'll just say that they're most likely still useful, aside of maybe distribution tutorials if there are any there.
In the worst case, you'll have to fiddle with it a bit. (Though, I haven't seen the guides on the wiki π so i can't promise anything)
Thank you
I understand coding but an entry point for the whole topic would be nice. But good if they are still good.
you could always ask around people here are helpful
Also, if the wiki's that out-dated, then take a look at the pinned messages here (also in #mapping and #modeling if you wish to do anything of that sort)
I believe they're more up-to-date and those'll definitely be useful, even if slight changes have to be applied they should convey the basic entry points for whatever they explain.
Perfect, thank you you two
is it possible to have some Lua code called when the player is digging a grave? With the grave as parameter or something
I'd like to make it possible for zombies to fall into graves π
and also maybe make it possible to add wooden/metal spikes inside a grave
or maybe I can just have the list of all the graves in the map?
It's possible to hook context menu option.
I know you don't take bug reports but yeah, fuck it.
@willow estuary Advanced Gear
{
DoubleBarrelShotgunSawnOff,
/* WD40/Brushkit/Maintkit,*/
Brushkit/Maintkit,
RippedSheets,
SkillRequired:Reloading=1,
Result:DoubleBarrelShotgunSawnOff,
Time:200.0,
OnCreate:GunCleaning_OnCreate,
Category:Firearms,
}
DoubleBarrelShotgunSawnOff should be DoubleBarrelShotgunSawnOff2. DoubleBarrelShotgunSawnOff doesn't exist. The only defined item that matches is
item DoubleBarrelShotgunSawnOff2
{
ImpactSound = null,
MaxRange = 8,
RangeFalloff = TRUE,
etc
}
And talking about it, mention of it should also be removed from here.
{
DoubleBarrelShotgun/DoubleBarrelShotgunSawnOff,
keep Saw,
Result:DoubleBarrelShotgunSawnOff2,
Sound:Sawing,
Time:200.0,
OnCreate:Sawnoff_OnCreate,
}
It's all harmless, except maybe the recipe to clean the shotgun. In that case I don't think its possible to clean the sawn off shotgun.
@undone elbow that would be a good start, but can I get a list of all graves on the map?
also could you show me how to hook context menu options?
local old_fn = ISWorldObjectContextMenu.onDigGraves
ISWorldObjectContextMenu.onDigGraves = function(worldobjects, ...)
-- your code here
return old_fn(worldobjects, ...)
end
idk
@undone elbow thanks!
Can anybody help me with this error im getting
function: FirearmMagazineToggle -- file: GunFighter_02Function.lua line # 646.
[20-10-21 16:43:19.338] ERROR: General , 1634719399338> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: getPrimaryHandItem of non-table: null at KahluaThread.tableget line:1689..
[20-10-21 16:43:19.338] ERROR: General , 1634719399338> DebugLogStream.printException> Stack trace:.
[20-10-21 16:43:19.346] LOG : General , 1634719399346> -----------------------------------------
STACK TRACE
function: FirearmMagazineToggle -- file: GunFighter_02Function.lua line # 646.
[20-10-21 16:43:19.350] LOG : General , 1634719399350> -------------------------------------------------------------
attempted index: getPrimaryHandItem of non-table: null.
[20-10-21 16:43:19.351] LOG : General , 1634719399351> -----------------------------------------
STACK TRACE
function: WeaponAltLoadToggle -- file: GunFighter_02Function.lua line # 1009.
[20-10-21 16:43:19.351] ERROR: General , 1634719399351> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: getPrimaryHandItem of non-table: null at KahluaThread.tableget line:1689..
[20-10-21 16:43:19.351] ERROR: General , 1634719399351> DebugLogStream.printException> Stack trace:.
[20-10-21 16:43:19.355] LOG : General , 1634719399355> -----------------------------------------
STACK TRACE
If you know how to fix it then please tell me
seems like the player variable isn't correctly defined?
inside the function/s*
how do you try to call :getPrimaryHandItem()? π
did check a bit, this may be of help:
https://steamcommunity.com/workshop/filedetails/discussion/2297098490/3100138655161523094/?ctp=11#c2958293022021334215
This post and beneath
ok
Hi!!
Maybe somebody can help me.
I'm trying to add additional xp to an specific perk using the AddXP event.
I tried to debug it using this to check what the event returns:
function dtTest(player, perk, xpAmount)
print("I'm here");
print(perk);
print(xpAmount);
end
Events.AddXP.Add(dtTest);
And I can prove that the data is correct, if I train fitness the perk in the print is "Fitness", and the xpAmount is the correct amount, etc
But when I try to expand that into the trait I'm getting errors that I don't really understand why. Looks like it is being executed tons of time, freezing the game and then throwing an error like this:
ERROR: General , 1634738933742> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: Stack overflow at Coroutine.ensureStacksize line:131.
ERROR: General , 1634738933743> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: Stack overflow
This is the function that I'm using for the trait:
-- SPORTMAN TRAIT
function sportmanTrait(player, perk, xpAmount)
if player:HasTrait("Sportman") then
if perk == Perks.Strength then
player:getXp():AddXP(Perks.Strength, xpAmount);
print("Le agreguΓ© " .. xpAmount .. " de fuerza adicional");
elseif perk == Perks.Fitness then
player:getXp():AddXP(Perks.Fitness, xpAmount);
print("Le agreguΓ© " .. xpAmount .. " de estado fΓsico adicional");
elseif perk == Perks.Sprinting then
player:getXp():AddXP(Perks.Sprinting, xpAmount);
print("Le agreguΓ© " .. xpAmount .. " de carrera adicional");
end
end
print(perk);
print(xpAmount);
end
Events.AddXP.Add(sportmanTrait);
At the end I get tons of this too:
STACK TRACE
Callframe at: print
function: sportmanTrait -- file: DTstaticTraits.lua line # 79
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@20a2b3af
function: sportmanTrait -- file: DTstaticTraits.lua line # 78
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@20a2b3af
function: sportmanTrait -- file: DTstaticTraits.lua line # 78
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@20a2b3af
function: sportmanTrait -- file: DTstaticTraits.lua line # 78
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@20a2b3af
function: sportmanTrait -- file: DTstaticTraits.lua line # 78
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@20a2b3af
function: sportmanTrait -- file: DTstaticTraits.lua line # 78
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@20a2b3af
function: sportmanTrait -- file: DTstaticTraits.lua line # 78
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@20a2b3af
function: sportmanTrait -- file: DTstaticTraits.lua line # 78
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@20a2b3af
function: sportmanTrait -- file: DTstaticTraits.lua line # 78
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@20a2b3af
function: sportmanTrait -- file: DTstaticTraits.lua line # 78
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@20a2b3af
function: sportmanTrait -- file: DTstaticTraits.lua line # 78
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@20a2b3af
As an addition, when the code is ran it literally runs a loooot of times, I leveled up sprinting from 0 to 2 and a half after the freeze, and the console is full of prints
Stack overflow at Coroutine.ensureStacksize line:131.
When you do an event when receiving exp, adding exp again is... well... yeah... an issue... it'll just run again and again and again π
π€¦π»ββοΈ π€¦π»ββοΈ π€¦π»ββοΈ π€¦π»ββοΈ π€¦π»ββοΈ yeap, understood why lol
Is there an easy way to add options to the sandbox menu, like a category for my own mod
IIRC: #mod_development message
One of the pinned messages.
ty, I will look at it now
Excuse me.
How do I install mods properly? Most of the time, a bottom-right error pops up.
Then the mod's most likely installed properly - just not compatible with either another mod or the version of the game.
So you mean it's playable despite the error popping up?
No, he means you installed it correctly but there's something wrong with the mod.
Define "playable", the game running with bugged things? then yes
How do I get rid of them then? Is there a load order or something?
I just simply add mods that PZ YTbers recommend.
Find the mod and get rid of it. Or fix it yourself. Go to console.txt and search for "stack trace" to figure it out.
When for the current savegame, depending on the mods it can still leave issues behind, but you can press load, on the bottom on more and then deselect the mod and all.
Aside from that, in the main menu, you can click on mods and deactivate it there, though you'll have to start a new save in order for this method to take effect.
If unsure which mod causes the issue, zakk's answer is also of help.
Go to console.txt and search for "stack trace" to figure it out.
Additionally, for a bit more details regarding that:
#mod_development message
Also one of the pinned messages.
Also, if the file name provided by the stack trace is not enough, you can take a look at the mod-files to figure out which mod it belongs to.
For Steam Mod downloads:
SteamInstallDirectory\steamapps\workshop\content\108600\
The numbered folders in there are mods (named by their id from workshop)
from there you go to modId\mods\ModFolderName\media\lua\ and check the file names in the subdirectories there.
For GOG, browse the location you moved the mod into and check there, should be clear with the way how you installed them.
Superb Servs, Scrap Weaps/Guns, More Attachments (Unique Firearm Prog)...
These are the ones with errors.
The problem is, I don't want to disable any of these.
Is that the only way?
Any clue how to import this script from ./lua/client code?
./lua/server/BuildingObjects/ISEmptyGraves.lua
I tried this: require 'BuildingObjects/ISEmptyGraves'
But I'm getting this error in console.txt when I try to access ISEmptyGrave: attempted index: setInfo of non-table
here's my code so far:
local oldSetInfo = ISEmptyGraves.setInfo
function ISEmptyGraves:setInfo(square, north, sprite, cell, spriteType)
local result = oldSetInfo(self, square, north, sprite, cell, spriteType)
local grave = self.javaObject
print('NEW GRAVE AT: ', grave:getWorldX(), grave:getWorldY())
return result
end
also: WARN : Lua , 1634745009326> LuaManager$GlobalObject.require> require("BuildingObjects/ISEmptyGraves") failed
is there a list of the mask color of the vehicles?
I need to know the mask color of "DoorMiddleLeft"
@pearl prism https://theindiestone.com/forums/index.php?/topic/24408-how-to-create-new-vehicle-mods/
- The first thing you want to do, as with most mods is to create your mods folder structure, use the image below as a reference, replacing MOD_NAME with the name of your mod: Spoiler mods MOD_NAME mod.info MOD_NAME.png media lua client MOD_NAME.lua models Vehicles_MOD_NAME.txt scripts vehicles M...
Is it possible to modify the in game music soundtrack? I would like to replace the overture music.
i have a question about brita's weapons mod if anyone would know my issue or such.
what is it?
so
2 of my mods are not working
idk why
its the true actions
and show the item durability
something like that
that info will get you no where post the console.text at least
You're not giving us enough info to help you. For real help, you need to drag and drop your console.txt file from the C:\Users\yourname\Zomboid\ folder on your harddrive into discord
Well I see an error about a mod not being installed when it expects it, but it doesn't say what mod by name, just by id number of 1886352499
Looks like your copy of the game is also missing the OptionScreens file, which you'll need to do a file repair or reinstall. Which, you should purchase the game to prevent having issues like this going forward
I guess this workshop id doesn't exist
at least it's not the id of the mods mentioned above
Just my own terrible hot take, but using mods with "certain" non-steam versions of PZ is kind of a clusterfuck and practically a lost cause, IMO.
Mods update properly with steam, and at least with the steam version of PZ, you have some assurance that you are actually using the proper, actual current version of PZ that mods are supposed to be compatible with.
how long did it take for you guys to want to mod the game?
I use it with the GOG version of the game and never had a problem.
Well, in this instance non-steam is a polite euphemism?
Although I would encourage the six people that do use GOG, but also want to use lots of mods, to buy the steam version, so at least their mods will automatically update from the workshop? Especially given how Project Zomboid is not stable at all currently, and frequently updates have required mods to update to work properly with the update?
fist time I checked the wiki and found there was a pumpkin icon but no item, I thought "maybe I can add it?" and here I am, stuck in this particular circle of hell
Eh, depends how you keep track of time. I first heard of it back in the Desura days but shortly after someone's laptop got stolen I stopped keeping track of it until 2-3 years ago, and started playing regularly like 1 year ago. I mod for other games so I wanting to mod the game was kinda always there but what triggered it for me was my frustration with forgetting where I was in the game.
So it could be more than 10 years or 1 year.
yeah me modding most games i own that can be modded is the main reason why i wanna mod zomboid, but i haven't really played much, which is why i'm asking
Yeah after you play a bit you may want to alter a few things. It's how it goes. So I guess play around, shop around and eventually you can get that desire.
You guys play zomboid?

Honestly have more fun chewing into the game and making it do stuff it wasn't designed to.
I got a few people to buy it though - but they want to wait for MP for a small co-op experience.
Can I suggest a small QoL feature for a mod here?
might be the best place for it
i suppose an alternative place might be #pz_b42_chat since that's just general zomboid chat
Aight, my suggestion is some function to synchronize the mod load between the game and select savefiles
A checkbox or something
Is it possible?
I try to. I try not get too tangled in modding that I end stopping playing the game. That happened before.
I enjoy the challenge of modding more than solo pz play
Plus I can vicariously enjoy the game this way
Yea, I think I've been modding this game a lot more than I've been playing it... it's always just one more mod...
Exactly.... Sometimes I feel "why start a new save now if I can add more stuff in the mods and play with them" except that is an unbreakable cycle
modding PZ is so self destructive
i have about 10 mods in total with a bunch not released
wait what? :0
yes
which one is the most "radical"
i wouldnt define them as such
i looked at my archive and ive wanted to begin pushing them out
i could do it via the algol method and just give you the ingredients and not the actual cake
but id rather just make the cake and ship it
Any non clothing and weapon mods?
Here's a mod idea: The more Muscular you are (stronger) the more food you consume.
yes
Any hints to what it is?
Hey @craggy furnace when activating the Black version for the swat the vests are kinda broken, the Tactical vest looks like a container, and when hovering the mouse over any other vest (eg: Polician one) and the info tooltip is displayed tons of errors appears
I just gotta say shark, your mod is amazing and makes me enjoy PZ that much more.
i fixed that
check it again?
i know steam doesnt force DL's of mods and its weird
If it was recently fixed let me restart steam and check it again, haven't restarted steam for a couple hours
yeah let me show you
i got a complaint of that earlier
whoops i forgot to enable black but the last time i checked my only remaining issue was black finger tips
@worldly olive yeah we are good
Hmmm, restarted steam, and I have an update from 3 hours and a half ago but I still see that error π€
Well, not exactly the same, only the tactical vest is the one as a container, the police and military from vanilla are ok
Nvm, the error appears when equipped
Will unsuscribe and resuscribe and let you know
Yeap, it fixed it π
π
Can we find the new gas mask yet in the world or is it still zombie only?
its in the loot tables
This is probably a dumb question but I gotta learn somewhere lol. Is there a "load order" in zomboid like in Beth games, Rimworld, etc? And if there is, is there a preffered order of types of mods I should load? Ie: New maps -> Loot additions/distribution -> Recipes and so on
Sweet
seems that load order is currently alphabetical
So the order you enable them in is irrelevant? Same errors etc regardless?
oh no
Please add a Creeper 3d model as a Plush inside those crates
Is it possible to increase vehicle spawn to fill roads and give it that vibe that years went by?
was just asking can people donate to modders like in nexsus ?
yes
how?
and devs are ok with it?
Is this possible?
New voiced radio on the way
What do you mean by "synchronize"?
I mean that the mods on a save file stay the same as the ones selected on the menu option
The mod "NRK ModSelector" has the feature "favorite mods". It should do the trick.
now that is a good song
also thats really cool! is this an update to the survivorradio mod
Their terms are basically dont make some pay to play a mod
Last updated: 26th June 2020 Hello survivor! Hereβs the scoop on what you are allowed to do, and what youβre not allowed to do, through the purchase and continuing use of our game and forums! Hooray! First off: Project Zomboid is created and owned by The Indie Stone Limited. These Terms also apply to our [β¦]
ill read it ty
how can I find which items spawn in certain roomdefs for example
It's called factory, but there is nothing just called 'factory' in the distribution files
I want to see what containers spawn in that location so I add items to them
Woooooooooooooooooooooooooooooow!
any unknown roomdefs default back to the All category. The only reference to "factory" is in distributions.lua, which has this to alter what goes into lockers, but in a changeroom roomdef for a building that has a factory room.
changeroom = {
locker = {
procedural = true,
procList = {
{name="PoliceLockers", min=0, max=99, forceForRooms="policestorage"},
{name="FactoryLockers", min=0, max=99, forceForRooms="factory"},
{name="FireDeptLockers", min=0, max=99, forceForRooms="firestorage"},
{name="PrisonGuardLockers", min=0, max=99, forceForRooms="cells"},
{name="SchoolLockers", min=0, max=99, forceForRooms="classroom"},
}
},
or maybe i'm confused on how blocks like this work, it's a strange setup
Its a vanilla warehouses outside Muldaugh
Hello guys, I do have a question regarding adding a map onto an existing savefile. To be more specific, I'm trying to add raven's creek map onto my save and I wonder how can I do that without breaking my game/save?
well, it's never supported to do that, but usually it will work, but it will remove or replace everything there, if your base is there, its gone. But you should go to the mod creator on his workshop page and ask
Hi! Question, is there a way in the mod true music to place the boombox and use it like you would the radio, etc? I can get the gui to open when its in my hand but not when its on the ground
No, I haven't even been in that area yet, I have my base at the north highway gas station between muldraugh and west point atm
alright, will give it a go, cheers
