#mod_development

1 messages Β· Page 484 of 1

sharp crystal
#

How to edit / fix this file pls?

dry chasm
#

player:getPlayerNum() should do that i guess.

sharp crystal
#

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?

undone elbow
#
local pd = ProceduralDistributions.list
table.insert(pd.CrateMechanics.items, "TowingCar.TowBar")
table.insert(pd.CrateMechanics.items, 0.25)
royal ridge
#

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

dry chasm
royal ridge
#

I will have a look at them, thanks

royal ridge
#

got it working, thanks πŸ™‚

full phoenix
#

YOOOO???!!?! 😳

drifting ore
drifting ore
#

im waiting for this!

swift shadow
#

Question, is this the proper place to ask PZ-Mod related questions?

pearl prism
#

@drifting ore What program do u use as image editor for making this tattoos?

short shell
swift shadow
#

Thanks. πŸ™‚

#

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.

short shell
#

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

swift shadow
#

Thank you. πŸ˜„

digital mural
#

Is there a mod for all the buildings in the world having all their windows broken? Going for a moreso post-apoc feel.

errant meteor
twilit dome
#

Hey i just started playing Project Zomboid and i wanted to ask if there is any mods that are necessary or recommendable :)

errant meteor
#

@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?

digital mural
twilit dome
#

mostly quality of life

digital mural
#

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.

twilit dome
#

ok

digital mural
#

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

twilit dome
#

noted xd

errant meteor
digital mural
#

I think he just wants the vanilla experience guys

digital mural
#

Had to make it rq.

twilit dome
#

thanks

#

rly appreciate it :D

digital mural
#

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.

twilit dome
#

gotcha

digital mural
#

Conditional speech, self explanatory.

#

Your character talks, telling you how he feels so you don't gotta google it.

errant meteor
#

must have lol

digital mural
#

Ehhhh

#

Again I think he just wants the base game

#

No mechanical changes

errant meteor
#

gun suicide

#

lol

#

just drink bleach

digital mural
#

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

twilit dome
#

ok

#

and killing yourself is a thing you want to do? xd

dry chasm
twilit dome
#

ye ye

digital mural
twilit dome
#

ok

dry chasm
# digital mural Again I think he just wants the base game

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)

digital mural
#

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.

dry chasm
pearl prism
errant meteor
#

sweet

#

Do you have a picture of the APC without the guns on it?

pearl prism
#

not yet

errant meteor
#

Mind if I ask if there will be rare color patterns or a "survivor" version that has been up armored?

pearl prism
#

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.

errant meteor
#

If you need a beta tester dm, me I would love to help

pearl prism
#

For sure

sonic helm
#

Just need to say that you're fucking awesome Blair

wicked grove
#

are there any working mods to cure virus?

swift shadow
#

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.

pearl prism
#

You can disable "zombification" in the sandbox options in the vanilla game

drifting ore
#

the new updated ver has blended tattoos so they would look match with any skin color

warped night
drifting ore
#

anti serum doesn't cure though it delays

#

unless you have lvl 6 first aid

#

you can make a cure

undone elbow
sour island
#

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

undone elbow
#

Quick question. How to get item script property value if I have an item instance?

narrow lily
#

Hello

#

im completely new to PZ

#

and im looking to learn how to create clothing/armour

#

and all that inbetween fun stuff

abstract raptor
#

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

kind surge
#

Which property are you looking for?

undone elbow
#

"ConsolidateOption", but I'v already found direct function.

drifting ore
#

Is there a way to access/ where is the "zombie startle" sound file and can I delete it without issue?

abstract raptor
#

you can override it

#
    {
        category = Zombie,
        clip
        {
            file = null.wav,
        }
    }```
then put a silent wav file there
drifting ore
#

Thanks works brilliantly!

#

can actually play the game now without having a heart attack every time i open a door.

undone elbow
keen edge
supple briar
keen edge
#

πŸ˜† thanks! I just did random stuff in photoshop until I thought it looked kind of okay so I'm really glad you like it ^^

sharp crystal
#

Are there ponchos in vanilla?

violet garden
keen edge
#

There are green ones too

#

I just didn't like the look of them πŸ˜…

sour island
#

@frail depot Lmk if you want to go over your issues with EHE - dm if possible

drifting ore
# keen edge

i would rather go under rain looking yeehaaa than wearing this

sour island
#

Didn't know vanilla had ponchos

keen edge
#

Yeahh, I was a little disappointed when I found one and actually put it on πŸ˜…

sour island
#

they're the thin disposable ones

#

from what it looks like

drifting ore
#

πŸ˜‚

keen edge
#

Yeah, like actual rain ponchos I guess πŸ˜‚

#

Which is fair, I just didn’t expect it to be that when I picked it up πŸ€·β€β™‚οΈ

sour island
#

did you expect like a fashionable poncho?

#

or one for sun/sand?

keen edge
#

More sun/sand to begin with tbh

drifting ore
#

i never had expectations cuz the most cover i wear is a tank top XD

sour island
#

I play using the sweaty boy method

#

as many layers as possible

drifting ore
#

there should be popvssodavsbourbon

#

i love to cheese this game lmao XD

drifting ore
#

covering something perfect is a crime

sour island
#

Meanwhile I leave on bandages

drifting ore
sour island
#

badges of honor

worldly olive
drifting ore
#

you guys are scared of rotting corpes

dry chasm
#

or of the cold

worldly olive
abstract raptor
#

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

dry chasm
#

should be saved

drifting ore
#

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

grizzled grove
#

like "doOnce=0, do your thing and then set doOnce=1", wrapping the whole thing in "if doOnce=0, then..."

abstract raptor
#

Shurutsue figured it out

#

it's beautiful really

grizzled grove
#

oic

abstract raptor
#

would u like to see the code?

#

πŸ‘€

grizzled grove
#

yeah actually. was having map scripting thoughts last night and it would be nice to have some reference for later

abstract raptor
#

where are item icons stored now?

glacial flicker
#

Is there a reason as to why there are no bike/motorcycle vehicles in modding?

dry chasm
# glacial flicker 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).

glacial flicker
#

Ohhh I didn't see that, thank you so much! That's a shame, I always thought PZ community was better than that

sour island
#

?

drifting ore
#

there's rotten eggs in every community

#

sadly enough

#

sadly the few can ruin it for the many

dry chasm
#

Not uploading because of existing issues is not necessarily a bad thing...

sour island
#

oh you're talking about the 'end users' not the modder

glacial flicker
#

I'm not talking about the modders, but the psychos

#

yeh

sour island
#

that took my a minute lmao

dry chasm
#

Oh, sry then, misunderstood

willow estuary
#

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 🀷

glacial flicker
#

lmao I would never clown on modders, they're the best

drifting ore
#

ragdoll physics when you hit something at high speed :p

#

i dont think pz has ragdoll sim though

sour island
#

tbf I don't think there's a large population of hostile users

glacial flicker
#

Yeah that's the vibe I get from PZ, most people are chill

sour island
#

pz's only physcis is on cars which are a fixed shape

glacial flicker
#

but I can imagine there are sweaty πŸ€“ that are a thorn on people's side

#

like most communities

sour island
#

ragdolls would be alot of work for honestly not much gain

drifting ore
#

it takes a few hostile users to ruin the overall vibe

glacial flicker
#

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

sour island
#

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

willow estuary
#

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?

sour island
#

Not to be dismissive, but isn't that threading the needle a bit?

drifting ore
#

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

sour island
#

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

drifting ore
#

ah yea

willow estuary
#

Oh lordy, lets just say they're far from "immersive" at this point πŸ˜„

#

It's fine by my metric, for a fun novelty, but some people take shit like clipping really seriously?

drifting ore
#

lol yea

#

some people are anal for no reason but they also dont get that mods are free

sour island
#

most wouldn't care

#

definitely shouldn't let a minority determine what you want to do in any case

craggy furnace
#

of course

willow estuary
#

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 🀷

shrewd grove
#

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

sour island
#

that is what it's meant for but also what was holding back bikes for alot of modders

willow estuary
#

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 πŸ˜„

sour island
#

not sure what makes bikes more dangerous to drive?

shrewd grove
#

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

craggy furnace
#

i mean

#

thats just give or take a problem with modding in general

#

no one gives a shit about the actual internals

sour island
#

yeah vehicles are very affixed to "4 wheels"

craggy furnace
#

the novelty factor is supreme

shrewd grove
#

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

sour island
#

oh?

shrewd grove
#

granted, it was the jankiest thing ever, but it worked.

craggy furnace
#

ive thought about doing psuedo wheels

shrewd grove
#

it required SO much bullshit on the coding side to work that it would literally be a crime to use

sour island
#

what made it janky exactly?

shrewd grove
#

it was almost impossible to balance.

#

and if it broke balance it started flying away like a kite,.

sour island
#

lol

#

you'd probably have to use invisible wheels

#

I don't think the engine can support 2 wheels

shrewd grove
#

it does support it with trailers fine

#

you can delete wheels, you just cant add them

#

its a funny meme, really.

sour island
#

plus most games don't simulate a car's weight

#

motorcycles have to be balanced by the user irl

shrewd grove
#

let me find the video i had with a test bike

sour island
#

please do

#

only got screenshot stills so far

sour island
#

kind of want to see what the horribleness is

shrewd grove
#

this was when it lost balance.

#

but it only had 2 wheels.

sour island
#

I don't think you should make it with 2 wheels

craggy furnace
#

you know

#

this is insanely finnicky

#

might not work all the way

sour island
#

half sized wheels next to eachother?

craggy furnace
#

but making a separate wheel model thats spaced out could work

#

the other is invisible but it has a level of control

sour island
#

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

craggy furnace
#

i think this would be worth pursuing as a novelty project

shrewd grove
#

right now i just want non spinning wheel support

craggy furnace
#

the challenge of it would be fun

sour island
#

depends if you can actually call on animations

shrewd grove
#

go make a challenge to make non spinnign wheels for me lol

#

afaik its borderline impossible without proper game support.

sour island
#

couldn't you make the wheels invisible?

shrewd grove
#

then the skii's wont turn

#

thats the reason for static wheels, i want the skii's to become "wheels"

sour island
#

oh

#

heh

shrewd grove
#

if i could get that id be golden.

grizzled grove
#

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

shrewd grove
#

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

supple briar
#

Could you maybe jank the skis to turn?

shrewd grove
#

then they roll as you drive

supple briar
#

right

#

i forgot about that

shrewd grove
#

which is why ive tried to make static wheels

#

and cant get anywhere

sour island
#

do they have to turn - for now couldnt you just have it remain static?

#

then do an ole' @iron salmon

shrewd grove
#

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

sour island
#

well good luck with that

shrewd grove
#

ive legit had dm's before yelling that my cars were made after 1992

willow estuary
sour island
#

That looks fine

glacial flicker
#

that looks so good

willow estuary
#

As always, these are the Tinder Profile Pictures and not what you'd see on the first date.

dry chasm
pearl prism
#

@willow estuary Is it possible to activate the visible passenger with only vanila codes?

willow estuary
#

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,
            }
        }
pearl prism
#

Nice

keen edge
dry chasm
willow estuary
#

It "works", but it was an April Fools joke mode, and doesn't work the way that people want horses to work πŸ˜„

dry chasm
#

Well, April Fools or not, so long as it works the way it was intended to work as, all's fine!

pearl prism
#

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?

dry chasm
#

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 πŸ‘€

keen edge
pearl prism
sour island
#

More dynamism in crashes

#

torn off rotors thanks to the new 3D items

keen edge
#

the torn off rotors look so cool panic

raw moss
#

One message removed from a suspended account.

proud fern
#

The indoors still has some insulation but the temperature will be somewhat similar

raw moss
errant meteor
sour island
#

staying away from fire until it's less napalmy

north ledge
craggy furnace
north ledge
#

Ooooooooooo

craggy furnace
#

ive laughed at the idea of letting players do this with them

north ledge
craggy furnace
#

it may just happen as a secret recipe

north ledge
#

maybe as a rare magazine?

craggy furnace
#

no

#

just hidden at a skill level

north ledge
#

nice

#

perhaps metalworking

craggy furnace
#

indeed

north ledge
#

what other skill are you going to use, carpentry?

craggy furnace
#

this isnt a guarantee

#

i have other things that are more important

sour island
#

how heavy is a blade like square inch wise?

sour island
#

Most swords are like 2 lbs

#

but man a giant ass sword looks cool

errant meteor
#

Slice a zombie in half or at least part way

#

Would be chad

sour island
#

the fact you can use a barbell as a weapon in vanilla means a claymore wouldn't look that out of place

worldly olive
#

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

craggy furnace
#

okay ill look at this when i get a chance

#

odd ty for point that out

worldly olive
#

No worries πŸ™‚ Also I wanted to ask you. The Black swat version has to be enabled with the main mod or with that isi enough?

craggy furnace
#

all the black does is overwrite the blue textures

worldly olive
#

Thanks for the clarification!

drifting ore
#

daruis axe from league i think i saw some one make that irl

#

it can split people in half

#

and tree logs XD

sour island
#

axes have a purpose for being big and heavy tho

#

spear is #1 tho

drifting ore
#

not really good with weapon names tho

willow estuary
royal ridge
#

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.

willow estuary
#

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"
royal ridge
#

genius, it worked thank you!

willow estuary
#

πŸ‘

stable hare
#

Any plan to put sleep, eat and sit animations in the game?

drifting ore
#

i was hoping they add showering and other stuff ofc

stable hare
#

Thank u

#

I'm trying install mods put it on C:\Users\Profile\Zomboid\mods

#

But it didn't works

#

Can u help me?

drifting ore
stable hare
#

Yes

drifting ore
stable hare
#

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?

stable hare
#

no

drifting ore
#

this is a req for the mod to run

stable hare
#

Right, I gonna download it

#

Thank u bro!

drifting ore
abstract raptor
mint eagle
#

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?

drifting ore
#

no

#

might be a problem with the mods

mint eagle
#

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.

willow estuary
drifting ore
#

poggers

proud fern
#

Doom bike

#

Fuck

royal ridge
#

If you want to suggest some locations you can in that thread

indigo holly
#

bro, very easy with a recipe to learn to make the recipes etc ... I would change to 2 or 3 recipes

drifting ore
#

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 thonk

#

despite being added

#

ah, nvm

#

i have to add them here

#

sorry for bothering aPES_Sorry

covert summit
#

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 πŸ˜„

drifting ore
#

what tattoos you wanna see for next week

drifting ore
#

got lips, skulls, cards, and Vietnam war

late hound
#

Mom heart

nimble spoke
fast fractal
#

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.

torn stream
#

Welp, anybody knows how to make blood actually be blood in cars and not another layer of damage? Kinda having issues there :/

grizzled grove
torn stream
#

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

pearl prism
#

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?

torn stream
#

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

supple briar
#

you want damage overlay not damage shell i think

torn stream
#

I'll mess with it after I get some time

vestal umbra
#

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?

mint eagle
shrewd grove
vestal umbra
#

I have an idea for a basic, entry-level mod.

dry chasm
# vestal umbra Hey guys, I read the pinned posts. I am looking for an entry point into modding....

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.

shrewd grove
#

but like, whats it under is the thing?

vestal umbra
#

It's a QoL lore improvement.

shrewd grove
#

so, what would you be adding is more of what im asking

vestal umbra
#

Do you want me to explain the mod?

#

as I envisioned it

shrewd grove
#

would make it easier to explain where you would need to start

vestal umbra
#

I'll DM you

vestal umbra
little vessel
#

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.

willow estuary
#

@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!)

little vessel
#

Last time I used this I got ignored so at least you responded

willow estuary
#

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?

sour island
#

there's also
```lua
code
```

#
for this
willow estuary
#

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)
little vessel
#

Wonderful, will give it a try. Thanks a lot @willow estuary

abstract raptor
#
    {
        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,
    }```
raw moss
#

One message removed from a suspended account.

dry chasm
pearl prism
vestal umbra
#

Okay thank you, that's a good idea.

weary matrix
#

Hi, any clue which version of Lua is embedded in Project Zomboid? 5.1 ? 5.2 ? Some other version?

weary matrix
#

@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?

weary matrix
#

@dry chasm well I just wanted to give it a try, never played with it yet

little vessel
weary matrix
dry chasm
weary matrix
#

that's why I was asking if it was using Lua 5.1 or 5.2

raw moss
#

One message removed from a suspended account.

little vessel
# weary matrix <@!795615007789678603> and I checked that, but the error message brought me to t...

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.

agile coral
#

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

little vessel
weary matrix
#

@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

dry chasm
little vessel
# willow estuary Anyways, this *should* work off the top of my head? ```lua local newEntry = {nam...

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

pearl prism
#

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?

weary matrix
#

@dry chasm πŸ‘

craggy furnace
pearl prism
#

I change the values ​​and it makes no difference

#

i put the HitChance to 90, and keep missing the target

raw moss
#

One message removed from a suspended account.

little vessel
raw moss
#

One message removed from a suspended account.

little vessel
raw moss
#

One message removed from a suspended account.

little vessel
#

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.

raw moss
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

little vessel
#

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.

little vessel
# raw moss One message removed from a suspended account.

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

little vessel
raw moss
#

One message removed from a suspended account.

little vessel
willow estuary
# raw moss One message removed from a suspended account.

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.

raw moss
#

One message removed from a suspended account.

willow estuary
#

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.

raw moss
#

One message removed from a suspended account.

#

One message removed from a suspended account.

little vessel
#

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.

willow estuary
#

Or "stack track" EDIT: "stack TRACE" dammit πŸ˜„

raw moss
#

One message removed from a suspended account.

willow estuary
#

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?

raw moss
#

One message removed from a suspended account.

little vessel
# raw moss 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.

raw moss
#

One message removed from a suspended account.

willow estuary
#

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.

raw moss
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

craggy furnace
shrewd grove
#

lookin good

craggy furnace
#

needs even more carnage

shrewd grove
#

i agree

#

needs parts stuck up out of the ground

little vessel
#

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?
dry chasm
#

pretty much the same you did before

#

for that.. giftstore or something?

little vessel
#

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.

dry chasm
#

issue is that crate doesn't exist

little vessel
#

Yep

dry chasm
#

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

willow estuary
#

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.

little vessel
dry chasm
willow estuary
#

Tables and their logic are something the people seem to bang their heads against like a brick wall until they "get" it? So 🀷

#

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.

dry chasm
willow estuary
#

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?

drifting ore
little vessel
# dry chasm so ```lua local newEntry = { procedural = true, procList = { {name="Giga...

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.

little vessel
#

Finally Vegetable Baskets have vegetables instead of random stuff.

viral compass
vale marsh
#

does anyone know which mods are stable with the current build?
my setup right now keeps creating errors on the lua debugger

zealous wing
#

First guy to get the sauce of the pic gets a cookie. πŸ˜„

drifting ore
#

does anyone know where this information is stored??

dry chasm
# drifting ore does anyone know where this information is stored??

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*

trim igloo
dry chasm
#

which is included in how it accesses it πŸ‘€

trim igloo
#

my question is why?

zealous glade
#

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.

drifting ore
#

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

dry chasm
# drifting ore yeah it was my gues too that it would be stored in the player.db but i have no c...

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 πŸ‘€ )
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. πŸ˜…

trim igloo
#

I agree with that suggestion

#

character info doesn't even take that much space on your screen if you want constant display

drifting ore
#

have the game write a file with the respective information you wish to display. < how would i do that??

trim igloo
#

have to make another UI yourself and just display info you wanted

drifting ore
#

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

trim igloo
#

basically a kill counter

drifting ore
#

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

dry chasm
# drifting ore have the game write a file with the respective information you wish to display. ...
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
drifting ore
#

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?

dry chasm
# drifting ore Thansk <@!308663375418884096> but im no modder so where do i type this code int...

PMed a full example for it - did not test yet though... was just simpler than explaining everything from beginning to end (no offense) πŸ˜“
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)

drifting ore
drifting ore
drifting ore
pearl prism
#

Very nice

nimble spoke
little vessel
#

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.

little vessel
sour island
#

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.

willow estuary
sour island
#

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

little vessel
sour island
#

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

little vessel
drifting ore
spark void
#

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

dire oracle
weary matrix
#

Hey look, I made a simple mod to display the character stats πŸ˜„

#

it's pretty handy to see if your stat is going up or down depending on what you're doing

little vessel
#

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.

willow estuary
#

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 πŸ˜„
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.

pearl prism
#

Is the The game allows me to send commands to the specific trailer that my vehicle is pulling?

little vessel
# willow estuary Just be aware that a lot, and I mean a LOT, of mods get added to collections reg...

Ah good old @willow estuary , always the negative nelly πŸ˜†

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.

willow estuary
craggy furnace
#

@worldly olive i investigated the issue you found with the M17

#

oddly, its seems to also apply to the vanilla gas mask

willow estuary
#

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?

worldly olive
#

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 πŸ€¦πŸ»β€β™€οΈ

craggy furnace
#

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

worldly olive
#

Yeap, I always try to maintain mine updated too. Otherwise it doesn't make sense to even have one

willow estuary
#

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,

little vessel
willow estuary
#

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?

little vessel
# willow estuary But also their seems to be this weird reluctance? on the part of mod authors to ...

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.

willow estuary
#

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? πŸ˜„

little vessel
willow estuary
#

It's fine, it's good to have opportunities for me to practice and stay in shape for my big passion in life?

sour island
mint eagle
#

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.

brittle lark
#

@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.

sour island
#

Uh

#

That's ... Interesting

brittle lark
#

oh, and here's the actual code if that helps, but it's basically what you sent

sour island
#

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.

brittle lark
#

It's all good, I appreciate the tip at least! I'll give that a shot.

agile coral
#

@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

little vessel
#

Yep, why.

exotic ember
#

You had any trouble adding songs?

#

Theyre just not appearing in game

little vessel
#

Not at all. I only have trouble getting the Vinyl to work, but everything is added perfectly.

exotic ember
#

hmmm, do you tick off the 2 extra mods recommended aswell?

little vessel
#

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.

exotic ember
#

That cache and the common one

exotic ember
#

the item spawn

#

worked for previous mod

#

it registers the cache sample songs when I tick that mod

little vessel
#

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.

exotic ember
#

but none of the ones ive added

exotic ember
#

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

little vessel
#

It is the cheat menu from the debug menu?
Anyways, you sure you added everything according to the instructions?

exotic ember
#

yea following the instructions to a T

little vessel
exotic ember
#

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

little vessel
#

You added the music to "Zomboid\mods\True Music\media\yourMusic\TCBoombox"

#

Then used AddYourMusicToTheMod.exe?

exotic ember
#

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

little vessel
#

Yeah it looks like its failing.

exotic ember
#

maybe its the image

#

have you used images for vinyls?

little vessel
#

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

little vessel
#

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

exotic ember
#

then what could be the issue then?

little vessel
#

Not running AddYourMusicToTheMod.exe with adminstrator privileges.

exotic ember
#

oh sry missed that Q

exotic ember
#

so you reckon just running it as administrator will work?

little vessel
# exotic ember no there isnt

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)

little vessel
exotic ember
little vessel
exotic ember
#

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

little vessel
#

No "TCGLoadingTCBoombox.lua"? Still the same error as before?

little vessel
exotic ember
#

yea same error by looks

exotic ember
#

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

little vessel
#

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.

little vessel
exotic ember
#

ahhh i did unpack from zip

#

added the p

#

no defo the 41.54+

little vessel
#

Maybe the .zip is borked? Try using the rar.

exotic ember
#

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!

little vessel
#

No problem, hope you can solve it.

exotic ember
#

Thanks, I certainly doo hope that

exotic ember
#

I think its working

#

exe confirmed the tracks were added

little vessel
#

Was something as stupid as using the rar?

exotic ember
#

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

little vessel
#

oh

exotic ember
#

well

little vessel
#

So it was worse hahahaha

exotic ember
#

XD

#

Gonna open now and see if it has worked

#

but looks promising

#

yeeeeeeeea its working!

#

nice one @little vessel thanks for the help πŸ˜„

little vessel
#

No problem!

little vessel
# nimble spoke You have some of my mods listed in there. What's wrong with them?

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.

drifting ore
#

so your feeling its cringe for no reason at all

nimble spoke
little vessel
#

ExploringTime\media\lua\client\Hotbar\SFDressHotbarAttachDefinition.lua

#

And that isn't in his mod list...

#

so ignore me.

drifting ore
#

he is done for

#

πŸ€¦β€β™€οΈ

little vessel
# nimble spoke I don't have a file with that name in Dressing Time

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?

nimble spoke
#

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

little vessel
#

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,?

weary matrix
sour island
#

that's a moodle is it not?

#

you'd have to grab the moodle set for that player then grab it's level

little vessel
#

CDDA too
playerObj:getBodyDamage():setWetness(100);

sour island
#

hm interesting

#

I wonder why the body is given that value if there's a moodle for it too

little vessel
#

Maybe they are disconnected? Or could be because of items. Items also have wetness
newItem:setWetness(item:getWetness())

weary matrix
#

@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.
sour island
#

Depending on what you need moodles only have 4 levels

#

just a heads up

nimble spoke
sour island
#

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

nimble spoke
sour island
#

☝️

weary matrix
#

@sour island Oh my, are you the author of ConditionalSpeech? I love that mod, I can't play without it since I tried it πŸ˜„

sour island
#

tyty

weary matrix
#

@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?

nimble spoke
#

could it be sweat? do you have the heat moddle?

weary matrix
#

no 😦

nimble spoke
#

most of these values are constantly changing, even if by a very low amount, and sometimes swing back

weary matrix
#

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 πŸ˜„

#

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

sour island
#

may be passive sweat

weary matrix
#

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

autumn sierra
#

he tends to be

marsh cosmos
#

Are the modding tutorials linked in the wiki still relevant enough?

paper flume
#

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?

dry chasm
marsh cosmos
#

Thank you

#

I understand coding but an entry point for the whole topic would be nice. But good if they are still good.

drifting ore
dry chasm
marsh cosmos
#

Perfect, thank you you two

weary matrix
#

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 πŸ˜„

#

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?

undone elbow
#

It's possible to hook context menu option.

little vessel
#

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.

weary matrix
#

@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?

undone elbow
#
local old_fn = ISWorldObjectContextMenu.onDigGraves
ISWorldObjectContextMenu.onDigGraves = function(worldobjects, ...)
  -- your code here
  return old_fn(worldobjects, ...)
end
weary matrix
#

@undone elbow thanks!

south swallow
#

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

dry chasm
#

seems like the player variable isn't correctly defined?

#

inside the function/s*

#

how do you try to call :getPrimaryHandItem()? πŸ‘€

worldly olive
#

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

dry chasm
#

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 πŸ‘€

worldly olive
#

πŸ€¦πŸ»β€β™€οΈ πŸ€¦πŸ»β€β™€οΈ πŸ€¦πŸ»β€β™€οΈ πŸ€¦πŸ»β€β™€οΈ πŸ€¦πŸ»β€β™€οΈ yeap, understood why lol

royal ridge
#

Is there an easy way to add options to the sandbox menu, like a category for my own mod

royal ridge
#

ty, I will look at it now

frail prairie
#

Excuse me.

#

How do I install mods properly? Most of the time, a bottom-right error pops up.

dry chasm
frail prairie
#

So you mean it's playable despite the error popping up?

little vessel
#

No, he means you installed it correctly but there's something wrong with the mod.

worldly olive
#

Define "playable", the game running with bugged things? then yes

frail prairie
#

How do I get rid of them then? Is there a load order or something?

#

I just simply add mods that PZ YTbers recommend.

little vessel
#

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.

dry chasm
# frail prairie How do I get rid of them then? Is there a load order or something?

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.

frail prairie
#

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?

weary matrix
#

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

pearl prism
#

is there a list of the mask color of the vehicles?
I need to know the mask color of "DoorMiddleLeft"

craggy furnace
rare badger
#

Is it possible to modify the in game music soundtrack? I would like to replace the overture music.

frank gyro
#

i have a question about brita's weapons mod if anyone would know my issue or such.

drifting ore
#

so

#

2 of my mods are not working

#

idk why

#

its the true actions

#

and show the item durability

#

something like that

errant meteor
#

that info will get you no where post the console.text at least

drifting ore
#

what

#

man

#

im dumb

agile coral
#

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

drifting ore
#

ok

#

what now?

#

all enabled

#

nothing working

agile coral
#

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

magic hill
#

at least it's not the id of the mods mentioned above

willow estuary
#

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.

errant meteor
#

Bruh

#

Lol

willow estuary
#

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.

leaden stag
#

how long did it take for you guys to want to mod the game?

little vessel
willow estuary
#

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?

little vessel
#

Oh

#

Got it.

nimble spoke
little vessel
# leaden stag how long did it take for you guys to want to mod the game?

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.

leaden stag
#

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

little vessel
#

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.

sour island
#

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.

summer stump
#

Can I suggest a small QoL feature for a mod here?

leaden stag
#

might be the best place for it

#

i suppose an alternative place might be #pz_b42_chat since that's just general zomboid chat

summer stump
#

Aight, my suggestion is some function to synchronize the mod load between the game and select savefiles

#

A checkbox or something

#

Is it possible?

little vessel
sour island
#

I enjoy the challenge of modding more than solo pz play

#

Plus I can vicariously enjoy the game this way

short shell
nimble spoke
#

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

craggy furnace
#

i have about 10 mods in total with a bunch not released

errant meteor
#

wait what? :0

craggy furnace
#

yes

errant meteor
#

which one is the most "radical"

craggy furnace
#

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

errant meteor
#

Any non clothing and weapon mods?

valid escarp
#

Here's a mod idea: The more Muscular you are (stronger) the more food you consume.

craggy furnace
errant meteor
#

Any hints to what it is?

worldly olive
#

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

novel wing
#

I just gotta say shark, your mod is amazing and makes me enjoy PZ that much more.

craggy furnace
#

check it again?

#

i know steam doesnt force DL's of mods and its weird

worldly olive
#

If it was recently fixed let me restart steam and check it again, haven't restarted steam for a couple hours

craggy furnace
#

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

worldly olive
#

Hmmm, restarted steam, and I have an update from 3 hours and a half ago but I still see that error πŸ€”

#

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 πŸ™‚

craggy furnace
#

πŸ‘Œ

errant meteor
#

Can we find the new gas mask yet in the world or is it still zombie only?

craggy furnace
#

its in the loot tables

mint eagle
#

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

errant meteor
#

Sweet

grizzled grove
mint eagle
#

So the order you enable them in is irrelevant? Same errors etc regardless?

sour island
#

forgive me

shrewd grove
#

oh no

sour island
worldly olive
#

Please add a Creeper 3d model as a Plush inside those crates

grave topaz
#

Is it possible to increase vehicle spawn to fill roads and give it that vibe that years went by?

errant meteor
#

it was the trapped ones

drifting ore
#

was just asking can people donate to modders like in nexsus ?

craggy furnace
#

yes

drifting ore
#

how?

drifting ore
#

πŸ˜‚

craggy furnace
#

kofi

#

patreon

marsh beacon
#

Like nexus mods no

#

Yeah you have to link it yourself

drifting ore
#

and devs are ok with it?

abstract raptor
undone elbow
summer stump
#

I mean that the mods on a save file stay the same as the ones selected on the menu option

undone elbow
#

The mod "NRK ModSelector" has the feature "favorite mods". It should do the trick.

autumn sierra
#

also thats really cool! is this an update to the survivorradio mod

marsh beacon
drifting ore
royal ridge
#

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

indigo hound
grizzled grove
# royal ridge It's called factory, but there is nothing just called 'factory' in the distribut...

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

royal ridge
#

Its a vanilla warehouses outside Muldaugh

visual sage
#

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?

gritty sierra
#

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

mint eagle
#

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

visual sage
#

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

gritty sierra
#

make backup and try.

#

do it at your own risk.

visual sage
#

alright, will give it a go, cheers