#mod_development
1 messages · Page 485 of 1
they would say mostly the same, "do it at your own risk, not supported"
because it isnt supported
gotcha, I'll make a back up of my save and try it
Hey ho guys
Is that means...
Here in ProceduralDistributions_HC from Hydrocraft we have couple of value mistakes or unupdated stuff?
So Original "Distributions" file says it must be value from 0 to 1
Isn't weightChance different to the individual chance?
Also, individual chance is effectively out of 100
@covert summit
Hey anyone familiar with that True Music mod?
well more specifically any technical knowledge on it?
Does anyone know how one could go about making the following text red?
/Haven't found this book yet./
I think that's all that PZ needs. Despite not having NPCS pause for a while to listen to someone I think it adds a lot to the game. Great job!
approximately how many dialogues will it have?
For naturally Mortal Radio and echo Station it lasts 6 days in game
But
Broadcasts at 7 different times a day
Who voices everyone? I remember one of the survivor radio had full songs, And some voices
Scarlet voices Erin, Penelope is voiced by Annakath and Kyle is voiced by Kurokaze. Reverend dan is voiced by TrentMichealT and Jim from classical for the dead is voiced by DatVoiceGuy.
Awesome! They just voice actors? I don’t think i’ve ever heard of them
Theyre not really members of the PZ community
First show the code that makes this text.)
I asked the question on behalf of another person - so I don't have the code at hand, the person in question got a pending invitation to Discord now.
Appreciate your reply none the less - thank you!
cool! great work
thanks
Any hope of seeing survivor version?
I don't know if this will work for item tooltips, but the vanilla code for displaying repair tooltips uses RGB tags to change the text color. They are just added directly into the string of text you want to display. Example: tooltip = "Generic text. Blah blah. <LINE> RGB:1,0,0This text is red. RGB:1,1,1Text back to white."
wdym
beefed up, steel bars, maybe a plow
k
Looks good Jan, good stuff mate
Guys is there any way to check if player is inside of the building or outside?
Thanks
Blair's answer seems to be better :3player:getBuilding() or something IIRC
local player = getPlayer()
local isOutside = player:isOutside()
should work, where isOutside will be true or false
if you already have the player object, then the getPlayer() part is unnecessary.
Ok, thank you guys 
Anyone familiar with the ItemTweakerAPI can lend me a hand?
I'm trying to change the display name of the M14 and the .308 Clip - both have the same name, which had me confused a few times... My code looks like this:
if getActivatedMods():contains("ItemTweakerAPI") then
require("ItemTweaker_Core");
else return end
-----Base
--Magazine
TweakItem("Base.M14Clip","DisplayCategory","WepAmmoMag");
TweakItem("Base.M14Clip","DisplayName","M14Mag");
TweakItem("Base.308Clip","DisplayName","M70Mag");
Display Category changes fine, but no matter what I do, the name of the items in-game don't change. First I tried putting the new names directly on the code, but now I'm using a Items_EN file that looks like this:
Items_EN = {
DisplayName_M14Mag = "M14 - .308 Magazine",
DisplayName_M70Mag = "M70 - .308 Magazine",
}
Either way it doesn't work and I have no clue why. Even tested in a fresh new game. Also tried using ItemName but to no avail.
No other mods touch these items except Harry's Better Vanilla Ammo Icons - it uses icon tweaker for the icon, and that is another problem I need to solve as the M14 Clip icon doesn't show for some reason.
I don't understand anything about the subject, but I would try to change the name of your MOD to something with the first letter being Z.
I've had similar problems due to my mod being read before the mod I wanted to change, so the change didn't occur..
Maybe the item's instance's name is stored in the save file. You could try appearing a new item and check its name. The game was saving a weapon's reach in the save file.
IIRC display name gets updated nontheless (you can change language mid-play through, just return to menu, change language, load save game)
Though, IIRC i read something about not to use Items_XX.txt but rather ItemName_XX.txt, may that be the issue?
Maybe the DisplayName is stored in the save file for each item. Then the game checks translations for the displayname or the item whats-it-called.
Trying to include a Korean translation to a mod - but the file isn't being read for some reason.
Doing it the same way as all the others...but it's appearing in English
name is stored only if an item was renamed somehow
In \media\lua\shared\Translate\EN put
for example in evolved recipes
Bloody hell I forgot about the Base part. Thanks everyone for the help!
Tried that but no dice. Did a new save game, the problem persisted.
Nope, no dice.
Items_EN = {
ItemName_Base.M14Mag = "M14 - .308 Magazine",
ItemName_Base.M70Mag = "M70 - .308 Magazine",
}
I'm changing vanilla so that shouldn't be an issue.
🤷
My guess is that you either need to restart for the translation mumjo jumbo to work; that something else you did is interfering; or if you're just modifying vanilla files, that's the issue?
Is your filename the same as what Blair provided? And it looks like your list is named Items_EN rather than ItemNames_EN. I don't have much experience with the translation string system, but I do know that the filenames and list names need to be what the game is expecting and it looks like vanilla is using ItemNames_EN for the vanilla strings.
I tried that, everything as Blair provided. The result is this.
In this case I'm not using ItemTweaker - I commented it out, I'm just rewriting the "translation" files. My translation file, named ItemName_EN.txt, looks like this
ItemName_EN = {
ItemName_Base.M14Clip = "M14 - .308 Magazine",
ItemName_Base.308Clip = "M70 - .308 Magazine",
}
Curiously enough, one magazine changes name while the other one doesn't. I will do a few more tests, without mods, to see what happens. But I'm stumped.
And solved. The problem was twofold:
Me using the outdated DisplayName
/* OUTDATED FORMAT
* All changes and translations should go to ItemName_XX.txt instead of in Items_XX.txt.
* DisplayName_<XX> breaks whenever the English DisplayName changes.
* Using ItemName_XX.txt makes sure your translations don't break with changes to the English names.
*/
Because I was copying other mods. So Shurutsue and Blair were right. And the last problem was that another mod, Harry Better Vanilla Weapons, was also renaming the magazine (for the same thing vanilla renames, for some reason) and was taking precedence. So PapaChad was also right.
And thanks everyone for all the help!
local function removeWeight()
local items = getAllItems()
local sz = items:size()
for i = sz-1,0,-1 do
local item = items:get(i)
if string.find(item:getTypeString(), "Container") then
item:DoParam("Capacity = 999999")
item:DoParam("WeightReduction = 100")
end
end
end
Events.OnPreMapLoad.Add(removeWeight)
```Info: I have this in the shared folder. It works fine in single player, however, in multiplayer the capacity is only increased on containers I spawn in - even on brand new worlds.
Any reason why this would be happening and any suggestions on how to fix it?? Thank you
Hey guys, where can I find mods that I've subscribed to? I checked in the 'steamapps\workshop\content\108600' but there's three mods there that I never even subscribed to to my knowledge. I want to make a mod of my own so I figured I'd snoop around a bit and see how others have worked on mods.
I'm not super knowledgable yet but I do recall there being two folders in your scripts. One for singleplayer and one for multiplayer. Have you placed your scripts in the correct folders?
steamapps\workshop\content\108600 only holds the mods you download whilst joining a server, not really sure where they're located either so I always just use https://steamworkshopdownloader.io then you can just copy the link to the workshop item you'd like to download and it'll download as a zip
Download files from the Steam workshop! New games added every week. All free to play games now supported!
Oh sweet, thanks!
I put it in shared which is used for both multiplayer and singleplayer - and the code is running, as ones I spawn via commands/cheat menu have increased capacity
Steam Project Zomboid Workshop -> at the "top" (where the search bar is rather, slightly lower) on the left "Browse" -> Subscribed Items
There you should see all you're currently subscribed to.
Regarding where they're located, they should be , to my knowledge, located at steamapps\workshop\content\108600
If you, however, uninstalled the game and reinstalled on a different drive, try to check over on the different drive, it may just be there now, unsure, they should be there though.
What HYPE said works very well.
I can download the mod and inspect it
but thank you Shuru.
Glad its working well, I also had that issue and was able to find that website fortunately
Does anyone have a minimap mod that works with all map mods?
or atleast addons to the minimap mod that allow it to work on all maps?
most map mods i know of have a mod for eris minimap mod (or whatever it was called unsure) if i remember correctly
id need a plugin for that
hm?
doesn't exist
you have to get the eris minimap addition mods
but if i run the addon and forget to run the map itll screw up the minimap 🤔
bloody hell..
Does the Remove Vanilla Cars and the BETA BETA BETA Vehicle mod clash or do they go well together?
as well as these 2
never really used those much, but there's the possibility of setting hard-requirements for mods (disabling the map would disable the minimap mod as well as example, if the minimap mod has it as a requirement)
If that is not the case, you could ask the respective mod-author to add that, or do it yourself (keep in mind, updates to the mod would overwrite your changes.)
for that a simple line in mod.info with require=modid (the mod's id defined in the mod.info of the other mod) should suffice i believe.
and, due to it requiring usually 2, you can add multiple by require=modid1,modid2
i use all of this mods together and no issues
but the remove vanilla cars is old and not updated in a while so idk about that, i avoid using it
Most mods flow together pretty well in my experience- especially if they're adding/removing established content like cars/items OR adding all new features entirely.
It's the middle-ground mods that change core/system features that you have to watch out for. Stuff that adds slots, messes with GUI/HUDs how timed actions work etc. If one of the authors doesn't care to write it in a way that hands off function to the next mod.
Distro changes are included in that.
Hey guys i need some help. I took this from Events Wiki and its not working.
if (ZombRand(3) == 0) then --selects a random number between 0-3
player:getInventory():AddItem("Screwdriver")
end
end
Events.OnEnterVehicle.Add(EnteredVehicle);```
Am I missing something here?
Had a real bitch of a time getting options menu to work with sandbox+ cause the author didn't handoff a very tiny part. If you ever used mod options and sandbox+ and none of your options saved that's why.
Are you sure the first parameter is the player object? Do you have any errors?
Also ZombRand(3) is not 0-3
3 digits = 0, 1, 2
No error message, just nothing happens
I even changed the code to something like:
if (ZombRand(1) == 0) then
to get 50%
Try adding a line inside of entered vehicle.
print("PapaChad:".. tostring(player))
The number you put in ZombRand is how many number you count starting from 0
ZombRand(1) = 0 == 100%
Yes, I know this trick. It starts from Zero and not from One
"ZombRand(1) = 0 == 100%"
this is a 50% not a 100%, or am I wrong?
It's counting including 0, or am I mistaken?
If you count 10 numbers starting from 0, you go upto 9. If you put 1 you only go upto 0.
IIRC it does not include the number you put in, but everything below.
So you could say:
ZombRand(10) = number between 1 and 10 - 1
if that makes it simpler to understand o.o
Another way, use your fingers where the first is 0
And try counting to 10
Unless you have an extra finger (or sadly less) you should end up on 9
I think I had learned wrong the ZombRand "random" number
Also to read the print message you need -debug set in your launch options or open the console.txt found in your user folder
I need to configure this
It happens, it's not intuitive for everyday use and proof why it took humans 20k years to figure out 0.
lol
ZombRand also can have 2 numbers, for minimum and max, but I'm actually not sure if it counts upto max or max-1
I will accept this Cope
by the way
To configure debug just go to launch options in steam -- right click the game
And there's a bar for text
-debug
i got it
You'll also get a few extra menus in game for testing
I put the Lua Script in the "client" folder, is there any difference? Would it be to put in the "server" folder?
still max -1 with the second argument
function doTestStuff(imax)
local results = {};
for i = 1, imax do
table.insert(results, ZombRand(1,10));
end
local min = 99999999;
local max = -99999999;
for _,v in pairs(results) do
if v < min then
min = v;
end
if v > max then
max = v;
end
end
print("ZombRand(1,10) min: ".. min .. ", max: ".. max .. ", iterations: " ..imax)
end
doTestStuff(10000);
-- prints: ZombRand(1,10) min: 1, max: 9, iterations: 10000
I kind of hate that
that it doesn't include the max?
Yeah
Interally it should just add the 1 for cases with both parameters
Also I probably need to go back to review my uses
Hi, is it possible to add new tiles without overwriting the .pack files? Otherwise it means I'd have to update my mod for every game update
I believe when MP is involved it has impact or will have impact -- for now it only effects some variables based on who is the client.
Trying to add place able 3d bags from my backpack mod but can't figure out how to make it work. I thought adding a worldstaticmodel along with an fbx file would do the trick, but I suspect that the fbx file needs to follow a certain structure. If anyone has any knowledge on this I'd really appreciate it. Thanks in advance!
do you have a script in which it defines the model? - not sure for all cases - but if not, you could definitely try that.
media\scripts\models_items.txt for example contains a lot of those for reference
I do have them defined as items along with a worldStaticModel with the name of the bag .fbx file.
but no
model bagname
{
mesh = fbx name,
texture = texturepath,
}
?
None of that no, I don't have a model definition
I'll try it
Didn't print anything on my debug, I think the event has been removed
example with an existing backpack:
model SchoolBag
{
mesh = skinned\backpacks\m_schoolbag,
texture = schoolbag_black,
}
Sweet, is that from model_items.txt ?
yep
I think that's all I needed. Thank you so much!
did a quick test via console:
local function testfunc(pl)
print(pl);
end
Events.OnEnterVehicle.Add(testfunc);
It did, for me, print the line 👀
Yes, but the wiki code is finished and it was supposed to give an item.
I must be making some stupid mistake
Try putting the file inside of client
Or in server if you have it in client
Also, what did you get printed @dry chasm - I was curious if the first parameter passed is a player object or ID
how do I add an item to a container?
the object
I got this
local fonSquare = ISMoveableSpriteProps:findOnSquare(panelSquare, "solarmod_tileset_01_36") local container = fonSquare:getContainer() container:addItem("ISA.SolarPanel")
it doesn't work, it doesnt seem to find the container
ERROR: General , 1634909839773> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: getContainer of non-table: null at KahluaThread.tableget line:1689.
it didn't get the object, not the container
meaning the ISMoveableSpriteProps:findOnSquare(panelSquare, "solarmod_tileset_01_36") returned "null" (nothing at all)
lol, I switched to Server so it worked, then I went back to Client and it kept working. It must have been some RAM bug
Perhaps you missed the message, sometimes console gets flooded with other debug stuff
ANyone familiar with the True Music mod?
Just got a couple o questions regarding peoples experience with it and any potential future updates.
@dry chasm sorry to bother you again. I added a model definition in the same file where I created the item def. It still doesn't work.
And when I create my own models_items.txt it overrides the pz one and breaks all ground models lol. Do I need to import the pz one somehow and if so how would I go about this.
the name of the file doesn't really matter, so long as it's in the correct location!
So just name it differently
gotcha I'll try it with a different name but in the same location of the one in the pz directory
also - do you have it set as module Base at the beginning of the script?
Yup
hmm
Trying your same loc, dif name solution. Might be what's happening
darn
Still won't let me lol. Might be my fbx so I'll try using one of the pz ones
or it might be the item script not correctly referencing the model
How to you format a comment for code, just so its more readable for you
or sorry a discordm essage*
``` <- this before the code and after
sweet
if it's for lua, you write lua right after the first triple backtick
item Bag_Improvised_Backpack
{
WeightReduction = 60,
Weight = 1,
Type = Container,
Capacity = 15,
DisplayName = Improvised Backpack,
CanBeEquipped = Back,
Icon = Improvised_Backpack,
OpenSound = OpenClothBag,
CloseSound = CloseClothBag,
PutInSound = PutItemInBag,
ClothingItem = Bag_Improvised_Backpack,
BloodLocation = Bag,
RunSpeedModifier = 0.97,
AttachmentReplacement = Bag,
ReplaceInSecondHand = Bag_Improvised_Backpack_LHand holdingbagleft,
ReplaceInPrimaryHand = Bag_Improvised_Backpack_RHand holdingbagright,
WorldStaticModel = Improvised_Backpack_Ground,
}
this is incased in module Base {}
and the model script?
module Base {
model Improvised_Backpack
{
mesh = Skinned\Backpacks\M_Improvised_Backpack,
texture = Bag_Improvised_Backpack,
}
}
also, just for simplicity sake, this'll work as well:
Selecting the code via holding mouse button (doesn't accept ctrl+a it seems) and then selecting the <> one (i believe it was)
Not sure if it's case sensitive but if it is the cases matches for directory names and file name
Ah sweet
the WorldStaticModel should be Improvised_Backpack in that case
Trying it out
Ah so bags have 4 model definitions, normal/back, right hand, left hand and ground?
You are magnificent sir
i believe one should be enough if you include attachment settings to it, but regarding how the item script accepts them and all, you'll have to ask someone else for that (never really made any models and such)
World models only have _ground cause they're a different orientation than in hand -- it's not automatic
I see!
Scripts can be very .... Sporadic in how they work
Do you have a hobostick variation?
If I figure out how to edit holding positions one day, that's on my list for sure
Nice
I think that's where the attachment models come in but I don't know much about rigging models
I think in this case it would be related to anims
Clothing files and XMLs in general look like sloggs to deal with ._.
They really are, but the possibilities that they offer counters that curse lol
"Oh, let's get a guid for this item into this xml and reference this xml/guid with that xml for this and that with it's own guid and let's not forget the item script and and and"
That's too much spaghetti for me 😓
now it is giving me this error, I was calling the function before spawning the object, what does this mean?
Callframe at: addItem
I just feel sorry for Brita lol
container:addItem("ISA.SolarPanel")
can you provide the exact error message? 👀
`STACK TRACE
Callframe at: addItem
function: AddItemsToBox -- file: ISAWordSpawns.lua line # 62
function: SpawnPanels -- file: ISAWordSpawns.lua line # 47`
container:addItem("ISA.SolarPanel") is line 62
it doesn't provide any info regarding that like
ERROR: General , 1634909839773> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: getContainer of non-table: null at KahluaThread.tableget line:1689. before?
hmm
and above that stacktrace one isn't such an error message either? (sorry, just asking to be sure, there were cases like that with some other people)
this is above it
`LOG : General , 1634912045296> creating new sourcewindow: C:/Users/lukes/Zomboid/Workshop/ImmersiveSolarArrays/Contents/mods/ImmersiveSolarArrays/media/lua/server/items/ISAWordSpawns.lua
ERROR: General , 1634912045812> CellLoader.DoTileObjectCreation> CellLoader> missing tile vegetation_foliage_01_12
ERROR: General , 1634912045812> CellLoader.DoTileObjectCreation> CellLoader> missing tile vegetation_foliage_01_10
ERROR: General , 1634912045926> CellLoader.DoTileObjectCreation> CellLoader> missing tile vegetation_foliage_01_8
ERROR: General , 1634912045973> CellLoader.DoTileObjectCreation> CellLoader> missing tile vegetation_foliage_01_9
ERROR: General , 1634912045973> CellLoader.DoTileObjectCreation> CellLoader> missing tile vegetation_foliage_01_11
ERROR: General , 1634912046227> CellLoader.DoTileObjectCreation> CellLoader> missing tile vegetation_foliage_01_14
LOG : General , 1634912050125> -----------------------------------------
STACK TRACE
Callframe at: addItem
function: AddItemsToBox -- file: ISAWordSpawns.lua line # 62
function: SpawnPanels -- file: ISAWordSpawns.lua line # 47`
no other errors like the table one
Oh!
try AddItem
instead
https://projectzomboid.com/modding/zombie/inventory/ItemContainer.html
according to here (may be outdated but who knows)
the addItem requires an item itself, while AddItem can have both options (and more)
so if truely necessary to use addItem, try to create the item first, then pass it into the addItem, otherwise use AddItem
it worked, thank you!
this is a great modding community, by the way, always so friendly and helpful.
Facts
Hum. Ammocraft does exactly what I'm looking for but doesn't have a full compat patch with Brita yet...
:<
perfect
Honey I Shrunk the Zombies: The Mod Adaption of This Summer's Hit Film Based On An Award Winning Novela
ant sized zombies would be terrible 🤔 getting eaten alive by a horde of ants and as soon as even one bite goes through, it's just a matter of time of shrinking oneself
zombie:setSpeed() <--- accepts values from 1 to 5 if I remember correctly
oh curious
It doesn't even say your swat stuff is in the game
Oh?
Well okay!
I was wrong, police tactical showed up
Well thanks! I guess the hat is just bugged
yeah ill fix that right away
i havent touched this mod in a hot second since ive been away on helicopters
thanks that narrows it
i am gonna delete the backend since its redundant anyways
ill try to add this fashion montage too
Well thanks! Sorry for wasting so much of your time lol
Mods awesome M8, it really is fun to play with
@nimble spoke I can't find a setSpeed() method on IsoZombie: https://projectzomboid.com/modding/index.html?zombie/characters/IsoZombie.html
there's:
- DoZombieSpeeds(float spMod)
- setSpeedMod(float speedMod)
- setPathSpeed(float PathSpeed)
Not sure if any of those is really doing what I need
thanks
i should have the cap fixed in 10
need to do something else but then ill push it
@fading prawn patch pushed test it?
Sure!
sorry. zombie:changeSpeed() <--- 1 to 5 and then zombie:DoZombieStats() because apparently it doesn't get used/saved without it
keep in mind that one of the int values is for the zombie that leans against walls, and 1 or 2 of them for crawlers, I don't remember which though
one of them is for sprinters
thx
This a ridiculous question but would raytracing even be possible in zomboid? hahaha
yes
pain
Hum
Does the Raven Creek mod work for the current beta build? I heard 41.55 broke a lot of existing loot tables for mods among other things.
Hi hi!!
Does somebody knows how to obtain the light levels of the tile where the player is?
unsure, though possibly getPlayer():getSquare():getLightcache()
but that could potentially be related to the visibility as well? 🤷♂️
Thanks!!
Will check it!!
Not a modder... anyone know how to fix the spawnrates for certain vehicles once you are in the vehicledistrobutions?
Someone should mod zombies into cars
So i'm thinking about a mod to make the computer useful but this would to be a lot of work
Might just add some sort of notepad software for now but was thinking about automating stuff around the house like lights... any idea or suggestion or maybe that's too far fetch for a mod idea.
Maybe some sort of email system when MP is released where you can send mail to other player which are like private message that you can read as many time you want until you delete it.
Maybe something like inserting video games to play to help with boredom
That sounds absolutely doable, and something people would welcome for mp and rp I'm sure.
My only suggestion is that consider making some sort of email server to handle the emails? There may be existing open lua code that does 90% of the work already.
The two options that come to mind as for how to store the email server data is either save/loading text files, or using the newish global mod data.
iirc there's some somewhat functional computers already in game?
@willow estuary could save mails in a txt file by player username
@sour island is there?
I remember seeing someone mentioning a facility on the map with a security system / computer
I know Turbo is into that stuff
Never encountered a functional computer but i guess it would be a simple option right click menu for something specific
I know some mod require a computer for some recipe/crafting but not as a functional computer tho
it's very bare bones, but could provide some insights
Well as you are at a disadvantage trying to develop this w/o b41 MP, that saving mails by email address could serve as an interim development solution?
And would also work easier with existing email server code examples? Although I guess an actual email server is overkill if you just save emails to disk by user so I was overthinking that 😄
I don't think he wants to actually send emails
for each user could have a database like "mails/<username>/<from>_<title>.txt
first line would be the From <username>
then the rest would be the body
would a stored table be more intensive for reading?
Yeah, sounds like you got it sorted out. 👍
Maybe just load the files when server start into a table.
And Update that table as mail are sent and also create the file for next restart
something something
you could nest them as strings
anyway the MP part is really not gonna be done until MP is release
{{sender=x,reciever=y,contents=z},{sender=x,reciever=y,contents=z},{sender=x,reciever=y,contents=z}}
etc
yeah looks good
you wouldn't really need MP tbf
at most the only part that would need to change would be identifying the player
the entire functional part will be the same
i mean i wouldnt spend time on that feature as i dont know how long it will take for MP
true
but yeah i understand the thing wont change that much
i guess it will still be playerObj = getSpecificPlayer(player)
I don't think you can save objects in tables using modData
or probably on text in any case
I know it doesn't work for player's modData
has to be strings, numbers, or tables
and every table recursively has the same rules
For Skill Recovery Journal I use a combination of SteamID and player cop-op ID
each player could receive all their email at connection and save it temporary in memory this way they only have access to their own mails and server would probably keep a copy locally in a file
I seen mod where you can play arcade machine
does it actually help with boredom
or its just a visual thing
I don't know if there's an actual game but I think it relieves boredom
cause i been listening to diskplayer for helping my character boredom but it doesnt work all the time. I think it only help once.
hm
so i was thinking of a computer to "play" some game to relieve boredom
which is so easy to do
I have a vague memory of seeing someone's computer UI demo somewhere in the past couple of years. Who's was that?
seems like hydrocraft would have something related to computer
http://undeniable.info/pz/wiki/item.php?Name=HCComputerdesktop
and also apparently there is the sprite for a turned on computer screen in the base game
I can't seem to find it in the java, but I swear I saw/heard about Turbo's computer systems for security
i also cant find anything on google about any sort of computer system
The only time I have seen computers being worked on was in the blogs
Hello survivors and welcome to this week’s Thursdoid! A few things to discuss. IWBUMS BUILD 41 PUBLIC BETA This week we released 41.35 and 41.36 (to fix a few things hot style) Changes in this were manifold, but the primary items were visible bags in hands, a make up system, a nerfed carmageddon meatgrinder exploit […]
Did we ever get that dial?
man I need to start playing again
You made me realize that I have seen so many things teased by turbo and the only one that actually came out was the media update
what sorts of things were teased by turbo?
read the blog
fairly sure i saw it on reddit, but their search is more broken than usual at the moment
👀
Here is the computer video
whoa thanks https://www.youtube.com/watch?v=JkRHnP_sCUM
this is next level computer sim 
anyone know how to add power consumption to an object so that it consume fuel in the generator?
looking into the tile editor i dont see anything that would mean power consumption so im guessing maybe it has to do with the IsoType
🤯 ❤️
C:\Users\yourusername\Zomboid\mods\Swatpack\media\lua\shared\SpawnListSwatpack.lua
this are the spawn chances of the swat vehicles
aha, that was it!
Hey chat. Got a question
is there a mod for prying open things with a crowbar? im a burglar with one and i was expecting i can avoid lockipicking or smashing something with just prying it open but i just found out that not a thing 😄
IIRC this mod did add something like that https://steamcommunity.com/sharedfiles/filedetails/?id=2368058459
ye i catched that one but im asking if there is one for crowbars to pry open things not for lockpicking
"Good morning and welcome to the Black Mesa Transit System. This automated train is provided for the security and convenience of the Black Mesa Research Facility personnel."
Nice! Those look great. Good job
thx
Even Worse Looting also locks certain container so you need either a key or a crowbat
I thought it only affected the actual loot tables? Interesting.
my hyddrocraft tip, pick a end teir goal, list components, then what you need to make THOSE commponents on and on and on.
nods
keep an idea wheere stuff is,, and make a base with TONS of storage, cause when you get to the 'stripping the town' stage, you will have alot of stuff to use.
also craft helper mod is invaluable when using hydrocraft
Makes sense.
rmb on an item and see what you can craft with it ^_^
imho its to much invintory management for not enough end game reward.
nods
I really do need to learn the shortcut commands for PZ.
Any mods that compliment Hydrocraft well?
Hydrocraft is encompassing enough that you'd do better to focus on QoL mods I'd imagine.
nods
Anyone know cops cars that look like 1993 Kentucky actual pd cruisers?
I know Danny is working on some- not sure if he released yet
Oh
There's alot more reskins that I thought there'd be
:l
Also looking at the workshop - very happy to see people using tags.
There's alot of additions via mods - including reskins for police cars
Idk where a revamp falls on the roadmap for devs
NightScale's stuff looks good and comes with uniforms in another mod
There's also chrisarmyknife's mod for another take on total reskins
Even includes D.a.r.e. which is a nice touch
@sour island Hey I saw your comment under the sandbox+ mod on steam and was wondering if you knew an easy way to fix the gameOptions issue I could use? I am not familiar with modding PZ so please forgive any lack of common understanding here lol.
Are you the author?
Ah so that makes it more of a puzzle.
What mods do you have that change the menu?
ModOptions?
yes modoptions i dont think i have any others that affect the options menu.
The only way to correct sandbox+'s behavior would be to not use it unfortunately. The solution I have with EasyConfigChucked is sort of precarious.
You could try installing EasyChuckedConfig -- last I checked it worked alongside both ModOptions and SandBox+
The issue is it modifies how menus display but it's not overwriting safely
Ah I see, I'll give EasyConfig a try. I appreciate the info.
Np
Hey, Anybody play with Ellies tattoo mod? any idea where to get the tattoo ink?
Gotcha
debug works by Lua?
any mod that lets me light bodies on fire without gas? i find it stupid they cant burn just from their clothes
why stupid? In real life clothes are not enough for this
how tf do u know 🧐
I've spent a lot of time on not-so-nice video sites
I mean fire in game spreads way too much as is
Requiring an accelerant to burn bodies is super realistic and good for balance
You find it in salon-type locations. So hair salons, beauty parlors, tattoo parlors, etc
Anywhere you can find makeup basically
Thanks!
Finally.
I can see myself get eaten
oh! we can potentially have zombies inside cars now, kinda, yeah?
it would be amusing to have a car slowly meandering down some street with zombies half hanging out the windows
Possibly, but I'd imagine that stuff like pathfinding etc would be massively borked?
...having said that you could have pregenerated corpse models visible on seats and the like?
i was thinking live zeds
and bad pathfinding for a zombie car isn't really a concern, imo
Oh yeah, I know. Seen a fair amount of wishlisting for that feature lately?
Ah, by pathfinding I mean zombies getting out of cars and otherwise properly reacting to their environment/the player?
Wouldn't be that much of an issue I imagine.
If anything they should be bad at pathing
oh, that makes sense. I guess that would be some heavy work to make
I mean, as a fan of zombies as scenery I should look into the idea? I'm just so fussy and conservative about anything that can nerf threats to players that my immediate reaction is "how will the zombie still be dangerous!"
well... if they spawn as an event (somehow at an appropriate time and place), there's opportunity to splat a player with a random car
or as a parked car with a sleeper type, that could prompt an attack with a reduced bite chance
*when you open the car door
Eh, zombies are an environmental hazard at best, the real killer is other people/overconfidence.
Personally I'd love to see corpses have to get hauled out of a vehicle before trying to make a quick getaway.
And if on the rare occasion that body you tossed out then gets back up well I'm fine with that too
Does attacking a car with melee not already exsist?
i believe you can smash windows with standard melee attacks
Yeah I don't see an issue with adding in combat to sitting zombies
Hit() is a hookabke process that can be overwritten completely
It's actually doable now
Wish I had more time and less job
pictures a character walking up to a car hoping to steal it just to get a jumpscare as the body in the drivers seat moves and starts to thump and squeak against the side window...
More animations in general would be nice
Hey guys, anyway to save modData on IsoObject that stay after Picking up and placing back down? Cause right now it doesnt save it to the moveable item
More hooks for you modders the better imop.
Pulling bodies, dragging, etc
i tryed saving data into :getModData().itemCondition but still doesnt stay so im not sure how moveable keep data such as when inserting a VHS into a tv and moving the tv around, the vhs is still into it
You're adding that into the TVs modData?
no no, im just trying to add an item into my computer and when moving it around and placing it back that the item and data is still into that computer
but picking up the computer remove all custom data
Ah I can guess why
Alot of things in PZ under go object hand offs
When you pick up furniture it gets deleted and replaced by an item object
There may be
clearly modData isnt so i need a way
But the convention in PZ is you empty container before moving them
So perhaps follow that?
yeah unfortunatly if i dont find a way ill be limited to that
Otherwise you'd have to find events for picking up and placing objects to copy and have off modData
Which may be done via timed actions tbh
i know tv does transfer the vhs in it but its probably specific code for the tv that we cant use in lua
i wish there was some basic meta data that would be kept into isoobject
would open up for a lot of possibility in modding capabilities
There was a mod data table added for movables to make it persistent, but I haven't played with it and don't have a handle on it?
there is an itemCondition table automatically added to the object but i tried adding data to it and it didnt save it
I'm fairly certain modData is meant as the metaData
You're adding an array object to modData?
Or is item condition an actual Lua table?
Cause modData can't save objects
Does Zuper carts throw a ton of lua stack trace errors for anyone else?
Actually i try to add just a bool and string to test if it saved and it wont after moving the Object
To modData?
Sorry for asking again, itsj ust you mentioned the item condition thing
The devs recently added specific item objects for movables
That may have broken what ever Blair is referring to
You'd have to hand off the modData to the held object
To test this try adding the changes to the movable while it's on the ground with out moving it and checking if that's saving
Ill try playing around with this i decided to release a simple version of the mod for now.
Also this would be a fairly easy thing to do java side ... soooo @iron salmon it appears movableObjects don't retain their modData when picked up and "converted" into an inventoryItem.
🏃♂️
niiice
Excelent
*follows a new mod author on Steam Workshop
Someone did with those computers : )
I can take a look at the Lua for moving objects @thin hornet
May not be to crazy
Iirc most of it is handled via Lua
Finally.
Time to play Doom
If you find out let me know that would be great
Are you involved with coco labs?
If you're using the documenter the functions should display
Otherwise I'll take a look when I get home
I used to code with Capsid from Storm Project but right now its not setup i formatted my pc so i work in notepad++ and just search for what i need
I think doom actually came out in 1993 too
capsid uses pzdoc and luaanotation its pretty powerfull
Can Project Zomboid run doom?
That sounds like pzmod
Im thinking to add computer video game that you can add into the computer to play the game
once i figure out more about adding "disk" into the computer etc
I mean, chuck, Konijima.
How hard would it be to put Doom into PZ
Was also thinking about making a simple scripting language to automate stuff in your homes
Visually? Significant work
Could put your script onto disk and share copies to friend in multiplayer
Damn
something like ComputerCraft from minecraft
Lua is used in other places - maybe someone already wrote Doom in Lua
this look freaking awesome https://www.youtube.com/watch?v=JkRHnP_sCUM
Would be nice to have computer parts and upgrades and actual OS with installable software
like if you remove the harddrive and place into an other computer the stuff in the hdd still installed
We just have a whole web
Watch some cute cat videos while suffering from a bite
maybe an internet central building that need to be powered and that would enable internet accross an area
You are speaking "Save our station" levels of imagination
Still, even if you restored the internet
What would you do with it
99% of Kentucky is dead
in Multiplayer you could do some stuff
Or undead
or search and learn skills without books
I think a more realistic comptuter use would be cameras and alarms?
watch porn
Share a video of your friend getting eaten with a #relatable
idk
Stuff that's in rust
@sour island yup good idea
Put up some cameras, find thieves
Shoot them with a turret
Yes
Then play doom
automation, so if a trip wire is activated you code what happen then, so maybe sound an alarm, or blow up a bomb
Like a beartrap
could have automated door lock from 6am to 6pm for example
Like a spring loaded door full of spikes
or pressure plate system
Or a shotgun trap strapped to the door
you install hardware on trap and then connect it to the computer, and can see what trap by ID is ready to collect
Imagine PZ adds like those rope traps in cartoons and you're just dangling there for 3 days while you Starve
no knife to untie your self
I mean, if you were obese you automatically could snap the ropw
Pinata
I mean ye, but would perks play into it aswell?
Like night guard or engineer?
Perhaps you could trigger traps from a computer
I think the skills would fit for setting it up and maintaining it
Setting up the mod.info file
Fields: [name, id, poster, description, require, pack, type, tiledef, versionMin, versionMax]
The name required field is to give the mod a display name in the mod selector in-game.
The id required field, this should be unique and tells the game which mod to use.
The poster optional field is to show an image in the mod selector. Can have multiple.
The description optional field provides a description in the mod selector. Can have multiple.
-- Can be formatted, for more info refer to the file ..\lua\client\ISUI\RichTextLayout.lua.
The require optional field makes it so the required mod/s will be needed to enable, and automatically enable with it. Only one field.
-- Entries should be the other mod's id field. Entries can be separated by a comma.
The pack optional field for when your mod adds a .pack file. It should contain the name of the file added by the mod. Can have multiple?
-- For more info, refer to https://theindiestone.com/forums/index.php?/topic/8790-custom-texture-packs-and-tile-definitions/
The type optional field for when the pack contains item icons or UI textures. Can have multiple?
-- As of writing, only type=ui
-- These packs should be before other packs.
The tiledef optional field for when your mod adds a .tiles file and should contain the name of the file. Can have multiple?
-- requires a unique number after a space, between 100 and around 8000. Unique to not conflict with other mods!
The versionMin and versionMax optional fields remove the ability to enable when the game version is outside it's range.
-- Both of these fields follow the same format: XX.YY Text
-- The Text can be formatted like the description field and is optional.
Example with all but the type field below:
name=My mod's display name
id=myUniqueCustomMod
description=This is an example mod, <LINE> with two lines of description!
require=otherModA,otherModB
poster=poster.png
poster=poster2.png
pack=myTexturePack
tiledef=myTileDefinitions 428
versionMin=41.50 - IWBUMS
versionMax=41.55 - IWBUMS
In case someone else may have a use for it.
tinder pic?
Haha, yep. Still need to work on when to plug in updates for the dynamic vehicle appearance business 🤪
any idea how to reproduce this
using bodyDamage:setBoredomLevel(self.stats.boredom) doesn't seem to cause this automatically
From what I've read from someone it was setHaloNote or something IIRC.
HaloTextHelper.addTextWithArrow(playerObject, string, boolean, color)
My assumption would be "true" for up, "false" for down on the third argument?
(example usage in media\lua\client\RadioCom\ISRadioInteractions.lua)
so yeah that was it thanks @dry chasm
HaloTextHelper.addTextWithArrow(self.character, getText("IGUI_HaloNote_Boredom"), false, HaloTextHelper.getColorGreen());
@thin hornet ISMoveableSpriteProps Have you look in here?
Looks like the modData is supposed to carry over
long time ago when making the Water dispenser but sprite props seems to be set automatically based on Tiles Props
Ill give an other try to modData with different object and see
modData itself isn't carried over but strictly specific aspects of it are
so you'd have to add onto some of the functions here using overwriting methods
Hello. Does anybody know how to add specific body part protection to clothes ? For example, if I want to add a neck protection to a jacket ? Thanks guys
#mod_development message
IIRC the blood location defines where something "protects"
action:update()
if math.fmod(self.haloDelay, 500) == 0 then
HaloTextHelper.addTextWithArrow(self.character, getText("IGUI_HaloNote_Boredom"), false, HaloTextHelper.getColorGreen())
end
self.haloDelay = self.haloDelay + 1
end
Alright so i made it so that the text over head (halo) appear every 500 frame and it gives the wanted effect 😄
Thank you so much 😉 works like a charm
Outstanding ! Now we want Duke 3d and Warcraft 2 implemented 🥰
3D space cadet pinball, include the start up sound 
What is the difference between this:
function tableName:functionName
and
function tableName.functionName
functions defined with : have access to the table via self and get it passed as the first argument, not necessary to set inside the brackets ()
is there a way to save and override those with a :
though if you'd want to call it afterwards with . (for whatever reason) you'll have to pass the (or another if applicable) object as the first argument
cause i get an error with this:
local originalFunction = tableName:functionName
local original_Function = tableName.functionName;
function tableName:functionName(a, b, c, d)
-- do your stuff before original
local result = original_function(self, a, b, c, d);
-- do your stuff after original
return result; -- return original return value
end
@sour island so got the moddata to transfer by overriding ISMoveableSpriteProps:pickUpMoveableInternal & ISMoveableSpriteProps:placeMoveableInternal 👍 Let the fun start 
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Yeah
Im gonna make a table that transfers and add everything into that table
btw you don't have to copy the entire function
you could just add your bit to it
and run the original
its not the whole thing i picked only the part i needed cause i dont think i could do otherwise
ah ok
I actually understood what you mean
i think that will be much cleaner now
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I just released a new update to AuthenticZ. If you have any bugs or want the changelog, DM and let me know!
Have fun!
Pog
hey I'm trying to get in modding and i don't know much but i want to make script that remove the door's breaking mechanic by replacing with a simple open door command and resetting the hp when it's 0, but i don't know which script file is for doors so i can edit it. can you help me a little?
the reason i want to this is because i don't like zombies destroying unobtainable tiles
Hi everyone! Hope you are all well here, been lurking for a bit 🙂
@wraith dust No Idea on moddding for PZ - but you gave me an Idea... Would it be possible for Modders to implement half of what you're talking about but say a 'Partial' Door?
Eg: Depending on the Door Type - once it is sufficiently damaged - rather than simply get destroyed it is 'Breached' with a hole that Zombies can crawl through - like they do under Cars?
Players could then (Depending on the material of the Door and available to them) - Patch the doors up again after (Welding on Steel/Metal Doors or Boarding up wooden ones)
I notice that in PZ a lot of 'Building Materials' are rather poorly defined; For example a Bank should have thick Windows that a zombie or crowd isn't going to break through - Upstairs windows in Office Buildings are probably going to be stronger too
If you're up against a barred door/gate/fence you might still be vulnerable to attack from the other side, but they should be pretty impossible to break through
I think if a zombie broke down a door it wouldn't make a hole
A really weak window might even be breakable by sprinting through it (Sprinter Zombies!)
It would probably take the entire thing with it
@warm shell The thought in my head is they are breaking through the door (Eg: Internal Doors of Homes are often quite easy to put holes through)
Far easier than pushing it through its own frame
That's why you get hinges from broken doors
They quite literally rip the entire thing off
But i see what you mena
So the Zombie is pulling on the Door?
Because IMHO thats the only way I can imagine that would work
No it's thumping it's body against it
Oh I guess actually I see what you mean too - Depending which way the door opens - it wouldn't have to be going against the frame
I do feel like zombies should have a chance to just break open the door though
I wouldnt want to make the game needlessly complex (directions that doors open) - but I mean would it be possible to implement? Would it be a decent idea?
Just like knocking through a plaster wall should probably be a hole rather than the whole section (which you could eventually do) - you could then use a 'climb through' animation
Agreed - the two together would be pretty cool IMHO, little bit more variety and a little less abritrary than all or nothing state
Maybe one day the devs or a modder will do this
Probably a lot of work for little gain - but I think sooner or later there should be another look at building material types
Hell imagine ram raiding a store front with a pickup truck
Lmao
depends if there's events/hooks related to the player/cars bumping
round about alternative would be to tie into the update() procs respectively
most crazy ideas are doable - just takes a bit of elbow grease
don't let your dreams be dreams, etc
How do u craft supressor?
https://steamcommunity.com/sharedfiles/filedetails/?id=2279084780&searchtext=pawlow

Would it be possible to add a flare gun that when used. Catches the attention of the nearest active helicopter event around you?
it would be very nice if someone could list all the Events that you could hook into.
I'm glad you asked.
--Checks every hour if there is an event scheduled to engage
function eHeliEvent_Loop()
local DAY = getGameTime():getNightsSurvived()
local HOUR = getGameTime():getHour()
for k,v in pairs(getGameTime():getModData()["EventsSchedule"]) do
if (not v.triggered) and (v.startDay <= DAY) and (v.startTime == HOUR) then
print("EHE: LAUNCH INFO: HELI ID:"..k.." - "..v.preset)
if eHelicopter_PRESETS[v.preset] then
eHeliEvent_engage(k)
end
end
end
end
Events.EveryHours.Add(eHeliEvent_Loop)
Whoa, what a convenience!
Events have built-in parameters not listed here
you'd have to find where they're called to see what's in there
Hmmm, thank you.
--- Event Hooks ---
Events.OnCreateLivingCharacter.Add(ConditionalSpeech.load_n_set_Moodles)--OnCreateLivingCharacter(playerObj) --Starts up ConditionalSpeech
Events.EveryHours.Add(ConditionalSpeech.check_Time)--EveryHours(?) --check every in-game hour for events
Events.OnWeaponSwing.Add(ConditionalSpeech.check_WeaponStatus) --OnWeaponSwing(playerObj,weapon)
Events.OnPlayerUpdate.Add(ConditionalSpeech.check_PlayerStatus) --OnPlayerUpdate(playerObj) --checks moodlestatus
note the comments
On Lua side:
for k in pairs(Events) do
print(k)
end
I found the event I want to hook onto, but I cannot find the right way to do it.
I think I need to add the parameters like Chuck said, but I don't know how to do this.
Which event?
OnCreatePlayer
I am looking for an event that is called once when a character spawns in.
Like, first time.
Events.OnCreatePlayer.Add(fn)
IIRC that event fires when loading a save game as well
Events.OnCreatePlayer.Add(addClosedSheetsToPlayerSpawnHouse(this.player))
do not call your function in it, just pass it in (it gets it's arguments from when it's called)
e.g.
Events.OnCreatePlayer.Add(function(a,b,c,d)
print('a=',a,' b=',b,' c=',c,' d=',d)
end)
so Events.OnCreatePlayer.Add(addClosedSheetsToPlayerSpawnHouse)
Let me try
Actually there should be only one parameter as I remember:
Events.OnCreatePlayer.Add(function(player)
print(player)
end)
---@param playerObject IsoPlayer | IsoGameCharacter
function ConditionalSpeech.setSpeakColor(playerObject)
local MpTextColor = getCore():getMpTextColor()
playerObject:setSpeakColourInfo(MpTextColor)
print("CND-SPEECH: Setting Speak Color on: "..playerObject:getFullName())
end
Events.OnCreateLivingCharacter.Add(ConditionalSpeech.setSpeakColor)
Easier to read imo
on the java side of things:
LuaEventManager.triggerEvent("OnCreateLivingCharacter", this, this.descriptor);
this = playerObject
Correct blank event function for OnCreatePlayer:
Events.OnCreatePlayer.Add(function(player_id)
local player = getSpecificPlayer(player_id)
print(player)
end)
this sould be in the wiki
My source has always been the wiki. And to be honest for this sort of "list" thing it's way better than anything else. I've been here on Discord for a month and I always see the same questions and answers, simple things
I think an updated wiki would save a lot of effort
@vestal umbra ```lua
for i=0, squareContents:size()-1 do
---@type IsoDeadBody
local foundObj = squareContents:get(i)
if instanceof(foundObj, "IsoDeadBody") then
reanimated = reanimated+1
foundObj:reanimateNow()
end
end
@vestal umbra
Events.OnKeyPressed.Add(function(key) if key == Keyboard.KEY_1 then functionName end)
https://steamcommunity.com/sharedfiles/filedetails/?id=2636100523
ANOTHER COLLAB FROM OUR EGNH GROUP AND @elfin bobcat !!
HOPE YOU GUYS LIKE IT
This is absolutely amazing
❤️
still not working
im sad
not working my mods
i enabled all
one day they worked
them stoped
FINALLY
Hi hi!!
Does somebody knows how to apply a fracture?
I'm doing this but it is failing, I'm pretty sure it is related to lua syntax but I can't figure out what's wrong 🤦🏻♀️
player:getBodyDamage():getBodyPart(BodyPartType:FromIndex(ZombRand(BodyPartType:ToIndex("UpperLeg_L"), BodyPartType:ToIndex("Foot_R")))):setFractureTime(ZombRand(30, 50));
True!! where it was located? do you know?
playerObj:getBodyDamage():getBodyPart(BodyPartType.Groin):generateDeepShardWound();
nvm
Hmmmm, so probably my error is in the FromIdex and ToIndex
I think you're adding too many layers
FromIndex and ToIndex shouldn't be called with : but .
Why you do this to me Lua, why
Java is always . 😂
Yeah I know, was trying to make the code shorter
Short code =/= good code
playerObj:getBodyDamage():getBodyPart(BodyPartType.Foot_R):
setFractureTime()
iirc wounds work based on how long it will take for them to recover
so all you need is:
playerObj:getBodyDamage():getBodyPart(BodyPartType.Foot_R):setFractureTime(n)
if you want it to be between random parts you could have a list of those part types
and grab a random one
chuck
you are good with modding right?
help me with this
all good
but
no mods working
:(
I need help with what is causing any "All" action to not get completed. I keep getting errors whenever I tried to rip all clothing from a zombie.
ERROR: General , 1635103673066> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: Object tried to call nil in ReturnItemsToOriginalContainer at KahluaUtil.fail line:82.
ERROR: General , 1635103673067> DebugLogStream.printException> Stack trace:
Subpar Survivors is the one that causes that error
So I split it but I'm still getting errors 🤦🏻♀️
local fracturesBodyPart = {"Hand_L", "Hand_R", "ForeArm_L", "ForeArm_R", "UpperArm_L", "UpperArm_R", "Torso_Lower", "Groin", "UpperLeg_L", "UpperLeg_R", "LowerLeg_L", "LowerLeg_R", "Foot_L", "Foot_R"};
local randNum = ZombRand(1, 15);
player:getBodyDamage():getBodyPart(BodyPartType.ToIndex(fracturesBodyPart[randNum])):setFractureTime(ZombRand(30, 50));
Its coming 😄
Now add the forums
xD
What? What's wrong with a early 90s forum?
Will add something like that for learning skills one day
But im thinking that would require a modem to connect to internet
Why not a phone line while at it would be funny to receive phone call in MP
phone lines can provide internet as well
as it should in 1990
EDIT: November 2020 wow this really blew up over the years. I have made a direct download available here https://freesound.org/people/wtermini/sounds/546450/ enjoy
Also back in 2012 a wonderful poster was made by Oona Räisänen http://www.windytan.com/2012/11/the-sound-of-dialup-pictured.html
I was bored so I wanted t...
Will be adding bunch of games titles so if you guys wanna give me game idea up until 1993 ill add them
Game Title:
Game Release Date:
Game Publisher:
Game Genre:
@craggy furnace Sorry to bother but I heard you can now mod in custom "moods" the icons you see on the top right of your screen, is this true?
never messed with it
I mean, I guess this is meant to be custom games, like fucked CraftMine or something
But what about Doom
Doom Z
Zoom
maybe
Just give me like sleep and a day and I will make like 20 funny title games
cool man, Ill grab probably around 30 titles from everyone suggestion, anyway it will be possible to make addon mods to add more games
You want real games or games with alt names based on real ones or just completely made up ones?
Depends
Make any you like
Real or not
Personally I dont mind, realistic is cool too
As long as it's not like GTA V
I might make a submod where you have lore friendly and realisc games
Chuck was the one to say the moodles can be modded
thanks
Hi i'm new to modding and I wanted to know how I go about testing to see if a Mod works. I'm pretty sure I have everything set up properly but how do I get it in game?
if you have the folder in %Userprofile%\Zomboid\mods
then it should show up in the mod selection menu ingame
Game Title: Cosmic Commandos
Dev: Otaio
Release year: 1978
Genre: Shoot em' up
based off space invaders
added 👍
Eyyy 
The adventures of spiffo, 8bit rpg based off Legend of zelda
publisher : TheIndieStone
Bam
I'm not seeing my mod in the select screen I'm guessing I did something wrong?
Most likely the folder structure or mod.info file rather
Only real games? There must be a Spiffo reference in any tittle 😂 like: World Of Spiffo (World Of Warcraft), The Spiffo (The Sims), Age Of Spiffo, etc
Starcraft 2: Wings of Spiffo
Starcraft 2: Heart of the Spiffo
Starcraft 2: Legacy of the Spiffo
Candy Cat Adventure!
October 12th, 1991
Beacon Games
Platformer
Fallout 1,2 and tactics.
GIGA CHAD games
does anyone know a good site to get free and easy animations?
I wonder if I can find an anim for swinging a body pillow like a weapon
for reasons

if anyone can make an anim for playing on computer would be cool asf
local part = vehicle:getPartById("GasTank")
seems like it does not sure what you mean tho
Yes, If I create by template a part called "GasTankExtra"
Will it works
vehicle:getPartById("GasTankExtra")
?
so thats like a new part that you created?
yeah, I'm trying to use the function but it gives me an error, I'm trying to find out if I did something wrong or if there is any limitation
and :]
In the sandbox, the date is always set initially on July 3, 1993
Unless we create a time machine that can go in a future that will never exist 😛
oh well fuck then can you do missile command?
should work
Gloom
December 10th, 1993
Ik Software
First-Person Shooter
Fatal Kombat
October 8th, 1992
Eastway
Fighting
Fyst
September 24th, 1993
Arita
Adventure
ZCOM Macroprose
that is 1994 burh just 1 year off
seems like a normal day in pz
shit, no fighting alien zombies from mars then
I wish PZ was set in 2000 or something like that, opens way more options
uhhhh let me think about the DOS games I played back then..... Strip Poker!
Star Wars: X-Wing
The Terminator: Rampage
Star Wars: Rebel Assault
@thin hornet Seems like a stupid question, but would be great if you could hear game audio when playing these games, maybe a 10 sec loop
I was thinking about that but audio files will make the mod size pretty big.
I might get some different sound loop for game genre
so audio would be by genre instead of by game title
great idea
devious lick :]
Interesting
Heli Event?
Interesting, will you have a 3d model?
you arent very aware of this, are you?
no lol
weve been working on this for months
not this specifically but we have visible helicopters in our github
Nice
they do a little trolling
If you use creativity you can do this in a number of ways.
https://www.youtube.com/watch?v=GGU1P6lBW6Q they should be blasting this
The "Ride of the Valkyries" refers to the beginning of act 3 of Die Walküre, the second of the four operas constituting Richard Wagner's Der Ring des Nibelungen.
i am waiting on TIS to fix an issue on their side
if the "shadow is a zed" you could somehow make some piece of clothing being a helicopter, things like that...
nice
If you follow this way, you could even somehow make the player be able to drop the helicopter (it would only be a zed for the game)
It would be really cool to shoot the heli until it falls ...
again, nope
overly complicated
we are attaching it to a vector
then throwing it down a line
the rotors being animated
basically with attachments
Will they fly above those 8 story buildings in LV?
still very hypothetical
until we can actually get these working well enough after they do their fix and we can fly them over we dont know
id honestly rather we ditch these and go with tracking markers
@pearl prism the idea does have merit
If you polish it well, I bet something good comes out
What is that?
I use google translator, I don't understand what you said here about animating the rotors
a dream
ah, mostly we are just using attachments to put the helicopter together
Is it possible to add new injury types to PZ? Had a look through scripts/lua but couldn't find a damn thing.
I need some help. So I'm trying to make the pillow I just posted a melee weapon and it looks like I did it but now the model is massive
does scaling work differently for weapons?
Add the forums pls I am begging you
Should be similar, if not even the same as with the object's context no? (Is what I'd assume atleast)
Will probably do something similar one day
Tooltip are on Hover so they do not have anything to do with context menu
i was thinking something like item:tooltip but doesnt seem to exist in any game codes
item:setTooltip(string) IIRC.
Though if your items are all seperately defined in a script table, I'm sure you could just add the translation there
but if im not mistaken you randomize it, or something else? So I would suggest doing that call when "setting" what kind of CD it's supposed to be.
the actual tooltip object or similar should be set from the inventoryPane i would guess
though if you define your CD's all seperately in a script .txt file, then adding Tooltip = Tooltip_YourGame,
or something to it would be sufficient, as well as adding a translation for it to
media\lua\shared\Translate\XX\Tooltip_XX.txt (replace XX with language codes like EN, DE, AR, CA, FR...)
new events 🚁
Oooo
Yeah so Game CD are a single item and i assign them a game metaData.
This way where ever we want to add new game it will just randomly set newly found game disc to a random game.
So right now inserting and ejecting is completed pretty much.
Game disc generator is also working fine for Disk_Game found on ground or into containers.
Im assuming CD never actually spawn into Bags so i didnt bother making it generate there and even if it did it would be assign a game as soon as it is picked up.
Im going to make it so that you must install the Game onto the computer and also uninstall if wanted.
Where is the air liner option 🙂
So the thing is that the toolTip is unset at game restart and also cannot add colors.
how did you add colors and all beforehand? 🤔
using setTooltip() on an inventory item is very temporary and for color its seem to be different from a option.tooltip
a zombie apocalypse simulation game playing life simulation in game
Yup
for an option.tooltip.description i use:
description = "<RGB:0,1,1>Publisher: <RGB:1,1,1>" .. game.publisher
for an inventory item.setTooltip() i use:
description = "Publisher: " .. game.publisher
cause RGB:0,1,1 doesnt parse in an item tooltip
i cant remember when ive seen this in code but i recall there was a string builder or something
@thin hornet mod example:
https://steamcommunity.com/sharedfiles/filedetails/?id=1922750845
@thin hornet Btw this is an example how to NOT overwrite the whole functions. So the mod will be compatible with future updates of the PZ and with other mods. Those mods may inject into the same functions and sill be compatible with each other.
Yeah thanks, that specific popup is hard to work with.
since it uses ObjectTooltip.new(); which we dont have anything in Lua about this
I mean other mods too, e.g. Coco Liquid Overhaul, where you are replacing some functions entirely.
yeah ill have to fix coco soon.
but computer i didnt rewrite any
Clo has gotten big in code size so its gonna be a lot of work
Alright so got it to also resize with the tooltip font size setting
Fixed the weight of stack field
I want the world model to look like this 
Then we can make custom cover item where you can drop a CD into it
Some sort of bag item which can only hold a 0.1 weight 
Inventory Item Tooltip Custom Fields + Auto Resize + Font size settings friendly
Download -> https://pastebin.com/4jLF4Lm5
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Your code is working not only for Disc_Game. 
I mean you could do this:
if not (self.item and self.item:getType() == "Disc_Game") then
return old_render(self)
end
So your calculations will be skipped for any other item.
It's a kind of optimization.
@thin hornet
i agree if i place this at the top it would skip bunch of useless replacement
if you have a house as your base frequently does the game permit you for using it every time by make it a burned house 🙂
this happened to me 5 time now lol i ques its random but pretty anoying
What
Meta house is a random event.
Can someone help me make a cardigan mode….?
well might be random but it just happend to me twice on my first and now seconf time today
second
lol
Cant find the mailbox into the distribution anyone has an idea how it's named?
postbox, maybe?
postbox = {
rolls = 3,
items = {
"Newspaper", 2,
"Magazine", 2,
"FishingMag1", 0.2,
"FishingMag2", 0.2,
"HuntingMag1", 0.2,
"HuntingMag2", 0.2,
"HuntingMag3", 0.2,
"HerbalistMag", 0.2,
"CookingMag1", 0.2,
"CookingMag2", 0.2,
"ElectronicsMag1", 0.2,
"ElectronicsMag2", 0.2,
"ElectronicsMag3", 0.2,
"ElectronicsMag4", 0.2,
"ElectronicsMag5", 0.2,
"MechanicMag1", 0.2,
"MechanicMag2", 0.2,
"MechanicMag3", 0.2,
"EngineerMagazine1", 0.2,
"EngineerMagazine2", 0.2,
"MetalworkMag1", 0.2,
"MetalworkMag2", 0.2,
"MetalworkMag3", 0.2,
"MetalworkMag4", 0.2,
}
},
thanks a bunch!
well, not sure if it's actually the one you search, or if this one's an actual box or something, but it seems to fit nicely 👀
I will confirm
<@&671452400221159444> and thanks
postbox is not the mailbox, im guessing it is the box at the post building
cause mail box do generate how to use a generator and its not in this list
and actually im at the postal building in westpoint and it doesnt seem to be there either
but i suppose it is this box
took a quick look, unsure on how distribution truely works, though:
mhmm
I'm wondering how I can go about getting a picture of my model to use as an icon, can anyone help?
@hot patrol you can use blender and cameras to take render image. There is ways of saving it with an transparent background.
Ok. I'll look into that. Thank you.
installed britas weapon mod
there were 3 guns in my starter house shed
i have 7 boxes of 556 ammo
Brita's mods are unbalanced
oh god i set off a house alarm first thing
Sometimes it spawns a lot, sometimes it doesn't spawn anything
Anyone knows how to solve this problem? I'm clueless now, just tried to update the mod, it didn't happen before today
The current version have built in support for customizing exactly what you want to spawn where and in what amounts.
And I have no idea how to do this, nor did I know about it.
The armor mod doesn't even work, nothing is spawned in my game
It uses the mod options system if you've used that for other mods, even has a setting to remove post 93 weapons (or if you still want them adjust how rare they are).
I think its busted due to the last updates loot table changes, there is a mod that fixes that apparently. Let me fetch a link.
Ok
thanks, i'll try it
