#mod_development

1 messages Β· Page 487 of 1

dawn shuttle
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If you enjoy the journey it's worth the destination

teal rampart
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ya, it's somewhat mentally demanding unlike all the other dopamine moment shit which just fries one's attention span over time

little vessel
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Unsolicited ping-report on @nimble spoke : The conflict between cooking time and eris_food_expiry comes from the fact that SFChocolateWaferStick has DaysFresh but doesn't have DaysTotallyRotten. Which is a bit weird considering that SFChocolateWaferSticksJarOpen has both.

tall pivot
#

Am I about to read a Discord message from the legendary Soul Filcher?

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No. Because it looks like he's offline.

teal rampart
#

Mhmm m

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And i have to confess, I think LUA is a strange scripting language

dawn shuttle
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most def

teal rampart
#

I cannot pinpoint it but like python... it feels a bit "off" at times... very idiosyncratic

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something you must get used to over time, i think

dawn shuttle
#

it reminds me more of MSSQL which is oddly enough a query language

teal rampart
#

or like that πŸ™‚

dawn shuttle
#

similar keywords such as then/and/or/end

#

the ternary is what really got me confused
x < 0 and "negative" or "non-negative"
what? lol

teal rampart
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i make the most silly syntax errors

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ah, i hope i can get my counter implemented

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if that one is in there, i can implement a simple decay function

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IT WORKED!

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well, seemingly it worked

tall pivot
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What software can I use to open and edit .pack files?

teal rampart
#

ya, it worked... though, there is a result that shouldnt have happened

#
#

someone has pointed at that one before

tall pivot
#

Thank you :)

teal rampart
#

lol

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nevermind?

tall pivot
#

Yeah, I was going to ask you a question but I thought of a different path to take.

teal rampart
#

I'm a noob myself. I've started modding PZ only a few days ago

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mainly reading other people's code

tall pivot
#

I'm literally just copy-pasting vanilla code and altering values.

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I also want to do some texture work, which is why I need pack access.

teal rampart
#

i'm one step above that πŸ˜‰ and still 500 steps below the summit

tall pivot
#

hahaha

errant grove
#

having trouble with a modding problem: I have a mod that is outdated and someone made a file patch where i have to mess with files for it to work, problem is im too stupid to figure it out even though they sent instructions. i have a zip file and the instructions are as follows: overwrite to steamapps - workshop - content - 108600 - 2321449952 - mods - PZCF_hobbies - media - lua - server folder. i have already found the location of the folder but im unsure what im supposed to do. thanks in advance

zealous wing
#

Made two finished models today, for All American Apocalypse. Like, 100 to go lol. πŸ€ͺ

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Gonna need about 200 or so for CCCP. πŸ€ͺ

tall pivot
#

If I implement an item into the game, will it automatically spawn in loot tables or do I need to script that?

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I'm trying to implement items that must be crafted and not looted

teal rampart
#

you need to script that

zealous wing
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Yeah.

tall pivot
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Thanks guys.

zealous wing
#

If you want a crafted only item, you can implement it via recipes.

teal rampart
#

well, if they must be crafted and not...

teal rampart
#

madman was quicker..

tall pivot
#

haha

zealous wing
#

But if you want your item(s) to spawn in the world, you need to use a distribution table.

#

Those are lua, but it's day one beginner lua.

tall pivot
#

Good to know for future reference.

teal rampart
#

ya, that's easy, just a leeeeeeeeengthy table to create

zealous wing
#

Ask me about distribution tables. I literally dream about the fucking things.

tall pivot
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I bet.

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I really enjoy AAA btw lmao

zealous wing
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The pain of updating/maintaining multiple large mods.

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lol which one?

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Ah thanks.

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I'm slowly updating it with new world models.

tall pivot
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Yeah, I gathered that. I saw you post in #modeling earlier.

teal rampart
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May I hint at a wee bug in AAA? There seems to be something off with the sugar implemention.

zealous wing
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Literally started today actually. πŸ˜„

teal rampart
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I'm not exactly sure what it was... someone else pointed it out

teal rampart
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OH A MEAT GRINDER!!!!!!

tall pivot
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I think 3D models are the coolest thing devs have done so far

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I'm a hoarder ...

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enough said

zealous wing
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Fun fact, people are charging 50 dollars for an .fbx of one.

teal rampart
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actually, i pointed out a persistent bug in vanilla food fixes and the modder of that one said there was an issue with AAA, too

zealous wing
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I could go to fucking walmart and buy one for less πŸ˜„

teal rampart
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i looked for a fbx of an inhaler

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they were 10$ at least

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so ill stick to a bent pipe

tall pivot
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pepega

teal rampart
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lol

zealous wing
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These clowns are onto something.

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Maybe I'll sell my stuff too.

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tag it as "low-poly" to cover up my sluppy and janky vertexes.

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Charge a dollar for each one.

teal rampart
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"Oh God Spiders No [developer] 28 Oct @ 4:12pm
I posted the fix. VFF and AAApoc are once again compatibile.

However, AAAPoc still has another bug related to making some kind of invalid change to the base Sugar item, so you will still see an error message when you load that mod"

zealous wing
#

Thanks for letting me know, I'll hotfix it this weekend.

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I think it's probably related to ItemTweaker.

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Seems like at some point the devs changed Sugar from Drainable to Normal.

rose notch
tall pivot
#

Has anyone heard from DavidBlane at all? Seems we've gotten radiosilence for a few months.

zealous wing
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Someone wanting $1000 for a 3d model of a Bugatti or Lambo is entirely believable.

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I could see Games Workshop trying to pull that shit when they finally give up on trying to squash the 3D printing industry and dip their toes into it.

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They'd try and charge $2000 for a titan like they do on Forgeworld. Only this time you ain't even getting resin crack to justify that ludicrous price, just some janky model in some weird proprietary format.

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But that's neither here nor there. πŸ˜„

teal rampart
#

a Titan? I assume you are not talking about graphic cards

zealous wing
teal rampart
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ah, warhammer, ive never ever gotten into that universe

zealous wing
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That price tag is for PART of the model, not the whole thing.

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They sell the fucker piecemeal and charge you for every gram of it out the nose.

teal rampart
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nearly 2 feet tall!

zealous wing
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You could buy a used car for less than what they want for the whole thing.

tall pivot
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...

teal rampart
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Quite obviously ... people must be paying for this shrug

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Ya, I'd rather carve one out of wood in my spare time than spent 1.5k$

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well, try to carve one out

errant grove
#

having trouble with a modding problem: I have a mod that is outdated and someone made a file patch where i have to mess with files for it to work, problem is im too stupid to figure it out even though they sent instructions. i have a zip file and the instructions are as follows: overwrite to steamapps - workshop - content - 108600 - 2321449952 - mods - PZCF_hobbies - media - lua - server folder. i have already found the location of the folder but im unsure what im supposed to do. thanks in advance

zealous wing
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Have you tried copypasting over whatever files there are?

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Also, a mod that makes you do that seems sus.

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either lazy or malicious coding at play.

errant grove
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nah its good man, a lot of other people have used it, its a fix for a mod that hasn't been updated for a year

teal rampart
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may i ask which mod it is?

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oh, PZCF_hobbies, obviously

errant grove
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yep

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Commander's Mods - Hobbies

teal rampart
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lol, im looking at the screenshots

tall pivot
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Wtf there's a Sport-type rear vehicle double door somewhere in the game πŸ˜‚

teal rampart
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quaint mod

errant grove
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yea, but im having trouble figuring out what file or folder i need to overwrite and how to do it. i dont deal with files a lot

teal rampart
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just unpack it and if it asks you whether to overwrite files, click "yes"

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that's all i can say

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unless the zip/rar does not have the same file structure

errant grove
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i have no idea

teal rampart
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neither do I.

errant grove
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ok so im assuming unpacking = extracting

teal rampart
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have you never worked with the microsoft file explorer before?

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windows explorer... whatever it's called

errant grove
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yea

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im just an idiot when it comes to it

tall pivot
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When you're backing up into obstacles, do your trunk and trunk lid both deteriorate at the same time?

teal rampart
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no idea...

tall pivot
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shit I'd better go test that

teal rampart
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well, have a good night everyone.

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good luck, gungeoneer. I think there are youtube tutorials for this

tall pivot
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WHen using VSCode, does progress automatically save?

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Sleep well clauu

teal rampart
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just be patient and night

errant grove
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thanks for the help

#

gn

sharp crystal
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On the inventory label. It's the best place. When it isn't possible just somewhere so it's always visible.

wraith kraken
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Anyone experiencing crashes whenever they walk on the highway at Muldraugh?

#

ERROR: General , 1635579120234> ExceptionLogger.logException> Exception thrown java.lang.IllegalStateException at UIManager.update line:677.
ERROR: General , 1635579120234> DebugLogStream.printException> Stack trace:
java.lang.IllegalStateException
at zombie.ui.UIManager.update(UIManager.java:677)
at zombie.GameWindow.logic(GameWindow.java:249)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.GameWindow.frameStep(GameWindow.java:726)
at zombie.GameWindow.run_ez(GameWindow.java:642)
at zombie.GameWindow.mainThread(GameWindow.java:471)
at java.base/java.lang.Thread.run(Unknown Source)

#

function: SFDressBodyLocations.lua -- file: SFDressBodyLocations.lua line # 3

ERROR: General , 1635579484479> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: Object tried to call nil in SFDressBodyLocations.lua at KahluaUtil.fail line:82.
ERROR: General , 1635579484479> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: Object tried to call nil in SFDressBodyLocations.lua
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:82)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:973)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1782)
at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:76)
at se.krka.kahlua.integration.LuaCaller.protectedCall(LuaCaller.java:117)
at zombie.Lua.LuaManager.RunLuaInternal(LuaManager.java:539)
at zombie.Lua.LuaManager.RunLua(LuaManager.java:485)
at zombie.Lua.LuaManager.RunLua(LuaManager.java:471)
at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:319)
at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:246)
at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:363)
at zombie.gameStates.IngameState.exit(IngameState.java:981)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:105)
at zombie.GameWindow.logic(GameWindow.java:285)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.GameWindow.frameStep(GameWindow.java:726)
at zombie.GameWindow.run_ez(GameWindow.java:642)
at zombie.GameWindow.mainThread(GameWindow.java:471)
at java.base/java.lang.Thread.run(Unknown Source)

#

LOG : General , 1635579484480> -----------------------------------------
STACK TRACE

function: SFDressBodyLocations.lua -- file: SFDressBodyLocations.lua line # 3

Oct 30, 2021 3:38:04 PM zombie.Lua.LuaManager RunLuaInternal
SEVERE: java.lang.RuntimeException
Oct 30, 2021 3:38:04 PM zombie.Lua.LuaManager RunLuaInternal
SEVERE: java.lang.RuntimeException:
Oct 30, 2021 3:38:04 PM zombie.Lua.LuaManager RunLuaInternal
SEVERE: at SFDressBodyLocations.lua:3

#

crash

drifting ore
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where can i find the tables that do loot distribution for zombie inventories

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i want to magazines to spawn in army zombies specifically

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do police, army or hunter zombies not have their own inventory rolls?

drifting ore
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y'know what

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this seems like a huge pain in the ass coding wise

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so ill just make it a recipe

willow estuary
#
require 'Items/Distributions'

SuburbsDistributions.all.Outfit_Police = SuburbsDistributions.all.Outfit_Police or {rolls = 1,items = {},junk= {rolls =1, items={}}} 
        
table.insert(SuburbsDistributions["all"]["Outfit_Police"].items, "YOURITEMHERE")
table.insert(SuburbsDistributions["all"]["Outfit_Police"].items, 100)
drifting ore
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@willow estuaryis there a distribution for army?

willow estuary
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This is how you make a distribution for an outfit; there are no vanilla outfit distributions.

drifting ore
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oh

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what i meant is

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when you kill a zombie

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the roll that happens when they die

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also itemtweaker api doesnt seem to work for me

willow estuary
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The above code is how you make that happen for an outfit.

drifting ore
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how do i do that

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coding thing

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jeeze

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doesnt seem to be editing the item

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TweakItem("Base.SmithingMag5","TeachedRecipes","Make 223 Magazine;Make 223 Ext Magazine;Make 556 Magazine;Make 545 magazine;Make 762x39 magazine;Make 308 magazine;Make 308 Ext magazine;Make 9mm magazine;Make 9mm Ext magazine;Make 45 magazine;Make 45 Ext magazine");```
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should it be filcher.SmithingMag5

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and not base?

dry chasm
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if the module of the item is filcher then yes.

drifting ore
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doesnt seem to be working though

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the magazine doesnt teach the recipes i stated there

last ferry
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firstly before anyone says anything i know it isnt realistic but i want to try a true nomad life style so does anyone know of a mod that makes weight reduction always apply so you could bag stack and container stack (build v41)

dim zodiac
#

I subscribed to pantry packing on steam but it's not showing up in my mod list even after restarting the game?

dry chasm
dim zodiac
visual slate
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Are here any good clothing mods?

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Like Aesth etic ones

thick lance
cloud herald
#

Where are ISO objects defined? If I'd like to check definitions of a particular table model or a window etc (what sprites it uses, how many hitpoints it has etc) - where to look? I'm looking for ISOs' equivalent of scripts*.txt files for InventoryItems

dry chasm
cloud herald
nimble spoke
dry chasm
dry chasm
wraith kraken
dry chasm
nimble spoke
nimble spoke
dry chasm
#

so it shouldn't cause issues?

zealous wing
errant grove
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Commander's Mods - Hobbies

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If you have trouble finding it, just check the workshop of the guy who made west point expansion. It's his only other mod

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And then go to the comments and see the fix that some guy made

weary matrix
#

Hi, anyone able to play superb/subpar survivors? Whether I use version 41 or IWBMS, many actions are broken, like I can't barricade a window etc

dry chasm
# nimble spoke well, 2 different comatibility systems that won't be compatible with each other....

Dressing Time the one with the compatibility system? If so, I do not think it'll cause issues.
My intention was to show a solution on NOT overwriting the file itself - so the only "issue" that could be happening is that yours may reset some values at most.
(Exclusivity or similar, on events, unsure)
If both are activated, mine should just require your file (due to the overwriting of BodyLocations.lua) - after that file is ran, mine can run.
(I use media\lua\shared\BodyLocationsTweaker.lua as the file, not media\lua\shared\NPCs\BodyLocations.lua, as such nothing should be overwritten.)

nimble spoke
#

good

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my idea for it was to really replace the vanilla version with something planned for multiple mods. As I said before I even used it in Dressing Time I sent it to the devs. Ideally I wouldn't have to keep it in my mod but things didn't go as planned

sour island
#

Perhaps the two systems could be consolidated with both your expertise?

errant meteor
#

Can devs if they wanted to straight up nationalize mods?

sour island
#

Nationalize? stressed

errant meteor
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I am sure the devs are eyeing EHE like a wolf is to a chicken

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:]

sour island
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Oh, nationalize confused me lol - you mean cannibalize or incorporate

opaque fiber
#

also, some of the mechanics (fishing etc) were initially made by turbo and rj when they were just modders

sour island
#

is the towing thing accurate?

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I always hear different accounts

opaque fiber
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i'm pretty sure it got incorporated by the devs, yeah

sour island
#

Yeah but incorporate is specific in that the code is directly used afaik

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Which is where the accounts differ

tall pivot
#

If I want a crafting recipe to give xp for two skills, how do I write that?

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Does this look correct?

sour island
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Do any other recipes give multiple xps?

tall pivot
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I'm not sure.

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Otherwise I'd have used them for reference.

sour island
#

Looks like it's using a lua function on the OnGiveXP part

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you could probably write your own there

tall pivot
#

Yes. I definitely know how to do that.

sour island
#

There's a file called recipecode.lua

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anything Recipe. related should be there

tall pivot
#

Thank you.

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Do you know what filepath that would be found in?

sour island
tall pivot
#

Thank you :)

sour island
#

btw you split the skills with a ;

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for skills required

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according to the java

tall pivot
#

Does this mean that if I want to give more than 25 xp I'll need to code lua xp into my mod?

tall pivot
#

This is my first time modding anything ever, so ... I'm basically monkey.

sour island
#

if you want it to give an amount/types/combination of types different to what's there, yes

tall pivot
#

Like this?

sour island
#
function Recipe.OnGiveXP.WoodWork5MetalWelding5(recipe, ingredients, result, player)
    player:getXp():AddXP(Perks.Woodwork, 5);
    player:getXp():AddXP(Perks.MetalWelding, 5);
end
#

Gave it a similar name just to keep things concise

tall pivot
sour island
#

You can only have 1 category

tall pivot
#

Is this looking better?

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Once I get the recipes down I'm move to lua

sour island
#

you can copy and paste the code here

#

```
code
```

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```lua
code
```

code
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you can use any code name for it's coloring

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I know lua and java work

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category can only be 1 thing

tall pivot
#

Okay

rose notch
#

Is it possible to create special zombies? Ie exploding, etc

sour island
#

also for results or needs I think the default is 1 so you don't need to put =1

rose notch
#

Oooh

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I have a lot of ideas

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For both zombies and mutant things

sour island
#

you also need a comma after Mechanics=3

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each new line or thing needs to end in a comma

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that's why you use ; for the skills required

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so it doesn't think it's a new thing to look at

tall pivot
#

Does this look correct?

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I really appreciate your help.

sour island
#

np

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things like blow torches are different

tall pivot
#

Right, because it consumes units.

sour island
#

I just made a recipe using them let me double check it actually works

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ah nice I broke it

tall pivot
#

lmao

sour island
#

@craggy furnace don't beat me

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propane use isn't actually done in recipes at all

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so I don't know in the consumption would work with them if they're not drainable items

tall pivot
#

Seriously? Because I ripped this straight from vanilla code

sour island
#

and it was BlowTorch=15 ?

tall pivot
#

here's an example

sour island
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hmm

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maybe the = works automatically for drainable items

tall pivot
#

That was my assumption.

sour island
#

I gotta fix mine then

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carry on

tall pivot
#

I use metalworking in most playthroughs, so the values make sense

sour island
#

It's just very odd cause you'd have to confirm it's drainable first

tall pivot
#

Do you know the ID for welding rods?

sour island
#

It works here but it would be odd if you needed a recipe requiring multiple drainable items - I guess you'd have to count the units based on how many you want

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Nope

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WeldingRods

tall pivot
#

It wasn't autofilling so I was concerned

sour island
#

autofilling?

tall pivot
#

Well when I start to type an itemID, multiple items will show up

sour island
#

in the debug spawner?

tall pivot
sour island
#

are you typing this inside of the vanilla files?

tall pivot
#

No, I copy-pasted vanilla files into a mod folder

sour island
#

so, you just have to include your changes

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otherwise your mod will overwrite the vanilla values ontop

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and possibly mess up with other mods

tall pivot
#

They won't overwrite anything

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They're completely seperate entities

sour island
#

I mean in game

tall pivot
#

Meaning?

sour island
#
  1. Vanilla Game
  2. Other Mod
  3. Your Mod
#

If this happens anything changed in the #2 will get overwritten

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if all your doing is adding new items you shouldn't be including every other item

tall pivot
#

Oh, no no no

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that screenshot is taken from a vanilla file

sour island
#

oh

tall pivot
#

All I have in my folder are modified items

sour island
#

ok good

tall pivot
#

And do you know where I can find these so that I can paste and modify them?

little vessel
sour island
#

the other one is a 3D model

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if you go to the vanilla model files you should find how it's defined

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there's probably a .fbx file named wheel or what not

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you don't have to modify the Ui files to add new icons though - only if you want ot change vanilla ones

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to use your own icon though you need to use specific text

tall pivot
#

So if I want to pull this in photoshop

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I just isolate it and save it as what, a pack or a png?

sour island
#

png

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I forget what the trick is

#

but you need to name the file and whats in the script similar but differently

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"item_" goes in front

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probably for the file

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actually hold on

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the file needs to be named Item_X

#

and then in the scripts you just use X

tall pivot
#

Very helpful

#

Have you had this issue trying to pull up UI pngs?

sour island
#

I'm prety sure those files are not pngs

#

did you use an extractor?

tall pivot
#

I unpacked them last night

sour island
#

ah

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no idea honestly

#

I havn't unpacked one

tall pivot
#

tried zipping it with winrar and that didn't work either haha

sour island
#

the files can be loose

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you dont have to repack it

tall pivot
#

How do y'all spawn items to test your mods?

pearl prism
#

debug

little vessel
tall pivot
#

Perfect. Thanks.

weary matrix
#

I'm playing with Superb Surviror enabled, and at game start I'm getting error:

ERROR: General     , 1635624810685> DebugLogStream.printException> Stack trace:
java.lang.IllegalStateException
    at zombie.ui.UIManager.update(UIManager.java:677)
    at zombie.GameWindow.logic(GameWindow.java:249)
    at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
    at zombie.GameWindow.frameStep(GameWindow.java:726)
    at zombie.GameWindow.run_ez(GameWindow.java:642)
    at zombie.GameWindow.mainThread(GameWindow.java:471)
    at java.base/java.lang.Thread.run(Unknown Source)
``` Any clue what could be the reason for such an error?
#

I tried to check the UIManager.java in update() method, but nowhere I see a reference to GameWindow.logic() so I'm not sure where to look

swift shadow
#

For starters Superb Survivors is buggy as heck and semi-abandoned.

tall pivot
#

Yeah, I don't go near that mod anymore. I tried so hard all last week but it was ruining my playthroughs.

rose notch
#

I am playing with superb survivors right now because cannibalism but I’m seriously wondering if it’s worth it

sour island
#

have you patched it with subpar survivors?

rose notch
#

Yeah

#

I haven’t even bothered attacking someone yet however as the only survivor I saw near my base was armed with an m16

tall pivot
#

So I added -debug to Steam's launch parameters and I'm not even making it to main menu

weary matrix
#

I fixed a few bugs to make it work with version 41.56 πŸ˜›

#

but yeah these mods are a real cool idea, but so disappointing at the same time

#

I don't like that survivor can spawn hammers, planks, and nails, makes it too easy

full bramble
#

question on these procedural distribution tables. Is there a generic table that I can add an item too?
I.E. add sword to all ToolStore Parts, rather than add it with ToolStoreCarpentry, ToolStoreMetalwork, ToolStoreFarming, etc.

#

Looks like Hydrocraft's PD table kind of does what I'm asking for with this

nimble spoke
full bramble
nimble spoke
#

only as bad examples

full bramble
#

ohno, so dont do the above?

nimble spoke
#

inserting a table inside items most probably breaks it, acutally inserting anything that isn't strictly an item ID and then a spawn value breaks it

#

what you're looking for in that case is append if I remember it correctly

vestal umbra
#

Hey guys, short lua question; is it possible to call :size() on a table and use that in an if-statement?

#

I want to check if a table has any entries or if it's just an empty table.

#

but it seems to fail on the if-statement.

nimble spoke
#

lua tables don't have size, you have to count through it, as they can have empty entries in between

vestal umbra
#

What about the # symbol?

#

I thought that referenced its size.

weary matrix
#

@vestal umbra depends the kinds of table

#

#table will only work if you insert all your elements using table.insert(theTable, theValue)

#

but if you do stuff like table.spear = stuff, table.whatever = otherStuff, then #table won't work as intented

vestal umbra
#

I am only using table.insert()

#

So it's all sequential.

weary matrix
#

then #table should give you the size

vestal umbra
#

I imagine I can't iterate over a table the same way I could an array, right?

#

considering I'm receiving an error now for trying just that

#

I would have to work with pairs();

weary matrix
#

yup

#

for k,v in pairs(table) do

end

vestal umbra
#

Lua makes this all so convoluted. I know C# is much newer but

#

I can't help but feel a little sad

weary matrix
#

yeah Lua is full of constraints that make it hard to apprehend, but it allows some level of performance that you'd struggle to achieve with other language

vestal umbra
#

Currently, I struggle to achieve any performance

weary matrix
#

hehe

#

also I hate that table index start at 1 πŸ˜‚

#

that's just silly

vestal umbra
#

I was talking with Chuck about it

#

I understand that it is logical to start at 1

#

but every other language in the world had already started at 0

#

so why start at 1 now?

weary matrix
#

well it's not logical, index starts at 0

#

if you start at 1, then it's not an index, it's just the number of elements

vestal umbra
#

It is logical if you look at it from a human viewpoint.

#

A quantity of 0 denotes the absence of that thing.

#

When you count anything, you start counting from 1.

weary matrix
#

even from a human viewpoints, that's not how human define indexes

vestal umbra
#

When you count the amount of oranges that you have

#

do you start counting from 0 or from 1?

weary matrix
#

think of an index as how much you have to add to the start of the array to get the next element

vestal umbra
#

No I understand that

#

I am just saying

#

from a human viewpoint, it is more logical to start from 1

weary matrix
#

for the first element, you need to add 0, because it's at the begining

vestal umbra
#

rather than 0.

weary matrix
#

hehe if you want to believe that fine, but you're wrong

vestal umbra
#

Okay so I have 100 elements in my list

#

which is 0-99

#

doesn't make sense.

#

1-100 would make more sense.

#

I agree that we should just stay at 0

#

but I understand why Lua wanted to start at 1.

weary matrix
#

@vestal umbra it only makes more sense if you want the count of elements

#

but that's not what indexes are for

#

different things

vestal umbra
#

Let's agree to disagree.

weary matrix
#

same in mathematics, indexes start at 0

#

when you talk about sequences etc, you'll see a0, a1, a2 etc

#

sure πŸ˜…

#

so what would be required to make Suberb/Subpar survivor better?

dawn shuttle
weary matrix
#

oh man I wish I could discuss with the developers of these mods

dawn shuttle
#

Did you know that Aiteron is doing his own NPC mod?

weary matrix
#

ah no had no clue, don't know Aiteron either

dawn shuttle
#

He's currently developing his, he's very active which is nice πŸ™‚

#

It's in closed alpha atm

weary matrix
#

ah too bad, I would have loved to give a try

#

@dawn shuttle do you know him? Do you have access to closed alpha?

dawn shuttle
#

he asked today for willing testers

weary matrix
#

oh man

dawn shuttle
#

I'll send you his discord

weary matrix
#

@tame mulch hey man, I would love to help with a new NPC mod

swift shadow
#

Doesn't he currently have covid?

dawn shuttle
#

Talked to him today and he seemed ok

dawn shuttle
#

Update: Answered in PM
Currently trying to fetch all item categories. Essentially all the values found in IG_UI_EN.txt starting with IGUI_ItemCat_ would be pulled. Trying to avoid setting a static array since mods like better sorting changes those values and they can change in the future etc.

Anyone would have an idea where or how I can achiev this? Many thanks!

weary matrix
#

@dawn shuttle so what you need is this?

    IGUI_ItemCat_Key = "Key",
    IGUI_ItemCat_Item = "Item",
    IGUI_ItemCat_Food = "Food",
    IGUI_ItemCat_Drainable = "Drainable",
    IGUI_ItemCat_Weapon = "Weapon",
    IGUI_ItemCat_WeaponPart = "Weapon Part",
    IGUI_ItemCat_Clothing = "Clothing",
    IGUI_ItemCat_Container = "Container",
    IGUI_ItemCat_Literature = "Literature",
    IGUI_ItemCat_Ammo = "Ammo",
    IGUI_ItemCat_AlarmClock = "Alarm Clock",
dawn shuttle
#

that's the end goal yes, I was told about a func called getAllItems and from there I can access the categories which is the key for those transaltions

#

seeing if it works

craggy furnace
weary matrix
#

@dawn shuttle in ./scripting/objects/Item.java, there's a class named Type like this:

extends Enum<Type> {                                                                            
    public static final Type Normal = new Type();                                    
    public static final Type Weapon = new Type();                                    
    public static final Type Food = new Type();                                    
    public static final Type Literature = new Type();                        
    public static final Type Drainable = new Type();
    public static final Type Clothing = new Type();
    public static final Type Container = new Type();
    public static final Type WeaponPart = new Type();
    public static final Type Key = new Type();
    public static final Type KeyRing = new Type();
    public static final Type Moveable = new Type();
    public static final Type Radio = new Type();
    public static final Type AlarmClock = new Type();
    public static final Type AlarmClockClothing = new Type();
    private static final /* synthetic */ Type[] $VALUES;

    public static Type[] values() {
        return (Type[])$VALUES.clone();
    }

    public static Type valueOf(String string) {
        return Enum.valueOf(Type.class, string);
    }

    private static /* synthetic */ Type[] $values() {
        return new Type[]{Normal, Weapon, Food, Literature, Drainable, Clothing, Container, WeaponPart, Key, KeyRing, Moveable, Radio, AlarmClock, AlarmClockClothing};
    }

    static {
        $VALUES = Type.$values();
    }
}
``` guess that's what you need?
#

not sure how to access it yet πŸ˜…

dawn shuttle
#

thanks regardless!

tall pivot
#

Okay, so I've added items in an items.txt file, how do I implement them into the game?

#

Do I need to create a lua for them?

weary matrix
#

@tall pivot you need at least to do something with Distribution I guess

#

so your item is actually spawned somewhere

tall pivot
#

I understand that, but I simply am unable to find the items in debug.

weary matrix
#

or maybe try to spawn your items while in debug mode

#

oh

#

@tall pivot you can always try to make a simple mod that does like getPlayer():getInventory():AddItem("YourFullItemName")

#

see if it works

#

try with a normal item first to be sure the mod is working, like Base.Axe, then try with your own item name

tall pivot
#

I think I'm just missing lua script. I'm going to do some digging.

weary matrix
#

Any clue someone how to make a zombie to lunge after falling?

tall pivot
#

When writing a repair script, how does the condition modifier work?

weary matrix
#

@tall pivot ```lua
public static InventoryItem fixItem(InventoryItem inventoryitem, IsoGameCharacter isogamecharacter, Fixing fixing, zombie.scripting.objects.Fixing.Fixer fixer)
{
if((double)Rand.Next(100) >= getChanceOfFail(inventoryitem, isogamecharacter, fixing, fixer))
{
double d = getCondRepaired(inventoryitem, isogamecharacter, fixing, fixer);
int i = inventoryitem.getConditionMax() - inventoryitem.getCondition();
Double double1 = new Double((double)i * (d / 100D));
int j = (int)Math.round(double1.doubleValue());
if(j == 0)
j = 1;
inventoryitem.setCondition(inventoryitem.getCondition() + j);
inventoryitem.setHaveBeenRepaired(inventoryitem.getHaveBeenRepaired() + 1);
} else
if(inventoryitem.getCondition() > 0 && Rand.Next(5) == 0)
{
inventoryitem.setCondition(inventoryitem.getCondition() - 1);
isogamecharacter.getEmitter().playSound("FixingItemFailed");
}
useFixer(isogamecharacter, fixer, inventoryitem);
if(fixing.getGlobalItem() != null)
useFixer(isogamecharacter, fixing.getGlobalItem(), inventoryitem);
addXp(isogamecharacter, fixer);
return inventoryitem;
}

#

not sure if that really helps πŸ˜…

tall pivot
#

Not exactly, I'm trying to figure out how to set condition repair values.

weary matrix
#

@tall pivot then maybe this?

public static double getCondRepaired(InventoryItem inventoryitem, IsoGameCharacter isogamecharacter, Fixing fixing, zombie.scripting.objects.Fixing.Fixer fixer)
{
    double d = 0.0D;
    switch(fixing.getFixers().indexOf(fixer))
    {
    case 0: // '\0'
        d = 50D * (1.0D / (double)inventoryitem.getHaveBeenRepaired());
        break;

    case 1: // '\001'
        d = 20D * (1.0D / (double)inventoryitem.getHaveBeenRepaired());
        break;

    default:
        d = 10D * (1.0D / (double)inventoryitem.getHaveBeenRepaired());
        break;
    }
    if(fixer.getFixerSkills() != null)
    {
        for(int i = 0; i < fixer.getFixerSkills().size(); i++)
        {
            zombie.scripting.objects.Fixing.FixerSkill fixerskill = (zombie.scripting.objects.Fixing.FixerSkill)fixer.getFixerSkills().get(i);
            int j = isogamecharacter.getPerkLevel(zombie.characters.skills.PerkFactory.Perks.FromString(fixerskill.getSkillName()));
            if(j > fixerskill.getSkillLevel())
                d += Math.min((j - fixerskill.getSkillLevel()) * 5, 25);
            else
                d -= (fixerskill.getSkillLevel() - j) * 15;
        }

    }
    d *= fixing.getConditionModifier();
    d = Math.max(0.0D, d);
    d = Math.min(100D, d);
    return d;
}
tall pivot
#

My brain hurts at the moment, a whole lot of not knowing what I'm looking at in the last two days.

#

This looks closer to what I need though, thank you.

little vessel
# nimble spoke That has already been fixed

I hate to nag you even more but are you sure about that? I just re-downloaded this mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=1910606509

Using this website
https://steamworkshopdownloader.io/

Opened SFCookItems.txt and pic related is what I see.

SFChocolateWaferSticksJarOpen has DaysTotallyRotten but not SFChocolateWaferStick. When I tested with eris mod, the game just froze when I hovered over SFChocolateWaferStick. After I added the DaysTotallyRotten for it, it stopped.

I could assume that the website is downloading an old version of the mod (even though it tells me it isn't) but as far as I know it uses SteamCMD so it should get the latest version.

Can anyone with the game on Steam that uses Cooking Time do me a favour and check if SFChocolateWaferStick in SFCookItems.txt has a DaysTotallyRotten entry?

||Sorry for using an image of code Algol I swear its just to prove something.||

weary matrix
#

oh man, I'm tempted to start my own NPC mod, but I'm afraid of the time it will take πŸ˜‚

weak kernel
#

Hey lads is it possible to make it so an animation plays on some specific actions? I want to add some realistic animations to some actions that have no animations yet, such as making people stop drop and roll when you distinguish the fire on you or when you apply a bandage/sew your wound

craggy furnace
#

new to expanded helicopter events: indicators

#

the brighter the color will indicate how close it is whereas the darker it is the farther away it is

sour island
#

a labor of love

craggy furnace
#

indeed

proud fern
craggy furnace
#

no

proud fern
#

Oh ok

sour island
#

This is to overcome the occasional directionlessness of the sound system

#

And for the fact you'd be able to helicopters in the sky.

craggy furnace
#

this is a solution to the overall awkwardness of trying to locate a crash too

#

later, we have plans to mess with the new map system thats coming and see if we cant somehow have these two play well together

hot patrol
#

I was wondering if there is a way to add 1 modded item into the game that has several texture varients that you could find. Currently my plan for the dakimakura mod is for it to just be several individual items and was wondering if there was a better way to streamline it.

#

To go along with that question is it also possible to have said items be craftable and for the crafted item to have a texture varient that corresponds to the original textured item used. To explain, say I have items A, B and C and crafted items A, B and C. Is it possible to craft item B into crafted item B?

#

Hopefully that makes sense

nimble spoke
sharp crystal
#

Who knows pls how to change the alpha of this background in inventar ?

dawn shuttle
#

Able to select listbox items, but the selected color is not applying on them. Do I need to do a redraw of some sort?

vestal umbra
#

Does anyone know or understand why this is happening?

#

It says that getWindowTo is attempting on null. The currentSquare has a set value.

#

I have tried looking up how to work with tables in Lua but I can't make sense of it. I stored all the values that support getWindowTo inside of a table, retrieved those values in order and now it seemingly doesn't work.

#

I don't understand what could be null in this

#

that's the Table I am iterating through

dawn shuttle
#

Maybe try storing them using a named key like:
buildingWindows["north"] = currentSquare:GetN()

vestal umbra
#

That would be impossible because the keys have to be unique.

#

Otherwise it would just overwrite the value if there were two northern windows.

dawn shuttle
#

You can have them nested then like
buildingWindows["north"][iterator] = currentSquare:GetN()

vestal umbra
#

Okay, but what is the error saying then? Maybe I misunderstand

#

I thought it was telling me that currentSquare is null

#

and that I am trying to call getWindowTo() on a null, which is impossible

dawn shuttle
#

I would break on gridSquares to see what's inside, might have a ghost value in it

vestal umbra
#

I don't know how to use breakpoints in zomboid modding

#

Let me try.

dawn shuttle
#

I can show

vestal umbra
#

If you wouldn't mind, I'd appreciate it

#

debugging is a lot easier if you can inspect what is going on

dawn shuttle
#

started a channel to share screen

weary matrix
#

In debug mode, can I start the debugger if there's no crash?

#

ah, it's F11

#

nevermind

weary matrix
#

Just made this tiny lua script:

local origDoContextualDblClick = ISInventoryPane.doContextualDblClick;

function ISInventoryPane:doContextualDblClick(item)

    -- Books
    if item:getCategory() == 'Literature' then
        ISInventoryPaneContextMenu.readItem(item, 0)
    end

    -- Pills
    if instanceof(item, 'Drainable') and luautils.stringStarts(item:getType(), 'Pills') then
        ISInventoryPaneContextMenu.takePill(item, 0)
    end

    -- Cigarettes
    if item:getName() == 'Cigarettes' then
        ISInventoryPaneContextMenu.eatItem(item, 1, 0)
    end

    -- Keys
    if item:getCategory() == 'Key' then
        local player = getPlayer()
        local containers = player:getInventory():getItemsFromCategory('Container')
        for i = 0, containers:size() - 1 do
            local container = containers:get(i)
            if player:isEquipped(container) and container:getType() == 'KeyRing' then
                container:getInventory():addItem(item)
                break
            end
        end
    end

    return origDoContextualDblClick(self, item);
end
``` so simple and so handy at the same time πŸ˜„
#

so now you can double click items in your inventory to either read a book, or take pills, or smoke a cigarette, or to put your keys in your keyring πŸ˜„

#

let me know if you can think of other stuff to add in there

blazing quail
#

i found the font file for zomboid dialogue (the shit u c when u press Q)

#

problem is that they're in fnt file format

#

i wanna download the font so i can use it in a video relating to project zomboid

#

how would i do that

#

it's just a .fnt and a .png file

#

i dunno if this is the right channel at all

#

if it isnt then pls redirect me

hot patrol
#

why is chinstrap not in beardStyles.xml?

weary matrix
#

@vestal umbra just selecting the first wound with no bandage?

vestal umbra
#

Hmm, oh yeah it wouldn't be that simple actually.

weary matrix
#

@vestal umbra @sour island Assuming I wrap this code in a mod, what name would you give it? For now it's called DoubleClickAction but I'd like to find a better name

vestal umbra
#

Honestly

sour island
#

How would you describe the mod's purpose to your grandma?

vestal umbra
#

I would just name it Click Click

weary matrix
#

that's an idea πŸ˜‚

#

@sour island guess I would have lost her when I said Zombie or just Video game πŸ˜‚

dry chasm
weary matrix
#

InventoryActions? not very good either

#

@dry chasm I like this one better than the rest actually

#

do you think guys it's worth publishing?

#

@dry chasm and of course you're always welcome to give your opinion even if I haven't asked you πŸ˜›

sour island
#

Ofcourse it's worth posting - if it helped you it probably will help others

#

Doesn't doubleclicking items already have a function though?

#

or was that for equipping

dry chasm
weary matrix
#

@sour island it;s for consuming items, like if you double click cigarettes and you have a lighter, nothing happens in vanilla

#

from the inventory panel that is, not from the looting panel

#

if you double click pills, nothing happen either, same for books and keys

#

@dry chasm What about Quick Item Action?

#

perfect

#

oh I should also equip umbrellas

weary matrix
#

we;ll see about that later

#

how to trigger a recipe such as this one?

function Recipe.OnCreate.OpenUmbrella(items, result, player, umbrella, firstHand, secondHand)
    result:setCondition(umbrella:getCondition());
    if secondHand then
        player:setSecondaryHandItem(result);
    elseif firstHand and not secondHand then
        player:setPrimaryHandItem(result);
    end
end```
#

I can figure out most params, but I have no idea what to supply for the result parameter. Any clue?

hot patrol
sour island
#

In side of it you have the script parsed into relevent variables

weary matrix
#

ah thanks, I will check

agile coral
#

Alright modders and players alike, I've made a tool to extract the system specs and any errors from your console.txt file, then shows them to you in a nice fashion, including a button to save it all to a file! Enjoy! https://phyreman.github.io/PZ-Errors/

#

It also removes duplicate errors and was able to process a 60Mb log file in under 3 seconds

teal rampart
#

Nice

weary matrix
#

@agile coral nice one!

agile coral
#

Thanks! Hopefully it'll save a bunch of people time by no longer looking through huge log files lol

#

Oh, as an example of the output file, here's what it creates. The size is only 52kb compared to the 60mb input file. A 99.92% reduction lol

teal rampart
#

looks for the "caused by" line

weary matrix
#

@teal rampart can't find any "caused by" line πŸ˜•

agile coral
#

The only time in the testing I found a "caused by" was this:

#
ExceptionLogger.logException> Exception thrown java.util.concurrent.ExecutionException: java.io.IOException: bad allocation at FutureTask.report. Message: C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\anims_X\Bob\Bob_StealthEmotePainLeftArm.X
DebugLogStream.printException> Stack trace:
java.util.concurrent.ExecutionException: java.io.IOException: bad allocation
    at java.base/java.util.concurrent.FutureTask.report(Unknown Source)
    at java.base/java.util.concurrent.FutureTask.get(Unknown Source)
    at zombie.fileSystem.FileSystemImpl.updateAsyncTransactions(FileSystemImpl.java:314)
    at zombie.GameWindow.logic(GameWindow.java:296)
    at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
    at zombie.GameWindow.frameStep(GameWindow.java:726)
    at zombie.GameWindow.run_ez(GameWindow.java:642)
    at zombie.GameWindow.mainThread(GameWindow.java:471)
    at java.base/java.lang.Thread.run(Unknown Source)
Caused by: java.io.IOException: bad allocation
    at jassimp.Jassimp.aiImportFile(Native Method)
    at jassimp.Jassimp.importFile(Jassimp.java:180)
    at jassimp.Jassimp.importFile(Jassimp.java:162)
    at jassimp.Jassimp.importFile(Jassimp.java:147)
    at zombie.core.skinnedmodel.model.FileTask_LoadAnimation.loadX(FileTask_LoadAnimation.java:60)
    at zombie.core.skinnedmodel.model.FileTask_AbstractLoadModel.call(FileTask_AbstractLoadModel.java:38)
    at java.base/java.util.concurrent.FutureTask.run(Unknown Source)
    at java.base/java.util.concurrent.Executors$RunnableAdapter.call(Unknown Source)
    at java.base/java.util.concurrent.FutureTask.run(Unknown Source)
    at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
    at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
#

Some error with the animations

weary matrix
#

oh my bad, guess I searched without ignoring case πŸ˜…

dusky sleet
#

in the scripts inside of ~/media/lua i see a lot of things prefixed with IS, what is this?

dusky sleet
#

ahhhh makes sense

white hatch
#

Any tutorial or documentation to make a vehicle mod?

dry chasm
hot patrol
little vessel
# nimble spoke You're right, I solved it for the open jar only. Will be fixed in the next updat...

Thanks!

Since we are in the topic of Waffers, I get a red error if I try to add them to your filcher.SFIcecreamEvolved. This is what pops up:

OG  : General     , 1635723314344> Test Item: Bowl
LOG  : General     , 1635723314344> Test Item: nil
LOG  : General     , 1635723323677> Test Item: IcecreamBowl
LOG  : General     , 1635723323677> Test Item: nil
LOG  : General     , 1635723335102> __concat not defined for operands: ContextMenu_FoodType_ and null
LOG  : General     , 1635723335240> creating new sourcewindow: GOG/Project Zomboid/media/lua/client/TimedActions/ISAddItemInRecipe.lua
ERROR: General     , 1635723381697> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: __concat not defined for operands: ContextMenu_FoodType_ and null at KahluaUtil.fail line:82.
ERROR: General     , 1635723381697> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: __concat not defined for operands: ContextMenu_FoodType_ and null
    at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:82)
    at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:805)
    at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
...
LOG  : General     , 1635723381702> -----------------------------------------
STACK TRACE
-----------------------------------------
function: checkName -- file: ISAddItemInRecipe.lua line # 72
function: perform -- file: ISAddItemInRecipe.lua line # 43

LOG  : General     , 1635723381702> 
LOG  : General     , 1635723410808> bugged action, cleared queue    zombie.characters.CharacterTimedActions.LuaTimedActionNew@cc05a3b

Adding cocoa powder or cinnamon or hazelnut cream is not a problem. The error only appears with a single chocolate wafer stick outside the package.
Also this item doesn't have a fresh/rotten time, so the result is that adding stuff to the bowl of ice cream makes it last forever, while the base bowl of ice cream does have a fresh and rotten timer.

nimble spoke
#

that error seems to be related to the food type value, I will test it here

hot patrol
#

Anybody? I could really use the help. I've been working on it for a while and I legit see nothing wrong. I looked at authenticZ's and it looks correct.

weary matrix
#

@kind surge haha thank you man, I've been wondering too about IS πŸ˜…

little vessel
#

Was figuring out how to remove items from the loot tables when I came across RingoD123 post about loot distribution.
https://theindiestone.com/forums/index.php?/topic/40201-my-health-books-wont-spawn-in-the-world/&tab=comments#comment-321275
He gives as an example of proper post 41.53 loot insert as

local function preDistributionMerge()
    table.insert(ProceduralDistributions.list.BookStoreBooks.items, "HBM.BookStrength1");
    table.insert(ProceduralDistributions.list.BookStoreBooks.items, 8);
    table.insert(ProceduralDistributions.list.LibraryBooks.items, "HBM.BookStrength1");
    table.insert(ProceduralDistributions.list.LibraryBooks.items, 5);
end
Events.OnPreDistributionMerge.Add(preDistributionMerge);

I found it weird since I know no mods that do

Events.OnPreDistributionMerge.Add();

So I tested it on my own mod and.... it stopped working. Items didn't spawn.

I'm intrigued.

drifting ore
#

hi there

#

if i want to remove an item from a attachedweapondefinition

#

i do it like this?

#

RemoveItemFromDistribution(SMUI_AttachedWeaponDefinitions.handgunM9, "Pistol", nil, true);

#

or did i path it wrongly

little vessel
#

Anyhoo, if anyone here plays with Soul Filcher's excellent Learning Time and Cooking Time, I have something for you.

--If both cooking and learning time are activated, add missing recipes to Cooking Time book
if getActivatedMods():contains("CookingTime") and getActivatedMods():contains("LearningTime") then
    TweakItem("filcher.SFCookingGuide","TeachedRecipes","Make Cake Batter;Make Corn Batter;Make Corndog;Make Cupcake Batter;Make Bread Dough;Make Pie Dough;Make Pizza Dough;Make Tomato Sauce;Make Plain Bread Dough");
else end

--If both cooking and learning time are activated, remove learning time duplicate "complete cooking guide"
local function MergeCookingTimeCompleteGuides()
    if getActivatedMods():contains("CookingTime") and getActivatedMods():contains("LearningTime")
    then
        RemoveItemFromDistribution(SuburbsDistributions, "filcher.SFGuideCooking", nil, true);
        RemoveItemFromDistribution(ProceduralDistributions, "filcher.SFGuideCooking", nil, true);
    end
end

Events.OnPostDistributionMerge.Add(MergeCookingTimeCompleteGuides);

The TweakItem function requires the TweakItem API so if you are not comfortable with that, just remove it. What this does is make the "complete cooking guide" from Cooking Time complete and remove the "complete cooking guide" from Learning Time that isn't actually complete. Just tested in a bunch of libraries and it's working.

Anyone can use this in any way they want. Signing out for today though, it's already early in the morning.

drifting ore
#

item tweaker api is a godsend

#

zakk before you go

#

could you check my pathing?

#

its not in surburbs distribs or precdural distribs

#

its on attachedweapons

#

i want to remove the attached weapon from spawning

little vessel
drifting ore
#

so it will still work?>

little vessel
#

Don't think so, that isn't the item's name. What mod is the item from?

drifting ore
#

sshark annd peach's military improvements

#

basically

#

they added the ability for zombies to spawn with M16s on their backs

#

i want to remove that

#

the m16 is the vanilla weapon

#

since i have Brita's

#

is there a function that i can just remove

#

remove assaultRifleM16OnBack

#

under weapons

#

i want to remove Base.AssaultRifle

#

or is there no function

little vessel
#

So you can remove any item from spawning, but you need to know the full item name.

Let me give you an example. If I wanted to remove all the "laser" attachments from the base game, the code would look like this:

local function RemoveWeaponAttachment()
        RemoveItemFromDistribution(SuburbsDistributions, "Base.Laser", nil, true);
        RemoveItemFromDistribution(ProceduralDistributions, "Base.Laser", nil, true);
    end
end

---At the bottom of your .lua file

Events.OnPostDistributionMerge.Add(RemoveWeaponAttachment);
drifting ore
#

hmmm

#

so i basically create my won function

little vessel
#

What the local function named "RemoveWeaponAttachment" does is go in SuburbsDIstribution table and the ProceduralDistributions table and remove the item Base.Laser.

At the end of the file we add the "trigger".

#

Yeah.

drifting ore
#

thing is

#

Brita's mod already does that

little vessel
#

But the image you are showing, that is not an item.

drifting ore
#

but i still see the vanilla weapon spawning

little vessel
#

Likely it's doing it incorrectly then.

drifting ore
#

as in

little vessel
#

Yep.

#

That's all wrong.

drifting ore
#

i only see the vanilla weapon spawn on Shark's modded zombies

#

it works for the MOST PART

#

but once another mod creates its own attachweapondef id, it goes haywire

little vessel
#

Brita uses old code by TurboTutone.

https://theindiestone.com/forums/index.php?/topic/21923-itemzed-updated-11b/&tab=comments#comment-254418

With the new loot changes how loot tables works changed.

drifting ore
#

hmmm

#

so attachweapondefs do not roll indepepdently?

#

they are based on suburbdistribution?

little vessel
#

I don't believe that's how you remove items currently. I didn't try with hat syntax, but I know it's old because the [1] refer all loot tables and AFAIK that changed.

little vessel
#

Did that make sense?

drifting ore
#

strange

little vessel
#

Or did that answer you? hahaha

drifting ore
#

then why does it not work

#

for modded zombies

#

is it mod load order too?

little vessel
#

Why Brita's code doesn't work?

drifting ore
#

he removed Base.AssaultRifle

#

but it still spawns because of this code

#

wondering what im missing here

#

as in

#

it spawns on the modded zombies

#

i want the item to spawn spawning attached to zombies

#

thats it

#

lol

little vessel
#

Does Brita add a "Events.OnPostDistributionMerge.Add" at the end of the file? Did you try adding the "Base." before "assaultrifle"?

If either fails, why not just commend out the weapons = { "Base.AssaultRifle}
?

drifting ore
#

nope

#

its not my code

#

its brita's code

#

lol

#

im making a mod to correct the conflict

little vessel
# drifting ore nope

Got it. Then try removing the item/weapon part that you want again from the loot tables? Brita's code (at least part of it) is old.

little vessel
drifting ore
#

aight

#

lemme see if it works

little vessel
#

But I can be wrong.

drifting ore
#

i have a feeling that attached weapons follow a different set of rules

#

because procedural and suburbs influences their inventory

#

not whats on them

#

yea nope

#

its still spawning @little vessel

#

yeap still spawnin

#

so i guess this kinda confirms that attached weapons have a different spawn as compared to distribution tables

little vessel
#

Then you are right and it's following a different set of rules. More or less.
That table still has a name, I think, in the top of the file. Using Snake's Loot Zeta as an example, I think the code to remove would be

local function RemoveWeaponAttachment()
        RemoveItemFromDistribution(LZTable, "Base.AssaultRifle", nil, true);
        RemoveItemFromDistribution(LZTable, "Base.AssaultRifle", nil, true);
    end
end

But I can't confirm it because that's unknown territory for me.

drifting ore
#

whats LZ table

#

wut

little vessel
#

LZTable is the name of the custom table in Loot Zeta. Snake did this to spawn certain items in certain zombies.

drifting ore
#

oh

#

see the thing is

#

shark didnt have procedural tables

little vessel
#

He doesn't add his own tables?

drifting ore
#

nope

#

he just changed what outfit the zombies spawned with

little vessel
drifting ore
#

isnt shark on this discord

little vessel
#

Yes he is

drifting ore
little vessel
#

Yeah no he has his own code. For spawning stuff on zombies. I have no idea how to help you there except comment it out.

drifting ore
#

can i ping shark?

#

whats his name anyways

drifting ore
#

its part of the base game

#

you dont reckon

#

i can just overwrite it?

#

lol

little vessel
# drifting ore can i ping shark?

You can try to ping him but I don't know which time he's on. And I have no idea on etiquette regarding that since I'm not a huge discord user and I just come to this channel specifically.
I think this is shark
#pz_b42_chat message

drifting ore
#

@craggy furnace hello?

little vessel
drifting ore
#

is there a list of lua functions somwhere

#

ill go digging through and see if theres a function to remove attached items from zombies

#

well i guess the roundabout way of doing this

#

is to remove shark's zombie spawning

#

and create my own zombie spawning with his outfits and brita's weapons

little vessel
#

Well, I think I have some good news?

drifting ore
#

sure?

little vessel
#

The name of the table you are looking for is the vanilla "AttachedWeaponDefinitions"

drifting ore
#

oh

#

so perhaps

little vessel
#
table.insert(AttachedWeaponDefinitions["knifeLowQualityBack"].weapons, "Base.SmashedBottle");

Clearing Time adds weapons to that.

drifting ore
#

hmm

#

will removeitemfromdistribtuion function work for that?

#

i really doubt it tbh

little vessel
#

If you can insert it, I assume you can remove it.

#

RemoveItemFromDistribution(AttachedWeaponDefinitions, "Base.AssaultRifle", nil, true);

drifting ore
#

or

#

table.remove?

little vessel
#

You want to remove the whole AttachedWeaponDefinitions table?

drifting ore
#

table.remove(SMUI_AttachedWeaponDefinitions["assaultRifleM16OnBack"].weapons, "Base.Assaultrifle");

little vessel
#

Never used table.remove, but hey, it's worth a shot.

#

Anyway, I really need to go. Best of luck and do tell me if you manage to do it, I'm curious.

drifting ore
#

gn

drifting ore
#

nope

#

no luck

hallow sphinx
#

Hi, sorry for asking about this. I'm playing PZ for long time but I'm trying the Beta Build 41 almost got me to the Hospital during the Jump n' Scare sound effect.

And I wonder how I can change it with funny sound so I can play the game proper and didn't go to Hospital with my heart tho πŸ˜‚

drifting ore
#

current code

drifting ore
#

ok nvm got it to workk dope

exotic ember
#

anyone use the simple piano mod?

#

Just given it a try and the pianos arnt making any noise when im playing?

swift shadow
#

I noticed that, thought it was deliberate.

swift shadow
#

Dumb question, if your using say Brita's weapons pack is there any reason to disable vanilla weapon spawns?

weary matrix
#

About water/electricity shutoff, is it possible to had new values in sandbox settings? I'd like more choices, like "2 weeks - 1 month" stuff like that

#

to have at least 2 weeks guaranteed of electricity and water (I guess that's what would happen in a "real" zombie apocalypse)

#

cause lately I started a new game, and water was shutdown on second day

#

it's usually no problem cause most houses still have water, but in case you have the Hemophobic trait, then you have to wash yourself and your cloth very frequently

craggy furnace
#

@drifting ore you rang?

vapid moat
#

@weary matrix sandbox + mod will allow you more options

weary matrix
#

@vapid moat oh you're right, haven't checked, but I do use this mod though, like for percentage of sprinters

vapid moat
#

Yea you can also change the settings for water and electricity. Not sure exactly how many options you have but from what I remember it was pretty customizable

weary matrix
#

@vapid moat any clue if I can change the setting for a saved game? I guess no

vapid moat
#

That im not sure of. Make a back up save and test it out. I remember adding the mod to a game awhile ago and it shut my water and electricity off so not sure if it would turn it back on

weary matrix
#

thx

vapid moat
#

Np

sharp crystal
#

Hello. Does somebody know how to anchor the Character information window so it wonΒ΄t move when changing to Health info to Skill info and back?

drifting ore
#

fixed it

#

you mod was spawning in vanilla weapons on army zombies

#

so it makes brita's mod go wack

#

i made a compat patch no worries about it

#

just table removed it

craggy furnace
#

it was on my mind recently after reviewing some stuff

#

i may entitely gut brita's for a submod to make it play nicer with other mods

drifting ore
#

anyways its a simple fix

drifting ore
#

just remove the table

#

and change it with brita's

#

could add a check function to your mod

#

that runs the lua when brita's is detected

little vessel
drifting ore
#

just did

#

table.remove function

#

then inserted brita's guns

little vessel
#

Good job!

drifting ore
#

item tweaker api is a godsend

#

not this patch but

#

previous patches ive done

#

goddamn it makes life so much easier

#

side note

#

i remember when ORGM was king of gun mods

#

now Brita's dethroned them

sour island
#

Loot tables are generated on new-game/save-load right?

little vessel
#

Aren't they generated once you get in a cell (for that cell at least)? But if you mean overall, yeah, I think so.

distant veldt
#

is there any place where i can check how much the settings for brita's weapon mod affect base gun sound, supressed sound, etc

#

and can someone explain what in heck are LEO, SUR and SEC spawns

willow estuary
agile coral
#

Anyone know what the functions that end with Recurse do? I noticed it's used a lot in the lua files, but not sure of the purpose.

kind surge
agile coral
#

Interesting, I'll need to test this now, because that's exactly what I need

fair frost
# willow estuary

nice
been wondering tho
have you ever like consider doing Police Bike ?

willow estuary
#

Maybe if I find the right model probably, but my jam with this is the mad max/survivor/grungey oldschool biker sorta stuff.

If I find a sketchfab model or something that works, it'll be interesting on account of doing the siren, radio stuff, and they fill a scenery niche, but not gonna go outta my way at this point, esp with all the empty boxes on my checklist?

proud fern
errant meteor
#

@pearl prism Will your upcoming apc mod included open doors, or hatches similar to the mod above?

pearl prism
errant meteor
#

Oh, well its mostly just sprinkles on a ice cream nice to have, but not required

indigo hound
#

πŸ‘€ 😳

errant meteor
warped jolt
#

Just some dumb questions, but map mods are plug and play are they not? Even with multiple selected?

heavy pebble
#

Yes.

#

Just make sure that no map mod overwrites another.

#

You can check which map cells each mod alters and cross-compare them, but usually skimming through workshop description/comments is enough.

#

I have like a dozen map mods ranging from recent to very old and they're compatible so far.

#

There's ever an effort to keep old ones compatible.

#

Like raven creek with eerie county i think?

warped jolt
#

I thought so, must be a few overriding each other. Felt like I was having a stroke ngl. Thanks

weary matrix
#

Any clue why I'm getting this? First time it happens to me

fallow bridge
#

Was supposed to be a B41 thing

late hound
weary matrix
#

@late hound ah right, I usually don't play with debug mode enabled, guess that's why. Thanks

weary matrix
#

Any clue if in some cases this could return nil?


getPlayer():getSquare()```
#

actually I don't call getPlayer(), it's the player argument given by onPlayerUpdate(player), I'm calling getSquare() on it, and getting nil

naive mountain
#

so I'm playing on Blackwood map and it seems I can't sleep in any beds in my house? Like, the option to sleep doesn't come up

#

but sleeping on the floor comes up as an option

dry chasm
naive mountain
#

just removed blackwood and the option to sleep still isn't there, so it wasn't the object i was trying to sleep in...I can sleep in an armchair though. Any ideas?

#

i'm playing on 41 beta build

warped night
#

Lie in it

#

Then right click again and hit sleep

#

@naive mountain

naive mountain
warped night
#

πŸ™‚

weary matrix
#

@dry chasm well I was on the first floor, but still that seem weird

#

@naive mountain weird, do you have a specific mode to enable this option "Lie"?

#

i never seen this before

naive mountain
#

yeah, ive got a bunch of mods installed. one of them is to allow the character model to lie or sit

weary matrix
#

oh i see

keen edge
hexed arrow
#

what does skinning data is null mean?

glad cloak
#

I'd hazard a guess and say something isn't skinned properly/at all

hexed arrow
#

Yeah thats what I guessed, I might have made a mistake in blender thanks ❀️

glad cloak
#

I'd check for unweighted verts or possibly verts with 3+ bones attached

#

Haven't done any model modding yet so I'm not 100%

late hound
hot patrol
#

think you can spare me a moment?

late hound
#

alrighty hmu in dms

sour island
viral vale
#

I really wish someone would make a Compound Bow weapon, I see so many Compound Crossbow but no love for the Compound Bow 😭

#

I think they look cooler

vale marsh
#

Wait if I add new mods onto an ongoing play through will I not be able to play on that save?

#

I want to add the act 2 animation overhaul to my game btw but I’m not sure if thats a drastic enough change that would make it incompatible

fallow bridge
fallow bridge
#

Only mods you shouldn’t add is map additions

viral vale
#

I swear i've seen videos of people doing custom dances or something

#

Also i've seen regular bow mods, they seemed alright

fallow bridge
undone elbow
#

How to draw rect on top of UI? Just filled rectangle that is not a window and doesn't accept clicks.

sour island
#

Just got into UI stuff but you have to define mouse behavior

#

By default I think most UI types ignore mouse behavior.

lilac rose
#

Hello everyone. I make a car mod, I made all the textures, but only the main one is displayed in the game. The textures were made in 3D coat, exported to PNG. In the screenshot, rust = 1

#

Here is the texture itself, if that helps πŸ€”

late hound
weary matrix
#

@late hound sweet! Can't wait!

devout flint
sour island
#

Textures would have to be painted to have lighting afaik

#

Also, general question to everyone, is sharing techniques/methods best done as a standalone mod?

#

Or would another way be better?

lilac rose
pearl prism
weary matrix
#

@sour island standard mod are good assuming it's a simple mod just illustrating how to do something

#

but wouldn't hurt to have this in the wiki

#

doesn't have to be lengthy details, but at least the high-level list of stuff that needs to be done

#

then for each step we can ask here if we miss details

lilac rose
pearl prism
#

the rust should appear

willow estuary
# weary matrix but wouldn't hurt to have this in the wiki

I feel like people might be unaware that there is a PZ wiki already that could serve as a means of hosting modding guides and the like?

My only misgiving is that I'm not sure if people should be putting a lot of effort into writing guides given that PZ itself isn't stable, but that's just my own fussy pessimism.

#pzwiki_editing

#

But I can't really think of a better place, offhand, to amalgamate that stuff, especially given that it's "in house" so to speak?

pearl prism
weary matrix
#

@willow estuary yeah I know about the wiki, but it seems it's not really maintained. Also it's more focused on the game itself rather than modding, mapping and modeling

willow estuary
#

That's just a product of what people choose to do with it?

weary matrix
#

I wouldn't mind writing stuff in the wiki myself assuming I have knowledge that needs sharing πŸ˜…

sharp crystal
weary matrix
#

@willow estuary some stuff only the dev can do I guess

#

but yeah would require a stable API etc

willow estuary
#

I shouldn't say "modding guides are bad since pz isn't stable", so much as it would be a bummer to see someone put a ton of effort into a guide to modding something only for the indie stone to reveal that that game system is now being rebuilt?

#

Just seen a lot of things change over the course of build 41 modding wise.

weary matrix
#

indeed

willow estuary
#

So I'm kind at a "damned if you do, damned if you don't" opinion regarding the merit of busting ass on modding guides currently myself? But I'm a pessimist too.

keen edge
# sharp crystal Why does EVERY modded custom sound glitch in terms of going from one headphone t...

Not sure, I made sure the clips were balanced before adding them in game.
This is purely a guess after triggering the shocked sounds so many times to try get video clips of it but I think the weird panning is caused by turning your character mid sound, like the sound doesn't move with your character so turning in game away from the sound origin causes it sound like it's coming from a different direction I guess?

#

Like I said complete guess tho πŸ€·β€β™‚οΈ

lilac rose
dry chasm
# sour island Also, general question to everyone, is sharing techniques/methods best done as a...

Personal opinion: Whatever would be the easiest to find and use I would assume.
As I mostly reference the pinned messages here, I would consider it an acceptable place.
Alternatively, if it's relatively long to explain here and/or multiples at once, a standalone mod with "example mods" inside - and pinned here - would also be easy to find and use.
Since however there's no "Example Mod" tag or similar, this could without a pin - go "lost" relatively easily I think. πŸ‘€

weary matrix
#

@dry chasm guess it wouldn't require too much work to add the tag "Example Mod" or whatever

#

BTW any clue someone how to make zombies to lunge at you when they fall? And how to make a zombie with broken leg, like the ones crawling on the ground to get you

agile coral
#

If anyone has suggestions on other types of errors/etc to extract that would help with debugging, feel free to let me know and I'll consider it

vale marsh
#

anyone know any good crossbow mods?

agile coral
#

Currently only works for b41+ at the moment, but I'm working on parsing older versions too

sour island
#

I was just thinking a more standard -- "this is how to overwrite" but also more shout-outs/heads up to frameworks would help alot of modders. I wouldn't say it has to be a "guide" as so much just well documented.

#

For example, things like the more skills system or recently mentioned bodylocationTweaker.

#

Specifically, it sounded like two people wrote the same framework system or atleast similar enough.

#

I've written stuff that I realize other people have done or was buried away in the source.

#

For example, there's a few Utility files full of functions.

#

I have a few complicated functions that I would think are useful, but I don't think it should be its own mod necessarily.

#

Ty for coming to my tedtalk

weary matrix
#

@sour island oh, you're doing tedtalk? I'd love to see it

sour island
#

This is it ._.

#

Can't believe you missed it

weary matrix
#

haha sorry πŸ˜‚

#

@sour island I was wondering something, you seem quite involved with the game, but yet you're not working at Indie Stone right?

sour island
#

Lol no

#

Just got in deep into modding and I enjoy helping

weary matrix
#

nice

#

I wish they were hiring btw

sour island
#

They've brought on people over the years - even outside contract work they've hired two people pretty recently

#

Unless I missed one Kupra and Erin

#

Only a few months apart?

#

Forgive me if that a year ago or something -- covid has ruined my sense of time.

#

When one year feels like a decade, every thing else feels like a week

weary matrix
#

indeed, same for me πŸ˜‚

bronze cedar
#

Is there possibly a mod , or maybe someone whos just free to make a little mod, that makes it so eating the same food over and over has decreased nutritional value / + boredom ?

dry chasm
#

πŸ‘‹ @sour island

Specifically, it sounded like two people wrote the same framework system or atleast similar enough
In that case, one was part of a mod that adds things and the talk was about having the devs implement it into the base game (the extra functions added to the file) - removing the need of rewriting/changing the base files (could've worked as a framework for compatbility though on it's own, providing pretty much the same effects, if it weren't adding other things.)
The other one the "BodyLocation Tweaker" framework was intended - mainly - as a means to show that it's possible - albeit probably not ideal - to modify it without actually overwriting the file in question. (There's no proper get/unset methods by the base game, but can be achieved via the use of getClassFieldVal(object, getClassField(object, index))) Though it could be used as a dependency if one doesn't want to re-write it for his own mod so to say.
I've written stuff that I realize other people have done or was buried away in the source.
For example, there's a few Utility files full of functions.
I have a few complicated functions that I would think are useful, but I don't think it should be its own mod necessarily.
Sounds nice - no matter how you decide to share it (either as a mod "example collection", or elsewhere) I'd be interested at the very least, so do let us know! 😁
Alternatively IIRC there's a Tutorials & Resources topic on the indiestone's forum, which could also be a good spot for such information (Even if not a guide/tutorial as is - it could be a "resource" so to say, in my opinion, so it would fit.)

sour island
#

I honestly forget the forums exsist.

#

But good points overall, I didn't catch the distinction between the framework examples regarding body locations.

keen edge
#

Is it possible to hide the nametags above npc's heads? πŸ€”

keen edge
sour island
#

Not with out editing the mod.

keen edge
#

Okay πŸ€” Good to know, thanks heaps

tall pivot
#

Hey Chuck, I just found your Skill Recovery Journal mod ...

#

I no longer fear death.

#

Thanks for giving me the confidence to buff zombies and feel a higher difficulty. :)))

errant meteor
#

lol

sour island
#

I mean, you should still fear losing the journal, and potentially not completed levels.

tall pivot
#

Yeah, my point is that it's super great and enables me to play the game more in a way I enjoy.

sour island
#

Glad to hear it. πŸ‘

tall pivot
#

Getting ready to start a new playthrough with it and it'll allow me to go ham tweaking sandbox settings.

sour island
#

I plan to add a settings menu for how much % of the xp is returned.

tall pivot
#

That will be a solid feature.

silver jewel
#

Hey fellas, im looking for a mod that allows you to organize your mod list in game. I have around 100 mods installed now and my modlist is getting pretty cluttered, having more options than just alphabetic would be really nice. Does anything like that exist?

dry chasm
silver jewel
#

hey that looks pretty much perfect

#

not quite perfect. but cool

#

thank you

autumn garnet
silver jewel
#

unfortunately NRK mod selector isnt super comprehensive, it also changes text color seemingly randomly and actually clutters it up even worsse imo

#

there is a great mod organizer for rimworld, icr the name atm but it allows you to create folders and custom modlists for easy sharing and pretty much everything youd want in a in-game mod menu

#

if i was a smarter man i would make one for PZ but im a huge noob when it comes to coding

blazing totem
#

Does Britas mod still spawn MRE? Or was it some sneaky other mod doing it... I have too many mods

hot patrol
#

are there any good guides for item distribution?

dry chasm
hot patrol
#

I had seen the second one

#

i'll look at the first now

#

still kinda bummed that we can't make map stories yet. I would much rather have it spawn in a coom shrine than in a random wardrobe

#

oh nice it looks like I got distribution right on the first try

heavy pebble
#

bruh...

hot patrol
#

What? KEKW

heavy pebble
#

Is that even a serious question?

hot patrol
heavy pebble
#

😩

hot patrol
#

don't kink shame, bruh

#

and with that final stem my mod is pretty much done.

#

just need to add more pillows and I am waiting on the armor model

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feels good

fading prawn
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Or are those tissues?

hot patrol
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it may be the apocalypse but you still should have some class

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oh yea those are tissues

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I wish the model was crumpled like the icon

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devs pls

fading prawn
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Don’t be shittin on my Cum rags

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They’re better than tissues

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Reusuable

hot patrol
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at least use a sock like a dignified money saver

fading prawn
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Bro

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I don’t wanna shove my foot in that accidently

hot patrol
errant meteor
silver jewel
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im trying to figure out how to do some map editing, specifically trying to make a custom building on the map. i was using cheat menu and necroforge but it isnt exactly perfect, you cant disable cheat menu and if i uninstall it and reload my save im elft with weird artifact-ish spots in the world and glitchy textures

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is there any resources that could help me learn how to use WorldEd and TileZed? are those even the right programs? googling and checking the pzforums was confusing and i didnt find a lot of current answers

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i just want to build a shack with a ton of storage beside my future base site, cheatmenu is super cool but id rather not make a god character and then kill him off

exotic ember
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general knowledge Q here for people.

Anyone know or have an idea to predict how long/if many of the popular mods will be accessible in multiplayer?

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Or is that too broad a question to get a simple answer?

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or too many unknowns etc

sour island
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No absolutes, but most mods should be fine.

exotic ember
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im assuming itll still take a lil tweaking from the authors though?

sour island
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People relying on stuff like getSpecificpPlayer(0) will have to change that specific part.

exotic ember
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Well there was one mod in particular that I was thinking about called True Music. Might be familiar with the author, IrBuS or something like that.

The mod allows you to add your own MP3s but of course youre dumping them into a particular workshop folder and using the attached .exe to actually add the music in game.

That would be sweet to have on multiplayer but of course, im assuming that will definitely require a lil more than tweaks to make multiplayer?

twilit socket
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why are there no good tutorials on making a map

exotic ember
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Whether people joining a server download the music off you, or they stream it from you, either way, surely something like that might take a bit of time to tweak

twilit socket
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Most are either in horrible quality, or too outdated and half the stuff doesn't work.

exotic ember
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or in the forums?

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Ive never really tried to be honest, just bookmarked a few pages for perhaps one rainy day.

twilit socket
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It's definitely not too user friendly.

thin hornet
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Ugly icon for life

rancid barn
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Lemme get the link

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You’ll always need a paint editing program. I used paint.net

silver jewel
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I actually stumbled across that very link after i posted here lol. Thank you though

rancid barn
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Yw

sullen musk
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hey people,

is there a way to disable specific vehicles from mods?
if yes could you give me a hint where and how?

sour island
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I'd assume theres a vehicle distribution table somewhere.

twilit socket
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Why can't we just open project zomboid modding tools and instantly make a map in a single click?

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whatever the heck is this map modding, is just straight out of 2014

pearl prism
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then remove the mod vehicle from the VEHICLEMODSpanwList.lua

autumn garnet
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with this method, can we also overload the game spawns? for the player to be forced to spawn in Riverside?

drifting ore
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hi

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how do i put two results in a recipe

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oh

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lua function

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blehh