#mod_development
1 messages Β· Page 487 of 1
ya, it's somewhat mentally demanding unlike all the other dopamine moment shit which just fries one's attention span over time
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.
Am I about to read a Discord message from the legendary Soul Filcher?
No. Because it looks like he's offline.
most def
I cannot pinpoint it but like python... it feels a bit "off" at times... very idiosyncratic
something you must get used to over time, i think
it reminds me more of MSSQL which is oddly enough a query language
or like that π
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
i make the most silly syntax errors
ah, i hope i can get my counter implemented
if that one is in there, i can implement a simple decay function
IT WORKED!
well, seemingly it worked
What software can I use to open and edit .pack files?
ya, it worked... though, there is a result that shouldnt have happened
I wrote a tiny tool, for Un/Packing .pack files. .pack FormatThe .pack files contain all used textures in PZ.The structure is the following: Features:1. Unpack: .pack files into seperated .png files (extra info is saved in a .xml file)2. Pack: .pack file is (re)pack with the .xml file and all .pn...
someone has pointed at that one before
Thank you :)
Yeah, I was going to ask you a question but I thought of a different path to take.
I'm a noob myself. I've started modding PZ only a few days ago
mainly reading other people's code
I'm literally just copy-pasting vanilla code and altering values.
I also want to do some texture work, which is why I need pack access.
i'm one step above that π and still 500 steps below the summit
hahaha
having trouble with a modding problem: I have a mod that is outdated and someone made a file patch where i have to mess with files for it to work, problem is im too stupid to figure it out even though they sent instructions.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
Made two finished models today, for All American Apocalypse. Like, 100 to go lol. π€ͺ
Gonna need about 200 or so for CCCP. π€ͺ
Keep up the good work. :)
If I implement an item into the game, will it automatically spawn in loot tables or do I need to script that?
I'm trying to implement items that must be crafted and not looted
you need to script that
Yeah.
Thanks guys.
If you want a crafted only item, you can implement it via recipes.
well, if they must be crafted and not...
madman was quicker..
haha
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.
Good to know for future reference.
ya, that's easy, just a leeeeeeeeengthy table to create
Ask me about distribution tables. I literally dream about the fucking things.
The pain of updating/maintaining multiple large mods.
lol which one?
Ah thanks.
I'm slowly updating it with new world models.
May I hint at a wee bug in AAA? There seems to be something off with the sugar implemention.
Literally started today actually. π
I'm not exactly sure what it was... someone else pointed it out
shoot.
OH A MEAT GRINDER!!!!!!
I think 3D models are the coolest thing devs have done so far
I'm a hoarder ...
enough said
Fun fact, people are charging 50 dollars for an .fbx of one.
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
unreal
I could go to fucking walmart and buy one for less π
i looked for a fbx of an inhaler
they were 10$ at least
so ill stick to a bent pipe
pepega
lol
These clowns are onto something.
Maybe I'll sell my stuff too.
tag it as "low-poly" to cover up my sluppy and janky vertexes.
Charge a dollar for each one.
"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"
Thanks for letting me know, I'll hotfix it this weekend.
I think it's probably related to ItemTweaker.
Seems like at some point the devs changed Sugar from Drainable to Normal.
I see you have found the bizarre world of overpriced 3d models of random things, it gets worse if you look at car 3d models, Iβve seen some people charge hundreds
Has anyone heard from DavidBlane at all? Seems we've gotten radiosilence for a few months.
I fucking know right? I saw someone wanting $30 for a fucking ice cream cone on TurboSquid.
Someone wanting $1000 for a 3d model of a Bugatti or Lambo is entirely believable.
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.
They'd try and charge $2000 for a titan like they do on Forgeworld. Only this time you ain't even getting resin crack to justify that ludicrous price, just some janky model in some weird proprietary format.
But that's neither here nor there. π
a Titan? I assume you are not talking about graphic cards
This fucking thing:
https://www.forgeworld.co.uk/en-US/mars-pattern-warlord-titan-body
ah, warhammer, ive never ever gotten into that universe
That price tag is for PART of the model, not the whole thing.
They sell the fucker piecemeal and charge you for every gram of it out the nose.
nearly 2 feet tall!
You could buy a used car for less than what they want for the whole thing.
...
Quite obviously ... people must be paying for this shrug
Ya, I'd rather carve one out of wood in my spare time than spent 1.5k$
well, try to carve one out
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
Have you tried copypasting over whatever files there are?
Also, a mod that makes you do that seems sus.
either lazy or malicious coding at play.
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
lol, im looking at the screenshots
Wtf there's a Sport-type rear vehicle double door somewhere in the game π
quaint mod
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
just unpack it and if it asks you whether to overwrite files, click "yes"
that's all i can say
unless the zip/rar does not have the same file structure
i have no idea
neither do I.
ok so im assuming unpacking = extracting
have you never worked with the microsoft file explorer before?
windows explorer... whatever it's called
When you're backing up into obstacles, do your trunk and trunk lid both deteriorate at the same time?
no idea...
shit I'd better go test that
well, have a good night everyone.
good luck, gungeoneer. I think there are youtube tutorials for this
just be patient and night
On the inventory label. It's the best place. When it isn't possible just somewhere so it's always visible.
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
where can i find the tables that do loot distribution for zombie inventories
i want to magazines to spawn in army zombies specifically
do police, army or hunter zombies not have their own inventory rolls?
y'know what
this seems like a huge pain in the ass coding wise
so ill just make it a recipe
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)
@willow estuaryis there a distribution for army?
This is how you make a distribution for an outfit; there are no vanilla outfit distributions.
oh
what i meant is
when you kill a zombie
the roll that happens when they die
also itemtweaker api doesnt seem to work for me
The above code is how you make that happen for an outfit.
how do i do that
coding thing
jeeze
doesnt seem to be editing the item
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");```
should it be filcher.SmithingMag5
and not base?
if the module of the item is filcher then yes.
doesnt seem to be working though
the magazine doesnt teach the recipes i stated there
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)
I subscribed to pantry packing on steam but it's not showing up in my mod list even after restarting the game?
π€·ββοΈ maybe just try another restart? Might've just not yet finished the download or something.
ah yeah there we go, i restarted to try and see if maybe steam was doing some weird things with the download but it said it was fine - now it seems to be there π€· bizarre but at least its working now π thanks
Don''t know about that but the biggest trailers in autotsar's mod hold like 450
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
IIRC most if not all are more of a tileset defined thing? (unsure) - atleast regarding the data that you may be able to set in one way or another.
Could you please explain what do you mean by a 'tileset defined thing'? I'm not familiar with 'tileset defined' term.
that is from my Dressing Time. But it shouldn't happen unless you're using it with another mod that overrides BodyLocations.lua
hey, apologies for asking, but why do so many overwrite it anyway? Just for the order of things? Or to remove exlusivity setting? π
not much experience with it either, sorry, but you might have more success asking in mapping - maybe (sorry for not being much help there)
thanks for letting me know, disabling it fixed the problem
Anyway, since it's been talked about. π Hope it may help reduce compatibility issues.
https://steamcommunity.com/sharedfiles/filedetails/?id=2641190994
No more need to overwrite BodyLocations.lua.
BodyLocations.lua isn't really meant for mod compatibility. My version was made for that. I even suggested it to the devs but so far it didn't get their attention
well, 2 different comatibility systems that won't be compatible with each other..... the irony
mhmm, not sure what yours does, i don't overwrite the file
so it shouldn't cause issues?
Late reply, but what is the workshop mod that you are trying to install?
Commander's Mods - Hobbies
If you have trouble finding it, just check the workshop of the guy who made west point expansion. It's his only other mod
And then go to the comments and see the fix that some guy made
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
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.)
good
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
Perhaps the two systems could be consolidated with both your expertise?
Can devs if they wanted to straight up nationalize mods?
Nationalize? 
Oh, nationalize confused me lol - you mean cannibalize or incorporate
thats pretty much what they did with towing
also, some of the mechanics (fishing etc) were initially made by turbo and rj when they were just modders
i'm pretty sure it got incorporated by the devs, yeah
Yeah but incorporate is specific in that the code is directly used afaik
Which is where the accounts differ
ExtraSauce BagMerge
If I want a crafting recipe to give xp for two skills, how do I write that?
Does this look correct?
Do any other recipes give multiple xps?
Looks like it's using a lua function on the OnGiveXP part
you could probably write your own there
Yes. I definitely know how to do that.
Thank you :)
Does this mean that if I want to give more than 25 xp I'll need to code lua xp into my mod?
Good catch, lifesaver.
This is my first time modding anything ever, so ... I'm basically monkey.
if you want it to give an amount/types/combination of types different to what's there, yes
Like this?
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
I see, so for recipes I also need Lua.
You can only have 1 category
you can copy and paste the code here
```
code
```
```lua
code
```
code
you can use any code name for it's coloring
I know lua and java work
category can only be 1 thing
Okay
Is it possible to create special zombies? Ie exploding, etc
also for results or needs I think the default is 1 so you don't need to put =1
Yes.
you also need a comma after Mechanics=3
each new line or thing needs to end in a comma
that's why you use ; for the skills required
so it doesn't think it's a new thing to look at
Right, because it consumes units.
I just made a recipe using them let me double check it actually works
ah nice I broke it
lmao
@craggy furnace don't beat me
propane use isn't actually done in recipes at all
so I don't know in the consumption would work with them if they're not drainable items
Seriously? Because I ripped this straight from vanilla code
and it was BlowTorch=15 ?
That was my assumption.
I use metalworking in most playthroughs, so the values make sense
It's just very odd cause you'd have to confirm it's drainable first
Do you know the ID for welding rods?
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
Nope
WeldingRods
It wasn't autofilling so I was concerned
autofilling?
Well when I start to type an itemID, multiple items will show up
in the debug spawner?
are you typing this inside of the vanilla files?
No, I copy-pasted vanilla files into a mod folder
so, you just have to include your changes
otherwise your mod will overwrite the vanilla values ontop
and possibly mess up with other mods
I mean in game
Meaning?
- Vanilla Game
- Other Mod
- Your Mod
If this happens anything changed in the #2 will get overwritten
if all your doing is adding new items you shouldn't be including every other item
oh
All I have in my folder are modified items
ok good
And do you know where I can find these so that I can paste and modify them?
Also some items
SFBakingTrayCornbread
SFChili
SaucepanFries
SFBeetPot
SFBeetSyrupPot
Have no rotten or fresh stats even though their pre-and/or-post states have.
uh... Icon is art compiled into the UI files
the other one is a 3D model
if you go to the vanilla model files you should find how it's defined
there's probably a .fbx file named wheel or what not
you don't have to modify the Ui files to add new icons though - only if you want ot change vanilla ones
to use your own icon though you need to use specific text
So if I want to pull this in photoshop
I just isolate it and save it as what, a pack or a png?
png
I forget what the trick is
but you need to name the file and whats in the script similar but differently
"item_" goes in front
probably for the file
actually hold on
the file needs to be named Item_X
and then in the scripts you just use X
I unpacked them last night
tried zipping it with winrar and that didn't work either haha
How do y'all spawn items to test your mods?
debug
As Papa_Chad said, Debug.
Perfect. Thanks.
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
For starters Superb Survivors is buggy as heck and semi-abandoned.
Yeah, I don't go near that mod anymore. I tried so hard all last week but it was ruining my playthroughs.
I am playing with superb survivors right now because cannibalism but Iβm seriously wondering if itβs worth it
have you patched it with subpar survivors?
Yeah
I havenβt even bothered attacking someone yet however as the only survivor I saw near my base was armed with an m16
So I added -debug to Steam's launch parameters and I'm not even making it to main menu
I fixed a few bugs to make it work with version 41.56 π
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
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
That has already been fixed
as a general rule don't use hydrocraft as an example

only as bad examples
ohno, so dont do the above?
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
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.
lua tables don't have size, you have to count through it, as they can have empty entries in between
@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
then #table should give you the size
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();
Lua makes this all so convoluted. I know C# is much newer but
I can't help but feel a little sad
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
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?
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
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.
even from a human viewpoints, that's not how human define indexes
When you count the amount of oranges that you have
do you start counting from 0 or from 1?
think of an index as how much you have to add to the start of the array to get the next element
No I understand that
I am just saying
from a human viewpoint, it is more logical to start from 1
for the first element, you need to add 0, because it's at the begining
rather than 0.
hehe if you want to believe that fine, but you're wrong
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.
@vestal umbra it only makes more sense if you want the count of elements
but that's not what indexes are for
different things
Let's agree to disagree.
same in mathematics, indexes start at 0
when you talk about sequences etc, you'll see a0, a1, a2 etc
sure π
so what would be required to make Suberb/Subpar survivor better?
accessible inventory of NPCs is a big one
oh man I wish I could discuss with the developers of these mods
Did you know that Aiteron is doing his own NPC mod?
ah no had no clue, don't know Aiteron either
He's currently developing his, he's very active which is nice π
It's in closed alpha atm
ah too bad, I would have loved to give a try
@dawn shuttle do you know him? Do you have access to closed alpha?
he asked today for willing testers
oh man
I'll send you his discord
@tame mulch hey man, I would love to help with a new NPC mod
Doesn't he currently have covid?
Talked to him today and he seemed ok
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!
@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",
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
β
@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 π
I'll have to check but it seems the mod better sorting does not add to these enums but change the item type value in the objects
thanks regardless!
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?
@tall pivot you need at least to do something with Distribution I guess
so your item is actually spawned somewhere
I understand that, but I simply am unable to find the items in debug.
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
I think I'm just missing lua script. I'm going to do some digging.
Any clue someone how to make a zombie to lunge after falling?
When writing a repair script, how does the condition modifier work?
@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 π
Not exactly, I'm trying to figure out how to set condition repair values.
@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;
}
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.
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.||
Download files from the Steam workshop! New games added every week. All free to play games now supported!
oh man, I'm tempted to start my own NPC mod, but I'm afraid of the time it will take π
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
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
a labor of love
indeed
Does it change depending if the heli does something?
Like if a military heli starts shooting zombies does it flash?
no
Oh ok
This is to overcome the occasional directionlessness of the sound system
And for the fact you'd be able to helicopters in the sky.
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
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
You're right, I solved it for the open jar only. Will be fixed in the next update
Able to select listbox items, but the selected color is not applying on them. Do I need to do a redraw of some sort?
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
Maybe try storing them using a named key like:
buildingWindows["north"] = currentSquare:GetN()
That would be impossible because the keys have to be unique.
Otherwise it would just overwrite the value if there were two northern windows.
You can have them nested then like
buildingWindows["north"][iterator] = currentSquare:GetN()
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
I would break on gridSquares to see what's inside, might have a ghost value in it
I can show
If you wouldn't mind, I'd appreciate it
debugging is a lot easier if you can inspect what is going on
started a channel to share screen
In debug mode, can I start the debugger if there's no crash?
ah, it's F11
nevermind
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 π
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 π
let me know if you can think of other stuff to add in there
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
Bandaging would be handy.
neat
why is chinstrap not in beardStyles.xml?
@vestal umbra just selecting the first wound with no bandage?
Hmm, oh yeah it wouldn't be that simple actually.
@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
Honestly
How would you describe the mod's purpose to your grandma?
I would just name it Click Click
that's an idea π
@sour island guess I would have lost her when I said Zombie or just Video game π
Wasn't asked, but how about Quick Actions or something?
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 π
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
IIRC it was for moving container/equipping
@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
we;ll see about that later
anyway here you go guys: https://steamcommunity.com/sharedfiles/filedetails/?id=2642486124
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?
I'm trying to get my custom zombie to spawn with my weapon and it won't work anyone know why? https://i.imgur.com/TBvXkrt.png
That's a recipe object -- you'd have to study up the recipe manager code
In side of it you have the script parsed into relevent variables
ah thanks, I will check
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
Nice
@agile coral nice one!
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
looks for the "caused by" line
@teal rampart can't find any "caused by" line π
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
oh my bad, guess I searched without ignoring case π
in the scripts inside of ~/media/lua i see a lot of things prefixed with IS, what is this?
Indie Stone
ahhhh makes sense
Any tutorial or documentation to make a vehicle mod?
best tutorial would likely be an existing mod that adds vehicles
Can anyone tell me why my clothing.xml isn't working?
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.
that error seems to be related to the food type value, I will test it here
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.
@kind surge haha thank you man, I've been wondering too about IS π
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.
Hey, thanks for reading this. So first off, let me just tell you now, I have barely any programming background outside of a few classes I took in high school and modifying some mods to fit better with other's I play. However, I pretty much just researched how other literature mods worked and foun...
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
this is the definition i wish to remove https://gyazo.com/0933675ffb83616d28ad45c5b90e8326
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.
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
That isn't right. That is trying to remove an item from the distribution table, not the attachment (though if you don't mind it would accomplish the same purpose - make the attachment go away). Take a look at ADVANCED GEAR by Algol, I know he adds a bunch of attachments to bags. That might be helpful. Sorry that's all I can help now.
Don't think so, that isn't the item's name. What mod is the item from?
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
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);
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.
But the image you are showing, that is not an item.
but i still see the vanilla weapon spawning
Likely it's doing it incorrectly then.
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
Brita uses old code by TurboTutone.
With the new loot changes how loot tables works changed.
ItemZed Scripts & Distribution editor. Welcome to ItemZed! ItemZed is a development and modding tool that is used to edit the contents of script modules (foodstuff items, weapons, recipes etc) and the distribution table that dictates where different in-game items can be found and looted on th...
hmmm
so attachweapondefs do not roll indepepdently?
they are based on suburbdistribution?
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.
Weapon Attachments are items. Items are either in Suburb or Procedural distributions AFAIK.
Did that make sense?
strange
Or did that answer you? hahaha
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
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}
?
nope
its not my code
its brita's code
lol
im making a mod to correct the conflict
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.
What I mean is, write the function to remove it and try and see if it appears on zombies. AFAIK zombies are part of SuburbDistribution.
But I can be wrong.
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
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.
LZTable is the name of the custom table in Loot Zeta. Snake did this to spawn certain items in certain zombies.
He doesn't add his own tables?
So what the top of this file looks like?
isnt shark on this discord
Yes he is
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.
its not his own code
its part of the base game
you dont reckon
i can just overwrite it?
lol
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
@craggy furnace hello?
You are completely right. So I'm in the dark about it, I have no idea how distribution works in this case.
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
I think there is, but I don't remember the link. Likely Shurutsue or someone else knows.
Well, I think I have some good news?
sure?
The name of the table you are looking for is the vanilla "AttachedWeaponDefinitions"
table.insert(AttachedWeaponDefinitions["knifeLowQualityBack"].weapons, "Base.SmashedBottle");
Clearing Time adds weapons to that.
hmm
will removeitemfromdistribtuion function work for that?
i really doubt it tbh
If you can insert it, I assume you can remove it.
RemoveItemFromDistribution(AttachedWeaponDefinitions, "Base.AssaultRifle", nil, true);
You want to remove the whole AttachedWeaponDefinitions table?
table.remove(SMUI_AttachedWeaponDefinitions["assaultRifleM16OnBack"].weapons, "Base.Assaultrifle");
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.
gn
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 π
current code
ok nvm got it to workk dope
anyone use the simple piano mod?
Just given it a try and the pianos arnt making any noise when im playing?
I noticed that, thought it was deliberate.
Dumb question, if your using say Brita's weapons pack is there any reason to disable vanilla weapon spawns?
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
@drifting ore you rang?
@weary matrix sandbox + mod will allow you more options
@vapid moat oh you're right, haven't checked, but I do use this mod though, like for percentage of sprinters
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
@vapid moat any clue if I can change the setting for a saved game? I guess no
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
thx
Np
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?
nvm
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
i recently had a worry about that
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
anyways its a simple fix
table.remove(AttachedWeaponDefinitions["assaultRifleM16OnBack"].weapons,1 );
table.remove(AttachedWeaponDefinitions["handgunM9"].weapons,1);
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
Post your code so we know how you solved it.
β€οΈ
Good job!
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
Loot tables are generated on new-game/save-load right?
Aren't they generated once you get in a cell (for that cell at least)? But if you mean overall, yeah, I think so.
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
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.
My understanding is that for the inventory searching functions Recurse designates that they recursively check within any containers that are contained within the starting point, within any containers in those containers, etc.
Interesting, I'll need to test this now, because that's exactly what I need
nice
been wondering tho
have you ever like consider doing Police Bike ?
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?
Oooo
https://steamcommunity.com/sharedfiles/filedetails/?id=2642541073 A new dawn is approaching
@pearl prism Will your upcoming apc mod included open doors, or hatches similar to the mod above?
Unfortunately I don't know how to work with this
Oh, well its mostly just sprinkles on a ice cream nice to have, but not required
@iron salmon When we finally see the opening doors at the VanilaCars?
π π³
Not anytime soon lol, devs already have a shit load of things to work on
Just some dumb questions, but map mods are plug and play are they not? Even with multiple selected?
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?
I thought so, must be a few overriding each other. Felt like I was having a stroke ngl. Thanks
Any clue why I'm getting this? First time it happens to me
B42
Was supposed to be a B41 thing
That is just a debug mode-only error, mostly relating to shrubbery that fails to load correctly. You come across these occasionally on the map.
@late hound ah right, I usually don't play with debug mode enabled, guess that's why. Thanks
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
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
uncertain, but maybe when jumping off of a certain location?
As in being in-air one coordinate higher than the ground is for example? π
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
omg that's all it was? hah thanks π
π
@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
yeah, ive got a bunch of mods installed. one of them is to allow the character model to lie or sit
oh i see
https://youtu.be/OckwVEDDg2U
Made my own version of gasp/surprised reaction mods using those two mods as a reference π
Just using sound clips from online, will probably post to workshop later today
I'd hazard a guess and say something isn't skinned properly/at all
Yeah thats what I guessed, I might have made a mistake in blender thanks β€οΈ
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%
yeah its possible you didn't assign the vertex groups properly or something. So it would involve you to re-export the model AND a game restart.
you are just the person I need to help me with something
think you can spare me a moment?
alrighty hmu in dms
Some zombies start out as players, and there's one or two IsoPlayers on game boot that are generated in null space or 1,1. Could be those are getting updated?
I really wish someone would make a Compound Bow weapon, I see so many Compound Crossbow but no love for the Compound Bow π
I think they look cooler
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 Iβm not sure if thats a drastic enough change that would make it incompatible
The animations would be messed up, main reason they havenβt been made is because there isnβt any good animations for them
Should be good
Only mods you shouldnβt add is map additions
Or any animations in general-
Oh what, you can't make custom animations in Project Zomboid?
I swear i've seen videos of people doing custom dances or something
Also i've seen regular bow mods, they seemed alright
You can but itβs complicated
How to draw rect on top of UI? Just filled rectangle that is not a window and doesn't accept clicks.
Just got into UI stuff but you have to define mouse behavior
By default I think most UI types ignore mouse behavior.
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 π€
We have found new, faster ways to make custom animations with Blender. Currently, we are figuring out how to integrate them properly into Zomboid and streamline it so others can make their own. Once itβs all said and done, we will be out with a comprehensive guide of the process.
@late hound sweet! Can't wait!
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?
Now i just testing it. I'll do it later
Which shaders are configured in your vehicle's script?
{
model YOUR_VEHICLE
{
mesh = vehicles/YOUR_VEHICLE,
shader = vehicle_norandom_multiuv, <===(here)
invertX = FALSE,
scale = 0.012,
}```
@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
It "shader = vehicle_norandom_multiuv,"
the rust should appear
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.
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?
make sure the rust texture is in the right folder "media\textures\Vehicles" and not just in "media\textures" and see if the link is right in your script " textureRust = Vehicles/YOUR_RUST,"
@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
That's just a product of what people choose to do with it?
I wouldn't mind writing stuff in the wiki myself assuming I have knowledge that needs sharing π
Why does EVERY modded custom sound glitch in terms of going from one headphone to another..you know what I mean?
@willow estuary some stuff only the dev can do I guess
but yeah would require a stable API etc
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.
indeed
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.
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 π€·ββοΈ
Everything is fine, but there is no result π©
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. π
@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
https://phyreman.github.io/PZ-Errors/ Error finder has been updated a bit to catch more of the stack trace and format the output file a bit for better readability
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
anyone know any good crossbow mods?
Currently only works for b41+ at the moment, but I'm working on parsing older versions too
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
@sour island oh, you're doing tedtalk? I'd love to see it
haha sorry π
@sour island I was wondering something, you seem quite involved with the game, but yet you're not working at Indie Stone right?
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
indeed, same for me π
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 ?
π @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 ofgetClassFieldVal(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! π
Alternatively IIRC there's aTutorials & Resourcestopic 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.)
I honestly forget the forums exsist.
But good points overall, I didn't catch the distinction between the framework examples regarding body locations.
Is it possible to hide the nametags above npc's heads? π€
Not with out editing the mod.
Okay π€ Good to know, thanks heaps
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. :)))
lol
I mean, you should still fear losing the journal, and potentially not completed levels.
Yeah, my point is that it's super great and enables me to play the game more in a way I enjoy.
Glad to hear it. π
Getting ready to start a new playthrough with it and it'll allow me to go ham tweaking sandbox settings.
I plan to add a settings menu for how much % of the xp is returned.
That will be a solid feature.
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?
https://steamcommunity.com/sharedfiles/filedetails/?id=2155197983&searchtext=mod+selector
Never used it, but seen it at some point in time on workshop. Can't say how useful it is or if everything is still working.
But it may be something in regards to what you're searching for
this feature should be integrated into the vanilla game
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
Does Britas mod still spawn MRE? Or was it some sneaky other mod doing it... I have too many mods
are there any good guides for item distribution?
Didn't do any item distribution myself yet, though that may help (one of the pinned messages): #mod_development message
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
we can dream https://i.imgur.com/9Gp4NSh.png
oh nice it looks like I got distribution right on the first try
bruh...
What? 
Is that even a serious question?

π©
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
feels good
Tissues instead of cloth?
Or are those tissues?
oh course dude. No nut rags here.
it may be the apocalypse but you still should have some class
oh yea those are tissues
I wish the model was crumpled like the icon
devs pls
at least use a sock like a dignified money saver

@left plank this has to break some rule right, ban them
mom found the shitty cum rag
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
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
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
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?
Or is that too broad a question to get a simple answer?
or too many unknowns etc
No absolutes, but most mods should be fine.
im assuming itll still take a lil tweaking from the authors though?
People relying on stuff like getSpecificpPlayer(0) will have to change that specific part.
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?
why are there no good tutorials on making a map
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
Most are either in horrible quality, or too outdated and half the stuff doesn't work.
nothing in #mapping ?
or in the forums?
Ive never really tried to be honest, just bookmarked a few pages for perhaps one rainy day.
It's definitely not too user friendly.
Ugly icon for life
Those are the correct programs, yes. Thereβs a full tutorial on the forums.
Lemme get the link
1Here you will find a (hopefully) comprehensive guide to map modding using TileZed, from scratch, to uploading to Steam Workshop. Step 1) Installation and setup Spoiler - Download the latest version of TileZed here ( https://theindiestone.com/forums/index.php?/topic/23816-latest-tilezed-worlded-a...
Youβll always need a paint editing program. I used paint.net
I actually stumbled across that very link after i posted here lol. Thank you though
Yw
hey people,
is there a way to disable specific vehicles from mods?
if yes could you give me a hint where and how?
I'd assume theres a vehicle distribution table somewhere.
Why can't we just open project zomboid modding tools and instantly make a map in a single click?
whatever the heck is this map modding, is just straight out of 2014
C:\Program Files (x86)\Steam\steamapps\workshop\content\108600\XXXXXX\mods\VEHICLEMOD\media\lua\shared
then remove the mod vehicle from the VEHICLEMODSpanwList.lua
with this method, can we also overload the game spawns? for the player to be forced to spawn in Riverside?

