#mod_development

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teal rampart
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is there a way to check what has been hit by a throwable? as in what kind of tile?

sour island
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had to scrub the added stuff regarding roof logic

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enjoy

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The hidden sauce behind EHE

weary matrix
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@teal rampart Do you know the coordinates of the square? If yes you can get a list of objects on the square by calling square:getObjects() or square:getSpecialObjects()

teal rampart
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well, that i am aware of ... i dont know how to get the coordinates though... basically, i want to make throwable stones, that make a noise dependent upon whether they land on asphalt or grass etc

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the throwable "recipe" does not allow to distinguish between that

weary matrix
teal rampart
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mhmm... is there an onThrow event?

weary matrix
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@teal rampart when you throw the object, don't you have to compute where it will land?

teal rampart
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i thought the game does it... i'm just using recipes, making them throwables and that happens behind the scenes, no?

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well... i'd have to write that from scratch

weary matrix
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I don't know, I'm just asking to try to find a solution ๐Ÿ˜…

teal rampart
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ey, you are the professional here!

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i should maybe check orgm out, if they use tricks like that

weary matrix
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heh, not really, only started my first mod a month ago or something ๐Ÿ˜…

teal rampart
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i think one of the crossbow modders meant to implement recoverable bolts... maybe that could be useful

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not sure if they ever managed to implement that though

weary matrix
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indeed

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@teal rampart you could also check the code for molotovs etc

teal rampart
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i think most of those are just regular "throwables"

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ill see

weary matrix
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and the code of the throwable receipe, to see how it's done under the hood

teal rampart
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right now im trying to save the ass of my fat ass character :p

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as in decompiling java?

willow estuary
weary matrix
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yeah or checking Lua, not sure how the receips are implemented

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@willow estuary I'm more asking about the content that is needed to create mods etc rather than how to edit the wiki ๐Ÿ˜…

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I wrote some wiki pages for other stuff so I should be good on this topic

willow estuary
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I don't think there's an actual event for throwables impacting? I've asked for something in that vein a couple of times.
I think that throwables are going to be part of the fire rework as well.

teal rampart
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ahh... alright, what a pity

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it seems to all happen in the java blackbox. So, thanks for the hint.

weary matrix
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Java is more like a greybox heh

willow estuary
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Like, people are gonna want to look at a page with all the vehicle jazz on it and so-forth?

teal rampart
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As for guides, maybe have a look at the one-stop mapping tutorial

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though, it's not quite the same audience but that one has been well made

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ah, nevermind

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silly idea

willow estuary
teal rampart
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Well, if it's his job he needs tasks to legitimate it! Thanks, I'll do that

sour island
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Java stuff is all readable

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You can peak around inside for possible leads

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That being said the throwing code is ancient

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You may be better off writing your own

teal rampart
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And ancient means it will be re-done?

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Mhmm

sour island
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It's been mentioned as being on the chopping block (or I guess rewriting block)

teal rampart
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Quite some effort to go all caveman on the zeds!

sour island
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@willow estuary Can you pin the two pastebins I dumped - unless those are too specific for general pinned messages.

last ferry
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where is lua used vs java in terms of game modding because i want to start getting into modding the game and want to know which one i will need to know more of

dawn lynx
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Ty for whoever deleted that was about to ping someone xD

teal rampart
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@iron salmon Hello there. I was told that addressing you might magically result in getting new lua functionalities. ๐Ÿ™‚ Well, would it be possible to get a function that returns the coordinates of a tile hit by a throwable/projectile? In my case, this is in order to make the sound of a decoy dependent upon what type of tile has been hit. Someone working on a (cross-)bow mod meant to add a function for recovering bolts/arrows that have missed their target, so that might come in handy for that, too.

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Thanks

dawn lynx
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Anyone else getting this???

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I can't even get past it lol

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Nvm, I verified game integrity and its fixed

cobalt steeple
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It works when i enabled it- Doesn't seem to change everything im not sure lol

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nvm everything works

weary matrix
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@last ferry you'll mostly need Lua for coding, but it can be handy if you can also read Java code

waxen knoll
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how to create a mod list link? i have problem with some vehicle mods bc i see only a shadow and 4 wheels of car but idk from what mod this car is. When i check the vehicle info i see a "Taxi" but it isnt a vanilia taxi. Im playing on 41.56 (if i good remember, this version with other noises and 3d items). Someone have idea how to check what mod make this texture bug? Without turning off sequentialy every car mod what i have creating new worlds and checking it. I have a lot of car mods so this way will be long and boring :/

weary matrix
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@waxen knoll check console.txt for errors/warnings, but otherwise you'll have to bissect your mod list

waxen knoll
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im trying create a mod list but pz dont work start so i cant see all mods what i using. (im not using all subscribed mods so i need open game)

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give me min i will try do repair it and send mod list

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but i have ss how bug looks

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i saw the ford capri mk 3 have same bug, AE86 and one UAZ but i dont remember which one

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but ford capri in car info had - Franklin Marina

rose notch
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I have had that issue as well

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I am not sure what caused it

waxen knoll
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ohhh after long war i open pz and create a mod list, but still no idea which mode have texture bug

weary matrix
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@waxen knoll @rose notch you should check what mods you have in common ๐Ÿ˜…

waxen knoll
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and?

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i mean before i had like 30 mods less

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so checking this 30 mods and creating world per mod will be very long

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but i think the this is will be only way to check it :/

rose notch
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I think the mod that caused mine might have been a Volvo mod

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That seemed to be the only one that caused this kind of issue

keen garden
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Hello,is there a tutorial about how to make a car mod?

waxen knoll
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i dont have any volvo mods

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only in Filibuster Rhymes used cars u have some volvo cars, but this mod work and cars spawn rightly

weary matrix
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@waxen knoll you could bissect, like you remove half the mod, check if you still have the bug

  • if no check other half
  • if yes remove half of your initial half, etc
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@short shell hey man, sorry to annoy you, there's a pinned message from you in this channel referencing a youtube playlist, but it does not exist anymore. Mind to fix it?

zealous glade
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Is Bikinihorse around? I have a bug to report about bikinitools

weary matrix
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are you planning on improving it? If no can I use it as a base for another guide?

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i'd mention you of course

keen edge
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Anyone know if when making hair mods you can tell a hairstyle to grow into another specific hairstyle? Or does it just choose one from the next level up at random?

drifting ore
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Someone here knows how to fix brita's weapon pack bug? The no weapons one

sour island
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Someone pinned the wrong message hehe @left plank

left plank
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removed

sour island
left plank
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you want me to pin the message you just replied to?

sour island
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Ye, it's two different functions

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I hope are useful

sour island
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Perfect

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<3

left plank
magic bramble
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does unique firearm progression and arsenal (26) gun fighter go together or should i only have one being used at a time

weary matrix
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I have to find an idea about what to develop for my next mod

rancid barn
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Ziplines

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Sirens

rancid barn
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DANCING?!

late hound
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Yes.

rancid barn
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cant say I expected dancing

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MACERNA TIME!

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Wait a minute thereโ€™s no macerena

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:(

late hound
rancid barn
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Holup lemme check again

weary matrix
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@rancid barn care to elaborate?

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except zipline, guess I see what you mean

rancid barn
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The trains we have right now are just static walls n stuff. It would be cool to have functional, driveable trains in the game.

weary matrix
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@rancid barn trains seem like a lot of work, would require some kind of animations I have no idea how to create

rancid barn
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For sirens it would mostly be an rp thing I guess. Think of it like a buildable ambulance siren of sorts. Got inspired by the air raid sirens added by expanded helicopter events. So there could be some opportunity to incorporate air drops in some way, or something else idk

late hound
weary matrix
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@late hound shouldn't be too hard to remove trees from train tracks, either at generation time, or by chopping wood in the game

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my problem is more like animating the train when it's moving, like taking a curve et c

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and also i guess I don't really miss moving trains ๐Ÿ˜‚

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and I'm not sure how much gas you need IRL to make a train to work, but it would probably be too much

proud fern
ruby urchin
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Hey I found a way to import clothing (Directx) to blender(since the above method broke), with his armature and vertex weight! I will try to convert them to fbx ready to use it ๐Ÿ‘

hot patrol
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me next life

abstract raptor
pearl prism
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I believe it would be possible to make trains in PZ

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but I don't see much sense in doing it

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For those who are really willing to do it I suggest you take a look at the "helicopter" mod. It has its own locomotion system that would be a good base to work on.

left plank
hot patrol
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how can I check to see if my weapons stuck in zombie config works?

weary matrix
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@short shell thanks! Sorry to be a pain, but would you mind editing your message to remove the quote and the part "Please pin this post and remove the non-working playlist." Otherwise it will get included in the pinned message

short shell
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no problem..

weary matrix
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@short shell no way to remove the quote?

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I mean you replied to a message

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i guess not

dry chasm
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he could just edit the currently pinned message IIRC ๐Ÿ‘€

weary matrix
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oh, guess you're right

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@short shell sorry, one last thing ๐Ÿ˜‚
Could you just replace the link in your original message? The old one

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this way it would already be pinned, and the message clean

short shell
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nice! didn't know I could have done that. I have made the change and it is fixed. thank you for the heads up.

weary matrix
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@short shell awesome! ๐Ÿ˜„

hot patrol
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and no mater how I change it's rotation it stays the same

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`module Base
{
model DragonSlayer
{
mesh = Weapons/2Handed/DragonSlayer,
texture = Weapons/2Handed/DragonSlayer,

    attachment BigBlade
    {
        offset = 0.0000 0.0000 0.0000,
        rotate = 47.0000 65.0000 14.0000,
    }

    attachment world
    {
        offset = 0.0000 -0.8150 0.0000,
        rotate = 0.0000 90.0000 0.0000,
    }
}

}`

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is that correct?

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not so much the rotation but the attachment type

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the work one works fine

prime frost
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Hey peeps, anyone know if we can add Skill requirements to Recipes for weapon skill levels? I.E: SkillRequired:LongBlunt=4, etc? Can't seem to get to run, wondered if there was a limitation to just the "crafting" skills or if I'm missing something obvious like usual

ashen mist
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yall got any mods that can allow me to make belts?

weary matrix
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Anyone knows how to allocated a Java byte array from Lua code?

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I need to call getFileInput():read(byteArray)

thin hornet
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isnt read taking no arguments?

weary matrix
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@thin hornet both exists, but with the one you propose I would have to call read() for each byte in the file, while if I was using read(byte[]) then I could read all the file at once

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@thin hornet oh and you're checking FilterInputStream, but getFileInput() returns a DataInputStream

thin hornet
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oh yeah

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my bad

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@weary matrix maybe try local str = getFileInput("test.txt"):readUTF()

weary matrix
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@thin hornet I'm trying to read a binary file, not some text file in UTF format

thin hornet
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maybe read each byte and store them in KahluaTable

ashen mist
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I need some help

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I got an invisible patch mod, but I get an error every time I load in and the patches are still visible

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And my game's been stuttering real bad

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And now its not responding while leaving

hot patrol
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what I have right now

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the attachment editor in game hurts my brain

weary matrix
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@thin hornet yeah I guess I'm going to end up doing this

nimble spoke
hot patrol
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I don't know how

willow estuary
hot patrol
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anyone have a guide on what all the melee weapon stats mean?

willow estuary
# weary matrix <@!388032531196280862> hey man, what's the status of this guide (If not from you...

Fenris can't currently post his reply directly, but asked me to get this to you

I was planning on adding more to the guide...i have a few unfinished sections to throw up there, but it wasnt ever really ment to be a solo thing, was designed to be more of a communal guide. just no one ever really contributed anything which is why its still got so many missing sections.
ofc the guide itself is basically opensource, so do with it what you will, but imo its probably just better to add onto it, since its been established as a 'first read' for modders for a few years now.
but probably the most useful parts currently there is the stuff under the api section, explaining the lua/java interaction and the style / optimization tips
weary matrix
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@willow estuary thanks

candid knoll
hot patrol
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berserk

candid knoll
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it looks like from naruto

hot patrol
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that's bleach tho

candid knoll
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bleach

viral vale
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That is naruto when he grows up ๐Ÿ˜ฎ

shy jolt
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Anyone run into an issue like this before? I cleaned out some old mods and started a new world and this happened, same thing at every other place ive spawned so far. Im running Diederik's Tile Palooza, Fantasiados Street Marks, and Throttlekitty's Tiles for tile packs. I've been running these all together for awhile and never had an issue until now, so I feel like something else may have caused it?

autumn sierra
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holy shit

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i think you broke the multiverse

rancid barn
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Sure double sized tiles is turned on?

shy jolt
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Ive turned the world into an ungodly creation

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idk how to know such thing

autumn sierra
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"dammit anarsim stop breaking the fabric of reality"

rancid barn
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Think itโ€™s under display, in options

autumn sierra
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yeah check settings

shy jolt
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it says double sized textures is on

rancid barn
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Any recently added mods or recent updated mods?

shy jolt
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was just clearing out old unused mods, mods that got deleted from workshop, and unenabled like two that were optional parts of bigger mods. was playing two days ago without issues too. havent found any that have updated either

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well no idea what i did, but its fixed. I just opened and closed the mod menu a few times, and restarted the game twice... When in doubt turn it off and back on XD

autumn sierra
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yep almost always works

harsh prairie
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can someone take a look at my custom spawn location mod? I can't get it to upload to the workshop to test it.

thin hornet
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@harsh prairie ?

harsh prairie
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@thin hornet I just got someone else looking at it - if I still need help I'll send it over to you

thin hornet
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oky

hot patrol
last ferry
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anyone know of a mod that lets you fix windows that are broken as im playing with toxic fog

thin hornet
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Cant you remove a window from an other car ? Or if its a home cant you take a window from an other house?

last ferry
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no idea how to

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and its for a house

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or more a building

hollow shadow
last ferry
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how and does it work for all types of windows

hollow shadow
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just like furniture

last ferry
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you sure because it wont let me pick up this window and its not a house window one of the shop ones

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this type of window

thin hornet
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maybe not these windows

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maybe try to plank them up

visual slate
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Annoying

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This is my mod list

slow graniteBOT
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If you have issues with mods, try disabling them one by one or in batches to figure out which specific mod is causing the problems.
Do it on a new save to to prevent any issues on your current playthrough as removing mods can cause items to be permanently deleted.
After you find out which mod is problematic, report the problem to the mod creator on their workshop page.

visual slate
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Ugh thats aids

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Fucks sake...

drifting ore
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I've a 400+ modlist...! Runs good for the amount of them, even tho there is issues ofc, like the Farming's broken. Still have to tweak and test a little bit more before giving this a definite playthrough tho.

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There is just so many great mods. I can't choose... stressed

dawn lynx
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Geez 400??

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And I thought I have a lot (about 20)

drifting ore
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Well, counting the maps and the patches

rare pebble
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i just brought the game and wanting to host to play with a friend with mods, we both have the same mods. can someone show me how to set it up please? build 40.43

willow estuary
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#old_techsupport is the channel to go for help with setting up a server; @ Beard is who you would want to talk to over there.

rare pebble
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@willow estuary thanks

fast dagger
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hello, I'm using like 15/20 mods and theres a red "error" box at the bottom of my screen and the number goes up by one every few seconds, I've tried turning off each mod 1 by 1 but it doesn't change anything... I was told to look at the console.txt in the Zomboid folder but I don't really know what an error looks like in a log. Thanks

thin hornet
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@fast dagger post your console.txt

fast dagger
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just drag the file in here?

thin hornet
fast dagger
thin hornet
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an error come from QS

fast dagger
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what does that mean?

thin hornet
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you have a mod named QS

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or QS would be the short for it

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thats all i know the person who made the mod named his stuff QS

fast dagger
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like

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an acronym?

thin hornet
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yeah

fast dagger
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its probably Quick SMGs then

thin hornet
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it have to do with weapon

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yeah

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must be that

fast dagger
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does it say why it creates errors?

thin hornet
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should be about reloading

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if im guessing right

#
-----------------------------------------
Callframe at: table.insert
function: addWeaponType -- file: ISReloadUtil.lua line # 361
function: QSReloadUtil.lua -- file: QSReloadUtil.lua line # 524

nov. 08, 2021 2:56:08 PM zombie.Lua.LuaManager RunLuaInternal
GRAVE:  java.lang.RuntimeException
nov. 08, 2021 2:56:08 PM zombie.Lua.LuaManager RunLuaInternal
GRAVE: java.lang.RuntimeException: 
nov. 08, 2021 2:56:08 PM zombie.Lua.LuaManager RunLuaInternal
GRAVE: at table.insert
at addWeaponType:361
at QSReloadUtil.lua:524
fast dagger
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its turned off

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still getting errors

thin hornet
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good

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send the console again

fast dagger
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oh wait

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i had 3 errors starting a new save

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now that im playing i don't have any errors anymore

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so far

thin hornet
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could be the same errors idk

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i mean the counter

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reset when you restart the whole game

fast dagger
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yeah i restarted the game when i removed the mod

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looks like it's fixed for now, thank you @thin hornet

weary matrix
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Any clue how to get the current game save folder? I tried getLatestSave() but it returns the last save created, not the current one being played

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I also tried getFullSaveDirectoryTable() but it returns the list of all saved game sorted by creation date, so I don't know which is the current save being played

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mmm will try getSaveInfo() now

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too bad, getSaveInfo() takes as parameter the name of the saved game, but I don't have it since that's what I'm trying to determine

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getSaveDirectory(String path) returns the list of folders inside the path you specified, so that doesn't do the trick either
getSaveDirectoryTable() returns always an empty table (And I checked the Java code it really returns an empty table)

brittle jewel
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This is from lua\client\OptionScreens\LoadGameScreen.lua (starting on line 400):

local dirs = getFullSaveDirectoryTable();
for i, k in ipairs(dirs) do
    local newSave = {};
    -- we create an item with somes info, like the last time we played that save
    local info = getSaveInfo(k)
    newSave.lastPlayed = getLastPlayedDate(k);
    newSave.worldVersion = info.worldVersion or 'unknown'
    newSave.mapName = info.mapName or 'Muldraugh, KY'
    newSave.activeMods = info.activeMods
    newSave.saveName = info.saveName;
    newSave.gameMode = info.gameMode;
    newSave.playerAlive = info.playerAlive
    newSave.players = info.players
    self.listbox:addItem(k, newSave);--{age = self:getWorldAge(k)});
end ```
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Specifically, look at the .saveName property.

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Or, just use that as it should be the saveInfo?

weary matrix
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@brittle jewel well as you can see this function iterates over all the saved games so it can show you the list so you can decide which one to load, but that doesn't give you the name of the current game being played while in game

brittle jewel
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Ah, true. I guess you still have the original issue of determining which one.

weary matrix
#

of course getSaveInfo would be nice, but it takes as parameter the name of the saved game for which you want the info but that's exactly the info I'm missing

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Or maybe there's an easier solution to my problem. Basically I would like to have my custom sandbox settings to persist for the current game, even if my mod has been disabled

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In my mod I have a settings like: "Spear traps kill players" enabled by default, so some guy tried to disable this option, but after updating the mod, this settings was reset to default, so he lost his game because he walked over a spear trap, thinking it would not kill him. I'd like to keep the settings as it was when the game was started

brittle jewel
#

You could always try the ini/config file route - if you want to implement all of that.

weary matrix
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I wouldn't mind, but where to put it? ๐Ÿ˜…

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if I put it directly in Zomboid folder, then this would apply to all saved game, not just the current one

willow estuary
#

globalModData could serve as a solution, albeit I've forgotten everything I learned about the nuts and bolts of using it?

weary matrix
#

yeah I thought about using globalModdata, or even getPlayer():getModData(), but what if the player wants to change the settings during his game?
The code I'm thinking about is like:

function onGameStart()
    if getPlayer().getModData().spearTrapsKillPlayer == nil then
        getPlayer().getModData().spearTrapsKillPlayer = SandboxVars.SpearTraps.SpearTrapsKillPlayer
    end
end```
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but what if the user wants to change the value during a game?

willow estuary
#

The patch notes for build41.51? I think had the functions that pertain to it listed.
Ah, well, I guess you could plug in some code so if they changetheir settings while ingame it changes the modData value?

weary matrix
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yeah maybe, but I don't know how ๐Ÿ˜…

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there's no Lua event related to "settings" or "options"

willow estuary
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Yeah, it would require figuring out and implmenting some custom kludges I figure?

weary matrix
#

I have no idea ๐Ÿ˜ฆ

scenic pawn
#

I apologise so much to interrupt you two, but does anyone know how music mods work now? All of the ones that I used to use don't work anymore due to the update. Sorry if this has been asked like 10,000 times already.

brittle jewel
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@weary matrix You could just tie in to the 'EveryTenMinutes' event, but that isn't exactly the most reliable either. Someone could change the value and hit a trap before those ten minutes.

weary matrix
#

@brittle jewel I don't think that would solve the issue, because once the spearTrapsKillPlayer has been set in player or global ModData, how would you make the difference between the user changing the value, and the mod settings being reset due to an update?

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@brittle jewel see what I mean?

willow estuary
#

This is a gross simplification of a solution, but two versions of the mod in the same workshop upload?

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(I'm sure a better one is feasible ๐Ÿ˜„ )

weary matrix
#

@willow estuary I'm not sure I understand what you mean

brittle jewel
#

Yeah I see what you mean, co...hmm...

willow estuary
#

Oh, you have one version of the mod where spear kills the players, and one where it doesn't, and the end user selects which version of the mod they want to use for their game?
You could even switch which version you're using in the load game options.

weary matrix
#

@willow estuary No I only have one version of the mod, and there's a sandbox option to enable/disable the killing behavior

willow estuary
#

Yeah, I follow you, this is just the simplest, crudest solution for configuration woes that occurs to me?

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I don't like it myself.

brittle jewel
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I'm trying to find the original place where I got the ini file creation/tutorial, I think that would be your next best bet. That's how I store the values for the defecation mod, pre-sandbox settings.

weary matrix
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@brittle jewel to create an ini file I can simply call getFileWriter(String path), but what path should I use? ๐Ÿ˜…

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it would have to be a path inside the current game save folder, which I don't know how to get

brittle jewel
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Ah, I guess I didn't realize it was that easy now. I still have that all running off of pre 41+ code. It uses the \users\username\zomboid\Lua by default, at least with the ini creator I use.

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getMyDocumentFolder().."/Lua/defecate.ini"

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It is still using the getFileReader/Writer functions.

sour island
#

@wise wigeon Sorry to ping you in what is in effect a month or two old topic -- but the spawnerAPI I have would in effect allow you to add "stories" of your own. I remembered we looked into it before.

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Can't link posts on mobile but it is pinned.

weary matrix
#

@sour island Hi mate, any clue if it's possible to hook the sandbox settings or game settings when the user change something in there?

sour island
#

Yes

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I figured it out with EHE

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You can have the sandbox settings effectively save from lua

weary matrix
#

oh, my savior โค๏ธ

sour island
#

On load the sandbox settings get pushed into a Lua table

#

After changing this table you can call on saving from Lua or something along those lines. It is in the sandbox file in EHE.

weary matrix
#

what's EHE?

sour island
#

I have toyed with the idea of making it so sandbox can be accessed midgame but I'm not sure how much buga that'd create.

#

Expanded Heli Events

weary matrix
#

ok I'll check this mod then

#

@sour island also any clue how to get the name of the save folder for the game that is currently being played?

weary matrix
#

@brittle jewel I finally found out how to get the path to current saved game ๐Ÿ˜„

    local world = getWorld()
    local relPath = world:getGameMode() .. getFileSeparator() .. world:getWorld()
    local savePath = getAbsoluteSaveFolderName(relPath)
#

and I just realized sandbox settings can't be changed after the game has been started, so I guess all problems solved

#

the answer was in client/OptionScreens/MainScreen.lua:

        MainScreen.instance:setDefaultSandboxVars()
            getWorld():setGameMode("Sandbox");
            getWorld():setMap("DEFAULT")
            getWorld():setWorld("demo");
            deleteSave("Sandbox/demo");
            createWorld("demo");
#

anyway, thanks for bearing with me ๐Ÿ˜„

brittle jewel
#

Awesome! We both learned some things too.

sour island
#

Sandbox settings can't be changed? I've done it to my knowledge -- atleast changing the sandboxvars which get saved

weary matrix
#

@sour island yeah from a mod you can probably change the settings, but I mean for a regular user with no mods you can't do it through the game UI

#

unless I'm mistaken?

sour island
#

Ah no, you're right

#

I thought you were trying to do it yourself via a mod

weary matrix
sour island
#

Ah

#

I'm not sure if custom sandbox vars are kept in the table tbh

#

That would be interesting -- I assume it would be

weary matrix
#

@sour island I'm not really sure, but from the guy's description, it looks like if the mod is disabled at some point, then the settings reset to default value

sour island
#

So he set the settings to a value - disabled the mod - then reenabled it -- all on the same save?

#

And this is in sandbox or in ModOptions?

#

Cause ModOptions breaks with sandbox+

#

Just a fyi

weary matrix
#

@sour island well he didn't do it on purpose, like I pushed an update to workshop, and the next time he loaded his game he walked over a spear trap and died, so I concluded the settings had been reset

#

this is sandbox option

sour island
#

Just checking

#

And I don't think it should reset

#

If it's just loaded in - there wouldn't be a reason to clear entries after the fact

#

You should probably test it before you dedicate time

weary matrix
#

@sour island well I think I encountered the same issue, basically after I updated my mod to workshop, when I started a new game I had the help panel you can show/hide using F1, but I know for sure it was disabled before the update

#

not sure what happened, but I know if I was saving some file in the saved game folder like SpearTraps.ini and put in there: SpearTrapsKillPlayer=true/false then I could make it persist whatever happens

formal edge
#

Hello everyone ๐Ÿ˜€ I have a question, i decided to fix a mod who take a bit too long to translate items into my language. But some of it (recipe) show corrupted special characters and not the letter i want to display. Have anyone had an idea of what happen ?

kind basalt
#

Hello, where is the definition of the canon type of this code? item:getCanon():getType() == "Silencer"

#

Is it in the scripts text files?

weary matrix
#

@kind basalt it should

#

@formal edge charset problem maybe? Can you share your translation files and a screenshot showing the problem in game?

#

@kind basalt But AFAIK there's no Silencer in vanilla, so it's probably a script item from a mod

kind basalt
#

I have found it. The type is Item itself in script.txt

#

yes, I am try to solve the conflict between 2 weapon mod

weary matrix
#

@kind basalt so all good? ๐Ÿ™‚

kind basalt
#

Yes, that problem is solved. I am try to fix another problem๐Ÿ˜ซ

#

In mp mode, why I can't get getPlayer() in server?

#

here is the code

weary matrix
#

@kind basalt I don't have much experience with MP yet, but during a MP game I assume you have multiple players, so which one should getPlayer() return?

kind basalt
#

emmm

#

what is getModData() do by the way. I have seem this function all over the place

formal edge
#

Just send it ๐Ÿ‘

weary matrix
#

@kind basalt it returns a table where you can store some values, the interesting part is most Iso Objects have this, and the values are restored when you quit/load your game

kind basalt
#

Seems like a custom argument

#

How can I know what these api do such as getPlayer() or getSpecificPlayer(int player) . Any documents?

#

Is player 0 always the host in getSpecificPlayer(int player) ?

sour island
#

Getplayer is working on the client side of things so it will get the client's player

#

I assume the only thing the server will handle is the transmit to client stuff

#

Going to have to restructure EHE - that's going to be a good day or two of work

kind basalt
#

If I write some action in client side, how can I sent it across to the serer?

#

Is those code in client folder only run at clients?

patent quail
#

Mod idea I want it made tonight cheers, zombies replaced by huge fckin xenomorphs. Thanks again

sour island
tame maple
#

Anyone have any good guides

sour island
#

Going forward everything will be done by the client in coordination with the server -- if I'm not wrong/explaining it poorly

tame maple
#

Iโ€™m trying to make a mod, but all the guides are like a hour long ;-;

sour island
#

All the server will be doing is updating the clients and keeping track of what each should be experiencing.

sour island
deep loom
#

mod idea: auto rip clothes on zombies corpses on key press, good for tailoring ๐Ÿ™‚

sour island
#

You can kind of do this

#

Rip all nearby corpses will rip from them too

#

But only per item type/recipe

craggy furnace
#

dont make it dissuade you its very worth it if you really want to learn it

sweet lotus
#

Anyone know a respawn mod that works?

warped night
#

Respawn mod?

#

Like to respawn your same character?

sweet lotus
#

Yeah

warped night
#

There is none but there is a mod call skill recovery journal thatโ€™s a lore friendly version to recover yojr skills from a past char

#

You craft and read the book to store your stats Incase you die and read them on the next char to recover them. Closest thing to it

sweet lotus
#

Thanks ! That's really helpful! I will download that :)

warped night
#

Awesome! Goodluck man

sweet lotus
#

Thanks !

hot patrol
#

anyone know how to check if their attached weapon definitions are working? I have it set so my weapon spawns in zombie stomachs but I'm not seeing any even when I set the chance to 100

weary matrix
#

@hot patrol maybe try to use debug mod to spawn large crowd of zombies?

hot patrol
#

that's what I was doing

#

so maybe My setup is just wrong?

weary matrix
#

no clue, I haven't been playing much with custom models

weary matrix
#

oh wow I'm a veteran on discord now ๐Ÿ˜„

hot patrol
#

I think I figured it out. I had it so they only spawn after 60 days

#

basically i'm dumb

#

now I need to figure out how to balence this. right now I just have it 1 hit kill everything

#

which I kinda like since it's huge

late hound
hot patrol
#

yea I got it.

#

do you happen to have a guide on melee weapon stats tho? some of the configs I don't really understand and I'm trying to balence mt sword

late hound
#

Not on-hand, no. There may be one out there, though, for making custom weapons I usually test things with the Zombie HP bar mod and whatever setting I can find in -debug mode. I also grep-search the weapon tags to get an idea of what they may do.

hot patrol
#

zombie heatlh mod is a good shout

#

but yea I guess I'll just toy around with it

#

I understand the more obvious ones but stuff like weapon length idk as it seems to do nothing

#

or knock back

#

I had ramped that up for my pillow mod and I saw no difference

late hound
hot patrol
#

either way the important stuff for this sword is I want it to be OP, heavy, long and slow

#

I'm tempted to leave the damage on it to 999 and just have it be super rare

#

as it is now it 1 hits all zombies, trees and doors even at lowest skill

#

lol

#

but I mean how do you add a sword like this and not have it be a zombie mower?

ashen mist
#

Hm

#

It seems PZ doesn't like the rifle sling mod anymore

#

I got the stuff needed to make it, but going over its crafting menu thing makes the error counter rise like crazy

errant meteor
#

This would be sick, or is this a no no?

magic bramble
#

does unique firearm progression and arsenal (26) gun fighter go together or should i only have one being used at a time

prime charm
#

Anyone know how to use lua scripting to make the player infected?

#

I know inflictWound is a method but I have no clue what to do for IsoGameCharacter.BodyLocation

#

I tried IsoGameCharacter.BodyLocation.Head, "Head", 1

ashen mist
#

The rifle sling one, right?

#

Thats weird cos it was working just fine yesterday

#

Should I delete and reinstall it?

trim igloo
brittle jewel
#

The joy of mods. You don't have to download ones you don't like.

weary matrix
prime charm
#

that worked

weary matrix
#

ok good to know

cobalt mauve
#

hey, i was wondering, is there a way to mod existing animations? like change walk cycle to a custom one?

cobalt mauve
#

ye, i saw it, and that sitting and lying mod, and cuz of them i now want to change default animatons but i don't even know where to start, google didn't gave anything

weary matrix
#

@cobalt mauve just read the code for the mods you mentioned

cobalt mauve
#

ye, i'm bad at code, tho it's a good advice, but tbh i hoped for something simplier, like straight forward replacing of files like in skyrim

#

oh... animations are in xml format, well dangit

cloud herald
#

What are default values for inserting entries SuburbsDistributions table? Procedural Distributions allow to define number of 'rolls' for each item or 'min' and 'max'. What is the default number of rolls, min and max if you just insert an entry into SuburbsDistibutions directly? Like this:

#

table.insert(SuburbsDistributions["all"]["crate"].items, "MyItem")
table.insert(SuburbsDistributions["all"]["crate"].items, 0.5)

#

Is the 0.5 number same number that would appear in ProceduralDistribution's "items = { "myItem", number }"

weary matrix
#

@willow estuary mind to pin that previous message from me?

willow estuary
cloud herald
weary matrix
#

@cloud herald sorry that wasn't meant for you ๐Ÿ˜…

#

just for archiving

#

@willow estuary well in the meantime I'm sure it could be helpful for people who don't know/want to learn how to write code

#

it's not like there's too many tools and tutorials for modding PZ ๐Ÿ˜…

willow estuary
#

Yeah, I understand, but if it's both out of date and creating issues for end users I'm apprehensive about pinning it?
Especially given that the agenda is to migrate links to the pzwiki since pinned posts suck as a resource; we want to change things to where there's one pin here that leads just to the pzwiki modding section.

I'm going to do some further investigation regarding itemzed in the meantime.

weary matrix
#

@willow estuary where do you see it's out of date and creating issues?

#

latest release is from 2017, can't be too outdated by PZ standards ๐Ÿ˜…

willow estuary
#

Nah, just checked with TurboTone, he says it's broken ๐Ÿ˜„

#
yea ive been reorganising my tools some time a go, some of them still need some fixes among them itemzed that likely got broken due to changes. its probably not going to be a priority for a while but when time permits i do plan to get them up to date again.
weary matrix
#

oh ok then ๐Ÿ˜•

willow estuary
#

But yeah, given the radical changes to PZ in the past 2 years, yeah, a lot of older things of that natures are gonna have problems being used for b41?

#

But, also, to make this clear for everyone, an end to pinned posts in the workshop channels for this sort of stuff is coming?
It's just going to be one pinned post leading to a section on https://pzwiki.net/wiki/Modding

I'd encourage anyone, if they believe something is worth being pinned, to instead post it there.

weary matrix
#

good for me!

swift shadow
#

Is ZuperCart's still broken?

low yarrow
#

I wonder why is there a "trimchoice" in the hairstyles.xml if ingame you can trim your hair to any level below anyway.

#

Oh wait. I think trimchoice means:
If hair is Level 2 you can trimchoice to defined level 2 hairstyles.
But also everything below.
If you have no trimchoice it seems like you cant switch at all to a hairtype which has the same level

#

Just realized that because Ellie 01 and 02 is double because i have it in trim, and its also below level 3

nimble spoke
#

yeah, each level gives access to all shorter levels

#

it was kinda hard to pick a level for some of my beard options because of that

#

you got it all figured

low yarrow
#

Alright ๐Ÿ˜„

errant meteor
#

@craggy furnace When did you add in grenades in your military clothing mod barely noticed they were there, smokes with different high contrast colors would look great.

errant meteor
#

Zimbabwe cash right :], I can give 1 trillion of those

errant meteor
craggy furnace
#

but alas you came to me about

#

okie dokie

#

i have other mods to work on and i consider it done

errant meteor
#

I was asking about the grenades and thought smokes would be a natural addition to the mod lol

#

did not mention anything about commissioning

craggy furnace
#

and the price for me to do so would be 40 buckaroos

#

dont feel like doing something people have already done to death either

#

there are 3 different mods with them

thin hornet
#

Who's hungry?

thin hornet
#

Any fans of tomatos?

dark acorn
rancid barn
weary matrix
#

@willow estuary hey man, are you involved with the wiki at all?

#

can I talk to you privately?

magic bramble
#

does unique firearm progression and arsenal (26) gun fighter go together or should i only have one being used at a time

pearl prism
#

Guys this code should read all vehicles rendered in the scene right?

    if vehicle == nil then return end 
        print("ID" .. vehicle:getId())```
It only takes the vehicle the character is in.
#

what am i doing wrong?

ruby urchin
pearl prism
#

thank you, I'll take a look

hot patrol
#

anyone know how to set up world spawn?

#

loot spawning on tables and such?

sweet lotus
#

How many mod maps do you guys use at once?

thin hornet
dawn lynx
lofty verge
#

Has anyone got a recommendation for a trunk space increase mod for Build 40? I'm getting a friend into PZ for the first time and figured this would be the easiest non-OP way to help them get used to stuff without worrying about loot space

worthy elm
lofty verge
worthy elm
#

oh

#

sadness

#

ill tryto find something 4 u

lofty verge
#

Thanks dawg

#

Once build 41 MP comes around (server not coop) I'm sure I'll find things easier but in my search an hour ago I didn't find anything for Build 40

worthy elm
#

yup there isnt anything like that for b40

#

thats not a surprise

lofty verge
#

Fair enough I suppose

#

They will simply have to struggle as I struggled drunk

hot patrol
#

The real struggle would be playing build 40 over 41 pepelaf

worthy elm
#

youre madman if youre playing b40 over 41

#

the only reasoning would be coop but still

hot patrol
#

MP doesn't seem far away now. You might be better having him hold out so that build 40 doesn't taint his opinion

#

Not that build 40 is bad it's just not nearly as good

#

Plus it's such a game changer he will have to relearn everything all over again

tired rampart
#

I aint going back there man

hot patrol
#

Same here. The clothing system alone is enough to keep me from going back. I just love the ability to personalize your survivor. It really immerses you.

#

It was always something I found lacking in the older versions.

bronze skiff
#

No-coder here, but daring fiddler though.... Id like to find a way to mod/edit the size of the status Moodles on-screen. Both a simple static fix would do or through a toggleable accessibility-option. Not at comp atm, but would appreciate any pointers of where to start looking.

formal edge
#

I install intellij idea with lua plugin, but i cant test anything, i dont know how to configure a debugger or a console for testing if everything work. How can i do it ? ๐Ÿ˜ข

thick lance
#

Will Superb Survivors work with Raven Creek?

pearl prism
sour island
scarlet knoll
#

Hey does anyone have a link to Aiteron's server? I know he released a test version of his npc mod a month-ish back and I was hoping to look at it.

#

Many thanks!

#

This link is to a server you don't have access to.

rj

pearl prism
#

lol

scarlet knoll
#

Oh thank Spiffo, this one worked! You are truly the Chad of the Papa. mrbeaverton

pearl prism
#

๐Ÿ˜‚

hot patrol
#

I had asked before but does anyone know how to do world spawns? Like having stuff spawn on tables?

scarlet knoll
#

Wait is there a guide to how the zombie spawn settings/values work in Sandbox? I'd like to set it up so zombies gradually increase over time but do not respawn.

fast dagger
#

Is there a way to spawn modded items? Can't spawn modded items with Necroforge

fast dagger
#

in the custom game start commands?

#

the steam one?

pearl prism
#

yeah

winter sonnet
#

Anyone knows any good tactical mods?

white cradle
#

How do you make your own VHS'?

gray gazelle
#

Is there a cheap way to save-load my current inventory via modding?
I'm trying to make a mod for import and export characters. Right now i'm using getPlayer():save and getPlayer():load to import and export character. Right now I don't want to import items from old character. So I tried to put old inventory into local variable like 'oldInv = getPlayer():getInventory()' before getPlayer():load() and getPlayer():setInventory(oldInv). But it doesn't work...

ruby urchin
formal edge
#

So, nobody working with intellij then ?

thin hornet
#

Do you still need help setting up intellij?

granite nova
#

Is there a way to track how many of a particular item you've consumed? Im thinking about a diabetic mod that increases blood sugar based on carb intake in a timed function. I know there is getCarbohydrates, which is helpful for part of it, but I want to know if theres a way to track how much insulin I've taken in that same timeframe. I dont know if you can track that though, I looked at cigarettes and it tracks it based on how much time as passed since your last smoke but that isn't what I'm looking for. I could just make insulin a food item with negative carbohydrates but that would get rid of how carbohydrates interact with weight gain since the carbohydrates intake wouldn't go up if you eat and also take insulin. Id rather insulin be a food item with no carbohydrates (the same way a cigarette is a food item) but in a way that I can track how many of those items I've consumed. Does that question make sense and is that possible?

north arrow
#

I would like to see someone create a mod for easier window barricading

Somewhat like what was done for creating/leveling up walls in the base game

#

Make it easier to barricade windows that are obstructed and help do it on both sides

granite nova
#

I guess you could have meant yes my question makes sense and not yes it is possible lol

thin hornet
#

@granite nova you could make it a regular item, and onItemContextMenu add the options to consume it, and add player modData to save how many time it was used

ruby urchin
#

you can use as an example superb survivors mod that make new file with data and then load in the game (set/get)

thin hornet
#

@granite nova ```lua
local function onConsumeItem(playerObj, items)
-- run a timed action
end

local function doOnFillInventoryObjectContextMenu(player, context, items, item)

local playerObj = getSpecificPlayer(player)
local playerModData = playerObj:getModData()

local myItem
-- check if selected item/s is your item type
if instanceof(item, "InventoryItem") then
    -- is the item
    if item:getFullType() == "Module.MyItem" then
        myItem = item
    end
elseif items:size() > 0 then
    -- is an ArrayList
    myItem = items:get(0)
    -- might want to ignore if multiple item is selected
end

if myItem then
    -- check if is allowed to consume if you want to limit it in anyway
    if not playerModData.itemConsumed then
        playerModData.itemConsumed = { }
    end

    -- add option to consume
    context:addOption("Consume", playerObj, onConsumeItem, items)
end

end

Events.OnFillInventoryObjectContextMenu.Add(doOnFillInventoryObjectContextMenu)

dark solar
#

anyone know of a mod which will lower global temperatures? (not cryogenic winter level, just like 20 degrees lower)

#

if not, whatโ€™s the easiest way to go about such a mod?

thin hornet
#

@dark solar -80 is that ok?

ClimateManager.getInstance()

dark solar
#

lmao mayyyybe just a little cooler than i imagined

thin hornet
#

you can play with climate using ClimateManager.getInstance()
check the climate debugger code for how its used
\media\lua\client\DebugUIs\DebugMenu\Climate

lofty verge
lofty verge
thin hornet
#

damn its -39C inside and -80C outside

#

ill need a fireplace

#

i wonder how long i last without godmode

dark solar
thin hornet
#

i got max sickness in like 3 hours

#

in -80C

#

but not dieing

dark solar
#

true bravery

thin hornet
#

i might have a cheat that prevent death not sure

#

but really with -80C it should be insta death

#

lol

dark solar
#

i use necroforge when iโ€™m testing my map

#

it helps me not die to weather stuff

thin hornet
#

i use debug and cheat menu

drifting ore
#

is Paw Low Loot still working?

fallow bridge
heavy pebble
#

It needs distro patch.

plucky nova
#

@fierce cipher how did you get clothes box to run

#

actually same question for you @keen edge

keen edge
#

๐Ÿค” what you mean?

#

Runs fine for me, what's it doing for you?

plucky nova
#

completely bricks my game

keen edge
#

But I thought it was mainly distro fixes

plucky nova
plucky nova
#

i tried that but the same thing happened

#

should i enable that first?

keen edge
#

๐Ÿค” I imagine the patch would need to be enabled after

#

what other mods you running?

plucky nova
#

i do run a ton of mods, so it might be a conflict, yeah

#

i kinda doubt it though

#

i run paw low loot, britas armor, soulfilchers dressing time, etc

#

thats just the other clothing mods

plucky nova
keen edge
#

@plucky nova Try disabling Soul Filchers dressing time

#

That's the only one of those I don't use currently

plucky nova
#

i will try again later

tidal crescent
#

Can someone give me a hand on how to make it work in terms of making it an armoured vehicle in the game?

thin hornet
#

but its like -67C

dark solar
#

oh you're right

#

bigger number though

thin hornet
#

haha right

#

look scary

#

The day after tomorrow scenario

dark solar
#

lol

#

seriously tempted to make cryogenic winter one of the gamemodes for my map. it looks sick with it

#

but this is modding chat not mapping

#

now back to trying to figure out code

thin hornet
#

@dark solar i would try a such a scenario

#

you agaisnt mother nature coldest climate

#

Where warm clothes and fire become a must have or death will follow very rapidly

#

Could have items freeze when outside if we found a way to do that so youd have to unfreeze it all the time.

tidal crescent
#

Thanks ;D

exotic ember
#

out of curiosity, is there any way to work out the decibel level music files and generally sound files are set to?

#

vanilla music and sound files that is

surreal meteor
#

Hello i was wondering, what methods should i use to track down and report mod errors from the log files, what information should i be looking for to pin down issues, and what information i should give to mod authors to allow them to patch any errors as quickly as possible

#

Oh and what errors, i can ignore, and what i should be looking for to know one is important?

sour island
#

Stack traces are usually a chunk of lines - so if you do copy and paste it you'll have to figure out where it starts and ends.

surreal meteor
#

Right

#

So is there any tips i can use to spot when a error is important

#

And who i should report it to?

sour island
#

@surreal meteor check out the message I'm replying to just in case you haven't.

surreal meteor
#

Thanks

sour island
#

Basically the stack trace tells you the file names - hopefully the authors used easily identifiable file names.

#

If you're having errors that don't create log information then you'd just have to describe the issue.

surreal meteor
#

When using menu mods, and having those kind of logless errors, how could i possibly pinpoint who to report it to

sour island
#

As for where, some authors are here in this discord, but you could post a comment on steam workshop so it's not buried away.

I suggest using pastebin.com for the comment on steam if the log is large.

#

Menu mods? Like sandbox+/ModOptions/EasyConfig?

#

If there is a little red box at the bottom of your screen - that means there's something being added to the log

#

The number is counting errors

#

With out the errors there isn't really a way to pinpoint what mod

#

But you can probably deduce what's going on atleast

surreal meteor
#

Tierd brain

sour island
#

For example, you mentioned menus -- there is only a handful of mods that have menus. You can try disabling them to see if the problem persists.

surreal meteor
#

Meant to write many mods

sour island
#

Oh

surreal meteor
#

Sorry

sour island
#

Still, same thing. If your can of beans in game keep exploding and killing you - chance are it's a food mod.

#

If you disble al your food mods and the problem goes away - then you know it's not PZ and it's one of the mods.

Then start turning them back on.

#

If the problem comes back when you turn one on then try turning off the others first. If the problem goes away with only that one mod on then it's having an issue with the others not just itself.

surreal meteor
#

Right so basically take educated guesses?

sour island
#

Yep

surreal meteor
#

So related question, when is disabling mods on a running save safe, and when is it not?

#

And should i backup the save before hand

sour island
#

The mod authors should really warn users but - as far as I know - anything with maps and changes to item types or new items entirely

#

The items will be deleted if the game can't register them (not that bad)

#

I don't think the game will even let you play on the save missing a map

#

And yes, always back up

surreal meteor
#

What about script heavy mods like addtional keybinds and such?

#

Oh also when i change trait mods loading any character config seems to crash my game

#

Is that just a zomboid issue, or is it a specific known mod

#

And is there any way to fix it without me having to redo my character presets

sour island
#

I'm not sure

surreal meteor
#

May be a better question for tech support il repost it there

sour island
#

Tech support is more for directly PZ related issues

#

But a game crash is significant if it's not even generating errors but you're using mods which they can't do anything about - ๐Ÿคทโ€โ™‚๏ธ

surreal meteor
#

True

#

Il go test for error gen, in a min

#

The reasoning for the techsupport post is that i have a feeling many players have encountered this so someone may pop up and go "yeah i know that issue, you just have to do xyz and then it lets you load it again"

quaint maple
#

Hello, I'm new trying to learn how to modding, there is a website that has the events of the code, or I must look them in the game files?

surreal meteor
#

@sour islandof course the seccond i try to replicate the crash it doesent appear

#

Aaaaa

quaint maple
nimble hawk
#

Does anyone know if superb survivors mod causing cursor disappearing on random times?

willow estuary
#

If it only happens when using that mod, and no other mods, then it would seem to be a reasonable assumption that it causes that issue when using that mod on your computer.
PZ already runs inconsistently across different computers, but as far as I know, the NPC mods also have that issue, but far more pronounced.
They appear to work fine for some people, and absolutely do not for others. ๐Ÿคท

nimble hawk
#

Dang ok, i guess i'll have to test other mods to see if its specifically that mod or not, i only started modding the game a few days ago and i only have the npc mod

granite shell
#

how do I find out which mods create an error in the lower right corner?

craggy furnace
#

@granite shell they are in user/zomboid/logs

#

find the most recent log

barren sierra
#

How do I find out why some gun icons are (?) instead of gun icon?

ruby urchin
#

You need make a reference in texture folder in Icon = Belt_TacticalSWAT for example

nimble spoke
#

the image files are missing, or the file name in the weapon's script is wrong

#

Icon = BigGun, for example means that there should be an Item_BigGun.png inside the textures folder

barren sierra
#

OK, I will do some digging around in the files. Odd this just happened out of no where

barren sierra
craggy furnace
tame mulch
#

What else would you like to see in the mod selector?

keen edge
kind surge
# tame mulch What else would you like to see in the mod selector?

I'd love to see additional sort orders (or possibly filter categories, whichever makes sense). Possibly an order to group mods with other required mods together. Sorting by parent folder would be useful to separate mods installed via Steam or ones that I'm actively working on in my Workshop folder. If possible, sorting by recently installed or recently updated would be great, but those may not be possible with the information available within the game. In any case, this looks amazing and super useful!

wicked brook
# tame mulch

ะผัƒะทะปะพ (ะบั€ัƒั‚ะพะต)

heavy pebble
#

There's already another mod selector improvement mod exists.

#

Just so you know.

hollow shadow
# tame mulch

I think it would be cool if you could enable mods quicker or disable them faster

#

so you could hold mouse button and drag over them to enable / disable all of them

cobalt glen
#

Is there a push or riding lawnmower mod?

heavy pebble
#

No.

cobalt glen
#

Pity.

heavy pebble
#

Now that we have working (sans proper animation) motorcycles and motorollers, however, i think that riding type lawnmover is not far.

#

Wait till someone get this idea.

#

Also push lawnmover is totally possible, there's already animations that fit it perfectly.

cobalt glen
#

I figured it wouldn't be too far off since bikes, etc... were now a thing.

heavy pebble
#

Look at Z-carts mod

#

idk why would you need that type of lawnmover

cobalt glen
#

Clearing large swaths of land by hand after several months in game is a PITA. Plus, no mowers in rural KY? No way.

heavy pebble
#

true

#

psure some props mod for mappers already has model

#

just as non-functional bike and bycicle models

#

Cool thing. Didn't knew, since steam and discord names are different.

hollow shadow
#

wai tnvbm

#

but aiteron already has a mod selector up that is better i think

heavy pebble
#

haven't seen it

tidal crescent
#

Sorry if I'm annoying, but someone could give me a hand to make it work in the game, I only know how to model and it's hard for me to have time to learn how to make it functional in the game.

radiant ginkgo
# tidal crescent Sorry if I'm annoying, but someone could give me a hand to make it work in the g...
#

For first time this should help

tidal crescent
#

thanks but I've already read that, and it's really too complicated for me.

radiant ginkgo
tidal crescent
#

F

errant meteor
radiant ginkgo
tidal crescent
#

thanks for the advice

dark solar
#

figured out how to potentially add a "midnight sun" to my map which is epic.

#

playing around with cryogenic winter mod code to see if i can Frankenstein something here

dark solar
#

praise be

heavy pebble
#

spawn

#

instantly freeze to death

#

don't even ressurect as a zombie because your body is solid ice at this point

#

welcome to the Canada

dark solar
heavy pebble
#

That's good.

#

Would player also get warmer clothes on spawn?

dark solar
#

still need to adjust temperatures to be accurate.

dark solar
heavy pebble
#

Since i assume your map begins at winter

#

or is it summer in Canada that looks like that?

dark solar
#

gonna try and see if i can get the map to start in November, yeah

heavy pebble
#

well at least i hope your loot tables would include more warm clothing

dark solar
#

not sure how im gonna do that

heavy pebble
#

because you're not finding winter clothes easily if at all

#

in vanilla

#

maybe in winter on zombies?

dark solar
#

im a mapper, not a modder, so idk how well any of those endeavors will go. some might not make it to fruition

heavy pebble
#

scarf might be somewhat common, but not winter jacked and pants

#

i assumed if you make a map you must know a way around at least how loot distribution works

#

since you need to set that

dark solar
dark solar
heavy pebble
#

Let's hope it won't prove itself impossible

dark solar
#

i sure will try :p

heavy pebble
#

makes you think also

#

game on your map will become progressively easier as winter passes if you can survive that

#

in vanilla you must prepare for a winter if you want to survive, it's too dangerous and improbable to depend on scavenging alone

#

on your map, however, there's no time to prepare outside of 48h, it's already here, and pretty much nothing grows

dark solar
#

probably something like 0 - -20 degrees

#

(during winter months

heavy pebble
#

what i'm trying to say that your map really has a potential to become a whole different experience, like really big addition to the main game due to how different usual gameplay loop would be

#

i mean you can begin in the winter or use cryogenic winter on usual map

dark solar
#

thats exactly what i hope to do

heavy pebble
#

but winter gameplay plus your map will do wonders to the game

#

none other map achieved such wastly different type of gameplay so far

#

maybe raven creek because it's urban as fuck compared to rural cities of knox

#

it's cool to explore various modded maps and stuff, but i personally see a lot of potential in alternating usual gameplay loop of zomboid, essentially reversing it, in addition to a new big and immersive map

dark solar
#

i hope to make an impact on the modding community for sure. shake things up a bit in the twitch community, perhaps it'll even make the player rates rise

dark solar
#

somehow managed to summon a thunderstorm/snow combo

#

can anyone help me out with a script to have the player spawn during November? not sure how to go about that. Throttle mentioned something yesterday but it all went over my head.

thin hornet
#

@dark solar cheatmenu mod has option to set time and date, might look at this.

royal ridge
#

with scenarios you can also set a time of day / month

wintry mason
#

Tank mod, even if just a prop would be awesome

quiet cosmos
#

Man i want to learn modding so i can add mf PVZ music

quiet cosmos
dark solar
#

just a mod

thin hornet
#

im meant to check the code how cheat menu handle it as an example

#

but if you make it a scenario like Radx5 said

#

you could set the default date and time

dark solar
#

i see i see

#

how would one go about such a thing if i may ask?

thin hornet
#

I never created a scenario but you may as well download a scenario mod and check how its done

#

or check base game scenario files also

dark solar
#

i tried doing that earlier but i couldn't find em

#

are they in challengemaps?

thin hornet
#

they are but not sure where the rest of it functional is tho

dark solar
#

idk how to read code so i couldn't tell you if i found an answer in there or no

#

looked specifically for winter is coming and CDDA but couldnt find them

thin hornet
#

the challenge codes are in steamapps\common\ProjectZomboid\media\lua\client\LastStand

dark solar
#

ohh there

thin hornet
#

You just copy one of them with the image into you mod lua\client\MyScenario

#

and change everything

dark solar
#

gotcha. ill try it out.

#

thanks a lot

thin hornet
#

you welcome

quaint maple
#

Hello, anyone know what's the function or event that makes apear a text above the head of the player?

thin hornet
dark solar
#

agh. cant get this scenario thing to work

#

still spawning in July

#

idk what to remove from the scenario and what not to.

thin hornet
#

show me

#

zip the whole mod ill take a look

dark solar
#

right now i just have copied the EightMonthsLater script

thin hornet
#

you renamed stuff and see the scenario in-game in the list?

dark solar
#

in the challenges list?

thin hornet
#

Yeah in the new game menu

#

you see the new scenario in it?

dark solar
#

negative. im beginning to think this isn't exactly what i thought it was

#

any way you know of of doing this without the use of scenarios?

#

i didnt really intend for it to be a challenge map per say lol

thin hornet
#

im sending you a template zip

#

in shared/Translate/ youll find the .txt file to edit the name and description

#

in mods\NewScenario\media\lua\client\LastStand\NewScenario.lua you can find all the settings i set it to november already

#

youll have to replace the map files

#

for what ever you want

late hound
surreal meteor
#

Hey is there a way to make zombies get knocked back without doing damage?

#

Im trying to make a personal patch for moretraits bouncer trait to make it less op, and this is how the mod dev coded it

#

Push?

thin hornet
surreal meteor
#

Thanks that helped

grand bough
#

I found the mod file for this bag, and I like the way it looks, but I can't like... Get the changes to stick. I thought that maybe it was due to like... My workshop resubscribing and overwriting, but I'm not seeing in my modlist that would do that.

I just wanna change the weight reduction.

#

Should I be editing a file other than the one in the workshop folder?

vestal umbra
#

C:\Users\Shinyshark\Zomboid\Workshop\Wait My Ass\Contents\mods\Wait My Ass\media\lua\client This is where I edit all my lua for debugging.

grand bough
#

But I have it on steam.

vestal umbra
#

I have it on steam too.

grand bough
#

So it's like Steamapps/common/workshop/106800/ModID

#

I found the file that has the bags, and they have the stats in there, but changing those stats to the desired value has had no effect.

vestal umbra
#
but inside your OS/Users/<you>/Zomboid/Workshop/ folder there's a ModTemplate folder
that folder is your upload folder for the workshop```
grand bough
#

So in theory, if I move the mod to the game folder itself, it'll work?

vestal umbra
#

This is what Chuck told me. I am not 100% sure how to use it; I just never subbed to my own mod.

grand bough
#

Hm.

vestal umbra
#

I think your changes are being overwritten by your subscription to the mod.

#

But I don't think that's the best way to handle it. I just don't know the better way, it seems.

grand bough
#

Damn. I'll fool with it. I don't want to unsubscribe because of my current save being where it is, but I may have to.

#

I really want this to work xD

thin hornet
#

he could find the mod in C:\Program Files (x86)\Steam\steamapps\workshop\content\108600
copy it into C:\Users\Konijima\Zomboid\mods
and un-sub

#

you will not get the updates after that

grand bough
#

So it doesn't go in the steamapps/common/zomboid/mods? It goes in the other one?

thin hornet
#

C:\Program Files (x86)\Steam\steamapps\workshop\content\108600

vestal umbra
#

From what Chuck told me, there's three locations for your mods.

#

so it's kinda confusing

grand bough
#

Yeah.

#

I can prolly do it. I'm gonna try now.

vestal umbra
#

but the one Konijima is talking about has the mod id as the folder name.

thin hornet
#

yeah but when you are subscribed it goes in the path i sent and it has priority over the two other locations

#

@vestal umbra yeah like he say
C:\Program Files (x86)\Steam\steamapps\workshop\content\108600\mod_workshop_id

grand bough
#

Right. Basically I have to un-sub because steam overwrites everything?

thin hornet
#

in the mod page just right click and copy URL paste it somewhere you will get the mod workshop ID

grand bough
#

I'm gonna give it a go now.

vestal umbra
#

So if you change it, you're deviating from the mod's version.

#

Additionally, you could make the changes that you want and then request the mod owner to put your change in.

#

Or if you're serious about this, create a setting that lets you alter the values, find the git repository that the mod is on and create a Merge / Pull request.

thin hornet
#

or create an issue(request) on the Github repository asking for the change you want and see if the devs want to

neon lintel
#

anyone have the jeep wrangler vehicle mod?

thin hornet
grand bough
#

Giving a shot now.

hollow shadow
#

i did this in splitscreen and accidantly snapped my friends neck when he walked past me

surreal meteor
#

HAHAH

#

OKAY I NEED TO TRY THAT

hollow shadow
#

martial arts and bouncer

grand bough
#

Alright. Damn. it still didn't work.

#

Gonna check it again.

#

It even reads the proper location >:c
Maybe I'm editing the wrong file.

wicked brook
#

Hey folks, is anyone interested in creating a scrap weapons mod? I'm poor at coding and modding, but i'm good at making models. Besides, i have the models already. If someone's interested, text me in private chat.

grand bough
#

The weight reduction and capacity for bags would be in scripts, right?

#

media/scripts/ModNameBags.xml?

thin hornet
#

would be in media/scripts/clothing/something_bags.txt

#

if not in the directory clothing then it still must be a .txt file

#

which would have something like this inside

grand bough
#

Yeah, that's exactly what it looks like, yet in game it hasn't changed.

#

Could Fashion Montage be messing with it?

dry chasm
grand bough
#

That's what I thought, since it doesn't fool with properties of items.

#

I had another bag mod, which wasn't working at all (as far as I could tell) but that didn't edit bags as a whole, just overwrote vanilla ones.

dry chasm
#

Do you want to edit an item - or create a new one though?

grand bough
#

I'm trying to edit it.

#

It's a personal edit to a mod, but I can't get it to stick. Like... I have it in both locations, I unsubscribed from it on the workshop.

#

I forcereloaded the Lua.

thin hornet
#

close the game and reopen

#

steam will validate and remove the workshop item

#

if unsubbed

grand bough
#

I have since then, but I just disabled some of the distribution patches that the mod includes and I'm gonna see if somehow that messed with it.

Is there a cache I can clear?

#

Or anything like that?

dry chasm
#

Lua might be the better way still to modify an item instead of overwriting with a txt script

thin hornet
#

he is trying to take a mod and edit the mod to suit it to his preference

dry chasm
#

ah

#

so not actually making edits with his own mod, but directly editing the mod

thin hornet
#

yeah

grand bough
#

Yeah, pretty much. I don't wanna redistribute it or anything.

thin hornet
#

taking the mod from workshop directory placing it into zomboid/mods

#

removing the workshop version

#

and running the one in mods folder of your user directory

dry chasm
thin hornet
#

C:\Users\Konijima\Zomboid\mods\the_mod_directory\
and inside that mod directory you would find a directory named media and a file mod.info

grand bough
#

It's there, and in the mods section of the menu, it even shows that's where the mod is.

thin hornet
#

okay and what exactly happen when you enable it and run the game

#

did you try in a new save

grand bough
#

Yeah, just now.

#

Well, not just now, but before I started messaging again.

thin hornet
#

and what file you edited in the mod

#

and what did you edit in it

grand bough
#

Okay. Lemme pull up the directory.

thin hornet
#

can you show a screenshot that show the file, the directory and the edited code

grand bough
thin hornet
#

now in game can you show a screenshot of the item with the tooltip open

grand bough
#

Yeah, lemme launch it.

#

Could loading a sandbox preset do it?

thin hornet
#

nope and haha shuru

#

basically that mod overwrite the existing smallback if it exist in vanilla game

grand bough
#

It doesn't exist in the vanilla game. It is an item added by the mod. This is the only reference to it with anything about capacity or weight reduction though.

thin hornet
#

then i dont understand why its using module Base

#

anyway, spawn that item and lets see

#

are you in debug mode or you have a cheat menu

grand bough
#

No and No. I probably should for this though, huh?

dry chasm
thin hornet
#

in debug mode you could edit the item and make sure it the right item you are playing with

grand bough
#

I'm spawning in with the "Adventurer's Bag" via Fashion Montage

#

OH.

#

That sounds useful.

#

If this doesn't work, I will try that.

thin hornet
grand bough
#

That's really cool. Does that permanently save the edit?

#

Or is it like... Temporary?

#

Or save-to-save basis?

thin hornet
#

unless the game change the name of the item like cooking stuff no

#

its would stay permanent for that instance of item only

grand bough
thin hornet
#

seem like it worked

grand bough
#

The capacity is at 19 rather than 50

#

The original capacity is 19, the edit I did was basically just to capacity.

thin hornet
#

mhm

#

try again with a lower value and check if it doesnt anything

#

like 27 for example

grand bough
#

Will do.

#

Thank you for the help by the way โค๏ธ

thin hornet
#

No problem, its weird that it doesnt work try changing the DisplayName also

#

to see if its the right item when you spawn a new one

grand bough
#

Which cheatmenu should I grab, and how do I allow toggling Debug?

thin hornet
#

my way of setting debug is like so

#

i heard there is other way but thats how i do it

#

then after restarting in game just right click the item youll have an Edit Item option

#

but dont tell anyone i told you

#

cause cheating is bad

grand bough
#

I added it to the line there as you showed.
Just making sure, but this looks right, right?