#mod_development
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had to scrub the added stuff regarding roof logic
isoRangeScan: This is an utility function meant for large scale scans of isoGridSquares around a given IsoObject. The scans are done fractally - that is to say from a center (or centers) outward to fill a larger area.
Found here as a part of CommunityAPI: https://github.com/Konijima/PZ-Community-API/blob/master/Contents/mods/CommunityAPI/media/lua/shared/CommunityAPI/IsoUtils.lua
enjoy
The hidden sauce behind EHE
@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()
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
the throwable "recipe" does not allow to distinguish between that
@willow estuary I just started this doc about what would be the ideal mapping/modding/modeling guide. Let me know if I miss important stuff
https://github.com/quarantin/zomboid-javadoc/blob/master/TODO.TXT
mhmm... is there an onThrow event?
@teal rampart not as far as I know, here's the list of events https://pzwiki.net/wiki/Modding:Lua_Event
@teal rampart when you throw the object, don't you have to compute where it will land?
i thought the game does it... i'm just using recipes, making them throwables and that happens behind the scenes, no?
well... i'd have to write that from scratch
I don't know, I'm just asking to try to find a solution ๐
ey, you are the professional here!
i should maybe check orgm out, if they use tricks like that
heh, not really, only started my first mod a month ago or something ๐
i think one of the crossbow modders meant to implement recoverable bolts... maybe that could be useful
not sure if they ever managed to implement that though
and the code of the throwable receipe, to see how it's done under the hood
right now im trying to save the ass of my fat ass character :p
as in decompiling java?
Looks good to me, albeit I'm a huge dummy?
I'm not really any authority on the wiki, I'm out of my depth with that business, or even how to make a useful guide, but as long as it confirms to the style guides it should be good. I guess any question you'd have regarding that end you could take to @ Vaileasys in #pzwiki_editing ?
yeah or checking Lua, not sure how the receips are implemented
@willow estuary I'm more asking about the content that is needed to create mods etc rather than how to edit the wiki ๐
I wrote some wiki pages for other stuff so I should be good on this topic
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.
ahh... alright, what a pity
it seems to all happen in the java blackbox. So, thanks for the hint.
Java is more like a greybox heh
Oh, haha. Well actually I'm a huge stoner idiot? I just sort of fumbled my way playing with the lego pieces until something works myself?
I don't feel qualified to speak on how best people can learn from guides and such, but subject matter I think everything is on the table. There is a lot of good content in the pinned posts, so aggregating that in relevant sections seems like a start?
Like, people are gonna want to look at a page with all the vehicle jazz on it and so-forth?
As for guides, maybe have a look at the one-stop mapping tutorial
though, it's not quite the same audience but that one has been well made
ah, nevermind
silly idea
In cases where there would need to be an event added, a function made public, etc to facilitate modding, one can always ping @ nasko to ask him (he gets paid to deal with that stuff as part of his job). Anything is possible!
Well, if it's his job he needs tasks to legitimate it! Thanks, I'll do that
Java stuff is all readable
You can peak around inside for possible leads
That being said the throwing code is ancient
You may be better off writing your own
It's been mentioned as being on the chopping block (or I guess rewriting block)
Quite some effort to go all caveman on the zeds!
@willow estuary Can you pin the two pastebins I dumped - unless those are too specific for general pinned messages.
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
Ty for whoever deleted that was about to ping someone xD
@iron salmon Hello there. I was told that addressing you might magically result in getting new lua functionalities. ๐ 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.
Thanks
Well the game is coded in java mostly, but you'll be using lua to mod. You can see some exposed functions and things on the javadocs or in the source. So you'll need to know more lua than anything, but some knowledge in java will def help
Anyone else getting this???
I can't even get past it lol
Nvm, I verified game integrity and its fixed
It works when i enabled it- Doesn't seem to change everything im not sure lol
nvm everything works
@last ferry you'll mostly need Lua for coding, but it can be handy if you can also read Java code
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 :/
@waxen knoll check console.txt for errors/warnings, but otherwise you'll have to bissect your mod list
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)
give me min i will try do repair it and send mod list
but i have ss how bug looks
i saw the ford capri mk 3 have same bug, AE86 and one UAZ but i dont remember which one
but ford capri in car info had - Franklin Marina
ohhh after long war i open pz and create a mod list, but still no idea which mode have texture bug
@waxen knoll @rose notch you should check what mods you have in common ๐
and?
i mean before i had like 30 mods less
so checking this 30 mods and creating world per mod will be very long
but i think the this is will be only way to check it :/
I think the mod that caused mine might have been a Volvo mod
That seemed to be the only one that caused this kind of issue
Hello,is there a tutorial about how to make a car mod?
mby in ur case
i dont have any volvo mods
only in Filibuster Rhymes used cars u have some volvo cars, but this mod work and cars spawn rightly
@willow estuary https://pzwiki.net/wiki/Modding
@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
@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?
Is Bikinihorse around? I have a bug to report about bikinitools
@quasi geode hey man, what's the status of this guide (If not from you then forget what I said)
https://github.com/FWolfe/Zomboid-Modding-Guide
are you planning on improving it? If no can I use it as a base for another guide?
i'd mention you of course
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?
Someone here knows how to fix brita's weapon pack bug? The no weapons one
Someone pinned the wrong message hehe @left plank
removed
Can't seem to link messages on mobile but it's this one.
you want me to pin the message you just replied to?
that the one?

does unique firearm progression and arsenal (26) gun fighter go together or should i only have one being used at a time
I have to find an idea about what to develop for my next mod
Trains
Ziplines
Sirens
DANCING?!
Yes.
cant say I expected dancing
MACERNA TIME!
Wait a minute thereโs no macerena
:(
Yes there is macarena
Holup lemme check again
The trains we have right now are just static walls n stuff. It would be cool to have functional, driveable trains in the game.
@rancid barn trains seem like a lot of work, would require some kind of animations I have no idea how to create
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
not just that, you have to overcome the obstacles of the map, for instance, it spawns trees in the middle of the tracks.
@late hound shouldn't be too hard to remove trees from train tracks, either at generation time, or by chopping wood in the game
my problem is more like animating the train when it's moving, like taking a curve et c
and also i guess I don't really miss moving trains ๐
and I'm not sure how much gas you need IRL to make a train to work, but it would probably be too much
Anyone know?
TIME TO DEFAULT DANCE SOME CORPSES
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 ๐
hell yess!
I believe it would be possible to make trains in PZ
but I don't see much sense in doing it
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.
insanely impressive. Also fantastic video 
how can I check to see if my weapons stuck in zombie config works?
Here is an updated list of my Project Zomboid Video Tutorials. https://www.youtube.com/playlist?list=PLwV27NP3RkJl27tveCa9EMMvAdjmGXZsf
@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
no problem..
@short shell no way to remove the quote?
I mean you replied to a message
i guess not
he could just edit the currently pinned message IIRC ๐
oh, guess you're right
@short shell sorry, one last thing ๐
Could you just replace the link in your original message? The old one
this way it would already be pinned, and the message clean
nice! didn't know I could have done that. I have made the change and it is fixed. thank you for the heads up.
@short shell awesome! ๐
so I am trying to add a weapon and it keeps coming out like this. https://i.imgur.com/GrvCCWQ.png
and no mater how I change it's rotation it stays the same
`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,
}
}
}`
is that correct?
not so much the rotation but the attachment type
the work one works fine
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
yall got any mods that can allow me to make belts?
Anyone knows how to allocated a Java byte array from Lua code?
I need to call getFileInput():read(byteArray)
this function returns a Java DataInputStream and I want to call the read(byte[] byteArray) method of this object https://docs.oracle.com/javase/7/docs/api/java/io/DataInputStream.html#read(byte[])
@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
@thin hornet oh and you're checking FilterInputStream, but getFileInput() returns a DataInputStream
oh yeah
my bad
@weary matrix maybe try local str = getFileInput("test.txt"):readUTF()
@thin hornet I'm trying to read a binary file, not some text file in UTF format
maybe read each byte and store them in KahluaTable
I need some help
I got an invisible patch mod, but I get an error every time I load in and the patches are still visible
And my game's been stuttering real bad
And now its not responding while leaving
anyone wanna save me a headache and tell me what the offset and rotation would be to make my sword look like this even with a bag on. https://i.imgur.com/ISorf2z.png
what I have right now
how it looks https://i.imgur.com/l2uv49B.png
the attachment editor in game hurts my brain
@thin hornet yeah I guess I'm going to end up doing this
You probably want to create your own attachment
I don't know how
Looking good!
no clue on how to make my own attachment but I fount the right orientation.
anyone have a guide on what all the melee weapon stats mean?
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
@willow estuary thanks
is that a big sword from naruto
that's bleach tho
That is naruto when he grows up ๐ฎ
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?
Sure double sized tiles is turned on?
"dammit anarsim stop breaking the fabric of reality"
Think itโs under display, in options
yeah check settings
it says double sized textures is on
Any recently added mods or recent updated mods?
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
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
yep almost always works
can someone take a look at my custom spawn location mod? I can't get it to upload to the workshop to test it.
@harsh prairie ?
@thin hornet I just got someone else looking at it - if I still need help I'll send it over to you
oky
Massive, Heavy
Thicc
anyone know of a mod that lets you fix windows that are broken as im playing with toxic fog
Cant you remove a window from an other car ? Or if its a home cant you take a window from an other house?
you can "pickup" unbroken windows from other houses and replace them
how and does it work for all types of windows
just like furniture
you sure because it wont let me pick up this window and its not a house window one of the shop ones
this type of window
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.
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.
There is just so many great mods. I can't choose... 
Well, counting the maps and the patches
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
#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.
@willow estuary thanks
jesus, 400 mods?

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
@fast dagger post your console.txt
just drag the file in here?
that or copy it in a https://pastebin.com/
an error come from QS
what does that mean?
you have a mod named QS
or QS would be the short for it
thats all i know the person who made the mod named his stuff QS
yeah
its probably Quick SMGs then
does it say why it creates errors?
should be about reloading
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
oh wait
i had 3 errors starting a new save
now that im playing i don't have any errors anymore
so far
could be the same errors idk
i mean the counter
reset when you restart the whole game
yeah i restarted the game when i removed the mod
looks like it's fixed for now, thank you @thin hornet
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
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
mmm will try getSaveInfo() now
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
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)
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 ```
Specifically, look at the .saveName property.
Or, just use that as it should be the saveInfo?
@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
Ah, true. I guess you still have the original issue of determining which one.
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
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
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
You could always try the ini/config file route - if you want to implement all of that.
I wouldn't mind, but where to put it? ๐
if I put it directly in Zomboid folder, then this would apply to all saved game, not just the current one
globalModData could serve as a solution, albeit I've forgotten everything I learned about the nuts and bolts of using it?
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```
but what if the user wants to change the value during a game?
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?
yeah maybe, but I don't know how ๐
there's no Lua event related to "settings" or "options"
Yeah, it would require figuring out and implmenting some custom kludges I figure?
I have no idea ๐ฆ
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.
@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.
@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?
@brittle jewel see what I mean?
This is a gross simplification of a solution, but two versions of the mod in the same workshop upload?
(I'm sure a better one is feasible ๐ )
@willow estuary I'm not sure I understand what you mean
Yeah I see what you mean, co...hmm...
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.
@willow estuary No I only have one version of the mod, and there's a sandbox option to enable/disable the killing behavior
Yeah, I follow you, this is just the simplest, crudest solution for configuration woes that occurs to me?
I don't like it myself.
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.
@brittle jewel to create an ini file I can simply call getFileWriter(String path), but what path should I use? ๐
it would have to be a path inside the current game save folder, which I don't know how to get
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.
getMyDocumentFolder().."/Lua/defecate.ini"
It is still using the getFileReader/Writer functions.
@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.
Can't link posts on mobile but it is pinned.
@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?
Yes
I figured it out with EHE
You can have the sandbox settings effectively save from lua
oh, my savior โค๏ธ
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.
what's EHE?
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
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?
@brittle jewel I finally found out how to get the path to current saved game ๐
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 ๐
Awesome! We both learned some things too.
Sandbox settings can't be changed? I've done it to my knowledge -- atleast changing the sandboxvars which get saved
@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 if you want to get full context this is the problem I'm trying to address
Ah
I'm not sure if custom sandbox vars are kept in the table tbh
That would be interesting -- I assume it would be
@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
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
@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
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
@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
Hello everyone ๐ 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 ?
Hello, where is the definition of the canon type of this code? item:getCanon():getType() == "Silencer"
Is it in the scripts text files?
@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
I have found it. The type is Item itself in script.txt
yes, I am try to solve the conflict between 2 weapon mod
@kind basalt so all good? ๐
Yes, that problem is solved. I am try to fix another problem๐ซ
In mp mode, why I can't get getPlayer() in server?
here is the code
@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?
emmm
what is getModData() do by the way. I have seem this function all over the place
Just send it ๐
@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
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) ?
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
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?
Mod idea I want it made tonight cheers, zombies replaced by huge fckin xenomorphs. Thanks again
I'm not actually sure what the client vs server code folders are for In the previous versions - perhaps it was just to organize as basically every thing was done by the server.
Anyone have any good guides
Going forward everything will be done by the client in coordination with the server -- if I'm not wrong/explaining it poorly
Iโm trying to make a mod, but all the guides are like a hour long ;-;
All the server will be doing is updating the clients and keeping track of what each should be experiencing.
There's no easy way into modding outside of starting very small or editing another mod. If you want to do something you'll have to go for it. Feel free to ask specific questions here if you're stuck.
mod idea: auto rip clothes on zombies corpses on key press, good for tailoring ๐
You can kind of do this
Rip all nearby corpses will rip from them too
But only per item type/recipe
keep in mind youll fail at a ratio of 10 failures for every 1 success
dont make it dissuade you its very worth it if you really want to learn it
Anyone know a respawn mod that works?
Yeah
There is none but there is a mod call skill recovery journal thatโs 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
Thanks ! That's really helpful! I will download that :)
Awesome! Goodluck man
Thanks !
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
@hot patrol maybe try to use debug mod to spawn large crowd of zombies?
no clue, I haven't been playing much with custom models
oh wow I'm a veteran on discord now ๐
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
You got that figured out and tested them? This is the type of stuff I work on often.
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
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.
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
Maybe weapon length has to do with things like spears, correct me if I am wrong. I remember some mod added a ridiculously long spear - maybe that item utilized that tag to its fullest?

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?
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
heres my console.txt for those who can actually understand the thing
@willow estuary https://steamcommunity.com/sharedfiles/filedetails/?id=2265414507 thanks for making this drip, the ghost hat is ๐
This would be sick, or is this a no no?
does unique firearm progression and arsenal (26) gun fighter go together or should i only have one being used at a time
broken mod ๐ค
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
Broken mod?
The rifle sling one, right?
Thats weird cos it was working just fine yesterday
Should I delete and reinstall it?
imo I don't really think that's any good idea for a mod
The joy of mods. You don't have to download ones you don't like.
@prime charm what about https://quarantin.github.io/zomboid-javadoc/41.56/zombie/characters/IsoPlayer.html#Bitten()
Never tried but looks promising
declaration: package: zombie.characters, class: IsoPlayer
there's a method of body damage called setInf
that worked
ok good to know
hey, i was wondering, is there a way to mod existing animations? like change walk cycle to a custom one?
@cobalt mauve looks like yes https://steamcommunity.com/sharedfiles/filedetails/?id=2207282444
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
@cobalt mauve just read the code for the mods you mentioned
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
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 }"
A tool for easy modding, adding custom items etc: https://theindiestone.com/forums/index.php?/topic/21923-itemzed-updated-11b/
@willow estuary mind to pin that previous message from me?
It looks like it has some current issues from the most "recent" posts in that thread.
But my understanding is that the dev tools of that natures will be released in revised b41 versions when b41 is stable as well?
Thank's, that's a very cool and advanced tool. Still I'd prefer to just understand how this works and do it through code.
@cloud herald sorry that wasn't meant for you ๐
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 ๐
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.
@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 ๐
Nah, just checked with TurboTone, he says it's broken ๐
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.
oh ok then ๐
Anyways I got Turbo's reply after I added it to https://pzwiki.net/wiki/Modding ๐
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.
good for me!
Is ZuperCart's still broken?
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
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
Alright ๐
@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.
thatll be exactly 40 dollars
Zimbabwe cash right :], I can give 1 trillion of those
That something that brita or someone else is properly already is working on.
but alas you came to me about
okie dokie
i have other mods to work on and i consider it done
I was asking about the grenades and thought smokes would be a natural addition to the mod lol
did not mention anything about commissioning
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
Who's hungry?
Any fans of tomatos?
Y E S
X0
@willow estuary hey man, are you involved with the wiki at all?
can I talk to you privately?
does unique firearm progression and arsenal (26) gun fighter go together or should i only have one being used at a time
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?
try
ScriptManager.instance:getAllVehicleScripts()
thank you, I'll take a look
How many mod maps do you guys use at once?
I use Grapeseed, West Point Expansion, Raven Creek, Bedford falls, Fort Knox when playing an actual serious game. (rare these days)
Haven't keep up-to-date to new map release for a while.
I actually needed this, you came in clutch ๐
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
just get a bus, lots of seats to store items aswell as huge trunk
- this mod so he could customize the bus in the future. https://steamcommunity.com/sharedfiles/filedetails/?id=2592358528
I believe this is for Build 41? I was looking specifically for Build 40
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
The real struggle would be playing build 40 over 41 
facts
youre madman if youre playing b40 over 41
the only reasoning would be coop but still
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
I cant go back
I aint going back there man
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.
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.
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 ? ๐ข
Will Superb Survivors work with Raven Creek?
Do not use mods that increase vehicle trunk space, they will break your game by
making items disappear
In steam, go to launch options for zomboid and enter -debug
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.

Oh thank Spiffo, this one worked! You are truly the Chad of the Papa. 
๐
I had asked before but does anyone know how to do world spawns? Like having stuff spawn on tables?
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.
Is there a way to spawn modded items? Can't spawn modded items with Necroforge
try to use -debug
version
yeah
Anyone knows any good tactical mods?
How do you make your own VHS'?
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...
I'm working on one, but it will take time ๐
So, nobody working with intellij then ?
Hello there
Do you still need help setting up intellij?
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?
yes
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
Could you point me in the right direction to start that??
I guess you could have meant yes my question makes sense and not yes it is possible lol
@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
you can use as an example superb survivors mod that make new file with data and then load in the game (set/get)
@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)
anyone know of a mod which will lower global temperatures? (not cryogenic winter level, just like 20 degrees lower)
if not, whatโs the easiest way to go about such a mod?
@dark solar -80 is that ok?
ClimateManager.getInstance()
lmao mayyyybe just a little cooler than i imagined
you can play with climate using ClimateManager.getInstance()
check the climate debugger code for how its used
\media\lua\client\DebugUIs\DebugMenu\Climate
Literally the only reason
dang
Nah they're already dipping toes into Build 41 they just want to play coop while they learn. Someone to watch their back and help them build stuff/sort loot, learn basic mechanics
damn its -39C inside and -80C outside
ill need a fireplace
i wonder how long i last without godmode
gotcha. thanks, iโll fiddle around with that
true bravery
i might have a cheat that prevent death not sure
but really with -80C it should be insta death
lol
i use debug and cheat menu
is Paw Low Loot still working?
From what I can tell yes
It needs distro patch.
@fierce cipher how did you get clothes box to run
actually same question for you @keen edge
completely bricks my game
I'm also using the patch from this
https://steamcommunity.com/sharedfiles/filedetails/?id=2631811666&searchtext=coconut
But I thought it was mainly distro fixes
like, it wont open unless i disable it
oh, hmm
i tried that but the same thing happened
should i enable that first?
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
i dont think other non clothing mods would conflict, but idk
@plucky nova Try disabling Soul Filchers dressing time
That's the only one of those I don't use currently
nope, still cant get it to work
i will try again later
Can someone give me a hand on how to make it work in terms of making it an armoured vehicle in the game?
i win
but its like -67C
lol
seriously tempted to make cryogenic winter one of the gamemodes for my map. it looks sick with it
see #mapping
but this is modding chat not mapping
now back to trying to figure out code
@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.
That tank looks awesome bro
Thanks ;D
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
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?
There is a pin regarding errors - but basically your looking for console.txt inside of your users/Zomboid folder. And the terms "stack trace" or "Err"
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.
Right
So is there any tips i can use to spot when a error is important
And who i should report it to?
@surreal meteor check out the message I'm replying to just in case you haven't.
Thanks
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.
When using menu mods, and having those kind of logless errors, how could i possibly pinpoint who to report it to
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
Tierd brain
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.
Meant to write many mods
Oh
Sorry
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.
Right so basically take educated guesses?
Yep
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
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
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
I'm not sure
May be a better question for tech support il repost it there
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 - ๐คทโโ๏ธ
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"
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?
@sour islandof course the seccond i try to replicate the crash it doesent appear
Aaaaa
Thanks!
Does anyone know if superb survivors mod causing cursor disappearing on random times?
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. ๐คท
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
Hey love your mods.
how do I find out which mods create an error in the lower right corner?
How do I find out why some gun icons are (?) instead of gun icon?
You need make a reference in texture folder in Icon = Belt_TacticalSWAT for example
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
OK, I will do some digging around in the files. Odd this just happened out of no where
Not to be dumb, but I dont see the file folder for texture.
Icon = Belt_TacticalSWAT ๐๏ธ
Nice!
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!
ะผัะทะปะพ (ะบัััะพะต)
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
Is there a push or riding lawnmower mod?
No.
Pity.
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.
I figured it wouldn't be too far off since bikes, etc... were now a thing.
Clearing large swaths of land by hand after several months in game is a PITA. Plus, no mowers in rural KY? No way.
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.
haven't seen it
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.
Hello and welcome to my tutorial. It covers full workflow of vehicle creation for PZ. If you are a complete beginner in 3D modelling, you'll have to watch/read additional tutorials, I won't cover every aspect of model creation and 'where this button is located'. I divide vehicle creation in these...
For first time this should help
thanks but I've already read that, and it's really too complicated for me.
There is no other way, only if you ask me ๐
F
No one here is going guild you every step, unless you pay someone lol
The best way is to look at other people's mods and see how they work
Thank you that may work
thanks for the advice
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
praise be
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
luckily i gave the player a handy 48 hours before the storm begins
still need to adjust temperatures to be accurate.
negative
Since i assume your map begins at winter
or is it summer in Canada that looks like that?
gonna try and see if i can get the map to start in November, yeah
well at least i hope your loot tables would include more warm clothing
not sure how im gonna do that
because you're not finding winter clothes easily if at all
in vanilla
maybe in winter on zombies?
also a thing im gonna look into
im a mapper, not a modder, so idk how well any of those endeavors will go. some might not make it to fruition
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
im pretty sure throttle is onboard to make me some mountie uniforms though, so thats one thing down.
i know my way around it for sure, but not too sure if im gonna be able to manipulate it in the way i want.
Let's hope it won't prove itself impossible
i sure will try :p
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
its not as cold as it looks, in the final version
probably something like 0 - -20 degrees
(during winter months
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
thats exactly what i hope to do
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
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
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.
@dark solar cheatmenu mod has option to set time and date, might look at this.
with scenarios you can also set a time of day / month
Tank mod, even if just a prop would be awesome
Man i want to learn modding so i can add mf PVZ music
what in the hell kind of sign of the apocalpyse is that
id like it to be a base feature without the need for cheatmenu
just a mod
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
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
they are but not sure where the rest of it functional is tho
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
the challenge codes are in steamapps\common\ProjectZomboid\media\lua\client\LastStand
ohh there
You just copy one of them with the image into you mod lua\client\MyScenario
and change everything
you welcome
Hello, anyone know what's the function or event that makes apear a text above the head of the player?
@quaint maple check in Conditional Speech mod https://steamcommunity.com/sharedfiles/filedetails/?id=2398253681&searchtext=conditional
agh. cant get this scenario thing to work
still spawning in July
idk what to remove from the scenario and what not to.
right now i just have copied the EightMonthsLater script
you renamed stuff and see the scenario in-game in the list?
in the challenges list?
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
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
I also recommend looking at the debug scenarios to see a bunch of examples you can do with the code, starting out.
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?
@surreal meteor we had a conversation about this with someone, might help give ideas
#mod_development message
Thanks that helped
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?
Where are you editing the file? There's like 3 locations for a mod to be stored.
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.
Basically there...
But I have it on steam.
I have it on steam too.
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.
but inside your OS/Users/<you>/Zomboid/Workshop/ folder there's a ModTemplate folder
that folder is your upload folder for the workshop```
So in theory, if I move the mod to the game folder itself, it'll work?
This is what Chuck told me. I am not 100% sure how to use it; I just never subbed to my own mod.
Hm.
I think your changes are being overwritten by your subscription to the mod.
https://steamworkshopdownloader.io/ You could use this to download the mod, edit what you want and unsubscribe to the mod.
Download files from the Steam workshop! New games added every week. All free to play games now supported!
But I don't think that's the best way to handle it. I just don't know the better way, it seems.
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
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
So it doesn't go in the steamapps/common/zomboid/mods? It goes in the other one?
C:\Program Files (x86)\Steam\steamapps\workshop\content\108600
From what Chuck told me, there's three locations for your mods.
so it's kinda confusing
but the one Konijima is talking about has the mod id as the folder name.
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
Right. Basically I have to un-sub because steam overwrites everything?
in the mod page just right click and copy URL paste it somewhere you will get the mod workshop ID
I'm gonna give it a go now.
Yeah, because Steam wants to provide you with the latest version of the mod.
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.
or create an issue(request) on the Github repository asking for the change you want and see if the devs want to
anyone have the jeep wrangler vehicle mod?
and thats only if the dev have a git repo to start with ๐
Giving a shot now.
bouncer is fine. just take blunt damage and martial arts and you get a 500 dps forcefield ๐
i did this in splitscreen and accidantly snapped my friends neck when he walked past me
.. as you do
yeah its just more traits mod. take construction worker for more blunt skill
martial arts and bouncer
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.
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.
The weight reduction and capacity for bags would be in scripts, right?
media/scripts/ModNameBags.xml?
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
Yeah, that's exactly what it looks like, yet in game it hasn't changed.
Could Fashion Montage be messing with it?
unlikely
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.
Do you want to edit an item - or create a new one though?
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.
close the game and reopen
steam will validate and remove the workshop item
if unsubbed
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?
#mod_development message
One thing to refer to (one of the pinned messages here) regarding actually overwriting items with .txt instead of lua
Lua might be the better way still to modify an item instead of overwriting with a txt script
he is trying to take a mod and edit the mod to suit it to his preference
yeah
Yeah, pretty much. I don't wanna redistribute it or anything.
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
thisโฌ๏ธ
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
It's there, and in the mods section of the menu, it even shows that's where the mod is.
okay and what exactly happen when you enable it and run the game
did you try in a new save
Okay. Lemme pull up the directory.
can you show a screenshot that show the file, the directory and the edited code
now in game can you show a screenshot of the item with the tooltip open
nope and haha shuru
basically that mod overwrite the existing smallback if it exist in vanilla game
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.
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
No and No. I probably should for this though, huh?
just faster usually - not necessary though
in debug mode you could edit the item and make sure it the right item you are playing with
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.
That's really cool. Does that permanently save the edit?
Or is it like... Temporary?
Or save-to-save basis?
unless the game change the name of the item like cooking stuff no
its would stay permanent for that instance of item only
seem like it worked
The capacity is at 19 rather than 50
The original capacity is 19, the edit I did was basically just to capacity.
mhm
try again with a lower value and check if it doesnt anything
like 27 for example
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
Which cheatmenu should I grab, and how do I allow toggling Debug?
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
and for cheat menu i use this
https://steamcommunity.com/sharedfiles/filedetails/?id=499795221
but dont tell anyone i told you
cause cheating is bad
I added it to the line there as you showed.
Just making sure, but this looks right, right?

