#mod_development

1 messages · Page 491 of 1

plucky nova
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i know, right?

craggy furnace
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what in the literal fuck

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who the fuck

plucky nova
errant meteor
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He is very proud of that model :]

craggy furnace
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i am not

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i hate it

plucky nova
errant meteor
#

I know lol

plucky nova
#

i think giving it a ton of blades whats to try and make it look like they are spinning

craggy furnace
#

he just added more blades lol

plucky nova
#

idk

errant meteor
#

bruh Chinese youtube

plucky nova
errant meteor
#

bin chillen

#

chili sause

plucky nova
fair frost
#

Update of the day 2:

  • Added Rosewood, Grapeseed and West Point Ambulances
  • Added West Point FD Pumper
  • Whelen Edge for Bedford Falls PD!
weary matrix
#

Any clue where I could find Zomboid version 37.13?

gusty crystal
#

Does anyone know if a mod which allows the player to carry 2 items on their back instead of one is possible?

gusty crystal
#

Does the mod allow for an extra weapon, or just smaller items like water bottles, etc?

gusty crystal
#

So is there anyway to actually make a mod that allows for an extra weapon to be attached to the players back, instead of them just being able to only carry 1?

verbal oxide
verbal oxide
#

👀

fair frost
#

I've made like 25-50% already just didn't really posted images

dark solar
gusty crystal
#

Thank you

plucky nova
fair frost
dark solar
#

yessss

fair frost
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I see

#

Then feel free to dm me about this when you feel like it

dark solar
#

nice, will do

weary matrix
#

Silly question, but in the context of Zomboid, are all Lua tables KahluaTables?

quasi geode
#

yes

weary matrix
#

thanks @quasi geode !

#

@quasi geode would you agree about reviewing what I wrote about each event? I made some JSON files with all the event descriptions and parameters so no need to visit each event page

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I guess most of them are OK, but sometimes it was more like guesswork

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Don't worry if you're not willing to do it, but in that case could you recommend someone who's qualified to do it? 😅

trim tartan
#

this is probably one of the most asked questions but how do I convert my models made in blender into the zomboid .x file typew

weary matrix
#

@trim tartan that would be a question better asked in the #modeling channel

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@trim tartan but isn't Zomboid handling .fbx as well now?

trim tartan
#

is it?

weary matrix
#

@trim tartan I can find plenty of those: media/models_X/WorldItems/Marinara.FBX

weary matrix
#

hehe 😂

quasi geode
weary matrix
#

@quasi geode well if you can just review the stuff you already know about that'd be something already! Should I send you the link in DM so you can check it when you have time?

quasi geode
#

sure

weary matrix
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some descriptions are still missing though, but I should finish pretty soon

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it should be easier now that I finished like 99% of the events parameters

sour island
#

Does anyone know if items used for campfire fuel has to be under Base?

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Hm importing base seems to work

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hmm works for 1 set of items but not the other

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please PZ don't do this to me on something that should take 5 minutes

sour island
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So having two sets between mods breaks the first for some reason

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weird

dark solar
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can someone help my dumbass get this to work :p it's a clothing mod.

zealous glade
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Anyone knows why there is some codes that only work in the debug mode?

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How to make them available in the normal game

viral spire
#

@willow estuary Sorry to ping you, but does the Toxic Fog and Rain mod also apply to snow? Or is snow considered separate from rain?

austere pecan
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“getClassField()” Can't get the private field . such as "tempTransform".How to solve this problem😭

zealous wing
#

Does anyone have a general list of mods that are incompatible with AuthenticZ? I know there's a fair few.

dark solar
grizzled grove
#

aight, i just finished up work anyway. what's the trouble?

dark solar
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not appearing in the debug menu. i copied some other clothing mods but no dice

grizzled grove
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it was pathing issues in the xml files 🙂

hollow shadow
thin hornet
low yarrow
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Is it somehow possible to add this trimchoices in a "non destructive" way?
I want to add my own hairs to the vanilla hairs for trim choices, but i dont overwrite them as "fluffy hairs" already changes that alot and i want to make them booth compatible.

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Something like with LUA when you add stuff to the distribution table

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Alternative i could just copy the fluffyhair Hairstyles settings and add my changes for the additional mod. But that is not the elegant way i guess 😄

thin hornet
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@low yarrow maybe something like this

#
local allMaleHairStyle = getHairStylesInstance():getAllMaleStyles()
for i=0, allMaleHairStyle:size()-1 do

    ---@type HairStyle
    local hairstyle = allMaleHairStyle:get(i)
    hairstyle.trimChoices:add("MyTrimChoice")

end
#
---@return HairStyles
function getHairStylesInstance() end

---@param arg0 boolean maybe true false for the gender
---@return ArrayList|Unknown
function getAllHairStyles(boolean) end

---@return ArrayList|Unknown
function getAllBeardStyles() end
low yarrow
thin hornet
#

.trimChoices is an ArrayList containing string so you could add, remove at will

#

idk anything about hair but might be worth fiddling around with this

low yarrow
#

Yep i will play around with it and ask further questions if needed. Thanks 😄

thin hornet
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can always have a look at the java files and see how it works exactly

low yarrow
#

I actually do have still the java/coder enviroment setup for PZ on my pc. But its all spanish to me 😄

thin hornet
#

okay the boolean param is for female or male

#

getAllHairStyles() return male hairstyles
getAllHairStyles(true) return female hairstyles

#
--- Get a specific hairstyle
local hairstyle1 = getHairStylesInstance():FindMaleStyle("HairStyleName")
local hairstyle2 = getHairStylesInstance():FindFemaleStyle("HairStyleName")

--- Add trim choice
hairstyle1.trimChoices:add("MyTrimChoice")

-- Get trim choice
local hairStyle = playerObj:isFemale() and getHairStylesInstance():FindFemaleStyle("MyTrimChoice") or getHairStylesInstance():FindMaleStyle("MyTrimChoice")
local hairStyleName = hairStyle:getName()

-- Set Hair Model
playerObj:getHumanVisual():setHairModel(hairStyleName );
playerObj:resetModel()
playerObj:resetHairGrowingTime()
triggerEvent("OnClothingUpdated", playerObj)

--- Change color
playerObj:getHumanVisual():setHairColor(ImmutableColor.new(red, green, blue));
playerObj:resetModel()
sendVisual(playerObj);
triggerEvent("OnClothingUpdated", playerObj)
#

Example file for hair style usage: \media\lua\client\TimedActions\ISCutHair.lua

low yarrow
terse matrix
#

hey i wanted to make a few mod requests i'd like to take playing as my self futher, can somebody add a schizopheia trait? (I.e hearing and seeing things) and maybe a bipolar trait (I.e you get depressed for a week then really anoxius for a week and yes i know thats not fully what bipolar iis but it can make you very nevous and jiggry and not be able to sleep) i'd enjoy so

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surviveing as me is hard enough but lets make it harder

low yarrow
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Yea i have no idea what i am doing. I assume its not that easy 😄

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At least they wont shop up ingame when i do that

ruby urchin
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Not necessary add lua/client/, the source path is in client (require will depend on the side you are working on)

low yarrow
#

Alright.
I leave it away then. 👍

tired charm
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Hello, sorry for another probably stupid question. I'm making some additions and edits in the Java code and I've run into something I'm not sure how it is done in Project Zomboid. I'm used to some languges/other game engines having functions called process() or similar, which means it's stuff that runs every time. How can I achieve something like this in PZ, aka how can I achieve a function that runs while the game is running basically? (for example, in order to have a variable progress over time, something that is achieved by hunger in game, though im not sure how it could be repeated)

ruby urchin
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You mean like a loop?

tired charm
ruby urchin
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You can use OnTick event


Events.OnTick.Add(function()
    if Contiditon then
        ...
    else
        Events.OnTick.Remove()
    end
end)
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this make a new thread, so the game should be not affected too much depending on what you want to do

tired charm
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@ruby urchin thank you!

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So basically I can call it from a function in Java and it will constantly run as long as the condition is true right?

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Or is it a function by its own?

balmy valve
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Hey anyone know which Shark on here is the EHE shark?

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I had some questions about their dialogue

ruby urchin
tired charm
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Alright, so I go on defining a function which is called, for example

Events.OnTick.Add(foo()) ?

ruby urchin
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Yeah, absolutely valid

tired charm
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Alright, thank you a lot

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(Do I still have to call it though or does it on its own with the OnTick?)

dry chasm
#
--Lua
local function foo(arg1, arg2)
  -- your function's content
end

Events.OnTick.Add(foo) -- add your function to it.

Passing anonymous functions in can cause issues with reloading the file, whereas defining it prior in a local and passing it in does not.
(Should not cause issues if NOT reloading the file though)

dry chasm
#

So you do not (in this case) have to trigger the event yourself via a call

tired charm
dry chasm
tired charm
# dry chasm I'd personally advise against modding in java (that is if you wish to publish th...

This is my currently edited function, for example. It basically cancels any damage to the barricade on zombies hit if it has not been hit before by a certain amount of time. I now need a way to reset it after a certain amount of time. Theorically, with this, 1/2 zombies should never be able to deal damages to barricades and such, but a large amount could.

Regarding modding yeah I understand, but I was checking this mostly because I didn't find another way to do it through Lua

quasi geode
tired charm
#

(forgive me, old screen)

quasi geode
#

same reason why when overwriting vanilla functions that have been passsed to events you have to remove the original from the event

dry chasm
quasi geode
#

hrm. i'll have to run some tests later. i generally dont use the reload

dry chasm
exotic ember
#

On the TrueMusic mod, anyone got any ideas why jpegs wouldnt be registering on vinyl covers?

dry chasm
exotic ember
#

Got it working for plenty of vinyls

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but couple of tracks just dont seem to register

dry chasm
exotic ember
#

just figured it out

dry chasm
#

forget me: (optional) Place vinyl cover photos in TCVinylplayer folder in jpg format.
Trust the mod author more than me xD

exotic ember
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found the reason, its because the names of the files have accents above letters

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Léo Delibes - Pizzicato [1880]

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Ludwig Beethoven - Für Elise [1867]

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changed the e and the u and suddenly it works

quasi geode
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just tested

ancient blaze
#

Sorry if this is the wrong place but can anyone help me try and figure out why I am not finding some modded items in my game (from a mod i downloaded)... I opened the LUA and found this

insertTable(ProceduralDistributions["list"]["GigamartBottles"].items, bb_Botles_1) -- grocery shelves / gigamart shelves / generalstore
insertTable(ProceduralDistributions["list"]["GigamartPots"].items, bb_Botles_01); -- housewarestore
insertTable(ProceduralDistributions["list"]["SportStoragePaddles"].items, bb_Botles_3); -- sportstore shelves
insertTable(ProceduralDistributions["list"]["SportStorageHelmets"].items, bb_Botles_2); -- sportstorage shelves
insertTable(ProceduralDistributions["list"]["CampingStoreGear"].items, bb_Botles_2); -- camping shelves

But what does this actually mean?

willow estuary
#

If that's how that mod has it's item spawning set up, then those items won't spawn as the table inserts are incomplete and missing the spawn chances.

ruby urchin
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I'm not very relationed to the distribution, but it should not be table.insert()?

willow estuary
#

Huh, missed that, but it might be that insertTable has the same functionality? Or it's a custom function. Maybe the custom function is setting the spawn chances then?

ruby urchin
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Since I using lua, i have never seen it, not even in newer versions

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and apparently it is not found as a global variable _G

willow estuary
#

Yeah, I can only speculate given that it's a snippet sans the rest of the code in the mod, but it looks like either:
1 - The mod author misunderstood how to do table inserts for item spawning
or
2 - They have custom code they use to insert the items into the tables via a insertTable function?

ruby urchin
#

Yeah, probably the first, I don't understand what other use you would give to a function that just works to insert elements to a table

ancient blaze
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Like this for example?

#

--["all"]["crate"]
insertTable(SuburbsDistributions["all"]["crate"].items, "Base.HookedWaterBottleEmptyYellow");
insertTable(SuburbsDistributions["all"]["crate"].items, 0.1);
insertTable(SuburbsDistributions["all"]["crate"].items, "Base.HookedWaterBottleEmptyRed");
insertTable(SuburbsDistributions["all"]["crate"].items, 0.1);
insertTable(SuburbsDistributions["all"]["crate"].items, "Base.HookedWaterBottleEmptyPurple");
insertTable(SuburbsDistributions["all"]["crate"].items, 0.1);
insertTable(SuburbsDistributions["all"]["crate"].items, "Base.HookedWaterBottleEmptyOrange");
insertTable(SuburbsDistributions["all"]["crate"].items, 0.1);
insertTable(SuburbsDistributions["all"]["crate"].items, "Base.HookedWaterBottleEmptyGreen");
insertTable(SuburbsDistributions["all"]["crate"].items, 0.1);

#

It's just weird because I've got loot set to high and this save is like 40 hours long and I've not seen a single one of these items

#

I've found other things from this mod although rarely just this particular item nowhere

little vessel
#

Anyone knows how to check the difference between ZombRand and a variable?

To try and explain, the code is currently like this:

ZombRand(100) <= self.baseChance then
success
else
failure

What I want to do is implement "critical failure" and degrees of success according to the difference between ZombRand and baseChance. Like:

Critical failure (difference between ZombRand and BaseChance is more than 30)

Complete failure (difference between ZombRand and BaseChance is more than 20 but less than 30)

Partial failure (difference between ZombRand and BaseChance is more than 10 but less than 20)

Partial success (difference between ZombRand and BaseChance is more than +10 but less than +20)

Complete success (difference between ZombRand and BaseChance is more than +10 but less than +20)

#

And I have no idea how to do that because I never worked with ZombRand. The simple "success/failure" trigger currently works, but doesn't leave a lot of room for nuanced failures/successes.

ruby urchin
#

You mean something like this?

local random = ZombRand(100)
if random <= 20 then
...
elseif random > 20 and random <= 40 then
...
elseif random > 40 and random <= 60 then
...
elseif random > 60 and random <= 80 then
...
elseif random > 80 and random <= 100 then
...
end
little vessel
#

Maybe? The difference is that random already has a value (though I'm thinking of adding some randomness to it). So for example, the code is like this

local baseChance = 25
baseChance = baseChance + ( playerObj:getPerkLevel(Perks.Electricity) - 5) * 5

if ZombRand(100) <= self.baseChance then
success
else
failure
end

Lets say the player has a baseChance of 50 with this code. ZombRand rolls 70 when hes doing an action, resulting in a difference of 20 between baseChance and ZombRand. That would mean it's a Complete failure, rather than a critical one or a partial one.

ruby urchin
#

If i'm not wrong, you're try to do somthing like this?

local baseChance = 25
baseChance = baseChance + ( playerObj:getPerkLevel(Perks.Electricity) - 5) * 5

local difference = math.abs(ZombRand(100) - baseChance)
if  difference <= 10 then
...
elseif difference > 10 and difference <= 20 then
...
end

take it as a concept, i'm not really testing this

little vessel
#

Yes, you are right. That's exactly what I'm trying to do.

What is math.abs in this context?

ruby urchin
#

negative or positive, they will always be positive
|-20| = 20

#

I mean, the result always will be positive

little vessel
#

Alright, thanks a lot Dislaik! I'm going to try my hand and see how it goes.

errant meteor
#

@craggy furnace that must of been a large sum, worth it though lol

craggy furnace
#

THATS FANTASTIC

errant meteor
#

Can you make it handle like in the halo games, that shit is a drift king

craggy furnace
#

cant really get into the hard code of it but there is some magic to pull if you wanna manipulate vehicle movement

errant meteor
#

I wonder if he will use the new car stuff in his humvee mod

craggy furnace
#

idk

#

he is the most capable car modder

errant meteor
#

He started modding PZ not that long ago, I hope we get more people like that when MP drops

#

The guy who commissioned the mod is a great rimworld modder lol

craggy furnace
#

i am sure he had experience elsewhere

#

modders usually dont just mod one game if they can help it

errant meteor
#

I feel like its going to be sooner than later, that a skilled modder will work on crazy zombie mutations, or like with KI5 someone pays for it

#

He did add in the new car stuff lol

craggy furnace
#

ive already worked on it

errant meteor
#

skinwalkers

#

pretend to be other humans, but will tear your neck out if you are not carefull

#

I feel like most of these will be easier to do when devs drop in animals and their code

hollow shadow
#

Is there a tutorial for adding and making animations?

gentle relic
#

im not sure if there is a mod for this, but it could maybe be helpful
craftable candles using oils, fats, etc. for post-shutoff light sources

terse pivot
#

anyone know any fun multiplayer mods on build 40?

lucid bone
#

Hey, superb survivors is pretty broken on the current 41 build, and subpar survivors fixes some things but breaks others. Anyone know of a fix for these issues such as cannot queue tasks and other things?

weary matrix
#

@lucid bone well except finding the guys who developed the mods or fixing it yourself, I don't see that many options

lucid bone
#

lol it's a pretty popular mod, i was hoping someone would have a fix

weary matrix
#

there's a new NPC mod called ProjectHumanoid from Alteron, but I'm not sure it's been released officially yet

lucid bone
#

oh cool. I'm not seeing it on the workshop but I'll keep an eye out thx

weary matrix
#

it's still in early beta or alpha stage

#

@lucid bone do you have a stack trace in console.log?

lucid bone
#

yeah i had some errors that I think pointed me to the subpar mod

#

looks like there are still some errors

weary matrix
#

they're probably broken due to Lua API changes, there's been a lot since 41

lucid bone
#

yeah i know, great changes for vanilla, but i love the mods lol

sterile verge
#

What’s the best silencer mod?

drifting ore
#

Does anyone else have an issue with Superb Survivors where they don't ever go to the second floor?

#

It seems they only recognize the first floor

#

so if I have food and everything in the second floor, they'll just stand on the first floor starving to death

errant meteor
#

I would ask that in PZ chat or support

honest magnet
#

I heard that MP was coming in December but a safer release window would be in January/February.

errant meteor
#

We are getting LV before that which is a huge city, with a new map system and curved roads

honest magnet
#

Louisville is coming before MP?

shut mason
errant meteor
#

:]

errant meteor
errant meteor
honest magnet
#

Will do. Thanks, mate.

#

What's that one mod where you can use an oil filter as a suppressor?

#

Ah, I've found it. It's Brita's weapons pack.

covert summit
#

Is britas guns located in special objects only? Like police stations etc. Cant find any in zeds or gun cases

#

Hey all. I am not new here, not new in pz. Not fresh anymore in real life cuz of playing zomboid a lot on my vacation 😆

#

Cant remember when slept last time, cant remember anything. My beard is unkempt, the back of my head is shaved, the mug brown from soot, already hates the smell of coffee.

rose notch
#

@covert summit I have found them on zombies before, never in gun cases

#

I think it’s very rare for zombies, I only found a shotgun on a back of zombie cop

#

And some in a survivor house

honest magnet
covert summit
#

Damn. I found more Aa12 from HC than bought in Killing Floor for supporter a long time ago. May be distribution conflicts?

honest magnet
#

If that wasn't the most American thing I've seen in this game, then I don't know what is.

#

Pretty sure I found an AR-15, M16, some shotguns, and two pistols.

covert summit
#

Huh, thats a lot already

honest magnet
#

This was before I found out you can mod the game if you play Sandbox so I'm not sure what happened that made me find that many.

rose notch
#

There is an army surplus store of shorts in rosewood that has guns

#

I think its rosewood

#

I went there today

thorny anvil
#

any of you guys use the mod 'True Music'?

#

I'm tinkering around with it right now to see if I can get it to work

#

I had a lot of trouble with another mod called 'immersive CD Player' that I couldn't get to work, so I hope I can get this one to work

last ferry
#

hey does anyone know where floor weight cap is kept in files

#

im try to modify that number but i cant find it

weary matrix
#

@last ferry It's hardcoded in ItemContainer.java, the attribute is named Capacity. You could probably add a Lua event handler for OnFillContainer, from there you have access to the ItemContainer object, so you can propbably change the value

honest magnet
#

Is it just me or does FM break if you install any other sort of cosmetic mods?

nimble spoke
#

Or if FM's author changed something that broke compatibility, I don't know if it has been updated recently

errant meteor
#

@hollow shadow nice job on the mod release, was it hard to get everything working with the new builds?

hollow shadow
errant meteor
#

oh there will be, someone will break it somehow lol

drifting ore
#

started working on making a vr version of pz

#

for now i'll just try to import the game items in vr with somekind of physic

#

and the picture is odd cause i was holding a headset with one hand and trying to take a screenshot with the other

dry chasm
weary matrix
#

haha 😂

drifting ore
#

hi everyone, may i ask is it possible to use a simple fbx as static model for a item? i mean it should be as zomboid does it in the items.txt but when i add the fbx file to my mod as WorldStaticModel entry then it seems zomboid ignores it completley. do i HAVE to use the .x file for this ?

dry chasm
drifting ore
#

HMHMMMMMMMMMMMMM i seeeeee

#

thankyou ill have a poke on this

#

well fuck i need to wait until i buy a oculus cable because my wifi is so bad i can't really if things are working as intended with air link like a collision with an object will show 10 seconds after

#

speaking of which it just decided to deconnect on is own

weary matrix
#

@drifting ore you should raise funds! 😛

drifting ore
#

nah man i'm not ''can't buy a cable'' broke

#

and i don't want to raise fund because this is just a fun project that i'm sharing on the discord i'm by no mean a expert on this shit hell it took my like 20 minutes to figure out why the axe would always fall threw the ground, i'm learning as i go and do it for fun so i don't wan't pressure from people who actually payed for it

dry chasm
abstract raptor
#

VR PZ would be so rad

harsh sapphire
# thorny anvil any of you guys use the mod 'True Music'?

I use TM yeah, been adding a bunch of tapes with it.
Aside from that mod, I suggest using SurvivorRadio CD mod instead, it works alongside TM. Despite the mod hasn't been updated for awhile and has some minor bugs on 41.56, both the CD mod and TM works with splitscreen co-op.

weary matrix
#

Any clue how to execute specific code when an action is either interrupted or finished? Is it enough to add the code to the :stop() method?

prisma dew
#

Greetings fellow carbon based lifeforms!
I want to make iron walls (like the ones in west point gun store) deconstructible by using a blowtorch. Only info i was able to find is to edit .tiles of the whole map, which seems a bit excessive for my first game modification. Would that be the only way of doing this? I expected a simple text file edit, like setting CanScrap = true or something like that.

violet harbor
#

Hey guys

#

How can I make a craft recipe

#

Very simple, just turn 1 item into another one and back

#

Or rather, how can I look at the existing craft recipes

violet harbor
#

Nvm got it done

undone crag
#

:|

teal coral
#

hey guys can I ask something I need help?

devout flint
#

I'm joking, have fun with your project ❤️ ||but still, UE is better 👀||

craggy furnace
errant meteor
dark solar
#

looking schamncy

#

i like it

teal coral
#

question: I have a texture icons for some weapons I want to use in other weapons mod pack but when I put there is not work, what I miss?

prime frost
#

Wump Wump Wump, okay own up, which one of you broke the Workshop

teal coral
#

what?

prime frost
teal coral
honest magnet
#

Okay seriously, does anyone else's FM spawn break everytime you install any other clothing/cosmetic mod?

#

Like everytime I want to start a new world with a new character and enable another mod other than FM; there'd be no screen for me to choose what I can wear when I spawn; only hair and skin.

#

Actually no, there's 1, which is helmet.

#

I really wanna install this Scrap Armour mod but I'm afraid it's gonna break FM.

errant meteor
#

😐

weary matrix
#

Oh geez, I just discovered the hard way you should NEVER edit the description of your workshop items on Steam directly, cause next time you publish, everything will be overwritten with the old version 😭

weary matrix
#

@ruby urchin thanks, at least I feel less alone 😂

#

guess I should report this as a bug

weary matrix
#

Is it possible to add your menu entries to a specific place in the context menu, near the top?

zealous wing
#

You know, with the drug items floating around on the Workshop, I'm surprised nobody's tried making a traphouse house scene yet.

#

A house filled with illicit drugs, some guns and stoner/crackhead zeds. 😄

weary matrix
#

that could be fun!

terse matrix
#

hey guys quick qusetion

#

is there a beginners guide on how to mod zomboid?

#

like a fourm post or something?

weary matrix
terse matrix
#

is there anything for build 41?

weary matrix
#

still much more up-to-date than what's available on the official wiki, for this part at least.

#

best tutorial is reading the code for mods similar to what you want to do

undone crag
solar bone
#

btw

#

"Build 41" mods

#

are compatible

#

with the game fully right

willow estuary
#

Build 41 mods should be compatible with Build 41/IWBUMS, but:

  • that doesn't mean that might not conflict with other Build 41 mods.
  • that doesn't guarantee that they've been updated to the most recent updates of Build 41, although not all mods require updating to maintain compatibility with the Build 41 updates. But there are multiple instances where a mod that has been impacted by the build 41 updates either hasn't been updated yet; the mod author has decided to wait for build 41 is stable before updating; or the mod author has abandoned it.
exotic ember
#

on filibusters car mod, does it add vehicles that have lightbars that play music instead of sirens?

#

I downloaded a few car mods, and this one was who I expected was responsible

#

Anyone know if thats a case?

#

And if so an alternative broad mod that DOESNT add that function to normal cars

prisma dew
exotic ember
#

awr

#

guessing no simple way to remove that!

prisma dew
#

that, I do not know 🤷‍♂️

drifting ore
#

Ok so, i have a question noone maybe able to answer exept the developers. Is it possible to define another kind of Liquid source? I know theres some Watersource but i like to add bottles (wine, vodka,whiske) as source of Liquid that can be filled in glasses.

#

Right now i made shots of vodka and whiskey that one can drink with a own 3d object and all that, but i would love to refill those with bottles

hot patrol
exotic ember
#

anyone know if the zupercart mod is broken?>

#

I never found any carts when I tried it and im seeing mixed comments on the steam page

weary matrix
#

@undone crag i knew that, but had no idea the change on steam would not update my local copy prior to publishing. It's a bug

#

@hot patrol well now that i know about it it won't happem again

hot patrol
weary matrix
#

@hot patrol also the proper fix would be to fix the bug that doesn't update the local description from steam workshop prior to publishing. Eventually stopping on the way stating there's is a discrepancy between the two, so you have a chance to catch the problem before it's too late

#

and it IS really a bug cause you know:

   public boolean SubmitWorkshopItem(SteamWorkshopItem var1) {
      if (var1.getID() != null && SteamUtils.isValidSteamID(var1.getID())) {
         long var2 = SteamUtils.convertStringToSteamID(var1.getID());
         if (!this.n_StartItemUpdate(var2)) {
            return false;
         } else if (!this.n_SetItemTitle(var1.getTitle())) {
            return false;
         } else if (!this.n_SetItemDescription(var1.getSubmitDescription())) {
            return false;
         } else {
            int var4 = var1.getVisibilityInteger();
            if ("Mod Template".equals(var1.getTitle())) {
               var4 = 2;
            }

            if (!this.n_SetItemVisibility(var4)) {
               return false;
            } else {
               if (!this.n_SetItemTags(var1.getSubmitTags())) {
               }

               if (!this.n_SetItemContent(var1.getContentFolder())) {
                  return false;
               } else if (!this.n_SetItemPreview(var1.getPreviewImage())) {
                  return false;
               } else {
                  return this.n_SubmitItemUpdate(var1.getChangeNote());
               }
            }
         }
      } else {
         throw new RuntimeException("workshop ID is required");
      }
#

this is part of zomboid codebase

hot patrol
#

Ah, I was just about to question if it was a bug, lol.

weary matrix
#

see the line: } else if (!this.n_SetItemDescription(var1.getSubmitDescription())) {, it shows they try to update the local copy from steam, but for some reason it's not working

hot patrol
#

Gotcha

weary matrix
#

going to open the bug report

sour island
#

just @ nasko

austere pecan
sour island
#

with a clear description and file name

weary matrix
#

@sour island Hey you, you mean I should talk to nasko about this bug?

sour island
#

There's a list of stuff they have rolling - he adds to it

#

It's probably faster to @ him

weary matrix
#

ok good t know

sour island
#

But I would assume they do browse the forums for bug reports

hot patrol
weary matrix
#

yeah, well I guess now that I know about it there's nothing urgent

sour island
#

@craggy furnace

weary matrix
#

will think about, I just woke up, not able to take decisions yet 😂

#

mind all foggy 😅

#

@austere pecan I'm hoping you have a plan to get rid of all the zombies after the noise? 😂

sour island
# austere pecan Heli

Also, you can define vehicle shadows btw - textureShadow = fileName, Where fileName is an image inside of textures

weary matrix
#

neat

austere pecan
#

@sour island

#

Very good suggestion.
But I want to know how to avoid zombies.
Because this helicopter is always a car@sour island

sour island
#

I don't know if vehicle sound volume is scriptable

#

atleast in terms of attracting zombies

austere pecan
#

it will bumping into zombies,even though it's in the sky

sour island
#

ah

#

uhhhhhh

#

you already have it visually flying which is good

#

you could try to modify it's collision box

#

Also I noticed from the vehicle UI you're entity box is huge

#

This UI changes based on the collision box

austere pecan
#

Yes, but I have never had a clue to modify the collision box

sour island
#

Check F7

#

It opens the vehicle editor

#

When in game

#

I think you need debug mode on

austere pecan
#

Thanks, i will try

weary matrix
#

Is it possible to put your menu item close to the top in context menu?

#

more specifically I would like to put a menu entry just after "Drop Corpse" menu entry

sour island
#

You'd have to rip apart the context menu in lua

weary matrix
#

yeah that's what I was afraid of 😕

sour island
#

Ideally there's a subfunction for adding in options that you can tap into rather than overwriting the entire thing

weary matrix
#

@sour island could be a nice thing to have in Community API maybe?

sour island
#

Would be yeah

#

Workshop may have something tbh

weary matrix
#

@sour island you mean there might be a mod already in steam workshop to do it?

sour island
#

Perhaps

weary matrix
#

mmm

sour island
#

I remember there being a timed action API

#

timed actions and context menu would be useful things to make easier

weary matrix
#

indeed

weary matrix
#

You know when you upload a mod to workshop, it gets a lot of visibility the first week. What if you publish it as private or friend-only? Does it start the one week visibility period?

errant meteor
craggy furnace
#

i personally hate it but atleast other people are doing things with it

ancient blaze
#

Any mod that adds in Christmas decorations?

#

I'm feeling festive

keen edge
#

Heli mod actually looks so cool 🤔 A lot cooler than I thought would be possible for it in PZ atleast. Great work!

weary matrix
#

looks like an error in an event called many times every second, like OnTick, OnPlayerUpdate etc

sour island
#

The RJs have awakened

autumn sierra
#

there's a game exploit on the other side of that door

sour island
#

There's a spiffo stuck under there pulling other zombies down

#

Greatest birthday party

floral pewter
#

Could someone give me a little help??, I made a custom cursor plus any color I put is white in the game

weary matrix
#

wow github down on my side, never happened to me before

#

ok it's back

dry chasm
quaint tapir
#

how do you play a cassete

#

nvm just found out

tame mulch
weary matrix
#

Also it would be nice to have a method zombie.scripting.objects.Item.getEatType() to retrieve the value of the field eatType

tame mulch
#

Yeah, get field value by field name will be cool feature. Because get field values by index breaks every time when java class changed

weary matrix
#

oh yeah and that too 😅

#

thanks for mentioning it @tame mulch

quasi geode
#
-- find the specific named field in a java class object
local function findField(object, field)
    local count = getNumClassFields(object)
    local i = 0
    while i < count do
        local f = getClassField(object, i)
        if tostring(f) == field then return f end
        i = i+1
    end
end

think this is what i was using previously to get it from its string name (calling tostring on the field object) so you dont have to rely on index numbers....pulled this from a test file i made years back, cant remember if there were any outstanding issues
but ya...having better way then iterating over all of them would be awesome

#

its just so hackish 😐

tame mulch
weary matrix
#

@quasi geode why a while loop? 😂

quasi geode
#

idk, could have been a for loop. dont ask me i wrote it ages ago and never really used it for anything? lol

#

theres also the possibility i was slightly inebriated when i wrote it 😅

weary matrix
#

well it's just that it adds two extra lines of code for no gain, and the whole function body is 7 lines

dark solar
#

it adds character you see

quasi geode
#

wasnt playing golf with it 😅

weary matrix
#

Here's mine in case anyone cares. Only difference is it returns the field value, not the field itself:

function getJavaField(object, fieldName)
    for i = 0, getNumClassFields(object) - 1 do
        local javaField = getClassField(object, i)
        if luautils.stringEnds(tostring(javaField), '.' .. fieldName) then
            return getClassFieldVal(object, javaField)
        end
    end
end```
tame mulch
exotic ember
#

out of curiosity, anyone else who juggles a lot of mods, do you get any errors when you start a new game?

Im basically having trouble tracking down the mod, or combination of mods that is creating these errors but still not encountering game breaking issues in playthroughs.

rancid barn
livid wolf
#

G'day, no idea where I gotta be to ask this buy I got a question about the expanded helicopters mod. Do the Samaritans show up even after the cutoff day? Thanks in advance!

thick lance
weary matrix
#

Any clue if it's OK the add version info in the mod name in mod.info? From my quick testing it seems OK but if anyone experienced it I'd be glad to have feedback about this.

sharp crystal
#

Hello modders. Is it possible to make here mod requests pls?

#

I would like to have a mod which shows (permanently) the weight information just like on the inventory label. (total/actual)

#

Because when having lots of bags and pouches etc .. it's really annoying to click the main inventory for seeing this information

terse matrix
#

What should i use to make new modes?

#

and how do i access the orngial models?

#

I belive i should use blender

fair frost
quick oyster
#

Does nocturnal zombies work with latest b41?

floral pewter
#

Could someone give me a little help?
I created a custom isocursor and with the zoom disabled it works, but with the zoom enabled it is all white =/

abstract raptor
#

👀

#

I'm having troubles with custom loot

#

if anyone can lend a hand I'd appreciate it

#

uwu

#
    medicalstorage2 = {
        fridge = {
            rolls = 4,
            items = {
                "Aly.BloodSample01", 5,
                    }
        },
    }
    
-- add loot table additions to the end of Distributions, so the game will take care of merging it
table.insert(Distributions, AlyDistributions)```
weary matrix
#

It feels so good to get these kind of comment on the workshop page ❤️

@weary matrix you're killing it with your Mods dude, pure genius. Totally will never admit to saying "yeet" out-loud when using this function 🤣

errant meteor
#

@craggy furnace That new back pouch you added to the webbing is cute and useful

iron salmon
craggy furnace
#

please dont ping me 24/7 unless the world is on fire

iron salmon
errant meteor
#

Dose the gas mask prevent from getting sick from dead zombies?

#

kk

iron salmon
craggy furnace
iron salmon
#

please dont ping me 24/7

#

like when it burns when you pee

dark solar
#

ha

craggy furnace
#

you can ping me anytime, bb

iron salmon
umbral flume
#

Im fairly new to PZ and Im wondering If I could get some help figuring out how to add mods to a solo world to try some stuff out, could someone lend me a hand?

errant meteor
#

?

#

just sub to them and enable them in PZ mod list

#

like any other game

umbral flume
#

Well, I did do that. But it seems like it simply didnt do anything. Like, I enabled a bushcraft mod and Its like nothing happend

#

I mean, I havent seen even one of those weapons and Ive played for quite a while now

ruby urchin
errant meteor
#

bruh, you need to find them lol in the world

#

Oh ya and for mods you download after you made a save you have to enable them on that save file as well, in the chose mods option

umbral flume
#

where is save?

#

okay, I may have figured that out. THANK YOU

north ledge
#

Is there a way to make armour actively change temperature?

willow estuary
# rancid barn One that gave me a lot of errors was apocalypse machines 2 wheelz (think that’s ...

Are they about missing vehicle distributions? Because, if that is the case, that's not so much an "error", despite the wording, as "developer nagging". The vanilla wrecks throw that message as well. They may barely be an "error" but they're absolutely inconsequential, and not responsible for the red square numbers.

Most motorcycles don't have any containers, so there's no need to make loot distro tables for them. The PZ vehicle loot code wasn't made for vehicles without containers, so it's "reminding" me that I "forgot" to make a distro table for those motorbikes.

north ledge
#

Like i wanted to see if a environmental suit was a possability

#

I know coding limitations are a thing

#

Just wanted to make sure

ruby urchin
errant meteor
#

@hollow shadow scrap guns and weapons are now updated, thanks for the hard work, I will hold off making a new game till LV comes out, surely they will be a great tool there

errant meteor
#

The new city they are adding

hollow shadow
terse matrix
#

@tame mulch hey is there a way to turn off item points in your mod? it would help so much with starting as my self with my stachle since i have alot of stuff in there

light jackal
#

anyone knows how to make a mod? because I wanna request a mod for coffee lovers trait adding tolerance, withdrawal symptoms, morning headaches, fatigue and unhappiness rising up if you dont get to drink one and the more coffee you take the happiness increases as well as making you more anxious, and drinking with cigarettes doubles the effect? if not, I need someone to teach me how to make it cuz I dont even know how to code

light jackal
vagrant sedge
#

hey dudes i want to try and get into PZ modding. i have coding experience but haven't really used lua before. i kind of want to make a martial arts mod where you can beat up zombies and maybe grapple and throw them around and am wondering how feasible/difficult it would be

#

especially on the animation side of things

ruby urchin
#

Currently it's possible add animations under certain conditions, but you can't get clean animations , you would have to do everything from scratch

#

and I'm not talking about animation about x and y axes movement, you need make turns, translations, etc, obviously if you want something well polished

terse matrix
#

@light jackal I have no modded the game yets so i don't know much. (I'd need to find the file placements to help you more) but if you know where to find the smoker text files then you can edit that to coffee i'd have to look around in the code thought but you have to use the smoker files in order to make this happen.

#

You basely want to copy those files and edit them to coffee thankfuly the devs have made them text files and not code so it should be easy.

#

also i'd say don't make your mod so complex but i think a good mod to start with is a depression mod for me. you can make your coffee mod but i basely want a mod were you have to take them for your depression.

#

I want such mod so i can play as my self better

#

i'll go ahead and see how its set up for modding it should be a pretty simple mod but i have to get in there and do some digging

light jackal
#

oh thanks @terse matrix ! 😄

terse matrix
#

your welcome

#

I mod another game called Songs of syx (Way easyer to mod btw) But you want to know what each vaule does and whats connected to what and you need all files that are connected to that thing.

tame mulch
terse matrix
#

thanks,

light jackal
#

@terse matrix okay so I found the code for bloodlust trait which makes more sense than the smoker trait related to the Coffee Lover trait im making

#

so how do I put the code as a mod in a file?

#

Im new to this

#

caffeine withdrawals is supposed to make you depressed not anxious

terse matrix
#

give me until tomorrow, i'm tired and i'll look over everything.

#

like i said i haven't even looked at the files,

light jackal
#

okay 😄 thanks tomorrow we'll make the mod together 😄

terse matrix
#

i must rest now,

blazing radish
#

Hello! I know this has to be a very recurrent question, but I want to learn how to mod this game (I have previous experience from other games, mainly Kenshi). I know it's based on Lua (I have basic coding experience) and I'm looking into the pinned messages for good info. Has anyone a good general suggestion to start?

weary matrix
#

@blazing radish read and understand the code of mods you like!

blazing radish
#

thank you mate

#

I hope I can join you all soon in this beautiful hobby

weary matrix
#

@blazing radish don't know if it's beautiful but at least there's a great community around it!

#

and plenty of fun to have!

#

(and lots of pain too 😂 )

blazing radish
#

I know that feel, this a very masochist hobby imho

#

but when you ccan make your ideas work.. Dman, that feeling is priceless

weary matrix
#

yeah definitely 😄

#

got some awesome comments on one of my mods today, felt so good, so heart-warming

#

like this one for example:

co: sorry I didn't answer the version question in time, but I am so happy to tell you that your mod is fully working for me now! Both smoking and reading, no problem. I really appreciate your humble and honest attitude toward your modding! PZ modding community is already pretty awesome, but hope it gets just better and better with modders like yourself. Please keep up your great work! your mod really helps me stay away from tendinitis haha.

blazing radish
#

nice

#

let me guess

#

quick item actions?

weary matrix
#

haha yes

blazing radish
#

or something among the lines?

weary matrix
#

you checked it?

blazing radish
#

ahah yeah, instant subscribe

#

I even asked you for the smoker and green fire mod compatibility because I cannot smoke with doubleclick

weary matrix
#

oooh I remember 😄

#

@blazing radish have you tried "Just throw them off the window" too?? 😄

blazing radish
#

I haven't played today so Ihavent tested your new update

#

no 😮

#

I'm interested in resurrecting the dynamo flashlight mod first to have some ground on how to work with this

#

hasn't been updated since 2015 IIRC

#

so I guess it'll be OK to update it

weary matrix
#

could be good to get started indeed

#

especially if you like/want to use the mod

#

also it's good to try to do really simple things

blazing radish
#

but then I want to do something like "banalchemy", I like that mod a lot but it feels to cheaty, nothing wrong with that but I'm not enjoying it and I like that concept a lot, is in fact the core idea from my mod in kenshi

weary matrix
#

like my first mod ever was just a window that show/hide when you press x, and it shows all the player current stats, like pain level, stress level, sickness, wetness etc, in real time

blazing radish
#

thank you for your advices mate, means a lot to me

weary matrix
#

glad I could help a bit! It's still a long, dark road

#

but don't desperate! Just come here and ask, plenty of people ready to help

blazing radish
#

thank you 🙂

marsh beacon
#

Everyone wants to learn how to mod today

stray haven
#

I'm actually curious how difficult it is

#

At least for a game like this one

dark solar
#

hard

marsh beacon
#

Depends on what it is

#

Changing the stats of an item or adding something like food is pretty easy aside from the graphics

#

Then its spikes in difficulty with clothing and cars and such since they require making models and code

weary matrix
#

@marsh beacon well, for the few mods I made, it always starts like: Oh this should be easy I should be done in a day or two. End of first day I usually get the basic idea working, but then it usually takes me weeks to really finish it due to crazy corner cases etc

marsh beacon
#

Damn you are more optimistic than me

#

I would never aim that short

#

🤣

faint phoenix
#

@hollow shadow hey man how do i change zombies to become blind troll

faint phoenix
#

rip

weary matrix
#

@dark solar agreed it's not easy, but there was a time when modders had to write their shit even if there's no API. So I guess that would be really hard 😅

dark solar
#

then again im not a modder lol

#

just have to code a few things for my map and already tired of it lmao

weary matrix
#

sure, just had to say it out loud 😄

dark solar
#

lol true

weary matrix
#

I have respect for those old school modders

tame mulch
weary matrix
#

nice!

honest magnet
#

Genuine question; should I uninstall Brita's weapons pack?

#

A lot of guns are duplicated.

#

Like there's Beretta M9 Pistol and Beretta M9.

hollow shadow
#

get firearms b41 instead

honest magnet
#

Alright thank you.

hollow shadow
#

np xd

fair frost
#

Hence why

honest magnet
#

Yes, that's why I said the guns are duplicated.

torpid briar
#

I never saw duplicated guns in my saves or anything they're just modded ones, no vanilla guns

honest magnet
#

Disable that and enable the o- oh he's gone.

#

And I was just about to reply as well...

#

Anyway to that nameless guy who deleted his chat; disable the FM mod with the slogan and enable the one that says it's old.

terse matrix
#

hey guys do you have the traqnscpits for cds?

hollow shadow
terse matrix
#

transcripts*

hollow shadow
#

whats a transcript xd

terse matrix
#

Oh you know how tvs report on the news? well on the wiki it shows all the text they say during the game and at what time. there doesn't seem to be ones for Cds however on the wiki as of current

hollow shadow
#

oh!

hollow shadow
terse matrix
#

I'd like to do some voice acting for the bible CDs

weary matrix
#

@terse matrix you could try to grab a sentence, and search for it in media/ folder

terse matrix
#

thanks cd

timid thorn
#

dude if anyone needs someone to read, especially for survivor radio, im down

tame mulch
weary matrix
#

Any clue what the 'C' means in CGlobalObject? lua/lua/client/Camping/CCampfireGlobalObject.lua:CCampfireGlobalObject = CGlobalObject:derive("CCampfireGlobalObject") lua/client/Camping/CCampfireSystem.lua:CCampfireSystem = CGlobalObjectSystem:derive("CCampfireSystem") lua/client/RainBarrel/CRainBarrelSystem.lua:CRainBarrelSystem = CGlobalObjectSystem:derive("CRainBarrelSystem") lua/client/RainBarrel/CRainBarrelGlobalObject.lua:CRainBarrelGlobalObject = CGlobalObject:derive("CRainBarrelGlobalObject") lua/client/Map/CGlobalObjectSystem.lua:CGlobalObjectSystem = ISBaseObject:derive("CGlobalObjectSystem") lua/client/Map/CGlobalObject.lua:CGlobalObject = ISBaseObject:derive("CGlobalObject") lua/client/MetalDrum/CMetalDrumGlobalObject.lua:CMetalDrumGlobalObject = CGlobalObject:derive("CMetalDrumGlobalObject") lua/client/MetalDrum/CMetalDrumSystem.lua:CMetalDrumSystem = CGlobalObjectSystem:derive("CMetalDrumSystem") lua/client/Traps/CTrapGlobalObject.lua:CTrapGlobalObject = CGlobalObject:derive("CTrapGlobalObject") lua/client/Traps/CTrapSystem.lua:CTrapSystem = CGlobalObjectSystem:derive("CTrapSystem") lua/client/Farming/CPlantGlobalObject.lua:CPlantGlobalObject = CGlobalObject:derive("CPlantGlobalObject") lua/client/Farming/CFarmingSystem.lua:CFarmingSystem = CGlobalObjectSystem:derive("CFarmingSystem")

tame mulch
#

Client?

weary matrix
#

mmmh could be indeed

worldly olive
#

Hey @craggy furnace @sour island , Dito is live in twitch with the mod trying out the latest patch and the alarm has been there for the latest 10-15 min, is this expected? 🤔 also with Jets and helicopters

craggy furnace
#

@worldly olive he didnt update

sour island
errant meteor
sour island
#

Yes, a while ago -- hasn't been a issue yet

errant meteor
#

sweet

heavy pebble
#

What type of mods (or any known mods) cause the most lag, actually? Related question to the dude above.

abstract raptor
#

So I got teleporting from the secret base to the even more secret base working

#

but for some reason it won't let me "exit"

weary matrix
#
      if (SteamUtils.isSteamModeEnabled()) {
         CoopSlave.status("Server Started");
      } else {
         CoopSlave.status("Server Started");
      }
``` someone cares to explain this? 😂
shy ermine
#

not sure what is causing this but I can't pick up anything or equip anything

slow graniteBOT
#

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.

shy ermine
#

yes, very helpful (sarcasm)

errant meteor
blazing radish
#

I have a question. I was taking a deeper look in one of the mdos I want to use as "templates" and noticed that apparently (I'm not sure, hence why I'm asking) the moder is overwritting stuff in 2 files

#

one called defines.lua

#

and another one in another folder called Tooltip_EN.txt

#

I'm guessing the modder is overwritting stuff because it has references to stuff that the mod, supossedly, doesn't change

#

for example:

ZomboidGlobals = {
LootModifier = 10.6,
RunningEnduranceReduce = 0.00120,
ImobileEnduranceIncrease = 0.06 * 0.06,

ThirstIncrease = 0.0,
ThirstSleepingIncrease = 0.0,
ThirstLevelToAutoDrink = 0.1,
ThirstLevelReductionOnAutoDrink = 0.1,

HungerIncrease = 0.0,
HungerIncreaseWhenWellFed = 0,
HungerIncreaseWhileAsleep = 0.0000010,

FatigueIncrease = 0.0,

StressDecrease = 0.1,

BoredomIncrease = 0.0,
BoredomDecrease = 0.0385,
UnhappinessIncrease = 0.0,

StressFromSoundsMultiplier = 0.00002,
StressFromBiteOrScratch = 0.00005,

AngerDecrease = 0.0001,
BroodingAngerDecreaseMultiplier = 0.3,

SleepFatigueReduction = 0.0001,
DistanceFromContainersToPickup = 1.3,

WetnessIncrease = 0.0,
WetnessDecrease = 0.01,
CatchAColdIncreaseRate = 0.0,
CatchAColdDecreaseRate = 0.175,

}

#

that's defines.lua in the mod

#

I'm doing a good guess or I'm missing something?

#

the tooltips file has A LOT of tooltips, which leads me to believe it's also overwritting stuff to add like 2 lines for the mod itself

#

the mod supossedly is only to make items from stuff you gather from zombies, doesn't make any mention of being some sort of translation or affecting stats like the ones I've posted above

ruby urchin
#

I'm not quite sure what you're trying to explain, but the "overwriting" is a really bad practice

blazing radish
#

I don't know how to do a better description of my question, I guess I'll have to keep guessing on my own

#

😅

weary matrix
#

any clue how to know if you've been detected by a zombie?

winter swift
#

Hey guys. Does anyone know how to display moveable item names (translated by base on your language option) in the contextmenu (the menu when you right-click)?
I have tried to use getText("itemname or moveable"); but it didn't work as you see in the screenshot.

ruby urchin
#

this it's just a reference, you need config that on the mod folder

weary matrix
#

@blazing radish not sure about the intent of the modder but looking at the defines.lua from vanilla yours is missing many stuff, and I see no reason to overwrite this table just to add entries to it. You can probably access the table directly from your mod and add what you need to add

blazing radish
#

I really dislike when a mod add stuff that isn't mentioned in the mod page...

winter swift
ruby urchin
weary matrix
#

@ruby urchin it does exist

#
    Bakery_Sign = "Bakery Sign",
#

@winter swift I'm seeing this call in vanilla code:
getText("IGUI_Moveables_DoorBarricaded")

#

@winter swift so maybe try something like: getText("IGUI_Moveables_Bakery_Sign")

#

just doing guess work though 😂

#

or maybe just: getText("Moveables_Bakery_Sign")

ruby urchin
weary matrix
#

@ruby urchin not sure what you mean, Bakery_Sign is a real translation ID. Why shouldn't it work?

ruby urchin
weary matrix
#

@ruby urchin it feels like you're just mocking someone for asking a legitimate question, are you?

ruby urchin
#

I don't know what made you think that

weary matrix
#

nevermind, probably just me

#

it's not him, it's me who thinks that 😅

blazing radish
#

I think there is a kind of language barrier here

weary matrix
#

probably yeah 😅

ruby urchin
#

Yeah, I'm not a native EN

craggy furnace
weary matrix
#

anyway I'll stop now 😅

blazing radish
ruby urchin
#

xd exacto

blazing radish
#

ajajj

#

saludos, compatriota

weary matrix
#

so you're from Chile?

blazing radish
ruby urchin
weary matrix
#

@blazing radish well both 😛

#

@winter swift any luck?

winter swift
#

Oh, I just found how to display it.

weary matrix
#

@winter swift care to enlighten us?

blazing radish
#

nice

zealous wing
#

Does anyone have a .png version of the item icon sheet for the game?

#

I had one but I can'f find it. 😛

winter swift
#

I searched from the original code, and it is Translator.getMoveableDisplayName("contextname")
e.g. Translator.getMoveableDisplayName("Bakery_Sign")

weary matrix
#

@winter swift ah good to know!

zealous wing
weary matrix
#

@zealous wing if you need the real tiles just use tileZed but not sure if you can export to png

hot patrol
#

Anybody ever think of making a mod that allows you to rotate placed items on the other axis? Like make them stand up

#

This would be great for further decorating

#

Being able to lean rifles and weapons agains the wall

grizzled grove
zealous wing
#

I needed the new mug textures. 😄

#

Also, the Wiki is hella out of date.

#

Unless they are refusing to update to B41 that is.

weary matrix
#

I'm forcing the update on them! 😂

#

oh and nearly all of them are documented in my wiki, even the deprecated ones

#

there's like 220 events total, the official wiki has around 80, of which half have no description or parameters

blazing radish
#

the deprecated are the ones with the line strike right?

weary matrix
#

yes

blazing radish
#

ah yes, dude doing god's work as usual

weary matrix
#

😂

#

the code examples are broken at the moment, I'm just trying to get rid of a mediawiki extensions by using my own css, but failing for now

#

any clue someone why my span tags are not interpreted properly?

blazing radish
#

I have zero knowlodge of "current" website structure or design

#

the last time I did I was fucking with java script, DREAMWEAVER and notepad for plain html

#

and some php + sql

weary matrix
#

HAH! Nevermind I found the way

#

@blazing radish haha dreamweaver

blazing radish
#

old ass stuff

#

flashbacks f using macromedia flash to do stickman fights

weary matrix
#

@blazing radish I just remember all the html crap it was generating 😂

#

all right, examples being updated now

blazing radish
#

😭

#

dude, thank you

#

what a great resource

#

and thank you for being so kind and nice while helping

#

really encourages to learn

#

you even added a link to the javadoc

weary matrix
#

😄

#

@blazing radish btw should the javadoc link open in a new browser tab?

blazing radish
#

nah

#

I think it's ok, you can always came back or opening ina new tab if you want after the frist time using it

#

just pressing control or mmb

weary matrix
#

not sure yet, will think about it

blazing radish
#

talking about mmb... why zomboid options doesn't support mouse buttons?

weary matrix
#

but usually it's better to open new tab when the link brings you to a new domain

blazing radish
#

uhmm well that's also true

weary matrix
#

@blazing radish I don't know, what should happen when you use mmb?

blazing radish
#

in game or in the website

#

in the website open a new tab, same as pressing control and doing a lmb

#

in game I haven't tried the button, but I've tried remapping some keys and the game doesn't recognize any mouse button

weary matrix
#

@blazing radish in game

blazing radish
#

when I can enter to the game I'm gonna try, idk why I forgot about its existence

#

maybe because I couldn't remap

weary matrix
#

ah true, I don't see a way to assign mouse buttons to something else

blazing radish
#

yeah doesn't do anything, which is very weird imho

#

I can't play unless I can make the mod, that's my motivation right now to keep reading

#

and I'm fucking dying to play

weary matrix
#

@blazing radish why can't you play?

blazing radish
#

because I want to play with my mod, before my decision I was like "this thing could be better if..." and stuff like that

weary matrix
#

oh I see

blazing radish
#

and the last time I've had th feeling I ened up creating mods for kensi, so I thought it would be a really good chance to start in zomboid

weary matrix
#

so what mod are you going to make?

blazing radish
#

something like this

#

I have avery similar idea already done in kenshi, but I want to pull off what I couldn't in kenshi

#

this is my mod in kenshi

weary matrix
#

guess you won't be playing for a while! 😂

blazing radish
#

I want to do "meditations" to get rid of stress, sadness and panic and those meditations also would unlock stuff

weary matrix
#

nice!

blazing radish
#

recipes in zomboid case

#

also extracting "chi" from dead bodies

#

or gathering yourself by very tiring meditaitons

#

this way you can condense it into 1 new ranged weapon and 2 melees

weary matrix
#

what about voodoo ? 😄

blazing radish
#

one for cqc and another like a staff

#

I don't know a lot of vodoo but I'm a sucker for alchemy related stuff

#

and also that whole qi/ki/chi/prana/vital force stuff

#

so I've mixed both

weary matrix
#

yay! 😄

blazing radish
#

I also want to give an use to jewlery

#

this way you can create special materials to create those melees

#

and weapons

#

and also do some "transmutation" stuff.. but banalchemy was too OP and broken, also it has that issue with the overwriting :/

#

and while I'ma sucker for that kind of fantasy, I'm also a massive sucker for balance

weary matrix
#

yeah me too

blazing radish
#

and those balance issues just ruined my playthough

weary matrix
#

that's why my spear traps are killing you if you walk on them 😂

blazing radish
#

lmao

#

😆

#

but makes sense

weary matrix
#

I think it does

#

why wouldn't you die if it kills zombie straight away

blazing radish
#

in banalchemy you generate katanas from kitchen knifes hunting nifes and 10 "zombie esscence"

#

and I thought it would come witha huge disvantage for me...

#

but no, nothing happened besides having a fuckingpristine katana in my hands

#

adn zombie esscence could be gathered withot any effort

weary matrix
#

yeah seems a little bit too easy to get the most powerful hand weapon

blazing radish
#

in my kenhsi mod doing "transmutations" will almost kill you of hunger

#

and also ytou cannot get too OP stuff

#

in facvt all my items sucks compared to vanilla items, but the convenience is "you can create it anywhere even if you don't have a base"

#

so people, like me, who do mostly solo runs and roleplay as nomad,

#

won't be missing core gameplay experiences

#

this is too off topic right?

weary matrix
#

we could switch to #pz_b42_chat if that makes you feel better 😅

blazing radish
#

mmm... well if that's the case I prefer to remain here if it doesn't cause any issues

#

😅

#

too much flood there and memes

weary matrix
#

heh no worries for me

#

still talking about designing a mod and gameplay so should be ok

blazing radish
#

ahah yeah, that's also true

#

anyways, I'll keep digging that mod..

#

but I don't know where to look for base stuff

weary matrix
#

@blazing radish but what about the ones you posted, or am I missing something?

blazing radish
#

for example, I want to know how I can use a golden ring and I cannot decide which file I must open to get the internal values of thos eitems

blazing radish
weary matrix
#

check in media/scripts?

blazing radish
#

is there too?

#

found it

weary matrix
#

check media/scripts/clothing/clothing_jewellery.txt maybe

blazing radish
#

yeah, im right there

#

I'm such an idiot ffs lmao

weary matrix
#

heh, don't be so harsh on yourself

blazing radish
#

that keeps me going too

#

I don't want to be an idiot forever, so I have to improve!

weary matrix
#

only way to improve is to make mistakes

blazing radish
#

that's my motto

weary matrix
#

or to learn from the mistakes of others, but it's more difficult for most people 😂

#

I found someone who's ok to make a 3d model of zombie guts, I want to make a sort of scarf out of it

blazing radish
#

I saw that conversatiopn earlier

#

I thought it would eb easier just usnng a tie or scarf wioth another texture

#

and you can use a regualr scarf or tie to make it

#

and a zombie body

#

to add balance it should decay much more faster than regular clothing

#

but IDK if that's possible

#

I have no clue on the limitations for modding this game... yet

weary matrix
#

that was the plan

#

well I could just force it to decay faster I guess

#

also I would have to add a sort of "freshness" indicator, the lowest the indicator so less it is effective

#

and also if it rains then it ruins the scarf

blazing radish
#

yeah

weary matrix
#

and if you run or attack and a zombie sees you doing it he will still go to you

blazing radish
#

that sounds complicated to make

#

wish you luck on that

weary matrix
#

I really don't think it is

blazing radish
#

no?

weary matrix
#

the only hard part I think is to make the zombie to ignore you or not properly

blazing radish
#

uhm...

#

a temporal "ghost"mode?

weary matrix
#

I could just do something like this: scarfItem:getModData().freshness = something

#

and act on it

#

temporal ghost mode but also per zombie

blazing radish
#

uhm that sounds much more complicated, but maybe the code for "active zombie chasing" has the clues you need

#

I'm just making up events and words because I think it must exist something like that

#

otherwise all zombies would get to you at the same time but that doesn't happen

weary matrix
#

I guess I have to meddle with AI State etc

#

which I have no idea how to do yet

#

the zombie AI is the only stuff that scares me, all the rest I'm pretty sure I can do it easily

blazing radish
#

everything sound terribly scary imho but I trust your knowledge

weary matrix
#

Nice, my new mod just made it to the second place on the list of most popular mods of the week on the workshop 😄

dark solar
#

congrats!

blazing radish
#

congratulations, wel deserved

weary matrix
#

thx

#

@blazing radish wait, I thought you went to bed 😂

blazing radish
weary matrix
#

haha ok

honest magnet
#

I've installed and activated the Cryogenic Winter mod

#

and there is still no winter.

#

Does this game not want me to start in winter or something?

dark solar
#

have you activated the Hard Mode version?

#

that is the only one which starts with snow

honest magnet
#

oh my god

#

Well the temperature works, at least.

dark solar
#

did that fix it?

honest magnet
#

No, I haven't went to menu yet.

dark solar
#

ah

honest magnet
#

I went out of the house and only the temperature works.

dark solar
#

yes, the snow only comes with hard mode :p

honest magnet
#

There's no snow.

#

I'll try enabling hard mode.

dark solar
#

yes

#

hard mode is the only one with snow :p

errant meteor
#

Bruh already playing with that mod lol, GL

honest magnet
#

Would stacking Hard Mode with the temperature setting set to High work?

dark solar
#

i altered it for the weather apparatus for Northwest province lol

honest magnet
#

The game just never wants me to start in winter.

#

So I went for cryogenic.

dark solar
#

it starts in july default

#

no changing that

errant meteor
honest magnet
#

Feeling drowsy in real life is not a good thing when you can be bitten by a zed from behind.

#

The jumpscare sound would be set so that your heart rate would reach a minimum 160bpm.

errant meteor
#

Coffee or a energy’s drink or get a jump scare 🙂

#

Hahahahaha

honest magnet
#

Also about my question before; if I enable Hard Mode but set the Temperature to Hot in the sandbox settings, would it stack?

dark solar
#

not sure, try it

errant meteor
#

Playing with fire

honest magnet
#

I would but if it doesn't and I accidentally made winter with the lowest temperature being 10°C, that means I have to re-enable all of my mods again.

#

As in, make a new world.

dark solar
#

thoguh keep in mind it wont snow if its above 32F. it will just be rain after that

honest magnet
#

Ahh okay.

#

I guess I won't mess with the settings, then.

errant meteor
#

@honest magnet there is a mod called dark world it would pair very good with the winter mod, showing a world darken by the frost

tame mulch
honest magnet
errant meteor
honest magnet
#

The last thing I need is a dark world.

errant meteor
#

Very creepy

ruby urchin
tame mulch
honest magnet
#

YEAAAAAAAA

#

SNOWFALL

#

LETSSGOOOOOOO

#

I DID ITTT

#

Alright time to freeze to death now.

ruby urchin
tame mulch
ruby urchin
#

Shit i didn't understand that, basically they are nested functions

ruby urchin
#

here a example

ISTimedActionQueue.add(EasyModdingAPI.Player(playerObj):setTimeAction(100, function(action)
    action:setActionAnim("Loot");
    action:setAnimVariable("LootPosition", "Low");
    action:setOverrideHandModels(nil, nil);
    print("start")
end))

I'm still wondering whether to do it fragmented or just with callbacks

sick loom
#

anyone have the files to the spawner?

dark solar
#

the spawner?

sick loom
#

oop, i think i got it.

#

how do i use the cheat menu mod?

rose notch
#

Are you trying to spawn an item you made?

#

Or just an item in game?

#

@sick loom Check the steam page, probably tell you what to do

#

Actually I think it does spawn in modded items

sick loom
#

i got it, and AAAA no stem

willow estuary
#

If you want to use mods with PZ, I strongly recommend seeing about getting a refund from GOG and buying the steam version.
99.9999% of mods are on steam, and steam automatically updates mods.
If your mods aren't updated, then the updates to project zomboid itself will break the mods.
Also any hotfixes and other updates to mods, and a lot of those are crucial, will not be automatically applied.
I don't know why people buy the non-steam version, but it's kinda useless if you want to us emods.

sick loom
#

i diddnt get gog.

#

i dont do third party.

willow estuary
#

If... ....you are using a pirated or other "third party" source of PZ, you're in the same boat?

#

If you want to use mods in a convenient and reliable manner, the steam version is really the only practical solution.

rose notch
#

Yeah

sick loom
#

i bought from the site.

willow estuary
#

The site leads to the link to buy from steam?

sick loom
#

no...?

willow estuary
#

So, good news you must have bought the steam version w.o realizing it?

sick loom
#

no, because i dont use steam.

#

and ill cancell the transaction if i find out if it was on steam.

hollow shadow
hollow shadow
sick loom
#

idk, i just dont do steam games

hot patrol
#

That's a whole lot of games you don't do then.

late hound
#

Just dropped an update to AuthenticZ! DM me if you want the changelog. Have fun!

hollow shadow
late hound
hollow shadow
zealous wing
#

So I am trying to bodge together some lua that will check to see if an item is raw before allowing a recipe to execute.
--Check to see if Bread Dough is raw or not function Recipe.OnTest.BreadDough(sourceItem, result) if sourceItem:getFullType() == "AAApoc.BreadDough" then return sourceItem:isCooked() == false end return true end
My monkey brain can't figure out what I'm doing wrong. I'm probably forgetting something above.

blazing radish
#

question: there is a restriction on how many items I can use for a recipe?

hollow shadow
#

but you can only get 1 result without adding some code

blazing radish
#

that's what I want

#

I want a bunch of materials to create something

#

that way I can balance it arounf that instead needing specific tools or"workstations" (IDK if that's a thing here)

hollow shadow
#

by writing "keep" infront of the ingredient

blazing radish
#

I see

hollow shadow
hollow shadow
# blazing radish I see

theres some additional things like AnimNode and Sound if you want to add sounds or animations to the crafting process

blazing radish
#

and the name of the animation are on the anims_X folder?

#

like, those .X files

#

I need to use those names or I need tto use some other internal name?

willow estuary
hollow shadow
hollow shadow
willow estuary
#

Yeah, it will just use the default crafting animation.

#

In regards to the animations with recipes, I believe that some, but not all, of the animations will work with crafting? I remember in some cases having to try a couple before I found one that worked.

blazing radish
#

with dynamic you mean that you can have multiple possible tools or materials to make the same recipe?

#

without duplicating the recipe?

hollow shadow
#

i dont remember if you can make your own tho

willow estuary
#

Well, that is possible too, but I mean that the models the character uses during the crafting animation can be determined by which, of multiple possible, items are used for the recipe.

willow estuary
tame mulch
#

Question - What needs in ItemTweak and vehicleAPI? Maybe you can't change something or take params. Or do specific things with it

#

*I plan to work on this tools

willow estuary
blazing radish
#

well I didn't understood that but nice

#

😅

willow estuary
#

First do the easiest stuff. Then try something more complex.

willow estuary
hollow shadow
#

Ah ill just do "File" singular since the other ones are singular too

blazing radish
willow estuary
hollow shadow
willow estuary
#
  • Now this stuff Uses the Item Tags and Not The Item Names, you follow @hollow shadow ?
hollow shadow
#

yes

willow estuary
#

Nah, because [Recipe.GetItemTypes.Pliers] , the second version, willshould cover all items with either the tag Plier and Pliers

hollow shadow
#

oh wait now i get it

#

thanks my smol brain a bit bigger now :>

willow estuary
#

👍

blazing radish
#

the mod I'm using as a template is overwritting the whole "tooltips_en" to add a few lines

#

there is a way to add tooltips without ovberwriting the entire file?

#

I guess it should be with a lua script

#

(maybe I need to check more mods...)

blazing radish
#

another quesiton, is possible to add a new item to vanilla recipes without overwriting the recipe?

#

I want to add hydrogen peroxide to make a multipurpose antisepctic that also works like bleach

#

so I want to add it to the recipes for disinfectant and also bleach

#

😅

willow estuary
#
    recipe Clean Bandage
    {
        BandageDirty,
        Water,
    keep [Recipe.GetItemTypes.Clean_Bandages],

        Result:Bandage,
        Time:40.0,
        Category:Health,
    Override:true,
    OnCreate:UseSoaps,
    Tooltip:Consumes one use of Cleaning Liquid or Soap.,
    }

Override:true

weary matrix
#

@blazing radish if it's a table it should be easy to add w/e you like

blazing radish
#

I think I wasn't clear or my english sucks

#

😅

#

I'll be better bruteforcing results by trial and error, sorry for the inconvenience

thick silo
#

Question for anyone who knows, it possible to assign a field in a java object (for example, the bRunning field in an IsoPlayer)? I know you can fetch it with getClassFieldVal, but I'm unsure as to how you'd go about actually modifying it.

willow estuary
blazing radish
#

but I don't wantto override it, otherwise it won't be compatible with other mods

#

I wanted to see if it was possible to add/injetct something into the vnailla recipe without overriding

#

but it's ok, if it's not possible I'll figure out something eventually

weary matrix
#

@thick silo I don't think you can, unless there's a setter for it in the class, like setYourField()

blazing radish
#

hey @weary matrix I wonder if you hae some resource to understand what the hell do things like "medical", "alwaysWelcomegift" or "eattype"?

#

in know they ar eboolean but I can't understand what they do

#

eattype for exmaple I think it uses the mesh you select there

weary matrix
#

@blazing radish only one I know is about eatType, most smokable items have eatType = "Cigarettes"

blazing radish
#

but medical apparently also affects some sort of poison value that doesn't show