#mod_development
1 messages · Page 491 of 1
some Chinese dude
He is very proud of that model :]
lmao
I know lol
i think giving it a ton of blades whats to try and make it look like they are spinning
he just added more blades lol
i know, but i think it was to try and make it look like it was spinning
idk
bruh Chinese youtube
LMAO WHAT
bing chillenig
Update of the day 2:
- Added Rosewood, Grapeseed and West Point Ambulances
- Added West Point FD Pumper
- Whelen Edge for Bedford Falls PD!
Any clue where I could find Zomboid version 37.13?
Does anyone know if a mod which allows the player to carry 2 items on their back instead of one is possible?
Does the mod allow for an extra weapon, or just smaller items like water bottles, etc?
just smaller items
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?
Looks really good, are you planning on making emergency/public service skins for all the current vanilla towns in the game?
yes
- some workshop towns
👀
I've made like 25-50% already just didn't really posted images
dang! i might have to talk to you later about some Mountie police cars lol
there
Thank you
no problem
Canadian Cars ?
Hmm
Cool
yessss
nice, will do
Silly question, but in the context of Zomboid, are all Lua tables KahluaTables?
yes
thanks @quasi geode !
@quasi geode been working intensively on creating automatically the Modding:Lua Events section of the wiki: https://pzwiki.miraheze.org/wiki/Modding:Lua_Events 😄
@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
I guess most of them are OK, but sometimes it was more like guesswork
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? 😅
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
@trim tartan that would be a question better asked in the #modeling channel
@trim tartan but isn't Zomboid handling .fbx as well now?
is it?
@trim tartan I can find plenty of those: media/models_X/WorldItems/Marinara.FBX
hehe 😂
ah i can take a look at the json files when i get some time see if i can spot anything obvious, but honestly theres a lot of events i dont have any first hand experience using and havent actually done any modding in 2 years, so it be a crapload of diving into the code
@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?
sure
BTW in case anyone is willing to review the events description and parameters , I'd appreciate feedback from anyone:
https://github.com/quarantin/zomboid-wiki/blob/main/data/json/events.json
some descriptions are still missing though, but I should finish pretty soon
it should be easier now that I finished like 99% of the events parameters
Does anyone know if items used for campfire fuel has to be under Base?
Hm importing base seems to work
hmm works for 1 set of items but not the other
please PZ don't do this to me on something that should take 5 minutes
can someone help my dumbass get this to work :p it's a clothing mod.
Anyone knows why there is some codes that only work in the debug mode?
How to make them available in the normal game
@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?
“getClassField()” Can't get the private field . such as "tempTransform".How to solve this problem😭
Does anyone have a general list of mods that are incompatible with AuthenticZ? I know there's a fair few.
ayo throttle you're smart. and im an impatient son of a gun. halp
aight, i just finished up work anyway. what's the trouble?
not appearing in the debug menu. i copied some other clothing mods but no dice
it was pathing issues in the xml files 🙂
I think geared zombies but i might be wrong since blair usually makes his mods compatible with others
Tutorial to setup IntelliJ with the Libraries here:
Start using the power of this IDE to help you in finding the methods and objects you didn't know existed.
https://github.com/Konijima/PZ-Libraries/blob/Tutorial/README.md
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.
Something like with LUA when you add stuff to the distribution table
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 😄
@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
Thanks! That seems like something i need.
In order to change a specific hairstyle i have to switch "Hairstyle" with the name of it, right? -> hairstyle.trimChoices:add("MyTrimChoice")
.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
Yep i will play around with it and ask further questions if needed. Thanks 😄
can always have a look at the java files and see how it works exactly
I actually do have still the java/coder enviroment setup for PZ on my pc. But its all spanish to me 😄
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
Thank you alot!
That exactly what i need i think 🙂
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
surviveing as me is hard enough but lets make it harder
Yea i have no idea what i am doing. I assume its not that easy 😄
At least they wont shop up ingame when i do that
Not necessary add lua/client/, the source path is in client (require will depend on the side you are working on)
Alright.
I leave it away then. 👍
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)
You mean like a loop?
Yeah, something that repeats over and over a certain amount of time
You can use OnTick event
Events.OnTick.Add(function()
if Contiditon then
...
else
Events.OnTick.Remove()
end
end)
this make a new thread, so the game should be not affected too much depending on what you want to do
@ruby urchin thank you!
So basically I can call it from a function in Java and it will constantly run as long as the condition is true right?
Or is it a function by its own?
Hey anyone know which Shark on here is the EHE shark?
I had some questions about their dialogue
this, the condition inside is only if you want to end the thread
Alright, so I go on defining a function which is called, for example
Events.OnTick.Add(foo()) ?
Yeah, absolutely valid
Alright, thank you a lot
(Do I still have to call it though or does it on its own with the OnTick?)
--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)
It gets called whenever the event happens, so onTick runs whenever a tick passes (in that case only when the game is not paused)
You just add your function to a list of functions that are to be executed whenever the event triggers.
So you do not (in this case) have to trigger the event yourself via a call
I see, can I do it in Java though? This is because I need a function that checks for a variable in instances of IsoBarricade (barricades), and when it reaches a certain numbers with certain condition, set it to another value.
I'd personally advise against modding in java (that is if you wish to publish that mod) as most people would probably not download a mod like this.
Not sure on java side of things though.
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
reloading should cause issues either way, your passing by value, not by reference. if foo's content changes the event should still have the original foo, regardless if its named function or not
(forgive me, old screen)
same reason why when overwriting vanilla functions that have been passsed to events you have to remove the original from the event
Depends, i think the coroutine containing the locals will get refreshed as well IIRC.
Whereas when adding 2 anonymous functions to the events, they both seem to end up as the second anonymous function instead (after reloading)
#mod_development message
referring to this for example.
hrm. i'll have to run some tests later. i generally dont use the reload
Well, trusting a reloaded test without testing on a fresh start is a bad idea anyway, but can still help in a lot of cases (atleast when it's not regarding events/injecting into existing functions)
On the TrueMusic mod, anyone got any ideas why jpegs wouldnt be registering on vinyl covers?
I don't think PZ takes jpeg files (as in has no real function to load them? unsure)
You can through that TrueMusic mod
Got it working for plenty of vinyls
but couple of tracks just dont seem to register
question would be are those real jpegs or are those actually png's that got renamed to jpeg?
nope theyre jpegs
just figured it out
forget me: (optional) Place vinyl cover photos in TCVinylplayer folder in jpg format.
Trust the mod author more than me xD
found the reason, its because the names of the files have accents above letters
Léo Delibes - Pizzicato [1880]
Ludwig Beethoven - Für Elise [1867]
changed the e and the u and suddenly it works
huh, your correct. it does indeed replace it
just tested
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?
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.
I'm not very relationed to the distribution, but it should not be table.insert()?
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?
Since I using lua, i have never seen it, not even in newer versions
and apparently it is not found as a global variable _G
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?
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
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
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.
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
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.
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
Yes, you are right. That's exactly what I'm trying to do.
What is math.abs in this context?
negative or positive, they will always be positive
|-20| = 20
I mean, the result always will be positive
Alright, thanks a lot Dislaik! I'm going to try my hand and see how it goes.
@craggy furnace that must of been a large sum, worth it though lol
HAHAHAHAHAHA
THATS FANTASTIC
Can you make it handle like in the halo games, that shit is a drift king
a soft yes
cant really get into the hard code of it but there is some magic to pull if you wanna manipulate vehicle movement
I wonder if he will use the new car stuff in his humvee mod
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
i am sure he had experience elsewhere
modders usually dont just mod one game if they can help it
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
ive already worked on it
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
Is there a tutorial for adding and making animations?
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
anyone know any fun multiplayer mods on build 40?
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?
@lucid bone well except finding the guys who developed the mods or fixing it yourself, I don't see that many options
lol it's a pretty popular mod, i was hoping someone would have a fix
there's a new NPC mod called ProjectHumanoid from Alteron, but I'm not sure it's been released officially yet
oh cool. I'm not seeing it on the workshop but I'll keep an eye out thx
it's still in early beta or alpha stage
@lucid bone do you have a stack trace in console.log?
yeah i had some errors that I think pointed me to the subpar mod
looks like there are still some errors
they're probably broken due to Lua API changes, there's been a lot since 41
yeah i know, great changes for vanilla, but i love the mods lol
What’s the best silencer mod?
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
I would ask that in PZ chat or support
I heard that MP was coming in December but a safer release window would be in January/February.
We are getting LV before that which is a huge city, with a new map system and curved roads
Louisville is coming before MP?
Oh shit my bad I thought I was there
:]
yup
Read the blog _n_teases channel a lot of info for you to catch up on
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.
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.
@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
I found a whole load of them in a kitchen cupboard when I was in Raven Creek.
Damn. I found more Aa12 from HC than bought in Killing Floor for supporter a long time ago. May be distribution conflicts?
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.
Huh, thats a lot already
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.
There is an army surplus store of shorts in rosewood that has guns
I think its rosewood
I went there today
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
hey does anyone know where floor weight cap is kept in files
im try to modify that number but i cant find it
@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
Is it just me or does FM break if you install any other sort of cosmetic mods?
Shouldn't break unless something wrong was done trying to promote compatibility
Or if FM's author changed something that broke compatibility, I don't know if it has been updated recently
@hollow shadow nice job on the mod release, was it hard to get everything working with the new builds?
Ye i spent like 20 hours making and adding models for ground items. Scrap Armor should be balanced now and all items craftable. I hope theres no bugs.
oh there will be, someone will break it somehow lol
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
we know it's frustrating, but point the sharp edge elsewhere and not to your face! 😛
haha 😂
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 ?
take a look at models_items.txt in media\scripts\
just the .fbx isn't enough to my knowledge
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
@drifting ore you should raise funds! 😛
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
pressure from people you share your progress with will always exist though (not to discourage you, keep us updated!)
My choice of words isn't the best today, I apologize...
like a VR translation of PZ or it's own video game?
VR PZ would be so rad
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.
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?
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.
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
Nvm got it done
:|
hey guys can I ask something I need help?
Please use Unreal 🔥👀
A VR PZ deserves more than this
I'm joking, have fun with your project ❤️ ||but still, UE is better 👀||
hmm
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?
Wump Wump Wump, okay own up, which one of you broke the Workshop
what?
Steam Workshop is down
oohhh
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.
😐
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 😭
lmao, welcome to the club
@ruby urchin thanks, at least I feel less alone 😂
guess I should report this as a bug
Is it possible to add your menu entries to a specific place in the context menu, near the top?
BTW if anyone is willing to try my new mod to throw corpses out of windows, it's here:
https://github.com/quarantin/zomboid-off-the-window/
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. 😄
that could be fun!
hey guys quick qusetion
is there a beginners guide on how to mod zomboid?
like a fourm post or something?
@terse matrix https://pzwiki.net/wiki/Modding
is there anything for build 41?
@terse matrix I've been working on documenting all the events available in version 41.56, but it's not really a tutorial per say and is still a work in progress:
https://pzwiki.miraheze.org/wiki/Modding:Lua_Events
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
You can copy and paste the description from the steam workshop page into your PZ.
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.
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
filibusters car mod does indeed add music lightbars
that, I do not know 🤷♂️
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
Wouldn't that be fixed by simply deleting the description portion of the workshop txt?
no worries
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
@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 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
Ah, I was just about to question if it was a bug, lol.
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
Gotcha
going to open the bug report
just @ nasko
Heli
with a clear description and file name
@sour island Hey you, you mean I should talk to nasko about this bug?
There's a list of stuff they have rolling - he adds to it
It's probably faster to @ him
ok good t know
But I would assume they do browse the forums for bug reports
Oh damn!
yeah, well I guess now that I know about it there's nothing urgent
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? 😂
Also, you can define vehicle shadows btw - textureShadow = fileName, Where fileName is an image inside of textures
neat
@sour island
Very good suggestion.
But I want to know how to avoid zombies.
Because this helicopter is always a car@sour island
I don't know if vehicle sound volume is scriptable
atleast in terms of attracting zombies
it will bumping into zombies,even though it's in the sky
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
Yes, but I have never had a clue to modify the collision box
Check F7
It opens the vehicle editor
When in game
I think you need debug mode on
Thanks, i will try
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
You'd have to rip apart the context menu in lua
yeah that's what I was afraid of 😕
Ideally there's a subfunction for adding in options that you can tap into rather than overwriting the entire thing
@sour island could be a nice thing to have in Community API maybe?
@sour island you mean there might be a mod already in steam workshop to do it?
Perhaps
mmm
I remember there being a timed action API
timed actions and context menu would be useful things to make easier
indeed
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?
@craggy furnace I guess someone figured out the blades
i am glad you are getting more milage from that model
i personally hate it but atleast other people are doing things with it
Heli mod actually looks so cool 🤔 A lot cooler than I thought would be possible for it in PZ atleast. Great work!
looks like an error in an event called many times every second, like OnTick, OnPlayerUpdate etc
The RJs have awakened
there's a game exploit on the other side of that door
There's a spiffo stuck under there pulling other zombies down
Greatest birthday party
Could someone give me a little help??, I made a custom cursor plus any color I put is white in the game
reminds me of an ant mill 👀
Improved character creation (Selecting start items) Prototype
@iron salmon Hi, I was wondering if it would be possible to have a LuaMethod that is wrapping java.lang.Class.getField(String fieldName)?https://docs.oracle.com/javase/8/docs/api/java/lang/Class.html#getField-java.lang.String-
As of now I can't find another way to access java object fields other than iterating all the possible fields with getNumClassFields() and getClassField().
Also it would be nice to have a method zombie.scripting.objects.Item.getEatType() to retrieve the value of the field eatType
Yeah, get field value by field name will be cool feature. Because get field values by index breaks every time when java class changed
-- 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 😐
Thanks!
@quasi geode why a while loop? 😂
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 😅
well it's just that it adds two extra lines of code for no gain, and the whole function body is 7 lines
it adds character you see
wasnt playing golf with it 😅
🤣
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```
Selecting start items when create character
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.
One that gave me a lot of errors was apocalypse machines 2 wheelz (think that’s the name).
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!
I run 74 mods concurrently, there has been zero errors when starting a game.
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.
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
What should i use to make new modes?
and how do i access the orngial models?
I belive i should use blender
Does nocturnal zombies work with latest b41?
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 =/
👀
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)```
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 🤣
@craggy furnace That new back pouch you added to the webbing is cute and useful
This will be looked into
ty
This will be part of the next version
please dont ping me 24/7 unless the world is on fire
will keep in mind
only when it's urgent
like when it burns when you pee
getting mixed messages now
please dont ping me 24/7
like when it burns when you pee
ha
you can ping me anytime, bb

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?
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
You need start a new game for that or add manually on your current game
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
Is there a way to make armour actively change temperature?
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.
Like i wanted to see if a environmental suit was a possability
I know coding limitations are a thing
Just wanted to make sure
Item:setTemperature(float)
@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
LV?
The new city they are adding
well, i hope they add a junkyard
@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
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
I wrote the description the thing is idk how to code
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
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
@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
oh thanks @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.
What you mean turn off item points? Yeah, i will do option to turn off them from UI
thanks,
@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
give me until tomorrow, i'm tired and i'll look over everything.
like i said i haven't even looked at the files,
okay 😄 thanks tomorrow we'll make the mod together 😄
i must rest now,
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?
@blazing radish read and understand the code of mods you like!
@blazing radish also this:
https://pzwiki.miraheze.org/wiki/Modding:Lua_Events
and this:
https://quarantin.github.io/zomboid-javadoc/41.56/
@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 😂 )
I know that feel, this a very masochist hobby imho
but when you ccan make your ideas work.. Dman, that feeling is priceless
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.
haha yes
or something among the lines?
you checked it?
ahah yeah, instant subscribe
I even asked you for the smoker and green fire mod compatibility because I cannot smoke with doubleclick
oooh I remember 😄
@blazing radish have you tried "Just throw them off the window" too?? 😄
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
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
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
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
I've stopped playing yesterday because I've notices issues with the dynamo mod, so I've thinked "well, it could be a great start!"
thank you for your advices mate, means a lot to me
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
thank you 🙂
Everyone wants to learn how to mod today
hard
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
@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
@hollow shadow hey man how do i change zombies to become blind 
idk i cant code :v
rip
@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 😅
then again im not a modder lol
just have to code a few things for my map and already tired of it lmao
sure, just had to say it out loud 😄
lol true
I have respect for those old school modders
Mod News button
nice!
Genuine question; should I uninstall Brita's weapons pack?
A lot of guns are duplicated.
Like there's Beretta M9 Pistol and Beretta M9.
yes
get firearms b41 instead
Alright thank you.
np xd
Uh
I'm pretty sure one them is vanilla pistol
Hence why
Yes, that's why I said the guns are duplicated.
Normally brita replaces vanilla guns i think
I never saw duplicated guns in my saves or anything they're just modded ones, no vanilla guns
I was using the Cheat Menu to spawn guns. Maybe that's why.
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.
hey guys do you have the traqnscpits for cds?
"traqnscpits" what?
transcripts*
whats a transcript xd
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
oh!
maybe @abstract raptor can help you there. They did alot of radio stuff
I'd like to do some voice acting for the bible CDs
@terse matrix you could try to grab a sentence, and search for it in media/ folder
thanks cd
dude if anyone needs someone to read, especially for survivor radio, im down
Working on easy API for adding custom moodles
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")
Client?
mmmh could be indeed
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
@worldly olive he didnt update
There was an update this morning -- air raids kept getting stuck - should be good now. If he doesn't mind sending a console txt?
Wait you guys added in air raid sounds 😮
Yes, a while ago -- hasn't been a issue yet
sweet
What type of mods (or any known mods) cause the most lag, actually? Related question to the dude above.
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"
if (SteamUtils.isSteamModeEnabled()) {
CoopSlave.status("Server Started");
} else {
CoopSlave.status("Server Started");
}
``` someone cares to explain this? 😂
not sure what is causing this but I can't pick up anything or equip anything
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.
yes, very helpful (sarcasm)
Your all going to die down here
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
I'm not quite sure what you're trying to explain, but the "overwriting" is a really bad practice
I don't know how to do a better description of my question, I guess I'll have to keep guessing on my own
😅
any clue how to know if you've been detected by a zombie?
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.
..\ProjectZomboid\media\lua\shared\Translate\{YourLanguage} and add the label there
this it's just a reference, you need config that on the mod folder
@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
Yeah from just a noob view I can see he is changing global values related to the player but I can't understand why, so I thought I was missing something in the intent but it's clear to me now that it must be an oversight from his part and probably that file is for personal use
I really dislike when a mod add stuff that isn't mentioned in the mod page...
I mean, I would like to load the text from the context that exists in the translation folder—not making or adding a new one.
I already knew that getText("UI_<contextname>") gets the context from UI_{language code}.txt
However, moveable items are not. (e.g., getText("Bakery_Sign") Do you know how to load it?
well, if the mod doesn't have getText() there's not much you can do without modifying it, unless I know
@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")
I know lmao, He talks about label translations not working for him, if I'm not wrong, he tries getText("White_Smooth_Tiles") and that should given the translate, but dont work
@ruby urchin not sure what you mean, Bakery_Sign is a real translation ID. Why shouldn't it work?
idk i'm not with the issue 😅
@ruby urchin it feels like you're just mocking someone for asking a legitimate question, are you?
??
I don't know what made you think that
I think there is a kind of language barrier here
probably yeah 😅
Yeah, I'm not a native EN
This feels like mocking to me, cause he tried a valid translation ID but what you say is like he's giving crap to the function so how could it work
anyway I'll stop now 😅
asumo que eres chileno por lo de "dislaik"
xd exacto
so you're from Chile?
dunno if it was for me, but yeah
yeah, apparently, @blazing radish and me are from there
Oh, I just found how to display it.
@winter swift care to enlighten us?
nice
Does anyone have a .png version of the item icon sheet for the game?
I had one but I can'f find it. 😛
I searched from the original code, and it is Translator.getMoveableDisplayName("contextname")
e.g. Translator.getMoveableDisplayName("Bakery_Sign")
@zealous wing try this maybe: https://theindiestone.com/forums/index.php?/topic/3511-pz-unpacker/
But that won't give you a valid spritesheet, just a transparent image with all sprites put in there, but missing proper spacing etc
@winter swift ah good to know!
I'll figure something out, thanks. 😄
@zealous wing if you need the real tiles just use tileZed but not sure if you can export to png
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
tilezed can unpack the ui texturepacks no problem
I actually used that unpacker program you linked to me, it works perfectly, thanks.
I needed the new mug textures. 😄
Also, the Wiki is hella out of date.
Unless they are refusing to update to B41 that is.
@zealous wing in the meantime for Lua events you can try my wiki, it's up-to-date with 41.56
https://pzwiki.miraheze.org/wiki/Modding:Lua_Events
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
the deprecated are the ones with the line strike right?
yes
ah yes, dude doing god's work as usual
😂
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?
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
@blazing radish I just remember all the html crap it was generating 😂
all right, examples being updated now
😭
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
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
not sure yet, will think about it
talking about mmb... why zomboid options doesn't support mouse buttons?
but usually it's better to open new tab when the link brings you to a new domain
uhmm well that's also true
@blazing radish I don't know, what should happen when you use mmb?
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
@blazing radish in game
when I can enter to the game I'm gonna try, idk why I forgot about its existence
maybe because I couldn't remap
ah true, I don't see a way to assign mouse buttons to something else
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

@blazing radish why can't you play?
because I want to play with my mod, before my decision I was like "this thing could be better if..." and stuff like that
oh I see
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
so what mod are you going to make?
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
guess you won't be playing for a while! 😂
I want to do "meditations" to get rid of stress, sadness and panic and those meditations also would unlock stuff
nice!
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
what about voodoo ? 😄
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

yay! 😄
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
yeah me too
and those balance issues just ruined my playthough
that's why my spear traps are killing you if you walk on them 😂
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
yeah seems a little bit too easy to get the most powerful hand weapon
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?
we could switch to #pz_b42_chat if that makes you feel better 😅
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
heh no worries for me
still talking about designing a mod and gameplay so should be ok
ahah yeah, that's also true
anyways, I'll keep digging that mod..
but I don't know where to look for base stuff
@blazing radish but what about the ones you posted, or am I missing something?
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
I mean the vnailla base stuff
check in media/scripts?
check media/scripts/clothing/clothing_jewellery.txt maybe
heh, don't be so harsh on yourself
that keeps me going too
I don't want to be an idiot forever, so I have to improve!
only way to improve is to make mistakes
that's my motto
or to learn from the mistakes of others, but it's more difficult for most people 😂
@blazing radish I guess this is going to be one of my next mod 😄
https://i.insider.com/562e4abfdd0895e9458b45b1?width=750&format=jpeg&auto=webp
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
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
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
yeah
and if you run or attack and a zombie sees you doing it he will still go to you
I really don't think it is
no?
the only hard part I think is to make the zombie to ignore you or not properly
I could just do something like this: scarfItem:getModData().freshness = something
and act on it
temporal ghost mode but also per zombie
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
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
everything sound terribly scary imho but I trust your knowledge
Nice, my new mod just made it to the second place on the list of most popular mods of the week on the workshop 😄
congrats!
congratulations, wel deserved
nono I just disapeared form that channel
haha ok
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?
have you activated the Hard Mode version?
that is the only one which starts with snow
did that fix it?
No, I haven't went to menu yet.
ah
I went out of the house and only the temperature works.
yes, the snow only comes with hard mode :p
Bruh already playing with that mod lol, GL
Would stacking Hard Mode with the temperature setting set to High work?
i altered it for the weather apparatus for Northwest province lol
I can't help it. I really want to play in snow.
The game just never wants me to start in winter.
So I went for cryogenic.
With the new sounds added it is very peace full to be in the middle of the forest when there is light snow, and you are next to a camp fire 🙂
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.
Also about my question before; if I enable Hard Mode but set the Temperature to Hot in the sandbox settings, would it stack?
not sure, try it
Playing with fire
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.
thoguh keep in mind it wont snow if its above 32F. it will just be rain after that
@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
Custom moodles API and showcase
No thanks, the normal dark is enough for me.
Doing gods work
The last thing I need is a dark world.
The void stares back
Very creepy
Custom TimeAction
You did api for this or just custom TA?
YEAAAAAAAA
SNOWFALL
LETSSGOOOOOOO
I DID ITTT
Alright time to freeze to death now.
From EasyModdingAPI, you can add anything with a callback
But usually need full rewrite TA
Shit i didn't understand that, basically they are nested functions
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
anyone have the files to the spawner?
the spawner?
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
i got it, and AAAA no stem
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.
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.
Yeah
i bought from the site.
The site leads to the link to buy from steam?
no...?
So, good news you must have bought the steam version w.o realizing it?
no, because i dont use steam.
and ill cancell the transaction if i find out if it was on steam.
Get the mod from steam workshop🍉
Wait what’s wrong with the steam version?
idk, i just dont do steam games
That's a whole lot of games you don't do then.
Just dropped an update to AuthenticZ! DM me if you want the changelog. Have fun!
Damn whats that backpack with 6 attachments?
Tier 3 alice bag
Damn your very nice job man.
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.
question: there is a restriction on how many items I can use for a recipe?
i dont think so
but you can only get 1 result without adding some code
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)
you can still craft something while keeping some ingredients
by writing "keep" infront of the ingredient
I see
theres some additional things like AnimNode and Sound if you want to add sounds or animations to the crafting process
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?
FYI, and this a new feature, it's possible to have "dynamic" props now 🙂
recipe Drill Plank
{
Plank/Log,
keep [Recipe.GetItemTypes.Screwdriver]/KitchenKnife/ButterKnife/BreadKnife/HuntingKnife/SharpedStone/FlintKnife,
Result:PercedWood,
Time:40.0,
Prop1:Source=2,
Prop2:Source=1,
}
Damn thats nice!
i think so, TBH the last time i added a recipe with animnode was a few months ago. but you will find it
Theres no animation on that one tho right?
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.
with dynamic you mean that you can have multiple possible tools or materials to make the same recipe?
without duplicating the recipe?
yes, that would be the GetItemTypes thingie that he showed
i dont remember if you can make your own tho
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.
You can, 1 second
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
require "recipecode"
function Recipe.GetItemTypes.Pliers(scriptItems)
scriptItems:addAll(getScriptManager():getItemsTag("Pliers"))
end
Dont fuss about it. To be honest you need to learn how to crawl before you can learn how to fly a jet plane?
Learning this shit is incremental.
First do the easiest stuff. Then try something more complex.
Nice
Yeah, you could use that for your files in scrap stuff for example?
What if someone in their mod wrote "Plier" instead of "Pliers" that would make the tools incompatible
Ah ill just do "File" singular since the other ones are singular too
yeah I know, I don't even do my frist cipt yet, just tossing ideas first 😅
Well, you can't cover every possibility? But someone could do this and I think it would work?
require "recipecode"
function Recipe.GetItemTypes.Pliers(scriptItems)
scriptItems:addAll(getScriptManager():getItemsTag("Pliers"))
scriptItems:addAll(getScriptManager():getItemsTag("Plier"))
end
then you would have to put both into the recipe tho 😫
- Now this stuff Uses the Item Tags and Not The Item Names, you follow @hollow shadow ?
yes
Nah, because [Recipe.GetItemTypes.Pliers] , the second version, willshould cover all items with either the tag Plier and Pliers
👍
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...)
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
😅
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
@blazing radish if it's a table it should be easy to add w/e you like
I think I wasn't clear or my english sucks
😅
I'll be better bruteforcing results by trial and error, sorry for the inconvenience
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.
You can replace a vanilla recipe, although it is "overwriting" the recipe itself, you just need to have Override:true, in the recipe script as with my example.
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
@thick silo I don't think you can, unless there's a setter for it in the class, like setYourField()
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
@blazing radish only one I know is about eatType, most smokable items have eatType = "Cigarettes"
but medical apparently also affects some sort of poison value that doesn't show