#mod_development

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weary matrix
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@smoky tendon someone told me you might be using a Mac? ๐Ÿ˜…

shell dawn
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how do you start modding for pz

blissful escarp
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I usually go to steam workshop, subscribe to nice mods and then enable them in launcher

slate dagger
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just for clarification, do you mean creating your own?

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or just finding mods?

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if you are interested in creating your own, there are some stickies in this channel that have some tutorials. i started there and still learning ๐Ÿ™‚

smoky tendon
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I would just use a VM if something didn't work on one OS but did on another

weary matrix
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@smoky tendon ah, no worries then. Well sure but installing a VM is not something anyone can do easily I guess ๐Ÿ˜…

smoky tendon
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It's very simple actually

weary matrix
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well it's easy for me, but most people don't even know what's a VM ๐Ÿ˜‚

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if I can make it work also on OSX I'd be preferable I think, and shouldn't be too hard

smoky tendon
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Well I assumed most people don't decompile code

weary matrix
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true

smoky tendon
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Good luck with it

weary matrix
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thanks man! Sorry for pinging you

slate dagger
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is there an event when you go to loot a container?

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OnFillContainer?

weary matrix
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@slate dagger Should do it

slate dagger
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thanks ๐Ÿ˜„

weary matrix
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Any Mac OSX users around willing to decompile Zomboid source code? That would help me making my tool to work on Mac OSX

willow estuary
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@cerulean yew the names of the items in the spawn tables do not match the names of the items in your item script. That's your problem.

cerulean yew
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mmh....

weary matrix
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@willow estuary Hey, got a Mac by any chance? ๐Ÿ˜„

willow estuary
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Oh good lord no, I'm not a masochist.

weary matrix
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yeah me neither ๐Ÿ˜‚

slate dagger
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same

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lol

cerulean yew
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@willow estuary daaaaaaaaaaaaamn! you are right! i will try to modify! ^^

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i am a super nooob U_U

slate dagger
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it is cool ๐Ÿ˜„

teal rampart
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I cannot find anything about this.... is there a function in the library to calculate time differences in minutes? Or will I have to write one myself using getMinutes() etc?

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basically, i'd like to tag an event using the current time... and manipulate a variable dependent on time passed

slate dagger
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depends on what kind of events/variable you are wanting to do. there is an event for EveryTenMinutes

teal rampart
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ya... that's too coarse. i need "oneveryminute" but I fear I need to check on every playerUpdate to see if it's already the next minute

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heh

slate dagger
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there is an OnEveryMinute event

teal rampart
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OOO

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I DID NOT KNOW, i did not see it

slate dagger
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EveryOneMinute

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sorry

teal rampart
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its not mentioned there

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ahhhh

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lol

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tiny difference

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Lua_Event is outdated

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I had that one bookmarked

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Thanks a lot!

slate dagger
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no problem ๐Ÿ‘

teal rampart
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i'd like to speak to the manager of their wiki :p

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excellent

weary matrix
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I guess I should make the old link striked through, or just remove it

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but I'm waiting for feedback on the one I made

teal rampart
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is it your wiki, co?

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๐Ÿ˜ฎ

weary matrix
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not mine, but I made the new version of Lua Events

teal rampart
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ah, lovely... did you have to decompile the source code or how did you learn about all those recently added events?

weary matrix
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@teal rampart yeah I had to decompile the game, and looking at every place where the events are used to figure out what they do, what parameter they take etc

teal rampart
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GEEEEZ

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What a task.

weary matrix
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well it was, but I learned a lot about pz internals while doing it ๐Ÿ˜„

teal rampart
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may i ask what tool you used to decompile it? i had to resort to an online decompiler for one specific .class... i couldn't get my visual code decompiler to work

weary matrix
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@teal rampart haha, well I'm glad you ask, and you couldn't have asked at a better time, I just released my tool to do it today like few hours ago ๐Ÿ˜„

teal rampart
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!!!

slate dagger
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works great ๐Ÿ˜„

weary matrix
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if by any chance you have Mac OSX, you could help me make it work on Mac

teal rampart
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I'm afraid, I do not own a Mac and I think I have not had my hands on a Mac in.... years and years and years

weary matrix
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no worries

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using windows?

teal rampart
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good ole windows

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ya

weary matrix
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would still be good to know if it works for you, I don't have a windows so can't really test when I change stuff

weary matrix
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@teal rampart My stuff has the missing symbols that @ruby urchin probably doesn't have

teal rampart
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Ya, not sure if I will be much of use for testing your decompiler. I'll keep it in mind and give it a try though.

weary matrix
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@teal rampart why wouldn't you be?

teal rampart
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Its been taking me forever to get my mod properly done

weary matrix
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I'm looking for people with no experience at all, see if they still manage

teal rampart
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ahhhh

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๐Ÿ˜„

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ya, that's me!

weary matrix
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๐Ÿ˜„

teal rampart
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Oh, it's because I already have that class that i needed decompiled. basically the getEndurance thing and the factors that are in it

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i'm trying to enhance my asthma mod, so it simulates basic pharmacokinetics

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just half-lifes and effect dependent upon it

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  • overdosage which would increase anxiety/panick
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i hope that moodle api that is in the works might add the possibility of adding more "side-effects"

weary matrix
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I see, nice

teal rampart
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I just have to do it in a most awful way as there is no way of setting EnduranceChange...

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have you done any java modding?

weary matrix
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nope

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not sure I'd want to get into that ๐Ÿ˜…

teal rampart
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well, you've gone far enough already

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Also... i don't think java mods aren't exactly legit steam workshop material?

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are exactly*

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i should go to bed

abstract raptor
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Anybody got some ideas for what I should make the blood samples do?

dark solar
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drink

abstract raptor
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. . .

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Why does everyone suggest this

dark solar
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thristy

abstract raptor
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lmao ok but like

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what if there was a crafting system for the blood

teal rampart
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make an awfully complicated biochemistry mod so one can develop a cure using them

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or not a cure

abstract raptor
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Yeah I was leaning towards something like that

teal rampart
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rather antibodies/antidote

abstract raptor
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like maybe a super soldier serum

teal rampart
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i think the zeds are done with :p

abstract raptor
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like you can make a serum that maxes out your fitness and strength

teal rampart
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THE HULK!

abstract raptor
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so like

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I have 32 different blood samples that can spawn

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I'm not sure the best way to go about doing a biochemestry mod tbh

teal rampart
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i was just exaggerating... though... some homebrew chemistry is missing in the game

weary matrix
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@teal rampart well don't know about Steam, but i'm pretty sure TIS don't want that to happen

teal rampart
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@abstract raptor I'm thinking of maybe adding some "mini-game" that would require using a ligand binding assay technique of some sort. So people would have to use their brain... or at least READ

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is there even any in-game lore about what agent causes the zombification?

abstract raptor
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||Well, I might wanna steer away from them being able to cure zombification with it||

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||because the lore for my map is that they weren't working on creating zombies or anything like that -- they were experimenting on prisoners and gathering their blood||

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Maybe I can do different versions of the mod and make it have sub mods that allows people to choose the lore

teal rampart
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Ah, yes.... a experiment gone horribly wrong

abstract raptor
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Like I can even do a silly one where like the facility is run by vampires and allows you to drink the blood but then you become a vampire ha

teal rampart
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ya... co, reminds me of some modder having a separate website for their stuff, so they wouldnt have to deal with the "delicate feelings of lawyers"

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haha

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nothing is silly in the context of mass zombification... that's already fantasy

abstract raptor
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Yeah but I'm saying I could do mulitple lores as submod

teal rampart
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hmm mmm

abstract raptor
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Like you'd be able to pick and choose what you'd find there or how to use it

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Like one version would allow you to make a zombie cure or antibodies or stuff like that

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another would allow you to craft Serums that increase your stats

teal rampart
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and don't forget the Greys!

abstract raptor
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and the silly option would be that vampires run the facility and you can drink the blood to heal yourself completely but it gives you zombification

teal rampart
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And a Scully & Mulder cameo

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I found a lab keycard in a trunk

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it isn't from your mod, is it?

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i was wondering as ive not stumbled upon that one before until today, when i started a game with your lab mod

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it really is bedtime for me. have a good eveningmorningafternoon everyone

abstract raptor
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how to do it tho

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@atomic storm Xefaria -- A limitation I had to work around. A sledgehammer spawns in the room before that elevator -- you're also not trapped forever, right click on the left elevator door for the option to go back down to the tunnels. (Just don't destroy the left elevator door and you'll still be able to travel

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In regards to your steam comment

cerulean yew
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a question about the "distribution", guys

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for example:

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table.insert(ProceduralDistributions["list"]["BookstoreBooks"].items, 5);

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should a value of 5 quantify a greater number of spawns than, say, 0.2?

slate dagger
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it should yeah

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depends on the weight of the other items as well

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if you have like 400 weight on all other items, then 5 and 0.2 is probably not noticeable

cerulean yew
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the weight is zero

slate dagger
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well, 5 = weight chance

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of the item appearing

cerulean yew
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mmh

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Let me get this straight... are you telling me that the weight of the object (in this case the book) affects the probability of spawn in the game?

willow estuary
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No, weight is jargon for an item's spawn chance value in this case.

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The actual proper weight of an item has no relation to that.

slate dagger
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^

cerulean yew
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aahh.. ok

willow estuary
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The math involving how the value is used is convoluted, and not only is explaining it difficult but probably would not make any sense.
Just look in the vanilla distribution and/or procedural distribution tables for examples of the values used for vanilla item spawning and start with that.

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Best practices is that you're going to want to test how often your item spawns, and then you can adjust the values accordingly.

slate dagger
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if you want to ensure an item is going to spawn, good bet that 100

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should be sufficient

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i often do that for testing

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to make sure the item is loading properly

cerulean yew
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allright, guys, thanks a lot for the clarification, really patient and kind ๐Ÿ™

willow estuary
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๐Ÿ‘

craggy furnace
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oh hey xefaria is back

atomic storm
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@abstract raptor How about using the blood samples to craft a sort of camo to hid the player from zeds for a short time (kinda like the ghost mode from cheat menu)

abstract raptor
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That's probably achievable; I just have to figure out how to make the effect wear off

atomic storm
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A moodle. There should be a way to have a time based moodle, as things like sickness/full stomach/wetness all wear off after some time, so I'd assume there's some kinda timer linked to moodles.

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Also, does anyone know what the floppy disk/diskette is from? Is it vanilla or from a mod?

slate dagger
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think it is from a mod, unless you mean the video game disk

atomic storm
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No, it's just a regular old floppy. If it ain't vanilla I'd assume it's from AuthenticZ, now I gotta find out what it does.

weary matrix
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I want to make sure no one can miss the new page ๐Ÿ˜‚

ruby urchin
# atomic storm <@!300020883316146176> How about using the blood samples to craft a sort of camo...

Done, the model is not the best of all, but it can improve, Basically you kill a couple of zombies and they give you guts, with that you can create the camouflage for zombies, there is a radius in which you are detected and once you are very close, the detection will be latent until you leave the detection radius, also you can be detected if you run or sprint, this last added or otherwise it would be very brokenxd -> radius -> 1.5 = x^2 + y^2, 10 = x^2+y^2

slate dagger
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very nice!

ruby urchin
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Probably in a few minutes, I'm creating translations and minor things

weary matrix
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@ruby urchin Hey, I've been wanting to make a mod like this. I'd be curious to see how you did it. Mind to share the code?

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Like do you simply turn ghost mode on/off? Or do you have something per zombie? Like if one see's you running or attacking he will come to you, but maybe not the other zombies who haven't seen you?

blazing radish
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pulento

weary matrix
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also how does the effect of the gutss wear off?

ruby urchin
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I tried with all possible ways and no functions were workable except of one, I try setInvisible() but it canceled many other fundamental functions, with StateMachine, but when a zed target you, it is impossible to change that state, remove the visibility of the zombie, but its routing functions are private, so finally I decided for setUselees()

ruby urchin
weary matrix
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also IsoGameCharacter has a method changeState(State)

ruby urchin
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I didn't use that event, change states works, but not after a zombie changes to state lunge, that is the 3rd status of targeting(? ๐Ÿค”
turn around -> walk -> lunge

weary matrix
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@ruby urchin what I was thinking is like using setUseless by default, but like when you are in the field of vision of the zombie, and you're doing sometjing silly like running or wielding a weapon, or shoving the zombie, then you call setUseless(false) on that zombie

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also if the "power" of the guts is under a certain level

mortal widget
ruby urchin
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I will launch this and investigate if I can get the variables via static addresses, something good will probably come out of it, ||or something very bad||

weary matrix
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@ruby urchin does what I said make sense at all?

ruby urchin
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I was thinking a function that get all IsoZombie and get his coords, make a algorithm that determines who is closest and disable setUseless() To make it a bit more realistic, currently, you can die only by carelessness and not by bad luck

weary matrix
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yeah then it makes the game way too easy

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@ruby urchin do you have a system to make the guts to expire somehow? or becoming less effective over time or if it's raining?

ruby urchin
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not for now, I need find something like a timer, a function that tell me what day is it or something like that, finding that, the rest is to easy (I think, I won't know until I'm doing it lmao)

ruby urchin
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yee too lazy to make a decent cover

atomic storm
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Nice can't wait to try it out.

mortal widget
royal ridge
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Does anyone else have a problem with wooden wall corners, they create like an invisible wall that I can't walk pass, I need to walk around it, also if I completely seal up a building I can still hear the outside sound effects clearly and see the rain effect? Are these known bugs? or am I doing something wrong?

weary matrix
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@ruby urchin hey, you made a typo in your translation files ๐Ÿ˜…
Recipe_Make_Camouflage_For_Zombies = "Make Camouflage for Zomgies"

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guess you really meant "Zombies" and not "Zomgies"

ruby urchin
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loool I checked it 3 times before upload

ruby urchin
weary matrix
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๐Ÿ‘

winter swift
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Does anyone know the code for getting texture name (e.g. blends_natural_01_48) where I pointed or clicked area?
I have looked at the modding page, but I could not find any examples or references.
(https://projectzomboid.com/modding/)

indigo hound
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Where shadow?

hollow shadow
hot patrol
terse matrix
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is there a mod where exersize relifs boredom?

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A hard work out can make you less bored becuase theres something to focus your mind on

hollow shadow
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why are there so many ppl complaining that my mods dont work in multiplayer after i update them? there is no multiplayer lmao

royal ridge
weary matrix
hollow shadow
weary matrix
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Are you sure ? ๐Ÿ˜‹

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@teal rampart refresh browser cache maybe?

honest magnet
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Would enabling Immersive Solar Arrays mean that I have to start a new world?

honest magnet
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I have two shields now and I absolutely love how my character looks, but I don't know how it works.

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I think a zombie tried to bite me but it says I Blocked it.

weary matrix
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@hot patrol well it's a common mod idea i guess

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But mine will be better anyway ๐Ÿ˜

hot patrol
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Ah, I figured maybe you were working together on it or something.

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Spicy competition

weary matrix
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@ruby urchin hope you don't mind ๐Ÿ˜…

hollow shadow
hollow shadow
weary matrix
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@hollow shadow oh sorry i pinged the wrong guy

keen edge
weary matrix
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Any Mac user around willing to decompile the game?

fast girder
weary matrix
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heh, @ruby urchin it seems you're surrounded ๐Ÿ˜‚

ivory lance
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In this video, we take a look at a hidden gem of a Project Zomboid mod from the popular creator, Snake! Le Gourmet Revolution adds hunting, as well as a variety of cooking, farming and fishing mechanics to the game. It's an absolutely incredible mod and well worth a look. This will be the first of a series of videos where we take a look at some ...

โ–ถ Play video
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I don't understand

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Did Le Gourmet Revolution has some English version or not?

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I see on video that mod is translated

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but I don't know where to download English version lol

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Official website is all in spanish and it's a bit confusing

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@velvet elk @rocky lynx Who's the real Snake (creator of this mod) xd

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I dunno ;-;

rocky lynx
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Hello @ivory lance !!!

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You need download link?

ivory lance
willow estuary
shadow dust
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for some reason my the my clothing item isnt appearing when I put it on

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the xml is basically a copy of the white formal shirt but with a different texture and guid

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and its the same as the formal shirt in the script files

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<fileGuidTable>

    <files>
        <path>media/clothing/clothingItems/Shirt_FormalWhite_Rolled</path>
        <guid>7e23b452-c144-41bf-ae87-4f09ac6ca886</guid>
    </files>

</fileGuidTable>```
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did I do something wrong on the fileGuidTable?

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folder order is right and the guid is the same too

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the shirt also becomes a tinted shirt even though I set the tint option in the xml to false

willow estuary
turbid canopy
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Hey guys! I dont chat here much and I'm definitely not a modder or else so I dont know any the feasibility... But looking at a few PZ Chats gave me an idea - one that maybe would be interesting to modders

What if the game had 'floodable' tiles or effects? - Put this way - Certain areas of land could be considered 'floodable' in map design (they could default to this on game launch) - with enough days of rain - those areas could perhaps fill until the desired tile effect is a water effect that low objects may not be seen behind - think crawling height) - Ideally these 'tiles' would merge with each as more areas flood (eg: a basement) so you dont get some shitty border effect around every tile

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depressions in roads or perhaps tiles near waterways etc perhaps could flood too... Thus creating a new dilemma for players - not only would 'basement' Mods become a potentially all the more risky situation - but certain areas could become cut off or - risky for players to traverse changing the landscape in less predictable ways... It might also necessitate generators in certain sections to 'pump' out certain flooded zones (in the case of basements this could be a system like the 'Water Pipes' currently employed for filling sinks - but instead for draining water)

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As best I recall we already get a 'Puddles' effect on tiles during rain (as with a snow effect) - my idea would I guess involve a 'timer' that runs off every relevant tile having a 'fill counter' and days of rain/dry adding/reducing the counter (though that might be a little massive in itself)...

Snow perhaps might also become a 'thawing' issue as it melts and creates water instead where in those 'Floodable' Tiles may become issues

rocky lynx
warped night
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Nice work Blair, looks great

marsh beacon
ivory lance
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@velvet elk I've send u invite

velvet elk
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wrong snake sadly

ivory lance
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Awwww

willow estuary
steel lantern
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๐Ÿค”

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that really looks quite interesting algol...

coarse silo
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Britas weapon mod, whatโ€™s the whatโ€™s weapon+ attachments

weary matrix
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About items, is there limitations, like can I make an item that is food and cloth at the same time?

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or can I make a cloth that can be frozen?

coarse silo
bold cobalt
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I like the mp5 with integrated suppressor and a drum mag

coarse silo
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๐Ÿ™‚

low crest
turbid canopy
turbid canopy
zealous wing
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Modding Project Zomboid almost makes you wish for a zombie apocalypse. ๐Ÿ˜›

ruby urchin
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Someone have a snippet about If I press a key something happens?

zealous wing
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Me sitting here, making every gun and boolet in Brita's pack craftable.

willow estuary
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JFC Andre ๐Ÿ˜„

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Living up to your fucking name.

low crest
ruby urchin
low crest
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I am not a dev for this game so the wording and names might be wrong, but i do believe that is called an Event Handler in the game i work with

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should be careful when checking for conditions continually tho, it can and will affect performance heavily if not done carefully

ruby urchin
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Oh I see, there are a events about that! thx

low crest
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np, glad to help

worldly olive
# ruby urchin I'm looking for some function or anything that tells me if a key was pressed

function testingFunctions(keyPressed)
local key = keyPressed;
print(key);
local player = getPlayer();
-- WEIGHT
if key == 79 then
local weight = player:getNutrition():getWeight()
weight = weight + 1;
player:getNutrition():setWeight(weight);
end
if key == 80 then
local weight = player:getNutrition():getWeight()
weight = weight - 1;
player:getNutrition():setWeight(weight);
end
end
Events.OnKeyPressed.Add(testingFunctions);

I use this when I want to test weight but you can use part of that code

low crest
#

๐Ÿ‘† ๐Ÿ’š

zealous wing
# willow estuary Living up to your fucking name.

There's a mod I have called Simple Firearms Conversion. It lets you disassemble and assemble firearms in a streamlined fashion. The scripting is simple, I just need to do a lot of it. ๐Ÿคช

royal ridge
#

during gameplay how could I set the RoomDef of the current room I am in?

ruby urchin
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Try getSquare(x, y,z):getRoom()

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set x, y, z as the position of player

slate dagger
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i thought there was a function that was player:getCurrentSquare()

royal ridge
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Ill give it a try

slate dagger
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yeah, i use it for one of my mods

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seems to work

royal ridge
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i can get the room, but I can't set a def

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because the room is nil

low crest
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hmmm if its nil, can't you define it?

royal ridge
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I don't think it exists

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maybe I could create a 'room' or 'building'

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local NewBuild = new.IsoBuilding(player:getCell()) didnt work

low crest
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i dunno any specific coding for this game... anyone know how that works?

ruby urchin
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try IsoBuilding.new(IsoCell)

royal ridge
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I did ii with test = player:getCurrentSquare():setRoomID(1)

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was able to set the room

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only sets it for the current square though, but it is a start

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ok that didn't work as intended

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Does anyone know how to get rid of the outdoor sounds in player built structures?

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like the wind etc

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I was thinking I could create a room/building in the code that would stop it

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now that code above stops the sound if that building has a room with ID 1

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but it connects it to the room that the id matches

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if you try and use a number that doesn't belong to a room, it throws an error

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It's really bothering me having the outdoor sound effects in my player built buildings and the rain effect going through it, even though it has a roof and I don't get wet

slate dagger
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weird, it has a roof and rain is getting in?

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mine doesn't seem to do that

royal ridge
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the rain doesn't get in

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but the rain effect is different then if you are in a prebuilt

slate dagger
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hmm

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interesting

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well, i built a second story ontop of a pre-built

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is that the same?

royal ridge
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yea

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so here

slate dagger
#

huh

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let me check mine

royal ridge
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you can see the rain drops in front

slate dagger
#

sweet pc!

royal ridge
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but cuts out if you are in a pre-built

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haha thanks

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and in my player built I can hear the wind very loudly, but in the prebuilt it gets quiet

slate dagger
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yeah

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i hear the wind

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but i don't have the problem regarding the rain

royal ridge
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this changes when moving in a out

slate dagger
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as you can see, mine doesn't have rain inside

royal ridge
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maybe because your on top

slate dagger
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might be

royal ridge
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I didn't try it with rain only wind

slate dagger
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so are you attempting to dampen the sound while inside a room/building?

royal ridge
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even the little shed dampens rain and sound

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yes

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the rain I could probably live with

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but the sound is really annoying haha

slate dagger
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lol

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ahh, how do you dampen sound?

royal ridge
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just break immersion

slate dagger
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i haven't played around much with it

royal ridge
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by running this code on a sqaure it will dampen the sound

#

player:getCurrentSquare():setRoomID(1)

#

but will also link it to room 1

slate dagger
#

ahh

royal ridge
#

which you don't really want

#

and if there is no room, like a completely player made structure it won't work

#

so my idea was to create a building or room on the fly

#

even if it required me to right click or something

slate dagger
#

are you sure it doesn't detect a building?

#

i made a mod that removes a context menu option if the player is in a building

royal ridge
#

yea in debug mode it does

#

in my player built where I set the sqaure it dampens rain and sound

#

so it is possible

slate dagger
#

oh

#

but you are saying no rooms

#

?

royal ridge
#

it doesn't detect it like a pre-built room

#

but the variables fullyenclosed is true and so isRoof is true

#

so my plan was if both were true a new room/building would be created

#

it would be like a right click option and it would be called like "complete building"

slate dagger
#

ahh

#

that is pretty neat

#

let me see if i can do something

royal ridge
#

i know how to add the menu too

#

I have just named it that for now

#

so the only thing missing is actually creating the room/building

slate dagger
#

gotcha

blazing radish
#

dirty or bloody ๐Ÿ˜…

ruby urchin
blazing radish
#

nice, congratulations btw the mod it's quite popular ad have a really good ammount of good feedback and comments

weary matrix
#

@prime charm nope not yet

weary matrix
#

but from what I seen i don't think it's possible

umbral prism
#

Food and cloth at the same time ๐Ÿค”
U trying to eat people? Wear their faces? Lol

coarse silo
#

Any balancing mods for britas to make it fit with the time zone the games set in and make it generally less fun populated?

umbral prism
#

Britas has those options baked in now

heavy pebble
#

Hard to set up right tho, but maybe that's just me.

#

Can someone share their brita's config maybe?

rare patrol
#

Does Filibuster Rhymes' Used Cars affect the spawn chance of the cars in KI5 and Autotsar?

atomic storm
#

No they all run well together, I use them and have no issues with stuff not spawning.

terse matrix
#

If i wanted to make a mod where you add a new character model to play with. how would i do that?

fallen abyss
#

Hey guys, what tools do I need to make custom models? I am new to modding, but really experienced in Blender.

waxen fulcrum
#

having alot of mod errors and found this:
[28-11-21 15:04:54.942] ERROR: Mod , 1638129894942> ChooseGameInfo.readModInfoAux> tiledef=NZNEWTILES 1200 file number must be from 100 to 1000.
[28-11-21 15:04:54.953] LOG : Mod , 1638129894953> 2x version of blackwood.pack not found..
[28-11-21 15:04:54.954] ERROR: Mod , 1638129894954> ChooseGameInfo.readModInfoAux> tiledef=blackwood 4827 file number must be from 100 to 1000.
and more that are pretty much the same, with 2x version of blah blah blah, does this have anything to do with double sized textures?

hollow shadow
#

i dont think settings cause it

waxen fulcrum
#

theres some other mods i see in the rest of the logs

#

those are all the logs, idk if that will stay or not cause its huge

#

also alot of these: ERROR: module "Base" imports itself

weary matrix
#

@waxen fulcrum the one with file number must be from 100 to 1000 is because in mod.info, the number specified for tile packs must be between 100 and 1000. Are you not getting the new tiles? Some errors are not really errors

waxen fulcrum
#

i did there and the bot told me to come here

weary matrix
#

the other one about 2x version of tkTiles_01.pack not found.. is definitely related to double-sized texture

willow estuary
#

That's a non-substantial non-=error and is slated to be changed in a future build so that message doesn't confuse people.

#

It can be absolutely ignored without any worry. Please.

#

It's a debug nagging message for the developers, not anythign that affects mod users.

weary matrix
#

@willow estuary the one about 2x version of tilepacks too?

waxen fulcrum
#

ah ok thanks

#

and there are still alot of error messages that seem important, im not sure tho.

willow estuary
#

I don't remember, I'm just exhausted with that damn 100 to 1000 message ๐Ÿ˜ข

weary matrix
#

heh

#

we should make a wiki page about console.txt

waxen fulcrum
#

can i send the file? there are alot more errors that i have no idea what they are, some of them seem important

weary matrix
#

@waxen fulcrum unless you have stack trace it shouldn't be too important

#

are you having problem in the game?

#

@willow estuary also I guess we should really ask for #pz_modsupport channel or something

waxen fulcrum
#

not really, im just getting a shit load of red error boxes

keen edge
weary matrix
#

@keen edge how so?

#

@waxen fulcrum stack trace happen when you have "real" errors, in console.txt you'd see "STACK TRACE bla bla bla"

keen edge
#

I just think there would be a looot of none errors etc. there, just my opinion tho ๐Ÿ˜… not a channel I would have the energy for at least

weary matrix
#

@keen edge well at least we could talk here about modding ๐Ÿ˜‚

keen edge
#

Thatโ€™s very true ๐Ÿ˜‚

weary matrix
#

support for modding and support for people who use "broken/unmaintained" mods are really two different things IMHO

#

@waxen fulcrum yeah this is a real error

waxen fulcrum
#

aha

#

found one lmaooo

weary matrix
#

@waxen fulcrum upload the console.txt

waxen fulcrum
#

i hadnt even gotten into a game i think unless the console.txt doesnt record that

weary matrix
#

@waxen fulcrum mind to delete your previous message where you posted the whole stack trace? ๐Ÿ˜‚

waxen fulcrum
#

porque

weary matrix
#

it's messy ๐Ÿ˜‚

waxen fulcrum
#

ok yea i thought so lmao ill delete the rest as well

weary matrix
#

@waxen fulcrum no need, it was just the big one

#

it's ok to post stuff

waxen fulcrum
#

oh ogey, thanks for the help. by the way, is that the only way to check conflicting mods?

weary matrix
#

I don't know any other way

#

also it's not helping with finding out the conflict, just the mod that trigger errors

waxen fulcrum
#

ah ok thanks alot man

#

big help ๐Ÿ™‚

weary matrix
#

๐Ÿ‘

fair frost
latent orchid
#

very nice EMS models

#

would generic variants be available (i.e. without town specific labels on them)?

hot patrol
#

Has anyone thought about making an advanced item placement mod that allows you to rotate all axis? I would love something like that for my dakimakura mod right about now

#

Even having the ability to hang things on walls would be cool

#

I would do it myself but it's way above my ability I'm sure.

fair frost
latent orchid
#

would be good if county coroners also got some love. you would think coroners in Knox County would be making a killing ๐Ÿ˜‚

fair frost
#

thats actually good idea
Coroner themed vehicles

#

i'll look into it

terse matrix
#

hey guys i have a qusetion

#

how do i make defant veritants of zombies?

hollow shadow
hot patrol
#

it's areally good idea if I do say so myself.

#

but then again I just really wanna see both sides of my waifu pillows

hollow shadow
#

I can already see the large amounts of scrap weapons I will hang on my wall

hot patrol
#

for sure. I mean ideally for hanging things you would need nails or something but even just simple modular placement is fine to me.

#

I just want to be able to do more than rotate it left and right

hollow shadow
#

Same, I also want to put multiple ramen or MRE crates on top of each other

hot patrol
#

ohh yes stacking is another great idea

reef hill
#

anyone know of a mod that allows the spawning/crafting of actual garage shutters

hot patrol
#

what we have is a great foundation but there are so many ways it can be improved to really flesh out our bases

reef hill
#

why has no one done this yet ): I have not the knowledge nor skill to make a mod for this but goddamn has it been something i wanted for ages

hollow shadow
#

Making craftable moveables is the most difficult thing to mod

reef hill
#

what about spawning of them then?

#

doesnt have to be craftable

#

WAIT YOU CAN MOVE GARAGE SHUTTERS?

#

NO SHOT

hollow shadow
#

I tried to make a table and wasted 7 days

#

What you can?

#

I donโ€™t believe u

reef hill
#

I thought you were implying you could

#

Fuck.

weary matrix
#

@hollow shadow what makes it so hard?

hollow shadow
hollow shadow
hollow shadow
weary matrix
#

@hollow shadow which apps, like tilezed etc?

#

do you need to make 3d models? I think no

hollow shadow
#

No models needed

#

U need tilesheeets

weary matrix
#

ah I made one tilesheet for my spear traps mod ๐Ÿ˜„

hollow shadow
#

I saw

#

Not using it tho as Iโ€™ll walk into it myself and die instantly

weary matrix
#

heh

#

you can disable dying when you walk on it from sandbox settings

hollow shadow
#

But that feels too easy

weary matrix
#

yeah agreed

hollow shadow
#

Deep wound would be nice

weary matrix
#

yeah I should find a better way to injure the player

#

just been lazy about it

#

@hollow shadow so what's the problem with your movable recipe? Just doesn't display, or getting a black screen or .. ?

hollow shadow
weary matrix
#

oh i see

hollow shadow
#

Files deleted

weary matrix
#

damn ๐Ÿ˜‚

hollow shadow
#

Itโ€™s ok my 3d workbench looks better

#

What I need now is craftable garage door

weary matrix
#

how would that work?

#

I guess level++ in metalworking, and ?

hollow shadow
#

Idk

weary matrix
#

metal sheets

#

propane torch

hollow shadow
#

U can craft a 4 wide wooden gate but why not garage door

weary matrix
#

yeah of course, it makes sense

hollow shadow
#

Maybe 6 metal sheet, 1 welding rod, 15 propane fuel from the torch, 2 hinges xd?

weary matrix
#

mm not sure there are hinges on garage doors ๐Ÿ˜…

hollow shadow
weary matrix
#

but it should require a motor !

hollow shadow
weary matrix
#

I mean IRL

#

ah and springs maybe

#

and like 4 metal pipes

hollow shadow
#

Iโ€™m working on a mod called the workshop it will be a framework for many of my other mods or other mod creators, it will add several new tools and resources that can be looted to craft more complicated things

weary matrix
#

nice!

hollow shadow
#

I can add springs and motors

weary matrix
#

would make sense

hollow shadow
#

It already introduces a workbench to disassemble tools

weary matrix
#

wow nice

hollow shadow
#

I will also add power tools

weary matrix
#

drills etc?

hollow shadow
#

Yeah for drilling holes

#

Or for screws

#

The mod already adds large bolts they are like bigger nails for larger structures

weary matrix
#

when will you release your mod? ๐Ÿ˜…

hollow shadow
#

I could release it now

#

But I still have some features planned

weary matrix
#

so you want to finish all the features before release?

hollow shadow
#

Idk

#

Whatโ€™s bugging me the most is that I canโ€™t use broken items

#

Which is the main feature broken of the mod

weary matrix
#

@hollow shadow well you could cheat maybe, like requiring broken tools, but before using the broken tools you spawn new tools with same characteristics?

hollow shadow
#

Nasko said itโ€™s not a priority so Iโ€™m kinda stranded

weary matrix
#

ah you mean the recipe system really don't allow it

waxen fulcrum
#

earlier i was asking about error messages and now i j checked the console.txt and now there are a ton of messages saying Stack trace,

weary matrix
#

@waxen fulcrum you should try to contact the authors of these mods

#

Oh man, finally, my decompiling tool is working on a Mac too! ๐Ÿ˜„

#

and it took me way more time to adapt the script to the subtleties of MacOSX than it took me to write the initial script, which was already compatible for both Linux and Windows

#

@inner siren I hate you! ๐Ÿ˜‚

#

oh damn, I didn't think it would ping someone ๐Ÿคฃ

#

I'm sorry I don't really hate you, just the guys doing the apple OS

dark solar
#

lmao

#

poor apple

#

just got outed for absolutely nothing besides having the same name as a trillionaire company

weary matrix
#

I really typed @ apple, and it was not supposed to ping anyone but when I submitted it did ๐Ÿ˜ฆ

#

so I guess if any apple user is using my stuff and needs support, I'll ask for $$ first ๐Ÿ˜‚

blazing radish
#

holy fuck I finally managed to spawn some custom items and do some recipes

#

I want to thank all of you who halped me, co and blair

weary matrix
#

@blazing radish congrats!

#

I don't remember doing much about it though ๐Ÿ˜…

blazing radish
#

wdym dude I used your resources

weary matrix
#

aah true

blazing radish
#

and also a lot of test and seeing other mods

weary matrix
#

glad someone used my Lua Events page at least ๐Ÿ˜‚

blazing radish
#

now I need to keep digging to find those pesky medical stuff that I still cannot find

#

in the source code

weary matrix
#

what do you need?

blazing radish
#

I need to se if it's possible to add the "hidden poison" value like sleeping pills

#

and learn how to make the suture function

#

the suture needle its just an item, so it must be doing the function somewhere else

#

I want to add silver nitrate to cauterize wounds

#

I was sure that cauterization existed in zomboid but I wasn't able to find any source so it must be my imagination

#

and for the tooltips I just said "fuck it" and added them on the items themselves

weary matrix
#

@blazing radish I've read somewhere there will be amputation, so maybe cauterizing will come then?

blazing radish
#

I hope so, imagine fantasy mdos with robotic prosthetics

#

one step closer to kenshi

#

๐Ÿ˜‚

#

btw there is a way to show the needed amount of multiple items in a recipe? for example, I'm using a a single item for the recipe + twigs OR tree branches to do something

#

but the needed ammount only appears in the single item needed in the recipe

#

for twigs and tree branches just show the name under "one of those" or something like that

#

I'm not even sure if on vanilla items shows the correct ammount in those cases

weary matrix
#

@blazing radish Not sure about multiple items recipe

blazing radish
#

๐Ÿ˜ฆ well I think I'll do duplicate recipes then

weary matrix
#

can you give me an example of a recipe that gives the choice between multiple items?

#

items that are not kept

blazing radish
#

it's kinda confusing

weary matrix
#

but consumed

blazing radish
#

on vanilla?

#

or my recipe

weary matrix
#

vanilla

#

thinking about LogWall but can't seem to find it in the standard recipes

blazing radish
#

uhmmm

weary matrix
#

can you show me your script item also?

blazing radish
#

I've noticed that some multiple items only uses one

#

sure

#

his is one example(and a test only)

#

recipe Transmute Matches
{
PrimaMateria=10,
Twigs/TreeBranch=4,

    Result:Matches=1,
    Time:100.0,
}
#

works

weary matrix
#

mmm so problem solved?

blazing radish
#

but doens't show the correct ammount for twigs and tree rbanch

#

I mean, the recipe works

weary matrix
#

ah I see

blazing radish
#

there is one example on vanilla

weary matrix
#

for Tent Kit they really have two recipe

blazing radish
#

then I'll do that

#

because it's confusing as hell

weary matrix
#

yeah it's not very good design for the recipe stuff

#

from Zomboid I mean, not you

blazing radish
#

don't worry, even if it was for me I wouldn'0t mind since I'm a literal noob

weary matrix
#

@blazing radish about poison effect of medication, I couldn't find the code yet, buuuut, I guess there's an easy way around

blazing radish
#

adding poison power in a food item

#

like bleach?

weary matrix
#

yes, I guess you could still simulate it yourself

#

with getModData()

#

@blazing radish can you explain what you need exactly?

blazing radish
#

just making something poisonous but after consuming too much

#

item HydrogenPeroxide
{
UnhappyChange = 20,
Type = Food,
ThirstChange = -30,
UseDelta = 0.1,
UseWhileEquipped = FALSE,
DisplayName = Bottle of Diluted Hydrogen Peroxide,
DisplayCategory = Item,
CantBeFrozen = TRUE,
Icon = WaterBottle_Full,
Weight = 0.9,
AlcoholPower = 5,
/Tooltip = Tooltip_Jar,/
ReduceInfectionPower = 50,
Medical = TRUE,
Poison = true,
PoisonPower = 1,
PoisonDetectionLevel = 7,
CustomContextMenu = Drink,
ReplaceOnDeplete = WaterBottleEmpty,
EatType = WaterBottle,
StaticModel = WaterBottle,
WorldStaticModel = WaterBottleFull,
CustomEatSound = DrinkingFromBottlePlastic,
}

#

I haven't tried that yet

weary matrix
#

so for example, when the character eats your poison stuff, you retrieve player:getModData().poisonTable, and you store in there the time it was ingested

blazing radish
#

lol idk how to make the box

weary matrix
#

and in OnPlayerUpdate, you just iterate the player:getModData().poisonTable to see if there was too much in a specific amount of time?

blazing radish
#

i'll try that

#

if it works then only I need to simulate a suture function

#

for the other custom item

#

but dude, I'm so happy

weary matrix
#

suturing is a recipe too?

blazing radish
#

it's still a blatant copy from other mod but I'm getting closer to my idea

#

suturing needle yes, but it's just a regular item

weary matrix
#

heh

blazing radish
weary matrix
#

the action of suturing I mean

blazing radish
#

I don't know

#

I haven't found anything yet, maybe I'm loking in a wrong place

#

but if it exist, oh boy

weary matrix
#

well it has to exists somewhere

#

what's the contextmenu says for suturing yourself?

blazing radish
#

I'm not sure, I havent sutured myself yet because I always die first

weary matrix
#

heh

blazing radish
#

and avoid glass

weary matrix
#

never either

#

lua/client/TimedActions/ISStitch.lua

blazing radish
#

the first time I walked into glass abrefoot I was unable to find a neddle and died from bloodloss

#

HOLY FUCK

#

๐Ÿ˜ญ

#

thank you SO MUCH

#

it needs to add pain and probably a light burn

weary matrix
#
    self.bodyPart:setStitched(self.doIt);```
#

with doIt = true to stitch, and = false to unstitch

#

@blazing radish lua self.bodyPart:setAdditionalPain(self.bodyPart:getAdditionalPain() + endPain);

blazing radish
#

you need to unstitch?

weary matrix
#

I guess

#

at least there's unstitch action in the code, and it sets doIt = false

blazing radish
#

I wonder if it's possible to change a wound into another, for example a deep wound into a burning wound

weary matrix
#

you can remove one wound and create another, so yes

#

or just add another wound

#

not sure how to burn a body part though

blazing radish
#

today I was playing with sunburn mod form blair

weary matrix
#

there's setBurntToDeath but not sure that's what you want

blazing radish
#

to know it's possible is enough tho

#

thank you dude, I really meant it

blazing radish
#

I'll keep investigating but now I can finally play

#

omg

#

for you

#

so I never had to search for stitches

#

I can just fake it

#

ahh so much to investigate now

#

but I see the light!

#

the light at the end of this tunnel!

#

๐Ÿ˜‚

#

sacred hecatombs for CO

weary matrix
#

๐Ÿ˜„

blazing radish
#

thank you dude

weary matrix
#

You're welcome man!

blazing radish
#

I'm gonna play now I haven't played for so long doing this

weary matrix
#

yeah haven't been playing either for a while ๐Ÿ˜‚

#

@blazing radish have you tried my decompilation script yet?

blazing radish
#

no

#

๐Ÿ˜ฎ

weary matrix
#

still have to polish the documentation for MacOSX and Windows, but it should work

blazing radish
#

niiiice

#

instant download

weary matrix
#

tell me if/when you'll try it, so I can assist you in case there's still problems

blazing radish
#

I'll let you know!

weary matrix
#

but I was able to make it work on both Mac and Windows (and Linux but that was given heh)

blazing radish
#

but for now I can't see anymore from code, between testing stuff to investigate I only created a new save, test, code, repeat

#

I was going insane

weary matrix
#

yeah, IT IS tiring ๐Ÿ˜‚

blazing radish
#

yeeeah

#

I cannot imagine the amount of work for more complex mods

#

I was only doing the very basics

weary matrix
#

well the more you know about it the easiest it gets

blazing radish
#

and with lots of help, I feel bad and proud for the pioners in zomboid modding

weary matrix
#

the hard part is to actually learn how to do what you need

#

why bad?

blazing radish
#

because I can imagine the stress

#

with almost no resource or help

#

only trial and error

#

I was lucky to have people like you

weary matrix
#

ah I see what you mean

blazing radish
#

I promise to upload an altar image with your name and avatar on my first public mod

#

๐Ÿ˜‚

weary matrix
#

hahaha

blazing radish
#

well co, I'll leave in complete peace and happiness to enjoy my first working test

#

I'll let you knwo about the decompiler

weary matrix
#

have fun!

blazing radish
#

take care!

weary matrix
#

same to you!

grizzled grove
weary matrix
#

@grizzled grove well I just use the decompiler from Intellij, but I also replace all variable names like var1, var2, var3 with a new name based on the type of the variable, so not sure it makes it any easier to search the code, but at least the code becomes easier to read

#

and I'm working on some improvement, like version 38.30 of the game has much more symbols available than newer release

#

so I'm going to make my tool to extract the symbols from 38.30 so they can be reused on newer versions

#

that should help a lot for primitives types like int, float, boolean etc

grizzled grove
#

the renaming is certainly helpful. Last I recall, intellij only decompiled files on the fly as you looked at them, so searching is unreliable

weary matrix
#

well with my tool you get a folder like: sources/41.56/zombie with all the java source available in there

#

so I guess it would be making it easier for you

grizzled grove
#

ahh, great thanks!

weary matrix
#

@grizzled grove which OS are you working on btw?

grizzled grove
#

win10

weary matrix
#

ok shouldn't be a problem

#

you just have to install Git Bash, and the command jq

#

and IntelliJ but you already have it obviously

#

@grizzled grove just tell me if/when you need help!

grizzled grove
#

instructions seem straightforward, i'll look more into it later

weary matrix
#

well they are, but kind of incomplete

#

still have to polish the install steps to make it more user-friendly

#

also you'll probably have to adapt the path to steam in config.json, cause the one in the doc is for win11 IIRC

#

just tried it today on win10 and had to use a different path

weary matrix
#

@grizzled grove OK just finished adding the missing parts to the documentation, should be smoother now

#

gn all!

grizzled grove
zealous wing
#

You need Simple Firearms Conversion and Brita for it to work.

#

But yeah, that patch implements the mechanics of the mod I linked to let you assemble/disassemble any Brita firearm/magazine/attachment/etc.

#

Up to and including a minigun. ๐Ÿ˜„

#

It's still a WIP though, I need to figure out how to get a block of code to work in regards to checking if a recipe is for a gun made after 1992.

#

I could actually use some help there.

brittle jewel
#

For the 'how to check if a gun is >1992' you'll need to check 'GunFighter Mod\media\lua\server\items\Brita_06Multi_Distro.lua'. Starting on line 6,168 you'll see 'FirearmWeapons = {' - This appears to include all of the weapons, but as there's over 7,500 lines in this file, I'm not 100% confident.

The entries that include "x90" are weapons that are newer than 1992. You'll notice the 1st one and the 3rd one here both include * x90

FirearmWeapons = {                                                                    
    rolls =    1,                
    items = {
        "Base.UmarexSS", wBB - (wBB * CIVx * x90) - (wBB * xBB)    - (wBB * SECx * xUSA),
        "Base.Benjamin_M397", wBB - (wBB * xBB) - (wBB * SECx * xUSA),
        "Base.RWS_M34",    wBB    - (wBB * CIVx * x90) - (wBB * xBB) - (wBB * SECx * xUSA),```
#

Using those, you'd probably want to store them in a table and then loop the table to check if one is found and then execute your code:

local newerWeapons = {"Base.UmarexSS", "Base.RWS_M34"}

for i, weapon in ipairs(newerWeapons) do
  --execute code
end
zealous wing
hollow shadow
#

does having alot of maps in one savegame cause performance issues? even if they arent loaded?

oak cipher
#

Hello! Anyone here have experience in making food/drink mods and open for commissions?

#

I'm one of the Heads of EGHN and funders of
Zuper Carts
True Actions
Jeep Wrangler
Bus and Etc ๐Ÿ˜„

#

Looking to have food mods made

golden totem
hollow shadow
golden totem
#

Me too, I just made some the other day

hollow shadow
golden totem
#

It's not on workshop yet, I just made some to try it out haha

hollow shadow
#

oh cool

oak cipher
#

Heya again @hollow shadow and @golden totem !! Would PM DMing you guys ๐Ÿ˜„

weary matrix
#

@grizzled grove I definitely am looking for feedback!

slate dagger
#

there anyway to reset the lines listened to for zomboid radio?

#

i was trying to test something and it is going to be a pain if i have to create new characters everytime

viral spire
#

Expanded Heli, who does airdrops? Planning a Dying Light type sandbox thing.

zealous wing
weary matrix
blazing radish
#

yo

#

came in just to tell you that

#

congratulations!

weary matrix
#

hehe ๐Ÿ˜„

slate dagger
#

@weary matrix congratz!

blazing radish
#

I still can't play lmfao, yesterday I realized that immersive CD players reovered the functionallity but not the files... so I mde playlist for the 4 CD available lmfao, I'm still exporting into ogg using audacity

weary matrix
#

@blazing radish how come you have to transcode to ogg? Is it the only format recognized by pz?

blazing radish
#

idk that's the modder instructions ๐Ÿ˜…

#

you need to follow a nomenclature for the tracks

#

and they have to be in ogg

weary matrix
#

i see

blazing radish
#

"โ€ข Custom CD - Just add to the folder - ..\iCDPlayersSV\media\sound - your tracks under the names - TDK01.ogg - TDK17.ogg / SONY01.ogg - SONY17.ogg / BASF01.ogg - BASF17.ogg / VERBATIM01.ogg - VERBATIM17.ogg - CD-R - depending on manufacturer - will contain your own tracks."

#

that was a comment in the mod

#

if it doesn't work I'll be mad because I've spent so long choosing a perfect list

#

๐Ÿ˜‚

weary matrix
#

@blazing radish does this mod allows to have the original tracks from the game? The ones from Zack Beaver?

#

I miss it ๐Ÿ˜‚

grizzled grove
#

@weary matrix I've got beautiful-java running, fixing symbols, and i spotted a few error lines going by

blazing radish
grizzled grove
#

install went off easily, since you asked for feedback. Instructions for setting up config.txt are a bit long-winded, and don't totally convey that it needs to be in the root folder. But running the script without it lets you know easily enough, and i'm sure that anyone using this is adept enough. I might suggest using a monolithic file like this one, and instructing users to edit that, nixing the /examples dir entirely.

blazing radish
#

btw I wanted to sent this earlier but I couldn't:

#

I'll be back when I have news about the decompiler, congratulations again for your recognition for such an amazing idea

#

byebye

weary matrix
#

@blazing radish ah ok I see

grizzled grove
#

also, i don't know if i'd call this beautiful per se, but it's fantastic to have everything decompiled!

nullVehicleIDMap() {
    nullnullthis.idToVehicle = new BaseVehicle[this.capacity];
    nullnullthis.freeID = new short[this.capacity];
    nullnullfor( int int1 = 0;
    int1< this.capacity;
    ++int1){
        short[] shortArray = this.freeID;
        short short1 = this.freeIDSize;
        this.freeIDSize = (short) (short1 + 1);
        shortArray[short1] = (short) int1;
    }
    ullnull
}
weary matrix
#

@grizzled grove yeah about those error, I'm only getting those on windows, trying to figure out why so I can fix it

#

@grizzled grove and yeah I just realized there's a bug with the nullnull stuff, refactoring gone wrong I guess ๐Ÿ˜…

grizzled grove
#

such is life

weary matrix
#

@grizzled grove also I guess you're right about the config.txt, I was just afraid people would get lost with too many info in the file

#

and feel free to suggest a better name for the tool, I clearly ran out of inspiration ๐Ÿ˜…

slate dagger
#

Java Decompiler Extraodinare ๐Ÿ˜‰

weary matrix
#

@slate dagger wouldn't that be a bit pompous?

#

๐Ÿ˜…

slate dagger
#

๐Ÿ˜›

#

humility is a coward's word!

weary matrix
#

heh

grizzled grove
weary matrix
#

no worries

#

well I'm glad at least you got it working easily! ๐Ÿ˜„

#

@grizzled grove oh btw where the path correct, or you had to change them?

grizzled grove
#

i typically avoid Program Files whenever I can, so yes, but that's just me

weary matrix
#

ok ๐Ÿ‘

golden totem
#

there it is, my first released mod

slate dagger
#

nice, gratz ๐Ÿ˜„

golden totem
#

thanks haha

#

it's pretty memey and the only reason i made it was because i was joking about wearing one against zombies earlier

weary matrix
#

@grizzled grove all right, nullnull bug fixed! To get the fix, just go to beautiful-java folder, run: git pull and start the script again

slate dagger
#

i want this fix!

grizzled grove
#

awesome, thanks!

slate dagger
#

oh dang, very spiffy good work @weary matrix it is very cool

weary matrix
#

@slate dagger thanks man! ๐Ÿ˜„

slate dagger
#

i am running the new version, a lot has changed

weary matrix
#

Yeah I got rid of jq cause it was really more of a hassle to install for no good reason

grizzled grove
#

does this tool keep a log of the process? just spotted another error by chance when i sat back down:

weary matrix
#

@slate dagger but why haven't you told me about the nullnull bug if you had it? ๐Ÿ˜‚

#

@grizzled grove I identified the source of this issue, just don't know how to fix it yet, basically Java does not know how to parse Java source file in UTF-8 by default on windows, I just have to find out how to tell it to do it

grizzled grove
#

oh ok

weary matrix
#

@grizzled grove no need to keep track of the list of buggy files, until I pushed a fix for this issue

#

But thanks anyway! The effort is appreciated ๐Ÿ™‚

grizzled grove
#

no, thank you!

slate dagger
#

@weary matrix oh, i didn't see the null null sorry

weary matrix
weary matrix
slate dagger
#

oh, lol

#

i just saw things happening ๐Ÿ˜„

#

so i wanted the latest version

weary matrix
#

sure ๐Ÿ™‚

slate dagger
#

it is very nice, even keeps track of different versions which is helfpul

#

i often mod in 40 & 41

weary matrix
#

@slate dagger yeah I figured it might be useful, also it allows you to decompile older versions, like 38.30, which you can't do with capsid because it's relying on a GameVersion class to exists, but it does not for older release

slate dagger
#

ah, yeah, that is very nice

grizzled grove
#

ok, noob intellij question. If I wanted to easily find out what SkinningData is, or where it comes from, how would I do that?

#

or is this the declaration right here

#

mostly asking since I was further down the file and it was telling me it couldn't resolve that, so i was a bit confused

slate dagger
#

yeah seems like it is an animation class in that declaration

#

you could probably got to Animation Player

#

to maybe find out more

scenic quail
#

Does anyone know why PZ might say you don't have a Mod.Info file even if you have one?

grizzled grove
#

maybe you used capitals in the filename?

scenic quail
#

Good guess, but i don't think thats it.

#

i fixed it. apparently i was missing a folder inbetween the mods and workshop folders

winter hedge
#

I need ideas for simple mods to make in order to train my modding

drifting ore
#

Hey guys, I'm having issues with the "Cure Virus" mod.

Pictured above is the issue, I just cannot seem to get this recipe to craft.

I also edited the mod to troubleshoot. I made it to where the recipe required no items to be crafted, and that still did not let me craft it.

Any ideas on fixing this?

ruby urchin
#

lmao I liked your previous name

slate dagger
#

@drifting ore I know this is pretty late after your question but is this recipe one from a must learn to craft? i think even with the items you will receive a greyed out recipe

weary matrix
#

@slate dagger @grizzled grove I fixed the bug where there was a crash for some files. I'm not quite happy with the way I fixed it, but at least no more crash and correct output, trying it one windows now, it got passed the problematic files. Let me know if it's OK on your side

slate dagger
#

ahh, so do git pull?

grizzled grove
peak briar
#

hey i have a question, i was scanning the true music mod, one of the applications "AddYourMusicToTheMod.exe" has been flagged as a trojan by 2 antiviruses in virus total, malware bites didn't picked anything up, anyone else detected anything in it?

weary matrix
#

@slate dagger yup

slate dagger
#

done

#

and running it now

weary matrix
#

@grizzled grove any clue why intellij couldn't find it?

grizzled grove
#

beats me, i assume what i show in the pic is the declaration? But further down the file, it still couldn't resolve it, so idk

weary matrix
#

@grizzled grove If you're looking for where the attribute is declared then you found it, but I though you were looking for the class definition of SkinningData

grizzled grove
#

i'd expect to see that somewhere, yeah

weary matrix
#

@grizzled grove I have it if you want

drifting ore
#

@slate dagger Thanks for getting back to me man. Yes, it is learned. It doesn't show up unless I complete a different research.

grizzled grove
#

still trying to get a feel for how to navigate

weary matrix
#

@grizzled grove sent in DM. No clue about navigating through IntelliJ or why it couldn't find the class definition though ๐Ÿ˜…

#

I'm just using vim + find + grep ๐Ÿ˜…

grizzled grove
#

thanks ๐Ÿ™‚

slate dagger
#

@drifting ore ah, interesting. you tried making it not required to learn?

drifting ore
#

@slate dagger I have not. I will give that a shot now.

#

@slate dagger No cigar

slate dagger
#

hmm

#

that is interesting, what does the recipe code look like?

mortal widget
#

whats the mod that makes the padded arms less bulky i forgot

fresh wasp
#

How easy is it to edit/replace sounds in this game?

zealous wing
#

Out of curiosity, but in a distro file, is there a difference between .list and ["list"] when it comes to defining container spawns?
I've seen both in distro files. E.g.:
table.insert(ProceduralDistributions.list["KitchenRandom"].items, "Base.Widget");
table.insert(ProceduralDistributions["list"]["KitchenRandom"].items, "Base.Widget");

#

Is it the same command, just one has fewer characters?

willow estuary
#

Two different ways of typing the same thing.

#

I think that weird formatting has some utility when you do fancy stuff with variables, but in this context I think it's just "confused legacy overkill"? ๐Ÿ˜„

#

I think it's utility is for stuff like this:

local test_Variable = KitchenRandom
table.insert(ProceduralDistributions.list[test_Variable].items, "Base.Widget")

is equivalent to

table.insert(ProceduralDistributions.list["KitchenRandom"].items, "Base.Widget")

...but that's off the top of my stoned head w/o testing?

drifting ore
#

@slate dagger
recipe Make Custom Research
{
keep BookFirstAid3,
Notebook/Journal/SheetPaper2,
keep Pencil/RedPen/BluePen/Pen,
keep CVZombieBlood,

    Result:CVMag0=1,
    Time:300.0,
    Category:Survivalist,
    /*SkillRequired:Doctor=1,*/
    OnTest:MakeCustomResearch_OnTest,
#

Wait, skill required doctor=1, should that be called firstaid or something?

slate dagger
#

i think Doctor is actually the proper name

drifting ore
#

Hmmm, the requirement for doctor isn't appearing in the recipe though.

slate dagger
#

yeah, i think you have it commented out with the use of slashes

drifting ore
#

Ah, that wouldn't cause such an issue then, would it?

slate dagger
#

it might

drifting ore
#

Should I remove the line, then test?

slate dagger
#

i would take out the "/"

#

yeah

#

i think that is the cause

#

also

#

OnTest:MakeCustomResearch_OnTest

#

i think that needs to be removed

#

though

#

it seems to be a function

#

so maybe you have that function

drifting ore
#

I do believe it was cause by the "OnTest" line

slate dagger
#

ahh

drifting ore
#

I'm checking the fix in isolation from my other fixes now.

slate dagger
#

i know the First Aid appeared for me

#

after uncommenting the SkillRequired

drifting ore
#

Yeah, same. Doctor was the proper name 100%

slate dagger
#

cool, glad we got it figured out

willow estuary
# zealous wing Good to know, thanks.

Yeah, I like I said, I think sometime in the past someone cut and pasted code for the table inserts that had that unecessary formatting and it become common pratice?

This is an example of how I use that stuff "properly"

    for x in pairs(OccupationGearTable) do
        if OccupationGearTable[x].profession == job or player:HasTrait(OccupationGearTable[x].profession) then...```
So it uses the value of `x` as the index for that table when inside `[ ]`
#

When you have [" "] or [' '] what it's saying is that "pretend that there's a variable with the value of the text between the quotation marks"?

slate dagger
#

i always wondered that myself

#

of course i don't utilize that method for distributions

#

but it is weird to me ["list"] = .list

drifting ore
#

That totally worked, fire dragoon. I do have to wonder what the purpose of that line was to begin with though. I'm totally prepared to play bug whack-a-mole with it though.

slate dagger
#

yeah... i have never seen an OnTest before

#

so that is new to me

#

it was spamming my debug console though

slate dagger
#

@hollow shadow you interested in learning how to use broken items in recipes or did you figure that out?

thorny ridge
#

Okay, can anyone recommend me a tutorial on making mods for this game? I'm wanting to make living off the land a little more varied

slate dagger
#

you can check the stickies on this channel, has several tutorials

#

the wiki also has some

#

and the forums

thorny ridge
#

Right, thanks

weary matrix
slate dagger
#

oh ok

#

AllowDestroyedItem:true,
NoBrokenItems:false,

#

these two items together

#

you need the Broken item and a tool or some other item

thorny ridge
#

I think I'm gonna tackle modding tomorrow

#

Make some herbal teas to start off

hollow shadow
slate dagger
#

no prob

weary matrix
#

@slate dagger @grizzled grove FYI next time you update beautiful-java you'll have to update your config.txt. I changed it so that users only have to specify the root install folder for IntelliJ and Zomboid, see config.txt.example you'll see what I mean

#

@hollow shadow I thought you'd be more happy ๐Ÿ˜‚

ruby urchin
#

Hey @tame mulch I saw the other day that you were working on a custom moodles, so I did something similar for my camouflage mod, it's still poor, but functional

tame mulch
ruby urchin
#

sounds good, I will try this first and after see how you did it, if I'm not wrong, for the animation up/down level, you did use a formula? something like
x = 5 to x = 0, x * sen(-1y + 2.1*(-0.3)) (in a graph it is better represented what I mean)

weary matrix
hollow shadow
#

rj ๐Ÿ”ซ

weary matrix
#

@hollow shadow guess it's a good reason to NOT be happy ๐Ÿ˜‚

#

@hollow shadow if what FireDragoon proposed is working, I guess you should tell Nasko about it, so TIS won't lose any time on this

hollow shadow
#

i rather want to spend 3 hrs modeling and making 3d items for pz

hollow shadow
#

yes once im back ill test

golden totem
#

I've been at work for 3 hours now

#

Since 6 am

weary matrix
#

@golden totem I guess you're in the UK? ๐Ÿ˜…

golden totem
#

Finland haha

weary matrix
#

failed ๐Ÿ˜‚

#

I find the /me command on Discord to be a bit disappointing ๐Ÿ˜…

zinc bobcat
#

any mods that might conflict eachother? because i get 503 errors at the start

candid light
#

You could also try using Subpar Survivors in addition to Superb Survivors

formal edge
#

to the modder, i'm a beginner on modding. But i would love to understand correctly how to code. But this is too heavy, and i dont know where to begin. Lua event, global function, local function, ect... I try to download some mods to understand it, but i get lost even more. Is there any recent tutorial, already made lua script "with comments" or guide to understand step by step, how to code in Zomboid ?

royal ridge
#

best thing is to start with something simple and try and do that

formal edge
#

Well, i would like to make a mod that introduce news functions to weapons, like the spear who can be assembled. But there is "basic" knowledge that i dont know, like how many things i can add into each argument/function/table/recipe, ect .... and what i need to add to make everything work.

#

This is really frustrating because, i know how to "design it" but dont know how to code it.

royal ridge
#

So a simple version of that would be a spear you can create from different items?

formal edge
#

nah, it was a example. but i can be more precise. If i want to add a Grenade launcher, that work with differents ammo, differents loader, and can be upgrade with "mods" and be disassembled. How can i do it, because that kind of mod is a bit advanced and need more that a simple recipe, even a new menu (gui)

royal ridge
#

Have you done coding before?

formal edge
#

i know how to use basic command, like do/if/if not/else/end/....

#

so i know how to apply conditions. If I had a file or document that told me what I needed and what it does. I could at least try a little coding.

#

I found Lua event on wiki zomboid, but they are not listed by usability.

royal ridge
#

So the way I would do it is break the process down into more simple pieces and see if I can get some stuff working. Like adding a completely new item to zomboid

#

Even if it doesn't do anything that interesting

#

then maybe try doing a crafting recipe with that item

formal edge
#

so the solution to find every bit of code i need, is to add only few function, and error will tell me, what i have forgot ?

hollow shadow
#

hi is there any tutorial on how to make animations for project zomboid?

royal ridge
#

It's really just doing smaller things and learning, once you get more of a grasp of how modding works with zomboid it is easier to read other people's code