#mod_development
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how do you start modding for pz
I usually go to steam workshop, subscribe to nice mods and then enable them in launcher
just for clarification, do you mean creating your own?
or just finding mods?
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 ๐
No, Windows
I would just use a VM if something didn't work on one OS but did on another
@smoky tendon ah, no worries then. Well sure but installing a VM is not something anyone can do easily I guess ๐
It's very simple actually
well it's easy for me, but most people don't even know what's a VM ๐
if I can make it work also on OSX I'd be preferable I think, and shouldn't be too hard
Well I assumed most people don't decompile code
true
Good luck with it
thanks man! Sorry for pinging you
@slate dagger Should do it
thanks ๐
Any Mac OSX users around willing to decompile Zomboid source code? That would help me making my tool to work on Mac OSX
@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.
mmh....
@willow estuary Hey, got a Mac by any chance? ๐
Oh good lord no, I'm not a masochist.
yeah me neither ๐
@willow estuary daaaaaaaaaaaaamn! you are right! i will try to modify! ^^
i am a super nooob U_U
it is cool ๐
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?
basically, i'd like to tag an event using the current time... and manipulate a variable dependent on time passed
depends on what kind of events/variable you are wanting to do. there is an event for EveryTenMinutes
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
heh
there is an OnEveryMinute event
its not mentioned there
ahhhh
lol
tiny difference
Lua_Event is outdated
I had that one bookmarked
Thanks a lot!
no problem ๐
I guess I should make the old link striked through, or just remove it
but I'm waiting for feedback on the one I made
not mine, but I made the new version of Lua Events
ah, lovely... did you have to decompile the source code or how did you learn about all those recently added events?
@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
well it was, but I learned a lot about pz internals while doing it ๐
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
@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 ๐
!!!
works great ๐
@teal rampart there you go: https://github.com/quarantin/beautiful-java/
if by any chance you have Mac OSX, you could help me make it work on Mac
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
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
@teal rampart My stuff has the missing symbols that @ruby urchin probably doesn't have
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.
@teal rampart why wouldn't you be?
Its been taking me forever to get my mod properly done
I'm looking for people with no experience at all, see if they still manage
๐
Oh, it's because I already have that class that i needed decompiled. basically the getEndurance thing and the factors that are in it
i'm trying to enhance my asthma mod, so it simulates basic pharmacokinetics
just half-lifes and effect dependent upon it
- overdosage which would increase anxiety/panick
i hope that moodle api that is in the works might add the possibility of adding more "side-effects"
I see, nice
I just have to do it in a most awful way as there is no way of setting EnduranceChange...
have you done any java modding?
well, you've gone far enough already
Also... i don't think java mods aren't exactly legit steam workshop material?
are exactly*
i should go to bed
drink
thristy
make an awfully complicated biochemistry mod so one can develop a cure using them
or not a cure
Yeah I was leaning towards something like that
rather antibodies/antidote
like maybe a super soldier serum
i think the zeds are done with :p
like you can make a serum that maxes out your fitness and strength
THE HULK!
so like
I have 32 different blood samples that can spawn
I'm not sure the best way to go about doing a biochemestry mod tbh
i was just exaggerating... though... some homebrew chemistry is missing in the game
@teal rampart well don't know about Steam, but i'm pretty sure TIS don't want that to happen
@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
is there even any in-game lore about what agent causes the zombification?
||Well, I might wanna steer away from them being able to cure zombification with it||
||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||
Maybe I can do different versions of the mod and make it have sub mods that allows people to choose the lore
Ah, yes.... a experiment gone horribly wrong
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
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"
haha
nothing is silly in the context of mass zombification... that's already fantasy
Yeah but I'm saying I could do mulitple lores as submod
hmm mmm
Like you'd be able to pick and choose what you'd find there or how to use it
Like one version would allow you to make a zombie cure or antibodies or stuff like that
another would allow you to craft Serums that increase your stats
and don't forget the Greys!
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
And a Scully & Mulder cameo
I found a lab keycard in a trunk
it isn't from your mod, is it?
i was wondering as ive not stumbled upon that one before until today, when i started a game with your lab mod
it really is bedtime for me. have a good eveningmorningafternoon everyone
Yes please
how to do it tho
@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
In regards to your steam comment
a question about the "distribution", guys
for example:
table.insert(ProceduralDistributions["list"]["BookstoreBooks"].items, 5);
should a value of 5 quantify a greater number of spawns than, say, 0.2?
it should yeah
depends on the weight of the other items as well
if you have like 400 weight on all other items, then 5 and 0.2 is probably not noticeable
the weight is zero
mmh
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?
No, weight is jargon for an item's spawn chance value in this case.
The actual proper weight of an item has no relation to that.
^
aahh.. ok
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.
Best practices is that you're going to want to test how often your item spawns, and then you can adjust the values accordingly.
if you want to ensure an item is going to spawn, good bet that 100
should be sufficient
i often do that for testing
to make sure the item is loading properly
allright, guys, thanks a lot for the clarification, really patient and kind ๐
๐
oh hey xefaria is back
@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)
That's probably achievable; I just have to figure out how to make the effect wear off
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.
Also, does anyone know what the floppy disk/diskette is from? Is it vanilla or from a mod?
think it is from a mod, unless you mean the video game disk
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.
@teal rampart Is it too big? ๐
https://pzwiki.net/wiki/Modding:Lua_Event
I want to make sure no one can miss the new page ๐
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
very nice!
is it out yet?
Probably in a few minutes, I'm creating translations and minor things
@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?
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?
pulento
also how does the effect of the gutss wear off?
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()
for the moment, only if you are attacked, I will also add that it doesn't work when it rains, but it will be for a future version
Even using OnAIStateChange it's not doable? If not we should tell Nasko about it
also IsoGameCharacter has a method changeState(State)
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(? ๐ค
turn around -> walk -> lunge
@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
also if the "power" of the guts is under a certain level
oh my god this looks fucking sick
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||
@ruby urchin does what I said make sense at all?
Oh sorry, I find it difficult to understand if it is a affirmative or a question without a "?", I use OnZombieUpdate event and from that obtain the coordinates of the zombies, with that I set the detection radius and occasionally a class variable for some conditions
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
yeah then it makes the game way too easy
@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?
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)
Nice can't wait to try it out.
using it rn, notice since i start using it zombie blood doesnt really stain my character, could just be something else though maybe
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?
@ruby urchin hey, you made a typo in your translation files ๐
Recipe_Make_Camouflage_For_Zombies = "Make Camouflage for Zomgies"
guess you really meant "Zombies" and not "Zomgies"
loool I checked it 3 times before upload
nothing relationed with blood, so idk
fixed, thx
๐
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/)
I see nothing!
Where shadow?
hmm?
I thought co was making this. Did you take over? Either way I'm excited to give it a go!
is there a mod where exersize relifs boredom?
A hard work out can make you less bored becuase theres something to focus your mind on
why are there so many ppl complaining that my mods dont work in multiplayer after i update them? there is no multiplayer lmao
they might mean for version 40
@winter swift check this, it should give you an idea https://github.com/quarantin/zomboid-spear-traps/blob/main/media/lua/client/SpearTraps/SpearTraps.lua#L58
my mod never ever worked in b40
Would enabling Immersive Solar Arrays mean that I have to start a new world?
By the way, can you elaborate how your shields work?
I have two shields now and I absolutely love how my character looks, but I don't know how it works.
I think a zombie tried to bite me but it says I Blocked it.
@hot patrol well it's a common mod idea i guess
But mine will be better anyway ๐
@ruby urchin hope you don't mind ๐
its just a percentage chance on certain bodyparts
mind hwat?
@hollow shadow oh sorry i pinged the wrong guy
bro the Russians be using hacked multiplayer
Any Mac user around willing to decompile the game?
yeah we're
heh, @ruby urchin it seems you're surrounded ๐
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 ...
I don't understand
Did Le Gourmet Revolution has some English version or not?
I see on video that mod is translated
but I don't know where to download English version lol
Official website is all in spanish and it's a bit confusing
@velvet elk @rocky lynx Who's the real Snake (creator of this mod) xd
I dunno ;-;
Hi there! And yes, for English version
for some reason my the my clothing item isnt appearing when I put it on
the xml is basically a copy of the white formal shirt but with a different texture and guid
and its the same as the formal shirt in the script files
<fileGuidTable>
<files>
<path>media/clothing/clothingItems/Shirt_FormalWhite_Rolled</path>
<guid>7e23b452-c144-41bf-ae87-4f09ac6ca886</guid>
</files>
</fileGuidTable>```
did I do something wrong on the fileGuidTable?
folder order is right and the guid is the same too
the shirt also becomes a tinted shirt even though I set the tint option in the xml to false
Threw together a quickie "cure"(easy but complicated) mod; you can only loot them.
The plan is that this will also be used for a more hardcore mod where they don't spawn, but crafting them is a hideous convoluted and expensive process.
https://steamcommunity.com/sharedfiles/filedetails/?id=2666123663
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
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)
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
Send me PM and I will share the link to you!
Nice work Blair, looks great
Is this the first mod that uses the health system?
Alright
@velvet elk I've send u invite
wrong snake sadly
No, my multitool in a couple of my mods uses the same system for pulling out bullets.
Britas weapon mod, whatโs the whatโs weapon+ attachments
What?
About items, is there limitations, like can I make an item that is food and cloth at the same time?
or can I make a cloth that can be frozen?
Oh autocorrect, meant to say โbest weapon*โ
I like the mp5 with integrated suppressor and a drum mag
๐
Sounds like a good idea for something to be added in the main game
Glad you think so - I just hope People keep it in mind - I am personable keep keep or weird shit in Europe, Trying to get fit (finally) - might have a neck operation, Focussing, need to get back to language studies etc etc - I'd love to concentrate on it but modding PZ is never going to happen to me
best of luck with your surgery
Thanks - hoping its not necessary but 5+ Years says - It seems probable
Modding Project Zomboid almost makes you wish for a zombie apocalypse. ๐
Someone have a snippet about If I press a key something happens?
Me sitting here, making every gun and boolet in Brita's pack craftable.
Are you looking for the if statement syntax? not sure what the question is
I'm looking for some function or anything that tells me if a key was pressed
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
should be careful when checking for conditions continually tho, it can and will affect performance heavily if not done carefully
Oh I see, there are a events about that! thx
np, glad to help
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
๐ ๐
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. ๐คช
i thought there was a function that was player:getCurrentSquare()
Ill give it a try
hmmm if its nil, can't you define it?
I don't think it exists
maybe I could create a 'room' or 'building'
local NewBuild = new.IsoBuilding(player:getCell()) didnt work
i dunno any specific coding for this game... anyone know how that works?
try IsoBuilding.new(IsoCell)
I did ii with test = player:getCurrentSquare():setRoomID(1)
was able to set the room
only sets it for the current square though, but it is a start
ok that didn't work as intended
Does anyone know how to get rid of the outdoor sounds in player built structures?
like the wind etc
I was thinking I could create a room/building in the code that would stop it
now that code above stops the sound if that building has a room with ID 1
but it connects it to the room that the id matches
if you try and use a number that doesn't belong to a room, it throws an error
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
the rain doesn't get in
but the rain effect is different then if you are in a prebuilt
hmm
interesting
well, i built a second story ontop of a pre-built
is that the same?
you can see the rain drops in front
sweet pc!
but cuts out if you are in a pre-built
haha thanks
and in my player built I can hear the wind very loudly, but in the prebuilt it gets quiet
as you can see, mine doesn't have rain inside
maybe because your on top
might be
I didn't try it with rain only wind
so are you attempting to dampen the sound while inside a room/building?
even the little shed dampens rain and sound
yes
the rain I could probably live with
but the sound is really annoying haha
just break immersion
i haven't played around much with it
by running this code on a sqaure it will dampen the sound
player:getCurrentSquare():setRoomID(1)
but will also link it to room 1
ahh
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
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
yea in debug mode it does
in my player built where I set the sqaure it dampens rain and sound
so it is possible
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"
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
gotcha
@ruby urchin IDK if you tested it, but it's possible to start with the zombie cammo as "dirty"? and using somehting similar as this mod for washing it under the rain? https://steamcommunity.com/sharedfiles/filedetails/?id=2657661246
dirty or bloody ๐
Right now I'm reworking the mod, I'm going to substitute the clothes for blood, and add the suggestions from workshop
nice, congratulations btw the mod it's quite popular ad have a really good ammount of good feedback and comments
you ever figure this out?
@prime charm nope not yet
but from what I seen i don't think it's possible
Food and cloth at the same time ๐ค
U trying to eat people? Wear their faces? Lol
Any balancing mods for britas to make it fit with the time zone the games set in and make it generally less fun populated?
Britas has those options baked in now
Hard to set up right tho, but maybe that's just me.
Can someone share their brita's config maybe?
Does Filibuster Rhymes' Used Cars affect the spawn chance of the cars in KI5 and Autotsar?
No they all run well together, I use them and have no issues with stuff not spawning.
If i wanted to make a mod where you add a new character model to play with. how would i do that?
Hey guys, what tools do I need to make custom models? I am new to modding, but really experienced in Blender.
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?
its the blackwood map
i dont think settings cause it
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
@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
that would probably be on #old_techsupport right?
i did there and the bot told me to come here
the other one about 2x version of tkTiles_01.pack not found.. is definitely related to double-sized texture
what do you mean?
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.
@willow estuary the one about 2x version of tilepacks too?
ah ok thanks
and there are still alot of error messages that seem important, im not sure tho.
I don't remember, I'm just exhausted with that damn 100 to 1000 message ๐ข
can i send the file? there are alot more errors that i have no idea what they are, some of them seem important
@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
not really, im just getting a shit load of red error boxes
what does this mean?
Good lord that sounds like chaos
@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"
I just think there would be a looot of none errors etc. there, just my opinion tho ๐ not a channel I would have the energy for at least
@keen edge well at least we could talk here about modding ๐
Thatโs very true ๐
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 upload the console.txt
@waxen fulcrum mind to delete your previous message where you posted the whole stack trace? ๐
porque
it's messy ๐
ok yea i thought so lmao ill delete the rest as well
@waxen fulcrum so the mod triggering that error is this one: https://steamcommunity.com/sharedfiles/filedetails/?id=2622297867
@waxen fulcrum no need, it was just the big one
it's ok to post stuff
oh ogey, thanks for the help. by the way, is that the only way to check conflicting mods?
I don't know any other way
also it's not helping with finding out the conflict, just the mod that trigger errors
๐
very nice EMS models
would generic variants be available (i.e. without town specific labels on them)?
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.
eh...probably the closest thing to that would be County EMS
also ty
would be good if county coroners also got some love. you would think coroners in Knox County would be making a killing ๐
This mod idea is underrated @tame mulch
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
I can already see the large amounts of scrap weapons I will hang on my wall
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
Same, I also want to put multiple ramen or MRE crates on top of each other
ohh yes stacking is another great idea
anyone know of a mod that allows the spawning/crafting of actual garage shutters
what we have is a great foundation but there are so many ways it can be improved to really flesh out our bases
Nope
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
Making craftable moveables is the most difficult thing to mod
what about spawning of them then?
doesnt have to be craftable
WAIT YOU CAN MOVE GARAGE SHUTTERS?
NO SHOT
@hollow shadow what makes it so hard?
Yes
Everything
The required apps only partially work on my pc, thereโs also no tutorial videos on how to add new craftable furniture. I had help from 2 mappers to help me get the table ingame but it just doesnt want to work.
@hollow shadow which apps, like tilezed etc?
do you need to make 3d models? I think no
I tried this for 2 weeks 7 months ago
No models needed
U need tilesheeets
ah I made one tilesheet for my spear traps mod ๐
But that feels too easy
yeah agreed
Deep wound would be nice
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 .. ?
I already gave up months ago
oh i see
Files deleted
damn ๐
Idk
U can craft a 4 wide wooden gate but why not garage door
yeah of course, it makes sense
Maybe 6 metal sheet, 1 welding rod, 15 propane fuel from the torch, 2 hinges xd?
mm not sure there are hinges on garage doors ๐
Well thers nothing else to add
but it should require a motor !
I donโt think the current garage doors have motors
Iโm 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
nice!
I can add springs and motors
would make sense
wow nice
I will also add power tools
drills etc?
Yeah for drilling holes
Or for screws
The mod already adds large bolts they are like bigger nails for larger structures
when will you release your mod? ๐
so you want to finish all the features before release?
Idk
Whatโs bugging me the most is that I canโt use broken items
Which is the main feature broken of the mod
@hollow shadow well you could cheat maybe, like requiring broken tools, but before using the broken tools you spawn new tools with same characteristics?
Nasko said itโs not a priority so Iโm kinda stranded
ah you mean the recipe system really don't allow it
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,
@waxen fulcrum you should try to contact the authors of these mods
Oh man, finally, my decompiling tool is working on a Mac too! ๐
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! ๐
oh damn, I didn't think it would ping someone ๐คฃ
I'm sorry I don't really hate you, just the guys doing the apple OS
lmao
poor apple
just got outed for absolutely nothing besides having the same name as a trillionaire company
I really typed @ apple, and it was not supposed to ping anyone but when I submitted it did ๐ฆ
so I guess if any apple user is using my stuff and needs support, I'll ask for $$ first ๐
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
wdym dude I used your resources
aah true
and also a lot of test and seeing other mods
glad someone used my Lua Events page at least ๐
now I need to keep digging to find those pesky medical stuff that I still cannot find
in the source code
what do you need?
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
@blazing radish I've read somewhere there will be amputation, so maybe cauterizing will come then?
I hope so, imagine fantasy mdos with robotic prosthetics
one step closer to kenshi
๐
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
@blazing radish Not sure about multiple items recipe
๐ฆ well I think I'll do duplicate recipes then
can you give me an example of a recipe that gives the choice between multiple items?
items that are not kept
it's kinda confusing
but consumed
uhmmm
can you show me your script item also?
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
mmm so problem solved?
but doens't show the correct ammount for twigs and tree rbanch
I mean, the recipe works
ah I see
for Tent Kit they really have two recipe
don't worry, even if it was for me I wouldn'0t mind since I'm a literal noob
@blazing radish about poison effect of medication, I couldn't find the code yet, buuuut, I guess there's an easy way around
yes, I guess you could still simulate it yourself
with getModData()
@blazing radish can you explain what you need exactly?
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
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
lol idk how to make the box
and in OnPlayerUpdate, you just iterate the player:getModData().poisonTable to see if there was too much in a specific amount of time?
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
suturing is a recipe too?
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
heh
the action of suturing I mean
I don't know
I haven't found anything yet, maybe I'm loking in a wrong place
but if it exist, oh boy
I'm not sure, I havent sutured myself yet because I always die first
heh
and avoid glass
the first time I walked into glass abrefoot I was unable to find a neddle and died from bloodloss
HOLY FUCK
๐ญ
thank you SO MUCH
it needs to add pain and probably a light burn
self.bodyPart:setStitched(self.doIt);```
with doIt = true to stitch, and = false to unstitch
@blazing radish lua self.bodyPart:setAdditionalPain(self.bodyPart:getAdditionalPain() + endPain);
I wonder if it's possible to change a wound into another, for example a deep wound into a burning wound
you can remove one wound and create another, so yes
or just add another wound
not sure how to burn a body part though
today I was playing with sunburn mod form blair
there's setBurntToDeath but not sure that's what you want
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!
๐
sacred hecatombs for CO
๐
thank you dude
You're welcome man!
I'm gonna play now I haven't played for so long doing this
yeah haven't been playing either for a while ๐
@blazing radish have you tried my decompilation script yet?
tell me if/when you'll try it, so I can assist you in case there's still problems
I'll let you know!
but I was able to make it work on both Mac and Windows (and Linux but that was given heh)
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
yeah, IT IS tiring ๐
yeeeah
I cannot imagine the amount of work for more complex mods
I was only doing the very basics
well the more you know about it the easiest it gets
and with lots of help, I feel bad and proud for the pioners in zomboid modding
because I can imagine the stress
with almost no resource or help
only trial and error
I was lucky to have people like you
ah I see what you mean
I promise to upload an altar image with your name and avatar on my first public mod
๐
hahaha
well co, I'll leave in complete peace and happiness to enjoy my first working test
I'll let you knwo about the decompiler
have fun!
take care!
same to you!
does this make the decompiled java easier to search through? Using IntelliJ to figure out how whatever mapping topic I have in mind at the time leaves a lot to be desired.
@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
the renaming is certainly helpful. Last I recall, intellij only decompiled files on the fly as you looked at them, so searching is unreliable
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
ahh, great thanks!
@grizzled grove which OS are you working on btw?
win10
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!
instructions seem straightforward, i'll look more into it later
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
@grizzled grove OK just finished adding the missing parts to the documentation, should be smoother now
gn all!
thanks! I'll give it a whirl tomorrow and let you know how it went if you're looking for feedback
So I did a thing:
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. ๐
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.
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
Bleh, tables. But yeah, I'd found that x90 value, and was working on something along those lines.
does having alot of maps in one savegame cause performance issues? even if they arent loaded?
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 ๐
Looking to have food mods made
Like just making new items?
I think i can make some food items
Me too, I just made some the other day
oh nice whats the mod called?
It's not on workshop yet, I just made some to try it out haha
But I posted about it on #modeling here #modeling message
oh cool
Heya again @hollow shadow and @golden totem !! Would PM DMing you guys ๐
@grizzled grove I definitely am looking for feedback!
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
Expanded Heli, who does airdrops? Planning a Dying Light type sandbox thing.
I have experience doing food and drink. Whatcha need?
sweet, someone made a youtube video for my mod ๐
https://www.youtube.com/watch?v=iRbkzMW4T5s
hehe ๐
@weary matrix congratz!
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
@blazing radish how come you have to transcode to ogg? Is it the only format recognized by pz?
idk that's the modder instructions ๐
you need to follow a nomenclature for the tracks
and they have to be in ogg
i see
"โข 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
๐
@blazing radish does this mod allows to have the original tracks from the game? The ones from Zack Beaver?
this one for instance https://www.youtube.com/watch?v=RExBRIA63EQ
I miss it ๐
@weary matrix I've got beautiful-java running, fixing symbols, and i spotted a few error lines going by
IDK, but I don't play with music, but it shoudln't interfere since those are for literal CDs, not music in the game itself
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.
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
@blazing radish ah ok I see
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
}
@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 ๐
such is life
@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 ๐
Java Decompiler Extraodinare ๐
heh
i really don't know enough about code to suggest a better name, sorry
no worries
well I'm glad at least you got it working easily! ๐
@grizzled grove oh btw where the path correct, or you had to change them?
i typically avoid Program Files whenever I can, so yes, but that's just me
ok ๐
nice, gratz ๐
thanks haha
it's pretty memey and the only reason i made it was because i was joking about wearing one against zombies earlier
@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
i want this fix!
awesome, thanks!
oh dang, very spiffy good work @weary matrix it is very cool
@slate dagger thanks man! ๐
i am running the new version, a lot has changed
Yeah I got rid of jq cause it was really more of a hassle to install for no good reason
does this tool keep a log of the process? just spotted another error by chance when i sat back down:
@slate dagger but why haven't you told me about the nullnull bug if you had it? ๐
@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
oh ok
@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 ๐
no, thank you!
@weary matrix oh, i didn't see the null null sorry
Glad you like the tool ๐
ah ok I though you did cause you said "I want this fix" ๐
sure ๐
it is very nice, even keeps track of different versions which is helfpul
i often mod in 40 & 41
@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
ah, yeah, that is very nice
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
yeah seems like it is an animation class in that declaration
you could probably got to Animation Player
to maybe find out more
Does anyone know why PZ might say you don't have a Mod.Info file even if you have one?
maybe you used capitals in the filename?
Good guess, but i don't think thats it.
still giving me 'no mod.info file'
i fixed it. apparently i was missing a folder inbetween the mods and workshop folders
I need ideas for simple mods to make in order to train my modding
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?
lmao I liked your previous name
@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
@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
Have you found it?
ahh, so do git pull?
i ended up weaving through several detours, but i think i found what i was looking for
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?
@slate dagger yup
@grizzled grove any clue why intellij couldn't find it?
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
@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
i'd expect to see that somewhere, yeah
@grizzled grove I have it if you want
@slate dagger Thanks for getting back to me man. Yes, it is learned. It doesn't show up unless I complete a different research.
sure, and how?
still trying to get a feel for how to navigate
@grizzled grove sent in DM. No clue about navigating through IntelliJ or why it couldn't find the class definition though ๐
I'm just using vim + find + grep ๐
thanks ๐
@drifting ore ah, interesting. you tried making it not required to learn?
whats the mod that makes the padded arms less bulky i forgot
How easy is it to edit/replace sounds in this game?
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?
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"? ๐
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?
@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?
i think Doctor is actually the proper name
Hmmm, the requirement for doctor isn't appearing in the recipe though.
Good to know, thanks.
yeah, i think you have it commented out with the use of slashes
Ah, that wouldn't cause such an issue then, would it?
it might
Should I remove the line, then test?
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
I do believe it was cause by the "OnTest" line
ahh
I'm checking the fix in isolation from my other fixes now.
Yeah, same. Doctor was the proper name 100%
cool, glad we got it figured out
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"?
i always wondered that myself
of course i don't utilize that method for distributions
but it is weird to me ["list"] = .list
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.
yeah... i have never seen an OnTest before
so that is new to me
it was spamming my debug console though
@hollow shadow you interested in learning how to use broken items in recipes or did you figure that out?
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
you can check the stickies on this channel, has several tutorials
the wiki also has some
and the forums
Right, thanks
oo, fancy
I still need help
oh ok
AllowDestroyedItem:true,
NoBrokenItems:false,
these two items together
you need the Broken item and a tool or some other item
Thanks
no prob
@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 ๐
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
Good! When cAPI will released - you will can use our moodle api for easy access
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)
i just woke up and im omw to work xD
๐ซ
@hollow shadow guess it's a good reason to NOT be happy ๐
@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
i rather want to spend 3 hrs modeling and making 3d items for pz
yes once im back ill test
@golden totem I guess you're in the UK? ๐
Finland haha
Not sure if it would cause errors, but you should probably disable Mod Template. Also, Used Cars only needs one of the Names options enabled
You could also try using Subpar Survivors in addition to Superb Survivors
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 ?
What kinda mod do you want to make?
best thing is to start with something simple and try and do that
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.
So a simple version of that would be a spear you can create from different items?
Better towing - Models for tow rope and towbar
https://www.youtube.com/watch?v=RYj9-T-GAXg
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)
Have you done coding before?
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.
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
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 ?
hi is there any tutorial on how to make animations for project zomboid?
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

