#mod_development
1 messages ยท Page 494 of 1
recipe is simple to understand, even the item file are "ok"
but the script behind it, is really confusing
the first mod I did was: https://steamcommunity.com/sharedfiles/filedetails/?id=2595635821
it's very simple
if you download it and have questions I can answer them
it add a new item and recipe
i will look at it, ty mate. But you dont have any more advice ?
how can i step by step, learning how to add something in particular. Menu, news function, new animations, ect ... I'm surprised there is nothing to refer too, sure i can copy and trying to understand it, but it dosnt give me all the things i can do.
There isn't many tutorials, I learnt from copying what others had done.
The game isn't finished so there isn't many tutorials
if you have specific questions it is easier to answer.
I really appreciate the help and i will asking you if i have questions ๐
Superb causes a lot of issues and its pretty buggy
and not maintained!
I'm using Superb Survivors and having 0 issues with it (the ai is dumb af tho)
@atomic storm which version of zomboid?
The current IWBMS, I'm also using like 30 other mods, and only getting 5 errors. Those are from PawLow tho.
weird, I remember trying it and disabling it cause too many errors IIRC
or stuff that don't work, can't remember
It just works. Idk why tho, could be an issue with game settings or smth.
@atomic storm well you're the only person I've encountered who doesn't have problem with Superb/Subpar survivors ๐
Oh I have problems, just no errors. They seem to die alot cuz they can't find water even tho there's a water cooler in front of them.
ah I see
that will vary from mod to mod
superb survivors probably wonโt be
Is it just me, or is that tow bar model really low poly? Pretty sure I know the exact count of tris just from counting the faces in the video. ๐
Otherwise, great work!
Is there a way to generate loot again for a corpse/cupboards?
@minor snow dunno but you could try this: https://quarantin.github.io/zomboid-javadoc/41.56/zombie/inventory/ItemContainer.html#setHasBeenLooted(boolean)
It's workaround still need rewind time and (teleport to another chunk?)
I need a function without attributes, just call it and debug my mod
I am talking about a way to debug my loot mod
@minor snow ah sorry, no clue about that, but you can change the probably of being spawned to 100% maybe?
Buddy, it's workaround, I need pure solution
How I supposed to check is it spawning, if in one container it's spawning, in another not?
I made it, not sure how you would make this one not "lowpoly" lol
@minor snow good luck then
small edge bevel is all you could do there
I didnt add the wheel thingies or hook thingies since those wouldnt be visibile anyways. But the only visible details are the 4 bolts on the front part
It's more likely that it's not about the model, but about the texture, there is not enough dirt on it
Scuffs, dents
This is the details
i think the grunge he has is fine. maybe too bright overall? This isn't a heavy use item that's going to get constantly banged up, it would look out of place against pz cars if it were.
Huh, so the basis of the model is just as blocky. I stand corrected there.
But yeah, I also think the color's a bit bright. It stands out, and thus is more noticeable. make it a few shades darker and scuff it up, it'd look perfect.
@zealous wing @radiant ginkgo @grizzled grove this better?
oh also keep in mind that the final one looks like this rn. I did adjust the brightness after i saw the video
should probably move to #modeling at this point. But that looks fine in game i think. PZ vechicles are pretty flat colored (wish they had more detail, but that's what they went with...). So I wouldn't overdo it in regards to overtly standing out against them
Yeah, that looks a lot better. That looks like the sort of thing one of our boomer dads would have laying in the bed of his truck, exposed to rain and the elements. ๐
Something you'd find in the back of a rusted pickup on the back roads of Kentucky.
ok ill send new texture to aiteron then
@zealous wing hah, I think I got one of your subscribers on my workshop ๐
lmao
That dude was legit suggesting child murder be in this game.
Joking or not, that is fucking disgusting.
IIRC, he made a post along the lines of using live children as zombie bait. I mean in-game but still.
Then I asked him what the hell was wrong with him, and he doubled down on it.
Then I deleted his posts he made and blocked him.
tbh thats kinda insane. how can you come up with this
DJ, some people are just fucked in the head.
Like, the wiring is just not done correctly.
Everyone's wiring's got some code violations, but when the whole place was wired by a crackhead fiending for crack, that's something else.
I blame social media, to be honest.
Someone that can suggest that with a straight face is not someone I want to interact with in any meaningful way.
Im 18 years old and i havent found interest in social media and im extremely introverted its kind of a good and bad thing
Same. But this isn't the channel for that sort of debate.
DJ, some people are just fucked in the head.
@zealous wing
Such friendly speeches here
All right, I'll keep it PG. Even if I'm being honest and blunt.
added
-Throwing baby to distract zombie mechanics (requires trait Psychopath)
Okay, people, chill out before this gets unpleasant. Debates go in other channels. If you have a problem DM a moderator.
added
-Throwing baby to distract zombie mechanics (requires trait Psychopath)
@blissful escarp meh, boring. Need to add profession "Psycho" and skill for it
Just joking
And also some journal to learn how to throw and skill book
new here, someone needs to add the crackhead trait, allows you to steal copper wire off from car.
I mean, a baby monitor lure would be kinda handy now that I think about it...
This reminds me of Madness mechanic from Starbound mod FU
You know what kinda overhaul i would like to see? Zomboid but set in 2020
Don't radios/walkies attract zeds if you talk through them?
Can anyone help me figure out why I can't dig in anyother direction?
@sour island nice ๐
@sour island btw the other day I was wondering, what does EasyConfig_Chuked for ConditionalSpeech? Is it just to create the settings for the mod?
yep
lmao
lol, what is that bottom one?
He's turning into a redditer
ahh ok lol
imagine modding a dragonborn character model into the game? the ones from dnd not skyrim
HHAHAHAHAHAH
yes
btw does the game take fbx animations?
also yes
the game will prefer .fbx over .x files, so you can just drop your file in the folder and you're good. Only real technical requirement is that the clip name should be present in the fbx like "Bob_Idle" or whatever you're replacing
you could mess with the xml to get fancy with things, sure. We should be getting the AnimZed tool Soon(tm), which would make that part much easier
i'd actually suggest replacing Bob_Idle to get your feet wet, since it's an easy replacement and you don't have to do anything in game to see if it's working or not
it's a standard 3ds max skeleton, i don't know why that would be
So I changed something with my mod because I had an issue I couldn't fix but now My game freezes at the menu whenever I load up my mod.
sounds like maybe an OnGameBoot, but I donโt really know what you changed and what your mod does so hard for me to say
I was missing a comma
I swear I look over the same files for hours and can never spot it
It kills me inside
man, i wish i knew how the fuck project zomboid modding worked, oof
currently there are many tutorials, sometimes things are not easy, but it is a matter of reviewing other mods, the difficult is to innovate with new things that create something else from the lot
depending on what you wanna do it might not be too hard. take if from a total amature like me. Look at the game files and mods that do something similar to what you want and try to replicate it. When you hit a snag ask for help here.
like it you want to add new clothing or melee weapons
what is the main coding language ya gotta use for modding it?
second, what program for making 2-d and 3-d models?
what do ya'll use for the coding side?
I just use notepad++ but i'm no coder
ive been using notepad for IT class this semester, but its a half semester so idk how much thats gonan help me atm
Notepad++ has a language picker, it beats nothing
?
aight
i might mess with mods after this class is over. after the exam my next class isnt until march
messing around in it might be a fun side project
what the fuck is the bottom moodlet
resurrection?
voodoo zombie maybe?
ok, hear me out
a mod that depicts special infected by having them wear mascot uniforms
mascots of sonic characters as sprinters
shrek costume as a "brute" or fat zombie
idk fam im still learning
are you storing it in <username\mods?
or <username>\Workshop?
oh, i don't take it to workshop unless i am ready to publish, but to each their own i suppose
so how is the folder structure on each?
so for Workshop you need the following;
Mod Name\Contents\mods\Mod Name\
for the mod.info
nope
that is just the folder path
do you have a poster/preview file?
i think the example is based on maps
usually you have a media folder
at least for most
what is the file structure of the <username>\Zomboid\mods location?
ah, where is mod.info?
one folder up
needs to be /Zomboid/mods/Mod Name/mod.info
oh ok sorry
i misunderstood, that is the right place
no worries, I read it wrong
hm, that should appear in the Mods section in the game then
i think the preview file is only required for workshop uploads
let me check something
hmm...
interesting, with nothing but a mod.info and a folder
the mod appears
@drifting ore I'd remove the one from Workshop, cause you never know which one has priority over the one in zomboid/mods/YourMod/
yeah
and the folder structure is a bit more complex for workshop, so less chance of doing errors that way
that is another good test
another thing is just removing everything out temporarily so you just have /Zomboid/Mod Name/mod.info
and see if that appears in the game
since that is essentially all you need
@slate dagger I've seen a weird issue the other day while helping someone, like he was using one of my mod as a template, and we checked together everything after he changed folder name, content of mod.info, etc, but it was still showing as mine in mod list ๐ฎ
and the guy was sharing his screen so I could check everything was ok
I suspect windows is doing weird stuff with disk caching
shouldnโt
I don't think so
@weary matrix Interesting
it only worked when he created a new folder, and copy pasted the files inside, so weird
me neither
but I know the bare minimum now
is just a folder and mod.info
hm, may have to do like co suggested, make a new folder
Please use a real name, it's really confusing otherwise when you're talking about it ๐
cause if you have the bare minimum you should see it
you are closing and reopening PZ right?
oh, good question, hehe
@slate dagger about that I made an empty mod with no code or anything just to activate/deactivate a mod safely so that Lua gets reloaded ๐
lol, that is a good idea actually
so I don't have to quit the game
works like a charm
either call it ZZZSomething or AAASomething depending on if you want to have it on top or bottom of the list
Could you share a screenshot to show us the structure in file explorer?
@drifting ore remove the url part as suggested by FireDragoon
you use your user folder
itโs your user folder
where you have Windows installed
don't touch steam files! ๐
well, where would the game find the files so it can copy them in your userdata folder otherwise? ๐
cool ๐
๐ฆ
errors?
ah, yeah may have to check to see if any errors occurred but I donโt know a lot about animation/modeling
more of a coder
not sure on models
i know clothing needs one
Don't know either but I'm pretty sure you have to reference the model in different places
question
if ya had to show an example, how is the coding side of modding the game? what it look like?
@agile mesa looks like this: https://github.com/quarantin/zomboid-out-the-window/tree/main/media/lua/client/OutTheWindow
I don't really know but that'd really seem too easy ๐
was thinking like, a screenshot for an example but aight
@drifting ore check other simple mods that add models
are all 3 .lua files needed for 1 mod?
@agile mesa you could have all your code in one file if you like
just has to be either in lua/client, or lua/shared, or lua/server depending what you want to do
nah its fine, im assuming you have stuff in the files to call between them
man, it gonna be funky to tryand do this in Notepad, lmao
How feasible is a SCP-001 mod?
Since I'm a sucker for apocalyptic stuff, When Day Breaks.
maybe the "Flesh That Hates" scp would be good? the number itself for it escapes me atm
the deal with that one is that masses of sentient flesh showed up in a small village in russia, and they are loosely mimicking people and animals around them, and fusing to buildings, sometimes making whole ones from just the flesh
idk?
aight
ah, like dying light kinda
apparently F11 will reload lua if you're in debug. At least i think it was F11
It's pretty good, but still needs some work as some zombies completely ignore the mod and will act normally.
you are correct
@grizzled grove it is F11 indeed, but I'm always having issues with the reload from debugger, like either reloading not occurring, or old code and new code running at same time etc
depending on the kind of error you trigger I guess
@grizzled grove for example the other day, Aiteron shared some code with me, but it was not working until I quit the current game and reload Lua from main menu
i'd imagine there's cases like that, sure
@grizzled grove btw not finished yet, but it starts looking good about injecting old symbols when decompiling new release ๐
does anyone know if the hunting mod is compatible with britas?
does anyone know if the hunting mod is compatible with britas?
@fierce cipher no
Only vanilla guns
Hunting rabbits with gatling

please let me do this
๐
how do you interact with a java stack with lua for zomboid?
oh you really mean the Stack class from Java, sorry
@royal ridge you can do push() to add a value on the stack, pop() to remove a value, peek() to get the value at top of stack, and empty() to check it's empty
@royal ridge may I ask why you need to interact with a Stack object?
ah I see
@royal ridge btw a java Stack is a subclass of Vector, so you should have also access to all the methods from the Vector class
I only need to pull the top object out, which I was able to do in lua, I thought it might of be different to an array but works the same wya
yeah it does, cause it's a subclass of vector, which itself is a subclass of AbstractList
@royal ridge are you trying to detect zombies that spotted you?
this one been useful to me:
function canSee(zombie, player)
if not zombie:CanSee(player) then
return false
end
local visionCone = player:isSneaking() and 0.6 or 0.9
return zombie:getDotWithForwardDirection(player:getX(), player:getY()) + visionCone >= 1
end
thx to Aiteron ๐
@royal ridge from OnZombieUpdate Lua event
@royal ridge nope, the handler for OnZombieUpdate only gives you a zombie as parameter
you'll have to wrap the call with another function like:
function onZombieUpdate(zombie)
if canSee(zombie, getPlayer) then
-- your code
end
ah
I can't get it to work, is this correct?
`function canSee(zombie, player)
if not zombie:CanSee(player) then
return false
end
local visionCone = player:isSneaking() and 0.6 or 0.9
return zombie:getDotWithForwardDirection(player:getX(), player:getY()) + visionCone >= 1
end
function onZombieUpdate(zombie)
player = getPlayer()
if canSee(zombie, player) then
print("I CAN SEE YOU")
end
end`
Anyone got a list of amazing mods?
player = getPlayer() is incomplete there
it won't return a valid player and is probably throwing an error
Hi there
recently i got an idea of trying to maybe add custom clothing to some of my car mods
and since it would be my first time trying to add/make custom clothing
does anyone have any practical advices on how to do it ?, make'em spawn in containers and on zombies
etc
too bad doesn't even explain how to make em spawn in game
- it only talks about clothing from scratch
@fair frost use that as a starting point to understand things a bit and then look at another mod that is maybe similar to what you wanna do and replicate it a bit
That's pretty much what I did outside of asking a lot of questions here
I found this one pretty helpful https://theindiestone.com/forums/index.php?/topic/37647-the-one-stop-shop-for-3d-modeling-from-blender-to-zomboid/
Hello and Welcome! Here you will find a concise and comprehensive guide and tutorial of making 3D models for Project Zomboid. Currently, this will mainly pertain to custom Clothing creation but may include weapon creation in the future. This will present how to create models from scratch with Ble...
There are other guides on the forum as well
anyone know how to get into the depth buffer?
it's never occurred to me, but i've never seen mention of it when diving through the source.
really? it's an OpenGL feature and I'm trying to get my Reshade shaders to work with it
i mean, i've never gone looking for it either. I assume they have one somewhere for comping the 3d elements against each other or the 2d world
try starting with the fog and environment shaders and see if anything pops out at you. but idk if that would help with reshader
yea reshade just has this, if it makes any sense
this is the best I've gotten but it only has the car I'm sitting in, and it only takes up half the screen
it does identify the player's normal maps and the car's but nothing more
the world itself is flat, afaik all the sprites are rendered via sorting
ah ok gotcha
@royal ridge this is correct but you also have to register your function like: Events.OnZombieUpdate.Add(onZombieUpdate)
sorry I went to sleep in the meantime ๐
I really have to fix that sleep pattern, went to bed at 4PM to wake up at 11PM ๐
Flat earth theory? ๐
I got it working thanks ๐
great ๐
thanks, it might of been that and not registering the function, it is all working now ๐
Why would it be incomplete, not return a valid player and throw an error?
I don't remember actually, I guess in single player it always returns the only possible player? I looked and thought that line was correct somehow
@tame mulch finally finished my own
the snippet that I used for transition
if enableWiggle then
if wiggleBidirectional then
wiggle = wiggle - 13 -- Velocidad de transiciรณn
wiggleX = wiggle * math.sin(0.5)
if wiggle <= -30 then -- Distancia de desplazamiento default: 30
wiggleBidirectional = false
wiggleDegradation = wiggleDegradation + 1
--print("Right")
end
else
wiggle = wiggle + 13 -- Velocidad de transiciรณn
wiggleX = wiggle * math.sin(0.5)
if wiggle >= 30 then -- Distancia de desplazamiento default: 30
wiggleBidirectional = true
wiggleDegradation = wiggleDegradation + 1
--print("Left")
end
end
end
if wiggleDegradation == 2 then
enableWiggle = false
if wiggle <= 2 and wiggle >= -2 then
wiggleX = 0
wiggleDegradation = 0
elseif wiggle < 0 then
wiggle = wiggle + 5
wiggleX = wiggle * math.sin(0.5)
elseif wiggle > 0 then
wiggle = wiggle - 5
wiggleX = wiggle * math.sin(0.5)
end
end
what are the extra moodles there? What do they mean? They look like they're from Crossed or something.
Looks sick!
A man of culture, that is a good comic. This is just a custom moodles, I just replicate what Aiteron#4926 posted a few days ago
Heyyy thanks. I think they're pretty good comics too.
What did Aiteron post?
I see I see. So what do your custom moodles mean?
whatever you want, you define that, how I see it, it's just so as not to lose the immersion of the game
sorry, mb
I misunderstood
ah ok. I gotchu.
That is just a example icon, literally I get a default moodle and I drawed on it lol
@nimble spoke oh you mean it would not work for MP? That I don't know, haven't written MP mods so far
Alrighty. I saw that and got excited lmao. I've been hoping someone makes a Crossed mod for PZ at some point.
yeah, there are lots of mods around that take the quick route to get the player in a way that only works in single player because it is always player 0
ohhhh
that makes so much sense
fortunately that should be a quick fix for most mods then
@balmy prism might be complicated if you want to retrieve a player from let's say OnZombieUpdate, not sure
in some cases you probably need a totally different logic which might not be a quick fix
oh fair enough. I just assumed for most mods it would be an easy fix. Guess that's what I get for assuming.
@ruby urchin does your camouflage mod works with MP?
I made some tests for a camouflage that could possibly work in MP..... and my result was not satisfactory, but Iit was a short test anyway. I'm curious to see what other modders are trying to achieve the effect
the way I did, it should, because I only modify properties of the zed entity IsoZombie (assuming the entity is redirected to the clients of each player)
which property is it?
setUseless()
ohhh right. I didn't want to use that one as the zed won't respond to any sounds or players around it
not ideal for MP in theory
perfect for SP though
You need encode it, that why I use setUseless, it's very manageable and it's not sooooo involved with other functions
@ruby urchin so I suppose your mod does not manage stuff like if the player is shoving off a zombie while camouflaged, the zombie should attack?
We will have to wait for the real test to see how they will behave. I'm really curious to see what happens
You can see the code, if you are 1.3 units close, it will turn into a normal zombie so to speak, until it goes out of radius detection
@ruby urchin mmm ok so what if a zombie sees a player running from more than 1.3 units?
or making noise
yeah, that already added, literally, the radius of detection doesn't exist if player is isRunning() or isSprinting()
they will behave like normal zombies
you mean like useless zombies? ๐
Yeah
a useless zombie doesn't react to anything, doesn't even move around. But he's turning it on/off
unless you're making it do react to those events and remove the useless flag accordingly ๐
some things get weird when you do that. For example if the zombie already has a target and is moving towards it, making it useless won't stop it, but when it reaches its target it will do nothing
yeah, that's the problem, I have a idea to solve when zombies are idles, but i need work in others things first jeje
@nimble spoke assuming you're wearing the zombie camouflage, I suppose the zombie won't have a target, or at least not your character?
in which case it's fine I think?
if you're faking the reaction to events.... have you seen the size of spotting and hearing functions? dozens of variables involved. If you remade those in LUA, well.... props to your patience lol
yeah, no target = walk to last known target
@nimble spoke I don't mean "fake" reaction, but rather like detecting if the zombie should see/hear you, and call setUseless(false) accordingly. Wouldn't that work?
Exactly what I mean, but those checks, the real checks in java, don't work for a useless zombie
@nimble spoke but you can hook OnZombieUpdate and check if the zombie should see you?
not sure about noise yet, but for seeing I have a way at least, it seems to be working
it will always return false for a useless zombie, that's the whole point
@nimble spoke no my Lua function returns true if the zombie should see you, even if the zombie is useless
that's why I said, if you remade the check in lua, with all the variables, then well done, the check is very complex. I settled for an extremely simplified check in my mod
so it is either unfair for the player, or for the zombie, haha
why unfair?
I mean, not very close to the real chances a player has as most variables involved are ignored
uhhh..... basically everything you can think of. The spot check considers light, fog, rain, objects blocking view, not to mention all the player variables you could use
also handling objects blocking view, but not light, fog and rain I have to admit
It literally uses dozens of variables, I'm not joking. I've checked it
@nimble spoke are you making a camouflage mod too?
I just made a quick test to see how it would go. Trying something that wouldn't require me to remake those checks or anything like that
my approach to making mods is to usually test first if it can be done at all, how it can be done, how good the result would be, before deciding "I'm making that mod"
sure
and in this case my test didn't go far enough to make conclusions
is there a way to play a sound in lua?
@nimble spoke I think it's fine to just ignore light, fog and rain, cause you already have an advantage with the camouflage, it would just making it less effective when player is doing something that should get him detected
hearing might be a bit more involved that seeing though I agree
@ruby urchin I started a camouflage mod too before you published yours, do you mind or would you prefer to make it a common project?
lmao don't ask, you just do it, it's always better when there's many choice
ok
haha why not ask? i'd say do ask... and more
its great to have input from the comunity
and release things like a team with whole mods that include many works
its easier to download, results are better and more people will see your work
I couldn't block the zeds vision, I'm really interested in how you will do it, let me know when you release it
@ruby urchin sure
@ruby urchin but that's why I proposed you to work on a common mod, like most of what you did is really good, I just want to improve the zombie behaviors. So if we end up ripping each other stuff, better to make it a common project? Unless you really don't mind I use your mod as a base, like reusing your models etc
What is the best mods for 41? Like what is the MOST needed when playing that brings the best experience for yourself
@royal scroll it all depends on what you expect from a zombie apocalypse game ๐
@royal scroll I'm not using much mods anyway, only the following mods are enabled for most of my games:
- Conditional Speech (from Chuck)
- Sandbox+ (from derLoko)
- Just throw them out the window (from me)
- Quick Item Action (also from me)
Thanks for your input! Iโll try these mods out๐
DAAAMN did you "Just throw them out the window"'??? how does it feel to get a Nurse feature?
Honestly I don't like work with a team except if was for big project, which will take time and complexity. You can take what you want, as long as you give the respective credits
@ruby urchin Nice! About the credits, is it ok if I mention my mod was adapted from yours in the workshop description and github README.md? Or what would suit you?
should this be able to play a sound? or do I require more?
getSoundManager():playSound("bigExplosion")
Where you want, average user dont care those things, only put where you would think a modders would notice it if they were interested
@royal ridge I don't know much about sound handling but that looks good, assuming your bigExplosion sound has been registered correctly to the game (Don't know how to register it though)
It's from the base game, but it didnt work
@ruby urchin OK then. Thanks! ๐
Tell me if you need them, In the next update I will remove them
@royal ridge are you getting an error in console.txt?
@ruby urchin you mean the psd files?
oh blender files maybe?
all you see it, idk, you choose
@low crest it feels really good! ๐
it was a great video
indeed, and it came up at the right time when my "One week extra visibility" was over on Steam, so still had plenty of new subscribers ๐
`STACK TRACE
function: ZombieSpeak -- file: SanityMenu.lua line # 29
function: worldobjects -- file: SanityMenu.lua line # 14
function: onMouseUp -- file: ISContextMenu.lua line # 90
LOG : General , 1638420789369> Object tried to call nil in ZombieSpeak
LOG : General , 1638420789456> creating new sourcewindow: C:/Users/tests/Zomboid/Workshop/sanity/Contents/mods/sanitymod/media/lua/client/SanityMenu.lua
ERROR: General , 1638420792063> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: Object tried to call nil in ZombieSpeak at KahluaUtil.fail line:82.
ERROR: General , 1638420792063> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: Object tried to call nil in ZombieSpeak
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:82)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:971)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980)
at se.krka.kahlua.vm.KahluaThread.pcallBoolean(KahluaThread.java:1924)
at se.krka.kahlua.integration.LuaCaller.protectedCallBoolean(LuaCaller.java:104)
at zombie.ui.UIElement.onMouseUp(UIElement.java:1228)
at zombie.ui.UIManager.update(UIManager.java:808)
at zombie.GameWindow.logic(GameWindow.java:249)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.GameWindow.frameStep(GameWindow.java:726)
at zombie.GameWindow.run_ez(GameWindow.java:642)
at zombie.GameWindow.mainThread(GameWindow.java:471)
at java.base/java.lang.Thread.run(Unknown Source)`
@ruby urchin I don't have plans to edit the models, but I'll just ask you if I change my mind, ok? ๐
It can find the soundManager though
Do you guys know of any tutorials on how to get custom menus (specifically the radial menu) and interactions to work? me and my friend are having some issues with it
np
line 29 is
getSoundManager():playSound("bigExplosion")
@royal ridge try PlaySound with upper case P
ERROR: General , 1638420994423> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: No implementation found at MultiLuaJavaInvoker.call line:112. ERROR: General , 1638420994423> DebugLogStream.printException> Stack trace: java.lang.RuntimeException: No implementation found at se.krka.kahlua.integration.expose.MultiLuaJavaInvoker.call(MultiLuaJavaInvoker.java:112) at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1007) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980) at se.krka.kahlua.vm.KahluaThread.pcallBoolean(KahluaThread.java:1924) at se.krka.kahlua.integration.LuaCaller.protectedCallBoolean(LuaCaller.java:104) at zombie.ui.UIElement.onMouseUp(UIElement.java:1228) at zombie.ui.UIManager.update(UIManager.java:808) at zombie.GameWindow.logic(GameWindow.java:249) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:726) at zombie.GameWindow.run_ez(GameWindow.java:642) at zombie.GameWindow.mainThread(GameWindow.java:471) at java.base/java.lang.Thread.run(Unknown Source)
with upper case P
I don't think it can find "bigExplosion"
mmm let me check something
@royal ridge do you have the coordinates of the IsoGridSquare where you want the sound to be coming from?
yes
@royal ridge so just try this: getSquare(x, y):playSound("your sound")
awesome! ๐
I am making a sanity mod, so as you lose grip on reality you start hearing weird sounds, and you windows banging, doors, random zombie noises
and I am looking at some visual effects too
oh man that'd be great!
guess I'd be using it
@nimble spoke @ruby urchin would you like to try my decompiler project for Java code? It's using the decompiler from IntelliJ but also renames all the variables that have shitty names like var1, var2, var3 etc to something more meaningful based on the type of the variable, so for example IsoPlayer var1 becomes IsoPlayer player etc
also, I'm not done with that part yet, but I should figure out a way to import symbols from version 38.30 of the game, so that I could use them for decompiling newer releases
have you seen the take "Barotrauma" has on that mechanic?
wait that didn't show the hallucinations i think
@royal ridge do you plan to add some kind of hallucinations too? Like you see a zombie but it's not really there? ๐
I am going to try
nice!
yeah that's what i meant basically
i cant find a short video on it
at the latter stages it gets really insane with distortion and intermittent/permanent hallucinations at all times
problem with useless is the zombie won't come to you
Erm... Dunno where to ask this, but I've installed a bunch of mods, and... I can no longer seem to climb through windows on my old save.
More specifically, the one my character's s tanding right in front of.
@royal ridge I thinking maybe like create hallucinations when there's no zombie around and just set the character to god mod for the time of the hallucination
See?
that could work too
god mode will heal you though
hmm doesn't sound very clean
I will mess around with it anyway
had no clue about god mod healing you
@royal ridge also would be nice if you could trigger some hallucination when you open a door, or when you look through a window
with the scare sound
@royal ridge well at least now you know how to play sounds ๐
vine boom sound??
btw zombies and players also have a playSound() method
@royal ridge I found this sound in zomboid sound folder which sounds like insane stuff: feedback.ogg
also all the sounds whose filename starts with insane
I have been going through them the insane whispers are crazy too lol
hehe nice
@royal ridge I can't seem to find the jumpscare sound though ๐ฆ
@royal ridge OK haven't found the sound itself, but I think this is how it can be triggered:
this.getEmitter().playSoundImpl("ZombieSurprisedPlayer", (IsoObject)null);```
this refers to an IsoPlayer instance here
awesome ๐
@royal ridge man, now I'm becoming impatient that you release your mod ๐
@royal ridge just add a zombie on the other side of the door, trigger the jump-scare sound, and make the zombie disappear or something ๐
ah ok
I am messing around with spawning zomboids now
@royal ridge also what about having a chance of this happening if your character is not insane?
of course having the character insane would still make the chance higher
probably almost 0, if you keep your sanity up
I mean, when you live in a zombie apocalypse, you become insane sort of ๐
its going to be a ticking meter
that goes up over time
it will connected to stress, mood and panic etc
you can lower it by watching tv, reading books, resting in a safe area
etc
eating good food
killing zombies won't lower either
because you are like killing people
@royal ridge Just to let you know I'd really enjoy it if it was adding such events even if your insanity level is OK
or at least some way to configure it in settings
yeah, I might do a sandbox setting called thershold
and you can set it to what you when you want events to start
I would love that โค๏ธ
@royal ridge so, how much time I have to wait before you release your mod? ๐
@royal ridge are you using github or something?
not yet, but I will set up tonight
cool, let me know if you need help
ah ok you already use github, just not for this mod yet ๐
I only just started it today, so haven't had a chance yet
heh, sure no worries ๐
@royal ridge also if you want to discuss things about the mod, you know where to find me ๐
ya I will let you know
Is there anyone experienced in lua that could help me out, i need to make it so a certain line of lua only runs if another mod is enabled? Is it possible to do and how?
i basically need to make it so something only spawns if there is a certain map enabled
getActivatedMods():contains("ModID")
You'll just update 'ModID' to the ID shown on the main menu under mods (above 'Location').
Search google by keyword "wordzed", the official thread is a full tutorial.
How do i make scenarios
check out this folder in your zomboid folder
ProjectZomboid\media\lua\client\LastStand
it has different scenarios
in there you can copy and mess around with
Ok thx
cool, I managed to automate the generation of javadoc alongside my decompiler tool ๐
so now my online javadoc also has the symbols I'm adding ๐
For example
cool, that is very helpful!
ะฐ
@slate dagger I enabled google crawling for my javadoc pages, so it should be available in google results in a few hours/days
hi, I know quite a bit of java and my question is: can I make mods with it without any problems ??? cuz I saw that many forums and guides say to use mainly Lua due to official api support
@weary matrix thank you kind sir!
you're welcome!
@slate dagger oh and btw new beautiful-java available, the fixing of symbols should be way faster now
Join this channel to get access to perks:
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0:00 Did you know that in Project Zomboid, the Veteran is one of the best gun-wielding combat occupations and will never panic no matter what.
0:07 The cost to be a veteran is the highest in the game partly due to the unique trait you get fro...
The character here has a bosnian war beret
Anyone know which mod this is?
it's not from a mod
i am almost certain this is vanilla army berret
the item is called Hat_BeretArmy
Tf is a bosnian army beret doing in the us in 1993?
i think it was meant to replicate this
but still feels off
๐ฆ
@bleak current but if you know Java it shouldn't be too hard for you to learn another language like Lua
hymmm, yeah its just that I tried to learn lua to get with other mods for other games
and its just not my type for some reason
same logic, different syntax
@slate dagger oh and now you can do ./bin/update to update the tool ๐
Well it failed and it looks very similiar to our army cap
It looks pretty close to the 73rd infantry brigade, but they disbanded in 1977. Also, it's obviously missing the sword. It does look closer to the Bosnian one.
Guys, is there the chance to convert and adapt an old graphic weapon file (2018 build), with the actual one? Idk, a program?
i'm talking about weapon's mods
This is one of the old gun models that i'd like to see in the hands of my character
oh.. thanks a lot! Idk it.... sorry
Is it bad
If I will take a mod from workshop
And figure out how it works, maybe copy few things
@drifting ore if in doubt, just ask the mod author?
Isn't it dmca violation
well I don't know much about DMCA, but it''s not like you're going to earn money with your mod
Workshop should work same like github repositories, I think if you copy 5 or 6 lines of code, you not shouldn't be problems, but if it something more complex, the author can send a report and steam moderators determine if it is theft of intellectual rights
but in reality there are various ways to avoid it, you just have to obfuscate
Mods can, and have, been removed from the workshop for being naughty in that regard.
A secondary issue is cases where people copy code from another mod, and, on account of keeping the same function and variable names, break the mod that they took the code from when used at the same time as it.
@willow estuary well in that case it means the initial mod was not properly coded? ๐
I don't really understand what you're talking about... but if you're blaming me for copyright or similar, you're very much mistaken. I need a couple of graphics to use in my game, SINGLEPLAYER, not to play co-op. Also because I only play singleplayer
an old assault rifle, which would be a primitive AK47 manually modified by the character... I was very impressed by the graphics which are a bit old, but nice, and I would like to have it for my singleplayer game
Unfortunately I'm nostalgic for the old firearms graphics... starting with one of TommyStick's early mods. The problem is that then these people get annoyed with updating the files.... just to clarify, don't think bad
West Point PD part is coming nicely to an end
Oh and also FBI Police
Why did i made them ?
I guess because i was bored and i really like their old livery
Fortunate Son intensifies
I'm trying to make an override recipe for the "gather gunpowder" vanilla recipe. Everything works except for one part: Result:GunPowder=1 is giving me full a gunpowder bottle instead of the 1/10 of a bottle that I expected. When used as the ingredient for another recipe, Gunpowder=2 takes 2/10 of the bottle to yield the crafting result (ammo in this case). The Used delta for gunpowder in the vanilla files is 0.1 and I have not overwritten it. Anyone know what I am doing wrong?
anyone know of a mod that stops radios from turning off in your invo
because it makes no sense that a radio i put back in my invo auto turns off
I've had an idea floating around for a while now but I'm not sure if it's possible in zomboid.
Would it be possible to make it so when a player made wall has its health lowered to the health of a lower level wall it will get replaced by that level of wall?
So if a level 3 wall looses 50 hp it gets replaced a level 2 wall, and 50 more it turns into a level 1.
This would be a very handy and immersive way of showing how much health a wall has at a glance without using a mod where you have to manually check every single one.
If there is a memory leak issue could that be mended by just checking updating the wall on chunk load and/or when a wall enters a specific radius of the player?
๐
anyone knows a good Vehicle mods?
Filibuster Rhyme's car mods are really good
lmao for some reason, I need restart two time the game to update my code
Hey fellas, I am a fan of project zomboid and I want to try modding with it. I have an idea for adding a allready in game item to all zombies. how would i go about that?
also where do i start? idont see it in pined
nvm found it https://www.youtube.com/watch?v=N6tZujOPnDw&list=PLwV27NP3RkJl27tveCa9EMMvAdjmGXZsf&index=4
This tutorial video will show you how to make a simple drink in Project Zomboid. I will go into the steps involved from start to finish. Read more below.
0:00 intro
1:08 Start
1:44 Searching for images to use in game
2:30 Searching for the Sound Effect
3:06 Creating mod file directory
3:54 Creating mod.info
4:34 Creating a poster
7:14 Adding ne...
I hope everybody it's doing well!
Heya
Sooooooooooooooooooooooooooooooooooooo
I have a bunch of voice acting and this mod is broken
Anyone wanna help me make it functional again?
Maybe with one of those fancy wheel interfaces
Ok so I have a modding/Lua question if anyone can give insight to?
I have lots of mods installed, and I use cheat menu to quickly bounce around trying different ones out to make sure they work.
Ive noticed if I keep restarting new games, eventually I can get either errors popping up, or repetitive freeze frames, and eventual crash.
Because its much quicker to start a new game, after youve already loaded/started a new game (as opposed to starting/loading a game when you first boot up PZ).
Could these errors just be limited to something thats happening through repeatedly jumping in and out of saves?
Ie the mods could be quite stable and compatible with one another, its just repeatedly jumping back and forth from save to main menu is creating other errors.
dang that sounds like a true performance ghoul is hiding in there
@low crest ๐ฅด
yea struggling to work out how I can refine the problem down further (without painstakingly trying out loads of variations of mods of course)
probably some conflicting code with 2 (or more ๐ ) mods... at the very least i think you'll need to do that...
daaam
or idk... any ideas?
Yea only noticed it when I started bouncing around loads using teleport on cheat menu
that instigates the errors, and the freeze framing
try to think if there is any mod that works like that...
adding stuff as you make new saves
giving those kind of powers? I dunno, im assuming its more to do with whatever is spawning in en masse when i suddenly jump to a new area
but thats just me guessing
oh ok
hmm
this is the list anyway
only added a couple newuns since then, and this problem was happening before they were added on
also try and get the debug code from the errors that pop up
that will probably be the quicker solution
do I have to be in debug mode then to do that?
i think... im new to modding this game lol
ah ok
yea tbh i dunno why Ive been putting it off tbh, from what ive seen itd be better than using the cheat menu
good luck
oh
is this what you mean?
@low crest
Any windows or options I should explore first to diagnose the problem, cant really see anything immediately recognisable to any of the mods Ive got in the lines of code I see
At a glance anyway
Oh wait is it Aquastar Yachts that is bugging out here?
k will give it another try
Just encountered same error several times so easily replicable
@exotic ember press f11 once or twice to be sure the error is flushed properly to console.txt
oh so how do I get to console.txt from this error log sorry? :S
back on that same screen as the screenshot
press f11 couple times on this screen and then?
the console.txt is in your zomboid folder, alongside your saved games
Actually I think this is a vanilla bug and the devs are aware of it
@marsh beacon hopefully this one should get fixed in next release, see
https://theindiestone.com/forums/index.php?/topic/41757-memory-leak-in-zomboid-game-engine/
I reported it a few weeks ago
oh ok
Yes!! That your post is the one I saw haha
hehe
do you mean this
@exotic ember well this the start of the console.txt, but you should rather look at the end for errors
like "Stack Trace" etc
Hmmm, at first glance I can see ALOT of errors related to mods over "missing translations"
So im assuming that literally means language seeing as it lists strings
LOG : General , 1638530451804> - EHE: ERR: IsoPlayers can't add; IsoPlayer x/y less than 1:
This maybe? Cant see anything on stack trace
although was mentioned in that screenshot
I just tried removing all mods and teleporting about
Not getting the same error :S
If you teleport around with immesive solar arrays, it will cause problems with the mod
hmm do you guys think it could be feasible to script in a c based language and convert to lua?
or is it flat out not worth it?
I wouldn't think so
probably not worth it either
lua is more of scripting language
i found this https://github.com/Oberon00/apollo and i think some people use it for games
its just that lua syntax is giving me an aneurysm
as in with the mod installed or with solar arrays in your inventory?
never tried teleporting around with solar arrays in inventory
if you have placed a battery bank and teleport away from it or too it, it can cause issues
you need to walk about 60 squares away and then teleport
ah ok, well not tried that and wont be using tele when doing a proper playthrough
ok
from that debug log, looks like errors with teleport have been related to aquatsar yachts
Or better lockpicking
Just curious. Has anyone attempted to mod earthen slopes to act like stairs, so you can actually walk up the hills at the railyard, etc?
@ruby urchin hello. I really like your mod Zombie Camouflage. I know you have mentioned it here that you are going to update the mod and follow some suggestion from the workshop discussion. Are you going to make it compatible with Rain wash mod and maybe make cutting guts with other bladed 2eapons pls?
yep, probably in a couple of hours I will update it

Not hard. If anything it just takes time. Thereโs a guide on the forums for making maps. If you have any issues or questions n stuff then people here will probably be able to help
How do you add more challenges ? Is it by using mods ?
I want to try our the prison challenge but I cant find it
why was i pinged
Prison challenge? Think thatโs added by the superb survivors mod
thank you
Yw
did anyone experience sudden crashes with some mods recently?
just managed to figure out mine
culprit was dressing time
can you send me console.txt?
sure
๐คจ
eg i want to create a recipie that requires say a pot, hot water and a vegable
or, take the tea bag in game, add it to a mug, and get water from the kettle that is hot to make tea
If you fill a cooking pot with water and heat it till it's red, that's considered hot water, and is used to sterilize bandages/rags in vanilla. So you can try looking at that recipe and going from there.
thanks, it appears there is no specific item for water, instead items are marked as IsWatersource
I have found HotDrink in the scripts
Yeah, tea is already a thing
but i am trying to make specific kinds of hot drinks
not just a generic hot drink like it is at the moment
I mean
there's coffee too
Yeah but you make tea/coffee the wrong way in vanilla. You add tea/coffee to cold water then heat it, which is weird and wrong.
yeah, and coffee has an evolved recipie that goes to hot drink
exactly, im trying to make that process a bit better
eg, you need a teabag, a mug, hot water (preferably from a kette) and milk, and optionally sugar
I dont think milk should be required
ok, milk can be optional too
british tea
That makes coffee basically worthless after the power goes out if it requires milk
I know you can add honey to the Hot Drink, which is weird, cuz who adds honey to coffee?
how about adding herbs/roots to tea?
would it be better to use simple recipies, or evolved ones?
Having different types of tea each with different effects would be great.
I know there was a couple of mods that had that, but they both come with other stuff that conflicts with other mods
Farmable tea plants?
I have the items working and spawning in ok, just need to work on the receipies now
yeah
I mean, if we got husks from farming corn, I'd make some tamales
running a tea shop in mp
so much potential
Yeah, would be a great way to deal with illnesses when the meds are all used up.
well, I have slapped a load of stuff together so ill run it and see if I get any errors
only started doing this yesterday so still learning
cant get items to spawn in on my character at start yet so I have to go find them :/
sounds like me modding New Vegas, just slappin stuff together and hoping I didn't break anything
try using debug
ok will try that first
gives you a handy amount of cheats and other features for debug stuff
f11 opens up a console thingy where you can check logs and other stuff
sweet, ill try it now
woah, thats a bit different
think i can see why my give items function might not be working now..
Events.OnGamestart.Add(giveItems);
im guessing it should be OnGameStart
behold the Tea!
how do i make it so it does not show the fully qualified name?
did you add DisplayName on yours items?
yeah
item EarlGreyTeabag
{
Weight = 0.1,
Type = Food,
HungerChange = -5,
UnhappyChange = 10,
ThirstChange = 10,
FatigueChange = -15,
DisplayName = Earl Grey Tea Bag,
Icon = EarlGreyTeabag,
EvolvedRecipe = HotTea:1;HotTeaRed:1;HotTeaWhite:1;HotTeaSpiffo:1,
FoodType = Tea,
EvolvedRecipeName = Mug of Earl Grey Tea,
}
its wrapped in a module though if thats affecting it?
shouldn't
hmm, one for later then
lol, now I see, why are there so many nested modules?
WraithNath.PZ.British.
the module is identified by the dot, there should only be one
im used to C#, have not used lua before
ah, gotcha, ill tweak that now and see if that fixes it
in the way it's in the source files, it should be that
no rooibush?^^
just picking a few to start then ill have a variety in there from caffeine free to medicinal, maybe even some psychedelic mushroom tea ๐คฃ
I wonder if there's CBD tea
maybe using google translate on that one, northern germanys biggest teatrader https://www.intertee.de/
interTee, Fachhรคndler, Teegroรhandel
good source for even the exotic names
So does butter rot
first we still want that cbd tea answer xD
i guess you could put any plant in hot water and call it tea!
I have heard of nettle tea before made from stinging nettles
ok, to be honest , lets get mapping up several levels with that one here xD https://deep-fold.itch.io/pixel-planet-generator
could not work out how to make it need hot water, so i have made my tea dangerous if uncooked for now ๐คฃ
Did you have a look at the lua file for disinfecting bandages with hot water?
the ones that are not dangerous in raw state are the one u can smoke? xD
I did a search for it but I have not found the right file yet, or right keyword anyway
How to call Java function in debug console?
recipe Disinfect Bandage
{
destroy Bandage,
WaterPot;5,
CanBeDoneFromFloor:true,
Result:AlcoholBandage,
Time:100.0,
Heat:-0.22,
Category:Health,
}
found it
ok, that way too deep labcoatstuff going on here, i get back into my shack, over at the mapping channel , bb^^
ill try it real quick
hmm, so now i dont get the 'prepare tea' menu option unless the kettle is hot
which is idea
however, clicking it now does not work
not really anything useful in the stack trace
STACK TRACE
Callframe at: IsRecipeValid
function: isValid -- file: ISCraftAction.lua line # 10
Callframe at: StartAction
function: begin -- file: ISBaseTimedAction.lua line # 71
function: addToQueue -- file: ISTimedActionQueue.lua line # 23
function: add -- file: ISTimedActionQueue.lua line # 125
function: OnCraft -- file: ISInventoryPaneContextMenu.lua line # 2766
function: onMouseUp -- file: ISContextMenu.lua line # 90.
[04-12-21 00:35:30.730] ERROR: General , 1638578130729> ExceptionLogger.logException> Exception thrown java.lang.reflect.InvocationTargetException at GeneratedMethodAccessor266.invoke..
[04-12-21 00:35:30.730] ERROR: General , 1638578130730> DebugLogStream.printException> Stack trace:.
[04-12-21 00:35:30.732] LOG : General , 1638578130732> -----------------------------------------
ill try debugging
ISCraftAction.lua line # 10 this is useful
i got more of the error when debugging but not really sure what the issue is
the only thing i added was Heat:-0.22, to the recipie
result item is this:
item TeaMug
{
Weight = 0.5,
Type = Food,
DisplayName = Mug of Tea,
Icon = MugFulll,
IsCookable = true,
MinutesToCook = 5,
UnhappyChange = -5,
ThirstChange = -10,
StressChange = -5,
ReplaceOnUse = Mugl,
CustomContextMenu = Drink,
CustomEatSound = DrinkingFromMug,
GoodHot = true,
BadCold = true,
StaticModel = Mug,
WorldStaticModel = Mug,
EatType = Mug,
DangerousUncooked = true,
}
which is cookable
hmm, maybe not, i removed that heat line and its still broke...
it is failing to check if the recipe is valid
return RecipeManager.IsRecipeValid(self.recipe, self.character, self.item, self.containers) and not self.character:isDriving();
this is the line
just doing some Ctrl-Z action to see if i can get back to a working point.
should really commit changes when its working
anyone around with a Mac more recent than El Capitan? I need to test something if you can help
I made a simple item mod (added some beans) but they won't show up in the debug items list or in-game. Have I missed anything? The mod shows in-game but no items are there
My distributions file should be fine
I followed Blackbeard's Nuke Cola tutorial yet his items appear in game, but mine do not. I imagine I've missed something basic, but no errors show so I'm stuck
what you have on your items.txt file?
module CBS
{
imports
{
Base
}
item ChristoBeans
{
HungerChange = -25,
Weight = 0.8,
Type = Food,
DaysTotallyRotten = 4,
UnhappyChange = 10,
DisplayName = Christo's Beans,
Icon = ChristoBeans,
DaysFresh = 2,
Carbohydrates = 33,
Proteins = 7,
Lipids = 1,
Calories = 170,
Packaged = TRUE,
ReplaceOnUse = TinCanEmpty,
StaticModel = CanOpen,
EatType = can,
CannedFood = TRUE,
WorldStaticModel = CanOpen,
}
}
Man... 2 hours later and it's because I forgot to add the .txt file extension
jajaja
btw
imports
{
Base
}
it's not really essential, at least I don't notice the difference
Ah thank you I'll get that removed
i can use brita's weapon pack on an already loaded game right
yeah i think so
you just gotta loot places you havent already looted
if not then you can only find the new guns on new/respawned zombies
Where can I edit the distribution of items like dog food, corned beef etc that spawn in cabinets?
They aren't available to edit in the distributions file (looking to add my item as an option to spawn in fridges & cupboards/cabinets in houses)
Is this a procedural thing?
Yep it is it seems, any way of adding to these procedural distributions?
Nvm think i found it sorry for the rollercoaster lol
Hey everyone. 3D pleb here. I have made a new leather jacket model and texture but can't seem to figure out why it's not showing up in the debug modes item list. Is anyone able to take a look at my mod and possibly point me in the right direction? I'm pretty new to modding PZ.
I will send you a dm about it!
that looks really good
Ty
@hot patrol epic mod is epic
https://www.youtube.com/watch?v=Ibqriujtph0
ะะฐั ะดะธัะบะพัะด: https://discord.com/invite/6RZZJbXwMh
ะัะปะธ ั
ะพัะธัะต ะฟะพะพะฑัะฐัััั: https://vk.com/id411713496
ะะพัะธัะฐัั ะฟัะพ ะพะฑะฝะพะฒะปะตะฝะธะต: https://theindiestone.com/forums/index.php?/topic/41231-iwbums-4156-released/
ะะฐะบ ะฟะตัะตะนัะธ ะฝะฐ ัะตััะพะฒัั ะฒะตัะบั: https://www.youtube.com/watch?v=mfvYgJEREAI
ะขะตะณะธ:
project zomboid, update, 41.56, ะพะฑะฝะพะฒะปะตะฝะธะต, pz, ะฟัะพะตะบั ะทะพะผะฑะพ...

Just as intended
Shoulda added a scene of knocking down a tree along with the zombies
if i have to get a weapon mod i would want a immersive and realistic weapon mod
I mean technically it's kinda realistic. A sword that big would kill a lot of Zeds 
But in all seriousness it was just a meme mod I thought would be fun
Can't add the dragon slayer and not make it OP
I personally prefer realism and immersion most of the time as well but I also like to fuck around with random shit too sometimes ๐ plus how can you say no to dragonslayer
That looks great. Gives off some real negan vibes. You should make the good ol' Rick murder jacket to go with it!
clothesbox mod has a rick jacket that looks pretty dope just so you know ๐
its alright
The one in that image? If so I'm using it on every run.
Ye, honestly that's exactly what I've been doing since finding it too hahaha
You can also open or close the jacket which is a nice touch
My dakimakura mod will be much more i.mersive and realistic ;)
Totally up for this, once I am able to get a few in game.
"dies inside and outside"
Well good luck, I look forward to seeing more of your work
I appreciate it, thank you.
I love that you made it open/unzipped too. Adds to the cool factor massively!
I'm in love. I've had downloaded for a while and haven't used it yet but I will now. I love clothing mods
I can't make multiplayer but I can still cure loneliness
Man, imo it's the best clothing mod for PZ currently, adds loads of really good looking clothing options
I've always loved authenticZ. It's my go to for both the outfits and the fun way they are added
Oh ye, I agree. Especially with the themed zombies etc. One of the mods I don't think I could play the game without at this point tbh ๐
urgh im still struggling with why adding heat to my recipie causes it to not work anymore
recipe Pepare Tea
{
EarlGreyTeabag/PGTipsTeabag/BreakfastTeabag/LapsangSouchongTeabag/AssamTeabag,
destroy WaterMugSpiffo,
Result:TeaMugSpiffo,
Time:200,
Heat:-0.01,
Category:Cooking,
}
if i take the heat off, it works fine but i want to require hot water
Boom na da mmm dum na ema
Da boom na da mmm dum na ema
Cant help with your error, but I want to say thats a really good lookin leather jacket
That looks fun. Will there be only that one girl or will there be others?
@pine garnet Have you tried setting the "Heat" to a positive number instead of negative?
"Heat:0.01" instead of "Heat:-0.01" if it still don't work, try asking someone who made a food/cooking mod, they might know.
I have not tired positive, but the sterilize bandage recipie has it negative, ill give it a try though
Hell, maybe even ask a dev. Could just be something weird you gotta do to make it work.
is there any way to debug that recipiemanager class?
i can put a breakpoint just before its called, but cant step into it
tried F5/F6
ok so positive does not work
tried it at 0.00 and that allows it to be crafed again
but now can craft with cold water
I have added an on create script to set the result item to hot, but ideally want to get it working with hot water in the first place
its so close now
Idk at this point, the whole thing seems weird. I know it's possible to do so, but not sure why it wouldn't work.
You probably need some coding wizard to help with this. I unfortunately don't know enough about PZ's coding to help.
yeah perhaps, it seems like it should work via scripting alone looking at the vanilla recipies, but maybe the game has seomthing built in to handle those ina special way
ok, found a java dis-assembler so now looking at the RecepieManager code, should be able to work it out from that hopefully..
does anyone know how to add variables to the watch window in debug mode?
nvm, found it
Anyone know how to make a Vehicle Mod?
Im thinking of making a Honda Vehicle Pack or commisioning someone to do so.
What kind of honda?
does anyone know how to attach a debugger to the jvm?
or at least specify command line arguments to the jvm
I have tried putting them in the steam params, adn the batch files in the working directory
figured it out, now have a debugger attached ๐
I think one mod would be nice, Taking entire vitamin packacge instead of one
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This is one of the most op wheapons that you can do with some cords and rocks
Super brutal
I think that one kid used this to kill Goliath
I just realized the Lua event OnSeeNewRoom is not triggered when the room is being "seen" the first time by a player, but rather when the player is getting close enough to the building where the room is located, when the room is about to get spawned. So that means when you get close enough to the building, the event is called for each room in the building, even if the player hasn't seen the room yet. Is this new description OK?
https://pzwiki.net/wiki/Modding:Lua_Events/OnSeeNewRoom
Yes, it is!
cool, nice catch co!
@slate dagger thx ๐
I'm thinking about making a mod for modders, which handle all possible events, and make the character to say the name of the event when it's triggered. Of course I'd have to filter out the events triggered in the update loop, like OnTick, OnPlayerUpdate etc. Think it would be useful?
that would definitely be usefuul
get a clearer idea on what event does
and triggers
the best part is I can generate the event handlers automatically based on my work on the wiki ๐
oh, nice!
mmm not sure what to do for events that happen when there's no character available
guess I can start by just printing something to console in the case there's no player instance
My canned food works, when opened it gives me the opened can of food. Yet now I have implemented the recipe upon eating the opened can it doesn't give an empty tin can like before, but it just gives me the same open can of food (unlimited food basically) with an error "perform -- file: ISEatFoodAction.lua line # 108" any idea why it won't turn into an empty can? if I set the recipe to give an empty can upon opening it does that fine, but for some reason eating the food is now not working to give an empty can
{
ChristoBeansClosed,
keep [Recipe.GetItemTypes.CanOpener],
Result:ChristoBeansOpen,
Time:80.0,
Category:Cooking,
OnGiveXP:Recipe.OnGiveXP.None,
Sound:OpenCannedFood,
}``` That's my recipe code
@slate dagger should I put all events in one file ? Or all events handler in one file and all registrations in another file? Or each event + registration in their own file?
In fact sorry it doesn't give me unlimited food, but it gives me the same opened can without the ability to eat it the 2nd time
@minor island I don't really know about that, but are you sure the transformation between opened can and empty can when you eat it all is handled by the recipe?
The recipe only handles turning the closed can into an open can, then the user eating the can (turning it into an empty can) is a seperate action. I think I may have forgot to update the staticmodel of the can though so I'll test that first
i had a similar mod i used for a while testing when events fired, basically using this
local function printEvent(event, ...)
print("--------------------------------------")
local d = {select(1,...)} -- convert the ... argument to a table
for i, v in ipairs(d) do d[i] = tostring(v) end -- convert each to a string representation
print("-- "..event .. "("..table.concat(d, ", ")..")")
print("--")
print("--")
end
-- add to some events, note the use of the wrapper function around printEvent
Events.OnNewGame.Add(function(...) printEvent("OnNewGame", ...) end)
Events.OnEquipPrimary.Add(function(...) printEvent("OnEquipPrimary", ...) end)
Events.OnEquipSecondary.Add(function(...) printEvent("OnEquipSecondary", ...) end)
note though some events will fire "client side" and some "server side", so you'll want to in both the client and server folders....well i did anyways, and had the string argument to the function specify if it was client/server as well as the event name
๐ (lol, replied to the wrong msg, was ment for the following one)
oh nice
@quasi geode should I put all event handlers in one file? or each event in its own file?
for now I just do this all in one file:
-- EveryDays:
-- Triggered every day at midnight (in-game).
-- https://pzwiki.net/wiki/Modding:Lua_Events/EveryDays
function debugEveryDays()
local player = getPlayer()
if player then
player:Say("EveryDays")
end
end
Events.EveryDays.Add(debugEveryDays)
-- EveryHours:
-- Triggered every hour (in-game).
-- https://pzwiki.net/wiki/Modding:Lua_Events/EveryHours
function debugEveryHours()
local player = getPlayer()
if player then
player:Say("EveryHours")
end
end
Events.EveryHours.Add(debugEveryHours)
up to you i guess.. i went all one, but i'm lazy like that (as you can see by the example lol)
I'm wondering what's best for people who will use the mod ๐ค
cause one event per file means >220 files basically
seems excessive XD
yeah I think it is
but all events in one file gives you a file with more than 3K lines
if your going to give each event it own separate function like that, sure
i just dumped it all into 1 function printEvent
so one file per event?
i'd just go 1 file for all of them, and 1 shared callback that does the print (or :say) call
ah now I see what you mean
1 callback easier to maintain then 220 of them XD
@quasi geode because you think I will maintain this manually? ๐
lol
it's all generated code from my JSON files
not really, but other people might try to edit it XD
heh true
i dont expect you to do it manually, know you better then that haha
co i say all in one file ๐
Found way to dynamic replace item model that in hands of player
Copied the opened beans recipe code word for word (replacing what is necessary) yet it won't work man ๐
@tame mulch mmm wouldn't that set the model of the HuntingRifle for any weapon you had equipped before?
yep. It's just test func for show
ah I see
Bringing a new meaning to "shit sandwich"
My replaceonuse won't work now for no reason whatsoever (that I can see), really frustrating
nvm i got it
game's lore isn't on 1993?
this.Year = 2012;
this.StartYear = 2012;
this.Day = 22;
this.StartDay = 22;
this.Month = 7;
this.StartMonth = 7;
hmmm
in GameTime there are other date :o
has to be code not really used or the date has to be overridden somewhere else ๐
sounds like something to put on an iceberg
isn't 2012 the date they started to write pz? Maybe they had no lore back then, so they put the date when they started?
and later it got overridden from sandboxOptions
damn it:
Exception thrown se.krka.kahlua.vm.KahluaException: DebugLuaEvents.lua:2650: main function has more than 200 local variables at LexState. ๐
LOL. irony..i was going to mention the 200 local limit to you earlier today XD
guess you found it yourself so i dont have to!
hehe
but ya, kahlua wont take more then 200 on the local stack. the stack is slightly different in debug mode, so theres less room (debug adds more to the stack)
on the upside, the exception message is much clearer then it used to be
wtf ๐
heh