#mod_development

1 messages ยท Page 494 of 1

formal edge
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This is the problem, i try that. I snatch some code, but dosnt understand why i need them. Because, i dont have anything to refer to

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recipe is simple to understand, even the item file are "ok"

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but the script behind it, is really confusing

royal ridge
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it's very simple

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if you download it and have questions I can answer them

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it add a new item and recipe

formal edge
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i will look at it, ty mate. But you dont have any more advice ?

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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.

royal ridge
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There isn't many tutorials, I learnt from copying what others had done.

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The game isn't finished so there isn't many tutorials

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if you have specific questions it is easier to answer.

formal edge
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I really appreciate the help and i will asking you if i have questions ๐Ÿ™‚

craggy notch
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Superb causes a lot of issues and its pretty buggy

weary matrix
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and not maintained!

rancid barn
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Not until MP anyway

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So abt 1-2 months

atomic storm
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I'm using Superb Survivors and having 0 issues with it (the ai is dumb af tho)

weary matrix
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@atomic storm which version of zomboid?

atomic storm
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The current IWBMS, I'm also using like 30 other mods, and only getting 5 errors. Those are from PawLow tho.

weary matrix
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weird, I remember trying it and disabling it cause too many errors IIRC

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or stuff that don't work, can't remember

atomic storm
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It just works. Idk why tho, could be an issue with game settings or smth.

weary matrix
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@atomic storm well you're the only person I've encountered who doesn't have problem with Superb/Subpar survivors ๐Ÿ˜…

atomic storm
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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.

weary matrix
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ah I see

abstract raptor
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can we do jogging zombies?

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or do zombies not have anims for jogging ha

fresh steppe
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Are all mods compatible with mp?

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(or pretty much)

abstract raptor
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that will vary from mod to mod

dark solar
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superb survivors probably wonโ€™t be

zealous wing
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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. ๐Ÿ˜„

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Otherwise, great work!

weary matrix
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@fresh steppe no

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hum, there was no shovel in version 40? ๐Ÿ˜ฎ

minor snow
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Is there a way to generate loot again for a corpse/cupboards?

weary matrix
minor snow
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I need a function without attributes, just call it and debug my mod

weary matrix
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You lost me ๐Ÿ˜…

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@minor snow are you talking about debug mode?

minor snow
weary matrix
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@minor snow ah sorry, no clue about that, but you can change the probably of being spawned to 100% maybe?

minor snow
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How I supposed to check is it spawning, if in one container it's spawning, in another not?

hollow shadow
weary matrix
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@minor snow good luck then

grizzled grove
hollow shadow
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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

radiant ginkgo
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Scuffs, dents

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This is the details

grizzled grove
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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.

zealous wing
# hollow shadow

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.

hollow shadow
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@zealous wing @radiant ginkgo @grizzled grove this better?

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oh also keep in mind that the final one looks like this rn. I did adjust the brightness after i saw the video

grizzled grove
zealous wing
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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. ๐Ÿ˜„

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Something you'd find in the back of a rusted pickup on the back roads of Kentucky.

hollow shadow
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ok ill send new texture to aiteron then

weary matrix
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@zealous wing hah, I think I got one of your subscribers on my workshop ๐Ÿ˜‚

hollow shadow
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lmao

zealous wing
hollow shadow
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wait

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how can you suggest child murder when theres no child in pz

zealous wing
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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.

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Then I deleted his posts he made and blocked him.

hollow shadow
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tbh thats kinda insane. how can you come up with this

zealous wing
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DJ, some people are just fucked in the head.

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Like, the wiring is just not done correctly.

hollow shadow
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i see

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I also have some loose wires but not that many

zealous wing
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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.

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I blame social media, to be honest.

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Someone that can suggest that with a straight face is not someone I want to interact with in any meaningful way.

hollow shadow
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Im 18 years old and i havent found interest in social media and im extremely introverted its kind of a good and bad thing

zealous wing
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Same. But this isn't the channel for that sort of debate.

drifting ore
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DJ, some people are just fucked in the head.
@zealous wing

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Such friendly speeches here

zealous wing
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All right, I'll keep it PG. Even if I'm being honest and blunt.

blissful escarp
willow estuary
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Okay, people, chill out before this gets unpleasant. Debates go in other channels. If you have a problem DM a moderator.

drifting ore
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added
-Throwing baby to distract zombie mechanics (requires trait Psychopath)
@blissful escarp meh, boring. Need to add profession "Psycho" and skill for it

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Just joking

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And also some journal to learn how to throw and skill book

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new here, someone needs to add the crackhead trait, allows you to steal copper wire off from car.

thorny ridge
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I mean, a baby monitor lure would be kinda handy now that I think about it...

blissful escarp
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This reminds me of Madness mechanic from Starbound mod FU

thorny ridge
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Gnome sandwich

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cronch

blissful escarp
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You know what kinda overhaul i would like to see? Zomboid but set in 2020

atomic storm
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Don't radios/walkies attract zeds if you talk through them?

abstract raptor
sour island
weary matrix
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@sour island nice ๐Ÿ˜„

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@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?

sour island
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yep

ruby urchin
slate dagger
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lol, what is that bottom one?

wet dune
slate dagger
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ahh ok lol

agile mesa
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imagine modding a dragonborn character model into the game? the ones from dnd not skyrim

mortal widget
grizzled grove
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yes

wet dune
grizzled grove
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also yes

wet dune
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how would I change zombie walk animations?

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I'm guessing its in some xml?

grizzled grove
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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

slate dagger
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fbx animations... all greek to me

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๐Ÿ˜„

grizzled grove
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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

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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

wet dune
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guess I'm making the animations myself

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mixamo doen

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doesn't recognize the rig

grizzled grove
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it's a standard 3ds max skeleton, i don't know why that would be

hot patrol
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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.

slate dagger
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sounds like maybe an OnGameBoot, but I donโ€™t really know what you changed and what your mod does so hard for me to say

hot patrol
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I was missing a comma

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I swear I look over the same files for hours and can never spot it

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It kills me inside

slate dagger
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yeah

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i feel you

agile mesa
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man, i wish i knew how the fuck project zomboid modding worked, oof

ruby urchin
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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

hot patrol
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like it you want to add new clothing or melee weapons

agile mesa
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what is the main coding language ya gotta use for modding it?

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second, what program for making 2-d and 3-d models?

hot patrol
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use blender for models.

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or whatever you want I guess

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but blender is free

agile mesa
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what do ya'll use for the coding side?

hot patrol
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I just use notepad++ but i'm no coder

slate dagger
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language? Lua is the only option

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ide? Notepad++

agile mesa
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ive been using notepad for IT class this semester, but its a half semester so idk how much thats gonan help me atm

slate dagger
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Notepad++ has a language picker, it beats nothing

agile mesa
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?

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aight

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i might mess with mods after this class is over. after the exam my next class isnt until march

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messing around in it might be a fun side project

rancid barn
agile mesa
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resurrection?
voodoo zombie maybe?

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ok, hear me out

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a mod that depicts special infected by having them wear mascot uniforms

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mascots of sonic characters as sprinters

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shrek costume as a "brute" or fat zombie

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idk fam im still learning

slate dagger
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typically if the mod name doesn't appear and you have a mod.info file it means either one of two things: the mod.info file is in the wrong location or the id in the mod.info is the same as something else

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are you storing it in <username\mods?

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or <username>\Workshop?

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oh, i don't take it to workshop unless i am ready to publish, but to each their own i suppose

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so how is the folder structure on each?

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so for Workshop you need the following;
Mod Name\Contents\mods\Mod Name\

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nope

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that is just the folder path

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do you have a poster/preview file?

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i think the example is based on maps

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usually you have a media folder

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at least for most

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what is the file structure of the <username>\Zomboid\mods location?

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one folder up

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needs to be /Zomboid/mods/Mod Name/mod.info

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oh ok sorry

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i misunderstood, that is the right place

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no worries, I read it wrong

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hm, that should appear in the Mods section in the game then

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i think the preview file is only required for workshop uploads

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let me check something

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hmm...

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interesting, with nothing but a mod.info and a folder

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the mod appears

weary matrix
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@drifting ore I'd remove the one from Workshop, cause you never know which one has priority over the one in zomboid/mods/YourMod/

slate dagger
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yeah

weary matrix
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and the folder structure is a bit more complex for workshop, so less chance of doing errors that way

slate dagger
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that is another good test

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another thing is just removing everything out temporarily so you just have /Zomboid/Mod Name/mod.info

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and see if that appears in the game

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since that is essentially all you need

weary matrix
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@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 ๐Ÿ˜ฎ

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and the guy was sharing his screen so I could check everything was ok

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I suspect windows is doing weird stuff with disk caching

slate dagger
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shouldnโ€™t

weary matrix
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I don't think so

slate dagger
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@weary matrix Interesting

weary matrix
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it only worked when he created a new folder, and copy pasted the files inside, so weird

slate dagger
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that is very odd

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i have never seen that

weary matrix
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me neither

slate dagger
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but I know the bare minimum now

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hm, may have to do like co suggested, make a new folder

weary matrix
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Please use a real name, it's really confusing otherwise when you're talking about it ๐Ÿ˜‚

slate dagger
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cause if you have the bare minimum you should see it

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you are closing and reopening PZ right?

weary matrix
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oh, good question, hehe

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@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 ๐Ÿ˜‚

slate dagger
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lol, that is a good idea actually

weary matrix
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so I don't have to quit the game

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works like a charm

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either call it ZZZSomething or AAASomething depending on if you want to have it on top or bottom of the list

slate dagger
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and that is after exiting PZ and starting backup?

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hm, new folder I think then

weary matrix
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Could you share a screenshot to show us the structure in file explorer?

slate dagger
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oh, scrap url

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common?

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that is the steam folder

weary matrix
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@drifting ore remove the url part as suggested by FireDragoon

slate dagger
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you use your user folder

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itโ€™s your user folder

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where you have Windows installed

weary matrix
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don't touch steam files! ๐Ÿ˜‚

slate dagger
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C:\Users\yourusername

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good question

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never noticed that before

weary matrix
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well, where would the game find the files so it can copy them in your userdata folder otherwise? ๐Ÿ˜›

slate dagger
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cool ๐Ÿ˜Ž

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๐Ÿ˜ฆ

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errors?

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ah, yeah may have to check to see if any errors occurred but I donโ€™t know a lot about animation/modeling

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more of a coder

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not sure on models

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i know clothing needs one

weary matrix
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Don't know either but I'm pretty sure you have to reference the model in different places

agile mesa
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question
if ya had to show an example, how is the coding side of modding the game? what it look like?

weary matrix
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I don't really know but that'd really seem too easy ๐Ÿ˜…

agile mesa
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was thinking like, a screenshot for an example but aight

weary matrix
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@drifting ore check other simple mods that add models

agile mesa
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are all 3 .lua files needed for 1 mod?

weary matrix
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@agile mesa you could have all your code in one file if you like

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just has to be either in lua/client, or lua/shared, or lua/server depending what you want to do

agile mesa
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nah its fine, im assuming you have stuff in the files to call between them

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man, it gonna be funky to tryand do this in Notepad, lmao

viral spire
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How feasible is a SCP-001 mod?

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Since I'm a sucker for apocalyptic stuff, When Day Breaks.

agile mesa
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maybe the "Flesh That Hates" scp would be good? the number itself for it escapes me atm

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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

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idk?

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aight

viral spire
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Zombies Fear The Sun

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Zombies go inside at 6 AM, come out at 7 PM.

agile mesa
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ah, like dying light kinda

grizzled grove
viral spire
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It's pretty good, but still needs some work as some zombies completely ignore the mod and will act normally.

weary matrix
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@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

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depending on the kind of error you trigger I guess

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@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

grizzled grove
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i'd imagine there's cases like that, sure

weary matrix
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@grizzled grove btw not finished yet, but it starts looking good about injecting old symbols when decompiling new release ๐Ÿ˜„

fierce cipher
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does anyone know if the hunting mod is compatible with britas?

drifting ore
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does anyone know if the hunting mod is compatible with britas?
@fierce cipher no

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Only vanilla guns

devout flint
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Hunting rabbits with gatling spiffobadge rabbit

devout flint
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๐Ÿ˜‚

royal ridge
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how do you interact with a java stack with lua for zomboid?

royal ridge
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they work the same as lists

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lua lists

weary matrix
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oh you really mean the Stack class from Java, sorry

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@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

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@royal ridge may I ask why you need to interact with a Stack object?

royal ridge
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java.util.Stack<IsoMovingObject> getSpottedList() '

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in iso.player

weary matrix
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ah I see

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@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

royal ridge
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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

weary matrix
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yeah it does, cause it's a subclass of vector, which itself is a subclass of AbstractList

royal ridge
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that's handy to know

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thx

weary matrix
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@royal ridge are you trying to detect zombies that spotted you?

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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
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thx to Aiteron ๐Ÿ˜„

royal ridge
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oh that looks good, I'll check it out

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where are you pass "zombie" from?

weary matrix
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@royal ridge from OnZombieUpdate Lua event

royal ridge
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thx

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Events.OnZombieUpdate.Add(canSee) ?

weary matrix
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@royal ridge nope, the handler for OnZombieUpdate only gives you a zombie as parameter

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you'll have to wrap the call with another function like:
function onZombieUpdate(zombie)
if canSee(zombie, getPlayer) then
-- your code
end

royal ridge
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ah

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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`

coarse silo
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Anyone got a list of amazing mods?

nimble spoke
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it won't return a valid player and is probably throwing an error

fair frost
#

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

ruby urchin
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in #modeling on pinned messages you have some guides

fair frost
hot patrol
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@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

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That's pretty much what I did outside of asking a lot of questions here

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#

There are other guides on the forum as well

torpid ocean
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anyone know how to get into the depth buffer?

grizzled grove
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it's never occurred to me, but i've never seen mention of it when diving through the source.

torpid ocean
grizzled grove
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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

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try starting with the fog and environment shaders and see if anything pops out at you. but idk if that would help with reshader

torpid ocean
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yea reshade just has this, if it makes any sense

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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

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it does identify the player's normal maps and the car's but nothing more

grizzled grove
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the world itself is flat, afaik all the sprites are rendered via sorting

torpid ocean
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ah ok gotcha

weary matrix
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@royal ridge this is correct but you also have to register your function like: Events.OnZombieUpdate.Add(onZombieUpdate)

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sorry I went to sleep in the meantime ๐Ÿ˜…

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I really have to fix that sleep pattern, went to bed at 4PM to wake up at 11PM ๐Ÿ˜‚

weary matrix
royal ridge
weary matrix
#

great ๐Ÿ‘

royal ridge
weary matrix
nimble spoke
ruby urchin
#

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
balmy prism
late hound
ruby urchin
balmy prism
#

Heyyy thanks. I think they're pretty good comics too.
What did Aiteron post?

ruby urchin
balmy prism
#

I see I see. So what do your custom moodles mean?

ruby urchin
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whatever you want, you define that, how I see it, it's just so as not to lose the immersion of the game

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sorry, mb

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I misunderstood

balmy prism
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ah ok. I gotchu.

ruby urchin
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That is just a example icon, literally I get a default moodle and I drawed on it lol

weary matrix
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@nimble spoke oh you mean it would not work for MP? That I don't know, haven't written MP mods so far

balmy prism
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Alrighty. I saw that and got excited lmao. I've been hoping someone makes a Crossed mod for PZ at some point.

nimble spoke
balmy prism
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ohhhh

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that makes so much sense

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fortunately that should be a quick fix for most mods then

weary matrix
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@balmy prism might be complicated if you want to retrieve a player from let's say OnZombieUpdate, not sure

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in some cases you probably need a totally different logic which might not be a quick fix

balmy prism
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oh fair enough. I just assumed for most mods it would be an easy fix. Guess that's what I get for assuming.

weary matrix
#

@ruby urchin does your camouflage mod works with MP?

nimble spoke
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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

ruby urchin
ruby urchin
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setUseless()

nimble spoke
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ohhh right. I didn't want to use that one as the zed won't respond to any sounds or players around it

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not ideal for MP in theory

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perfect for SP though

ruby urchin
weary matrix
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@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?

nimble spoke
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We will have to wait for the real test to see how they will behave. I'm really curious to see what happens

ruby urchin
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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

weary matrix
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@ruby urchin mmm ok so what if a zombie sees a player running from more than 1.3 units?

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or making noise

ruby urchin
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yeah, that already added, literally, the radius of detection doesn't exist if player is isRunning() or isSprinting()

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they will behave like normal zombies

weary matrix
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you mean like useless zombies? ๐Ÿ˜…

ruby urchin
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Yeah

nimble spoke
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a useless zombie doesn't react to anything, doesn't even move around. But he's turning it on/off

weary matrix
nimble spoke
#

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

ruby urchin
#

yeah, that's the problem, I have a idea to solve when zombies are idles, but i need work in others things first jeje

weary matrix
#

@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?

nimble spoke
ruby urchin
weary matrix
#

@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?

nimble spoke
weary matrix
#

@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

nimble spoke
weary matrix
#

@nimble spoke no my Lua function returns true if the zombie should see you, even if the zombie is useless

nimble spoke
weary matrix
#

well it's just a 3 lines function ๐Ÿ˜…

#

or maybe 4 if you count the 'end' statement

nimble spoke
#

so it is either unfair for the player, or for the zombie, haha

weary matrix
#

why unfair?

nimble spoke
#

I mean, not very close to the real chances a player has as most variables involved are ignored

weary matrix
#

which variables do you mean?

#

like if the player is sneaking? This one I do handle

nimble spoke
#

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

weary matrix
#

also handling objects blocking view, but not light, fog and rain I have to admit

nimble spoke
#

It literally uses dozens of variables, I'm not joking. I've checked it

weary matrix
#

@nimble spoke are you making a camouflage mod too?

nimble spoke
#

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"

weary matrix
#

sure

nimble spoke
#

and in this case my test didn't go far enough to make conclusions

royal ridge
#

is there a way to play a sound in lua?

weary matrix
#

@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?

ruby urchin
#

lmao don't ask, you just do it, it's always better when there's many choice

weary matrix
#

ok

low crest
#

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

ruby urchin
# weary matrix ok

I couldn't block the zeds vision, I'm really interested in how you will do it, let me know when you release it

weary matrix
#

@ruby urchin sure

weary matrix
#

@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

royal scroll
#

What is the best mods for 41? Like what is the MOST needed when playing that brings the best experience for yourself

weary matrix
#

@royal scroll it all depends on what you expect from a zombie apocalypse game ๐Ÿ˜…

#

@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)
royal scroll
low crest
ruby urchin
weary matrix
#

@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?

royal ridge
#

should this be able to play a sound? or do I require more?
getSoundManager():playSound("bigExplosion")

ruby urchin
weary matrix
#

@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)

royal ridge
#

It's from the base game, but it didnt work

weary matrix
#

@ruby urchin OK then. Thanks! ๐Ÿ™‚

ruby urchin
#

Tell me if you need them, In the next update I will remove them

weary matrix
#

@royal ridge are you getting an error in console.txt?

#

@ruby urchin you mean the psd files?

#

oh blender files maybe?

ruby urchin
#

all you see it, idk, you choose

weary matrix
#

@low crest it feels really good! ๐Ÿ˜…

low crest
#

it was a great video

weary matrix
#

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 ๐Ÿ˜„

royal ridge
#

`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)`

weary matrix
#

@ruby urchin I don't have plans to edit the models, but I'll just ask you if I change my mind, ok? ๐Ÿ˜…

royal ridge
#

It can find the soundManager though

low crest
#

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

royal ridge
#

line 29 is
getSoundManager():playSound("bigExplosion")

weary matrix
#

@royal ridge try PlaySound with upper case P

royal ridge
# weary matrix <@!353523774802493441> 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"

weary matrix
#

mmm let me check something

#

@royal ridge do you have the coordinates of the IsoGridSquare where you want the sound to be coming from?

royal ridge
#

yes

weary matrix
#

@royal ridge so just try this: getSquare(x, y):playSound("your sound")

royal ridge
#

that worked

#

thanks you

weary matrix
#

awesome! ๐Ÿ˜„

royal ridge
#

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

weary matrix
#

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

low crest
low crest
#

wait that didn't show the hallucinations i think

weary matrix
#

@royal ridge do you plan to add some kind of hallucinations too? Like you see a zombie but it's not really there? ๐Ÿ˜‚

weary matrix
#

nice!

low crest
#

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

royal ridge
#

probably have it spawn, set it to useless

#

and when you get close it disappears

weary matrix
#

problem with useless is the zombie won't come to you

low crest
#

or if you're really gone it could even hurt you and dissapear

#

hahaha

drowsy needle
#

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.

weary matrix
#

@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

drowsy needle
royal ridge
#

god mode will heal you though

low crest
#

hmm doesn't sound very clean

royal ridge
#

I will mess around with it anyway

weary matrix
#

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
#

ya

#

scare sound would be good haha

weary matrix
#

@royal ridge well at least now you know how to play sounds ๐Ÿ˜…

low crest
#

vine boom sound??

weary matrix
#

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

royal ridge
#

I have been going through them the insane whispers are crazy too lol

weary matrix
#

hehe nice

#

@royal ridge I can't seem to find the jumpscare sound though ๐Ÿ˜ฆ

#

@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

royal ridge
#

teh sound is ZombieSurprisedPlayer

#

just tested it

#

you can play it fro mthat

weary matrix
#

awesome ๐Ÿ˜„

#

@royal ridge man, now I'm becoming impatient that you release your mod ๐Ÿ˜‚

royal ridge
#

make it happen randomly when you open doors

#

if your insanity is high enough

weary matrix
#

@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 ๐Ÿ˜‚

royal ridge
#

ye

#

if you spawn it tho, the sound happens automatically

weary matrix
#

ah ok

royal ridge
#

I am messing around with spawning zomboids now

weary matrix
#

@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

royal ridge
#

probably almost 0, if you keep your sanity up

weary matrix
#

I mean, when you live in a zombie apocalypse, you become insane sort of ๐Ÿ˜‚

royal ridge
#

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

weary matrix
#

@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

royal ridge
#

yeah, I might do a sandbox setting called thershold

#

and you can set it to what you when you want events to start

weary matrix
#

I would love that โค๏ธ

royal ridge
#

so it could be set to 0, and you would rarely get events

#

but you would get them

weary matrix
#

@royal ridge so, how much time I have to wait before you release your mod? ๐Ÿ˜‚

royal ridge
#

no idea

#

only just started this one lol

weary matrix
#

@royal ridge are you using github or something?

royal ridge
#

not yet, but I will set up tonight

weary matrix
#

cool, let me know if you need help

royal ridge
#

is my current github

#

my solar array mod is on there

weary matrix
#

ah ok you already use github, just not for this mod yet ๐Ÿ˜…

royal ridge
#

I only just started it today, so haven't had a chance yet

weary matrix
#

heh, sure no worries ๐Ÿ˜…

#

@royal ridge also if you want to discuss things about the mod, you know where to find me ๐Ÿ˜‰

royal ridge
#

ya I will let you know

blissful meteor
#

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

brittle jewel
#
getActivatedMods():contains("ModID")

You'll just update 'ModID' to the ID shown on the main menu under mods (above 'Location').

zealous glade
#

Search google by keyword "wordzed", the official thread is a full tutorial.

drifting ore
#

How do i make scenarios

royal ridge
#

ProjectZomboid\media\lua\client\LastStand

#

it has different scenarios

#

in there you can copy and mess around with

drifting ore
#

Ok thx

weary matrix
#

cool, I managed to automate the generation of javadoc alongside my decompiler tool ๐Ÿ˜„

#

so now my online javadoc also has the symbols I'm adding ๐Ÿ˜„

#

For example

drifting ore
#

Fallout conversion mod when

#

Of all games

slate dagger
#

cool, that is very helpful!

whole solar
#

ะฐ

weary matrix
#

@slate dagger I enabled google crawling for my javadoc pages, so it should be available in google results in a few hours/days

bleak current
#

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
#

@bleak current no

#

mods are written in Lua

slate dagger
#

@weary matrix thank you kind sir!

weary matrix
#

you're welcome!

#

@slate dagger oh and btw new beautiful-java available, the fixing of symbols should be way faster now

slate dagger
#

oh awesome

#

let me do a git pull

sick yew
#

The character here has a bosnian war beret

#

Anyone know which mod this is?

ruby urchin
#

it's not from a mod

fair frost
ruby urchin
#

the item is called Hat_BeretArmy

sick yew
fair frost
#

but still feels off

bleak current
weary matrix
#

@bleak current but if you know Java it shouldn't be too hard for you to learn another language like Lua

bleak current
#

and its just not my type for some reason

weary matrix
#

same logic, different syntax

#

@slate dagger oh and now you can do ./bin/update to update the tool ๐Ÿ˜„

sick yew
brittle jewel
#

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.

cerulean yew
#

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

weary matrix
#

@cerulean yew probably, but that would be a question better asked in #modeling

cerulean yew
#

oh.. thanks a lot! Idk it.... sorry

drifting ore
#

Is it bad

#

If I will take a mod from workshop

#

And figure out how it works, maybe copy few things

weary matrix
#

@drifting ore if in doubt, just ask the mod author?

drifting ore
#

Isn't it dmca violation

weary matrix
#

well I don't know much about DMCA, but it''s not like you're going to earn money with your mod

ruby urchin
#

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

willow estuary
#

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.

weary matrix
#

@willow estuary well in that case it means the initial mod was not properly coded? ๐Ÿ˜…

cerulean yew
#

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

fair frost
#

West Point PD part is coming nicely to an end

fair frost
#

Oh and also FBI Police
Why did i made them ?
I guess because i was bored and i really like their old livery

zealous wing
supple gate
#

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?

last ferry
#

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

drifting ore
#

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?

blazing radish
#

๐Ÿ‘€

south belfry
#

anyone knows a good Vehicle mods?

dark solar
#

Filibuster Rhyme's car mods are really good

ruby urchin
#

lmao for some reason, I need restart two time the game to update my code

formal torrent
#

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

#

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...

โ–ถ Play video
blazing radish
#

I hope everybody it's doing well!

abstract raptor
#

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

exotic ember
#

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.

low crest
#

dang that sounds like a true performance ghoul is hiding in there

exotic ember
#

@low crest ๐Ÿฅด

exotic ember
low crest
exotic ember
#

daaam

low crest
#

or idk... any ideas?

exotic ember
#

Yea only noticed it when I started bouncing around loads using teleport on cheat menu

#

that instigates the errors, and the freeze framing

low crest
#

try to think if there is any mod that works like that...

#

adding stuff as you make new saves

exotic ember
#

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

exotic ember
#

hmm

#

this is the list anyway

#

only added a couple newuns since then, and this problem was happening before they were added on

low crest
#

also try and get the debug code from the errors that pop up

#

that will probably be the quicker solution

exotic ember
#

do I have to be in debug mode then to do that?

low crest
#

i think... im new to modding this game lol

exotic ember
#

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

low crest
#

good luck

exotic ember
#

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?

weary matrix
#

@low crest check console.txt

#

oh sorry I meant @exotic ember

#

I just woke up ๐Ÿ˜…

exotic ember
#

k will give it another try

#

Just encountered same error several times so easily replicable

weary matrix
#

@exotic ember press f11 once or twice to be sure the error is flushed properly to console.txt

exotic ember
#

oh so how do I get to console.txt from this error log sorry? :S

exotic ember
#

press f11 couple times on this screen and then?

weary matrix
#

the console.txt is in your zomboid folder, alongside your saved games

marsh beacon
weary matrix
#

I reported it a few weeks ago

marsh beacon
#

Yes!! That your post is the one I saw haha

weary matrix
#

hehe

weary matrix
#

@exotic ember well this the start of the console.txt, but you should rather look at the end for errors

#

like "Stack Trace" etc

exotic ember
#

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

exotic ember
#

Not getting the same error :S

royal ridge
#

If you teleport around with immesive solar arrays, it will cause problems with the mod

low crest
#

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?

royal ridge
#

I wouldn't think so

#

probably not worth it either

#

lua is more of scripting language

low crest
#

its just that lua syntax is giving me an aneurysm

exotic ember
#

never tried teleporting around with solar arrays in inventory

royal ridge
#

you need to walk about 60 squares away and then teleport

exotic ember
#

ah ok, well not tried that and wont be using tele when doing a proper playthrough

royal ridge
#

ok

exotic ember
#

from that debug log, looks like errors with teleport have been related to aquatsar yachts

#

Or better lockpicking

tardy bear
#

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?

tacit pelican
#

How hard is it to make a custom map?

#

I'm debating about making one!

sharp crystal
#

@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?

ruby urchin
minor snow
fair frost
drifting ore
#

ooops

#

I post it in moding

#

sory

rancid barn
stable pine
#

How do you add more challenges ? Is it by using mods ?

#

I want to try our the prison challenge but I cant find it

fair frost
#

why was i pinged

rancid barn
stable pine
#

thank you

rancid barn
#

Yw

drowsy island
#

did anyone experience sudden crashes with some mods recently?

#

just managed to figure out mine

#

culprit was dressing time

nimble spoke
drowsy island
#

sure

pine garnet
#

Hi all

#

does anyone know how to require hot water for a recipie?

exotic ember
pine garnet
#

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

atomic storm
#

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.

pine garnet
#

thanks, it appears there is no specific item for water, instead items are marked as IsWatersource

thorny ridge
#

Uhhh, Wraith?

#

That's already a thing

#

What Xef said about the hot water

pine garnet
#

I have found HotDrink in the scripts

thorny ridge
#

Yeah, tea is already a thing

pine garnet
#

but i am trying to make specific kinds of hot drinks

#

not just a generic hot drink like it is at the moment

thorny ridge
#

I mean
there's coffee too

drowsy island
#

mb copy something like the stirfry, then edit it?

#

idk

atomic storm
#

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.

pine garnet
#

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

thorny ridge
#

I dont think milk should be required

pine garnet
#

ok, milk can be optional too

drowsy island
#

british tea

thorny ridge
#

That makes coffee basically worthless after the power goes out if it requires milk

atomic storm
#

I know you can add honey to the Hot Drink, which is weird, cuz who adds honey to coffee?

pine garnet
#

yeah weird for coffee, but I would have it in tea

#

only when sick though :p

drowsy island
#

how about adding herbs/roots to tea?

pine garnet
#

would it be better to use simple recipies, or evolved ones?

atomic storm
#

Having different types of tea each with different effects would be great.

thorny ridge
#

I know there was a couple of mods that had that, but they both come with other stuff that conflicts with other mods

pine garnet
#

yeah thats what im going for

#

hell, I could even expand the farming side later on

atomic storm
#

Farmable tea plants?

pine garnet
#

I have the items working and spawning in ok, just need to work on the receipies now

#

yeah

thorny ridge
#

I mean, if we got husks from farming corn, I'd make some tamales

atomic storm
#

running a tea shop in mp

drowsy island
#

image briar tea

#

quick cure for cold

pine garnet
#

so much potential

atomic storm
#

Yeah, would be a great way to deal with illnesses when the meds are all used up.

pine garnet
#

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 :/

atomic storm
#

sounds like me modding New Vegas, just slappin stuff together and hoping I didn't break anything

drowsy island
#

try using debug

pine garnet
#

how do you do that?

#

I have tried this:

drowsy island
#

right click game on steam>properties>start settings> "-debug"

#

without the "

pine garnet
#

ok will try that first

drowsy island
#

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

pine garnet
#

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?

ruby urchin
#

did you add DisplayName on yours items?

pine garnet
#

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?

ruby urchin
#

shouldn't

pine garnet
#

hmm, one for later then

ruby urchin
#

lol, now I see, why are there so many nested modules?
WraithNath.PZ.British.

pine garnet
#

its one module

#

does it not like having multiple '.' in there?

ruby urchin
#

the module is identified by the dot, there should only be one

pine garnet
#

im used to C#, have not used lua before

#

ah, gotcha, ill tweak that now and see if that fixes it

ruby urchin
#

in the way it's in the source files, it should be that

pine garnet
#

thats fixed it, thank you

craggy orbit
#

no rooibush?^^

pine garnet
#

just picking a few to start then ill have a variety in there from caffeine free to medicinal, maybe even some psychedelic mushroom tea ๐Ÿคฃ

thorny ridge
#

I wonder if there's CBD tea

craggy orbit
#

good source for even the exotic names

thorny ridge
#

So does butter rot

craggy orbit
#

first we still want that cbd tea answer xD

pine garnet
#

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

craggy orbit
pine garnet
#

could not work out how to make it need hot water, so i have made my tea dangerous if uncooked for now ๐Ÿคฃ

thorny ridge
#

Did you have a look at the lua file for disinfecting bandages with hot water?

craggy orbit
#

the ones that are not dangerous in raw state are the one u can smoke? xD

pine garnet
#

I did a search for it but I have not found the right file yet, or right keyword anyway

minor snow
#

How to call Java function in debug console?

pine garnet
#

recipe Disinfect Bandage
{
destroy Bandage,
WaterPot;5,
CanBeDoneFromFloor:true,
Result:AlcoholBandage,
Time:100.0,
Heat:-0.22,
Category:Health,
}

#

found it

craggy orbit
#

ok, that way too deep labcoatstuff going on here, i get back into my shack, over at the mapping channel , bb^^

pine garnet
#

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

nimble spoke
pine garnet
#

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...

nimble spoke
#

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

pine garnet
#

just doing some Ctrl-Z action to see if i can get back to a working point.

#

should really commit changes when its working

drifting ore
#

hey guys what are you up too

#

got back from the army not for long

weary matrix
#

anyone around with a Mac more recent than El Capitan? I need to test something if you can help

minor island
#

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

ruby urchin
#

what you have on your items.txt file?

minor island
#

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

ruby urchin
#

jajaja

minor island
#

I can finally sleep but damn what a stupid mistake hahaha ffs

#

Thank you anyways

ruby urchin
#

btw

 imports
{
    Base
}

it's not really essential, at least I don't notice the difference

minor island
#

Ah thank you I'll get that removed

thorn horizon
#

i can use brita's weapon pack on an already loaded game right

autumn sierra
#

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

minor island
#

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

frail violet
#

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.

winter bolt
#

that looks really good

frail violet
keen edge
#

@hot patrol epic mod is epic
https://www.youtube.com/watch?v=Ibqriujtph0

ะะฐัˆ ะดะธัะบะพั€ะด: https://discord.com/invite/6RZZJbXwMh
ะ•ัะปะธ ั…ะพั‚ะธั‚ะต ะฟะพะพะฑั‰ะฐั‚ัŒัั: https://vk.com/id411713496
ะŸะพั‡ะธั‚ะฐั‚ัŒ ะฟั€ะพ ะพะฑะฝะพะฒะปะตะฝะธะต: https://theindiestone.com/forums/index.php?/topic/41231-iwbums-4156-released/
ะšะฐะบ ะฟะตั€ะตะนั‚ะธ ะฝะฐ ั‚ะตัั‚ะพะฒัƒัŽ ะฒะตั‚ะบัƒ: https://www.youtube.com/watch?v=mfvYgJEREAI

ะขะตะณะธ:
project zomboid, update, 41.56, ะพะฑะฝะพะฒะปะตะฝะธะต, pz, ะฟั€ะพะตะบั‚ ะทะพะผะฑะพ...

โ–ถ Play video
hot patrol
#

Just as intended

#

Shoulda added a scene of knocking down a tree along with the zombies

south belfry
keen edge
#

That's completely understandable

#

Not everyone is the same though

hot patrol
#

I mean technically it's kinda realistic. A sword that big would kill a lot of Zeds KEKW

#

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

keen edge
#

I personally prefer realism and immersion most of the time as well but I also like to fuck around with random shit too sometimes ๐Ÿ˜† plus how can you say no to dragonslayer

hot patrol
keen edge
#

clothesbox mod has a rick jacket that looks pretty dope just so you know ๐Ÿ˜‰

hot patrol
keen edge
#

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

hot patrol
frail violet
south belfry
hot patrol
#

Well good luck, I look forward to seeing more of your work

frail violet
#

I appreciate it, thank you.

keen edge
hot patrol
hot patrol
keen edge
#

Man, imo it's the best clothing mod for PZ currently, adds loads of really good looking clothing options

hot patrol
#

I've always loved authenticZ. It's my go to for both the outfits and the fun way they are added

keen edge
#

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 ๐Ÿ˜†

pine garnet
#

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

tribal nexus
fresh flume
atomic storm
#

@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.

pine garnet
#

I have not tired positive, but the sterilize bandage recipie has it negative, ill give it a try though

atomic storm
#

Hell, maybe even ask a dev. Could just be something weird you gotta do to make it work.

pine garnet
#

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

atomic storm
#

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.

pine garnet
#

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

graceful niche
#

Anyone know how to make a Vehicle Mod?

#

Im thinking of making a Honda Vehicle Pack or commisioning someone to do so.

fresh flume
#

What kind of honda?

fair frost
pine garnet
#

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

pine garnet
#

figured it out, now have a debugger attached ๐Ÿ™‚

pine garnet
#

well, found the problem..

blissful escarp
#

I think one mod would be nice, Taking entire vitamin packacge instead of one

tribal nexus
#

Hello everyone

#

This is one of the most op wheapons that you can do with some cords and rocks

#

Super brutal

proud fern
weary matrix
#

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

tribal nexus
slate dagger
#

cool, nice catch co!

weary matrix
#

@slate dagger thx ๐Ÿ™‚

#

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?

slate dagger
#

that would definitely be usefuul

#

get a clearer idea on what event does

#

and triggers

weary matrix
#

the best part is I can generate the event handlers automatically based on my work on the wiki ๐Ÿ˜„

slate dagger
#

oh, nice!

weary matrix
#

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

minor island
#

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
weary matrix
#

@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?

minor island
weary matrix
#

@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?

minor island
weary matrix
#

heh sure

#

@quasi geode I see you typing, any opinion on my DebugLuaEvents mod? ๐Ÿ˜‚

quasi geode
# weary matrix <@!280484988904800256> should I put all events in one file ? Or all events handl...

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

quasi geode
weary matrix
#

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)
quasi geode
#

up to you i guess.. i went all one, but i'm lazy like that (as you can see by the example lol)

weary matrix
#

I'm wondering what's best for people who will use the mod ๐Ÿค”

#

cause one event per file means >220 files basically

quasi geode
#

seems excessive XD

weary matrix
#

yeah I think it is

#

but all events in one file gives you a file with more than 3K lines

quasi geode
#

if your going to give each event it own separate function like that, sure

#

i just dumped it all into 1 function printEvent

weary matrix
#

so one file per event?

quasi geode
#

i'd just go 1 file for all of them, and 1 shared callback that does the print (or :say) call

weary matrix
#

ah now I see what you mean

quasi geode
#

1 callback easier to maintain then 220 of them XD

weary matrix
#

@quasi geode because you think I will maintain this manually? ๐Ÿ˜‚

quasi geode
#

lol

weary matrix
#

it's all generated code from my JSON files

quasi geode
#

not really, but other people might try to edit it XD

weary matrix
#

heh true

quasi geode
#

i dont expect you to do it manually, know you better then that haha

weary matrix
#

hehe โค๏ธ

#

oh I should also add local to each handler

slate dagger
#

co i say all in one file ๐Ÿ˜„

tame mulch
#

Found way to dynamic replace item model that in hands of player

minor island
#

Copied the opened beans recipe code word for word (replacing what is necessary) yet it won't work man ๐Ÿ˜

weary matrix
#

@tame mulch mmm wouldn't that set the model of the HuntingRifle for any weapon you had equipped before?

tame mulch
weary matrix
#

ah I see

brittle jewel
#

Bringing a new meaning to "shit sandwich"

minor island
#

My replaceonuse won't work now for no reason whatsoever (that I can see), really frustrating

#

nvm i got it

ruby urchin
#

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;
tame mulch
#

hmmm

ruby urchin
#

in GameTime there are other date :o

weary matrix
#

has to be code not really used or the date has to be overridden somewhere else ๐Ÿ˜‚

tame mulch
#

yeah, it is

#

this date rewrite in sandboxOptions

ruby urchin
#

sounds like something to put on an iceberg

weary matrix
#

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. ๐Ÿ˜‚

quasi geode
#

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!

weary matrix
#

hehe

quasi geode
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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)

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on the upside, the exception message is much clearer then it used to be

weary matrix
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wtf ๐Ÿ˜‚

quasi geode
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heh

abstract raptor
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Anyone wanna make RADIOACTIVE ZOMBIES

weary matrix
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@abstract raptor could be fun, there are some in Z Nation

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plenty of different kinds of zombie in that show btw