#mod_development
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XD
@weary matrix
local lightByZombie = {}
local function onZombieUpdate(zombie)
if lightByZombie[zombie] ~= nil then
lightByZombie[zombie]:setActive(false)
getCell():removeLamppost(lightByZombie[zombie])
end
lightByZombie[zombie] = IsoLightSource.new(zombie:getX(), zombie:getY(), zombie:getZ(), 0.0, 1.0, 0.0, 5)
getCell():addLamppost(lightByZombie[zombie])
end
Events.OnZombieUpdate.Add(onZombieUpdate)```
nice ๐
How can I display text like when your character is talking, but without making any noise that would attract zombies?
guess I have to use method Say() the one with MANY parameters
or maye just SayWhisper could be ok
Not sure if it's visible to other players, but you could use player:setHaloNote(text)
hey yall i know this is probably a stretch and i dont think this is the right channel so im sorry about that but would anyone know what mod is causing this error? I've tried to look a lot but ive no idea what im doing function: Crossbow_stal_swap -- file: CrossbowUpdate_Antiques.lua line # 20.
[05-12-21 10:28:23.806] ERROR: General , 1638660503806> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: getType of non-table: null at KahluaThread.tableget line:1689..
[05-12-21 10:28:23.806] ERROR: General , 1638660503806> DebugLogStream.printException> Stack trace:.
[05-12-21 10:28:23.811] LOG : General , 1638660503811> -----------------------------------------
STACK TRACE
@agile coral thx, no worries it's just a debug thing. Let me try
@agile coral thx works like a charm ๐
ah but it seems I can't stack them, like every time a new HaloNote is set, it removes the previous one ๐ฆ
antique armory
or whichever one adds the weapons
@tame mulch Any clue if it's possible to know if something has been printed to the console between two prints from my mod?
thank you that fixed it i love you.
mmm or maybe I should print to a custom file instead
hey I had a question/request for any modders willing to hear it. I don't know the correct terminology for it, but I'm looking for a fix to an issue I keep having where textures don't render properly depending on the clothing I'm wearing. It's modded outfits, always from paw low loot, but it seems like if you wear certain articles of clothing WITH paw stuff that it makes parts of the paw item textures have a weird no-draw texture kind of effect
examples:
looks like this
should look like this
it was the pants causing it for some goddamn reason
either way, I was wondering if anyone knew any fixes? Like, I know in source you can "double face" textures so that it applies to both sides of a 2D thing, is that possible with zomboid?
another example
that's because your set a bad UV mapping on your model
so its the mod's fault
is it possible to fix it for someone whose modding illiterate or will this be a complicated project
it should be something like this, depending on the area you are modeling
you can add this on ClothingItem xml file,
<m_MasksFolder>none</m_MasksFolder>
and I'd have to do that for each individual broken item I imagine
PAW loot gear doesn't get holes in it anyway so I think I could live with that
thank you @ruby urchin !
Any clue how to write a file to the same folder where console.txt is located? I found out how to write to the Lua folder but I'd like to get the parent folder
Ok, I still have to implement settings etc but my DebugLuaEvents mod is working!
If anyone wants to try it it's here:
https://github.com/quarantin/zomboid-wiki/tree/main/mods/DebugLuaEvents
oh and I still have to handle server side events also ๐
how can i find out what mods are causing errors ?
There will be lots more. That's actually the stage I'm on now.
what method is used to log anything in the main console window?
Does the map mod Echo Station work with the map mod Kingsmouth in KY?

i tried to make animation skeleton but i made scp instead
i can see that lmao
why the minimap not working
@royal ridge Running skeleton! ๐
like you're character looking through a window and he sees a skeleton running ๐
@hollow shadow looks like a giant spider with 6 legs missing ๐
i could do that if i could add additional bones
@hollow shadow what are you trying to achieve btw?
just testing out possibilities right now
spent entire day figureing out how to animate
oh nice
@hollow shadow can't wait for the new animation tutorial ;D
are you using blender?
uhhh
im not a good teacher
well then just share your screen with me while doing it and I'll write the tutorial ๐
@hollow shadow btw @eternal girder is also working on animations, guess you could help each other
Me looking for shredded cheese at 3am:
your parents wakeing up to you
you still struggling with animations bro ?
oh god what is this demonic being
My tutorials will be in French cause of shitty accent but i've try to translate it
Or i'll just put it in text
when i export the animation. blender automaticly creates a T pose key? how to avoid it
which version you use ?
3.0
You work on FBX ?
You change Rest Pose ?
Maybe you'll need to take first or last frame then "apply pose as rest pose" ?
i'm interested on how you've done, you created yourself an armature with same name than game or took an already used one ?
How do i do that
go to layout
then click on a bone and switch to pose mod where you can switch between edit or object mod
when i press tab he switches to T pose
yeah so the problem is probably an issue with the rest pose
search ?
yeah you could use a search and then type "Apply" and then a bunch of buttons that include the word would show up
like "Apply object transform"
oh well, i've never used that lol
or when unwrapping i can just type "Unwrap" and then choose how to unwrap
how do i apply new rest pose
You must have a bone selected, then you click on object/edit mod and switch to Pose mode
then pose > apply > apply as rest pose
then it glitches my whole animation xD
i have to select all bones right?
uh yeah
yeah i do that and then he switches to T pose. and when i go out of pose mode the pose is all messed up
you did have ea safe back up right ?
no i just ctrl z
i have my good pose again but idk how to make it work now
Maybe that's better to make a back up before but maybe you'll need to "clear transform > all" then "pose as rest pose"
but maybe that's not a good thing to do when you already have all your keyframes
i have a back up
im back to where we was before i applied
now it did exactly what it did when i export. It made a T pose key in the middle of my animation
that's a good thing ? you can remove it ?
i can but then it just does it again when i export
i'll watch something
You were at this point when you cleared transform etc ?
between 10 and 12 ?
i was at 12 zes
yes
but it doesnt matter where i do it. it always shows up at the start of the animation
how so that's maybe initial value ?
huh?
yep it added a bunch of good keyframes
but after export it still made a T pose keyframe
u dont have modifyer ?
?
idk, can you send me file(s) ?
i think ill just make a new animation
try to apply a rest pose from the beginning
but that's weird
you created yourself the armature ?
if you have a clue to make zomboid animating compatible with blender i search for
oh maybe if you clear parents
no they take up the same spot
Try to make the first keyframe on frame 1 and exclude 0 when exporting. Not sure if it helps but worth a try
Just sharing my results here. Rebuilding the .bank files still work, even post-Noiseworks update. However, there are over 400 sound files for zombie sounds, so if anyone is thinking about making one of those zombie-sound replacement mods, good luck to you.
Would it not be possible to make it so the game only utilizes the files you want it to so rather than having 400 zombie growls you just have the one Elmo laugh?
I have no idea how this stuff works just asking
@weary matrix or a giant Elmo haha
You could have the same sound effect, but you would have to match the exact length of the vanilla sound file. I recommend splicing the sounds in Audacity so its easier.
anyone know if a state of unconsciousness would be possible?
like for multiplayer for example
@hexed arrow you mean like a character getting knocked out or in a coma?
Nice idea gonna try it out
I ended up hitting a wall with the coolers and pivoted to another mod idea. It's a "challenge" solo map scenario that is pre-apocalypse and has you working at a convenience store.
The hardest part, the NPCs, is yet to come
Can someone suggest me world map mod if know ?
minimap?
ye, but was directed as question to guy above
ahh righty
Who needs a minimap
๐
So true
Hey folks
I'd like to change music from loading screen and loading screen too :3
The Walking Dead Original Soundtrack - Theme Song
Music composed by Bear McCreary
Is it possible?
If yes is there any tutorial to do so?
mmh I just read this: https://pzwiki.net/wiki/Modding#Terms_.26_Conditions
So from what I understand it's allowed to share most of the game files, including item scripts, Java class files, music, etc assuming you retain the following information:
Thanks to The Indie Stone for creating Project Zomboid http://projectzomboid.com/), which made this possible. This is an unofficial fan production for non-commercial purposes made under the Indie Stone Terms [link to these terms]
I'm wondering if publishing the decompiled Java code is allowed though, assuming you don't publish it under an OpenSource licensing scheme of course. Any clue about that?
@ivory lance it's a general inquiry of mine, not related to your question ๐
my zombies crave brains mod time has come
I'm posting this idea I shared a year ago on the steam forum on here in case any modder wants to make it. I would make it my self but sadly I'm not good with coding or modeling
**An Idea to make carrying things easier
If this hasn't been suggested already I think a wheel barrow would be a good Idea to ferry items around, Since it would be useful to use without having to use a car and weigh your self/bags down personally even stuff like the platform shopping carts that are usually right outside hardware stores that are meant for heavy use would be good, It would also be good if they wore down over time and use and still needing maintenance so they aren't OP
Suggested Pros/Cons
Pros: A possible quiet version of the car (for a bit) and a non gas/over encumbered way of ferrying items
Cons: Over time it starts to break down getting squeaky and loud, Offers zero protection (But allows you to leave it there for the time being to retreat if needed) and can't be used to ram into hoards of zombies or any thing for offense
Side Note: I know they are adding movable items like wheelie bins and such but I just wanted to share this idea**
saw this the other day ago and tried it to fix a bug that was making a custom vest mesh i made disappear when it accumulated any dirt or blood, but it didnt seem to work. wondering if you know if there is any documentation that has a list of all the tags that could be on a clothing item? i want to find an elegant fix instead of just manually setting the dirt amount on it to 0 all the time
Wtf is going on in the tech support chat?
Dev accidentally did the at here ping and it acted as an at everyone ping
Which then caused them to delete the chat
These are all the ones that I did find from my old guide
<m_GUID></m_GUID> Generate one in www.guidgenerator.com
<m_MaleModel></m_MaleModel> <- Male model path
<m_FemaleModel></m_FemaleModel> <- Female model path
<m_Static></m_Static> <- Optional, default: false
<m_BaseTextures></m_BaseTextures> <- Optional
<m_AttachBone></m_AttachBone> <- Optional
<m_Masks></m_Masks> <- Optional
<m_MasksFolder></m_MasksFolder> <- Optional, default: "media/textures/Body/Masks"
<m_UnderlayMasksFolder></m_UnderlayMasksFolder> <- Optional, default: "media/textures/Body/Masks"
<textureChoices></textureChoices> Texture path
<m_AllowRandomHue></m_AllowRandomHue> <- Optional, default: false
<m_AllowRandomTint></m_AllowRandomTint> <- Optional, default: false
<m_DecalGroup></m_DecalGroup> <- Optional
<m_Shader></m_Shader> <- Optional
<m_HatCategory></m_HatCategory> <- Optional
anyway, very weird that it happens only if you get dirt on your clothes
How look your UV mapping and your xml clothingItem
this is my xml
the uv mapping is good afaik. in game, all the animations work while it is on, but once it gets dirty at all it just goes 100% transparent
i have to go to class right now, but i can send a video of it in an hour
does it have the right blood locations set on the item?
is it me or the #pz_techsupport channel is gone? ๐ฎ
itll be back dw
not the place to be asking that
It got removed due to an accidental ping which caused the flood gates of zombies to come in. Like Big said though it will be back once the mods clean it up
OK then ๐
@reef hatch well I would have asked in the #pz_techsupport channel, but not sure what would be the good place since it's gone for now. Any recommendation?
pz_chat and off topic are also on a huge slow down
just wait for the server to calm down, mods are very busy right now. but this channel is for modders lets not take up the channel
Sorry if It has been answered but with the release of MP, will mods like helicopter events and Britas work on release? Or have to be updated to work?
depends on the mod and if the update changes how the mod functions. if so, the mod creator would need to update it. so feel free to test your mods and see.
some may need updates but most will probably work fine
Alright then, thank you
@reef hatch well sorry if I disturbed you, but considering the fact the channel relevant for asking the question was gone, I really don't feel bad about doing it any other place. Do you have a recommendation as to where the question should have been asked or will you just tell me again this is not the right channel?
i appreciate most everyone still respecting the non-slowmode channels
anyway, on a similar vein as zr's question, what kind of mods might not work well with the MP releases?
im not trying to be funny, im just trying to stop other channels getting taken over. for right now all i can say is wait for the server to calm down
I assume mostly stuff that isn't basic and intensive and requires a specific function of the current update. I know this is a basic reply but I hope it helps
yeah item mods would probably be fine
lmao, tech channel was closed for a few messages, what just happened is nothing in comparison after a horde of spammer bots hit Discord's development server
is this modding related, i didn't think so
yeah, it's not, but who care what you think
Saw this on the steam workshop:
sorry I don't have the author's name at hand to give creds
but imagine this kind of system in game for a MP server
would be dope
1 min timer on #pz_b42_chat remember to be lovely dude
it's not what i think, it's what i know
and what i know is that this is a channel for mods
that certainly looks pretty fuckin cool
yeah i saw that would make for an awesome mod
maybe i should look into learning how to mod
I don't understand how handmade and simple are uncraftable though
I think it's just referring to the plunger item
not 100% sure
just a concept anyways
stick a plunger in your femur
hopefully it's clean
Yeah I was about to say that since I just noticed it's on the plunger it's self which makes me look like a clown for thinking it's uncraftable lel
oh that would be one nasty infection
I could see someone with lvl 10 first aid and lvl 10 electronics being able to craft one of those advanced bionics
mmmmm probably not, those are pretty high tech pieces of equipment
You have currently 10 messages on this channel, you can't come and say what can be done or not, not even talked enough to be considered an off-topic discussion
hmm,,, maybe if they have durability, level 8 electronic and level 5 metalworking can repair it?
lets just leave this here man no need to take it further
Oh boy here we go again
https://steamcommunity.com/profiles/76561198162630072/images/ his name is LTAM! saw this on reddit, had to find him
whagwannin
yknow i had a whole paragraph typed out but i'm just not going to care
Cool artwork and design, he is looking for people who are good at Lua editing ATM
what is happening
anyways, a real life equivalent to the advanced bionics would have like, funky heckin, whatsit
they can interpret brain thingies so they move realistically and convincingly
I feel like you would need a lot of tools though
that's why i feel it'd be an uncraftable thing
got ask to keep the chat about modding and not go off topic i think its over now
this does give me the idea of maybe it's like, you need certain specific pieces to make it work??? like specific electronics
the brain interface chip
That and motion sensor and most likely even specific metal
OH
aluminum
aluminummmm
i don't know what other use aluminum has but this'd be PERFECT for it
because aluminum is lighter than steel, which is what i assume most metal in PZ is
i think that it'd be neat if the simple arm prosthetic was varied
looking at it, it seems it's a tool made into a prosthetic
in that image, a hammer
what if it could be any of the various one-handed tool weapons things? a literal hand axe, a screwdriver, maybe a gun
i toyed with the blood location a lot, even trying to set it to the pants or something instead so it wouldnt intersect with the mesh, but it still turns it invisible no matter where it is
When I put Lua files to media/lua/shared, can I require() those files from both server and client folders? If yes then I guess it means I should have different filenames in client and server folder?
question: who uses this mod to put items in your backpack? because for some reason doesn't allow me to attach this water bottle in my schoolbag
@teal coral don't know but maybe it's because usually school bags don't have a way to attach a bottle? Not sure it's the reason though
oh that is really strange. the only thing other thing i could think of that you could try is to maybe try using a different model and seeing if it still happens?
just to test if something with the model might be messing up
or maybe try copypasting all of the settings from another clothing item just to narrow it down
good idea. i made this about a month and a half ago and just got stumped, so i will need a minute to remember what is going on with it, but i am still trying to cut corners so i have been putting that off lol
hello,every body.i want to keep my donuts food forever,and i find some thing called"FridgeFactor",where can i edit it?
@teal coraliirc this is from Authentic Z, you'll first need to upgrade your backpack first. Check the crafting menu, I think it needs Tailoring 2 minimum plus denim/leather strips + a few others to upgrade.
I have run into an issue with my mod.
Maybe some of you can help me? I want to make a "drainable" item be able to be filled with single items until it is full.
Iยดm explaining it in detail in the forum.
https://theindiestone.com/forums/index.php?/topic/42353-how-to-fill-a-drainable-item/
I am working on a Mod where the player can make projectiles from molten lead. I already got the drainable item "scrapleadpot" working. Also working is putting single bits of lead ("scraplead") into the pot and using the drainable pot. But here is the issue: After that i cannot add more lead. I tr...
oh xd
if you set <m_MasksFolder>none</m_MasksFolder> you shouldn't have any problem, you did restart the game to save the changes?
I also recommend making sure the UV map nodes are overlaid on the texture
@ruby urchin i made this video to show what is going on. i dont really know what else to try here. how can i check if the uv map nodes are on the texture properly?
you can send me your blender file?
@ivory lance I thought this might be of interest to you:
https://steamcommunity.com/sharedfiles/filedetails/?id=2670552173
does anyone have the prostetic mod?
i couldn't find it anywhere
ahh
Try with this, they should load correctly, I did notice you're modeling a female vest for a male, I added both either way, I thought maybe they could serve you, you just need add the armature to the model
what did you change?
just so i can have it for future reference if i make more custom meshes
actually nothing, but try make your changes with those default models
do I have to do something particular to get my Lua code from lua/server to be called?
it seems it's just ignored
for example in console.txt I can see this:
LOG : Mod ...> loading DebugLuaEvents
LOG : Lua ...> Loading: ~/Zomboid/mods/DebugLuaEvents/media/lua/shared/DebugLuaEvents/DebugLuaEvents_Callbacks.lua
LOG : Lua ...> Loading: ~/Zomboid/mods/DebugLuaEvents/media/lua/shared/DebugLuaEvents/DebugLuaEvents_Config.lua
LOG : Lua ...> Loading: ~/Zomboid/mods/DebugLuaEvents/media/lua/shared/DebugLuaEvents/DebugLuaEvents_Register.lua
``` but I also have a file in lua/server/DebugLuaEvents except I don't see it loaded
is it only loaded when running a MP/Coop server ?
wheres the bridge in over the river
I adore these unique skins
Especially when they get relatively obscure like a Ravencreek Transit PD
Imagine a Railroad Police car that spawns around the depot or something
i actually did consider making Railroad Police
for area like Valley Station and few others
but for now its more on the back burner
All cars in my save have no seats any ideas which mod can cause it?
might not be right chat sorry
How do I get mods on my pz? Like so I can use them ?
I found a few mods I want to use on steam but canโt figure out how to use them
Subscribe to them on steam, and then open the game and enable them in the mods option on the main menu
how does PZ deal with mods enabled mid-save?
to be more precise: if I get a mod that gives a backpack more capacity and weight reduction, does the backpack in my inventory update or do I need to find a freshly spawned version?
Iโve done that with multiple mods, for example I added a hot bar mod that you turn on in keybinds. When I load into game and look in keybinds itโs not there and idk about everything else I added
Anyone have some snippet about add a tile in a specific square?
I believe azakaela does
No worries, I already found it in ISMoveableSpriteProps
@ruby urchin do you need to remove the tile at some point?
any clue if it's possible to write binary files to a save folder? Like zomboid/Saves/Apocalypse/07-12-2021_12-22-17/
I'm getting close to have a mod that when the game auto-save or when you press F5 it backups your current saved game ๐
(couldn't find yet how to write the backup over the save though)
This is like journal mod but for singleplayer and better ๐ฎ
@hollow shadow still have to fix a few issues but it should really be doable
could you show me that journal mod you're talking about?
is it Skill Recovery Journal?
yep
ah yeah, better indeed ๐
@sour island Skill recovery journal can be read multiple times by anyone right?
can someone give me the text files for the Bible CDs?
I wish to do some voice work with them.
Even though i have a bit of a gay lisp. the bible is something i have a very deep connection with.
I think @abstract raptor might know
thank you, i merely wish to do an audio book of them and someone if they choose can add them to the game
@terse matrix check here maybe? lua/shared/Translate/EN/Recorded_Media_EN.txt
thanks.
any clue how to instanciate a byte[] array from Lua?
thank you co. I'm gonna go ahead and read them over and send them in this chat so you guys can add them
@terse matrix add what where?
some people may want to add audio to the CDs in PZ
I feel my voice is very unfitting for the bible readings but none the less i wish to be the one who reads them
oh ok
here is my reading of genesis
Yes i know my voice is terribley unfitting for this, but you know my connection with the bible is deep and rich and thats why i wanted to do it
You'd honstly expect a middle aged pastor with a deep voice instead of little old me with my femine voice.
people do say its very calming thought
Sounds nice
thank you djvirus it means alot.
I'm trying to start modding and I am having some troubles getting the item to spawn. it loads it then just doesn't have it spawn. I've been looking across the internet for help but haven't been able to find any. I was following a video from 8 months ago but I cant tell if its outdated or i just missed something. even in the console it just acts like it is loaded but I cant find it in the necro forge devtool or where it should have been.
Ive checked the console.txt and it says LOG : Lua , 1638879841398> Loading: C:/Users/Fling/Zomboid/mods/Monster/Media/lua/server/items/Monst-Distributions.lua
then acts like everything is fine
You know you might wanna check for typos
when your modding those typos cqan get ya
one missing comma and nothing works.
yea I thought that but I've checked a few times with no results
have you checked the error logs though?
is that different from the console.txt?
yes.
ok ill see if i can find it.
Go into your user folder then find the zmobid file
then check logs
The dates are europian so the day goes first
also do you have debug on?
yea the debug files are here
No i mean do you have debug on in game?
im pretty sure but ill check
if you don't have the little bug icon then its not there
If you had a typo then theres usually a red error box when you start the game. But if not. you can also show me a screenshot of your distribution file. Ill take a look
yea no debug mode but i just turned it on.
its ok fling, we love to help
maybe try turning the spawn rate to something ridiculously high just to test if it works?
the video looked much diff then the dist files that i had so i just did about what i thought was right but i thought i may have messed something up.
oof now looking at it im 100% sure i did
i think you might be overwriting the original dist tables?
you have to use the "insert" function im pretty sure
uhhhhmmm
i dont have an example on me but try looking at the scripts from another item mod
https://www.youtube.com/watch?v=N6tZujOPnDw&t=1245s&ab_channel=Blackbeard this is the guide i was following as a base line but im pretty sure the way they do the spawning since has changed
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...
It did change
yea i thought so. i was just hoping it didnt lol.
Where do you want your items to spawn?
well its a monster energy since it was the first drink that i could see a use for in game
so like gas stations and breakrooms
thanks for the help i think i can figure it out now.
I think you should look into other mods and see how they do it. I recommend mods that updated recently.
yeas im looking at the mre one right now
would you know if there is a way to see the distribution lists?
never mind i found it
@maiden elk Do you still want to use these in your mod?
@hollow shadow thanks for the help i got everything working but the icons.
Where did you place the icons?
the poster into the poster and the icon into textures under/in media
Ok can i see a screenshot of your item script?
and the name of the icon picture?
and the name of your icon in the texture folder?
Its item monster full with underscores between the words
@kindred wind maybe try all one word
i think i almost know the issue i just need the exact name of the icon.png
there we go
issue found
add Item_
infront of the picture name
so it would be Item_Item_Monster_Full
or you can remove "Item_" in the script
Just change this to Monster_full,
i chnaged the name to item_monsterfull in the png and then the script to monsterfull and it still didnt work
@kindred wind remove the Item_
the I needs to be big
Item not item
oh well it is still not working. its just gonna be a mod i use unless i fix it and the most someone will see if my friend when we remote play
did you restart the game and save the edits?
imma double check but im pretty sure i did
yea nothing.
imma look more into it thanks for trying yall
i saw something about 3d modeling would i need those fore the icon ? it just says that youll need blender or the sorts then doesnt say anything else on the subject
i feel dumb about just diving into the deep end of modding
thats vanilla when you have first aid level 4
thats an very old question xd
but thanks anyway dj
il get on lua when i get an new pc
๐ค
I'm wondering how to start with a mod I want to make, all the modding help stuff I'm finding is just for making custom items
I want to make pullable fire alarms for all non residential buildings, in the place that would be legal fire code standard.
I've poked around the files and tried to wade through the wiki but I'm not very good at working off of documentation
i thought about using the code/texture/models for light switches and modifying but idk I've never done much modding apart from some basic Bethesda game stuff
https://steamcommunity.com/sharedfiles/filedetails/?id=2675786278 gonna add some stuff once i get this uni semester finished but lmk what toppings i should add lol
Which ones are in the mod already
I see pineapple already
Can of sardines maybe
Chicken
yeah there's pineapple, chili & nduja sausage so far. I'm gonna sit and make a couple more using vanilla ingredients tonight
i'll get sardines & chicken added tonight ty ๐
Oh in fact I do have ham as a topping it's on the hawaiian one but mushrooms is another good shout i'll definitely be adding that
Can they be cut into slices ?
Not yet, I put that in the dev notes. Had to stop adding stuff to switch to uni work lol
Ok
Definitely adding that too I didn't have time this morning. Just full pizzas so far
also ingredients/recipes will probably be swapped about a bit depending on what ends up being too easy/difficult to find etc all that jazz
I have a hard time making bread in pz since the ingredients arent renewable
Which is weird, you should be able to farm wheat
I have that issue with the canned tomato's I use for my marinara recipe but I'm sure there will be a workaround I haven't tried to solve it yet though
There are mods that add yeast and wheat
yeast is in vanilla
but wheat could be argued is flour using vanilla
since it doesnโt say what kind of flour it is, but as far as growing wheat that would be neat.
that would require some modeling expertise
ahoi, wasn't there some mod that visualises how containers are being filled in the game upon opening them? (gives rolls etc)
Is there a way to spawn container?
uhm... probably using the debug mode.
And?
Can't tell right off my head... but you can probably spawn furniture using it
Bruh, I know there may be a way, that's why I asking how...
I wasn't able to find much about 'UseForPoison', so I did some experimenting. This controls how much of the total poison is used each time the poison is added. For example: Bleach has 120 'PoisonPower' and 38 'UseForPoison' - 38 poison will be added each time, so a single bleach container will get 4 uses (3 full 38 power uses, and 1 use of 6 power). If you create an item with 10 'PoisonPower' and set 'UseForPoison' to 1, you will get 10 uses and each will add 1 poison.
How do I even use mods? I have them subscribed and activated but they donโt work
Hey guys maybe a stupid question but does anyone know what's the meaning of the value returned from the IsoGridSquare:getVertLight() function? It returns some ints but I cant figure out what they represent because it doesn't seem as simple as higher # = more light
public int getVertLight(final int n, final int n2) {
return this.lighting[n2].lightverts(n);
}
Thanks Dislak, what file did you find that in? Im trying to find definitions for so many functions
from descompiled files
Thanks!
if you look higher in this same channel, you will find them, I think I posted them a couple of times
Took some searching but I found it xD that's so helpful thanks again!
Hopefully I am correct here. I am using several weapons mods and somehow they are acting weird using a suppressor. The suppressor works, as example for the FN SCAR-SC Extended Stock, fine with full auto, but not for single shot. Not sure if it's still working even if the sound is like a non-suppressed SCAR. Anyone had this issue before?
EDIT: Found the issue. A mod which changes the silencer volume killed the single-fire silencer.
@sullen fog what mod was it ?
Weapon mod is "Brita's Weapon Pack" and it seems the mod "Firearms B41" messed it up. At least it messed up the silencer while using single-fire on, I guess, all Britas weapons.
@sullen fog yea that sucks thanks for the info
I still have a problem with the location of the character, but otherwise I'm pretty satisfied with this ๐
unfortunately it seems it's not doable with pure Lua though ๐ฆ
I couldn't find any way to overwrite the saved files from Lua
thats cool. im guessing its a solo only mod?
@hollow shadow well I'm not sure I can publish it at all cause I had to modify a java .class file
like added some global LuaMethod that does the saving and loading, and calling that from mod
the mod itself is really short in return
50 lines of code, including frequent blank lines
want the patch? ๐
if you know how to compile Java stuff I can just send you the diff of the Java class I modified and the Lua code
interesting, so are you saving on load then loading that file?
well I do a forced save when pressing F5, but also backup the save OnPostSave (that is when the game quits or when you sleep basically)
ah
but I also hook OnPlayerDeath, in the handler I just set a flag playerIsDead = true, and in OnPostSave handler, if player is dead I load previous backup, otherwise I just save a new backup
ah
so you modified the class to take F5 as a quick save
not really, I modified the class to add two global Java method (with the decorator LuaMethod), one is QuickSave(), the other is QuickLoad() (check the Lua you'll see)
the line Literature.QuickSave() should be a bit suspicious ๐
Does it work with split screen?
I have no idea
probably
but I don't see a reason why it wouldn't
I just copy the save folder to another location, and overwrite it for loading the backed up game
yeah, seems pretty simple but neat
@hollow shadow what would I have to do to make it work for MP/Coop etc?
well I retrieve the current save with the global LuaMethod getLastSave() or something
but split is just a hosted save
so it just takes the current game
You are asking me this as if I knew how to code lmao
@hollow shadow well I know how to code but I have no idea what's required for MP
Me too I dont have it
any clue if it's OK to publish mods that require modification of .class files?
i guess no but I don't have a clue really
at least the modification is safe, I just add some static method to an existing class, shouldn't interfere with anything
worst case the use check integrity with steam and it restore the game files
the big problem is an update
It's not against the rules as far as I know.
But be aware that any mod that requires the end user to modify/install/etc files seems to result in a lot of headaches for the mod publisher on account of people not reading/understanding/following the instructions.
would break it
@willow estuary good to know it's not a definitive no hehe
@slate dagger well for now I modified the Literature class cause it's the first one I found where it was not too hard
but there should be better class to patch, like some class that will probably not change much over time
and the Lua part could detect something is wrong (missing the methods) and display a message to explain what to do for example
@rough birch if you feel like learning how to animate characters I guess everything is possible, but it's not easy
Like, in this instance in particular, a "respawn character after death" mod, that will attract a lot of attention from people.
Including a lot of people that are new to PZ, etc, and even stuff like simply navigating the file structure directory can require a lot of instruction and hand holding from some users?
@willow estuary sure I understand that
Some modders have had bad experiences publishing mods that require that sort of end users involvement.
but at the same time I;m not sure TIS would agree to modify the game to allow modders to make backup mods
also maybe I could find a way that doesn't require patching an existing class, I'm not sure yet
playing with classloaders etc
so you'd have to run a script that set some variables and parameters and start the game, so no modification of the game files basically
@willow estuary big problem for example, to backup the save from Lua it's possible, but I couldn't find a better way than to copy every file in the save folder one byte at a time, and for loading the game you'd have to be able to write files to the save folder but I couldn't find any way to do that from Lua
TIS really seem to NOT want people to mess with the save files ๐
btw any clue how to get the coordinates of a cell? I tried with square:getCell().wx/wy but both are always zero in my case
Off the top of my head, get the x/y coordinates of a square in the cell and divide by 300? Offset the result as necessary.
There's also getWorldX() andgetWorldY() in IsoCellbut I've never messed with them.
@slate dagger not for a square, for a cell
@willow estuary they just return the value of wx/wy and they were zero when I tried it
but some files in the save folder, have some cell coordinates
like zpop_X_Y.bin
the x/y are always very low, between 0 and 50 max from my tests
Why self.items is a table in ISPlace3DItemCursor, is it possible drag more than one object at the same time?
Oh I see now, it's possible
So I have a question
Can someone help me find this mod? Iโm certain I checked my mods and I donโt have a mod related to this
None of them I had the mod of
No, your good I know what mods they showed itโs just that none of them I had the mod of
just look up cure on the steam workshop and look for the little grey checkmark
you've downloaded one of them
XD
Gasp
My savior
Finally
I know
I wonder what a trait mod is doing with powerful knowledge like this
@weary matrix sorry for having you let down, i've not tested your decompiler
i have an uncanny feeling about overwriting distribution luas of mods
i reduced spawn rates of many items considerably
yet, when i load my modmod and their mod it seems like they are synergetic and increase spawn rate....
but that might be a false impression, yet, given i went from 1 to 0.01 the random number generator shouldnt be THAT funny
(and my modmod is last in the load order)
mhm
@teal rampart depends on how their mod and your mod is working honestly. How is your mod working?
so , i want to retexture a shirt in game , i wanna put a pattern all over it , is their a way to save the shading on the shirt
if the original shirt is white then you could set the pattern layer to "multiply" or something like that
theres another method i can think of to put the shading back on top but its kind of complicated
Sorry for the unrelated thing but once a server has mods and workshop IDs added how would one do a restart?
Its one of the camo shirts so that wont work sadly , thanks anways though
actually i think camo shirts have the same shading as regular ones
you could take a white shirt texture and set it to multiply and see if it works
Would a soft reset allow mods? ^^
Does anybody here play with Brita
Yeah
Has he/she messed around the loot spawns do you find?
In what way
It works on the latest beta just fine and there are mod options to adjust the loot spawn rates etc.
Well I found a medium ammo box with 26 boxes of 5.56 it's over 500 rounds kinda of ruined my save lol
That's how brita is
I was actually just wondering why there aren't 3D placeable models for the ammo canisters in the arsenal mod. They appear in your hands.
Oh really I just remember it being a bit or scarce that's all
They're so big and bulky id prefer to stack them in a corner vs stuffing them in a shelf
You can adjust the settings
But if you find an ammo canister there is usually several boxes inside it
I don't mind 4 to 7 boxes, but 26 literally just go hot pickle every where xD
That's like 17 full mags. It seems like a lot but I could burn through it pretty quick
Not updated
This why i no use brita, i find army base armory stuffed in a kitchen sink of some trailer
Might just up the zeds to compensate I guess
Yeah ill have a play with the settings when I get home
I'm looking at vanilla + looks awesome
Craftable suppressors is a must tho, even if you could get 10-30 shots out of it
do the suppressors work?
There's someone on steam who commented that they don't on a bunch of weapon mods, including Brita's
haven't gotten around to crafting some in my run (using the Firearms mod) to test myself...
Arsenal or brita or whatever come with its own suppressors and stuff
You can't mix and match suppressor and weapons mods with brita/arsenal if that's what you mean
let me grab a screenshot
that's from the Firearms B41 mod page (the only one I'm using)
Kinda made me worry there's something borked in general with suppressors...
There is
He prolly playing on b40 or something
well, I guess I'll see once I dare shooting in my current run
Is it possible to change what category an item belongs to or would that mess up recipes/cause errors in other places etc.,?
@teal rampart hey no worrie man
if you use the item tweaker mod api then i think it'll just break existing saves?
i'm not sure about recipes but most mods that change item categories seem to work fine
@winter bolt I was mainly wanting to change the item category for organization purposes. For example, one mod adds a few different medicines however all of them fall under the 'item' category rather than the 'medical' or 'drugs' categories.
ohh thats what you meant
yeah i think it works fine
you could download this mod and see how they did it
1 sec
I actually already use that lol, I'll have to open it up and take a look
@winter bolt It looks like, based on how Better Sorting does support for mods, I can just copy the lua template used and input the relevant data very easily. Thank you for the suggestion to check that mod out this looks to be far easier than I thought.
np lol, hope it goes well
They work on Brita's, at least they did two weeks ago. I mean the ones that come with Brita's
Not sure about the Firearms B41 mod, but I just cleared Fort Redstone with a suppressed MP5 from Brita's.
Is there a gun mod for MP rn? I host a server and I've been looking to add something like that
B40?
yes
Not sure buddy
Can I have the link please
Out of curiosity is is possible to have a weapon weigh the same on your back as it does in your hands? I had someone ask me to do this for my mod but I don't even see that in the configs
i remember ORGM used to be the go-to gun mod before b41 but i'm not sure if its for b40?
its still on the workshop so you can find it and check
I know as an admin you can edit an item, rename it and change all of its stats. I made a rifle that weighs 0
Thank you, I'll check it out and see if it works
@hot patrol not sure, have you checked about WeightModifier?
I don't see that in my weapon configs
just weight
@hot patrol ``` item x2Scope
{
Type = WeaponPart,
DisplayName = x2 Scope,
Icon = Scope2x,
Weight = 0.3,
WeightModifier = 0.3,
MaxRangeModifier = 7,
MinRangeModifier = 6,
MountOn = HuntingRifle; VarmintRifle; AssaultRifle; AssaultRifle2,
PartType = Scope,
Tooltip = Tooltip_Scope,
MetalValue = 22,
WorldStaticModel = Rifle_2XScope_Ground,
}
I think it is. I imagine that is the weight reduction modifier. If so I can just reduce the overall weight and have 0 reduction to the modifier
I will have to test it
@hot patrol I'm thinking it might just be the modifier for the weight of the weapon, like a weapon with a weight of 10 will weight 13 with this equipped?
No, That one is just called weight. At least it is for my weapon
{
MaxRange = 2,
WeaponSprite = DragonSlayer,
MinAngle = 0.8,
Type = Weapon,
MinimumSwingTime = 0.5,
HitFloorSound = clang,
ImpactSound = clang,
DoorHitSound = clang,
HitSound = clang,
SwingSound = KatanaSwing,
KnockBackOnNoDeath = TRUE,
SwingAmountBeforeImpact = 0.02,
Categories = LongBlade,
Weight = 50,
ConditionLowerChanceOneIn = 100,
PushBackMod = 0.5,
SubCategory = Swinging,
ConditionMax = 10,
MaxHitCount = 10,
DoorDamage = 999,
SwingAnim = Bat,
CriticalChance = 35,
CritDmgMultiplier = 6,
DisplayName = Dragon Slayer,
MinRange = 0.98,
SwingTime = 2,
HitAngleMod = -30,
KnockdownMod = 0,
Icon = DragonSlayer,
RunAnim = Run_Weapon2,
BreakSound = KatanaBreak,
TreeDamage = 999,
CriticalChance = 30,
CritDmgMultiplier = 10,
MinDamage = 999,
MaxDamage = 999,
BaseSpeed = 0.9,
WeaponLength = 0.3,
DamageCategory = Slash,
DamageMakeHole = TRUE,
TwoHandWeapon = TRUE,
WeaponLength = 0.4,
AttachmentType = Shovel,
}
} ```
Yea
It was perfectly balanced
Like all things should be
You would find balanced loot spawns
@hot patrol in HandWeapon.java:
this.setWeight(this.getWeight() + weaponPart.getWeightModifier());```
But i didnt use it since b41
idk i never used it lol
i just recognised the name
the only gun mods i use are vanilla+ type ones
ok so that's in an entirely different area, gotcha. Hmm...
@hot patrol why would you need this anyway?
The person commenting on the mod asked if I could have the sheathed weight the same as the in hand weight because the sword is far too heavy. Thing is that is kind of the point. You see the stats, the think is a beast and I thought the best way to balence it is to make is only really usable with good strength and carrying little to no loot
so honestly I don't think it's worth changing it but I thought I should at least look into it
maybe I will tweak the weight
Quick question guys and I'll be out of your hair. When installing multiple mods on a server host (this case Nitrado), you sperate the mods with a ";" not a "," and a space correct? In the config file?
ok so I modified the weight of my sword from 50 to 40. This puts puts you to only a heavy load when it is on your back with no gear at level 10 strength. Obviously that is still insane but it does make it much more usable in that special use case.
What do you guys think?
again this is super OP so I think it needs to be very heavy to match. at the end of the day it's a meme mod.
I don't really expect most people to actually use it on a normal run
but idk maybe I am better off toning it all down so it is more viable
@hot patrol Make it a bit less op maybe?
yea, it's certainly a thought. I'm kinda torn on it tho. On one hand I like it being just absolutely ridiculous since it's very much in line with how it is in the manga but on the other hand it does really limit it's use case to only being a meme which I think is where the problem lies with people who want to actually use it on a normal run.
I think its ; with no spaces between the mods and a , at the very end
altho i think spaces might not affect it at all
Thank you, I'll try that. However, I have some players on the server. Should I wait until its empty or restart it and have them log in at all
Either wait or inform the somehow with a countdown
Is there a tutorial for setting up a count down? I saw one on GODz server but idk how to do that (sorry, I'm new to this)
idk i never hosted a server before
Hell yeah! It works on the server beautifully, THANK YOU!
nice
anyone know if this game would support a mechanic to dig tunnels into the ground and actually affect the map??
ok but if it can't actually affect the map it could teleport you to a "tunnel" where there are functions to "dig" in any direction
this is possible. Someone is actually working on it
The reason why there are not undergrounds is because of map limitations.
The only "possible" way is what you just mentioned of doing a teleport to some empty place in the map.
There's a mod that's actually in progress If I'm not wrong by Azakaela and Aiteron that uses that logic
I can't remember off the top of my head but they've posted footage on here a few times
oh okay, sorry if my question was redundant
Hi. Is it possible to adjust the position of the hot bar which is on the bottom of the screen? I have looked for it in C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\lua\client\ISUI
But with no luck
Which is the mod that lets players claim cars?
workin on it
It prolly won'
t be ready for a while
assuming I create a new item, let's say Grass Clippings, would it be easy/doable to change the "Remove Herb" action so that you gain grass clippings whenever you remove herb without modifying the action itself?
You'll basically be able to dig a hole anywhere, and it'll teleport you to a 1 cell underground area where you'll be able to dig the walls
and you'll be able to find stuff like ores
and you'll also be able to dig back up to make a tunnel to the surface
lol zomboidcraft
b40 mp, lol
you think it's possible to make a ragdoll physics on zomboid?
So thats a no...
Surely yes, but not from lua side
well would it be possible to mod it into lua?
no. Even by java it will be fps killer
rip
Proof?๐๐ค
fillibuster's cars has a b40 version im pretty sure
thank you
lel
Like 1/5th are patches to get the other 4/5ths to work but still ๐
Hello frands.
I'm looking at modifying some mods for a server I want to host, keeping the traditional credits to those that deserve it.
But for example the Dragon Slayer mod, admits it OP and made absurdly heavy.
I want to more streamline it.
b40?
How are you playing b41 multiplayer?
935 votes and 151 comments so far on Reddit
The Cosmic Principles.
Time really is just an illusion.
Seriously speaking, its all preparing for it being released. We live stream and watch each other while playing atm.
you would have to reupload the edited version to workshop so the others download the mod automaticly
and for this you would have to ask the mod creator if its ok
No I would not.
That implies they copy righted anything, I am more versed in LAW than you.
Lets try this again -- honestly.
This time respond to me with integrity on the original question.
If I intended to 'charge' I would care about that.
If I intended to take credit for their work, or their lives, I might care.
I'll be alive long after all this, that's silly.
The Indie Stone has removed unauthorized reuploads of mods from the steam workshop at the original author's request.
Adorable, It'd hardly pause or stop anything.
As a server join request will auto-redownload that servers' mods.
"Try harder".
I mean, i've crushed your kinds' Gods.
At least amuse me if you intend to be defiant.
Or learn to be truly civil and courteous.
In either arena, you're losing as we speak.
I have three people that want a seamless experience.
That is all I care about presenting.
A few seams were uneven due to poor design.
Troubling the original creator is silly for so few.
Im very certain it does not do this unless its on the workshop
you could try setting the mod visibility to "friends-only" but im not sure if that would work either
YESSSSSS ๐
?
I found a way to make a Java mod that does not break on game update!!!! And that does not break either when the user checks integrity of files through Steam ๐
Wtf happened in here
idk i cant tell if the guy above is serious or trolling but eh
and my QuickSave mod is working!!!!!!
Yay
oh man I'm sooooo happy ๐ ๐ ๐
Iโm referring to the Thoth guy
Oh btw he left
Yeah i meant him
Unsure if it was a ban or just left
you thought i meant co xD?
Yee
How do you know
Check his servers
your mod might make the splitscreen with 20 fps worth a try again. Cant be bothered to read 40 recipe magazines and journal each time i die
He doesnโt have any mutual servers and I canโt ping him
i see
He went from zero to โIโm more VERSEDโ than you real quick
yeah it was so fast that i wasnt sure if troll or serious
Iโm not sure either
anyone know if its possible to make a belt where you can attach weapons or items, but they dont add hotkeys? @willow estuary maybe you know?
also wondering if its possible to increase or decrease their weight reduction when attached?
@hollow shadow I still have to write a .bat file to make it work on Windows
gnite all
Does nocturnal zombies still work?
Has anyone gotten the playable skeleton thing working?
lmao this kid
theres no way a real human talks like this lmao
I have a problem using a sledgehammer. I get an error when I try to destroy anything. Yes, I play mods, I can link to the mod package I'm using
Get ready modders, you will now be flooded with will it work with 41.60 :]
i'm already testing mine lmao
Do you guys know where to find Louisville?
@bronze tapir


Is It ThE MoDaCoLyPsE NoW LiKe OmG UpDaTe pLs wOrK fOr FrEe
Everyone including my beloved hydrocraft will come back now
Oh my
HO HO HO
๐
Cool my Beautiful-Java decompiler still works with 41.60 ๐
I have no idea how modding works for this game, are a lot of these previous mods going to need updating or should some still work? I plan on playing vanilla until everybody is all caught up but yeah I don't know
@mortal widget hard to say without trying actually, but its a very focused update, so hopefully it should just add new stuff, not breaking existing stuff
@weary matrix congratz!
@slate dagger so to sum it up:
โ
Find a way to inject custom Java code in pz without touching any game file
โ
Find a way to survive file integrity check from Steam
โ
Add global Java functions accessible from Lua
โ
Implement QuickSave mod
๐ฅณ ๐ ๐คถ
So are you guys currently testing mods on multi-player servers?
I loaded my old save with like 80 mods and 8 manual installed on SP and it loaded fine...but then in pz tech support they said dont
Then I have this
I'll stick with vanilla for now, thank you Co you are always helpful : )
OK, Out the window, still working, quick item action too, but the spear traps no ๐ฆ
"Some Mods Will Work And Some Won't"
Exactly what he said.
Fair enough...my apologies
AuthenticZ and the Fashion Montage mod have been tested to be functional with MP. They just have to be enabled by the Host. Make sure you have them downloaded yourself.
Having issues with the ini file for my mod. I think I'll just convert it over to work with the sandbox settings...
Appreciate the update sir
All right, Javadoc for new release is available here: https://quarantin.github.io/zomboid-javadoc/41.60/
Custom zombies doesn't seem to work :( hope it gets updated . I like to have mostly fast shambles with a sprinkle of sprinters
Hey shark is your stuff good?
is it possible to have a limited version of FM so that is removes the OP stuff? I want to have that for more customization but I don't want people starting with mil bags and camo
new Lua events:
+ AddEvent("OnWeatherPeriodStart");
+ AddEvent("OnWeatherPeriodStage");
+ AddEvent("OnWeatherPeriodComplete");
+ AddEvent("OnWeatherPeriodStop");
+ AddEvent("OnWorldSound");```
I would like devs add more events
Have a good amount of mods. All adding new cars and new locations. Came across an issue where I'm able to walk through police barricades. Was able to patch that by adding eerie county a while ago but now that mod doesn't seem to fix the barriers. Anyone know what could be the issue here? Also discovered using a shotgun on a 100 zeds levels up my aiming skill by 4 so not sure if that is a bug or apart of a patch
That's a vanilla issue AFAIK; sometime spawned in barricades, like the ones from vehicle stories, can be walked through.
I see.
@unreal carbon is your mod list stable besides noclipping barricades
I am not the creator on the Fashion Montage mod. So no.
All right just fixed my spear traps mod ๐
Probably someone already said this but: Mods from the latest IWBUMS build will need to be updated for multiplayer or they'll work as normal? Did too many things change that they'll need to have major coding overhauls or something?
Depends on mod
Which kind of mods will need to be updated?
No need to get too deep, just a quick information about it should suffice
Thank you @lost yoke
Of course!
Only the creators of the mods will really know at this point until the masses starts reporting whats broke and what's not
some mods wont even let you launch server , others let you launch but don't function at all
Good to know
Any update about manual installation mods?
Like how to get them on server?
I know nothing about manual mods
Shite
oh damn, my bad 
I hope so. Surviving 3 days in RC so far. Have a base filled with food and working on clearing a beach in another corner of the map. Would hate to lose the character because of a crash. Probably will die b4 that happens if it does
Certain I'm able to max my aiming skill in a day if i decide to blast zombie with the shotgun so that skill is unbalanced but have not crashed and everything else in the game works fine
@unreal carbon do you have brittas?
I hope someone makes a quick LV or quarantine spawn point mod, i arrived to the gates all fucked up
Is the multiplayer patch supporting mod support at the moment?
Anyone install b41 on a hosted served like nitrados? I'm trying to convert my 24/7 server to the new MP build and was wondering if anyone had success yet
for the most part
some things broke or became obsolete i.e eris' minimap mod
now theres an actual map and minimap in the game
arsenal26's gunfighter mod also has a conflicting hotkey (M)
though its a non issue and you can easily rebind either the map key or the mod's M key
has the games optimization been fixed? cause with zombies i doubt anyones gonna be able to play in louisville or the area around it since it will just be frozen forever
what do you mean?
i think it's okay optimization wise? i know you need to lower the blood decal setting cause for some reason it can cause quite a hit
not too sure about louisville though
but i doubt its gonna be bad unless you crank up the zombie pop modifier to the max
im curious if the fast reading mod broke, though. it works in singleplayer but for some reason doesn't seem to work in multiplayer
what mods are working for some people so far? maps should be fine no?
So there was a new tag that got applied to all vanilla items in the MP update. It's nothing major. It seems that this tag provides an additional layer of categorization to items. I logged them all in this list below:
DisplayCategory = Cooking, (cooking items)
DisplayCategory = ToolWeapon, (handaxe, etc)
DisplayCategory = Food, (canned to fresh)
DisplayCategory = Cartography, (maps)
DisplayCategory = Household, (umbrellas, soaps, towels, extinguisher etc)
DisplayCategory = Material, (paperclips, tape, glues etc)
DisplayCategory = Junk, (dolls, cd, toothbrush, misc)
DisplayCategory = Accessory, (watches, rings)
DisplayCategory = FirstAid, (med items
DisplayCategory = Appearance, (makeups and dyes)
DisplayCategory = Communications, (radios)
DisplayCategory = Raccoon, (for spiffos)
DisplayCategory = WaterContainer, (for water bottles)
DisplayCategory = Water, (For water paint bucket,)
DisplayCategory = Bag, (for regular bags)
DisplayCategory = Container, (For hand bags)
DisplayCategory = Trapping, (traps)
DisplayCategory = Fishing, (fishing tools and tackles)
DisplayCategory = Camping, (firekits)
DisplayCategory = Gardening, (seeds
DisplayCategory = WeaponPart, (firearm attachments)
DisplayCategory = Security, (keys and locks)
DisplayCategory = Devices, (bombs/molotovs)
DisplayCategory = Electronics, (for phones, lightbulbs, video games)
DisplayCategory = Sports, (balls)
DisplayCategory = Tool, (tongs, saws, needles etc)
DisplayCategory = Ammo,
DisplayCategory = Hidden, (Metal drum)
DisplayCategory = LightSource, (for flashlights, matches/lighters)
DisplayCategory = Furniture, (for movable furniture)
DisplayCategory = SkillBook, (For skill books and magazines)
DisplayCategory = VehicleMaintenance, (gas cans, car parts
DisplayCategory = Instrument, (instruments)
DisplayCategory = WeaponCrafted, (spear attachments)
DisplayCategory = Literature, (For normal books, magazines, comics)
DisplayCategory = Corpse, (for zombie bodies)
DisplayCategory = ZedDmg, (Zombie damage textures)
DisplayCategory = Bandage , (Bandage textures)
DisplayCategory = Wound, (wound textures)
Here is an example of how you can utilize this tag in your mods:
item KatePic
{
DisplayCategory = Junk,
Weight = 0.2,
Type = Normal,
DisplayName = Picture of Kate,
Icon = PictureKate,
WorldStaticModel = KatePic,
}
Sorry, we're going to be fussier about this on account of how busy this channel is with MP dropping, but please restrict discussion here to mod-related matters ๐
@stiff scaffold what do you mean by these? Or, whats an example of not this? like expanded helicopter?
has anyone been able to get the Autotsar mods working? I'm getting a missing file error: AutotsarFixing.txt missing
i haven't got the chance to test expanded helicopter mod
I'm assuming we just need to wait for an update though
but in theory it should work
like i said
addon type mods should work if their systems dont interfere/work in conjunction with multiplayer systems
like guns for example
yeah, I have about 30 mods currently running on our server, working without any issues so far. sadly I did have to purge a lot of mods from the list though, even some long-standing ones that have worked for a while (Bedford Falls for ex)
but there's plenty that are working great. Raven Creek is working, so is Grapeseed, Camp Hill (and the other 3/4 by that author) etc
ive narrowed our mod list
arsenal26 gunfighter
brita's weapon pack
brita's armor pack
CC faster reading
Health bars
Mod Options
Spawn Car Windows
Weapon condition indicator
filibuster rhymes used cars BETA
arsenal26 vehicle addon (an addon for Fillbuster's cars)
its only missing sandbox+, expanded helicopters, craft helper, radial menu fix and some cars
so nothing game changing
all of the KI5 vehicle mods are working for me also, fyi. ('90 Lada Niva, etc)
i'd love to get those
but i really hate downloading stuff individually
i'd rather have them bundled
too lazy lol
1 issue though
mod versions and game versions might be an issue
for example brita's weapon pack
it doesnt allow you to join if versions mismatch
even though... it doesnt really need an update lol
re-sub to the mod
Expanded helicopter events works fine for me in singleplayer
then host is behind then
wait, brita is working for you? It just gives me error when trying to shoot
oh.. then I just read it wrong. ๐
yeah like i said i havent got the chance to test all of them
hmm
health bar, brita's weapons and weapon condition indicator
these dont work
Ah, good to know. Kinda bad that I only have britas weapons in my storage. 
Fillbuster's cars are broken?
gonna test that rn
Anyone using a lot of map mods here? If yes.. do you know any map mods giving issues with Louisville?
Raven Creek working fine for me
Brita gotta be fixed ASAP.
When we least expect it, the update arrived, not complaining but totally took most of us by surprise yknow lol
yea lol
Dayum lmao every mod author on the workshop getting tons of requests and messages to update their mods
its like a mob of black friday shoppers approaching
yes
Not sure but Bedford is kinda working for me.
Has anyone set up their hosted server with the new b41 mp? How do i do that or is the new build for PC hosting only with whitelist
does ORGM mod work with the new MP?
nope. doesnt work with build 41
Has anyone figured out how to fix the version mismatch error?
Or tested any vehicle mods?
you dont
wait for modders to update their mods
Anyone know if the Cheat Menu works? I'm trying to test out all my mods, but i would like to spawn the items i want to check in to see if they work
Yโall got zero patience
Cheat Menu works fine for me on 41.60
Couldn't get it to work earlier but it seems to work now.
Does somebody knows what could this be? It is triggered once a player swings the weapon, I'm calling that function with the Events.OnWeaponSwing.Add(tweaksToSwingWeapon);
Let's say that I swing the weapon, the lua error doesn't occur to me, it does occur to other player in the server, if the other player swings the weapon the error is for me
function: tweaksToSwingWeapon -- file: DTGeneralTweaks.lua line # 85
ERROR: General , 1639097524316> 33.943.992> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: __lt not defined for operand at KahluaUtil.fail line:82.
ERROR: General , 1639097524317> 33.943.992> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: __lt not defined for operand
This does not occur in a splitscreen game
@stiff scaffold @drifting ore did you two come up with an idea of what works and what doesn't? I realize hydrocraft, britas and arsenal dont
here's the list of what we're using on my server currently. only 3 errors pop up in the error notification upon hosting the server, I believe they are 2x texture errors but haven't confirmed yet. one friend has been able to successfully connect to the server with this mod list, we're waiting on really digging in to the game until the rest of our group gets home from work though
expect this list to be very tentative, things may break between when I posted this list and when you read it. chances are things are going to be up and down as far as mod stability over the next few weeks
If you could keep me posted I would much appreciate you
unfortunately the Autotsar mods are not working, or they weren't when I tested them an hour or two ago. they load in the mod list fine, but when you try to connect to the server you get a missing file error (autotsarfixing.txt i believe)
I've also removed about 20-30 others from my usual modlist that weren't working, including (sadly) bedford falls, xonic's mega mall, lake ivy township, and lots more
also, just fyi, the list I posted above is NOT a comprehensive list of all working B41 MP mods. these are just the ones I've personally tested and confirmed to be working on my server
All map mods working here, Xonics, lake ivy, bedford. redstone, knox, over the river, west point expansion. grapeseed, eds auto garage + more.
multiplayer server, using the dedicated tool? or are you single player on the new build?
I've heard confirmation that they work in SP
MP server with 3 people
interesting, thanks for the info
OTR, bedford, redstone, xonics, and lake ivy all gave me version mismatch errors, even after unsubbing to them, restarting steam, and resubbing
hosting, via dedicated tool. I set it up using the in-game "Host" option, launch the server to confirm it works correctly, and then close it up to launch in dedicated with the appropriate settings
I'll try them out again later in the week after the dust has settled, and after our group has inevitably died gruesome deaths and is ready for a fresh world ๐
appreciate the insight! I'm off to try surviving, our group is READY. have fun all
anyone know if fashion montage works?
I am pasting this, as this question is being repeated:
AuthenticZ and the Fashion Montage mod have been tested to be functional with MP. They have to be enabled by the Host. Make sure you have them downloaded yourself.
All my mods that are not map mods or animation mods seem to work error free
This seems to be failing on MP
player:getModData().DTObtainLoseActiveSedentary = player:getModData().DTObtainLoseActiveSedentary + 1;
Weird thing is, I have others modData and they seems to work fine. This is the only one that throws lua error ๐ค What could be wrong here?
Is there any way to MOD and bring back foraging?
This channel really became tech support 2
Steam updating of mods seems to have gone really downhill over the past half year IMO?
Well, servers versions not matching clients version for anticheat wasn't an issue until MP was released?
It's a MP only thing.
- half of the mods people are using are being randomly updated as the modders catch up, so servers + clients not having matching versions will be a product of that aggravated by the sluggish workshop uploads?
