#mod_development
1 messages · Page 496 of 1
Server mod reuploads.
No bueno.
Well, servers might be.
There's a lot of factors at work here.
Ah, well then you can eliminate that issue.
But with reuploads, and people uploading there own versions of mods with the same modID, that can also cause that issue.
guys can someone help to me about one thing
I wanna add a item
but that Item should be placeable
like Radio and computer
or TV
so you can use it
I wanted to take a look to base codes of TV and computer
but I dont know wheere are they
anyone else having trouble with weapons? Equip and go to swing but disarm and shove
After painstakingly (and inefficiently) combing through my mod list, Coco's liquid overhaul mod was causing the quit-to-desktop-crash when loading a game or trying to start a new. In solo anyway, I'm not sure about multiplayer.
Any idea why i get "mod item id is different from game" paraphrasing I dont remember what the exact error is
But it only happens when I try to use authentic Z , even by itself
try resubscribing to the mod
will dos
Hey all. Are there any mods that adds like a rpg style inventory for clothes?
how hard is it to make a gun mod for zomboid?
like, if i wanted to make a paintball gun mod
or if not a paintball, a bebe / pellet gun
Having the same issue, my friend on my server is not
I've tried disabling framework mods to no luck
Seems like it's your belt that causes issues
Which is annoying
britas armors?
I'm just thinking there is some overwrite there
Anyone know if Armored Vests (IWBUMS B41) conflicts with BRITA?
On my case Rifle slings was causing that problems
AHHHHH
anyone have a list of mods that are 100% working
I got like 4 mods to work 100%
No errors thrown out
and still testing more
Which mods so far?
Currently just tried one with some friends and didnt work at all
In fact it may have just broke our world....Crap
Filibuster Used Cars Beta
Better Helicopter
Vanilla Firearms Expansion B41
Radial Menu Fix
True Actions. Act 2 - Lying
(^^ Which requires Tsar's Common Library which also works)
yeah this is why i am testing it on new worlds before committing to one
We just got settled into a base location and are hoping to salavage it back. Anyone at all know if its possible to remove a mod from a save?
Do any of the map mods work???
I think even if you remove it it's going to give you errors, or the game wont let you play in the save iirc
Yup
RIP
They throw out 2 errors or so
its playable until you reach the big crossroads
and people will start lagging out
before crashing
So not recommended
Wack
yup...
Thanks for the tip
mhm
so in case anyone else wants atleast some mods, ive listed them up there and they work
👍
I think thats all i am testing for now as pretty much any other good mod is broken rn
In vids section ive added my server build, has about 50 mods.
And with other players 0 issues?!??!
Please explain your magic
It has 10-20 initial errors which seem to be loot spawn based.
i went into solo mode and just slowly added mods, took screen shots for their dependencies... when you add them to the server as a mod, you need to add the steam workshop mod. then go to the next tab below it, aka mods, and configure it. eg, filibustarhymes comes with real names or funny names. you can only have 1, so you need to disable one. just things like that, or you start with over 1000 errors FOREVER. some mods dont even work with it so. give it a week. and we'll be sailing on mod street
and MP works fine, had 4 mates running around in there for a few hours while i was afk and they said no issues when i shut it down.
its not dedicated however 😦
Appreciate the info!
If someone can DM me how to put myspecific mods into a dedicated, ill run a server around it ❤️
What does this error message mean?
STACK TRACE
-----------------------------------------
function: extraMenu -- file: SFRelaxInventoryPaneContextMenu.lua line # 24
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@5e26cd49
function: createMenu -- file: ISInventoryPaneContextMenu.lua line # 761
function: onRightMouseUp -- file: ISInventoryPane.lua line # 1426
The only mods I have are a number of weapon mods
Antibodies
Soul Filcher's mods
And stuff like PamboS Ultimate Zombie Loot.
This error seems to pop up when searching for things, I think.
In containers, more specifically.
Never mind, I think I found it. One of Soul Filcher's mods isn't working right...
lying wont work
true act
Probably why, I did say it 100% works ONLY with the mod list i mentioned
if you are using other mods with it youre going to have to test it yourself
Sorry about that
Not sure, never tried bike mod
yep its the relaxing one i think. also that there ISIinv pain is the item tweaker API having an issue. They added "medical corsets" which are an issue for all mods so far
Huh.
An error was showing up with the gas cna
And I think Soul Filcher's drinking time
Which is intended to make gas cans fillable.
how to use modded maps on mp
@hollow shadow I don't know if this is just me but I keep finding Travelling Packs everywhere.
Did the devs change loot distribution again?
Also whats your loot settings
The issue with mods, MP, and the "workshop item version is different than the server's" message is primarily on account of:
- (as a crucial anticheat measure) The files used by the server and client must be identical.
- Steam workshop updates seem to have been really unreliable and janky for half a year + now. And it seems like they just don't automatically update for everyone, or update with an unreasonable delay.
- Mods are gonna be constantly updated, and fixed, by the mod authors, for build 41.6, and subsequent builds.
This means as mods get updated by author, and both the servers and users versions of those mods are updated by steam in an unreliable fashion, the servers and people attempting to connect are going to have different versions of the same mod, and the client will be rejected with the "workshop item version is different than the server's" message.
As well there are a ton of server modpacks on the workshop, that are unauthorized uploads of mods that will not update, as well as re-uploads, which further agitates this problem.
It's possible that there is another factor, or bug, contributing to this issue; this is just what I know could be responsible.
Yeah. After the 41.6 goes stable, stuff's gonna be crummy for a few weeks at least. Par for the course when dealing with mods for indie titles.
This doesn't seem to just be a PZ problem? Everytime I play DayZ I have to delete all my workshop items and redownload them to avoid the DayZ version of "workshop items don't match"?
But even without this funkiness, if the workshop was working properly, there still would be issues where a server is running, a mod gets updated, people who aren't connected to the server get their version of the mod automatically updated, and then are unable to connect to the server due to "doesn't match" until the server shuts down and updates it's mods?
And, as PZ mods are going to be updated a LOT in the near future....
(modpacks/re-uploads are a terrible solution for this problem, and just aggravate the issue, in that now there's multiple versions of the same mod on the workshop causing more "doesn't match" problems, nevermind that if the original mod author takes issue with the modpack/reupload they can get TIS to remove it)
At least TIS cares. I play Space Engineers and Keen literally DNGAF about mods being constantly reuploaded/stolen/etc. The popular mods can have a few dozen duplicates on the SE workshop, all with slight tweaks from one another.
I plan to do my part at least with keeping stuff updated. I'll probably even take a day off if a lot of my stuff breaks. 😄
This is where I'm obligated to spam that the distribution rework, which affects item mods significantly, is still ongoing.
somewhat
Does anyone know any popular map mods that conflict with Louisville?
i dont think any conflict with louisville specifically but i think some maps cause issues with the new roads not lining up
How do you know?
Well, for one, I talk to the person doing it almost daily.
Same after update (besides zombies spawning right in my house 😆 ). Can't use items on belt, can't drop them, can't drop the belt (all items being vanilla).
Was wearing a holster from a mod though. unequipped it, then was able to removed the belt and get back my tools. But the belt is now barely unusable yeah. 🙂
I got a question
What changed for 41.6 in mods ?
As i understand
Some extra lines of codes inside mods are requiered ?
Atleast the way you spoke it seems to imply it
Am I correct ?
There's no simple answer for that question.
Many things changed with this build.
Modders need to test their mods with the build, and fix new issues with their mod and that build to ensure compatability.
As well, they'll need test their mods in a multiplayer environment to ensure that they work properly in MP.
I have no idea regarding the majority of the specifics, and can't provide any clear answers aside from "a lot of the distribution stuff has changed"
As well, in addition to forthcoming additional changes to item distribution, there may well be more changes to stuff other than distribution stuff.
any clue if it's possible to add new key bindings available in options menu?
I see
Thanks for your answer either way
So I was able to host a non dedicated server with all my normal mods and it let me start and no errors popped up but when trying to start a dedicated one I get the "workshop version different from servers/launch terminated" error. Any idea why it works for one but not the other? I apologize if its been asked already of course.
First off, working mods are not the normal, people would be thankful if you shared exactly which ones work this early, and for the problem, uninstall all mods and reinstall them. The workshop isn't doing its job well right now, so give it a try
I have unistalled then and reinstalled just to get the dedicated server process to finish. I have roughly 20 or so mods I normally used and I was able to spawn in Blackwood when I tried the non dedicated version so I can say it 100% worked. I figure I will just have to cut basically all mods from it till everything is updated but I was curious if I would be able to add them on an already running server or would I need to restart the world?
I am having trouble calling a ground item, I had it randomly working at one point, but I am not sure how it happened. Do I need more than this line? It is dropping the inventory icon rather than the fbx I made to go with the clothing for some reason.
you need a model script entry with that name
Has anyone compiled a list of mods that are working for MP? I understand this might be complicated due to conflicts etc but does such a thing exist?
Ok, so another txt file in 'media\scripts\clothing'?
Could you please elaborate a little more, this is my first PZ mod and I am not sure what you are referring to exactly.
have brita's weapons/armor mods been updated yet?
really hard to tell cus theres lots of mods
and some mods that normally wouldnt break did actually break so that doesnt make it easier
like gun mods
for some reason they stopped working even though its a multiplayer update and naturally nothing weapon wise wouldve been changed
give her time lol, there is so much stuff in there
check models_items.txt in pz folder. All item models are listed there. You need an entry for you model
Ah, thank you.
Does anyone know if there's a mod that adds a roleplay chat? Something that adds /me integrations or stuff like that?
whats the error?
might be something overwritting the fuction
how many mods do you have?
Why would you use134 mods on a new build then ask for help. A million people have said the mods areny ready yet
Take a step back,
Try like- 10
lol wow 134 mods 😮
Does anyone know if there is a mod for unlimited durability?
I thought I would need to do something like this, but alas it doesn't work. Where did I go wrong?
which mods are known to be working fine in MP? I don't want to try too many at once.
anyone knows if brita/gunfighter is still borked?
does super survivors still work on this new update??
It's probably "Let me think" https://steamcommunity.com/workshop/filedetails/discussion/2033451936/2264689848049511923/#c3198116134622068886
soon
i have the same problem, ill let you know what fixes it, i should find whats causing my inv not to be right clickable soon
i hope this fixes your issue too.
I think it was broken a while before this update 😂
okay waistbags seems to be causing my rightclick problem, hopefully you have this mod so you can fix that issue.
I just tried the new Update with my mod. Procedualdistribution seems to have some changed code that don´t work with mine.
Anyone else?
try disabling 80% of your mods and see if it works after
if it does, keep enabling mods till it doesnt, then you know which general area its in to test
just brute force it
@regal wave What's the symptom?
StackTrace shows an error in my distribution file with the "GarageMechanic" spawn
does spawn nothing form that distribution file
@frail violet In my case at least, I had to add the module name before the model name for the world static model. So you would want WorldStaticModel = Subcultures.BikrVest_Ground
Anyone have a list with mods working on 41.60 Mp?
@regal wave show the stack trace
How to fix this?
@minor snow you need same version on both client and server
It's same
For each mod too ?
Yes. how it even can be not same?
I am compiling a list of mods that work 100% currently with no errors being logged
been at it since midnight
Please give me time while I share it
@coarse apex well you can add mines 😃
lemme see
I found which mod have problem, but I updated it few times already and no effort
did anyone test hydrocraft with MP?
Even if you update the mod by re-subbing to it
it does not matter as it is outdated and more than likely not working with the current build
you have to wait until the modder updates it
Did you perhaps add other mods?
That you think might conflict with said mod?
or are you having the message that says it is outdated
lmfao
lmao
It's try with 1 mod only
Steam is fucking you and giving your server one version and your client another.
👺
I'm having a similar problem despite deleting local mod files, unsubbing, and resubbing.
Quite frustrating!
This right here is your answer
It's a steam issue not you
Other people are having this same issue as well
So devs have to intervene
Lol what
It's a Steam issue, nothing the devs can fix really
I'm getting that with Blair Algol's ADVANCED GEAR atm despite the fact he's updated it just for this update.
So I'm stumped.
Deleted local files.
Unsubbed.
Resubbed.
Still version mismatch between client and server.
@echo leaf maybe the server has an old version?
Update feature not works for me for some reason
well it could happen if the server gets started, then modder update mod on steam, then you start steam on your box, you end up with different version until the server also update the mod
I wish it were that simple but it doesnt seem to be the case
@willow estuary I'm pretty confident this is completely out of your hands, so apologies for the ping in advance. But I was wondering if you might have any ideas on how to rectify this error when trying to spin up a server with ADVANCED GEAR enabled?
LOG : General , 1639162537679> ConnectToServerState: TestTCP
LOG : General , 1639162537691> ConnectToServerState: WorkshopConfirm GetItemState()=Subscribed|Installed ID=2050264961
LOG : General , 1639162537691> ConnectToServerState: WorkshopConfirm GetItemState()=Subscribed|Installed ID=2048411289
LOG : General , 1639162537691> ConnectToServerState: WorkshopConfirm GetItemState()=Subscribed|Installed ID=2510747487
LOG : General , 1639162537692> ConnectToServerState: WorkshopConfirm GetItemState()=Subscribed|Installed ID=710542108
LOG : General , 1639162537697> ConnectToServerState: GetItemState()=Subscribed|Installed ID=2050264961
LOG : General , 1639162537697> 1639162537697 znet: Java_zombie_core_znet_SteamWorkshop_n_1GetItemInstallTimeStamp
LOG : General , 1639162537697> ConnectToServerState: item state CheckItemState -> Fail ID=2050264961
LOG : General , 1639162537698> 1639162537698 znet: Java_zombie_core_raknet_RakNetPeerInterface_disconnect
LOG : General , 1639162537698> Disconnecting,
I've tried:
- Delete local files.
- Unsubbing and resubbing.
- and ensured all dependencies are installed.
Yep, same.
Seems like steam is just being a bit of a dunce atm.
atm lol
In regards to pushing the correct version to both client and server
It's just this one mod for me.
Which is ironically on of the few explicitly updated for 41.60
The log will tell you which mods are failing to match; search for WorkshopConfirm GetItemState
Public eww
its not much better here in singleplayer world either
Question: Do you need mods enabled from the main menu Mod list in order to join a server with said mods?
Or does joining the server download/enable those mods automatically?
I know that part.
Curious if one needs to enable the mods locally as well.
People are joining mines without them enabling them on main menu
Cool, thanks.
It’s been broken since 41.54 I believe. There’s an issue where the ai will spawn and be invincible and impossible to kill no matter how you go about it.
As far as I’m aware, it’ll auto enable the mods as they join if it’s already on their pc. If not they’ll be prompted to download whichever mods they’re missing. Once downloaded it’ll auto enable when joining.
I have compiled a list of mods that I got to work 100% without any error boxes thrown out while loading in. If anyone uses these, please note that they only work as listed, if you decide to add mods to this list and you are given errors, that is not my issue.
-Filibuster Used Cars BETA
-Better Helicopter
-Radial Menu Fix
-Mod Options B41
-True Actions. Act 2 - Lying
-Tsar's Common Library
-Read Faster When Sitting B41
-All of the vehicle mods from KI5 work EXCEPT '92 AM General M998
-MRE Mod B41
-Autotsar Trailers
-Boga's Pizza
-Containers!
-Rain Wash
Do the scrap guns actually shoot?
AFAIK none of the gun mods are working atm
Also do the cars actually drive? I was having issues where they'd spawn but were non-responsive.
Thanks for the list!
I have not tested that, if that is the case i will remove it from the list, as I was basing this off of no error boxes thrown out. Yes, the cars do drive and work
You're sure you've tested the modded cars?
Yes, Filibusters cars work, same for stuff like the Range Rover
When you tested them they did not drive?
Hey all, I’m very new to hosting and managed to get a non-steam dedicated server up for myself and some friends, are there any guides that can walk me through modding said non-steam dedicated server?
yo yo yo is there a guide anywhere on modeling new clothing for characters/zombies?
if there is, please @ me
Pretty sure there is; check the pinned messages.
@@@@@@@@@@@
But yeah AMKA, if you would like to test out the mod list thoroughly for functionality that would be great, as far as I know, all vehicles spawn and drive. For the Scrap stuff, I am not so sure
Thank you in advance
@willow falcon You can manage settings in game by clicking 'Host', 'Manage settings...', and then 'Edit Selected Settings'. Even though it's a dedicated server, you can still edit settings in game. If you didn't change the name, it'll be 'servertest'. You can add steam workshop mods or local mods, change sandbox settings, etc. Without having to modify it in a text editor.
If it's on your local machine, that is.
Also from what I'm reading Better Towing isn't functional atm and Harry's Functional Tow Truck uses that as a dependency.
So the truck may drive but the towing wont work.
I see, I will remove that from the list thank you
@brittle jewel perfect thank you, I’ll give that a go. It is in fact on my local machine. Will doing this force my friends to download the mods automatically? Or should I give them a heads up to subscribe to the mods themselves?
If you add them via steam workshop, they will auto download. Otherwise, you would all need to ensure you have the same mods locally installed.
@brittle jewel perfect. Thank you for your help!
I am going to remove the scrap mods from the list as they are not fully functional yet, I could not craft a workbench which you need to make weapons.
What is even workshop and server versions?
And I cannot get any of the modded cars to start. They appear and are interactable but the engine never starts despite being perfect quality and fueled (have key).
Are you able to get them driving?
Are the ones that dont work the filibuster ones?
Mmm could be
I wasn't paying much attention to which was which just then, just weren't vanilla.
I need to know which ones, because I am able to drive them
if possible can you let me know
You can drive the filibuster cars?
yes
I used CheatMenu to get things going, maybe that breaks things?
I assume you're not doing that.
I do not have cheat menu
Alright lemme try without.
and perhaps it is breaking it
Just takes longer to test 😄
Correct
Last night I spent 4 hours trouble shooting and making a proper mod list and now im getting the same error as last night even though it was just previously working
perhaps the mod was updated on steam?
https://steamcommunity.com/sharedfiles/filedetails/?id=2678215535 if anyone sees anything they know causes errors please tll me
most likely
@coarse apex lol immediately found a car with a key and it works
i guess cheat menu mighta been borkin things
Yea, i was wondering why yours wouldn't work at all
several carmods are working
Yea, it appears a lot of them work
I'm sorry, but as a matter of personal boundaries to preserve my own sanity, I do not deal with issues users have with my mods.
Now that MP has been released and there's all this new business, I'm going to be absolutely ironclad regarding that policy.
turns out G E A R was causing the problem with my collection which is unfortunate because i never play without it
Totally understand! Thanks for the response.
ADVANCED GEAR is having version mismatch issues between server and client for me too.
Yeah its unfortunate I really like that mod
I'm sure it'll resolve itself soon. Blair has already updated the mod for MP.
Just an issue with Steam, really.
Give it a day or so to iron out 🙂
When creating a server do you select your desired mods in workshop items or mods?
Is your mod on the workshop? Maybe I can get a better idea of how it works from reviewing what you have done.
Yeah, it's "Defecation". I have all the items/recipes/models all defined in \media\scripts\DefecationItems.txt
Ok, sweet.
Does anyone know if the pillows spawn mods work?? There’s like 5/6 different variations for it, just wondering if any work
so, what kind of mods do and don't work in MP?
and sorryy if this is a question being asked a jilliont imes
im currently using raven creek and fashion montage with no errors. im going to implement pillows spawns tonight and ill let yall know which are(n't) working.
How would I go about adding mods to the "workshop" tab for a dedicated server? So other players are prompted to download them?
theres a tab for it in the initiall server setup. its a drop down list. simple click on the mods you want added and itll do it. players will be prompted to download missing mods when joining. try to keep it under 10 tho as the build is new and hichly unstable with mods
pls ignore all spelling errors, tryna type and do my class at the same time XDD
I want a mod that allows us to do the forknite dance... jk
This is for non dedicated...hosting in game. I'm hosting through a command prompt
there was a mod i think called "true actions" or something like that, which added dancing
shiiii... idk then fam...
Is your server hosted locally? Even though it's a dedicated server, you can still edit settings in game by clicking 'Host', 'Manage settings...', and then 'Edit Selected Settings'. If you didn't change the name, it'll be 'servertest'. You can add steam workshop mods or local mods, change sandbox settings, etc. Without having to modify it in a text editor.
Yes it is local hosted...thank you for your advice
Lovely, many thanks bro
Is there a way to have a script only work if there is a certain mod activated? so i could make mods compatible with mine?
getActivatedMods():contains("ModID")
You'll just update 'ModID' to the ID shown on the main menu under mods (above 'Location').
Anyone teat the new patch for advanced gear and it's requirements yet? Are they working?
I have a question about mods -- when you set up a multiplayer server with mods enabled, do the other players who join already need to have those mods downloaded as well?
I'm pretty sure that's how it works
It works that way in Stellaris as well
Maybe I'm doing something wrong, but for me, it looks like the mods need to be in both 'Steam Workshop' and 'Mods'. If I only added it to 'Steam Workshop' - the user is prompted to download the mod, but it's not actually enabled in the server once they connect. Adding it to the 'Mods' tab actually enabled the mod.
Gives me a Rimworld vibe
Did anyone try the build 41 hydrocraft patch that came out today
This one?
I can't tell if it's standalone hydrocraft or if it's a patch for the old one
britaas done broke, cant fire gun t-t
yea,he is aware,give it a day or two and a fix might be out
can the breaksound variable be used on clothing?
Ayy I can confirm that the pillows spawn mods are all working (at least for me) with no errors.
Mod version dosent match sever version? Ed's salvage
Hydrocraft build 41 farming fix
429 boss mustang
Ravens creek
HC b41 Farming Fix has been updated 7 times already today.
So, it's possible the server is downloading the wrong version. Anyway to send the servers mod over to users?
Ohhhh I see
This might be the worst possible time for servers to be relying on using mods.
is there a way to ensure mods update, like would reinstalling them work? i've noticed certain friends are able to connect to the host but some aren't, possibly the people who had certain mods downloaded previously
The weird part is that Ed's salvage and Ravens creek haven't had updates in a while
Why would they throw they error like that
DayZ has the same issue IME, and what I do is unsubscirbe from the entire DayZ workshop every time I play DayZ and let the servers handle updating the mods for me.
However the mods being used by a server don't update on that server until the server updates itself.
So if HC Farming Fix is updating 7 times in one day here, and a server is running when those updates happen, ain't nobody going to be able to connect to that server aside from dumb luck with their own install being the same one.
Again, this may be the worst possible time for servers to depend on using mods.
I get it. So possible fix is remove that mod from list and then have everyone resub through the context box from the server?
There's a ton of modpacks on the workshop where people have uploaded a mod that's just a bunch of other author's mods.
That's a silly thing to do, since those mods don't update.
It's possible that some people are having issues on account of having downloaded modpacks.
the host and some of the players just installed all the mods fresh, and those players are able to connect. seems like the issue does stem from mods not updating, possibly the host could share their workshop files and let the players install mods manually that way? or players could do what Mauware just said above
Or the server is using a modpack (since I saw a ton of server modpacks) and the client is using a non-modpack version.
At this point, with what a cluster fuck it is, with mods being updated, modpacks, steam being janky, all I can do is repeat the party line in regards to MP
mods are on your own responsibility currently, they are not recommended
My personal suggestion is that clients unsubscribe from the entire workshop before attempting to connect to servers.
And that servers attempt to both use a few mods as possible, and resign themselves to regularly shutting down and updating.
Any advice for updating mods on a dedicated server? Like how to go about it
I'd ask Beard in tech support, been over 2 years since I did any of that stuff.
Thank you for your help!
^
👍
A modpack that doesn’t update is a good thing since it guarantees that the server and player always have the same version. The modpack can be updated weekly with all the mods that received a mod in that week.
At the moment mods get updated insanely often and that desyncs the player and server mod version way too often
Anyone know why I can’t set the speed of zombies to sprinters?? Everytime I click save it resets as fast shambles
not so much. i've had countless issues with people having file mismatch in the past because someone had included my mod in a modpack that the user had subscribed to (and promptly forgotten about)...then pz would throw a mismatch error when they connected to a server running the official version
They're currently disabled in that interface; it might be possible to change it ingame with the admin interface however.
This would be for friends ofc
any clue on how to do that..?
In that instance, I would strongly encourage people to make those modpacks private, friends only shares, to avoid that issue.
Yep
I'm really not good at talking people though the specifics of stuff like that? The admin interface ingame has options to change server/sandbox setting however. I'm just not in a position right now where I can fire up a server and take screenshots.
Beard, in tech support, is the guy to go for with nuts and bolts server admin questions of that nature.
- I can't guarantee that will work? I know I was able to enable sprinters in a test server, but I was using my own mod stuff and debug mode.
No worries I’ll just increase other stats, thanks anyway tho!
Is there a mod that has a crafting recipe with two results?
So I can see how they did it
Anyone know many "points" of health there are in PZ or where to find that info?
So uhh ...MP time controls when(either admin control or like RimWorld MP even)?
Anybody out there trying yet?
You can make the same recipe twice:
recipe Make Item A
{
Item_B,
Result:Item_A,
Time:10.0,
}
recipe Make Item A
{
Item_C,
Result:Item_A,
Time:10.0,
}```
Both are valid, and will show up in the crafting menu.
In both case the outputs are identical.
You could go a step farther and use an OnCreate function to execute lua as well when performing the recipe.
anyone tried Autotsar Trailer's in MP yet?
it's the only thing telling me workshop item is different than the servers
I love those trailers ):
They work, some minor issues, but they work
Ahh what’s up with the workshop item being different than the servers?
The issue with mods, MP, and the "workshop items don't match" message is complicated by:
- (as a crucial anticheat measure) The files used by the server and client must be identical.
- Steam workshop updates seem to have been really unreliable and janky for half a year + now. And it seems like they just don't automatically update for everyone, or update with an unreasonable delay.
- Mods are gonna be constantly updated, and fixed, by the mod authors, for build 41.6, and subsequent builds.
This means as mods get updated by author, and both the servers and users versions of those mods are updated by steam in an unreliable fashion, the servers and people attempting to connect are going to have different versions of the same mod, and the client will be rejected with the "workshop item doesn't match" message.
LOG : General , 1639193265682> ConnectToServerState: GetItemState()=Subscribed|Installed ID=2489148104
LOG : General , 1639193265683> 1639193265683 znet: Java_zombie_core_znet_SteamWorkshop_n_1GetItemInstallTimeStamp
LOG : General , 1639193265683> ConnectToServerState: item state CheckItemState -> Ready ID=2489148104
is what you mean by the mismatch of mods for servers?
and probably the best solution would be to wait for the mod authors to update the mods as well?
This is the message I'm referring to; I don't even know if that log snippet even indicates that there is a problem?
I am getting that message and other messages from the log are just the top line, bottom 2 seem to be towards the end of the log before the server disconnects
In regards to using mods for MP, IMO, given the multiple factors, this is the worst possible time to depend on mods.
The "official" stance on the matter is
mods are on your own responsibility currently, they are not recommended
you're a trooper, Blair.
I don't know if I'm a masochist, or if this is some stockholm syndrome business from playing too many punishment hardmode games? 😄
can someone tell me how to use modded maps in my mp server
Vanilla MP is damn fun though? Don't really feel like anything "crucial" is lacking, and it's enjoyable, even if it's not my preferred experience.
is there a mod that lets you choose your spawn point?
change it to random for sprinters
it'll work that way, don't know why
here i am just hoping that mod options is updated for the mp branch
bunch of cool mods i want add in my server but i can't configure them
anyone making a mp working version?
thank you!!!!!
have a great time
Trying to set up modded server. Can't get the server running without - nosteam but without that we can't get the mods working
This is what i have managed to get running on my ping perfect server with no issues so far with arsenals working if you follow the notes on the workshop page.
Im not running a dedicated, just one through the host setting in the game, can I still run all of these?
Im no expert but i assume it should work the same
I tried running the new Project Zomboid but it said I needed steam, so I ran it on steam. :/
Incase any modders realized setting zombies to sprint with the MP update broke:
require "luautils"
local function setZombieSpeed(zombie, speedVal)
for i = 0, getNumClassFields(zombie) - 1 do
---@type Field
local javaField = getClassField(zombie, i)
if luautils.stringEnds(tostring(javaField), '.' .. "speedType") then
javaField:setInt(zombie,speedVal)
end
end
end
Thanks to @weary matrix for the brain storming
you're welcome!
am I able to teleport a player to me ingame or would that require a mod?
if you're playing MP and are admin of the server I think yes
Hey, new here. Working on a little mod and I was wondering where I could find where the functions like getMaxStressFromCigarettes from the stats object are defined so I can see how they are done and add my own.
found this in recipecode.lua
local script = food:getScriptItem()
percent = percent * (food:getStressChange() * 100) / script:getStressChange()
local bodyDamage = character:getBodyDamage()
local stats = character:getStats()
if character:HasTrait("Alcoholic") then
bodyDamage:setUnhappynessLevel(bodyDamage:getUnhappynessLevel() - 10 * percent);
if bodyDamage:getUnhappynessLevel() < 0 then
bodyDamage:setUnhappynessLevel(0);
end
stats:setStress(stats:getStress() - 10 * percent);
if stats:getStress() < 0 then
stats:setStress(0);
end
local reduceSFC = stats:getMaxStressFromCigarettes()
stats:setStressFromCigarettes(stats:getStressFromCigarettes() - reduceSFC * percent);
character:setTimeSinceLastSmoke(stats:getStressFromCigarettes() / stats:getMaxStressFromCigarettes());
else
-- bodyDamage:setUnhappynessLevel(bodyDamage:getUnhappynessLevel() + 5);
-- if bodyDamage:getUnhappynessLevel() > 100 then
-- bodyDamage:setUnhappynessLevel(100);
-- end
bodyDamage:setFoodSicknessLevel(bodyDamage:getFoodSicknessLevel() + 14 * percent);
if bodyDamage:getFoodSicknessLevel() > 100 then
bodyDamage:setFoodSicknessLevel(100);
end
end
end```
@astral geode it might be on the java side
thats what I was thinking
@astral geode but reliable Java Mods are on the way 😄
excellent 😄
still have to fix a few things before I release it
So Gunfighter is completely fucked now. Anyone know of a quick fix for it?
Whats wrong with it?
Id check on the author, i think he said he was working on it. Patience , he is doing what he can!
Bleh, I was hoping to get some time in tonight. 😛
Par for the course though with this game.
Will be trash with steam workshop versions be fixed?
That's a steam issue and not anything that TIS can do anything about aside from complaining to them?
Other than that, my only suggestion is to uninstall all PZ mods before joining servers. But there's still the possibility that the server's mod is out of date/from a modpack or re-upload.
And we can't do anything, so maybe there is a sense to just turn off versions check?
That opens the door to people being able to perform all sorts of malicious hacks? Not sure what the possible extent of it could be, but definitely not good practices.
Lol beter than not having way to play at all
The major concern being that if people start doing that as a quick fix, and it becomes common practice, well, that's gonna become a huge problem.
Myself, when I play DayZ I do uninstall every DayZ mod with one button before joining servers, because IME it's a problem with DayZ as well.
Is the issue being that servers have outdated mods on?
I am host, server and player at same time, didn't saw more stupid problem in my life
clarify
I cant have different versions
ok?
Are you saying the game doesn't let you connect to yourself due to a mod mismatch?
Yes
Are you using the workshop options section or the Mods section
cause Mods is local
and you should be using the workshop section unless you're a modder
if you're a modder and need to test then you use the mods section
Will players download local mods from my pc?
Test what then if nobody can connect?
as a modder you'd be testing if the mod works'
I assume if you host with local mods you'd provide a place for users to download the mods
So I have to find workarounds because steam workshop bugged 👍
Which mods are causing the issue?
You should try resubbing to them
steam does not trigger updates in a timely manner
resubbing forces an update
I tried everything already
could be the game is trying to match versions and you're out of date
does it tell you which mods are causing the problem?
Worked yesterday
And you're subbed to it?
I am author, ofc
I don't sub to my own mods cause it prevents me from working on them
the game loads workshop content after local
that being said - in your host menu
are you putting the mods needed in the workshop section or mods section
Sorry if you answered that already
didn't catch it
We aren't fixing it anyway
?
I don't know what a difference between versions and how to fix it
So it's useless error anyway
Can you clarify which section your setting the mod to
cause if your setting it under mods that's probably the issue
You probably shouldn't put them on both
Are there any vehicle mods working for the new patch?
Everything odd bro
Hi guys, I updated Coco Liquid Overhaul, it should work in MP but I haven't tested with anyone, just me alone.
https://steamcommunity.com/sharedfiles/filedetails/?id=2539452952
Will need your feedback if anything i will fix.
Afaik Mods is loading local
so if workshop is adding mods to the mods list it could be creating a conflict
i mainly wanted Filibusters and Britta's
Still everything worked before
Until I made update to mod I suppose
you updated your own mod?
Yes -_-
Have you resubscribed to it?
I tried everything as I said
Yes, but people tend to say stuff like that with out reading what's exactly being said
Just install mod and try host with it
not to keep asking the same thing
So we would know
the tailor one?
Yes
I'm actually getting the same error with my own mods
because I wasn't subscribed to them
and added their IDs directly
my guess is there's something going on with the local folder
doesn't seem to be an issue with steam
I tried delete EVERYTHING yesterday
That's why the plebelopers could step in and help us
Can someone tell me how to format adding a second trait to an occupation? I'm trying to add gourmand from more traits to chef but it keeps overwriting cook.
@minor snow I got it working
How?
testing something first
ok so... don't use the workshop section
it's def bugged
the mods section includes subscribed mods anyway
so idk if the game will prompt users to DL the mods but you can include a list or something for the time being
It prompts to download from workshop if in workshop section
I removed my upload folder and the workshop section still reported mismatch versions
I'm aware
The mods listed in my mods section include subscribed mods
so I suggest just not using the workshop section at all
So if I launch my server without using the workshop section. Are people going to be prompted to download the mods?
host updated their filibuster rhymes just after it updated on steam, now they can't load the save
because it's now a different version from the save
how to fix?
I don't know, but I can let you know once I am able to test.
so for some reason my server wont boot up today, there was a couple of mod updates and now it wont start
it keeps giving me a message reading workshop item different than servers but im the one who is hosting the server
so i am quite confused
Try removing the workshop listings, and only list on the "mods"
You'll atleast be able to connect - it's uncertain if others will be prompted to download anything.
word ill try that
getActivatedMods():contains("AquatsarYachtClub")
module TW
{
imports
{
Base,
}
recipe Deconstruct Boat Items
{
Compass/BoatPropeller/ManualStarter,
keep MetalWorkbench,
NoBrokenItems : false,
AllowDestroyedItem : true,
Result : MetalParts=5,
Time : 200.0,
Sound : ScrapStuff,
OnGiveXP : Give10MWXP,
Category : Scrapping,
AnimNode : Disassemble,
Prop1 : Screwdriver,
Prop2 : Source=1,
CanBeDoneFromFloor : TRUE,
NeedToBeLearn: false,
}
}
like that?
Hello, does expanded helicopter events work for mp? Thanks in advance
Does someone know here if there is a specific mod that always gives 1 error when right-clicking an item in the inventory? It's not BetterSorting. 😄
So quick question, would the new build break all mods? Map and regular mods? Or would a lot of them still function?
I'm not sure how PZ works in terms of mods, whether they need to be updated for each new version of if they can still function even with a new build
I have some map mods installed and they are all working atm. Also a lot of other mods I have installed are still working, also on old save games.
"Workshop item version is different than the servers" - how does one fix this ?
i get that without running any mods 😄
recipe Make Item A
{
Item_B/Item_C,
Result:Item_A,
Time:10.0,
}
also i think he wanted to have 2 items as result xD
Tried placing it in a few different locations but cant get it to work. Where in the script do i need to place it?
not yet
Aight thanks
These +Britas armor pack and ORGM (guns)
mods that work
for me at least
yuh
(britas armor pack)
you sure you aren't talking about the weapon pack?
because that one doesnt work
but the armor pack seems to work fine for me
hmm
we have the armor pack but it doesnt work for us
wait
if theres one non-working mod in the mod pack we use, will the rest not work too?
friend was looking on youtube and all but couldnt find anything about mp mods
I think if one mod didnt work then it would just crash the server or wouldnt even let you start the server
Also make sure you check if the mods are compatible
which mods are you using?
and how many
keep in mind that the mod devs haven't made any patches for their mods to be stable on the newest build
so if you add mods that drastically change the game
you'll come across a lot of errors
alright
Don't use mod packs. That's your problem.
You will have a huge problem with the server and client versions of mods not matching.
Keep it light on the mods themselves
Not the only problem, but using modpacks is throwing gasoline on a dumpster fire.
a lot of them fuck up the performance
like night runners
i meant like mod lists made by my friend
he just put some mods in a pack idk what you call it
show us the mod pack
That's not what is usually referred to as a modpack, that's a collection, but that's good, because modpacks are a terrible thing for server/client compatibility.
No worries, good to hear you aren't shooting yourself in the foot using those silly modpacks.
our problem is basically when we launch the server it just loads the vanilla game
no errors, nothing
as if we didnt have them at all
does anyone know if infinite wather works in multiplayer?
are you guys getting workshop version isnt the same as server for any mods that have recently been updated it broke filibuster for a bunch of people
!mpmods
With the first experimental test release of MP we ask for your understanding that we can't provide support for making mods work on your server. Many mod authors also have not had the time to update their mods for the new build yet, so please be patient with them, too.
Many instances of mismatching mod versions have been fixed by unsubscribing from the mod(s), restarting Steam, and then resubscribing to the mod(s).
Please also make sure you are not subscribing to random mod packages that simply upload an unedited version of a mod. When the original mod authors update their mods, you will have to rely on whoever uploaded that modpack to keep the mods up to date. Instead, use the workshops "Collections" feature. Modpacks that upload mods without the approval of the mod authors are also subject to be removed from the workshop at any point.
yeah did all of that
unsubscribing from the mod(s), restarting Steam, and then resubscribing to the mod(s)
even reinstalled the game and reinstalled server
im guessing its a workshop problem rn
im getting it too
same
You probably also need to update the mods on the server.
It's been over two years since I've done that, so I'm completely out out lunch on how to do that.
techsupport is useless
yeah I restared the server re downloaded and re configed it
tech support doesn't support mod issues. mods are made by an unconnected third party.
yea, eccept that rn everyone is asking support for mod issues there
infinite weather seems broken
i fixed my server after i removed filibuster
but it worked just fine yesterday
Mods are being constantly updated as 41.6 was just released, this may be the worst possible time for people to depend on mods for their servers.
The issue with mods, MP, and the "workshop item version is different than the server's" message is primarily on account of:
- (as a crucial anticheat measure) The files used by the server and client must be identical.
- Steam workshop updates seem to have been really unreliable and janky for half a year + now. And it seems like they just don't automatically update for everyone, or update with an unreasonable delay.
- Mods are gonna be constantly updated, and fixed, by the mod authors, for build 41.6, and subsequent builds.
This means as mods get updated by author, and both the servers and users versions of those mods are updated by steam in an unreliable fashion, the servers and people attempting to connect are going to have different versions of the same mod, and the client will be rejected with the "workshop item version is different than the server's" message.
As well there are a ton of server modpacks on the workshop, that are unauthorized uploads of mods that will not update, as well as re-uploads, which further agitates this problem.
It's possible that there is another factor, or bug, contributing to this issue; this is just what I know could be responsible.
- Steam workshop updates seem to have been really unreliable and janky for half a year + now. And it seems like they just don't automatically update for everyone, or update with an unreasonable delay. yeah this is probs it
guess just gotta wait
idk , this one seems to not have been update since 2020, but it still worked fine yesterday, maybe it's a problem with the server
or dependencies
im gonna test if the better lock picking works
Even if steam is working properly, if a mod is updated when a server is running, the people whose mods have updated will not be able to connect to that server until that server also updates it's mods.
that got updated for 41.6
oh, i see, it was using an item tweaker version from 2015
did u just update it?
also blair how do i update the servers version of the mod?
i saw in the commets of filibuster they just moved the workshop files into the mod folder
i installed the modern one
ill check now
Item tweaker is "evergreen". Doesn't matter if it was made in 2015, it still works in 41.6
it seems better lockpicking works
gut u got brita guns working?
it got updated for 41.6 i think
Anyone know any decent gun mods for b41
besides britas and orgm
imma test them on a server
the workshop item issue isn't steam related if the host can't connect to themselves?
unless the game is relying on a database to compare versions
the mod still does not work
will that fix it
🤷♂️
it literally worked a day ago
im talking about inf weather
im talking about filibuster
well considering Mods also includes workshop items
and workshop allows you to enter IDs manually
yeah thats how i found the problem it said the filibusters mod id wasnt was mismatching
I would wager someone got mixed up with the directories when designing the menu
ahh ok
Hey chuckk
I have a strong feeling yes
How does your journal mod work with other players?
uh
in multiplayer
there wasn't a reliable way to prevent co-op cheese but it should be trying to match online player's steamID
I have no idea if it worked
lol ok nice
I wrote it like 4 months ago
Does anyone have the exact text for version mismatch?
I can browse the code
let me reactivate the mod
well this is the mod
but ill get the error
message
brb
@sour island
i reinstalled the game
unsubscribed
re subscribed
deleted the mod folder manually
and verified files
ends up like this
if I deactivate the mod
it works fine
even though this mod was working fine yesterday
again, if you don't use the workshop item section and instead use the Mods section you should be fine
remove everything from the workshop section in the settings
and select the subscribed mod from the drop down list in Mods
so how about my friends?
I'm not sure
will they have to download
they may need a list of the same mods
my mod folder?
I'm not sure if the game prompts them to download the mods or not
no
in the MP settings
is it a setting
let me give it a shot
so remove all the workshop ids
and just keep the mod names
then i wont have any mods
ahh ok
ok let me test this brb
ill make a back up of my current server first
ConnectToServerState.java
Having the same workshop different from server or whatever. Did the thing of only selecting the items from the mod list and they uh, don't seem to be loading at all
So that's fun
now that i take a better look, the server does not load the mods at all
it just skips right tru
void CheckItemState() {
long var1 = SteamWorkshop.instance.GetItemState(this.ID);
String var10000 = SteamWorkshopItem.ItemState.toString(var1);
ConnectToServerState.noise("GetItemState()=" + var10000 + " ID=" + this.ID);
if (!SteamWorkshopItem.ItemState.Subscribed.and(var1)) {
if (SteamWorkshop.instance.SubscribeItem(this.ID, this)) {...}
} else if (SteamWorkshopItem.ItemState.NeedsUpdate.and(var1)) {...}
} else if (SteamWorkshopItem.ItemState.Installed.and(var1)) {
long var3 = SteamWorkshop.instance.GetItemInstallTimeStamp(this.ID);
if (var3 == 0L) {
this.error = "GetItemInstallTimeStamp";
this.setState(ConnectToServerState.WorkshopItemState.Fail);
} else if (var3 != this.serverTimeStamp) {
this.error = "VersionMismatch";
this.setState(ConnectToServerState.WorkshopItemState.Fail);
} else {
this.setState(ConnectToServerState.WorkshopItemState.Ready);
}
} else {
this.error = "UnknownItemState";
this.setState(ConnectToServerState.WorkshopItemState.Fail);
}
}
Whazzat
that's the java code
for the server?
for the game
There a problem with it?
well a server's time stamp would be - I assume the time
or when the server was hosted?
i tried to hosting the server with only using the mod folder only
none of the mods
loaded
into server
that's odd
so there's a local copy?
i did as u said only using the mod menu
for a cheatmenu
that works in mp
it didnt load
i tried again with workshop
menu
it loaded
I'm able to load mods from the Mods menu fine
Are you using the main menu mods menu or the server settings mods menu?
the main menu
use the server settings'?
oh
lol
you don't need them
yes
yeah
i was doing
that the whole time
i thought u meant editing the servertest.ini
when u said server settings
This works fine for me
work for me
let me test again
it seems only workshop stuff is loading
and this is true for all mods?
None of the ones i've tried have loaded
Like lockpicking and fashion montage
im testing britas rn
strange - now it's not working for me
something must have happened
Fuuuuuuuun
for me they dont work from workshop either
damn, i wanted my infinite toxic fog deadly playtrought 😐
Vanilla is still a blast though, enjoying the game to it's fullest even without my extensive mod list
yuppp
i mean i got a list of mods that work with my server rn
just had to remove
fillibuster
sad
It works without filibuster?
man, i just need those two mods to work and i'd have a ton of fun
yup
just gotta take out the mods
that got recently updated
and it works
for me
so all my other mods are working fine
padded armor
scrap armor
scrap weapons
etc
oh
Yup
thats sucks
yeah they got updated to work for mp
but
some issue
causes the server
to think the files are mismatched
even though i reinstalled the game
resubscribed
manually deleted the mod
yea, i get the same problem with those mods
also chuck did u find out why the loading with mod menu setting isnt working
hey gutwpc can u test this
can u add firearms b41
and tell me if it works for u
you mean the custom options menus?
for easy chuck config I had to set require()'s properly
the UI seems to get overwritten to default now if the mod isn't written with file order in mind
works me
which is weird - cause I had my changes occurring on game boot - but it was somehow not being flagged
well the mod I tested with was FM
so if they're having the UI issue too then it wouldn't have shown up
so eventually do we got any idea why stuff is mismatching when it shouldnt be
most likely developer issue right
I've entered in IDs to workshop and got prompted to download the mods as I wasn't subscribed and got the error
so most likely yes
alright thats all good then
I was trying to figure out how to version checks mods to avoid steam being funky
@hollow shadow Sorry for the confusion. The 'getActivatedMods' is Lua so it will not work in a txt file.
ah so i cant have a script that only works with a mod active?
you can
but you'd have to load the script in lua
getScriptManager():ParseScript(String)
Where string is the entire script block
you can also inject changes to scripts using scriptmanager - that's how itemtweaker works
to be fair
the "mods in mods don't load" could also be the mods don't actually work in MP
as mine work fine
but I had to shift most of the files to shared
instead of client
From reading a little and to confirm, are the mods not working with the latest update?
Some work, some don't.
Some would work if the server and clients were using the same version of the mod.
yeah u just gotta test and find out which ones do
i got a server running like 9-10 mods
it works
just some broke recently
my host lost a multiplayer save last night because filibuster rhyme updated his mod, when he managed to get everything working, all cars on the map are now basegame. is there a specific loophole to get mods to stop updating for now entirely, like dragging the files into a non-steam equivalent of a mod folder or?
or how would we go about making a modpack
yup filibuster is broken
it was working yesterday
that was one of the mods i had to take out
Modpacks are explicitally NOT reccomended by the developers themselves
"Please also make sure you are not subscribing to random mod packages that simply upload an unedited version of a mod. When the original mod authors update their mods, you will have to rely on whoever uploaded that modpack to keep the mods up to date. Instead, use the workshops "Collections" feature. Modpacks that upload mods without the approval of the mod authors are also subject to be removed from the workshop at any point."
it's just not working at all after the update?
did some research and that's the case
that's unfortunate
Just to make sure, you guys do understand that when a mod updates, the server has to update the mod?
anyone test "craft helper"?
yes, but when that happened, the host couldn't load the save because of a mod incompatibility after he updated, when he finally got everything working, the cars were all basegame and everything was messed up
it might not work, we tried using it and the right click option didn't index in that little list that appears
@brittle oyster Was that issue applicable to all, or just newer items?
all items, don't know what happened there
it might also throw more errors when clicking on certain newer clothes added to the game
but i'm not sure if that was another thing or the fault of craft helper, just something we experienced when we clicked on some things
Thanks for the heads-up
The version mismatch isn't caused by clients and host
not sure why that keeps getting mentioned when people can't connect to their own-from-game-client-servers
but yes - depending on the mod it may not register
How do i make it so custom sounds dont stutter when im moving?
for weapons?
yea
hmm
im making a cordless drill but the sounds are realy hurting my ears
unless im standing still
are you hosting it on your own machine or are you connecting to a server?
EHE's sounds move around the map fine so Im curious if it has to do with weapons or with custom sounds
it feels like the sounds are connected directly to the player
and they stutter arround when trying to follow
guess I should update vanilla weapons expanded rip
if you find out a fix lmk
do you have sounds scripted?
yes
to be clear - not just scripted in the item script but as sounds too?
yep but either causes the issue
module TW
{
sound CordlessDrillSwing
{
clip
{
file = media/sound/CordlessDrillSwing.ogg,
}
clip
{
file = media/sound/CordlessDrillSwing1.ogg,
}
clip
{
file = media/sound/CordlessDrillSwing2.ogg,
}
clip
{
file = media/sound/CordlessDrillSwing3.ogg,
}
}
}
is the cordless drill the only issue?
nah its been there for all my guns, weapons, etc but its realy noticeable on the drill becouse the sounds are not as short
The guy that makes new firearms mod has the same issue
back when the sound update came out the way custom sounds were handled was still different to vanilla
the issue was even before the sound update
so they probably missed it with MP testing
do you mean the left ear right ear thing?
ah that's not stuttering
ah
it's basically playing left/right based on position but it can't decide which cause it's on the player
yep thats exactly the problem rn
what is it
null the sounds in script and try to cast sounds yourself OnWeaponSwing
or decipher FMOD and figure out what it's doing
or wait for the devs
are those just guesses or is does that definately work?
it would work but you'd have to cast it to the owner directly and to other's dynamically
it'd be reinventing the wheel for a minor problem
what happens if you add is3D = true, to the sound script?
to the script i posted above?
yes
1 sec ill etst
dont work ;-;
clip
{
file = media/sound/CordlessDrillSwing3.ogg,
is3D = true,
}
CraftHelper41 seems to be working fine for me, didn't test extensively though
do the mod options work before you initialize the server?
the is3D goes outside
it's on par with clip
sound eAirRaid {
category = EHE: Main,
loop = true,
is3D = true,
clip { file = media/sound/siren.ogg, distanceMax = 5000, volume = 0.069, }
}
there's a few parameters to play around with I haven't really looked into it
I've not found a way to use mod options on dedicated server :/ im a noob though so someone might know
it appears in the ingame menu
while in the server so idk
it should be updated to be shown before the server starts and the configuration menu, idk
at* the config menu of the sv, where u choose everything
for easy config I'm just preventing non hosts from seeing it
lets admins change in-game settings
I don't have a solution for non-main menu settings yet
but there's the problem, some mods require a new game when u change some settings in the mod options
also can't figure out how to identify a host
for example sandbox +
Im guessing distance max is 5000 tile radius?
isServer and isAdmin doesn't seem to work
the distance max can be left off for yours