#mod_development
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gets softer the farther away it is
Ah
With the new MP update indiestone should implement mod options as default, so everymod has support for it, kinda like what they did with traits and professions
so it appears before a server start
the setup options?
yes
before you start the server?
I'm keeping it for now - as most of the options I have are togglable in game
What they or someone should do is make it so you can modify sandbox options in game
Damn its still connected to the player
already possible but I hate UIs and menus
yeah, but still, some options should not be available because they break the save when changed. But yeah, indiestone should make it a standard tool for all mods
tbh there's not many settings that'd break a save
HOLY SHIT I SET 3D TO FALSE AND IT WORKSS
๐ฎ
that's good to know
but you should be aware that may make it so everyone nearby hears it at full volume
idk if 3D and distance min and distance max work together or apart
I could doublecheck but when I turned off 3D the helicopter sounds didn't taper
been a minute tho
yeah turning off is3D breaks the tapering
so you'd have hard min and max
so the sound just cuts off when you go outside the radiuzs?
yes
nothing
i cant fix it?
Hey guys, which mods is currently working on MP server at the moment ?
It's hit or miss
Oh
There's also a problem with version matching
So i should install one by one to see if they are ok
and even if it does load some parts of the mod may not be written with MP in mind
afaik it's gunfighter's menu (modoptions) that doesn't work
So if i install brita only it should be ok or should i wait for gunfighter update
Brita requires gunfighter, you can't use it without.
Ouch, waiting is gold then ๐
most of the mods are just bugged in mp ?
Hey chuck, do you know how many "hit points" dose a full bar of health have in PZ, I am working on a med mod, and I can not seem to find the info anywhere
So it would go 0.01 to 1.00 for humans?
I'm not sure if there's a hard cap on how floats behave but if you hit 0 you die
Also I gave Spiffo a million HP
๐คทโโ๏ธ
I see, thanks, oh ya I have been hearing you guys are adding a military heli to EHE, what dose that mean? new model?
it already exists
it's been in - same uh1h
yes
oh
you just read the change log
I guess it's not a uh1h anymore
its just now bland
heresy
i am tired of sticking to a formula
ah I see
there is the sea loin heli, that shit is a beast
well I died during a test
when i stop going off the rails ill look at making another helicopter
can't pause MP
i hate my old models
rip me
back to the lab
the blue bird man did remake his heli mod, I told him to ask you for a newer model since you hate the old one a lot.
oh, maybe shark man, will make a flyable heli mod in the future :] or someone pays you to do it
Oh ya one mod we really need is to see other players on the map, maybe they need to have a GPS, would be cool, and not loose anyone lol
Anyone got a clue how to tell if the player is the host?
at McCoy Logging there are only planks in all wooden crates. is that normal ? what file does define what spawns at McCoy ?
Yes it's a logging company
There's other loot there just not in those wooden crates
so its uselee to go there now ?
any news about britas ?
its working for me
or where is the "other than planks" loot to find there ?
Follow the instructions on the Arsenal page and you can get it and brita working. I also just got the brita armor working. this is all on my dedicated though
arsenal page ? on the workshop ?
yeah
thank you good sir
gonna wait a min
I tried following the guide but I couldn't get it to work, it seems some of the gunfighter scripts conflict with MP scripts
May need for bug fixing outside of just getting it barely working enough to host tbh
are you all hosting through steam or on dedicated?
I coulnt get squat to work on hosting through steam myself but works fine on dedicated for me
does everybody need to install it manually ?
kk
you should uh, read the guide
anyone else trying to verify localhost - isCoopHost is what does the trick
Does someone know how I can check the error codes the game shows me at the bottom right corner? Wanna check if it shows me why I get an error code everytime I right-click an item in my inventory and if it's due to a mod. ;_;
Ah, thanks. I thought there is a way to see them in-game since there are hotkeys for such stuff. ๐
there is but you need -debug enabled afaik
Okay, found the issue. But I can't find the mod in my list. Anyone knows any mods that includes "VestsAndPouches"? Or is this more like.. all mods that are adding vests and pouches?
Okay.. it is not USMC, not Scraparmor and not SWAT pack. Meh.
Found it. "BetterBelts".
which mods are supported on this mp version?
Try them, if they work, they are supported, if not you will have to wait
fked up real bad, tried the brita workaround, worked added my other mods that worked yesterday, now nothing is working anymore not one single mod
okay, deleted the server now its only filibusters and authentic z, those arent working anymore
So I can't guarantee this will work for everyone in all cases. This is for dedicated servers.
But for klean's server, after Filibuster's updated, this worked so that the server would update to the updated version of Filibusters. Should work for mods that recently updated, although the clients also need to ensure that they have updated versions of the mods as well
It should then work the next time you start the server."```
For hosted servers
```go into steam and into the game's properties, browse local files, inside the PZ folder, delete the entire steamapps folder. ```
im trying to start mp server just from the game and it keeps saying my mod version is different than servers??
If you installed the server through steam tools, make sure you right click and enable the mp beta just like you do for regular PZ.
wut?, like im just trying to host it inside the game?
Ah, I misread.
Has somebody faced any issue using the OnWeaponSwing event?
For some reason one of my functions is throwing a lua error when a player swings the weapon and ONLY if there are other players nearby (of course this only occurs in the MP). Is the OnWeapongSwing having some kind of problems in MP? on Singleplayer and even on Splitscreen it is working okay.
Also something weird is that when a player swings the weapon the error does not occur in the player itself, it occurs for the other players, so, the mod functionality is working but that's happening
For the "workshop item version is different than the server's" error. I found that I was able to narrow it down to specific mods by having them enabled on the server, but unsubscribed on my steam. Then when I hosted the server, it would come up to the "install" mods screen, when you hit install, it should go down the list, and eventually stop on one and give the error. The last one that it installed is the problem, remove it from the server mod list and then try again. Repeat until you find all of the mods that are causing issues.
oright, ill try that
Your server isn't running updated versions of the mods; see my post above.
how do you get it to run the updated versions then?
K, i just deleted the file from my game files, now verifying the game files or should i not do this?
It can't hurt?
Installing britas and aresanal says to out them in mods folder local
where might i find that
Jesus it actually worked, Thanks ๐
In the Server folder section of the Zomboid folder, is the .ini file safe to delete once you backup your server world info and player info? I am assuming this is the file that is causing the "Server using different mod version" error
Awesome. You can thank me by pointing people to that post (it's pinned in this channel) when you see them having the same issue? ๐
Ive resubbed to every mod
tried the pinned solution for mods
and still getting the steam workshop different version problem
hence I ask
Those pinned posts are all I got.
i just went to game files and deleted the steamapps in projeczomboids files
where is that
nvm i found it and it worked thanks man
bless ๐
Btws, is this the only thing you had to do to fix the issue of mods versions being different?
yea i was about to say that its in where you have the game installed
Instead of what was pinned
yeah i figured
Anyone gotten brittas working for self hosting? Followed the steps he listed but cant get it to show up in game
You also have to ensure that clients have updated versions of the mods + aren't using modpacks/re-uploads.
Blair
I'm hosting the server (coop), I did your fix in the pinned post. Its still telling me that my server is out of date
That's all I got.
Not sure at this point.
yeah trying to fix that rn
try out Rikus fix
Whats that?
^^^
Are you hosting the server?
Yes
Locally through the HOST button?
yes
Alright, where is this file?
I'm hosting from my regular client, not using the dedicated server.
go into steam and into the game's properties, browse local files, inside the PZ folder, delete the entire steamapps folder. Try again.
yes
nice
lol
please do what blair said too however
^
Yes, they updated the mods
The whole thing that started this was that 1 friend had the newest, while us 2 had the old one.
So we all 3 updated by the server didnt
do mods work with a peer to peer b41 mp test server? if so, how? i want the dancing mod so we can twerk on my friends cold dead bullet riddled body.
This is what worked for me: "For the "workshop item version is different than the server's" error. I found that I was able to narrow it down to specific mods by having them enabled on the server, but unsubscribed on my steam. Then when I hosted the server, it would come up to the "install" mods screen, when you hit install, it should go down the list, and eventually stop on one and give the error. The last one that it installed is the problem, remove it from the server mod list and then try again. Repeat until you find all of the mods that are causing issues."
i saw it working for someone
filibuster rhymes no longer has vehicles spawn during MP, and any existing cars spontaneously vanished. anyone else experienced this?
there was an update between dec10 and 11 that seemingly broke the mod
it was working fine beforehand
are you running on a dedicated server?
no
Weird
it is, i tried reinstalling the mod for both the clients and the host and it's still not working
Filibuster's and AutoTsars are working fine in SP, must be MP only that's breaking it
Filibuster's is working without any problems on Klean's server onstream right now, and he did have to update the server earlier today.
On account of the Filibuster update,
!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).
Alternatively, in the installation directory for the dedciated server, you'll have a *steamapps *folder. Just delete it, as it only contains mod info, including Steam's manifest. If there's an issue with the manifest updating (or it thinks its already updated), the game won't download the mods. The mod might then work when restarting the server.
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.
okay, apparently it was something strange
the cars didn't vanish, but the filbuster rhymes cars turned into a normal car from the game
i had a sports car and it like transformed into a normal beamer
i don't even know what's happening on my end
Didn't you mention that your server was running w/o Filibuster's cuz you removed it?
When a vehicle mod is removed and a server runs, the cars re-randomize.
So they reset to vanilla cars when it was running w/o Filibusters.
does anyone have the list that mod wont work in 41MP?
did I code this wrong?
its in the lua server folder
this is how its called
it crashes the game
i've gotten filibuster rhymes to run properly, but it keeps throwing errors like these:
anyone know anything
It happened twice now. I got my server up, fully modded, spent some hours in it, until suddenly, mods get updated on my client when a new version is released on the workshop, but it seems the server won't react the same way. Then, the typical error pops up whenever I try to boot the server after updating: "Workshop item version different than se...
the host just followed that and it seemingly fixed the "steam workshop version different than server" error, but now the game seems to be throwing the error shown in the screenshot i sent
The text on that screenshot is so blurry and tiny that it's impossible to read.
nevermind, we fixed it
it looks like the ultimate fix is to delete the "appworkshop_108600.acf" file that's inside the "C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\steamapps\workshop" path, the game generates a new file that updates the mods on the server
this caused the game to throw errors by the way, it makes it think that the C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\steamapps\workshop folder is equivalent to the workshop folder, that specific path doesn't seem to update properly with the rest of the workshop mods. most of the files inside that path haven't been updated since 2019 on my machine
it would probably be healthier just to recommend to people to clear it out since the game generates a new file on it's own that conforms with the workshop files
I'm just gonna spam every solution that works for multiple people and not get caught up in individual issues?
๐
does Autotsar Tuning Atelier work with mp?>
Honestly, there's no consistent answer re any individuals mods.
They work for some people, other people insist that they bricked their game.
I'm sure 99% of the time people's MP mod issues are:
!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).
Alternatively, in the installation directory for the dedciated server, you'll have a *steamapps *folder. Just delete it, as it only contains mod info, including Steam's manifest. If there's an issue with the manifest updating (or it thinks its already updated), the game won't download the mods. The mod might then work when restarting the server.
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.
doesn't seem like it
i think autotsars trailers are one of the only ones that actually function atm
could be wrong
The trailers do work? Thatโs good. I just kept getting the different version than the server error.
Iโll keep on subbing and Resubbing
are you the host or are you joining somebody?
so I got my mods to work
had to remove some, but there's one issue that remains lol
and I cant swing any melee weapon
I am the host @brittle oyster
anyone know the best way to spawn a custom vehicle in debug mode? i guess custom ones don't pop up in the Spawn Vehicle menu
anyone know how to get mods working for b41 multiplayer server?
!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).
Alternatively, in the installation directory for the dedciated server, you'll have a *steamapps *folder. Just delete it, as it only contains mod info, including Steam's manifest. If there's an issue with the manifest updating (or it thinks its already updated), the game won't download the mods. The mod might then work when restarting the server.
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.
sorry ill clarify. I have mods for B41 mp and have them selected in the "mod" input area, Im just unsure If I also need to add them to the "steam workshop" area.
Does it automatically into the other
Perhaps you gotta fill out the steam workshop area first, I got about 10 mods working last night before the mismatch error came up this morning
if you got 10 working ill take that as working. as for mismatch what happen there?
The mod version differs from the steam version thingy
Honestly just gonna play vanilla for now till itโs more stable cause playing for hours with it working and then waking up and they donโt work is just a pain in the ass atm
Multiplayer is pog tho Iโm surprised mods worked full stop
to be honest im glad MP is back on the table for this game but i would love to get my mods working
Well, just be patient as we are just over two days into this. Acting like chickens with their heads cut off does not help mod-creators. It only exasperates the situation. We will get through this, just give us a little time to recuperate and document the process.
people expecting mods to simply work after such a big change to the game. Chances are they won't, be patient, and if you do test them in MP, help by providing the logs
AND don't test hundreds of mods together
Isnโt it vanilla?
Yes, it is. From vanilla files:
Many thanks for this post
Some of mine seem to behave, at least no errors when loading the server
Beautyfying Time, Clearing Time, Drinking Time, Exploring Time and Learning Time should be good to go
DoSe It WoRk On BuIld 40 
Are you using Dressing Time or any other clothing mods? BodyLocations.lua is probably outdated and does not include that location
in case anyone has the same question, this worked for me: https://steamcommunity.com/sharedfiles/filedetails/?id=2634426926
!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).
Alternatively, in the installation directory for the dedciated server, you'll have a *steamapps *folder. Just delete it, as it only contains mod info, including Steam's manifest. If there's an issue with the manifest updating (or it thinks its already updated), the game won't download the mods. The mod might then work when restarting the server.
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.
how do I go about fixing workshop item being a different version than the server? I am the host.
hey does anyone know what mod this is from ChooseGameInfo.readModInfoAux> tiledef=blackwood 4827 file
unsubbed, restarted steam, resubbed, verified integrity of game files. hopefully I can connect to my own server.
mission failed
This is what worked for me: "For the "workshop item version is different than the server's" error. I found that I was able to narrow it down to specific mods by having them enabled on the server, but unsubscribed on my steam. Then when I hosted the server, it would come up to the "install" mods screen, when you hit install, it should go down the list, and eventually stop on one and give the error. The last one that it installed is the problem, remove it from the server mod list and then try again. Repeat until you find all of the mods that are causing issues."
Probably more than one in this case
Fillbuster Rhymes' Used Cars!
AuthenticZ
Autotsar Trailers
Tsar's Common Library
only ones not working for me rn
Do any modders thinks it's possible to have less days in a year?
Blackwood map
ERROR: Mod , 1639277780520> ChooseGameInfo.readModInfoAux> tiledef=ttools 2592 file number must be from 100 to 1000
keep getting alot of these errors but idk what mod is causing it
can somebody do a favor for me?
A server I'm playing on is having some issues cos a mod got nuked without warning
So we need somebody to reupload it so people can use it again
bruh so much info is needed, and its missing lol
Can somebody give me the rundown on how to upload content to the workshop?
Maybe the mod was using stolen files or another reason, what was even the mod, post it
It was a traits mod
Moonslime traits
Heard that the person who made it nuked their workshop without any word on why
And by post it, you mean like, the files?
Copy your mod to the workshop folder first in your user folder and then you can add it ingame to steam
Oops wro g quote lol
:]
Meant this one haha
But how do I upload it
For other people to use
Have it appear on the workshop nโ stuff
That would be a big no no, if someone reports it, they will take it down
Oh yeah unless you get permission from the author dont upload someone elses mod haha
Plus lots of mods need time to get updated to 41.60 since it just dropped
does anyone know why getAllItems() isn't on the documentation for scriptmanager? -> https://projectzomboid.com/modding/zombie/scripting/ScriptManager.html
That one's out of date, there's a pinned message with all but here's 41.56 https://quarantin.github.io/zomboid-javadoc/41.56/
Javadoc Project Zomboid Modding API package index
<!-- Generated by javadoc (1.8.0_45) on Mon Jul 13 17:47:25 ADT 2015 -->
its a bit outdated.
Ah thanks very much didn't know where to look and google was returning 0 results
so Im able to load up my game with mods and everything, but when I get in game (multiplayer mind you) none of the mods are there
You do understand that a multiplayer server's settings determine what mods you have active when you play on that server, and not the mods you want to use/use in SP?
yes im aware, i've added them in the server files
@willow estuary Do you think its possible to mod shorter years?
I haven't ever seen anything in the files or code to indicate that it could be possible.
Damn
365h is a long ass time for a year
Gunna have to be asking a Dev then ill ask tomorrow
Isnt there a way to make shorter days
Not the same as shorter years
id rather have 4 seasons then 12 months
seasons equals 12 days
then its only 48h for a year
make the game harder as you would proberly only get one harvest per year
there are 4 seasons, but a season is 3 months, not 12 days (4*3 = 12 months). and unlikely there would be a way to change it since it uses a real world calendar (literally)
Nevermind
Hey guys
I'm not seeing any guides on how to make weapon mods
Anyone know any good guides? I wanted to make some new crafting recipes based on state of decay and dead island
btw
67commando appears to be incompatible with multiplayer. Returns "Workshop item version is different than server's" every time.
why would only some but not all vehicle mods work?
there is a pin about workshop version bug too.
But it looks like its a temporary fix but the mod maker might have to fix it too.
But all vehicle mods from MrDanny (1969 Ford Mustang 429 Boss, etc.) have the same bug.
"Workshop item version is different than server's"
@radiant ginkgo
Same for Arsenal and Britta's ๐ญ
It's probably this
!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).
Alternatively, in the installation directory for the dedciated server, you'll have a *steamapps *folder. Just delete it, as it only contains mod info, including Steam's manifest. If there's an issue with the manifest updating (or it thinks its already updated), the game won't download the mods. The mod might then work when restarting the server.
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.
My helmet looks fine as a groundholder, but has weird gaps and missing faces as a worn item. Tried searching and googling, but didnt find anything on it. Known issue? Anyone know a fix?
nah, that looks to be unrelated.
All previously working mods still work and all previously not working mods still dont.
"Workshop item version is different than server's" means that the client and the server have different versions of the same mod.
Such as when a mod is updated on a workshop, but the server or the client does not have the updated version while the other server/client does.
It's a known thing and there's multiple pins in this channel with solutions that have worked for people that had thatissue.
I know that there's several modpacks on the workshop with that mod in it as well.
Strange since both clients are on the same computer though
Okay, that is odd but I got nothing aside from the stuff that's pinned that's known to have worked for other people.
Unsbscribe from the mods, delete the files, then resubscribe. If that doesn't work I got nothing else.
ya thats the one i tried
only idea i have is maybe some mods use a slightly different way of labelling their current version, like hard in the file vs inherited from steam.
I only mod barotrauma, idk
That mod is all over the server browser however, so obviously lots of servers are using it.
which one, Britta's?
67commando, but I have seen servers with Britas, Filibusters, etc, all the mods that people have been insisting don't work in multiplayer, presumably on account of their own end user issues?
im looking for them now and i think they might be b39?
None of those mods were in b39 or would work with it. And there's not tons of servers running b39.
Although there are mods that don't work in 41.60,
- that would not cause the workshop version message
- I am seeing tons of servers running the "usual suspects" in 41.6 servers in the server browser
all i get is "server failed to respond" or whatever the message is
That.... ....may or may not have anything to do with the mods.
Have you tried getting a server running without any mods first?
yes i can run vanilla fine. And i got a list of 21 or so mods so far that do work for sure.
KI5 [author] 10 Dec @ 4:35am
@H.H I have tested all my vehicle mods in 41.60 MP branch last night and there were no bugs, please provide screenshots and console logs in the bug report section
well, a list of mods that you can load in with for sure.
Things like sound direction indicator dont seem to function.
cheatmenu works fully at least. That makes it easier to test.
16 players online, build 41.6, 67guagecommando. There's also multiple populated b41 servers using Britas/gunfughter, and a lot of the other mods people are saying don't work in MP? I don't think the mods themselves are the issue in most of these cases.
Sorry, I'm not trying to win an argument or anything here, I'm just trying to sort out what the real problems are and also trying to do something about all the misinformation thats been going around about this?
no idc. Im just trying to figure out if its a problem on the mod's end
What channels are the pins in
try turning on backface culling in blender and seeing if any of them are the wrong direction maybe
Check modeling, posted a pic and longer explanation
Not seeing any pins
Nvm just took a while to load lol
Although I'm not seeing anything for weapons just clothes and animation
anyone have guide to install mod on lan sv ?
yo
i got brita working
the issue is not with your version
it is your servers version
the fix is to delete the "appworkshop_108600.acf" file that's inside the "C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\steamapps\workshop" path, if you are running a dedicated server it would be in "\SteamLibrary\steamapps\common\Project Zomboid Dedicated Server\steamapps\workshop"
after that run the server and it will force update the mods of your server
this also fixes fillibusters and im guess other mismatching problems aswell
how to l force update the mods
There's are multiple ways to do it that have worked for multiple people in the pinned posts that you can see by clicking on the pin symbol towards the top-roght corner of the screen. I don;t think the pin is visible on mobile however.
what i just said earlier
yup
ill help him out
It happened twice now. I got my server up, fully modded, spent some hours in it, until suddenly, mods get updated on my client when a new version is released on the workshop, but it seems the server won't react the same way. Then, the typical error pops up whenever I try to boot the server after updating: "Workshop item version different than se...
this is a good place
to start
@frail widget
I'm just going to get the server bot to reply to every post in this channel with those pinned posts. ๐
yeah they are the clear fix for now
got everything running smooth
after that
but ofc make sure to test if the mod is mp compatible in the first place
haha
when setting sv to put mod which one u guys use steam id or normal mod ? first is steam workshop second just mod
i use first and have error red message after follow guide from link
moon runes
As I said devs should have intervened, if it's just workshop file sync issue
Since pzmp is out, anyone down for testing mods?
When setting moddata on an isoobject, isnt it suposed to be automatically transfered to network?
ah i see
self.objectTo:transmitModData()
anyone happen to know what mod this error is from? ChooseGameInfo.readModInfoAux> tiledef=epd_tiles 1200 file
Is there a way of knowing which mods are going to work best with the new MP build?
Okay, seems like crashed cars mod works online just fine https://gyazo.com/39c181f4ddb96dfcfcf38a2c6f8b7c3f
yep
I heard shooting mods dont work at all
hydrocraft seems to be working okay and skins seems to be okay?
idk I cant place a plank barrier or dont know how
large mods are more shaky
because their codebase is much larger
so those may need time to be updated
I have a tiny mod request if anyone is willing? I can pay a commission. Just need some items traits changed but I'm not sure how to do that for a server and a mod would be easiest to just enable.
Unless they changed something, if you make a jar of food it rots in about 2-3 months or something like that. I would like them to last much longer. There was an old mod that did this, but it doesn't work in the newest MP build and crashes the server.
@upper falcon modpacks are not allowed within the workshop
UFFFF
Hey it's ok here's how you do it.
- Learn Lua
- ???
- Done
The devs said it themselves they will remove any modpack that doesnโt have their original content
imma remove it
it's a collection though, not a reupload of the original mods IIRC
Ah okay then itโs fine
Oh nuuu I've made colelction oh phew
Every bow/crossbow mod dead?
i also would like to know if there are any working xbow mod
I tried every, nothing works
Hi o/
how can i fix this?
ins't dedicated server btw
should i run only dedicated server 41.60? if i want 2 play w/ mods
Hello guys
I have a bit of a pickle with hydrocraft
It eventually breaks my character's crafting menu
Can someone help me with this problem?Has anyone had it before?
If not,are there any mods similar to hydrocraft?
So I want to do something mod related that is very niche.. I want to map text chat to a separate keyboard for something I have been working on.
Basically I have been using speech-to-text in zomboid for a while and the only issue I have is I canโt do much as far as movement and interaction is concerned.
Funnily enough holding right click to look around functions fine with the chat bar up but is I left click the game turns it off. And if I use any of the keys on my keyboard it obviously registers them as keystrokes in the chat window which I donโt want to happen ๐
Hopefully that makes sense.
https://steamcommunity.com/sharedfiles/filedetails/?id=2680604648
I released the first version of my reloading mod.
With the mod you can reload ammunation. It also adds some guns.
Hey just found a bug that might be responsible for all the mod mismatch between client and server, on server just try to create ~/Zomboid/mods folder, and it could fix the issue
@weary matrix Have you tested this with Brita's weapons pack?
@clear lodge not me, but on a server they had problem with all weapons and vehicle mods and it fixed the issue for them
this is for linux, not sure if windows servers have same issue
The banker fears the homemade workshop
So for some reason my scrap mods are causeing "world dictionary errors" which make the world not load for some people. I have no idea what this is about or how to fix it. My mods work perfectly fine on my end tho so im very confused
bruh, is this for MP games or SP?
it should work on both
but it seems to have broken existing multiplayer games for some random reason that wouldnt make sence
Everyone needs to have the mods downloaded, and best to unsub/resub to get updated versions of them
Oh MP games, then I am good :]
yeah i told the people plenty of time to update their server too
If you use Britta's, he put instructions to get it working. I used same process to get Filibusters used cars and others working too
im not using britas..
im not having any issue im just having a problem with my own mod i created
Brita must be on the brink, with all these people teller her mod is broken, and I bet a lot of them is due to other mods
They just put clear step by step instructions on their mod page, tested and works
now ask people to follow them :]
Can apply to other mods
I know what causes this, I will dm you about it
ok
So, anyone know which mod is causing me to not be able to use weapons? They attach, but when i go to pull them out, they just go to 1 hand and when i go to swing, it just shoves.
Thats the rifle sling mod
The new #mod_support channel was opened to handle issues like this ๐
(I think)
But if its really that mod, then that would be cool lol
ehey anyone know what mod is causing this been trying to get rid of this one for a while, it happens when right clicking an item for the options to pop up. it doesn't stop it from happening, but an error appears ERROR: General , 1639337454659> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: Object tried to call nil in extraMenu at KahluaUtil.fail line:82.
#mod_support is the new channel that was created to handle issues like this ๐
Hi all Is hydrocraft up and working for the new multiplayer build 41?
look at the mod page, comments should give you a answer
Yea was wondering if anybody already had an experience with it
#mod_support is the new channel created to handle these sort of inquiries ๐
anyone got a spawn in louisville mod around here?
hmm actually wouldn't be too hard to do that
yeah but im too lazy rn to try to do it myself
I did see on workshop recently
I can do it if someone has the coords otherwise I'll just go download that one
For map mods that do work, can one add them to an existing save if they do not interact directly with existing map chunks that have buildings etc? (Overlapping issues)
Is there any way to tell in the console.txt which mod is causing a mismatch error? I reinstalled all my mods and set up a new server and I'm still getting a mismatch error, it's one of my mods causing it but it's going to take forever to go through them one by one and find out which one is causing issues
I dunno what to Ctrl + F but one of my mods is definitely not matching with the server
#mod_support is the new channel created to handle this sort of issue ๐
would i still use this channel to troubleshoot stuff during the actual mod-making progress or would that also get lumped into the new channel?
I don't think so I think that's here lol
Can i use this page to adress that i like to find a modded server of multiplayer?
i know its been asked a million times already, but is there a list anyones made for working mods on the MP Build? ive kept it under 10 but im still having errors when launching
Hi, Amateur coder here with a question. Think anyone could help me out?
I'm trying to write a script that stops the game from clearing your spawn area of zombies. I made a mod to start in the prison but zomboid has a feature where the building you spawn in is automatically zombie free. This means no zombies spawn in the prison with me.
Anyone know how to disable this?
This is the correct channel for that, yes ๐
That would be the lfg/looking for games channels. ๐
#mod_support is the channel that was created to handle those kinds of inquiries. ๐
blair doing the lords work
Ugh, I think all of the Tarkov and DayZ has made me a masochist if anything? ๐คช
lol
Dose your intel center mod, have any uses yet?
I explicitly, for the sake of my own sanity, do not deal my mod stuff on discord or anywheres else, as a matter of personal boundaries.
I checked 70 Mustang, I didn't see any mistakes, 70 is like 69, there is almost no difference in it
If possible, I would like to see a screenshot of the error
This is an issue with steam itself, and not anything that is the fault of any of the mod authors.
0 votes and 0 comments so far on Reddit
Hope it's alright if I bump this with the hopes of someone who knows how to edit this seeing my post.
I don't know of a way to disable it directly, but there's something of a workaround you could do. The game will only clear your spawn building of zombies on the first character you create in a fresh world. You can simply spawn with the first character and get yourself killed, then click New Character after dying and it will place you in the same world with a new character, but the only difference will be that you now have the chance to spawn in a zombie-filled building.
If you spawn in a large complex (mall, prison, etc) that's totally devoid of zombies, create a brand new world and spawn again until you get just a standard house or trailer spawn
it shouldn't clear them in MP. hasn't for my server
I spawned in the police station of rosewood last night surrounded by zeds ๐
perhaps you have a mod interaction happening, not sure
good luck! hope it helps
Damn it. Just died, respawned, and this is what I'm greeted with.
Looks like that option does not work.
๐ฆ very strange, are you using any mods that affect spawns?
No, this is the only mod I'm running, and it's only a spawn position mod
ahh pillow's random spawns I'm guessing.. great mod, using it too
I'll hop on my server real quick and test out a prison spawn
Hahah, no, custom made.
oh
well, that could be it then. no idea
you should remove the mod temporarily, create a new world, and try spawning again.
after your first spawn (the one you use to get the zombie-spawn-area clearing thing out of the way), if your second spawn in the prison generates zombies inside with you, then you know it's the custom mod you're using that's causing the issue
I think it's the only real way to troubleshoot and verify that the mod isn't causing the problem
Hahaha, I can't spawn in the prison if I disable my only mod that sets a spawn position in the prison bahaha
try pillows random spawns
Sadly I did a multiplayer test just now. Spawned into the prison, spawned a horde of 50 zombies. Had a friend die, respawn in his cell. Deleted every zombie chasing me.
Completely emptied the building
there's really no way I can troubleshoot your custom mod though, sorry :\
Any idea which mod(s?) cause not being able to right click on items?
Like, I can right click a tap to drink or w/e but I can't get the context menu for items like "wear" or "eat" etc
#mod_support is the new channel that was created to handle these sorts of issue ๐
You may also be inside someone else's safehouse.
Ah, didn't see that one, cheers.
Not bug.. Feature
Just wanted to ask, is Brita guns just not spawning ?
oh wait I should ask in mod_support huh
Yep, it's a new channel, but that's what it's there for ๐
Hey guys, quick qiestion, ive been watching some videos, and i saw on those vidoes, that the interiors of houses are damaged, cracks, and mold. I know this happens outside after a bit of time, but ive never seen it happen with interior of houses. Is it a mod?
in the base map?
The new #mod_support channel was created to handle those sorts of inquiries ๐
Also, it sounds like some of the new vanilla content to me, in that there are houses that are "trashed" and it's not any erosion system.
could also just be custom maps
Anyone interested in a last of us mod project?
Hi everyone, I need a little help. I would like to ask if there is a guide for creating new textures for mods such as Filibuster Rhymes' UsedCars? I managed to easily change the textures of vanilla transport, but for mods I looked at it is necessary to write scripts in lua, which of course I don't know well.
Anyone still using eris minimap mods for map mods? If yes, anyone an idea why it is not showing me the map mod anymore on the eris minimap?
do you mean making reskins?
Yes
you don't need to make any new lua code
just find the code for the car you want to reskin
copy it
and change the name inside the text document
and the name of the file itself
for example instead of "ford_crown_victoria"
you'd call it "ford_crown_victoria_1"
as long as the names arent the same
Okay, I'll try it now
The new #mod_support channel was created to handle these sorts of inquiries ๐
take this to #mod_support please ^^
I did as you said, but the texture of the car did not change in any way, despite the fact that I renamed it. I also noticed that if I don't change the file name "vehicle_87capricePDshell", the game crashes.
Wouldn't you override it if you are reskinning?
you should refer to the vehicle modding tutorial on the fourms
Is it possible to make a holster slightly titled and make the gun that is attached follow it?
i was wondering if there was a easy way to add mods to my private server without having to click each one of them?
Yes
oh that's lookin nice
what is the fastest way to get out of the debug error popup when i type a command incorrectly because i have just been alt+tabing and reloading but it is getting tedious
F11
Is there a system in place to help modders add their custom map areas to the player maps or do they have to make the map by hand?
yo guys, can you tell me if the tsar library is working on multiplayer?
i got the error on boot : file doesn't exist : template_ata_bampers.txt
All of Tsars/ IbRrus's mods were updated today, so follow the guide about updated mods for MP.
there is no special guide for tsar and i already did the force workshop update thing
and unsub/resub to mod and all the chit but keep getting error template
He's working on trailers, sadly yes
Hello All! I made this guide to assist the many bug reports that have come in regarding mods that have updated after the release of Build 41 Multiplayer. I have put together all the walkthroughs and guides here so you don't have to fish around for odd ends and bits. More may come as things develo...
oh ok no problem for that, but is this the trailer autostar mod or tsar library who is not updated ?
Not tsar library but the bumper error is from trailers no?
nop it tsar, i will try @late hound but itts almost what i did
it seem to work for tsar but now i got the probleme for ata jeep, gonna try again thanx a lot @late hound
do you think its safe to add tsar lib and 2 car mod on an existing game ?
anyone ?
@vagrant basalt the new #mod_support is the channel where you can take this sort of inquiries ๐
There should be a tool released by The Indie Stone eventually for that ๐
hey
what's the mod that lets you speak to other players over radio?
if there is one
I was searching through the discord & couldn't find this so I figured I'd ask - is there a up to date claim non-residential buildings mod that works for b41multiplayer ?
That shouldn't need to be "up-to date" AFAIK, and that code is something I poke at now and then.
There's a fair amount of mods that have been "evergreen" in the sense that the updates etc have never affected their function.
Makes sense, if nothing changes with the code for safehouses there wouldn't be conflicts. Do you happen to know if there is an easily accesible mod for this or am I looking at updating server files myself
Yeah, ordinarily it's good for people to be discriminating about making sure that mods are for the current build/updated/etc? This just happens to be an exception.
Haha, sorry, I though there were more of these mods on the workshop to be honest, I though I uploaded one years ago but I never actually did.
Never tested this or looked at the code? But give it a shot with a test server first
https://steamcommunity.com/sharedfiles/filedetails/?id=2160432461
Oh thats perfect! how did I not find that on my own
thanks Blair
Anyone know how to write a Lua script to have players teleport to coordinates on spawn?
Event.OnCreatePlayer more specifically
has anyone run into an issue where food gains boredom and unhappiness the longer it's in your inventory at a very rapid rate?
with mods that is
The new #mod_support channel is the place for those sorts of inquiries now ๐
sorry and thanks
No worries, like I said it's new! ๐
Some do
I still can't figure out why when I drop this jacket, it only displays the inventory icon on the ground, rather than the .fbx I've made for it. I thought maybe this 'model' tag would do it but it's still not working correctly.
try WorldStaticModel = Jacket_Biker
At a real crossroads here with my mod. I've managed to get in touch with pillows himself (the creator of the original prison challenge scenario) and get access to his code, so now players who spawn in the prison will do so with a weapon and a convict jumpsuit. Singleplayer works flawlessly.
However, zombies still seem to despawn any time a player respawns or joins by selecting a prison cell. Since I can't do anything to fight this, I'm going to need to create a function that spawns players elsewhere, then teleports them inside the prison a short time after spawning. That way the zombies in the prison won't instantly vanish.
If you have any idea of how to make this work, let me know if possible. I'd hugely appreciate the help.
hi, does anybody here use the autotsar mods? im having an error when i run it on a hosted server "File doesnt exist in the client :ATA_bamper"
What there are on OnCreatePlayer events?
OnCreatePlayer could work- but I don't know how to design a teleport function.
In case anyone would want to take a crack at it, one of the coordinates for a prison cell is {worldX=25, worldY=39, posX=189, posY=223}
I mean, the code what you have, spawn zeds right?
It gets the same results, unfortunately.
It does spawn zeds, yes. OnCreatePlayer Events as well. But this is what that earns me. @ruby urchin
They all vanish.
try Subcultures.Jacket_Biker
you can share only the code related with spawn zeds?
Unfortunately, the matter of zeds despawning is somewhere in the b41multiplayer code, and I don't know where.
But I can share the code for the spawns set by my good friend pillows with you.
No change.
I just tested it, probably you have some typing error, how look now your items.txt?
change WorldStaticModel = Subcultures.BikrJacket_Ground to WorldStaticModel = Subcultures.BikerJacket,
I think that did the trick.
Thank you, that was driving me crazy.
where can i find the clothing masks?
is there a mod that allows you to pick up anything without skill requirement
@supple briar If you havent found them yet then they should be in the pins in #modeling
you have to use the uh
DisplayName is supposed to change the shown name of an item right?
Thank you my game is running perfectly now
Iโm going to work on my clothing again tomorrow
I found out rust has a workshop and itโs inspired me to make a few things from stuff I have seen on there
It will fit into my...weirdness but still
ive written a script to auto format the mods and workshop mod ids for the server.ini
ping me if you want me to send it
Public request, but, being able to control the whitelist via discord roles would be great.
Who is experienced enough to make a mod where you play as a zombie after you get infected, it would be perfect with npc's mods as you would hunt them down
Is anyone else having problems with britas? How do you see what the red errors in the bottom right are.
It's a new channel, so a lot of people don't know it yet, but #mod_support is the place to take these sorts of questions now ๐
Thanks
I wondee if anybody made Yakuza apparel mod
i think it work wonders with metal bat mod
um can we get a mod for faster washing
depends
Use soap
When you use debug moodle menu and accidantly move the health stat to the wrong direction

Is there any official group or area to monitor where Brita posts updates on the progress of mods?
is there a mod that randomizes sandbox settings
I don't think there is, but I am making one at the moment
dont think so
which folder was to delete on dedicated server when an mod gets the workshop message
wasnt there a folder to delete ?
Is there a way to determine how much damage an article of clothing can sustain, or something similar?
I would appreciate it if you could ping me when it's done
and I'm guessing it will be mp build compatible?
So, I launched the server with the updated mods, but it seems to be all modded items deleted or reset
Britas is working in multiplayer with a workaround posted on the arsenal workshop discussions
guys i need a furniture spawner,anyone has one?
You could use cheat menu and try to spawn in furniture in item form
one of my buds talked about necroforge,but afaik its broken
but will try
thanks for the input
Thank you this is what I wanted to hear.
Of course! The workaround listed there works for a few other mods as well...if all else fails. Do that with ALL the mods you want to use and make a collection
Ohhh I don't want to actually download it now I just want to know where Brita posts updates on the progress so I can read if it is officially ready
Ohhh, to find updates about it I would check the discussion page for arsenal. People goin ham over there lol
Thanks ๐
another question,anyone knows how to spawn variants of an item?(ski goggles for example)
Do you have admin powers enabled?
i do
When you are in the item list viewer you should then be able to type in at the bottom where it asks for a name of the item to input it there and it will show up.
I will go ingame to check if I can also find it incase
also is the civilian vest not supposed to have bullet protection?
i can spawn it,but not the variants
if you mean texture variations im pretty sure it just randomly gives you one of them when you spawn it
yea, its hard to get a specific goggle(orange or green one) should have a command for it....
if you enable "unlock all clothes" in sandbox then you can choose the variant in the char creator instead
There isn't a command as far as I know. As far as I know you can spawn them in until you get the kind you want; or you can spawn on in and have additional code set the texture index.
wish i knew how to code a mod for it,guess ill make a suggestion somewhere for now
Is there a mod for farming wheat and sugar cane?
Ngl we could use more farmables
Well, iBrRus and MrDanny are at it again... amazing stuff, just released another car tuning mod. https://steamcommunity.com/sharedfiles/filedetails/?id=2681635926
can't wait to get these for MP, I imagine they aren't ready yet though. they have 3 of these tuner mods, this one, the bus and the wrangler. crazy stuff, somehow I missed these
also finally saw their motorcycle WIP video. looks so good
Hey anyone know if Allstar trailers and filibusters is working on MP
Filibusters BETA BETA BETA is working on my server. I'm not currently using Autotsar Trailers, but that's only because when I started my server that mod hadn't yet been updated for MP. It was updated yesterday I believe, so presumably it should work for MP (the Autotsar Trailers workshop page shows [MP updated] in the title)
Thank you!
I will likely be adding the Autotsar mods onto my server today to allow those vehicles to start spawning in unexplored areas (this is always a risk - generally not good advice to add mods to an existing server so YMMV)
I've been playing with my server settings anyways so a fresh start isn't an issue.
make sure you get the Tsar's Common Library dependency mod for Autotsar Trailers, by the way ๐
Will do :)
any nooob friendly modded servers?
Look for servers in the LFG channels; this channel has nothing to do with servers, and is for mod development and such ๐
Slightly updated Louisville Vehicles and merged them with KES
Mind sharing a link to your mod?
https://steamcommunity.com/workshop/filedetails/?id=2660896019 this one right?
nice mod
Anyone have some mod suggestions for b41 that I can run on my dedicated MP server?
Is there a guide on how to mod weapons and recipes?
All right, thanks.
@pearl prism how is the APC coming along?
Use soap or cleaning soap
can't find em and they arent in the pins i think
is it faster with it? need it in my inv?
Yes you need it in your inventory and is much faster
hmmm doesnt seem any faster
!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).
Alternatively, in the installation directory for the dedicated server, you'll have a "steamapps" folder. Just delete it, as it only contains mod info, including Steam's manifest. If there's an issue with the manifest updating (or it thinks its already updated), the game won't download the mods. The mod might then work when restarting the server.
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.
Hey all, regarding the pin "Tutorial to setup IntelliJ with the Libraries here" #5 about decompiling the game. Anyone able to point me at how to go about that/what to use? I'm coming from C# and trying to figure out where to start here.
How do I find the files the game uses for items and their recipes?
Also, what might cause a mod's recipes to not show up?
I really need to finish the mod, it's almost done, all that's missing is the configuration part, which is quite boring to do.
Could post a pic, I want to see that beast again :]
Yeah, why not
doooo not click that
MORE
thanks
christ
I know it's on the same screen, but I haven't gotten any response so I want to ask again:
How do I check the game's files and see the code used for vanilla weapons and other items?
Also, what could cause a mod's recipes to not show up during gameplay?
Im using the advanced audio options enabler, but i cant seem to find the looping cooking sfx
does anyone know the name of the sound files for the annoying looping cooking sounds
Does true action work in mp
Yes
try #mod_support instead ^^
Does anyone know a mod that lets you pick up any furniture without a chance to break it? I've used this a looong time ago, but i dont think it works anymore https://steamcommunity.com/sharedfiles/filedetails/?id=526816244
Hey, How can I install mods on Build 41 multiplayer?
Any update on when mods like Fort Redstone could be updated?
Yep
How do I give a weapon its own flavor text/description in the mouse-over menu?
Don't know anything about making weapons...
Hi there
add Tooltip = Something and create a translate on ../shared/Translations
For those interested I just released my BeautifulJava tool to decompile the Java part of Project Zomboid:
https://github.com/quarantin/beautiful-java/releases/tag/0.0.1
Hi @weary matrix
Hey @ruby urchin, what's up?
here with final exams, so there's no time for nothing ๐ฌ and you?
ah damn, I wish you good luck! On my side I also released my java mods loader + one java mod to have quicksave in the game ๐
so that for example when you die, you can continue your game to latest quicksave ๐
I, uh, dunno where to put the /shared/Translations folder. Like I said, I know nothing about making new weapons.
sweeet
for those players who want to do crazy things with their character who have survived 10 years
And how do I make it so that I can use an item to write, now?
I'm assuming whatever tags were used to let a player write stuff got changed
put it in media/lua/, correct path should be: media/lua/shared/Translate/EN
I guess it's mostly useful to new players, if you have been using the same character for 10 years you probably don't need to have quicksave ๐
Is the "something" a text file or something?
I should probably clarify that I know nothing about programming, let alone Lua specifically
@drowsy needle best would be to check existing mods with translations, here's one
https://steamcommunity.com/sharedfiles/filedetails/?id=2659216714
I see.
And sorry to ask a question I've asked at least twice before already, but... one of the mods I've downloaded shows up in the mod menu, but the recipes it includes don't actually appear.
I commented on the mod's page, but I figure maybe I can just ask one of you to help fix it (or instruct me how to fix it myself).
https://steamcommunity.com/sharedfiles/filedetails/?id=2677342834
This being the mod in question.
That would be a question to ask in #mod_support ๐
All right. I'll ask it there, then.
Question about recipes: is it possible to have a recipe with a random result?
And id it possible for a recipe to require one of many different possible ingredients (say, making something require any piece of gold jewelry)?
If the answer to either (or both) is yes, how would I write such a recipe?
Yes, I don't know but probably not and you can make a item as result and encode that the moment the player obtains such an item, it is replaced by one at random
Not possible AFAIK, at least not with the scripts files. Maybe you could with custom Lua code though, but I don't really know
Huh. Some cooking recipes allow one of several different ingredients to be added to, say, a burger.
It is possible with custom lua; I'm currently not in any position to be able to help beyond suggesting that that one looks at the vanilla recipe code for guidance, but it would require some familiarity with lua and modding PZ.
Ohโฆ
It's not the best "first mod" project and such.
Thatโs fair.
I always suggest that people take time, and "work their way up" to their idea? In increments.
I was thinking of making some just-for-fun mod that directly rewarded players for killing zombies
By allowing jewelery to be converted into money, and then allowing money to be spent to instantly get some item. Food, weapons, that sort of thing.
Is there a mod which shows that we dropped weapon on falling?
Maybe you could try to add an ingredient other than money for the different items? Like Money + any food items gives you food, etc
as in, taking money, a can of beans, and then turning the money into a second can of beans?
for example yes
That does sound interestingโฆ
at least it's the easiest I can think about ๐
Wait, I have an idea.
Converting jewelry into moneyโฆ
Then money to convert junk or nigh-useless items (like forks) into more valuable weapons and equipment.
Hey everyone, if you could add global functions to Lua, what would be the ultimate one that you're missing? ๐
@weary matrix a global function that code mods for me
you know like you just pass in what you want as params and it create the mod for me
Guys I guess Events.OnFillContainer.Add(OnFillContainer) must be run from the server to actually work?
As the item must be spawned from server first?
@thin hornet oh that's rich, but I would never be able to guess all your crazy thoughts until you find a way to transfer your conscience to a computer first ๐
I'm not sure, but IIRC, from my own testing the event was triggered on client side (maybe on server side too though)
Doesnt seem to run on my test server. When called from client script. Work in sp
A mod that requires players to craft and place special movables in order to claim safehouses, including non-residential buildings.
https://steamcommunity.com/sharedfiles/filedetails/?id=2682117337
Hello, maybe someone can help me with this. PZ has the public class LineDrawer.
https://projectzomboid.com/modding/zombie/debug/LineDrawer.html
I try this script
print("LineDrawer", LineDrawer);
```which outputs
LineDrawer nil.
@undone crag this class is not exposed to Lua
check in zombie/Lua/LuaManager.java to get the list of exposed classes
@undone crag or if you really need it you could try my java mods loader, it can expose any class you like ๐
@willow estuary interesting
Does your java mods loader work with steam workshop?
The loader itself no, you have to drag and drop two files in Zomboid install folder, but the java mods you write can be distributed through steam workshop
:d
You can have a random result using the OnLua functions and removeresult=true
Has anyone created their own UI elements before and currently have it working in MP?
I can't seem to get UI to show up for players other than the host
The code is printing out the player's usernames -- so it knows they're there
Right now I have a handler (I guess on the host side) tracking POIs and adding UI elements pe... Oh I think that I figured it out
Maybe the handler should be client side too
Right now the markers are being added per player all on the host - which I don't know why
Also noticed zombies spawned in via Lua are getting instant deleted in MP - was there a new method to spawn zombies?
Hopefully the updated zombie spawning tool uses it - would save me time
Is there a guide to how to do multiplayer Lua in project zomboid? Like if moddata is updated on a client, is that sent to the server every time?
hey sorry I forgot how to mod and lost my files so wanted to start from scratch adding a mod that adds recipes (not even adding new items but just more recipes)
I found the folder with all the mods, should I create a new folder and place it here for the mod?
thats the workshop mods folder, to put your own mods in the game you'll need to go to the Users/Zomboid folder and theres a mod folder in there
There are the TriggerServerEvent but I have not checked or decompiled the recent files to know if they are implemented
Hey guys is there working item consolidation mod for MP?
What is the default movement speed % through the forest?
How do I get a list of item names?
Would it be possible to create something like this as mod for scopes ?
Source Game Commands 2 - Man of Courage
My game is complaining about missing media/textures/weather/fogwhite.png
Can anyone drop that file here for me from their game folder?
How to make dying in MO suck even more.
https://steamcommunity.com/sharedfiles/filedetails/?id=2682366572
Just validate your files and they'll be automatically downloaded.
Also, this sounds like a #old_techsupport issue? and not really a modding channel thing?
idk, modding is more active. And its just a single file.
The hellโs the difference between Female_Body.X and FemaleBody.X
Thereโs no Male_
im sure this gets posted alot, but im getting mod mismatch from server host and i just downloaded them off the workshop. any fixes yet
mods are Britas weapon and armor, Arsenal 26, and mod options.
also i am the host
The new #mod_support channel is the palce for inquiries of that nature? (don't sweat it, it's a new thing ๐ )
Check the pinned posts in the top right corner of the screen for links to several guides to solutions that have worked for other people.
๐
thank you
I'm curious, has anyone made any mods to 'fill in' the minimap/'M' map in the new build for mods like Blackberry or Grapeseed?
*Blackwood sorry
Any one working on a mod to reset the map on death for mp?
There will be tools released by the devs for that at some point.
cool
What do you mean by "reset the map on death"?
right now im mp if you die and respawn it keeps all your map progress
Yes
Ohhh, that map
What spongie said
Oh wow that's kinda scuffed
Yea I donโt love it ๐
That's probably just a bug for now
Doesn't sound strictly intended
I was thinking something else, where you wanted the physical world to reset at death, which sounded.... ....very odd for MP.
Well, safehouse claims, and factions are persistent past death, so the map thing, while weird, that sorta weirdness comes with respawn and not permadeath?
But it would be a spicy challenge alright!
permadeath bad
See for my money everything linked to a character should go bye bye.
Oh also is it possible to turn off name plates for everyone in a server? Anyone know that, cause thatโs another mod Iโd love to see if not
Name plate OP :โ:D
Oh that's a server setting and not anything you need a mod for
I thought it was a character HD models mod..... ohhh well
Ahahaha, that probably explains the shocking amount of views ๐
"Hold on, this isn't a better characters models mod, it's the dumbest horseshit instead."
But it is Algol's horseshit!
They just added an option to reveal all for the map
Yo what are good mods that work for multiplayer
I like to look under recently updated b41 mod collections for ideas
Id try that to see what people are using
Where is that
Workshop, collections, and check off b41 and switch to recently updated @flat edge
Okie
How does one check the scripts for vanilla tools?
Hello everyone not sure if this is the correct spot to ask but I wish to rent a server from GTXGaming server, does anyone know if they offer mod support on it and how easy it is to add them?
they do but you have to add it to the txt file in it my friend have moddeed gtxgaming server running atm
Thank you any idea on where I can find a tutorial? Or possible can I message your friend for help later on?
How do i find out which vanilla items have which categories? ingame it says a wrench has a tool category but i cant find anything related to it in the scripts
@golden kindle easies way is make the server on local computer first and then add the mods and then go to the path and copy the file from your computer to the server but else you need to add them into the .ini file under the atribute called Mods=
didnt you just delete your messenger?
yes i thought i had found solution
but i was wrong
How do I find the code/scripts for vanilla items?
I'll make sure to save that and refer to it later thanks for the help!!
C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\scripts
All right, thanks.
What's a weapon's MinRange mean?
Does it mean you have to be a certain distance away from a target just to hit it and not push them instead?
yeah i think so
found out yet ?
I need to find a way to make my backpack only accept a certain category or specifc item
there is "Onlyacceptcategory" for the keyring script
but it only works on keyrings
not on other stuff
but the categories is Type = Food and then there is a DisplayCategory which can override the displayed type if i remember correctly
I know. But it ignores both
hmm
does some1 know if modload orders are important?
they are, but you have little control over the consequences
I mean, you can take measures to avoid issues from your side, and another mod can always fuck it all up after yours
What if I add mod to an existing multiplayer world (build 41). For example Hydrocraft?Will errors occur or it will work smoothly and spawn items on not previously generated tiles?
It really depends on the mod. New items will spawn in areas you have not visited yet, or when loot respawns
But depedning on what the mod does beyond spawning new items you can have serious bugs
Honestly I haven't seen any of the hydrocraft books spawn after getting it installed...other things from the mod spawn but haven't found books
Okay, thanks for help 
But it is actually sad news
How so? You seemed to fixed it?
can someone link me the pins for weapon/clothing modeling
Jefferson County EMS
So, when I last played the definitive gun mod was ORGM (I last played in 2017). Has that changed since then?
you can use a site called 3d converter to turn them into .dae files so you can open them in blender
some might not work but a lot of them do
how do I use custom maps on the new b41multiplayer build?
same as ever
Can't find the trowel in the game's files.
It should be in the game's items_weapons.txt, right?
I think the entry is called HandShovel
Oh that RJ!
Couldn't find that either in the weapons text file.
Also, having trouble with the snow shovel - I can put it on my back, but when I try to press the button to equip it form the back, an error message pops up...
LOG : General , 1639532699720> -----------------------------------------
STACK TRACE
-----------------------------------------
function: onKeyKeepPressed -- file: ISHotbar.lua line # 729
ERROR: General , 1639532699721> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: __sub not defined for operands in onKeyKeepPressed at KahluaUtil.fail line:82.
ERROR: General , 1639532699721> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: __sub not defined for operands in onKeyKeepPressed
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:82)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:676)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1812)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:64)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:88)
at zombie.input.GameKeyboard.update(GameKeyboard.java:85)
at zombie.GameWindow.logic(GameWindow.java:241)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.GameWindow.frameStep(GameWindow.java:746)
at zombie.GameWindow.run_ez(GameWindow.java:662)
at zombie.GameWindow.mainThread(GameWindow.java:476)
at java.base/java.lang.Thread.run(Unknown Source)```
The handtrowel is located in the farming.txt , so that makes it farming.HandShovel I believe
All right, thankthanks
:]
very nice
project zomboid mod, but it add's a deck of playing cards and 1-3 games you can play with them, such as blackjack, poker, or Crazy Eights (uno but with playing cards)
would be cool in multiplayer to place a deck on a table or a floor and set that square to be a minigame
thoughts?
you can do /card with a deck in your inventory to draw a card, but it doesnt announce what you drew in local chat
i was thinking about making something that at least says the card you drew out loud for blackjack or something like that
i was thinking like, a small window pops up in the Hud that displays the jackblack board. like how you open up maps you find. the prerequisite for it is that you have to of place the deck of cards on a surface
that way a player cant run away with some cards and ruin a deck
sounds like a cool idea, but it is beyond my level of expertise right now
i want to do more with pz ui but i dont really have the time to learn it atm
Is there something to show visually a vehicle's collision shapes?
i was especially looking at the lua for rendering a 3d model like in the info tab because i want to implement a description for players in the context menu
another idea. what if someone made they're own spiffo brand of card game as a mod?
imagine finding booster foils of 2-5 cards, and said cards are random. maybe theres a collection of 60 total cards, but you only play with up to 20 cards per player. again, these would be custom spiffos branded cards for the card game
like, a simple mechanic to draw and summon, and a limited pool of effects cards could have. but said cards may have different combinations of 1-3 effects depending on summoning cost and rarity. from there it becomes a bare bones magic clone, but Spiffo's
....ya know
this could be a fun project
any thoughts on that?
Hey and you could have the cards summon actual monsters to fight one another or zombies.
idk about that part yet. im still thinking about a zomboid original card game with mechanic first. we can do editional stuff like duel monster summoning from there
i think i might work on this idea during holiday
britas are enabled but dont see the weapons
do brita's weapon/armor pack, arsenal's gunfighter mod and filibuster's beta car mods work on 41.61?
This would be better posted in #mod_support , I'll field that there.
That's another question better posted in #mod_support
OK
ok, so i got a question
in vanilla zomboid (in this case current build 41) how often do cigarettes tend to spawn? they set as a more rare spawn or do they just vary in quantity per spawn?
is there an online map that can include mod maps
dont know if this is the right chat but does anyone know if its possible to make walkie talkies stay on when attatched to your belt so you dont have to have them in your hands at all times?
Currently not, it's hardcoded in the java.
dang alright thanks
Where can i find the clothing masks? i look in the pins in this channel and the modeling one and cant find them. Just to clarify , i am looking for the masks that show where blood is on the clothing , not the masks that hide certain parts of the body
aight so, if i where to implement a recource mechanic to a Spiffo / zomboid themed card game, what would it be? Smokes? Water? Prize Tickets? idk
@errant meteormate which NVG is that? and which webbing?
#mod_support is a new channel, so a lot of people don't know about it, but that would be the place to ask those sorts of questions about issues with mods. ๐
ty ser, moving it there.
btw do you maybe have a curated modlist for MP that works for you?
if you have a collection, id appreciate it ser
Any silencer mods 41.61?
i dont think theres a list anywhere so youprobably have to search the clothing until you find one you want
Did you find solution to this?
Currently getting that when I install trailers
If you so, please tell me in #mod_support
If I had a list it would be insane of me to share it, as people would still have the problems with their server and/or clients not having updated versions of the mods, as is the case with 90%+ of people cureently, and they'd blame me for their headaches.
Looking for "the list" is like looking for a homeopathic covid cure.
In my capacity as a "Workshop janitor" in these channels, what I try to do is nudge people into the correct channels for their inquiries,and towards the pinned posts in the #mod_support. channel,
My position is that due to the combination of circumstances: people new to MP PZ who aren't familiar with updating servers; tons of mods being updated all the time for the new MP release; and the steam workshop being janky at updating servers and steam users, that this may be the worst possible time for people to depend on mods for their PZ MP experiences.
I know people love the idea of a silver bullet that solves all their issues, but the matter is more complicated than anything that a "list" can solve.
Hi guys, any workshop collection for playing Build 41 MP?
privately tho ser, all your mods and gear porn is a must for me
also, owned PZ since 2011 and hosting 2nd server now, just not up to date with current mods
either way, I had to remove Bushcraft and USMC armory since it conflicted with some mob and map stash spawns
no idea where I ca nfind more of your webbing/vests etc tho
I explicitly do not deal with people re using my mods, on discord, or elsewhere, as a matter of personal boundaries in order to preserve my own sanity.
But any modder who releases a mod that has items, or vehicles, that are deliberately rare, will constantly deal with people who insist that they don't spawn and the like when they're intended to be something that people cannot easily find, and may even never find in a given save or world.
gotchu no worries ser. i saw u have comments turned off. was just askign to see if u currently have a personal modlist that I could iffle around
anyone there have a good understanding how moveables object is created and how to make them you self? like i cant even seems to be able to spawn in any of the default in game like orange dumpster (1/2) and orange dumpster (2/2) from the debug menu tab "items list"
It's a fussy issue, but only movables that already have script items defined for them in the files can be spawning in, which are only a handful of movables, the sort of stuff that used for the loot spawn tables, compared to the thousands in game.
In most cases the inventory versions of them are dynamically generated from their tile properties when you pick them up. So yeah, there's no dumpsters you can spawn in from the item list and such.
just all the placeable items there is over 2 tiles i cant find out how to spawn the packages in ^^ which just make it harder to test out. hmm
also make it harder to find out how to crate an object like that my self