#mod_development
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There won't be any official posts really due to the fact that this update isn't official yet and most modders are waiting for the more stable update later this month or in Jan
There are mods that work well but the process of installing them via hosting requires some tinkering on where to place files
Any clue how to add new key bindings to this screen?
I found the place where they are defined, it's in lua/shared/keyBinding.lua but not sure how to add to it
oh but the keyBinding table is global so I can just add to it ๐
Any link to guides regarding mods intallation for Dedicated Servers? Dont wanna be asking here things that pybly where asnwered already
Do none of the death sound mods work?
trying MGS death sounds and it was just silent
how would you make a Moveable object there split it self op in (x/y) parts?
good modding idea, being able to change global time settings for a time lapse. could make for interesting youtube content. thought this might be a thing in the cheatmenu mod but i wanted to throw this here and hear feedback about it
i think you can with cheat menu
https://steamcommunity.com/sharedfiles/filedetails/?id=499795221&searchtext=cheat+menu
maybe you can with debug mode as well
is there a mod to change sudden panic sound when u suddenly find zeds in a corner
thing kills my ears
It's a new channel, so people don't know to go there yet, but you can take all questions of that nature to the new #mod_support channel ๐
u can carry the parts to the area ure working on and then grab them both and place i guess?
trying to mod a gameobject which is multiple tiles but cant seams to find out how to do that
ah
@austere quest you should ask in #old_techsupport
so I found out how to add new keybinding to option menu, but when I try to change the keybinding for my new key, it keeps the old one. I guess this has to do with my Lua getting reloading when saving the options. So how do I save custom mod data? AFAIK getModData etc is not available until you actually start a game?
damn but that wouldn't solve my issue, mmm
@weary matrix I think this is all I have for it in defecation. It's added after 'Zoom out'. I can change the keys without issue. I don't have this in a function or anything, it's just ran always when my mod is loaded.
--Menu keybind code
--We need to use the global keyBinding table, this stores all our binding values
local index = nil -- index will be the position we want to insert into the table
for i, b in ipairs(keyBinding) do
--we need to find the index of the item we want to insert after
if b.value == "Zoom out" then
index = i
break
end
end
if index then --use index from above
table.insert(keyBinding, index+1, {value = "DefecationStatus", key = 51})
table.insert(keyBinding, index+2, {value = "DefecationStatus2", key = 52})
local oldCreate = MainOptions.create
function MainOptions:create()
oldCreate(self)
end
end
Yep! I knew I copied it from somewhere long ago.
Persists after game is quit, or even if the mod is unloaded/reloaded.
https://theindiestone.com/forums/index.php?/topic/23576-lua-adding-custom-user-configurable-hotkeys/
So... you want hotkeys the player can press that does something for your mod. The problem: The player should be able to reconfigure these keys, so they don't conflict with the players existing setup or other mods they have loaded. Sure you can have these keys setup in a 'settings.lua' file the pl...
probably there XD
its probably populated to a few different mods now though
orgm's version
-- Setup hotkey bindings
-- We need to use the global keyBinding table, this stores all our binding values
local index = nil -- index will be the position we want to insert into the table
for i,b in ipairs(keyBinding) do
if b.value == "Equip/Unequip Stab weapon" then
index = i -- found the index, set it and break from the loop
break
end
end
if index then
-- we got a index, first lets insert our new entries
table.insert(keyBinding, index+1, {value = "Equip/Unequip Pistol", key = 5})
table.insert(keyBinding, index+2, {value = "Equip/Unequip Rifle", key = 6})
table.insert(keyBinding, index+3, {value = "Equip/Unequip Shotgun", key = 7})
table.insert(keyBinding, index+4, {value = "Reload Any Magazine", key = Keyboard.KEY_G })
table.insert(keyBinding, index+5, {value = "Select Fire Toggle", key = Keyboard.KEY_Z })
table.insert(keyBinding, index+6, {value = "Firearm Inspection Window", key = Keyboard.KEY_U })
end
lol
Ah, that's where I got it from.
Probably not the best mod to be taking code from...
Err, still not exact. I'm not sure exactly where I got it from. It looks like a condensed version of yours. I don't think I modified much, but I've had it in there for years now.
ya i wrote that forum tutorial in 2018
seen it in a few mods though, so its been around a bit now XD
by any chance have you work with moveable object ? like 2 tiles tables and how to make them ? ^^
@brittle jewel ah thanks, are you able to change the key binding in option menu with that code?
Hello @quasi geode ๐
any reason why my modsa rent showing up when I select them and try to host a server?
all of them are 41.6 updated
@quasi geode Oh my, it seems whenever you press a key on main screen, Lua gets reloaded (like I have a print statement at global scope in a mod, and it prints the string for every key press
I just hope it's not the same in game ๐
@weary matrix Yep I can change it with the menu options. 51 is comma by default and I tested by setting it to a numpad button. It saves after quitting the game, or even after deactivating and re-activating the mod.
@brittle jewel nice. I don't like to be hooking stuff in pz though, but I think I found a way without the hooking part
Yeah, that's definitely never safe. I copied it years ago and never touched it again lol.
If I succeed I guess I'll add it to community API
lol i cant vouch for the behavior anymore i havent run it since b40
and reloading every keypress seems excessive ๐คจ
it is
not sure why it's happening
guess I should report it
also I should report the bug about the keyboard going crazy sometimes but it's hard to explain the bug, I'm tired of this one. Basically more than 50% of my character death are due to this bug
like you get too many zombies around you, you can escape by going left, so you press left, but the character is going the opposite direction, until you release the left key
Hey guys, I was wondering how do you turn on the sound visualization debug mode. I have debug mode enabled I just can't seem to find it.
Also have huge problem with the ingame debug menu ^^
Do yall think some of the bigger mods like hydrocraft will add 3d models?
i added several new locations, for some reason though both on my mini map and my map they dont show up at all, any idea how to fix?
Don't know but only problem i have with hydrocraft is it broken for the new build and it's lag so m ch every time you open crafting window ^^
@mint sphinx to avoid this they would have to build the crafting window from a new thread but not sure you have access to threads from pzLua
Oh, my bad, I had a getKeyBinding() call in a OnKeyPressed event, which was doing the print, so no bug there ๐
@weary matrix hey you got any idea what could be causing this error with my mod?
Callframe at: lower
function: sort -- file: crucibleCore.lua line # 59
function: @stdlib.lua -- file: null line # 52
function: @stdlib.lua -- file: null line # 63
function: sort -- file: crucibleCore.lua line # 64
function: getItems -- file: crucibleCore.lua line # 59
function: makeWindow -- file: crucibleMain.lua line # 174
function: worldobjects -- file: ISUICheatMenu.lua line # 488
function: onMouseUp -- file: ISContextMenu.lua line # 90
LOG : General , 1639593831099> 1639593831099 znet: ZNetFriends::OnPersonaStateChange
LOG : General , 1639593832902> Item -> Radio item = Radio.CDplayer
ERROR: General , 1639593832952> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: missing argument #1 to 'lower' at KahluaUtil.getArg line:380.
ERROR: General , 1639593832952> DebugLogStream.printException> Stack trace:
Would it be possible to make a workaround patch for guns not attracting zombies?
I dont know about modding zomboid, just barotrauma.
But could you have each gun shot call attractor like a silent car horn or something? Something we know does attract zombie in multiplayer right now.
Wait gunshots don't attract zombies right now?
no xD
Bruh
i already got aiming 5
@hollow shadow can you show line 59 of crucibleCode.lua please?
ya its just rambo right now
I was wondering why the whole mall wasn't getting alerted when my friend and I re-enacted dawn of the dead at the big louisville mall.
Its the cheatmenu mod. but it only happens when i have my scrap mods enabled
hold on
cheatmenu works
just dont spawn 3d entities like zeds or cars. It will crash your server
Wait i tihnk it might be becouse i set the item types to "Tool" which doesnt exist?
Do you guys have problems too with Apocalypse Wheelz in MP ?
@hollow shadow which version of zomboid?
(In 41.61)
^^
@hollow shadow do you have the code somewhere I can see it?
@hollow shadow you're not calling any function/method called lower() right?
nah i used grepwin to search my mod but only found the script thing for "lowerchanceonein" which shouldnt cause it
@hollow shadow mmm you do have some calls to string.lower() in there
W hat
@hollow shadow Exception thrown java.lang.RuntimeException: missing argument #1 to 'lower'
I guess your call to getDisplayName() is not working properly?
or maybe you're calling it on an object that doesn't have it?
@hollow shadow try to do something like this:
crucibleCore.sort(function (a, b) print("DEBUG",a:getDisplayName(),b:getDisplayName()); return string.lower(a:getDisplayName()) < string.lower(b:getDisplayName()) end)```
ok
if everything looks fine, then also try to print the type of a and b
but kind of sad when it freezing for like 5-10 sec ^^
@mint sphinx yeah it is ๐ฆ
so what does debug is showing?
where do i look xD
yeah what do i search
@hollow shadow the lines you added to oncreate(), there should be DEBUG in the lines
Hmm only vanilla debugs in there
@hollow shadow why did you move the lines to oncreate? What I gave you was not working?
๐
DOnt have an item that has 5.5 capacity
gmae doesnt like dat
5 or 6 is ok
co i need your help again
How do i make it so only specific items are allowed in my container
I saw the keyring has "Onlyacceptcategory"
but i think its coded to only work for keyring
Im making a toolbelt and everything that is considered a tool should be able to fit inside it.
but i want to make it balanced so people dont put metal sheets or 20 ammoboxes in it
anybody able to help?
Maybe
@hollow shadow try to call setOnlyAcceptCategory on your container
Like, in the script?
yeah, like yourContainer:setOnlyAcceptCategory("Some Category")
oh
Wait do i need to write code or something
I think so
but I have no idea really, but at least ItemContainer has a method setOnlyAcceptCategory
Im having trouble itelling if guns are just really quiet to zeds or if they are just deaf to most things
if its a method you can call then you might just be able to set the variable in the item script
maybe try "OnlyAcceptCategory"?
Guns dont make noise in b41.61 multiplayer
@hollow shadow oh ok so yes try it in script
ok 1 sec
any idea why after adding new map locations the map would just be white and nothing would show on it?
Would this be fixable in a mod or would we need to wait for a patch?
like specifically "OnlyAcceptCategory" or did you do this
maybe try removing the "set"
@hollow shadow yeah WITHOUT the set as suggested by @winter bolt
I tried OnlyAcceptCategory yesterday multiple times just like the keyring script
@hollow shadow what category did you put?
Tool
the code wouldnt be difficult assuming the method that co posted is correct, i'm just gonna check how to grab an item in a lua file
So for Authentic Z mod, it appears some of the bags use the 3d model when you wear them on the back. But you are unable to place them even though they look exactly like the bags you can place.
Any idea if I can remove the bags that do not have 3d models associated with them?
@hollow shadow so Tool is a DisplayCategory, not a category unfortunately
{
DisplayCategory = Security,
Weight = 0,
Type = Key,
DisplayName = House Key,
Icon = Key1,
MetalValue = 5,
WorldStaticModel = Key,
}
Hmm
wait so i cant actually use this to get only tools in it?
@hollow shadow problem is most tool have a category "Normal"
you can change the categories easily
like this for example:
{
DisplayCategory = Tool,
Weight = 0.2,
Type = Normal,
DisplayName = Paint Brush,
Icon = Paintbrush,
StaticModel = PaintBrush,
WorldStaticModel = PaintBrush_Ground,
}
Yeah but i would have to overwrite vanilla items
the item tweaker mod lets you do it without overwriting them
And i would have to create a new category and idk if that works
wait shit yeah idk if you can change the actual category itself
never used that before ๐ค
yeah theres no tool category
Is there a mod that adds more clothing items?
there are a couple like Clothes box, soul filcher's dressing time
im working on one but its not released
So just another question about modding MP, as long as mod adds new items (Guns, cloth, cars etc) it's p safe to use? As long as they dont overwrite vanilla items
stuff that overwrites items is probably fine too
@hollow shadow @winter bolt there's also a keyword like AcceptItemFunction but not sure how to use it
is it a method or?
a keyword that should be accepted in a script file
not sure what you're supposed to use as argument though
it would be cool if it was somehow possible to make it check for display category instead of type
yeah thats what i was hoping
i was thinking it might be for these but i doubt it
hmm
@hollow shadow what kind of tools were you wanting it to only accept?
thats for allowing tools to cut tree / cut plant xd
Well, all of them
i already made custom attachments for cordless drill and nailgun for the toolbelt back slot
but i want some items to go directly into the toolbelt becouse i wont spend 20 hours adjusting attachment points lmao
i would have to make like 30 attachment points
lmao
i also did one for walkie talkie on the front of the belt
@hollow shadow testing in game it seems some guns do make sound just at a reduced range.
Shooting a 50BMG from Bitas mod still alerted zeds just at about the range of yelling.
@hollow shadow mmm so you are adding the container yourself as a script item right?
yes
thanks it also has sounds
well the category thing does work but probably not for display ones
I stand by my idea that guns just have heavily reduced sound range
@hollow shadow so it should be possible to add to your container the keyword AcceptItemFunction with a Lua function that will be called to do the checking on the item
cause in ItemContainer there's a method isItemAllowed() that use the value AcceptItemFunction to call a Lua function to decide whether the item has to be accepted or not
i might have an idea how to make that workbut i have no idea how to add a method to an item
it has to be a global Lua function I think
@hollow shadow give me a few minute to try something
i'm assuming AcceptItemFunction is the name of the method you can use that'll check the item and return true or false?
@hollow shadow so the Brita Mod is the one that is messing with the gun sounds?
no the vanilla game has reduced weapon radius for the time being in the multiplayer beta
yes
well with no mods on I have hear gun shots, then if I turn mods on, I hear everything but the gun shot.
I had a silencer mod installed by mistake at one point and figured that was what removed the sound entirely
oh thats what you meant
I got no idea
cars also have slightly reduced sound range from what i can tell
like 66% for cars, 6% for guns.
A pistol seems to be virtually silent to the zeds while a 50cal is on par with screaming.
I figure delete everything out of the workshop folder and delete the .acf file or whatever it is under workshop then reinstall them all
"The Workshop"
to avoid conflicts with other mods
i use TW
Also damn, i think i cant use ammo craft because all its shitty bullet piece boxes are drowning out the spawns for actual ammunition.
there are just TOO MANY boxes of "pistol primers", im drowning.
@hollow shadow so your mod ID is TheWorkshop no space?
i think he also made the MG42
id=TheWorkshop
ok
oh, that workshop.
Did you recently make scrap weapons dependant upon it? I dont think i needed The Workshop to run it before.
yes
any particular reason?
I made it so i can make Tools / recources that are needed for all 3 mods
otherwise i would have to add them multiple times across all 3 mods
@hollow shadow so try to add this in a Lua file in your mod media/lua/client/TheWorkshop/TheWorkshop.lua
TheWorkshop = {}
TheWorkshop.AcceptItemFunction = function(inventoryItem)
return inventoryItem:getScriptItem():getDisplayCategory() == "Tool"
end
And then, add this in the script definition of your item container: AcceptItemFunction = TheWorkshop.AcceptItemFunction,
hmm, i liked Scrap Weapons to just find them on dead Zeds and in containers but i dont really want more crafting benches and crafting items in my game...
In the future could there be any way to make them separate again?
I didnt add "more" benches. I moved it from the scrap weapon mod to the other one
lua god ๐ณ
Im not sure. since i made a vote on my discord for this decision
You have a discord? I feel like in that case everyone there just wants you to make as many cool mods as possible.
Yeah anyone can join and vote for things if i make big decisions lol. but were getting offtopic from this channel
I guess if i want scrap weapons i should check out The Workshop then. Im just a tad weary about over bloating my mod folder is all.
@drifting ore @hollow shadow #mod_support please ๐
Ok back to modding.
Is there a quick garbage patch that could be made to make guns attract?
Like spawning a silent car horn whenever a gun is fired.
Dont worry. I wont try to copy hydrocraft. especialy not on terms of quality xD
lol. Make muzzle flashes emit a sound of some kind that draws in zeds. xD
if you mean making guns louder again you could just increase the radius again
i was gonna get around to it but i might just whip one up quickly
I got an error as soon as i hovered my File over the toolbelt
I think that would require every gun mod to edit their gun files.
Im trying to think of a single patch to make them "just work" in the words of Todd.
idk whats up with gun mods tbh
all they did was change the radius in the vanilla weapon scripts im pretty sure
Ya shooting again, guns for sure make some sound, just not much.
they lowered the actual numbers so i dont think they did anything fucky with radiuses themselves
melee weapons are fine
I got no idea how to mod this game but i guess i must try.
I shall replace muzzle flashes and make them emit sound, kek
which gun mods do you mean?
i have yet to find a single gun mod that attracts properly
like i said, the loudest ive tested just now was the 50-bmg and it was equivalent to yelling.
hmm
9mm SMGs are about the same as the sound of walking.
maybe try opening the mod files and seeing what the radius on it is set to?
@weary matrix
"Object tried to call nil in AcceptItemFunction" uh oh
it also didnt allow any items inside it
well thats a step in the right direction i guess lol
if the function call didnt work then it returned false i guess which means you're 1 step closer
@hollow shadow so it's a good news, it means the function was called at least, now we need to figure out how to make it not crash ๐
give me a few seconds
@hollow shadow so try this please:
TheWorkshop = {}
TheWorkshop.AcceptItemFunction = function(inventoryItem)
if not inventoryItem.getScriptItem then
print("DEBUG: TheWorkshop: getScriptItem is nil")
return false
end
if not inventoryItem:getScriptItem().getDisplayCategory then
print("DEBUG: TheWorkshop: getDisplayCategory is nil")
return false
end
return inventoryItem:getScriptItem():getDisplayCategory() == "Tool"
end
Wow i am very surprised nobody has made a Browning 50-bmg machine gun yet.
lua god ๐ณ
@weary matrix No error but i also cant put anything inside
script is still the same right?
yeah same file
How difficult would persistent characters be to implement, kinda like going to sleep in rust when you log off a dedicated? that way if you leave a tV on or something and a zombie breaks in, you could be in trouble. PVP, preventing loot Despawning / hiding by logging off with the good stuff.
mmm is there lines with "DEBUG: TheWorkshop" in your console.txt?
Tons of LOG : General , 1639598890059> DEBUG: TheWorkshop: getScriptItem is nil
im pretty sure having the character stay wouldnt be possible unless it was implemented by the actual devs but it might be possible to like drop the player's items or something when they log off?
im not like experienced though so i dont really know lol
@winter bolt no doesn't look like the values were lowered at all in Brita's or Arsenal. But we concluded that already.
They must have tried to modify the base game guns by putting a flat modifier over every firearm somehow?
I got no clue
idk i dont think so because that'd mean the gun radiuses were nerfed twice over
@hollow shadow mmm mind to send me your mod?
so I can try it, will be easier for troubleshooting
ok
Well its not the mod creator's fault.
Im trying to figure out what the devs could have done to do this though and if its easily reversible.
Is there any base value that effects sound radiuses?
Is it possible to have multiple oncreate functions on a recipe?
so, is there like an absolute correct tutorial for enabling mods on servers after installing them via steam workshop? and i was told this can work mid save, as long as I back the save up
that would be in #mod_support
oop
what new map locations work together in mp?
("Base.LeadPipe/Base.ScrapMetal") doesnt seem to work. how do i make it pick one of the 2?
im not having mismatch issues
player:getInventory():AddItem(items[math.random(1, 2)])```
i cant really test it but something like this i think?
i dont really know much lua
thanks its worth a try
how do you make it in that black box btw
Has anyone had any luck getting Autostar Trailers and/or Yacht Club working? Would love to be able to boat up to Louisville
Aquatsars hasnt gotten an update in ages so i dont think so. Also #mod_support
I just realized it's not autostars and it's autotsar's lol
surround the text you want with ``` on either side ```
what are those
Does anyone know how to grab the data that players have on their maps? Like where the file that stores that data is?
i dont have those on my keyboard i think
im not sure what type of keyboard you have but on my UK keyboard its the one right above tab
๐ฅฒ
its this i think
Oh yeah
its next to backspace for me
player:getInventory():AddItem("MetalBar/Base.ScrapMetal")
player:getInventory():AddItem("Base.Screws=2")
player:getInventory():AddItem("Base.Screws/Base.EngineParts")
player:getInventory():AddItem(items[math.random(1, 2)])
player:getInventory():AddItem("Base.ScrapMetal")
end```
instead of doing the slashes to seperate them you do like
you make a list like this with the items you want randomised, with commas seperating each item
local items = ["Base.LeadPipe", "Base.ScrapMetal"];
then when you add the item you'll type the name of the list you want to pick an item from and then do the math.random thing and the second number will be the length of that list
player:getInventory():AddItem(items[math.random(1, 2)])
idk if that math.random thing works in pz since i just looked up a lua thing lol
so instead of player:getInventory():AddItem("Base.Screws/Base.EngineParts")
you'd do local randomItems1 = {"Base.Screws", "Base.EngineParts"}; player:getInventory():AddItem(randomItems1[math.random(1, 2)])
i think
you can add even more items to the random pool if you wanted too
lol i hope this works or i'll look really stupid
oops i used the wrong symbols
is there a list of mods that specifically work for b41 multiplayer that have added guns and such?
Most work after my knowlagde
the lack of cargo pants in this game and modding community is disturbing
There is no "list". And, there is so much confusion and misinformation regarding mods + b41 MP, on account of issues with mods being updated for b41MP; people having issues with not knowing how to install or update mods for server; and steam itself doing a terrible job of updating mods, that I would consider any such list to be worthless.
oK i understand most of it except for the 2 numbers at the very back
1 and 2
ok so when you call math.random it asks you for 2 numbers which are just the range of numbers you want to randomise
so if you put in 1 and 2 it'll give you either 1 or 2
ok thx
which the thing i posted then uses to grab an item from the list
oh also i updated the code because i messed up the symbols
this should hopefully work
i mean
do i have to do a different name instead of "randomItems1" for each function?
or does it only work in that specific function
ok so in this example randomItems1 is the list that'll store "Base.Screws"and "Base.EngineParts" so that it can give the player one of those items
for "MetalBar" and "Base.ScrapMetal" you'll want to pretty much copy randomitems1 and call it something like randomItems2 and replace the item names in that list
you'll want to add a new list for each of the "choices" that you want the game to pick from when you do the recipe
local randomItems1 = {"Base.EngineParts"};
player:getInventory():AddItem(randomItems1[math.random(0, 1)])
local randomItems2 = {"Base.MetalBar"};
player:getInventory():AddItem(randomItems2[math.random(0, 1)])```
now it gives me either engine parts or nothing
and a pipe or nothing
i think so but i'm not sure how the game handles it when you try to add nothing
try it and if it gives you an error then i can try to make a function you can use that you can just paste into your code and use
does anyone know any popular multiplayer mods then?
Hi guys, having issues with my PZ vehicle mod, trying to make my own, at first the car was invisible, but now i can see it's wheels, any idea what is causing this?
I had fixed the wheels by freezing transforms on Maya but didn't do anything for the actual car
this is the vehicle editor for it
So Authentic Z i believe has the old Tote Bag model attached to zombie spawns that are not placeable.
Is there a way to remove that old Tote bag model and replace it with the 3d one?
alright if that gives you an error i've made a thing you can use that might work
function: DeconstructMotor_OnCreate -- file: TW_Oncreate.lua line # 22
Callframe at: PerformMakeItem
function: perform -- file: ISCraftAction.lua line # 58
LOG : General , 1639602528655> Object tried to call nil in DeconstructMotor_OnCreate
ERROR: General , 1639602528655> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: Object tried to call nil in DeconstructMotor_OnCreate at KahluaUtil.fail line:82.
ERROR: General , 1639602528655> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: Object tried to call nil in DeconstructMotor_OnCreate
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:82)function: DeconstructMotor_OnCreate -- file: TW_Oncreate.lua line # 22
Callframe at: PerformMakeItem
function: perform -- file: ISCraftAction.lua line # 58
LOG : General , 1639602528655> Object tried to call nil in DeconstructMotor_OnCreate
ERROR: General , 1639602528655> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: Object tried to call nil in DeconstructMotor_OnCreate at KahluaUtil.fail line:82.
ERROR: General , 1639602528655> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: Object tried to call nil in DeconstructMotor_OnCreate
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:82)```
It gave me nothing ;-;
ah yeah it's messing up because its trying to add a null item
try this out maybe?
i cant test it myself but it should work
are all of these recipe functions in the same script?
or are they all in like seperate .lua files
uh
local randomItems1 = {"Base.EngineParts"};
player:getInventory():AddItem(randomItems1[math.random(0, 1)])
local randomItems2 = {"Base.MetalBar"};
player:getInventory():AddItem(randomItems2[math.random(0, 1)])
player:getInventory():AddItem("Base.ScrapMetal=2")
player:getInventory():AddItem("Base.Screws=2")
end
This is in a lua
recipe Disassemble Motor
{
Motor,
keep MetalWorkbench,
NoBrokenItems : False,
AllowDestroyedItem : true,
Result : MetalParts=5,
Time : 200.0,
Sound : BreakingWeapon,
OnGiveXP : Give10MWXP,
Category : Scrapping,
OnCreate : DeconstructMotor_OnCreate,
AnimNode : Disassemble,
SkillRequired : Mechanics=2,
Prop1 : Screwdriver,
Prop2 : Source=1,
CanBeDoneFromFloor : TRUE,
NeedToBeLearn: false,
}
this is part of the script
yeah do that then
i'm just trying to make sure you wont have to copy paste the function into multiple files lol
ok try adding this to your code and using it instead
local result = math.random(rangeMin, rangeMax)
if result == 0 then return
player:getInventory():AddItem(items[result])
end```
hey guys im doing my first mod on PZ here, but i never published on steam before, how do i do it?
an example of how to use it is AddRandomItemToInventory({"Base.Metalbar", "Base.ScrapMetal"}, 0, 2)
the first argument you pass in is the list of items you want to pick one from, and the last 2 are the same numbers from the math.random
in your Users/Zomboid/Workshop folder there should be a ModTemplate folder that you can use as a reference
you'll place your mod's folder into the Contents/Mods folder in your new template and then when you open the game you should be able to see a workshop upload tab on the main menu
oh also i should explain that when you call my new function if you set the first number to 0 it'll mean theres a chance it'll give the player nothing but if you pass in another number then it'll always give the player something
so it works like how you were trying to use it before but hopefully without the error
yes i know but what number code i should set for my mod? like steam dont have to generate those? i want my mod to be avaliable on steam
each mode is a code like 2644254485 then inside the mod folder is
the number code in workshop.txt ?
when you upload to the workshop it'll generate one and add it to the file automatically
oh thats what you mean
yeah once you've uploaded it to the workshop it'll do that for you
but how do i set comments, pictures and such on steam? this is so strange
do you have the mod itself like set up and working fine?
i tought i had to upload first on steam so then it would appear ingame
yea but i test it inside another mod folder on a new game
now i need to separate it to make my mod (sorry my english)
ah its okay
ok so after i got all my files ready, i have to manually put on some folder, then i enter the game, then only after that it will be on steam?
im totally lost tbh lol
yeah if you go to Users/Zomboid/Workshop there's a mod template that you can copy and paste
that'll be the folder that contains the stuff you'll upload to the workshop
i found that, so i put my mod there inside a folder like WizMod -> mod -> mod files ?
yeah
then what?
then you should be able to open up that text file and then you can change what your mod will be called on the workshop and stuff like that
you'll also replace preview.png with the main image you want to appear on the workshop
once you've uploaded to the workshop you can add other images to the page and change the description
sorry if i'm not explaining well lol
this part of this video might be able to explain it better
This tutorial video will show you how to make a simple drink in Project Zomboid. I will go into the steps involved from start to finish. Read more below.
0:00 intro
1:08 Start
1:44 Searching for images to use in game
2:30 Searching for the Sound Effect
3:06 Creating mod file directory
3:54 Creating mod.info
4:34 Creating a poster
7:14 Adding ne...
nah you are lol, sorry i do know how to do the mod, the only part i was not sure was how to upload on steam
thanks!
i will check the video i still dont understand how steam create the mod page thou
im editing my poster rn ๐
once you've set up the folder in the Workshop folder there should be an option on the main menu that'll give you the option to upload that folder and then hopefully it's easier from there
hey, for example if i have lots of similar stuff i want to spawn in one certain place, can i create an array or an object to loop over them all and place in that certain distribution place? well i mean i know you can do that but sadly not good with lua, any mod that use this method? or all just plainly write each and every item zilion of times?
like do you want all of those items to spawn together all the time?
ah i see ingame? i think i got it now
nice!
thanks man
i will try to upload later after i get done with the mod and let you know if it works ๐
will be another trading mod but i will try to balance it
lol
like for i have 7 or so colours of 1 item, and i want all of them to have a chance to spawn in gigamart, and other places as well, so to not duplicate almost similar 7 lines each of the time, i wanted to place them in array, and just loop over them
yeah thats possible
i can write an example thing if you want
that would be cool, coz this does not work for some reason
what do you have rn?
local function insertTable(t1, t2)
local n = #t1
for i=1,#t2 do
t1[n+i] = t2[i]
end
end
local bb_Botles_1 = {
"Base.HookedWaterBottleEmptyYellow",10, -- 1
"Base.HookedWaterBottleEmptyRed",10,
"Base.HookedWaterBottleEmptyPurple",10,
"Base.HookedWaterBottleEmptyOrange",10,
"Base.HookedWaterBottleEmptyGreen",10,
}
-- new distribution (b41.51+)
insertTable(ProceduralDistributions["list"]["GigamartBottles"].items, bb_Botles_1) -- grocery shelves / gigamart shelves / generalstore```
and this how i called it
well its just a part of the code
Is it possible to add a custom entry to your item definition, for use in scripts?
Is there a mod that allows me to attach a first aid kit to my backpack?
for index, value in ipairs(items) do
table.insert(ProceduralDistributions.list[container].items, value);
end
end```
try this maybe?
i dont know much about lua but it should hopefully work
you should be able to pass in "bb_Botles_1" as the 2nd parameter and for the first parameter do "GigamartBottles"
ty, ill try that now
btw stupid question, can i update lua or game some how from debug, with out restarting it each time?
i think if you press f11 theres a button to reload lua but i'm not really sure how it works
i see, okay ill go try that fn
lol i might actually try using this function myself honestly
my item distribution file is a mess
Would it be feasible to place items on a wall, rather than the ground: For example, hanging them from a wall mounted rack like so:
https://m.media-amazon.com/images/I/91XkqgwNy-L._AC_SL1500_.jpg
Guns too:
https://external-preview.redd.it/8xA11EqIRHUfMpZNz4B0vk1KgxV7h-Tk6KSa67jdKRI.jpg?auto=webp&s=f18058f3e93cf2ae7abe24694a0f9f53789c6674
I just think it'd be neat if we could have tool racks, or walls of guns. ๐
oh yeah i'd recommend setting the numbers to something insanely high just to make sure it works
yeah i do on max loot preset, well all i got is 3 errors now, and no loot sadly, tying to find the errors
uh oh
function DeconstructMotor_OnCreate(items, result, player)
AddRandomItemToInventory({"Base.EngineParts", "Base.ScrapMetal"}, 0, 1)
AddRandomItemToInventory({"Base.Metalbar", "Base.ScrapMetal"}, 0, 1)
player:getInventory():AddItem("Base.ScrapMetal=2")
player:getInventory():AddItem("Base.Screws=2")
end ```
does it say what they are?
This should work right?
looking for em rn
i'm not sure about the "=2" parts
also since lua counts from 1 in lists those two at the top mean that it'll only ever spawn engine parts or nothing, and never scrap metal
W a t
AddRandomItemToInventory({"Base.Metalbar", "Base.ScrapMetal"}, 0, 2)
May I ask a question here about loading MP mods in my server? I think I'm doing everything correctly but it's still not working
Here you used 2 items tho :I
"Base.EngineParts" is 1 in that list and "Base.ScrapMetal" is 2
Oh thank you
if you set the minimum number to 0 and the maximum to 1 then scrap metal will get cut out
yeah lua is weird lol
so the 0 is for the enghine parts and 1 is for the scrapmetal
but how do i make it random?
if i do 1, 1 then it gives me 1 of both?
math.random takes in a minimum number and a maximum number, which are the ones you put into my function. it'll pick a random number between those two numbers you put in
so if you put in a 1 and 2 it'll choose engine parts or scrap metal
no i mean like here lol
AddRandomItemToInventory({"Base.Metalbar", "Base.ScrapMetal"}, 0, 1)```
the two numbers are the end are the minimum and the maximum that the random number generator will choose
but i've added a check that makes it so that if the random number ends up being 0 then it wont give the player an item
so if you want the player to recieve a random item then you'll want the first number to be 1
but if you want them to possibly recieve no item then the first number should be 0
can't find those errors, will try to restart it once again,
but i have a question about your fn
for index, value in ipairs(items) do
table.insert(ProceduralDistributions.list[container].items, value);
end
end```
argument items and ipairs items is different from [].items right?
and the 2cnd argument is value?
yeah the argument "items" is just the list of items you put in
[].items is the actual list of items in the distribution file
insertTable(["GigamartBottles"], bb_Botles_1)
and i should call it like this right?
nah you'll wanna get rid of the [] around "GigamartBottles"
yeah that worked, items is spawning. ty a heap!
oh nice
my first successful lua code lmfao
xD
well it would be nice to also add if/else statement and throw an error it there is no such distribution
to prevent code from dying if there is mistake
but i am already glad it is working! ๐
yeah thats what i'm working on now lol
i keep getting an error when i test it but i dont know why
yeah that will help to find such distribution errors
and btw, if there will be if/else statement you can publicly add this fn to some distro optimisation
coz i see lots of mods just manually type each and every line
for example mods of theMadmanAndre and most of other ppl
with this it will be easier to find bugs and update distri
yeah
@weary matrix im having issues with your out the window mod
@fierce leaf not here, #mod_support
how do you think, will this work?
for index, value in ipairs(items) do
if not container then
return print('ERROR: procedure distributions not found!')
end
if not container then
return print('ERROR: cant add '..value..' to procedure '..container)
end
table.insert(ProceduralDistributions.list[container].items, value);
end
end```
i mean if statement
no that will check if the container name you just entered is nil i think
i just made something but i need to test it
oh sweet i dont get an error now
i dont know what i did but
heh
nevermind :(
error?
yeah i know
but then what if i add variable local data = ProceduralDistributions.list and then check if not data[container] then?
function AddRandomItemToInventory(items, rangeMin, rangeMax)
local result = math.random(rangeMin, rangeMax)
if result == 0 then return
player:getInventory():AddItem(items[result])
end
function DeconstructMotor_OnCreate(items, result, player)
AddRandomItemToInventory({"Base.EngineParts", "Base.ScrapMetal"}, 0, 1)
AddRandomItemToInventory({"Base.Metalbar", "Base.ScrapMetal"}, 0, 1)
player:getInventory():AddItem("Base.ScrapMetal=2")
player:getInventory():AddItem("Base.Screws=2")
end
@winter bolt when i try this then it simply says that it dont exist
i forgot to close a fucking if statement lmao
add a "end" after "if result == 0 then return"
function AddRandomItemToInventory(items, rangeMin, rangeMax)
local result = math.random(rangeMin, rangeMax)
if result == 0 then return
player:getInventory():AddItem(items[result])
end
end
like dat?
nah right after "return"
local result = math.random(rangeMin, rangeMax)
if result == 0 then return end
player:getInventory():AddItem(items[result])
end```
mind sharing fn if it is working?
and what about this one?```function insertTable(container, items)
local data = ProceduralDistributions.list
for index, value in ipairs(items) do
if not data then
return print('ERROR: procedure distributions not found!')
end
if not data[container] then
return print('ERROR: cant add '..value..' to procedure '..container)
end
table.insert(ProceduralDistributions.list[container].items, value);
end
end```
i added variable, now i should check if it is in dist list no?
edited it a bit.. will go to try
now it says my own function doesnt exist ,_,
tf
function DeconstructMotor_OnCreate(items, result, player)
AddRandomItemToInventory({"Base.EngineParts", "Base.ScrapMetal"}, 0, 1)
AddRandomItemToInventory({"Base.Metalbar", "Base.ScrapMetal"}, 0, 1)
player:getInventory():AddItem("Base.ScrapMetal=2")
player:getInventory():AddItem("Base.Screws=2")
end```
wait so whats wrong with it now?
it just says that my function doesnt exist
i think your last 2 lines might be breaking it?
no such function " DeconstructMotor_OnCreate"
ill remove them
no such function
i'm beginning to think my code isn't reliable
hey so i have to put my mod inside a folder call 'mod' then put this folder inside another folder with my mod name right?
but on this workshop page the modTemplate is inside another mod folder inside another ModTemplate folder :/
it should be Workshop -> ModName -> mod -> mod files ?
or like Workshop -> ModTemplate -> Content -> mod -> ModTemplate -> then my mod? this is super confusing why steam sucks so much ๐ฆ
this one
@glass rampart yeah i'm not smart enough to make this work lmfao
well it seams my piece of "artwork" is not working as well xD
hey sorry to bother, where is the list of all the item names?
@weary matrix sorry to ping you, and if you are not busy, would you mind helping us a bit with lua code... ?
@glass rampart sure
so we have a fn here and we want to add if/else statement but its a bit hard do so for ๐ฆ
for index, value in ipairs(items) do
table.insert(ProceduralDistributions.list[container].items, value);
end
end```
the point of fn is to receive obj with elements and well add them to distr
mine is erroring without the if statement lmao
i tried this sh*t but it does not work ```function insertTable(container, items)
local data = ProceduralDistributions.list
for index, value in ipairs(items) do
if not data then
return print('ERROR: procedure distributions not found!')
end
if not data[container] then
return print('ERROR: cant add '..value..' to procedure '..container)
end
table.insert(ProceduralDistributions.list[container].items, value);
end
end```
it would be nice to receive an error when there is no such distr path or no item like that and proceed to add another items with out breaking
and @winter bolt was the one who wrote loop
@glass rampart mmm does the code work but show no errors in console.txt?
I don;t see any else in there ๐
yes i just used to JS xD
well the one with "if" yes does not show any errors
i added incorrect path
but still it is no errors
@glass rampart I don't know much about distribution, is it a function that is called from a script .txt file?
lua
its a lua table
this is almost definitely not worth the time i'm spending trying to fix it lmao
function insertTable(container, items)
local data = ProceduralDistributions.list
for index, value in ipairs(items) do
if not data then
return print('ERROR: procedure distributions not found!')
end
if not data[container] then
return print('ERROR: cant add '..value..' to procedure '..container)
end
table.insert(ProceduralDistributions.list[container].items, value);
end
end
local bb_Botles_1 = {
"Base.HookedWaterBottleEmptyYellow",100, -- 1
"Base.HookedWaterBottleEmptyRed",100,
"Base.HookedWaterBottleEmptyPurple",100,
"Base.HookedWaterBottleEmptyOrange",100,
"Base.HookedWaterBottleEmptyGreen",100,
}
-- new distribution (b41.51+)
insertTable("GigamartBottles", bb_Botles_1) -- grocery shelves / gigamart shelves / generalstore
insertTable("GigamartPots", bb_Botles_01); -- housewarestore
insertTable("GigamartPo", bb_Botles_01); -- housewarestore
well it is some thing like this
last line should be incorrect
but items still spawning and no errors
the code you show looks fine and should print something to the console, but in some case, the prints won't happen. For example when you create a script item, if you add something like AcceptItemFunction = someLuaFunction then the prints won't go to console
and yes there is more arrays i just delete them to show general idea
@glass rampart the prints are just for you in case you forgot something right?
yeah
just to be easier to fix stuff
and find errors in case
i wanted them in log
@glass rampart so in that case try to replace print with error
for some reason when i use that exact same function it gives me a nil error
with error?
bruh
ah damn
it doesnt give me any idea what its calling thats nil
mmm maybe you could move the first check out of the function?
i dont have a check in mine
this is all i have and its giving me a nil error lol
the container name isnt wrong either
@glass rampart @winter bolt I mean for: ProceduralDistributions.list, you can check it from outside the function right?
yeah
adding stuff without the function works fine though
i'm just gonna shelve the function on my end i guess
it works for kayn but not for me for some reason lol
Is it the comma after the 5? Shouldn't that either not be there, or have something after it?
@glass rampart @winter bolt if the prints are not showed to console and error() is not defined, it probably means your code is run from a special context, not sure how to address this ๐ฆ
well yeah i gues
i tried with and without the comma but it didnt make a difference
hmm
@glass rampart and also you don't need to check it for each iteration of the loop, just once before entering the loop would be ok
but that's another issue ๐
hah
well i dont import require 'Items/SuburbsDistributions' require 'Items/ProceduralDistributions' im my lua
oh yeah sidenote does PZ let you use lua's math.random?
not sure if i need it?
or does it have its own random function
Anyone know how to remove the tote bag that does not have the 3d Model associated with it so it can NOT be placed on the ground? I am pretty sure I know which mod is doing it
@winter bolt don't know but you have ZombRand
Hey anyone got a clue as to where the generator logic is located?
probably here: zombie/iso/objects/IsoGenerator.java
Much appreciated!
Anyone know why my vehicle mod is skipping gears?
went from 1st to 5th, are the ratios off?
Anyway to make this file more comprehensible? I'm using Notepad++
You need to use an IDE to decompile the java code
What's an IDE?
google it
Fair enough
Java decompilers online: *JAD, *JDCore, *Procyon, *Fernflower, *CFR. โ A user interface to extract source code from .class and .jar โbinaryโ files.
@jovial summit https://github.com/quarantin/beautiful-java
this will allow you to decompile the game
should be way easier
@late hound have you tried it btw? I also rename symbols like var1 var2 etc with names based on the types
can someone please make a mod to replace the 2d log icon in the fireplace with the 3d version
even just a flat version of the 3d model would be better
any mod that makes guns less ear-rupturingly loud?
Anyone able to tell me what Log "EXITDEBUG: IngameState.exit 11" means when trying to start a local server with my mod? Better yet, know where I can find definitions for the exit codes?
ok so i manage to upload my mod on workshop and test it in-game, now each time i Update my mod on the workshop, people that already subscribed to my mod will have to sub again or each time i update my mod it update to everybody that is subed?
i hope it's going well!
i need to know that question i just posted
like when i update my mod on workshop, people who already subed it need to re-sub?
it would auto update for them
no resubbing
thats convinient
best to test first before uploading to workshop tho, its easier
oh man, modding this game is easier than minecraft and the sims 4 for sure, im loving it
it is!
lua was made by a brazilian like me
๐
looks like im going to have to make a 3rd discord server soon lmao
Let's say I want to add an item like Grass Cuttings how would I change the "Cut Grass" action to give the character grass cuttings?
how so? testing in-game after updating the workshop is so fast
you could just use your files normally if you never posted to workshop first
works both ways i guess
you mean like putting on the mod folder directlly? doesnt steam need to generate that number code folder first?
i did test like that before but inside another pre-existent mod folder lol
put it in C drive zomboid mods folder, works fine
ah i see
i guess, but testing after updating the workshop i can just hit 'continue' on my testing world
any way is fine
did you make your car on blender?
oh vehicle editor? its a model tool or code tool?
my mod is not a car mod thou, this first mod im doing will be a trade mod, to trade before uselss stuff like jewels for money then buy some stuff
i will also add support child-mods for lots of other mods
got suport for USCM armory and antique armory mods already
they will be expensive thou lol i dont want to make it much OP
helps with model scaling, etc
Maya!
You know what maybe modding isn't for me
harra you know how to open those .X files from armor/cloth models?
cars are .fbx i can import to blender but not sure about .x lol
@opal wind you have to convert them
there are online converters, but not 100% reliable
did you try? it convert to .fbx or what? thanks!
Can anyone help identify which mod this duffel bag in the 2d is? For the life of me I cant figure it out
Any clue how to remove snow from a square?
I think soul filcher, and maybe other people, hit dead ends with that?
@opal wind I managed to convert some item from X to FBX, maybe a screwdriver or something I'm not sure
@willow estuary you mean about removing snow?
Yeah, but who knows? Anything might be possible.
has to be, but I was surprised to see there's no snow tiles, even when looking with chunk debugger
@willow estuary in IsoCell I can see private class SnowGrid
doesn't look good indeed
and all IsoCell attributes related to snow are private too ๐ฆ
I guess only a JavaMod could do it ๐
@weary matrix If it's an overlay like trash, you can do this
object:getSquare():transmitRemoveItemFromSquare(object);
object:getSquare():getObjects():remove(object);
It's how they handle ashes and trash overlays, but I'm not positive. I've never made it to winter lol
But since most world items are considered objects, it's probably safe to assume the snow buildup would be one too
@agile coral any clue how can I inspect hashes for example?
and can I remove objects / tiles with debug mode?
so, I used to be able to get whole ass songs to play with the recipe sound thing
now it doesn't work at all
any ideas? :S
@agile coral first is hashes, second is snow
Well, it looks like you can filter for ashes by checking if the sprite's texture name starts with floors_burnt_01_
@agile coral yes probably, my problem is I want to remove snow, not ashes ๐
check out #mod_support
Hmm, can you check if rain puddles also set the diamondFloor flag?
That may be an easy way to check if it's snow, since nothing seems to explicitly mark it as such
@dark solar why?
person i was responding to deleted their message lol.
yo you guys are veterans could u possibly help me with something real quick?
its about saving my world correctly not losing any player built items and loot in need of workshop updates / fixes by removing map bin files and restarting my server to implement mod removing correctly
@fallen oxide #old_techsupport
ive done so but people arent responding to my query sorry dude
guess its maybe because of the time right now
@agile coral mm I have flag diamondFloor set even for wooden floor inside a house
@fallen oxide well here is about modding the game, your question has nothing to do with that ๐คทโโ๏ธ
modding as in creating mods
about this code, the first line is to transmit the data to server so that everyone can see the object has been removed?
@weary matrix Hmm, yeah I'm not finding a way to tell a snow-covered tile from any other tile. Might have to look through the java files
Hey how should Lua things be coded for multiplayer? I don't get it.
I believe so? It was with the ISClearAshes timed action
There are certain commands that send updates to the server, like object:transmitModData()
also you should not use getPlayer() ๐
Aye aye sir
I want to avoid spamming the bandwidth with commands that are networked also.
Maybe I will wait for multiplayer documentation of how it works.
or check other mods
:\
not sure if a docs for multiplayer will be created, you just need know about client-server concepts
I want to also know when data is sent to the server and when to the client though. Like instead of frequently updating moddata on a client, if each time that happens it's networked, I should update a lua table which is more infrequently used to change moddata to send it to the other players.
And which functions only happen on the client and need things to be done to make it happen on other clients.
@undone crag well in my Spear Traps mod I use getModData to store info in the trap about spikes etc, I don't have to do anything special for others to see the spikes
or maybe I'm wrong, not sure I actually checked from another player perspective, but no one complained about it so far so not sure
I don't want to experiment or read the Java to find out how it works though :d
@undone crag well I wouldn't get into modding pz then ๐
:|
Yeah, that's the state of PZ modding right now
I only have so much time to do things until I have to devote time to surviving the heat death of the universe.
I usually just search the files in the PZ /media/ folder for whatever thing I want to do to see how the dev team did it
Oh yeah that's a thought. The Lua may have been updated, and the base game Lua will be working with multiplayer. So I can see that.
In another game that working with lua, they use TriggerServerEvent and TriggerClientEvent for client/server, I don't even have a server but you could try pass variables back and forth with
//Client
triggerEvent("OnSomething", "Something")
//Server
Events.OnSomething.Add(function(text)
print(text)
end)
no idea if it works
@undone crag You could also check out Events.OnClientCommand and Events.OnServerCommand to log which events are fired while playing
:o
hi y'all, which mod is the door reinforcement mod?
@agile coral oh I made a mod to do this, but I still have to implements all the settings before publishing
it's usable though
by default I'm not showing the events that trigger too frequently but they can be enabled if needed
hello, are mods available for 41.61?
yea
I dont know if this goes here but theres a mod that isnt updated to the latest branch i was wondering what would it take for someone to maybe look at it and update the mod itself ?
Do you ever sleep xD
@mint sphinx no, what for? ๐
at the moment my days are like 36h then 12h sleep ๐
lua gods dont need sleep i guess
๐
can anyone help me check if any mods of mine are interfering with oven? base burned down 2X now because of invisible food that's in oven
@drifting ore Not the right place, see in #mod_support
Completely forgot I wrote to you ^^ damn I forgot how to mod in Lua xD
๐คฃ
The mods not yet updated to the MP build are only incompatible with the MP mode or with the build as a whole? Because I don't plan on playing MP, only SP.
I played SP on the MP build fine with vehicle mods and a weapon mod, worked fine
very dumb question but in which language is the code written ?
btw which language is useful for modding? im starting to learn coding in my free time^^
Depends on what they do exactly. Many are possibly broken in SP as well
PZ uses Java and Lua, most of your time will be spent with lua
Did britas weapon mack get an update yet
@late hound Hey, I saw few hours earlier that you updated the mod. I got a friend whoโs hosting a dedicated server with it having issues trying to force the server to update itself. Heโs tried the copy and paste method and it doesnโt seem to change anything.
@reef lichen This is the wrong channel for this, head to #mod_support
Ah right my bad
This is the wrong channel for this, head to #mod_support
uhuh
Anyone know what shader allows blood on a vehicle, my blood doesn't appear, only rust and damage
Someone could tell me how to manually put a mod into "another" version ? I have an issue on my server, telling me server and mod version are different... although it was updated the 14th of december ๐
@teal forum #mod_support
any1 knows which file controls TV channels and gaining skills/boredom reduction etc? is RADIO_SAVE file important?
or what do these values mean re radio?
DaysSinceStart = 7
LvObfuscation = false
93200,1,1,none,-1
98000,1,1,none,-1
101200,1,1,none,-1
89400,1,1,none,-1
200,1,1,none,-1
201,1,1,none,-1
203,1,1,none,-1
204,1,1,none,-1
205,1,1,none,-1
91200,1,1,none,-1
107600,1,1,none,-1
95000,1,1,none,-1
88800,1,1,GEN-816867,-1
Is that SoulFilchers's new mod? ๐ค
Anyone familiar with sounds in game, specifically emitters, know why the host would be able to hear looped sounds but the clients can not?
My dirty solution would just be to task a handler to repeat it
But I can imagine that'd cause issues
like in vanilla ?
i couldnt get the eris minimap to work. came here to see if theres something minimap that actually works. just for vanilla
how do i activate it
HIT M
nothing happens
Are you on the mp beta
You joke about Federal Agents outside your house, mine are actually outside and preparing to perform no-knock warrant. We are not the same
Oh shit, dead ass?
Jan was later shot dead 12 times in a shootout with US Marshals and ATF
(he's been stockpiling weapons with out permit)
Anyway
Agency to yet receive coverage
ATF
FBI
US Customs
DEA
USMS
Does the B41 mods work for B41 Multiplayer?
does anyone know a mod that lets you tie shirts/jackets around your waist?
Oh god oh fuck. Look ATF I no longer have any of those forced reset triggers. Thatโs silly. I lost them in a crazy boating accident.
What? No those online posts I made about how your agency should be dismantled was simply a joke.
Fair argument
however it so happens that we are already flooding funny tear gas that may or may not be flameable
Perhaps...
hide your dogs
Anyway
I like my suspects medium rare
yeets in flare
The Tear gas catches on fire, its February 93 all over again
You fool. Iโve laced my yard with these little doohickeys called โtoe poppersโ. Yes, they are indeed 7.62x51 rounds that may or may not go off if you step on them.
hm... was it always wearing bulletproof vest will make all funnypacks (including vanilla) to become invisible?
yeah it probably hides everything that goes in that slot to avoid clipping
well just did some testing, and no it does not, there is problems with certain few things at that, oh well and vanilla funnypacks as well
but it sort of strange, i think it was not like this before
hey gamers, does anyone knows anything about map in eerie country mod? i wish i had a map or be able to use those i can find on gas stations, but i cant use them, is this not yet a feature or im doing something wrong?
why are mods not working with multiplayer? when i try to host with mods it says "servers workshop item is different version" or something
Right, your thoughts on another town across the river from Riverside?
Both towns would be connected by a bridge
@ebon peak #mod_support
man, I'm really, really hoping mod authors don't start leaving in droves because of dumb folks not understanding how to update their server mods...
people are crapping on Hyzo again for his Firearms B41 update today. "ur update broke MP" no, no it did not
so frustrating.
Would it be wrong to ask for modders willing to help with our server?
anyone know if britas and the additional mods for it work with mp?
After taking a quick look into the files it seems the quality of crafted spears maxes out at only level 3 carpentry? Can anyone tell me if that is correct?
I'm sure many of them would appreciate being tipped for their time and effort if they did? (not in my case, mind you, I don't have the time etc)
This is something that I am genuinely concerned about.
In a way I'm hoping that more creators just start disabling comments on their workshop pages
is firearms b41 good?
would definitely pay. We host one of the most popular servers (dont want to advertise it here) and are looking for someone to help with creating a community center complete with a library, kitchen, lounge, pond and garden. Have many ideas for additional mods and want to minimize our mods by creating a server pack. (with consent of authors ofcourse.) Pm me if interested
Comments are very useful for players to find recent info about updates and such, but lately they're just turning into a "pitch" fest from folks who don't entirely know what they're doing (no offense to them of course, but it's very disheartening to see mod authors say things like "maybe it's best if I don't update for a while")
personally I really enjoy it! it feels more in line with the vanilla firearms than Brita's mod does
I like Brita's too, it's very well executed, but it's a bit too "much" for me if that makes sense
tbf its also very frustrating when you get things to work and the next day something updates and it all falls apart
It sucks up so much time, energy and enthusiasm from many people, and people can be so rude and misinformed. It's a shame that some people make a issue out when modders do that, when they do it for the sake of their own well being?
i wish there was a way to stop steam from auto updating mods
Does anyone know how the lights effect on cop car lightbar is created
How does the game know which part of the brush is suppose to light up
Is it hardcoded ?
I'm asking because i wonder is it possible script specific part of the brush/texture to light up when turning on els, allowing to create slicktop/unmarked cars
I understand that frustration, but the fault there lies with Steam, not with mod authors creating content
Hell yeah, now that's the spirit! Respect.
blame should be placed appropriately, and in a lot of cases it's being turned toward the content creator erroneously
I don't think there are as many mappers available as there are modders sadly
iirc the only way to stop steam from updating mods is making a non steam server, no?
you know if britas works with mp?
I don't, sorry ๐ฆ
it does
im using it on our server rn
@stiff scaffold It's easy enough to just copy files to the dedicated server and then unsubscribe from the mod
can you customise loot spawns with it?
i guess? i never bothered trying
For now, it is better to follow what the devs said in Thursdoid and go for longer breaks between larger updtes, than frequent small updates, if possible
i just left it at "extremely rare"
what about bullets do they kill other players?
Now, apparently it does when updated and set up properly, although I cannot personally confirm it, but there's many people that say as much.
if PVP is enabled, yes
i mean for britas
only conflict there is with brita's weapon pack/arsenal's gunfighter mod is the melee option
it uses the same key as the map key
which you can just
rebind lol
are the loot spawns broken?
no
they spawn accordingly
finding the ammo be like
anyhow
britas mod defo looks awesome
is theres a mod that enables emergency vehicles lightbar effects?
thanks
you never know
people assumed the same when it came to brita's weapons and armor mods
its dif for weapons
If someone could tell me I would be grateful
yeah but the update was a multiplayer update
yeah exactly
nothing weapon related was mentioned in the patch notes
like any changes in core mechanics
well you can shoot players with weapons
they might break or cause conflicts
like the map conflict
that'd cause conflict if you tried to shoot other players
brita's weapons didnt even work to begin with
gave errors whenever one tried to shoot
regardless of the target
it was weird but its fixed
mussy btw
so thats great
lol
wow, modding is.... quiet???
Things are slowly getting back to a nice, stable situation, as is normal when there's big changes that cause upheaval and confusion. Dawg bless all the people who have been helping with teh return to normalcy!
does this work
?
check the comments i have no clue
oh alr
anyone know any good clothing mods that add more overall clothing items?
that are lootable
this is typically a channel for modders btw
they discuss mods they're working on, and share progress and troubleshoot how to make mods. It's not really much of a #pz_b42_chat environment
was gonna say some people were complaining about mod discussion in #pz_b42_chat
not now but earlier
Yeah, it can suck up a lot of bandwidth, especially given current circumstances, although it is understandable.
probably #mod_support then
Honestly though, the people who work on mods here are going to, for the most part, ignore people asking "does anyone know if XXXX works" or "anyone know of any playable ukelele mods"? And also a lot of us have no idea? We don't use and check every mod on the workshop. Sometimes they might be a bit snappy about it, although that is also understandable, albeit people should be lovely.
i dont understand why some people hate mods
they add really good features, and some fix the vanilla game
would be cool to have a mod questions channel
it would honestly make it more difficult to troubleshoot imo
well you keep questions for the mod in questions, like what it includes and does it work and anything more technical in support
just an idea though
That would probably be the best venue for that all things considered? Especially "does XXXX" work. That absolutely belongs in that channel.
Does anyone know how the base voip works, the settings let you pick a minimum and maximum voip range but how does that translate in game. How is the minimum 10 blocks and the maximum 300 blocks with one voice setting? ๐ค
using britas weapon pack in multiplayer, how do you access mod options? i see it in build 41, but not the multiplayer beta
ask #mod_support, this channel is for modding the game ^^
ok thnks
i'm making one ๐
self plug
name?
i mean its not out so
Does the survivor mod still work that adds npcs
is there any mod that lets you make car parts stronger? Like reinforce them
Hi!
Does somebody knows which event could I use to run the code to change the profession cost after somebody dies in the MP and wants to create a new character?
The thing is that I change the cost of the professions using the OnGameBoot but if somebody dies and tries to create a new character the cost is vanilla again.
https://pzwiki.net/wiki/Modding:Lua_Events/OnCharacterDeath Maybe by this?
Towards the bottom of that file might be what you need?
https://github.com/FWolfe/ProfessionFramework/blob/master/media/lua/shared/2ProfessionFramework.lua
How do you know if you have mods installed correctly on your multiplayer server? I added the mods in using the mod option in the settings when creating the server.
short version:
OnGameBoot calls the vanilla functions BaseGameCharacterDetails.DoTraits and BaseGameCharacterDetails.DoProfessions which are used on the original setup, but the event isnt called during respawn, the functions are more directly called.
remove (from the event) and overwrite the original functions, then re-add to the event
@tame mulch @willow estuary will check that!! thank you!
@quasi geode sorry, didn't understand the latest part, you mean to remove the original functions? the thing is that I would like to not overwrite the vanilla functions because that would lead to overwriting whatever other modders added to an specific profession.
Let's say, Aiteron with Better Lockpicking adds a trait to Burglar, I just change the cost to Burglar but I do not overwrite it to keep compatible
You can hook to default function
sorry, my short explaination was for 'the bottom of that file' Blair directed too
Oooooh
better lockpicking uses the profession framework doesnt it?
Haven't checked the url yet, was first reading the comment haha
might just be easier to use the PF, since it handles the respawn stuff and compatibility between mods
Ping me later if there are still problems with it.
Thanks! will read the github Blair sent and study it a little bit!
If I don't get it I will ping you!! thank you a lot
#mod_support plz ^^
my bad
no problem
heyah, anyone know how to add louisville to a MP server as a spawn option?
People have been being so dang polite about this new mod_support channel business and guiding people to the correct channels, it's really nice. ๐
Pat_Bren would be proud of all of you!
Question:
I'm looking for a way to visually look at the current "Room Definitions" for the latest build of project zomboid. Does anyone know a good way to get a visual view of these? Can I use WorldEd?
Does PamboS's Zombie Loot work on MP? We tried and it seems not to tick any of the percentages...
Hello. Is it possible to combine all eris minimap plugins into one mod? Would it work pls?
#mapping is the best place, check the pinned posts or someone there will have document with them.
It's a new channel, so people don't know about it, but #mod_support is where you can go to get help with stuff like that. ๐
Ty!
The map editors don't include a list. media\lua\server\Items\Distributions.lua has what you need, in notepad++ you can do View>Fold All, then unfold that first distribution table to get a nicely viewable list of RoomDefs.
How does the new distribution work
can anyone help, the Tsar's Common Library mod doesn't work
