#mod_development
1 messages ยท Page 499 of 1
reinstalling the mod does not help
Hey all, toying with the idea of making a mod that adds custom CDs/VHS tapes, potentially ones that give skill xp. Problem is, I've no clue where to start.
Tried looking around for mods that do something similar, that i can get inspiration from, but can't find any. What's my first steps?
How easy would it be to make a mod that changes the intro music for the credits of when you begin a game, to this
https://www.youtube.com/watch?v=pVZ2NShfCE8
Terminator 2: Judgement Day Theme
Brad Fiedel, 1991
I don't know who Airbourne is.
All I know is this certainly isn't Raise The Flag (Live At Wacken 2011).
And Airbourne is getting a bitta bank off the fine work of Brad Fidel.
All rights to their respective owners.
Monetised by WMG on behalf of RoadRunner Records.
Who knows how server works with zombie loot tables? In single my mod works fine, but for hosting I have to increase values to make it work
last time I tried, very easy
just make a script and refer the intro song to the name to your music file
๐คฃ If I ever get round to actually dabbling in this, I think this will most definitely be my first project XD
would be a good easy project
Good to know
Tbh just wanna drop it in a MP server for a friend who loves the shit out of this film
HMU if you need help with it when you do come around to it
Oh brilliant thanks will do!
Excuse me, do mods still work on multiplayer beta branch?
some do, people are experimenting
Didnt this get outdated since b41.60?
An updated, distributions-working version of Alfrety's Additional Sodas is planned for launch today
Every single thing is finally shifted over to the procedural lists of new
Uploading '.:^)
I've been toiling over getting the world models to work, but I
am taking a page out of Indiestone's book by not letting something relatively minor hold back the release of something much more important.
Guys, How can I fix the mods problems in B41 Multiplayer version?
The mods don't work in multiplayer
All mods or specific ones
True Actions like
Do they not load onto the server
All mods in general
Yes
I've sent to my friend to put in the folder to, so it's dind't work to.
Did you make sure to fill out both lines and the IDs. Give me sometime I'll get up from my bed and onto the PC to help you out
No, I don't know how can I do that. Ok, Thanks bro
Now each server have two different lines within the config file which I assume you have on you
which has to be filled out
these lines look a bit like this
Mods=tsarslib;TMC_TrueActions;ATA_Bus;autotsartrailers;ATA_Jeep;Armored Doors and Windows;TMC_ZuperCart
WorkshopItems=2290690369;2392709985;2636100523;2282429356;2487022075;2592358528;2478768005
You will have to find two things
the Steam ID
When can I find this file?
Do u mean, Steam server?
No the actual id of the link to the steam mod
As an example each mod have a link
have you pay attention this link has a number to it
2392709985
Oh
I'm not sure if it works the same then but I only deal with dedicated servers I can atleast explain to you how that works.
but at the bottom of every workshop normally depending on the mod developer
these things will show
yeah
If the issue you're having with mods is the old fashioned "Workshop item version is different than the server's", that's an easy one
Ive been having this problem on one server.. I cant seem to get on becasue it says the workshop item version is different than the servers. However i always see other people on the server so im starting to think the problem is on my end. I decided to unsubscribe from all the mods I had installed so when I try to join it will make me redownload a...
EnigmaGrey and EricDz have supplied a solution to that problem that has worked for me every time.
Namely, delete everything they tell you to delete and then verify the integrity of your game files afte re-starting steam.
@lethal sparrowHello again I need to bully you a little bit more
you got some spare time?
https://tenor.com/view/gorilla-hand-it-over-give-it-to-me-hand-gesture-give-me-money-gif-8068920
Monkey says hand it over
None of the delete/copy solutions worked for me when attempting mods, but simply restarting steam did work
Yeah, I've got time
Oh, it's out, it's done.
oh darn. The true actions modder disabled comments.
...
I can't blame him, I imagine the suggestions would be endless
hand over the link
Thanks brooooooo
What does it taste like
now make a sodastream mod
Corn syrup, mostly. The nineties were a wild time where health codes were reduced to mere suggestions.
"Tastes like all the pop!"
Does it burn zombies if I force them to drink it?
as in force it down their throats.
No, you would only waste an incredible delight of soda
I prefer my ballz
Soda has to be weaponized
I become weapon
I've been working with modeling and animation for a company for some time, if you need a modeler or animator I can help. My Instagram:
https://www.instagram.com/lorenzosilvacosta/
If you want something fascinating to happen, you'll just have to wait for the release of Alfrety's Fictional Sodas, including Nuka Cola and Juggernog.
Now that's what I'm talking about
I will not charge for this, I do it for pleasure.
what about Alfrety's Madness Wagon
๐
When will that release.
Can you pack them into satisfying 6packs or 12pack boxes?
12 pack boxes, yes.
delicious
Long time. It hasn't even left the prototyping stage. I've gotten as far as realzing it's beyond my pay-grade to add a new moodlet to measure the player's radioactivity.
only downside of packs is that the drop rates can make them a bit silly in some mods
There's a guy working on custom moodlets isn't there Alfrety? Maybe a collab?
Granted you could probably depict the symptoms of radiation sickness with the pre-existing "pain" "uncomfortably hot" and "discomfort" but it's just not the same as seeing the symbol.
That guy has been working on some moodlet mods
I haven't used them, but I browse recent mods all the time
I don't think any of those are actually custom moodlets, FYI. It changes the way the moodlets affect you, it doesn't appear to actually add any custom ones.
well, you already know more than me. I was just aware there was someone who had played with the moodlets
I think 2 people are working on them at the moment. Dislaik and Aiteron.
#mod_development message
Can any good mod knowledged people answer my questions?;
Do "Long term survival mod" work on MP
Do"Hydrocraft" or farming fixed version work on MP
Do Gear, calf sheathe, rifle sling and advanced gear work on MP, chest rig and backpack attachments too
And lastly do Paw low loot, Swatpack and Spray mod work on MP?
If someone managed or tried it can answer i'd be happy
At this point you should be able to find the answers to that either in the mod description or in the comments of the mods
Figured out why my spawns for my mod were not working:
IndieStone changed the procedual distributions Spawn "GarageMechanic" to
"GarageMechanics"
Anyway to make a % of spawned zombies sprinters in MP?
Use #mod_support for those kinds of questions, unless you're asking about how to make a mod that does that. Customizable Zombies on the workshop allows that but I believe it's broken currently for multiplayer. Also sprinters in general are disabled I believe due to desync issues with them in the current build
Regarding the future of mods for multiplayer.
Will all mods that work on multiplayer be moved to the multiplayer section in the workshop or are we going to have to switch between sections to find mods for multiplayer.
Just wondering like some mods work for multiplayer but they aren't in the multiplayer section.
So I am just wondering how these sections will work to make it simpler.
copy and paste into #mod_support plz ^^
Does anyone think they could help me out, Iโm trying to make a fairly simple, but also quite niche mod.
I use speech to text to talk in multiplayer and it works great (apart from a few typos on occasion)
But it allows me to easily multitask in some situations.
Problem is that using the keyboard to move or clicking with the mouse cancels the text box.
Found out the controller still functions while the chat is open.
My idea is to create a mod that uses a virtual keyboard for typing so I can still use the keyboard. The end result would be allowing me to play the game as normal and still be able to speak.
I know this is a niche mod but hopefully someone can point me in the right direction on here.
Thank you if you can help!
Hey if you need help lmk
Alternatively does anyone know of any modding community that might be able to help me with my problem?
any recommended multiplayer mods that are up to date?
#mod_support for that kind of question.
what vehicle mods are people running for their servers? not sure which ones are working
hi, is this the right channel for posting work in progress mod / questions?
you should ask in #mod_support instead
Yep, it's the right channel
ive been trying my luck with retextures and adding more variants to existing cars, but im not sure if im using the right base, some vehicles have lights and some use the random color selection
im not sure if the game still tries to give the vehicle a color and if this would be a problem
ive followed the simple tutorial of overwritting a texture on the forums, but my question is which part in the code tells the game to use a random color on the vehicle or simply use a texture
im using vehicle_pickupvan as a base and replaced it with my spiffo pickup retexture
shader = vehicle,
There are a variety of configurations that can be found in this folder C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\shaders
I don't think it's a problem for the game, but there is a "correct" way to do it, so I don't see the point in leaving it that way. If I'm not mistaken the color of the key is related to the vehicle's color, that would be the only "problem"
Its unnoticeable ingame but i think its still "trying" to give it a color below my texture, just have to see if overlays work
thank you
You can be sure it's trying to paint under the textures. Probably "vehicle_norandom_multiuv" is the right shadow for you, but I recommend testing
module Base
{
model Vehicles_PickUpVan
{
mesh = vehicles/Vehicles_PickUpVan,
shader = vehicle_multiuv,
invertX = FALSE,
scale = 0.01,
}
model Vehicles_PickUpVan_NoRandom
{
mesh = vehicles/Vehicles_PickUpVan,
shader = vehicle_norandom_multiuv,
invertX = FALSE,
scale = 0.01,
}
vehicle PickUpVanSpiffoDon
{
template! = PickUpVan,
model
{
file = Vehicles_PickUpVan,
scale = 1.8200,
offset = 0.0000 0.3022 0.0000,
}
skin
{
texture = Vehicles/vehicle_pickup_don_spiffo_shell,
}
This is my current bit of code, im assuming some of it is obsolete
i can probably get rif of the model bits and use norandom multiuv correct?
The devs made a mess with this code
I don't think it's a good example for someone learning
ive moved from dayz modding to pz, im not experienced just have alot of questions:P
The model Vehicles_PickUpVan_NoRandom is it right one for what you want to do
so Vehicles_PickUpVan_NoRandom goes here file =
model
{
file = Vehicles_PickUpVan,
scale = 1.8200,
offset = 0.0000 0.3022 0.0000,
}
instead of just Vehicles_PickUpVan
If you want you can call me in private and I'll help you with that.
its alright, i'll go through some trial and error, you already helped me a lot
vehicle PickUpVanLights
{
template! = PickUpVanLights,
model
{
file = Vehicles_PickUpVanLights_NoRandom,
scale = 1.8200,
offset = 0.0000 0.3022 0.0000,
}
the lights variant does the same, am i missing something?
The mess I said before is just that, the devs "preloaded" two variations of the vehicle, one with the "common shader" and the other with the "non-random shader", but they only coded for the "common shader". So this part of the "non-random shader" is unusable
The "light" variant is another complete script.
As the light variation uses texture as color (uses police skin) it then uses the correct shader which would be "non-random" one
it's pretty simple if you stop to think
did you ever find out the solution to this?
The blood thing? Nope
Thats the main thing that prevents me from finishing the mod lol
Yeah its frustrating
I'm on vacations now so I'll keep trying soon
Glad im not the only one though lol
But it's really annoying
And I can't figure out what I'm doing wrong lmao
Like I have the same as everybody else
But it just doesn't wanna work
If you find out let me know hahaha
will do!
anyone have a link to an up to date ID list for the current multiplayer patch?
I could use some scripting advice here. media\lua\client\ISUI\Maps\ISMapDefinitions.lua is like a two-part script. Top half has map creation functions and whatnot, bottom half starts with this line, then goes about defining metadata for each lootable map item.
LootMaps = {}
LootMaps.Init = {}
function LootMaps.callLua(functionName, mapUI, arg1, arg2, arg3, arg4)
...
LootMaps.Init.MarchRidgeMap = function(mapUI)
--defining map metadata here```
How would we insert custom map mods into LootMaps? Assuming that's what we want to do.
@grizzled grove try:
LootMaps.Init.YourCustomMap = function(mapUI)
-- your code here
end
YourCustomMap has to match what you define in your map scripts
thanks! i'm actually working through someone else, and that was my assumption too. They said they had to include the LootMaps.callLua function otherwise the vanilla maps would break.
I have good news, i got it working, firstly you need to use vehicle_multiuv shader, then make sure your model has two UV sets from the 3d software you exported from, then it works fine
No idea why it would require 2 UV sets lol, every other program just works fine with one or generates another by itself
I'd assume that one set has a different layout for the damage masks?
nope
same layout
which is why im baffled
@grizzled grove I helped AuthenticPeach to fix his mod, I'm pretty sure we did not include LootMaps.callLua
@grizzled grove check the new release for Authentic Z, the answer should be there
@grizzled grove Here are some working examples.
called upon by my map script:
item PZAZ_HitList
{
DisplayCategory = Cartography,
Weight = 0.05,
Type = Map,
DisplayName = Zombie Hit-list #1,
Map = PZAZ_hitlist1,
Icon = PZAZ_hitlist,
WorldStaticModel = Hit-list1Map,
}
Key tag is "Map = "
you rock, thanks!
do note my Bounds/resolution mapAPI:setBoundsInSquares(10540, 9240, 12990, 10480) which I found by trial and error to neatly fit my image
and the ", 1.0" at the end is the opacity of the image with 0 being fully transparent.
makes sense
are the bounds numbers in tiles i wonder? I don't quite get why the large offsets
my picture resolution is 2475 x 1280 and and I crop a small amount of the edges with this tool
hello, sorry if this has already been asked but is there currently a silencer mod working for mp?
to lazy to look through the chats, how do you get mods to work on multiplayer? i want to set up a server for my friends and im not sure if i need to mess with files or i just have to enable them when setting up the server
you just activate them like normal and set up the server, the players joining will be prompted to download the mods from the workshop
Good to know ๐ , I'm planning to play with a friend soon!
To finish this off, the bounds are set up in an X1,Y1,X2,Y2 fashion
damn, in my spear traps mod, I add info to the graves modData and draw tiles on them, but if I move away and come back it seems all the modData and tiles are gone. Any clue what I could be doing wrong?
Yo, question for y'all
I tried to call transmitModData() for each grave but same thing ๐ฆ
if I check with Chunk Debugger I can see everything is gone
Did anyone has some modlist or mod recommendations for a MP B41 server? Our crew is pretty new to Zomboid modding so we want to try some things out in our next playthrough
We want to keep it in "vanilla+ vibes" but maybe with some things like West Point extension or Fort
there's a good collection on the pz workshop by the user "firegarden", should be the first to show up
server friendly that is
It's compatible with current Zomboid B41MP? 
yes
Coolio, gonna check it out. Quick question though - how to add that collection to the server? 
Can you recommend some guide how to do that? 
Looking for a way to allow for certain keys to work with chat window active.
I.E. instead of (pressing w with chat window types the letter) the character will move instead.
Basically want to disable some inputs from being registered into a chat field
@timid saffron so what if you need to type w in the chat window? ๐
petition to have someone mod in stalker clothing
I have a plan for that ๐
But I need to essentially have chat ignore 90% of inputs on the keyboard
@timid saffron any clue if it's done un Lua or Java?
Yeahโฆ hard to say for me. I was hoping someone here had some experience modifying the chat in some way
Iโm thinking I can do something with the lua event : OnChatWindowInit
looks like the input is not done from Lua
Thanks for telling me, bummer ๐ฆ
๐
gotta love wasting an hour because you screwed up your folder structure ๐
Nice! I'll try it soon, thanks for the research
Hey just out of curiosity how did you check this?
Does anyone know if Brita's weapon mod works on multiplayer servers?
ask #mod_support usually get better response for those questions there
My bad
@timid saffron just checked in media/lua search for OnChatWindowInit and read the code
For the 'how to spawn items on zombie corpses' pinned message, where is "Outfit_Police" coming from? I'm not finding it in any .xml, .lua, or .txt files in the zomboid directory.
#mod_development message
5262 x 1377 runs fine too
hey guys any idea if there's a mod that made zombies more like the zombies from the of the dead films/use weapons??? sorry
not super sure but my guess is that the Police part is just the name of the outfit in clothing.xml and Outfit_ is just a prefix you add to the name of the outfit you want to use in this context
like if you wanted to use the Biker outfit from clothing.xml you'd use Outfit_Biker
You are correct! Good guess, thank you!
It looks like 'ZombiesZoneDefnition.lua' contains the outfits as well, and that's a bit easier to read than the xml files.
yeah the way you have to create outfits feels way too complicated
It's like a 5 step process, tying references together. Not that hard after your first one or two. Especially easy when you annotate as you go.
yeah its just kind of strange that you have to use the guids instead of items
thanks man for response!
I'm looking to start modding in PZ are there any good tutorials or examples for UI things?
Yeah this is why i didnt make zombies in scrap armor yet. I made armor pieces for each limb. its like 16 guids for the armor and then another 5 for the outfit ๐ฅฒ
I have a little example if you wants
local ISTestitolol = ISPanel:derive("ISTestitolol")
function ISTestitolol:initialise()
self:initialise();
end
function ISTestitolol:prerender()
local tex = getTexture("media/ui/Testito.png")
local butWid = tex:getWidthOrig() + 20 * 2
--self:drawRect(100 - butWid, 0, butWid, 50, 1, 0, 0, 0)
--self:drawRectBorder(100 - butWid, 0, butWid, 50, 1, 1, 1, 1)
self:drawTexture(tex, 100 + 20, (50 - tex:getHeight()) / 2, 1, 1, 1, 1)
end
function ISTestitolol:close()
self:setVisible(false);
self:removeFromUIManager();
end
ISTestitolol.new = function(self, x, y, width, height)
local o = {};
o = ISPanel.new(self, x, y, width, height);
setmetatable(o, self);
self.__index = self;
o.variableColor={r=0.9, g=0.55, b=0.1, a=1};
o.borderColor = {r=1, g=1, b=1, a=1};
o.backgroundColor = {r=0, g=0, b=0, a=0};
o.buttonBorderColor = {r=0.7, g=0.7, b=0.7, a=0.5};
o.zOffsetSmallFont = 25;
o.moveWithMouse = false;
return o;
end
local UITest = ISTestitolol:new(20, 20, 500, 500)
UITest:addToUIManager()
Can I make a recipe that uses a rotten version of an item?
@astral geode should be possible with Lua, not sure about just using scripts
Hi all. I just found this spot and I'm hoping someone can help.
I have a fully functional single player mod that will reload a character saved via player:save and reposition them using player:set
The save files are generated and loaded properly on the server, but it does not produce the same result as on single player.
Just curious if I missed a client refresh or something else that would solve for this.
Yeah I got an idea how to do it with lua. Just would have been easier with a script. Oh well hehe
@sonic atlas how to you manage the loading of a saved game from Lua??? ๐
I see how to perform a save but couldn't find a way to write back the backup to the save folder
not the game, just the player itself.
ah ok
I'll have the singleplayer version released tonight. Just really wanted to solve for server side first.
I have it set to be on-demand with a button. function sits inside of shared lua
mmm
@sonic atlas how do you ensure that between the time you start the save and the time it's done, the world has not changed?
the save is only the character which takes like a millisecond.
again, when running non-server, it loads the character fine. It just doesn't seem to update the character when run on server
even though server log confirms the load
mm weird
LOG : General , 1639793198128> 129,802,338> Saving GTXGaming.admin LOG : General , 1639793198128> 129,802,338> *Hours: 22.816512797068754 LOG : General , 1639793198128> 129,802,339> * X: 8196.982421875 LOG : General , 1639793198129> 129,802,339> * Y: 11588.5966796875 LOG : General , 1639793198129> 129,802,339> * Z: 0 LOG : General , 1639793198132> 129,802,342> GTXGaming.admin Saved LOG : General , 1639793198132> 129,802,343> GTXGaming.admin Loaded
I can only assume the character on the server side is correct. Just the client hasn't received the update
@astral geode If you set 'DaysFresh = 0' in your item script for the food it will spawn rotten, but that would require a new item of course.
@sonic atlas sounds possible indeed
@weary matrix I'm going through all the possible update functions to see if anything works
@sonic atlas not sure if it will help, but for example IsoObject has a method transmitUpdatedSpriteToClients, maybe you can find something similar for players?
Problem is when something is rotten it gets a debuff added to happiness and boredom that I don't want so I basically want to replace it with the right item. Even when ReplaceOnRotten is used those debuffs stay on the new item.
Ahh, shoot. I was just wondering about ReplaceOnRotten
But I guess I could play around with adding items and see what happens.
Would be a simpler solution to making a custom context menu item and action
Probably, yeah.
But, eventually I'd probably want to go down the lua path anyways. Trying to add a brewing expansion to my alcoholic mod lol
Definitely! You get so much more control over the recipes/requirements/etc
hello! How does one have your script pull the fatigue value?
I am trying to have sleeping reduce fatigue faster than normally, as in more in less time
player:getStats():getFatigue() or setFatigue(value)
so what's the proper way to kill a zombie? I just do zombie:Kill(nill), works fine in SP, but in MP it looks like the zombie is not really dead, and then it just disappears after 5-10 seconds
I'm having some similar issues. I believe the MP server still has some work to be done on updating the client or at least providing better options for mods to force updates
@sonic atlas taking about killing zombies?
just talking about updates being sent back to the client when mods make artificial changes
right
in my case someone made a video of it: https://www.youtube.com/watch?v=QlPf22vszTg
it starts after 2min or something
How do I enable mods on the server i'm Running? I just want Britas armor/weapon and a vehicle mod.
@sweet plaza #mod_support
anyone know of a permanent winter / blizzard mod?
trying to set a dedicated server up with perm winter
@stone coral #mod_support
yes, infinite weather, and select ceaseless snow
Geez, having the error "Workshop item version is different" but it's wrong, all the files are identical:
https://theindiestone.com/forums/index.php?/topic/43581-4164multiplayer-wrong-detection-of-different-mod-version-between-client-and-server/
Hello, I think there is an issue with release 41.64 regarding the comparison of mod files on client and server side. After release 41.64 I'm getting the infamous error: Workshop item version is different than the server's The workshop ID provided in the error is 2640351732 (See screenshot attache...
haha, I'm able to make some fire! Pyromaniac mod ongoing I guess ๐
what should be the name, Pyromania, Pyromaniac, Pyromaniacs, or something else? ๐
alright, done! ๐
you just need a lighter or matches, some literature, and you can set fire to anything ๐
oh man that was my quickest mod I guess ๐
also I guess the poster shouldn't be too hard
Does anyone know of a mod that uses ModOptions to insert into proceduraldistributions?
Whats that under
idk if anyone cares, but i wrote a script to automatically scrape the modid and workshop id for workshop links
The "Chargen Locker", for roleplay and hardcore servers.
Records a characters appearance, profession and traits at character generation, and reapplies them at respawn
it even works for multiple mod ids
With the new update, does anyone know of a way to make the game automatically start in a different month?
@radiant pasture I made a script to download all mods! ๐
nope, just scraping steam directly
except for the actual download I use an external website
with mine, you provide a list of urls or a steam collection link, then it iterates through, lets you choose if there is more than one modid found, then puts it into an ini compatible string
nice! ๐
Hello, what map mods would you guys recommend that are compatible with the new map addictions?
This mod doesnt work for multiplayer
guys are any of the firearm mods updated? i know britas is broken currently
how do you post code blocks like the ones above?
I'm working on a MP mod and wondering how to get the object ID of another player. I can get the object ID of my own character but not sure how it would work for another player. Current working code looks like this:
local playerObj = getSpecificPlayer(player)
I would like this to be more dynamic where player can be myself or another player.
anyone know how Super-immune works in the More Traits mod?
and also how do server owners overcome the issue with Mod Options allowing users to change their own mod_options.ini ingame?
I have just seen a comment that supposedly says an individual users mod_options can sometimes override the servers mod_options
I've been using an excel spreadsheet... Your a life saver
glad ive been of help lol
Nice mod, I always felt uncomfortable about not being able to set things on fire even though I had a lighter in my hand
hehe same, that's how I got the idea ๐
@storm leaf please ask in #mod_support , here it's for people who develop mods
oh sry boys
Usually you get the player instance from a Lua event
like onPlayerUpdate for instance, but there are different events that gives you the player involved
in my case, im looking to get it from a right click context menu on the target player
mmm
have you tried to iterate square:getObjects()?
oh
I'm being silly
@crimson spindle Events.OnFillWorldObjectContextMenu is giving you the playerId as parameter
like this:
function onFillWorldObjectContextMenu(playerId, context, worldobjects, test)
local player = getSpecificPlayer(playerId)
mmm not sure if that would be the player you clicked on though
ill have to try it out
@crimson spindle worst case you should be able to find the player by iterating the square objects, look in the top left corner under "Objects On Square"
for _, obj in ipairs(worldobjects) do
if instanceof(obj, 'IsoPlayer') then
-- your code
end
end```
not sure if you can have two player on same square
im still new to lua and ive seen for _, before is that the syntax for a foreach loop?
you could replace _ with any valid identifier, I just use it when I don't need the index in the loop
gotcha
good news it looks like the onFillWorldObjectContextMenu will work perfectly
๐
Where can I get the source for all professions & traits ?
is it possible to create an object with a unique value assigned to it? For example, a piece of paper with unique text in it?
what are the most stable mods rn for servers?
#mod_support is where you want to go with that question. This channel is for the development of PZ mods
@crimson spindle what do you mean?
Where are the values for the non-skill traits located? stuff like speed-demon
@gleaming valve check here maybe: lua/shared/NPCs/MainCreationMethods.lua
not sure that's what you're looking for though
specifically the things that are not skillpoints
for example
TraitFactory.addTrait("Axeman", getText("UI_trait_axeman"), 0, getText("UI_trait_axemandesc"), true);
doesn't really expose the value
@weary matrix I want to create an item with a saved value on it, preferably a value that is hidden from the players, which can be used later in another function.
just not sure if that is even possible to do
@crimson spindle player:getModData()?
I already have the function to get the value I want, just not sure if its possible to tie that value to an object, would that function do that?
yes
any class inheriting from IsoObject have it
you'll also have to call obj:transmitModData() after setting your value if you want it to work for MP
got it thanks
@crimson spindle only thing, you cannot store Java objects/instances in there
just Lua types, int, boolean, table etc
yep its just a double value so it should be fine
get some sleep ๐ thanks for the help
Thank you sorry for the late appreciation
Anyone know of a working permanent winter / blizzard mod for B41 multiplayer or how I could go about making one? really wanna do a run with permanent winter with some friends but cant find a working mod
@stone coral Does cryogenic winter not work for multiplayer?
sorry but how can I open this console or see what are these errors?
C:\Users\****\Zomboid\console.txt
thanks
Idk I tested in and nothing happened. Theres comments saying it doesnt work as well
I mean the title of the mod literally says "Cryogenic Winter +Easy/Hard Modes (currently broken in .60 multiplayer)"
Oh haha didnt know
Any other mod or only that one?
guys i want to change professions point cost and the traits point cost to rebalance traits
how do i do that for my server?
i know i gotta mod it, but what file do i change
I'm not on the PC right now but download a traits mod and see what file they changed for it
heh, @rich current I'm doing the exact same rn
easy way is to use the profession framework
Is it possible to edit a vehicle model to say add objects to it?
whats the difference about the .txt type models and the .fbx? Is there a reason or are they just outdated?
Which ones are the most up to date?
txt files no longer work properly for vehicles, or at least I couldn't make them work properly in my tests
you can add/remove parts in 2 major ways, attaching separate models, or having separate meshes in the vehicle file that are hidden/shown
so im assuming the fbx files are the current ones being used?
is there any way to know what mods are using this file ?
ERROR: Mod , 1639853776774> 273,547,132> ZomboidFileSystem.loadModTileDefPropertyStrings> tiledef fileNumber 1200 used by more than one mod
vehicles are .fbx
hey everyone.
@runic mountain Ask in #mod_support, they know better. This channel is for developing mods
Ah ok
Thanks
I'm trying to show some text when a player equips a helmet/hat/etc ("Hat" body location). Am I best off using the 'OnClothingUpdated' event? It seems to be called a lot more frequently than I'd hoped as it is called any time a players clothing is updated with blood or dirt as well, but the actual clothing item is never provided so it is difficult to filter results.
Is there anyone that knows how to fix this mod to work on B41 multiplayer? https://steamcommunity.com/sharedfiles/filedetails/?id=2086715842
Using mighty admin powers, you can affect the weather yourself
You don't need that mod to do it
I have a great idea for a mod, it's a request from one of my players.
Would it be possible to have a typing indicator? Like if a player was typing, maybe three dots would appear above their head
Cool idea
Any way of getting the world objects properties OnLoadGridsquare?
---@param _square IsoGridSquare
local function onLoadGridsquare( _square )
local objects = _square:getWorldObjects();
for i=0, objects:size()-1 do
---@type IsoObject
local isoObject = objects:get(i);
if isoObject then
print(isoObject:getSpriteName());
end
end
end
Events.LoadGridsquare.Add(onLoadGridsquare);
for me anything return nil
props = isoObject:getSprite():getProperties()
And for an example, vanilla uses the 'props' to get the 'Wash' context menu name (sink, fancy toilet, etc)
if props:Is("CustomName") then --This is copied from the vanilla 'Wash' context menu code
local name = props:Val("CustomName")
if props:Is("GroupName") then
name = props:Val("GroupName") .. " " .. name
end
return Translator.getMoveableDisplayName(name)
end
@brittle jewel just tried that
---@param _square IsoGridSquare
local function onLoadGridsquare( _square )
local objects = _square:getWorldObjects();
for i=0, objects:size()-1 do
---@type IsoObject
local isoObject = objects:get(i);
local props = isoObject:getSprite():getProperties();
if props then
print(props:Val("CustomName"));
end
end
end
Events.LoadGridsquare.Add(onLoadGridsquare);
it does find some IsoObjects but still everything is nil
something weird with LoadGridsquare
What i want to do is to edit vanilla objects when they are first loaded.
So im expecting to intercept it in Loadgridsquare and do my changes.
Otherwise it seem that all i can do it edit the object when the player first click on it (which is not the best since there is a visual change)
Sorry, I'm not really sure. I took that code from vanilla and it works for my uses, which is just the name shown under the right click context menu.
I dont see a way to set permanent snow / winter with admin powers
admin panel, weather panel, set temperature, set precipitation etc
Is that permanent?
no you can change it
it lasts for as long as you leave it
I'm currently running an eternal winter server
are there any co-ordinate mods working on MP?
most on Workshop seem pretty old
nevermind, POS seems to be working on my test server
Is there a way to add a backpack to the zombie loot table and have it displayed on it?
@brittle jewel got it working it seem i was not getting the proper objects
i was doing getWorldObjects
Ahh, glad to hear!
๐
Nice
sent duplicate of ambo by mistake
are there established constants for the game location and the files located in the user folder?
hello!
I hope you all are doing well
I came here because I have a question... I cannot find a way to add items on dead zombies that doesn't duplicate :/
this is the current code I have for that
local function zombieDead(zombie)
zombie:getInventory():AddItem("ProjectChi.baseChi")
end
Events.OnZombieDead.Add(zombieDead);
I've tried using getPlayer(); and getPlayer:addItem(); and also doesn't work
I can see 1 item and each player can see 1
OnZombieDead is a iteration?
i have no idea, I came to that function comparing different mods
What's happen when you add print("something") inside zombieDead and you kill a zombie?
never tried to do that
I guess I'll try
but if anyone knwos how to add an item on a dead zombie that doesn't duplicate I would be really grateful if it could be shared
OnZombieDead probably only passes the zombie itself as a parameter, getPlayer().... uhhh works for SP but not MP hwo it's done there?
I hav eno idea honestly, I cna barely understand what I'm doing and I reached a dead end on this. It's not that bad tho but kinda irks me not being able to do it properly
I've looked other mods and IDK what I'm missing
Yeah, for MP you need use getOnlinePlayers() <- returns ArrayList<IsoPlayer>
You said you want to add the item in the zombie's inventory, didn't that wotk? Why do you need to getPlayer anyway?
Yes, that works but the item I add is there for each player separately
I can take one, then other player can take the same item from the same body
sometiems if 2 or mroe players look at the same corpse, the item starts to duplicate the same time as players are looking into the corpse
ohhhh, right. Is this item something you want in every zombie or is there a condition?
every zombie for now
the getPlayer() got "Inherited" due my noob knowledge while looking for examples on mods I knew they were adding stuff
in the end I've removed it and nothing changed, so I thought I was making a mistake
that would add only one item per zombie without duplication?
zombie:addItemToSpawnAtDeath(item) <--- try this before th zombie dies
before a zombie dies it doesn't really have an inventory, unless it is a reanimated player, so you use this instead
I see
is isAsleep still functioning?
no, that's just what it is, it returns a list of all connected players, but now I understand your situation better with what you just said, you have that code on client side right?
probably
server, I had it on client and was also duplicated, so I thought it should be on server side
hmmmm but how server/client handle zombies changes. That's something worth experimenting on.... maybe try shared folder just to see what happens?
yersterday I thought I could try on shared but I thought it was used for translations mainly
so I gave up and came here today begging for help
Attempting to alter sleep so that it lowers fatigue much faster. My end goal is to bring sleeping back into MP without lining up every player, instead making the player wait 1 - 5 minutes IRL for their char to sleep. This is for RP
ok, last question, when you get the item from deadbody, does the item appear again or just appear one time for all players?
one time for all players
If I'm alone works as I want, the moment I'm playing with someone else starts to duplicate when they look into the dead body
unsure what this error means
I thought I could add some sort of conditional to avoid the duplication
an if or something
but maybe I'm using the wrong function too, since I don't know what I'm doing besides jumping into conclusions using the functions names
player is null
How exactly do you test your mods in debug mode? When I select the mod to load it seems to load the last uploaded version instead of the one I created
unsubscribe
I understand yet do not know how to correct. I assume I have to have my script assign the current player as player ???
duhhh thanks lol
yeah, like local player = getPlayer()
Yeah, you can do that, I would like make a code for you, but I not have time for now
is there a debug print cmd?
well, I would be very grateful if you did honestly, I'll try with soulficher code later and I'll see if that solves it or if I need to keep looking into it, thank you
how do you tell what value is being set for a variable in the debugger?
im still new to this so if there is a guide or video on how to use the debugger id appreciate it
You can double-click a file from the list on the right to display it, then double-click a line to set a breakpoint that it will stop at and load the debugger with the current local variables
The variable names and values will be in the box in the top-left corner. Some windows only open when you actually hit an error or a breakpoint, so you'll usually only have 2-3 windows open when you're first opening the debug menu
Anyone know what happened to the no zombie hair mod? It looks like its been removed/privated
Is there an action that forces the player out of the sleep screen? I assume there is one for the night terrors
Better yet, is there a document that shows PZ specific lua actions? Not just the events
It's very likely been mentioned prior but can't find it after several minutes of searching for keywords.
For doing easy coop via Steam hosting are mods for B41 as easy as selecting them and that's it?
i.e. Choosing "Mod A" and "Mod B" and adding them to the mod list. Is there anywhere I need to put MODIDs or is the ModID only for dedicated servers through hosts?
is this error gonna be problematic later on? atm it seems like it doesnt affect the game much
ERROR: General , 1639875791643> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: Object tried to call nil in OnTick```
Does anything stop me from copying the current vanilla double door craft/object and just adding o.canBeLockedByPadlock = true; to make it lockable? im just starting to skim through how these work and wondered why i cant lock a double door
Wanting to see how much work would be required to make a double door lockable, especially now with the B41 MP release, realistically, being able to lock those doors would be done with a padlock and shouldnt be too hard to lock, but the game doesnt allow it
hi. want to write some mod for custom item respawn system but cant find any function or script that standing after it in lua of the PZ. Can someone give me some "direction" for this? or better just write it from zero and disable default item respawn on server at all?
I am getting an error that my preview.png must be 256x256, but it is
@civic galleon can you upload the image somewhere?
whatever
mmm
its not what you think. It's full night sleep in 1 or 2 hours so Fatigue can be a MP thing again
but yea
it keeps giving me an error
@civic galleon have you restarted the game?
@civic galleon if you move your mod folder from Workshop to your desktop for example what happens, steam don't see your mod anymore?
for dedicated servers do mods load by the order they are, in the server.ini?
@civic galleon I just discussed this mod idea yesterday cause it's suck about no sleep in MP, so I definitely want to help you ๐
@civic galleon can you upload a zip of your mod so I can try to load it my workshop folder?
@blissful meteor server output should tell you
like Loading mod <mod name>
Probably yes, dont ship mods that trigger errors. Do you have a handler for OnTick event in your mod?
@civic galleon what was the culprit?
well, for some reason I had a copy of the mod in the programfiles root, not users
and was editing that one instead of the proper location
yea feeling pretty dumb
BUT, very excited to test it out on the dedi Im running in a few mins
that's what I was thinking when I asked you to move it somewhere else ๐
@civic galleon let us know if it works ok! You should get many subscribers pretty fast
hey has anyone here had issues with mods working in mp
none will work for me at all like not a single one, my friend as well
@dapper glade this channel is about creating mods, please ask your question in #mod_support
Which gun mod works with the new update? Britas and Arsenal do not show the item image or equipped in game
@craggy isle #mod_support
Ah ty, didnt see that
how does one make a call to delete a file? everything I've seen is focused simply on reading/editing. Other LUA's use something like os.remove(path)
oh I wouldnt know whats a handler, not really that mod savy (was just adding/removing a couple of mods, sometimes the console straight up tells you which mod is messing up, but other times I get this error and I dont know which of the last 5 mods added is responsible)
For anyone interested, Just tested it and Sleep With Friends is working. Now we can sleep for a minute or two real time and recover fatigue, instead of having to have the whole server go to bed.
Is there a mod to not fall through fucking ceilings
I asked about it before, it is an issue with the slanted roof tiles
not really a fix for it ive seen unless every building has flat roofs or you build platforms under it all
The roofing I was walking on wasn't even slanted
And I tried to build a floor on it and fell to my death
What building?
Rosewood Fire Department
The whole roof?
โ ๏ธ
That should be fixed
Not sure why it is like that but 
Anyone know of a mod that exists to increase radio distance? So if you have a two way it could reach way further than vanilla range? If not, is that something that can be achieved with modding?
you should ask #mod_support for the first question
this chat is for the modding process
Ah apologies, thanks
any clue where I could find out how to add mod settings for MP?
Btw is it possble to change the text of things via translation txt files?
@terse matrix you mean like adding a new custom language?
yes,
That could work, not sure how to add a custom language though
@iron salmon Hi, I would like to use the global function getGameClient() from LuaManager, but from what I see the GameClient class is not exposed, so I'm getting an error like this when I try call methods on the GameClient instance:
Exception thrown java.lang.RuntimeException: attempted index: sendZombieDeath of non-table: zombie.network.GameClient@35496c21
should I open a bug report?
Nah i'm just trying to change the "These are the end times, There was no hope of survival, This is how you died" lines to "These are the new times, There was hope of survival, this is how you lived" Cause i'm sick of pZ negtivey
Are there any mods that decrease construction/deconstruction times for multiplayer to compensate for the lack of fast forward in MP?
hey guys im doing my mod here but i need a texture from the vanilla game i cant find it; i need the Texture of the mesh = WorldItems/Clothing/Bob_Shirt_Ground
the texture of the long sleeve shirt when its on the ground
aparently its one of those .pack files, but i unpack them all with this tool i found and i could not find this texture
i would really apreciate if someone post here or DM message me that text, thanks!
Apologies if this is the wrong channel for this.
Is there a working faster reading mod for the multiplayer beta?
Is there a tutorial on how to install multiplayer mods on dedicated servers? And a list of working mods?
Do players need to install the mod as well?
Afaik there's a multiplier in your server settings for that
sorry but does anyone know the id names of these 2 items? cant find them on the website
Hi there, finally after some months I've decided to upload my mod, it's not perfect I but for my first vehicle I think it's decent enough ๐
https://steamcommunity.com/sharedfiles/filedetails/?id=2687038187
Has anyone mod custom horns?
I'm pretty sure I need to set it up in some text file as well as the animations, but I can't find anything
Or probably the devs migrated everything to java
CarvingFork and Spatula
hey thanks man, noticed they were in the newitems file (also, I told you this long ago but your mods are amazing, currently trying the banshee one)
You should ask in #mod_support , here is for people who need help creating mods
Oh okay
Hi guys i'm looking to make a medical oriented mod. Anyone have an example mod that creates a new injury or illness that I could watch?
I will Pay someone to create a mod for our server. Need to add an option under safehouse menu to make the safehouse public to everyone.
While keeping it indestructible from other players
hi everyone, is there any Lua event like OnUnequipPrimary exists? thanks๐
OnEquipPrimary probably and check if 2ยบ parameter is nil
Hi everyone, I'm pretty new to lua. How can I add a variable to player? To use it like this: player.my_variable = True then if player.my_variable then.
local player = getPlayer()
player:getModData().my_variable = "Test"
print(player:getModData().my_variable) -- Returns: Test
getModData() is a table
Thx!
Hello everyone, I was working on a weapons mod of mine and I'm having quite an issue. I've made my own model (I actually mixed two vanilla ones and added some stuff into them for this particular one) and as far as I know, it should work fine. I've proceeded with the simple scripting part and from what I understood it should work fine, but whenever I try to equip the weapon in-game the following error constantly happens and the game freezes/crashes.
From what I understand, it simply does not find the model for some reasons. Is there any kind of step I've missed? Any kind of particular steps I should follow during the model creation?
Thank you.
PS. The model is in .X and its inside the appropriate folder in models_X; same thing with texture, in the appropriate folder under textures.
ERROR: General , 1639934289233> ModelManager.newInstance> Model is null. ERROR: General , 1639934289283> ExceptionLogger.logException> Exception thrown java.lang.NullPointerException: Cannot assign field "parent" because "<local7>" is null at ModelManager.newStaticInstance line:1837. ERROR: General , 1639934289283> DebugLogStream.printException> Stack trace: java.lang.NullPointerException: Cannot assign field "parent" because "<local7>" is null at zombie.core.skinnedmodel.ModelManager.newStaticInstance(ModelManager.java:1837) at zombie.core.skinnedmodel.ModelManager.addStatic(ModelManager.java:1801) at zombie.core.skinnedmodel.ModelManager.addStaticForcedTex(ModelManager.java:1886) at zombie.core.skinnedmodel.ModelManager.addStatic(ModelManager.java:1851) at zombie.core.skinnedmodel.ModelManager.addEquippedModelInstance(ModelManager.java:1094) at zombie.core.skinnedmodel.ModelManager.DoCharacterModelEquipped(ModelManager.java:1015) at zombie.core.skinnedmodel.ModelManager.ResetCharacterEquippedHands(ModelManager.java:881) at zombie.core.skinnedmodel.ModelManager.update(ModelManager.java:1293) at zombie.gameStates.IngameState.updateInternal(IngameState.java:1747) at zombie.gameStates.IngameState.update(IngameState.java:1367) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) at zombie.GameWindow.logic(GameWindow.java:290) 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)
PS2: The texture is not 128x128; in fact, it's 256x128. Though I do not believe it should be an issue as some vanilla models also use different resolutions, though I'm not sure. Thank you again.
why no use fbx format? currently X format is outdated, you will have to go through a lot of headaches if you follow that direction
Can I? I've noticed all vanilla models use .X, that's why. If I can use .FBX, that'd be great.
Oh, of course, there are some guides on steam, tutorial on youtube, etc.
Oh that's great. I can avoid going though the hassle of online conversion and can directly export from blender then.
What gives the sledgehammer the ability to destroy stuff? Looking at the items_weapons.txt doesn't reveal any variable that sets it there, where should I look for this?
on the source files
Is there any amputation mod or someone or someone who tried to do it?
thx๐
Anyone know if it would be possible through modding to make sprinters only spawn in certain part of the map?
how do you mod the servers can someone explain me
It is not an item variable, the menu option for destroying stuff checks if the player has the item
I dont know if this is the best place to ask this. But I was wondering if someone could give a me a brief overview of the logs folder?
I saw in Bug Reports a request to include logs files, but looking at the folder I was wondering whether there was specific logs I should include or the whole thing?
Ie would it be easier to delete all the logs, start a new game and replicate the bug, then send over the logs generated by that new playthrough?
pretty easy to replicate, assumed already been spotted but couldnt find any post about it.
Single player: my mod works. Hosting with mod: server doesn't launch. I'm using the same file structure as the mod template shows, and all the content follows what I see in other workshop mods. Anyone know where I might be going wrong or where I can look for answers? (Been around the block a few times on the forums and youtube looking for solutions)
I just pushed an update for my mod, and some users are complaining that they are unable to start their MP server.
The mod-version isn't compatible with game-version.
I really need to get around to updating the spawn submod lol
Busy running a server lately
We need some blacked out drip
"workshop item version is different than the servers" every time i start a server with a mod that has been updated recently just hits me with this and refuses to start
what should i do?
and check the pins
i tried there they kinda ignored me
Just reading the pins was enough for me to fix that problem
whats the pin?
which pin?
its literaly the very first pin. on the top
this one is good too #mod_support message
?
Good evening all! I just have a quick question, is it possible for a recipe to yield two results (or at least one main and produce a second item alongside as I see it)?
Oh I may I found what I am searching for. From what I see from the wooden logs stack code, you can call a function on performing the recipe using OnCreate.
In that exemple the following function:
-- give back the rope used
function Recipe.OnCreate.SplitLogStack(items, result, player)
player:getInventory():AddItem("Base.Rope");
player:getInventory():AddItem("Base.Rope");
end
Is called in the OnCreate: of the Unstack recipe
I hopped I could do that without lua to keep things simple but I think I can't avoid it ๐ค
Afternoon peeps! Just wanted to see if anyone would have an idea on how someone with minimal modding expertise could go about making something that would allow for custom spawn locations around the map?
Wanting to make something that would allow me and my group of friend to spawn in more locations around the map. (Dixie, Rural Town, Louis, etc)
If spawnpoints would have to be manually made, I don't mind doing that, but if there's a method of automation for that, awesome. Thanks for any advice/help in advance!
i used the same function
you can dig trough my mod to see how it works
you deleted the file right?
i cant
every time i delete it it comes back
idk if im stupid or if thats supposed to happen
Hey all sorry if this is getting spammy, last one for a while- I've put up some mods in the past week but on launching a server, they all log "onItemNotDownloaded itemID=(idNumber) result=15" followed by a "Fail" message. Anyone know what I'm missing or what I could look at? Thanks for any direction or insight you might offer!
How does infection, health and bleeding work? From what I understand every part of the body has health, the body also has general health. Each part of the body has a level of infection, each part of the body can bleed. But how exactly does the infection increase? When the game considers us dead from a health point of view? And how did we manage the amount of blood we have left? Health = blood?
I have so many question if I want to make this mod
Also, what is the poison level ?
you talking about zombie infection right? because there is also the regular bacterial infections you can get without interact with zombies
Scratch =5% chance of ded. Laceration =25% chance of ded. Bite =100% chance of ded
@opal wind The both, I want to make a amputee mod. So zombie infection dans regular. What regulat infection do btw ?
@warped night To get the zombie infection ?
If the wounds come from a zombie yes
regular infection can also kill, but its rare, you need to clean with alcool and such
i got my feet infected the other day from cutting
Ok, how do i tell the difference in the api? .bodydomage.isInfected gives zombie infection or normal?
Thx already for yours answers
Hey all, not sure if this is the place. But is someone able to make a mode or if the right people see, impliment it into the normal game.. But "mod profile" as some people on my server are having a solo play with more mods and cant I.Q their way around unloading mods.
Just so from the mod screen we can switch profiles of mods without having to make a seperate checklist just to make sure you dont miss anything ๐
is it possible to make a mod that does this one thing: replaces the current building alarm sound with the old one from before the sound update (aka this one) https://youtu.be/eq31pUv8uQY
#project zomboid #sound effect #shorts
im very partial towards this one, fits the game a lot better than current generic
I made a new mod that was terminating the server on launch for some reason. Setting it's visibility to public has fixed this. Anyone had this problem before or know if it's a standard issue?
(workshop visibility that is)
yeah i had it the other day and it was pretty annoying
guys is it possible to mod generator range or is it hardcoded?
the mod either has to be public or you can just give the mod file to your friends and use the file instead of the workshop version
Got it glad it's not just me, thanks
it took me way too long to figure out the problem lmao
Same, been at it all week ๐๐ญ
if it's possible to do a mod like I described, I'd p much instantly start working on it lol, I miss the old alarm sound so much
questioning here first cus well, new sound update on pz, dont know if it's moddable or not yet
I don't get the instant bout of dread and panic with the current alarm sound like I do with the old one ๐
its moddable but im not sure where exactly the alarm sound is kept
you might have to dig through a lot of sounds
ifyou google "fmod bank tool" you'll be able to find a tool that can extract and rebuild the sound containers with the files in them
theyre in the media/sound/banks folder i think
Hey guys, delving into the files now to get to modding. Anyone know where I can find the lua for options displayed when right clicking a fire axe ? (Eg)
ah lit, will experiment with it, thanks
you'll need to make sure that the files you replace have the same quality and length im pretty sure
ye I assumed as such, will keep in mind
anyone know if/how we can call the vanilla helicopter event?
@stray yacht try this global function: testHelicopter()
and probably this one to end the event I guess? endHelicopter()
Great thanks I'll give it a shot
They both work like a charm, thanks @weary matrix !
try #mod_support instead plz ^^
i need to like put the desc for the server settings but that can wait til later
Wanted to take a break from KESP so i made this...
San Francisco Police Department 1994 Crown Vic
with updated rear and added grill
nice dude!
Where is console.txt?
C:\Users[your user name]\Zomboid
theres a backslash after Users but discord is mean to me
Thx I was looking in the game folder
I released a new "Water Dispenser" mod that is very simple, vanilla like, no code overwrite etc
Should be much better than that old CocoLiquidOverhaul but minus the fuel features.
https://steamcommunity.com/sharedfiles/filedetails/?id=2687798127
Anjy mods that work on MP that allow you to change the skin of a vehicle? I tried Bikinitools but it wouldn't keep the skin I set.
ty
ey is this the right space to ask for help with lua stuff? if not can anyone recommend somewhere i might have luck with that?
as in pz lua stuff not just general lua stuff
its the right place
cool thank u, does anyone know of a decent way to remove one of a specific item from the player's inventory? i've seen that the create spear recipe can do so with a "sharped stone" but copying the code doesn't work with other items
hi everyone, is it possible to modify vanilla item without having to recreate new ones by copy&pasting? thx๐
local inventory = player:getInventory()
local item = inventory:FindAndReturnโ("FULLTYPEITEM HERE")
inventory:DoRemoveItem(item)
thank you very much, i'll give that a shot
It all depends on what you want to modify, you can through lua, but some things may not be possible
just want to change stuff in media/scripts like Item AssaultRifle2 (vanilla m14) Weight from 4 to 2 things like that
Oh yeah, I made a script for someone who asked the same, search in this channel my old messages and you will find it
ok thx๐
hey frens, im new to project zomboid and modding, i tried to make a mod list but it seems to be broken? whenever i equip an item to my hotbar like "put on belt left" and i equip it, instead of swinging it my character just pushes. the weapon works fine if i click "equip primary". no matter what weapon it is this happens. is this a problem with certain mod conflicts?
heres my mod list
Hey so I've been playing with the superb survivors mod and they're really buggy
Like everutime a raider npc or zombie shows up they just bug out and can't fight back
So all my survivors can get wiped out by a single zombie and also raiders don't pose a single threat because they can't fight me or zombies
nvm guys i found it, i think it was one of my melee weapon mods. mustve been out dated
Updated Javadoc for pz 41.65
https://quarantin.github.io/zomboid-javadoc/41.65/
omg just thought of something cool, imagine if there was a mod for gambling your canned goods or items in poker or something for MP
where are server saves for save editor?
Hey guys, any pointers to the Code which displays options when you right click items ?
I will Pay someone to create a mod for our server. Need to add a checkbox under safehouse menu to make the safehouse public to everyone. This link may help. Send me a pm if you're up for it
https://projectzomboid.com/modding/zombie/iso/areas/SafeHouse.html
1 ETH
0.1 BTC would also be acceptable
recipe Deconstruct Car Battery
{
CarBattery1=100/CarBattery2=100/CarBattery3=100,
keep MetalWorkbench,
NoBrokenItems : false,
Result : MetalParts=5,
Time : 200.0,
Sound : ScrapStuff,
OnGiveXP : Give10MWXP,
Category : Scrapping,
AnimNode : Disassemble,
Prop1 : Screwdriver,
Prop2 : Source=1,
CanBeDoneFromFloor : TRUE,
NeedToBeLearn: True,
}```
does this work or do i need to do something different?
I want to make it use 100 charges of any car battery
or how do i make it remove the whole batteries
@quasi geode I'm using the professionFramework, but it seems that both the 'clothing' and 'item' keys don't work for me, any ideas?
nvm i found out that i can use "destroy"
the workshop versions are highly out of date from the github version (with the clothing key). github has a pile of extra features, some of which arent fully tested thus cant be considered stable in any way. the items key should work fine, but i havent had time to confirm everything is still working as intended
that could be the cause, I'll download the github version and test again
Is there a way to make part of a player's body disappear, like an arm or a hand?
I think its possible
maybe you could make a clothing item that has weird overlays and makes the arm not render
a clothing item without textures i think
sorry still waking up here lol...use inventory or square not items
had to double check..there isnt a items key XD
That was my idea but I rly don't know how to do, it' my first PZ mod
theres many guides i thinnk
yeah I realized that as you were typing it @quasi geode
Seems to work as I hoped now, thanks a lot :)
Mmmmm error 404 for the tutorial about cloths on pinned post
But there is one on the modeling channel
Hello hello! I am looking for a way to change the texture used for vanilla items based on a condition. This could granular selection of textures in textures pack or selection between X number of sprites for a weapon / change appearance depending on condition. Anyone has done something similiar of some leads for me?
@regal violet yes, but this is the mod development channel
My bad
Hello, it possible to make combat log for a server ?
for example if you started PVP a player can quit the game but the character will stay bc of combat log or something like that
yo any1 knows what content.txt is for, why is it missing?
Is it possible to make a limb amputation system ?
How do I scale down a model?
I'm trying this ```c
model SpearKap
{
mesh = weapons/2handed/SpearKap,
attachment world
{
offset = 0.0000 0.1500 0.1500,
rotate = 0.0000 -90.0000 0.0000,
scale = 0.05 0.05 0.05,
}
}
But it doesn't recognize the scale, do I have to fix the .fbx itself?
What is the difference between placing mods in the Steam Workshop vs Mods in the server settings?
Craft Helper 41 only worked if I put it in the Steam Workshop section
if a workshop mod has double options you select them in mods section workshop section is for downloading the mod and updating it if not mistaken gday!
Are there any mods anyone knows of that lets you set the % of sprinter zombies for servers? Would love to have mainly Fast Shamblers but then the odd sprinter to keep players on their toes.
How would I go about making a mod that makes certain food items like anything with meat "tainted" and gives you the zombie infection ?
Customizable zombies did that, but it's not up to 41.60+ due to code changes
Damn. Surprised it's not a standard feature, meant to be a sandbox game but can't choose things like that.
you can do the random option for zombie speed, but that's a even split
okay so i'm assuming i need to ask this here
i'm trying to set up a server for me to play with friends with
i have a variety of mods, among them brita's weapon and armor pack
and i got this error when trying to launch the server
i'm hoping someone here knows about this?
i'll just sub in another mod for brita's weapons but if someone CAN tell me about this, please do
hi guys does lua-http work with zomboid ?
negative, ask #mod_support instead ^^
oh alright
@sand dagger I doubt it
You should see with @drifting ore who's working on this
@pine rampart You sir are a saint: https://steamcommunity.com/sharedfiles/filedetails/?id=2612639612
๐ thank you
@abstract raptor This also affect vegetable?
You must confuse with someone else, I don't do that
no
If you want you can make your own version that does
@drifting ore aren't you working on a limb amputation system?
@abstract raptor no I don't want it, but I guess I just misread your description on steam, I read "all fresh food" instead of "all fresh meat"
@abstract raptor so if you eat meat you got a 100% chance of becoming infected?
Yep
@abstract raptor why not making it a bit random? That would spice things up a bit
pretty cool mod aza
It's for my next server lore
I could make a sub mod that adds a random chance
But for now this is what I needed
@abstract raptor not a new mod, just add a settings (100% by default) for the chance of getting infected
finally the theory that spiffo caused it gains some credibility
that would be cool cause as of now you simply won't eat any meat, but with a random chance, if desperate enough you could still try to eat some
@abstract raptor what do you think?
I think I'll check it later?
right now I got another mod I'm cooking up
I mean
how could I set it up so that it either makes you sick like a 30% chance, and then a 70% chance of infectng you
Yes but nothing planned for the multi for the moment, I will already try to make it work in solo
@drifting ore sorry guess I replied to the wrong line, but he was asking about whether it's possible to make a limb amputation system
Limb Amputation?! I would love that!!
this was the one
Ok, so yes it's what i'm working on
But for the moment it's just a project
@drifting ore well not to pressure you but I guess everyone is waiting for a limb amputation system ๐
@drifting ore I assume this is for the purpose of avoiding infection from a bitten limb?
Hahaha me too, that why I do it ๐
@abstract raptor I'd have to check how you infect the player, do you have your code somewhere online like github or something?
One of the Arma 3 developers commented on your mod
Exactly, I'm not going to spoil too much but I have everything on paper and some cool ideas
function InfectedMeat()
getPlayer():getBodyDamage():setInfected(true);
end
really?
I suppose there are other reasons why a limb may end up amputated willingly or not
@drifting ore with that said, maybe a cauterization function would be a good idea too lol
For the moment no but I take idea
@drifting ore agreed with @amber fossil , would be nice to have cauterization
Planned, with several operations. Like the one where you cauterize with an oven, which leaves a permanent pain
Well I don't think it would be entirely impossible to conceive a particularly beefy zombie taking a bite big enough to rip a hand or arm off. Maybe not cleanly, like a partial amputation injury lol but sufficiently ripped nonetheless.
OOOO I think thats a really good idea. I'm not a modder myself nor do I understand completely how PZ is modded so I'm not entirely sure how in-depth a system like that can be.
Why not but me I see the zombies of the game as very weak. They can barely bite and scratch you but with the infection and the number it gets dangerous. I can't imagine them tearing off an arm
I agree with that.
I think I'm letting zombie cinema get the better of my thinking lol.
@abstract raptor something like this should do it:
function infectedMeat()
local playerDamage = getPlayer():getBodyDamage()
if ZombRand(0, 100) <= 30 then
bodyDamage:setFoodSicknessLevelโ(50)
end
if ZombRand(0, 100) <= 70 then
bodyDamage:setInfected(true);
end
end```
@abstract raptor why a submod?
@abstract raptor you could add a sandbox option that defaults to 100%
well just ask then ๐
Anyone know of a mod that allows you to refill lighters?
Check in pinned messages, there is an example
๐ฌ
@echo leaf this is a question for #mod_support
Maybe if people set zombies to strong in sandbox settings
I miss Simple Logistics ๐ฆ
great mod, it's definitely more tedious going back to the old school method of disassembling everything metallic I see in order to get metal sheets. no more finding pallets of metal sheets or pallets of logs anymore
if anyone happens to still be in touch with Bejasc (mod author of Simple Logistics, among others), let them know they still have some fans out there haha
Maybe at the end, for the moment nothing is done. I will start by doing the code to remove an arm
I might include that into my mod
What exactly did simple logistics do? make boxes of metal sheets?
How would asking about whether or not a mod exists fall under the umbrella of the support channel?
it was pretty straightforward really. I think it was only four new item types with some new recipes - pallet of metal sheets, pallet of planks, pallet of logs, and (craftable) empty pallet.
oh i might make it a seperate mod then
maybe ill add more ways. not just pallets
Something like ZTrolley's combined with pallets so you can set up large pallets of items and then use the pallet mover to pick them up and move them around would be neat for base organziation.
yeah that requires alot of coding knowledge
i cant write code so
I believe the recipes were: 12 metal sheets + 1 empty pallet + 2 ropes = pallet of metal sheets (reduced weight compared to individuals), 4 piles of logs (using the default 4 logs + 4 ropes recipe) + 2 ropes + empty pallet = pallet of logs. and like 20 planks + 2 rope + pallet = pallet of planks
something like that.
Heh for sure.
lol thats literaly the one from hydrocraft
this channel is dedicated to developing mods, anything else related to mod should either go to #mod_support or eventually #old_techsupport
yeah, I'm pretty confident you're right there... but I don't really like HC's bloat
my version will have 3d models
too many extra features, this logistics mod just did that one specific thing well
nice!
Channel topic is literally just "Modding PZ"
where are you getting that from
I will watch your mod profile with great interest ๐
hi guys, are there any mods to resize the map for a dedicated server?
@echo leaf ask any regular in there they will tell you the same
honestly one of the things I liked best about the mod was the fact that these pallets of materials would also spawn in the world, so you'd come across a couple pallets of logs in the lumberyard and whatnot
@echo leaf also I was the one to ask Nasko to have this channel dedicated to mod development and that's why he created #mod_support
swear mod support was for figuring out issues with mods
K well write it down somewhere then bub
Where people will see it
Rather than redirecting everyone to different channels
I can't change the topic
yo AMKA go ask in pz_chat, bet someone in there will help you
bruh
bruh
Channel topic "Modding PZ"
ask question about modding pz
is told to go elsewhere
mmk
why are you so stubborn, plz just respect the channel and its purpose. we cant change the channel topic
#mod_support is for end users to get support with mods
I'm respecting the channel topic
Not a bunch of white named bois tellin me where to go
Sorry
you are being incredibly stubborn
bro just take the loss. your inflated ego wont be dented too much
oooo looks like ur a prick, good luck on your findings
I aint trying to go MAKE the mod if it already EXISTS
But I'm fuckin stubborn lmao my god
weird hill to die on my friend, let it go
^
Projection at its finest.
bro who is this guy lmao.
keep telling yourself that
Sorry to interrupt, but does anyone have tips for checking if you're near a campfire in a crafting recipe?
lol
Apparently this aint the channel for it
yea you come in, told this is the wrong channel and then spit your dummy out
Wrong channel
no its the right one
can someone ping a mod or something to get this guy out of here lol
you could
mr guy has full blown tantrum over nothing
^ doesnt have kids lmao
^ is a kid lmao
^channeljusticewarrior
what
Just block him and move on
Already did.
good one
So lemme get this straight. Gotta go to a different channel to ask if a mod exists before I'm allowed to come here to ask for help with creating said mod.
๐
Can't keep arguing with ppl who's fucked in the head, we have time for other things
@left plank sorry to bother but could you do something about AMKA? he's being very disruptive because someone told him to take his question to #mod_support
whaddup
unlucky
I'm just asking if a mod exists before I start creating it and am just being told to go elsewhere...?
AMKA throwing a tantrum
@echo leaf you're the only one here behaving like an idiot, please stop
you legit never said you were makiing something
Which is apparently a tantrum lmao
I legit did, scroll up.
Given the context of the channel the implication should have been there anyways, no?
you mean that
Reason: you are being toxic, at least admit it. I read up in the chat.
AMKA This channel is not for asking if mods exist. And Modding has nothing to do with that
So just blanket telling people to fuck off to different channels aint toxic ๐
#mod_development is a different channel than #pz_b42_chat and the others, it's strictly for modders who discuss what they're making
Which is what I was doing.
"this is the wrong channel for that" = fuck off
Asking if something exists before I go spend the time to make it again seems like a pretty obvious part of the workflow.
I don't think anyone here would say that, I know most of the people here are chill
ah actually

@lost slate thanks ๐
peace on earth
don't come in here talking to people like that, and if you do it again you're gone.
There was a mod that had some code in it which checked for a nearby specifc furniture item
I think it was "armored doors and windows"
