#mod_development

1 messages ยท Page 499 of 1

radiant ginkgo
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Reinstall mod, apparently you have an old version

granite shell
abstract wave
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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?

exotic ember
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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.

โ–ถ Play video
minor snow
#

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

late hound
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just make a script and refer the intro song to the name to your music file

exotic ember
#

๐Ÿคฃ If I ever get round to actually dabbling in this, I think this will most definitely be my first project XD

late hound
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would be a good easy project

exotic ember
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Good to know

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Tbh just wanna drop it in a MP server for a friend who loves the shit out of this film

late hound
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HMU if you need help with it when you do come around to it

exotic ember
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Oh brilliant thanks will do!

frail prairie
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Excuse me, do mods still work on multiplayer beta branch?

exotic ember
hollow shadow
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Didnt this get outdated since b41.60?

lethal sparrow
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An updated, distributions-working version of Alfrety's Additional Sodas is planned for launch today

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Every single thing is finally shifted over to the procedural lists of new

lethal sparrow
#

Uploading '.:^)

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I've been toiling over getting the world models to work, but I

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am taking a page out of Indiestone's book by not letting something relatively minor hold back the release of something much more important.

stable hare
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Guys, How can I fix the mods problems in B41 Multiplayer version?

gritty remnant
#

What problem

stable hare
#

The mods don't work in multiplayer

gritty remnant
#

All mods or specific ones

stable hare
#

True Actions like

gritty remnant
#

Do they not load onto the server

stable hare
#

All mods in general

stable hare
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I've sent to my friend to put in the folder to, so it's dind't work to.

gritty remnant
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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

stable hare
gritty remnant
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I'll make it easy for you

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Give me sometime

stable hare
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Wow

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Thanks

gritty remnant
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Now each server have two different lines within the config file which I assume you have on you

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which has to be filled out

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these lines look a bit like this

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Mods=tsarslib;TMC_TrueActions;ATA_Bus;autotsartrailers;ATA_Jeep;Armored Doors and Windows;TMC_ZuperCart
WorkshopItems=2290690369;2392709985;2636100523;2282429356;2487022075;2592358528;2478768005

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You will have to find two things

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the Steam ID

stable hare
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When can I find this file?

gritty remnant
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and the ID of the mod.

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I'll show you how to find the ID of the mod

stable hare
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Do u mean, Steam server?

gritty remnant
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No the actual id of the link to the steam mod

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As an example each mod have a link

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have you pay attention this link has a number to it

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2392709985

stable hare
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I don't have a Dedicated Server, I just trying play with my friend on Steam

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Ok

gritty remnant
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Oh

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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.

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but at the bottom of every workshop normally depending on the mod developer

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these things will show

stable hare
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I don't know how can I create a Dedicated Server

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HUhueuheuheuhheu

gritty remnant
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heu

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You having some fun ain't you.

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let's drag this over to DM's.

stable hare
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yeah

gritty remnant
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so we don't break @lethal sparrowadvertisement

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I want to bully him later.

lethal sparrow
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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

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EnigmaGrey and EricDz have supplied a solution to that problem that has worked for me every time.

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Namely, delete everything they tell you to delete and then verify the integrity of your game files afte re-starting steam.

gritty remnant
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@lethal sparrowHello again I need to bully you a little bit more

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you got some spare time?

tardy bear
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None of the delete/copy solutions worked for me when attempting mods, but simply restarting steam did work

lethal sparrow
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Yeah, I've got time

lethal sparrow
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Oh, it's out, it's done.

tardy bear
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oh darn. The true actions modder disabled comments.

...

I can't blame him, I imagine the suggestions would be endless

gritty remnant
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hand over the link

gritty remnant
tardy bear
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now make a sodastream mod

lethal sparrow
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Corn syrup, mostly. The nineties were a wild time where health codes were reduced to mere suggestions.

tardy bear
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"Tastes like all the pop!"

gritty remnant
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as in force it down their throats.

lethal sparrow
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No, you would only waste an incredible delight of soda

gritty remnant
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okay.

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I'm reporting you

tardy bear
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I prefer my ballz

gritty remnant
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Soda has to be weaponized

tardy bear
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I become weapon

stable hare
lethal sparrow
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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.

gritty remnant
stable hare
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I will not charge for this, I do it for pleasure.

gritty remnant
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what about Alfrety's Madness Wagon

stable hare
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๐Ÿ˜‰

gritty remnant
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When will that release.

tardy bear
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Can you pack them into satisfying 6packs or 12pack boxes?

lethal sparrow
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12 pack boxes, yes.

tardy bear
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delicious

lethal sparrow
# gritty remnant When will that release.

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.

tardy bear
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only downside of packs is that the drop rates can make them a bit silly in some mods

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There's a guy working on custom moodlets isn't there Alfrety? Maybe a collab?

lethal sparrow
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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.

tardy bear
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That guy has been working on some moodlet mods

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I haven't used them, but I browse recent mods all the time

brittle jewel
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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.

tardy bear
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well, you already know more than me. I was just aware there was someone who had played with the moodlets

brittle jewel
thin junco
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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?

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If someone managed or tried it can answer i'd be happy

tardy bear
clear lodge
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Rifle sling does not work in MP

regal wave
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Figured out why my spawns for my mod were not working:

IndieStone changed the procedual distributions Spawn "GarageMechanic" to
"GarageMechanics"

loud elm
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Anyway to make a % of spawned zombies sprinters in MP?

slate laurel
atomic oyster
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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.

timid saffron
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Does anyone think they could help me out, Iโ€™m 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!

hollow shadow
timid saffron
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Alternatively does anyone know of any modding community that might be able to help me with my problem?

silk thistle
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any recommended multiplayer mods that are up to date?

dark solar
tribal verge
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what vehicle mods are people running for their servers? not sure which ones are working

midnight abyss
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hi, is this the right channel for posting work in progress mod / questions?

harsh sapphire
midnight abyss
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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

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im not sure if the game still tries to give the vehicle a color and if this would be a problem

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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

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im using vehicle_pickupvan as a base and replaced it with my spiffo pickup retexture

pearl prism
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There are a variety of configurations that can be found in this folder C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\shaders

pearl prism
midnight abyss
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Its unnoticeable ingame but i think its still "trying" to give it a color below my texture, just have to see if overlays work

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thank you

pearl prism
midnight abyss
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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

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i can probably get rif of the model bits and use norandom multiuv correct?

pearl prism
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The devs made a mess with this code

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I don't think it's a good example for someone learning

midnight abyss
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ive moved from dayz modding to pz, im not experienced just have alot of questions:P

pearl prism
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The model Vehicles_PickUpVan_NoRandom is it right one for what you want to do

midnight abyss
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so Vehicles_PickUpVan_NoRandom goes here file =

        model
        {
            file = Vehicles_PickUpVan,
            scale = 1.8200,
            offset = 0.0000 0.3022 0.0000,
        }
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instead of just Vehicles_PickUpVan

pearl prism
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If you want you can call me in private and I'll help you with that.

midnight abyss
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its alright, i'll go through some trial and error, you already helped me a lot

midnight abyss
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    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?

pearl prism
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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

pearl prism
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As the light variation uses texture as color (uses police skin) it then uses the correct shader which would be "non-random" one

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it's pretty simple if you stop to think

warped belfry
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did you ever find out the solution to this?

torn stream
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The blood thing? Nope

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Thats the main thing that prevents me from finishing the mod lol

warped belfry
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Im having the same issue lol

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I released mine anywya

torn stream
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Kinda lost the motivation now

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Just can't get it to work

warped belfry
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Yeah its frustrating

torn stream
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I'm on vacations now so I'll keep trying soon

warped belfry
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Glad im not the only one though lol

torn stream
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But it's really annoying

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And I can't figure out what I'm doing wrong lmao

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Like I have the same as everybody else

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But it just doesn't wanna work

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If you find out let me know hahaha

warped belfry
inner token
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anyone have a link to an up to date ID list for the current multiplayer patch?

warped belfry
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So far no shaders allow blood on my vehicle mod, frustrating

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so far just this lol

grizzled grove
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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.
weary matrix
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@grizzled grove try:

LootMaps.Init.YourCustomMap = function(mapUI)
    -- your code here
end
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YourCustomMap has to match what you define in your map scripts

grizzled grove
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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.

warped belfry
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No idea why it would require 2 UV sets lol, every other program just works fine with one or generates another by itself

grizzled grove
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I'd assume that one set has a different layout for the damage masks?

warped belfry
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same layout

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which is why im baffled

weary matrix
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@grizzled grove I helped AuthenticPeach to fix his mod, I'm pretty sure we did not include LootMaps.callLua

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@grizzled grove check the new release for Authentic Z, the answer should be there

late hound
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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,
    }
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Key tag is "Map = "

grizzled grove
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you rock, thanks!

late hound
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do note my Bounds/resolution mapAPI:setBoundsInSquares(10540, 9240, 12990, 10480) which I found by trial and error to neatly fit my image

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and the ", 1.0" at the end is the opacity of the image with 0 being fully transparent.

grizzled grove
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makes sense

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are the bounds numbers in tiles i wonder? I don't quite get why the large offsets

late hound
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my picture resolution is 2475 x 1280 and and I crop a small amount of the edges with this tool

raven briar
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hello, sorry if this has already been asked but is there currently a silencer mod working for mp?

errant grove
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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

craggy furnace
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"too lazy"

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well okay

raven briar
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you just activate them like normal and set up the server, the players joining will be prompted to download the mods from the workshop

errant grove
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ok

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thank you

warped belfry
late hound
weary matrix
#

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?

modest galleon
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Yo, question for y'all

weary matrix
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I tried to call transmitModData() for each grave but same thing ๐Ÿ˜ฆ

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if I check with Chunk Debugger I can see everything is gone

modest galleon
#

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

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We want to keep it in "vanilla+ vibes" but maybe with some things like West Point extension or Fort

raven briar
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server friendly that is

modest galleon
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It's compatible with current Zomboid B41MP? monkaHmm

raven briar
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yes

modest galleon
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Coolio, gonna check it out. Quick question though - how to add that collection to the server? monkaHmm

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Can you recommend some guide how to do that? monkaHmm

timid saffron
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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.

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Basically want to disable some inputs from being registered into a chat field

weary matrix
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@timid saffron so what if you need to type w in the chat window? ๐Ÿ˜…

ivory bridge
#

petition to have someone mod in stalker clothing

timid saffron
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But I need to essentially have chat ignore 90% of inputs on the keyboard

weary matrix
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@timid saffron any clue if it's done un Lua or Java?

timid saffron
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Iโ€™m thinking I can do something with the lua event : OnChatWindowInit

weary matrix
#

looks like the input is not done from Lua

timid saffron
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๐Ÿ˜„

astral geode
#

gotta love wasting an hour because you screwed up your folder structure ๐Ÿ˜†

torn stream
timid saffron
barren spoke
#

Does anyone know if Brita's weapon mod works on multiplayer servers?

warped belfry
#

ask #mod_support usually get better response for those questions there

barren spoke
#

My bad

weary matrix
#

@timid saffron just checked in media/lua search for OnChatWindowInit and read the code

brittle jewel
#

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

floral glen
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5262 x 1377 runs fine too

proud hamlet
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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

winter bolt
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like if you wanted to use the Biker outfit from clothing.xml you'd use Outfit_Biker

brittle jewel
#

You are correct! Good guess, thank you!

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It looks like 'ZombiesZoneDefnition.lua' contains the outfits as well, and that's a bit easier to read than the xml files.

winter bolt
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yeah the way you have to create outfits feels way too complicated

late hound
winter bolt
#

yeah its just kind of strange that you have to use the guids instead of items

timid raft
#

I'm looking to start modding in PZ are there any good tutorials or examples for UI things?

hollow shadow
ruby urchin
# timid raft I'm looking to start modding in PZ are there any good tutorials or examples for ...

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()
astral geode
#

Can I make a recipe that uses a rotten version of an item?

weary matrix
#

@astral geode should be possible with Lua, not sure about just using scripts

sonic atlas
#

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.

astral geode
weary matrix
#

@sonic atlas how to you manage the loading of a saved game from Lua??? ๐Ÿ˜„

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I see how to perform a save but couldn't find a way to write back the backup to the save folder

sonic atlas
weary matrix
#

ah ok

sonic atlas
#

I'll have the singleplayer version released tonight. Just really wanted to solve for server side first.

weary matrix
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@sonic atlas when do you call player:save()?

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when/where

sonic atlas
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I have it set to be on-demand with a button. function sits inside of shared lua

weary matrix
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mmm

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@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?

sonic atlas
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the save is only the character which takes like a millisecond.

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again, when running non-server, it loads the character fine. It just doesn't seem to update the character when run on server

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even though server log confirms the load

weary matrix
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mm weird

sonic atlas
#

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

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I can only assume the character on the server side is correct. Just the client hasn't received the update

brittle jewel
#

@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.

weary matrix
#

@sonic atlas sounds possible indeed

sonic atlas
#

@weary matrix I'm going through all the possible update functions to see if anything works

weary matrix
#

@sonic atlas not sure if it will help, but for example IsoObject has a method transmitUpdatedSpriteToClients, maybe you can find something similar for players?

astral geode
brittle jewel
#

Ahh, shoot. I was just wondering about ReplaceOnRotten

astral geode
#

But I guess I could play around with adding items and see what happens.

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Would be a simpler solution to making a custom context menu item and action

brittle jewel
#

Probably, yeah.

astral geode
#

But, eventually I'd probably want to go down the lua path anyways. Trying to add a brewing expansion to my alcoholic mod lol

brittle jewel
#

Definitely! You get so much more control over the recipes/requirements/etc

civic galleon
#

hello! How does one have your script pull the fatigue value?

civic galleon
#

I am trying to have sleeping reduce fatigue faster than normally, as in more in less time

astral geode
#

player:getStats():getFatigue() or setFatigue(value)

weary matrix
#

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

sonic atlas
#

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

weary matrix
#

@sonic atlas taking about killing zombies?

sonic atlas
#

just talking about updates being sent back to the client when mods make artificial changes

weary matrix
#

right

#

it starts after 2min or something

sweet plaza
#

How do I enable mods on the server i'm Running? I just want Britas armor/weapon and a vehicle mod.

weary matrix
stone coral
#

anyone know of a permanent winter / blizzard mod?

#

trying to set a dedicated server up with perm winter

weary matrix
hollow flax
weary matrix
#

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/

weary matrix
#

haha, I'm able to make some fire! Pyromaniac mod ongoing I guess ๐Ÿ˜‚

#

what should be the name, Pyromania, Pyromaniac, Pyromaniacs, or something else? ๐Ÿ˜„

weary matrix
#

alright, done! ๐Ÿ˜‚

#

you just need a lighter or matches, some literature, and you can set fire to anything ๐Ÿ˜‚

#

oh man that was my quickest mod I guess ๐Ÿ˜„

#

also I guess the poster shouldn't be too hard

abstract wave
#

Does anyone know of a mod that uses ModOptions to insert into proceduraldistributions?

stone coral
radiant pasture
#

idk if anyone cares, but i wrote a script to automatically scrape the modid and workshop id for workshop links

willow estuary
#

The "Chargen Locker", for roleplay and hardcore servers.
Records a characters appearance, profession and traits at character generation, and reapplies them at respawn

radiant pasture
#

it even works for multiple mod ids

dark solar
#

With the new update, does anyone know of a way to make the game automatically start in a different month?

weary matrix
#

@radiant pasture I made a script to download all mods! ๐Ÿ˜„

radiant pasture
#

what from urls?

#

i meant to drop into the server ini

weary matrix
#

nope, just scraping steam directly

#

except for the actual download I use an external website

radiant pasture
#

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

weary matrix
#

nice! ๐Ÿ‘

radiant pasture
tame eagle
#

Hello, what map mods would you guys recommend that are compatible with the new map addictions?

radiant pasture
stone coral
sinful ravine
#

guys are any of the firearm mods updated? i know britas is broken currently

crimson spindle
#

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.

orchid goblet
#

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

earnest night
radiant pasture
#

glad ive been of help lol

pearl prism
weary matrix
#

@storm leaf please ask in #mod_support , here it's for people who develop mods

storm leaf
#

oh sry boys

weary matrix
#

no worries

#

@crimson spindle for code blocks just type
```lua
some lua code
```

crimson spindle
#
my code
#

thanks

weary matrix
#

like onPlayerUpdate for instance, but there are different events that gives you the player involved

crimson spindle
#

in my case, im looking to get it from a right click context menu on the target player

weary matrix
#

mmm

weary matrix
#

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

crimson spindle
#

ill have to try it out

weary matrix
#

@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

crimson spindle
#

im still new to lua and ive seen for _, before is that the syntax for a foreach loop?

weary matrix
#

you could replace _ with any valid identifier, I just use it when I don't need the index in the loop

crimson spindle
#

gotcha

#

good news it looks like the onFillWorldObjectContextMenu will work perfectly

weary matrix
#

๐Ÿ‘

gleaming valve
#

Where can I get the source for all professions & traits ?

crimson spindle
#

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?

drifting ore
#

what are the most stable mods rn for servers?

slate laurel
weary matrix
#

@crimson spindle what do you mean?

gleaming valve
#

Where are the values for the non-skill traits located? stuff like speed-demon

weary matrix
#

@gleaming valve check here maybe: lua/shared/NPCs/MainCreationMethods.lua

#

not sure that's what you're looking for though

gleaming valve
#

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

crimson spindle
#

@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

weary matrix
#

@crimson spindle player:getModData()?

crimson spindle
#

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?

weary matrix
#

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

crimson spindle
#

got it thanks

weary matrix
#

@crimson spindle only thing, you cannot store Java objects/instances in there

#

just Lua types, int, boolean, table etc

crimson spindle
#

yep its just a double value so it should be fine

weary matrix
#

perfect then

#

bon je tombe de fatigue moi, vais pas tarfer a aller dromir je crois

crimson spindle
#

get some sleep ๐Ÿ™‚ thanks for the help

weary matrix
#

yes

#

woops wrong chan ๐Ÿ˜‚

civic galleon
stone coral
#

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

marsh beacon
#

@stone coral Does cryogenic winter not work for multiplayer?

wet osprey
#

sorry but how can I open this console or see what are these errors?

ruby urchin
wet osprey
#

thanks

stone coral
stone coral
marsh beacon
#

Oh haha didnt know

stone coral
#

Any other mod or only that one?

rich current
#

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

crisp token
gleaming valve
#

heh, @rich current I'm doing the exact same rn

#

easy way is to use the profession framework

midnight abyss
#

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?

nimble spoke
#

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

midnight abyss
#

so im assuming the fbx files are the current ones being used?

eternal girder
#

.X in the game

#

But u can use .fbx

novel mountain
#

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 
pearl prism
#

vehicles are .fbx

terse matrix
#

hey everyone.

brittle jewel
#

@runic mountain Ask in #mod_support, they know better. This channel is for developing mods

brittle jewel
#

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.

stone coral
abstract raptor
#

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

thin hornet
#

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

brittle jewel
#
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

thin hornet
#

@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)

brittle jewel
#

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.

thin hornet
#

Yeah it works but not with LoadGridsquare

#

thx for trying to help tho cherrypie

stone coral
abstract raptor
abstract raptor
#

no you can change it

#

it lasts for as long as you leave it

#

I'm currently running an eternal winter server

blissful meteor
#

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

minor snow
#

Is there a way to add a backpack to the zombie loot table and have it displayed on it?

thin hornet
#

@brittle jewel got it working it seem i was not getting the proper objects

#

i was doing getWorldObjects

brittle jewel
#

Ahh, glad to hear!

thin hornet
#

๐Ÿ˜„

fair frost
thin hornet
#

Nice

fair frost
#

sent duplicate of ambo by mistake

sonic atlas
#

are there established constants for the game location and the files located in the user folder?

blazing radish
#

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

ruby urchin
#

OnZombieDead is a iteration?

blazing radish
#

i have no idea, I came to that function comparing different mods

ruby urchin
#

What's happen when you add print("something") inside zombieDead and you kill a zombie?

blazing radish
#

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

nimble spoke
blazing radish
#

I've looked other mods and IDK what I'm missing

ruby urchin
#

Yeah, for MP you need use getOnlinePlayers() <- returns ArrayList<IsoPlayer>

nimble spoke
#

You said you want to add the item in the zombie's inventory, didn't that wotk? Why do you need to getPlayer anyway?

blazing radish
#

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

nimble spoke
#

ohhhh, right. Is this item something you want in every zombie or is there a condition?

blazing radish
#

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

blazing radish
nimble spoke
#

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

blazing radish
#

I see

civic galleon
#

is isAsleep still functioning?

ruby urchin
nimble spoke
#

probably

blazing radish
nimble spoke
#

hmmmm but how server/client handle zombies changes. That's something worth experimenting on.... maybe try shared folder just to see what happens?

blazing radish
#

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

civic galleon
#

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

ruby urchin
blazing radish
#

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

civic galleon
#

unsure what this error means

blazing radish
#

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

ruby urchin
crimson spindle
#

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

civic galleon
crimson spindle
#

duhhh thanks lol

ruby urchin
ruby urchin
crimson spindle
#

is there a debug print cmd?

blazing radish
crimson spindle
#

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

agile coral
#

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

trim yacht
#

Anyone know what happened to the no zombie hair mod? It looks like its been removed/privated

civic galleon
#

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

fallow lichen
#

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?

wet osprey
#

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```
harsh kindle
#

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

rapid maple
#

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?

civic galleon
#

I am getting an error that my preview.png must be 256x256, but it is

weary matrix
#

@civic galleon can you upload the image somewhere?

civic galleon
#

like here or imgur

#

?

weary matrix
#

whatever

civic galleon
#

lmao

weary matrix
#

mmm

civic galleon
#

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

weary matrix
#

@civic galleon have you restarted the game?

civic galleon
#

yes multiple times

#

and removed the image

#

made a new one

#

no clue

weary matrix
#

@civic galleon if you move your mod folder from Workshop to your desktop for example what happens, steam don't see your mod anymore?

blissful meteor
#

for dedicated servers do mods load by the order they are, in the server.ini?

weary matrix
#

@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 ๐Ÿ˜‚

#

@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>

weary matrix
civic galleon
#

sorry figured it out

#

user error

#

its up now though!

weary matrix
#

@civic galleon what was the culprit?

civic galleon
#

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

weary matrix
#

that's what I was thinking when I asked you to move it somewhere else ๐Ÿ˜…

#

@civic galleon let us know if it works ok! You should get many subscribers pretty fast

dapper glade
#

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

weary matrix
#

@dapper glade this channel is about creating mods, please ask your question in #mod_support

craggy isle
#

Which gun mod works with the new update? Britas and Arsenal do not show the item image or equipped in game

weary matrix
craggy isle
#

Ah ty, didnt see that

abstract raptor
#

can we get a mod that disables players from catching on fire?

#

XD

sonic atlas
#

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)

wet osprey
civic galleon
#

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.

verbal sparrow
#

Is there a mod to not fall through fucking ceilings

native vector
#

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

verbal sparrow
#

The roofing I was walking on wasn't even slanted

#

And I tried to build a floor on it and fell to my death

native vector
#

What building?

verbal sparrow
#

Rosewood Fire Department

native vector
#

ye no that is slanted

#

thats the one I died to as well lol

verbal sparrow
#

The whole roof?

native vector
#

yep

#

if the sides are slanted up its considered a slanted roof

verbal sparrow
#

โ˜ ๏ธ

native vector
#

flat roof is like, just flat across. No actual roof tile

#

like most warehouses

verbal sparrow
#

That should be fixed

native vector
#

Not sure why it is like that but cute_shrug

stiff urchin
#

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?

dark solar
#

this chat is for the modding process

stiff urchin
#

Ah apologies, thanks

weary matrix
#

any clue where I could find out how to add mod settings for MP?

terse matrix
#

Btw is it possble to change the text of things via translation txt files?

weary matrix
#

@terse matrix you mean like adding a new custom language?

terse matrix
#

yes,

weary matrix
#

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?

terse matrix
#

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

fallen scarab
#

Are there any mods that decrease construction/deconstruction times for multiplayer to compensate for the lack of fast forward in MP?

opal wind
#

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!

dense lake
#

Apologies if this is the wrong channel for this.

Is there a working faster reading mod for the multiplayer beta?

undone mortar
#

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?

neat jolt
wet osprey
#

sorry but does anyone know the id names of these 2 items? cant find them on the website

torn stream
pearl prism
#

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

wet osprey
weary matrix
#

You should ask in #mod_support , here is for people who need help creating mods

gleaming garnet
#

Oh okay

drifting ore
#

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?

deft marsh
#

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

tacit jasper
#

hi everyone, is there any Lua event like OnUnequipPrimary exists? thanks๐Ÿ˜€

ruby urchin
drifting ore
#

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.

ruby urchin
#

getModData() is a table

tired charm
#

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.

ruby urchin
#

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

tired charm
ruby urchin
tired charm
#

Oh that's great. I can avoid going though the hassle of online conversion and can directly export from blender then.

abstract wave
#

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?

drifting ore
#

Is there any amputation mod or someone or someone who tried to do it?

blissful meteor
#

Anyone know if it would be possible through modding to make sprinters only spawn in certain part of the map?

thin junco
#

how do you mod the servers can someone explain me

nimble spoke
exotic ember
#

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?

stray yacht
#

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)

placid pine
#

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.

fair frost
blissful meteor
#

I really need to get around to updating the spawn submod lol

#

Busy running a server lately

errant meteor
errant grove
#

"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?

errant grove
#

i tried there they kinda ignored me

hollow shadow
#

Just reading the pins was enough for me to fix that problem

errant grove
#

whats the pin?

hollow shadow
fair frost
winged lotus
#

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 ๐Ÿค”

polar storm
#

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!

hollow shadow
#

you can dig trough my mod to see how it works

errant grove
#

i cant

#

every time i delete it it comes back

#

idk if im stupid or if thats supposed to happen

hollow shadow
stray yacht
#

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!

drifting ore
#

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 ?

opal wind
#

you talking about zombie infection right? because there is also the regular bacterial infections you can get without interact with zombies

warped night
#

Scratch =5% chance of ded. Laceration =25% chance of ded. Bite =100% chance of ded

drifting ore
#

@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 ?

warped night
#

If the wounds come from a zombie yes

opal wind
#

i got my feet infected the other day from cutting

drifting ore
#

Ok, how do i tell the difference in the api? .bodydomage.isInfected gives zombie infection or normal?

#

Thx already for yours answers

floral glen
#

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 ๐Ÿ˜†

ebon grotto
#

im very partial towards this one, fits the game a lot better than current generic

stray yacht
#

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)

winter bolt
manic portal
#

guys is it possible to mod generator range or is it hardcoded?

winter bolt
#

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

stray yacht
winter bolt
#

it took me way too long to figure out the problem lmao

stray yacht
#

Same, been at it all week ๐Ÿ˜‚๐Ÿ˜ญ

ebon grotto
#

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 ๐Ÿ˜Ž

winter bolt
#

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

noble dagger
#

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)

ebon grotto
winter bolt
ebon grotto
#

ye I assumed as such, will keep in mind

stray yacht
#

anyone know if/how we can call the vanilla helicopter event?

weary matrix
#

@stray yacht try this global function: testHelicopter()

#

and probably this one to end the event I guess? endHelicopter()

stray yacht
#

Great thanks I'll give it a shot

stray yacht
dark solar
hasty fractal
#

i need to like put the desc for the server settings but that can wait til later

fair frost
#

Wanted to take a break from KESP so i made this...
San Francisco Police Department 1994 Crown Vic

#

with updated rear and added grill

opal wind
#

made a star trek shirt lol

#

with ground texture

opal wind
drifting ore
#

Where is console.txt?

dark solar
#

C:\Users[your user name]\Zomboid

#

theres a backslash after Users but discord is mean to me

drifting ore
thin hornet
ionic steppe
#

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.

fair frost
shy hearth
#

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

thin hornet
#

its the right place

shy hearth
#

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

tacit jasper
#

hi everyone, is it possible to modify vanilla item without having to recreate new ones by copy&pasting? thx๐Ÿ˜€

ruby urchin
shy hearth
ruby urchin
tacit jasper
ruby urchin
steel ledge
#

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

winged musk
#

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

steel ledge
#

nvm guys i found it, i think it was one of my melee weapon mods. mustve been out dated

weary matrix
trim nebula
#

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

latent oxide
#

where are server saves for save editor?

noble dagger
#

Hey guys, any pointers to the Code which displays options when you right click items ?

deft marsh
deft marsh
#

Sorry I dont dabble in crypto

#

thats an outrageous price anyhow

latent oxide
#

0.1 BTC would also be acceptable

hollow shadow
#
 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

gleaming valve
#

@quasi geode I'm using the professionFramework, but it seems that both the 'clothing' and 'item' keys don't work for me, any ideas?

hollow shadow
#

nvm i found out that i can use "destroy"

quasi geode
gleaming valve
#

that could be the cause, I'll download the github version and test again

drifting ore
#

Is there a way to make part of a player's body disappear, like an arm or a hand?

hollow shadow
#

maybe you could make a clothing item that has weird overlays and makes the arm not render

#

a clothing item without textures i think

quasi geode
#

had to double check..there isnt a items key XD

drifting ore
hollow shadow
#

theres many guides i thinnk

gleaming valve
#

yeah I realized that as you were typing it @quasi geode

#

Seems to work as I hoped now, thanks a lot :)

drifting ore
#

Mmmmm error 404 for the tutorial about cloths on pinned post

#

But there is one on the modeling channel

winged lotus
#

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?

gleaming valve
#

@regal violet yes, but this is the mod development channel

regal violet
#

My bad

drifting ore
#

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

paper tartan
#

yo any1 knows what content.txt is for, why is it missing?

drifting ore
#

Is it possible to make a limb amputation system ?

abstract wave
#

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?
azure vapor
#

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

warm cloud
brittle jewel
ionic steppe
#

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.

abstract raptor
#

How would I go about making a mod that makes certain food items like anything with meat "tainted" and gives you the zombie infection ?

wind bear
ionic steppe
wind bear
queen fractal
#

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

sand dagger
#

hi guys does lua-http work with zomboid ?

dark solar
queen fractal
#

oh alright

weary matrix
#

@sand dagger I doubt it

weary matrix
echo leaf
#

๐Ÿ™ thank you

weary matrix
#

@abstract raptor This also affect vegetable?

drifting ore
abstract raptor
#

If you want you can make your own version that does

weary matrix
#

@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?

abstract raptor
#

Yep

weary matrix
#

@abstract raptor why not making it a bit random? That would spice things up a bit

drifting ore
#

pretty cool mod aza

abstract raptor
#

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

weary matrix
#

@abstract raptor not a new mod, just add a settings (100% by default) for the chance of getting infected

drifting ore
#

finally the theory that spiffo caused it gains some credibility

weary matrix
#

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?

abstract raptor
#

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

drifting ore
weary matrix
#

@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

amber fossil
#

Limb Amputation?! I would love that!!

weary matrix
drifting ore
#

But for the moment it's just a project

weary matrix
#

@drifting ore well not to pressure you but I guess everyone is waiting for a limb amputation system ๐Ÿ˜‚

amber fossil
#

@drifting ore I assume this is for the purpose of avoiding infection from a bitten limb?

drifting ore
#

Hahaha me too, that why I do it ๐Ÿ˜‹

weary matrix
#

@abstract raptor I'd have to check how you infect the player, do you have your code somewhere online like github or something?

craggy notch
drifting ore
abstract raptor
#

function InfectedMeat()
getPlayer():getBodyDamage():setInfected(true);
end

abstract raptor
craggy notch
#

Yea

#

Dwarden

amber fossil
#

@drifting ore with that said, maybe a cauterization function would be a good idea too lol

drifting ore
weary matrix
#

@drifting ore agreed with @amber fossil , would be nice to have cauterization

drifting ore
amber fossil
# drifting ore For the moment no but I take idea

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.

amber fossil
drifting ore
amber fossil
weary matrix
#

@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
#

oh cool

#

I'll make a submod for this

weary matrix
#

@abstract raptor why a submod?

abstract raptor
#

Well, I want there to be a 100% chance tbh

#

for the server I'mma be running

weary matrix
#

@abstract raptor you could add a sandbox option that defaults to 100%

abstract raptor
#

I dunno how to do that

#

XD

weary matrix
#

well just ask then ๐Ÿ˜‚

echo leaf
#

Anyone know of a mod that allows you to refill lighters?

drifting ore
abstract raptor
#

๐Ÿ˜ฌ

weary matrix
hollow shadow
drifting ore
#

I miss Simple Logistics ๐Ÿ˜ฆ

#

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

drifting ore
hollow shadow
#

What exactly did simple logistics do? make boxes of metal sheets?

echo leaf
drifting ore
hollow shadow
#

maybe ill add more ways. not just pallets

echo leaf
hollow shadow
#

i cant write code so

drifting ore
#

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.

echo leaf
echo leaf
hollow shadow
weary matrix
drifting ore
#

yeah, I'm pretty confident you're right there... but I don't really like HC's bloat

hollow shadow
#

my version will have 3d models

drifting ore
#

too many extra features, this logistics mod just did that one specific thing well

#

nice!

echo leaf
#

where are you getting that from

drifting ore
#

I will watch your mod profile with great interest ๐Ÿ˜„

slate hedge
#

hi guys, are there any mods to resize the map for a dedicated server?

weary matrix
#

@echo leaf ask any regular in there they will tell you the same

drifting ore
#

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

weary matrix
#

@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

low spear
#

swear mod support was for figuring out issues with mods

echo leaf
#

Where people will see it

#

Rather than redirecting everyone to different channels

weary matrix
#

I can't change the topic

echo leaf
#

But you have friends in high places

#

as you just alluded to

#

make it happen cap'n

low spear
#

yo AMKA go ask in pz_chat, bet someone in there will help you

dark solar
#

this is not the channel for asking if a mod exists.

#

this is for developing mods.

echo leaf
#

Then make it the channel topic ya twats

#

ez

dark solar
#

bruh

echo leaf
#

bruh

#

Channel topic "Modding PZ"

#

ask question about modding pz

#

is told to go elsewhere

#

mmk

dark solar
#

why are you so stubborn, plz just respect the channel and its purpose. we cant change the channel topic

drifting ore
echo leaf
#

I'm respecting the channel topic

#

Not a bunch of white named bois tellin me where to go

#

Sorry

dark solar
#

you are being incredibly stubborn

weary matrix
#

@echo leaf modding is the act of creating mods

#

seems fairly explicit to me

echo leaf
#

Asking if a mod exists would be a part of that process

#

Seems fairly cut and dry to me

dark solar
#

bro just take the loss. your inflated ego wont be dented too much

low spear
echo leaf
#

I aint trying to go MAKE the mod if it already EXISTS

#

But I'm fuckin stubborn lmao my god

drifting ore
#

weird hill to die on my friend, let it go

dark solar
#

^

echo leaf
dark solar
#

bro who is this guy lmao.

low spear
#

keep telling yourself that

echo leaf
#

I'm just asking for help with modding pz

#

Fuck me right

dark solar
#

yes

#

fuck you

abstract wave
#

Sorry to interrupt, but does anyone have tips for checking if you're near a campfire in a crafting recipe?

dark solar
#

lol

echo leaf
#

Apparently this aint the channel for it

low spear
#

yea you come in, told this is the wrong channel and then spit your dummy out

dark solar
#

no its the right one

echo leaf
#

Go to the #near_campfire_questions channel

#

obviously

dark solar
#

can someone ping a mod or something to get this guy out of here lol

echo leaf
#

you could

low spear
#

mr guy has full blown tantrum over nothing

echo leaf
#

^ doesnt have kids lmao

low spear
#

^ is a kid lmao

echo leaf
#

^channeljusticewarrior

low spear
#

what

harsh sapphire
#

Just block him and move on

echo leaf
#

Already did.

low spear
#

good one

echo leaf
#

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.

#

๐Ÿ‘

harsh sapphire
#

Can't keep arguing with ppl who's fucked in the head, we have time for other things

dark solar
#

@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

echo leaf
#

Because doing ^ doesnt make any sense in this context.

#

Remove yourself @dark solar

left plank
#

whaddup

low spear
#

unlucky

echo leaf
#

I'm just asking if a mod exists before I start creating it and am just being told to go elsewhere...?

dark solar
weary matrix
#

@echo leaf you're the only one here behaving like an idiot, please stop

low spear
echo leaf
#

Which is apparently a tantrum lmao

echo leaf
low spear
echo leaf
#

Given the context of the channel the implication should have been there anyways, no?

low spear
#

you mean that

slow graniteBOT
#
AMKA#1207 has been warned

Reason: you are being toxic, at least admit it. I read up in the chat.

hollow shadow
#

AMKA This channel is not for asking if mods exist. And Modding has nothing to do with that

echo leaf
#

So just blanket telling people to fuck off to different channels aint toxic ๐Ÿ‘

left plank
echo leaf
#

Which is what I was doing.

low spear
#

"this is the wrong channel for that" = fuck off

left plank
#

did anyone initially tell you, without prompt "fuck off to different channels"

#

?

echo leaf
#

Asking if something exists before I go spend the time to make it again seems like a pretty obvious part of the workflow.

left plank
#

I don't think anyone here would say that, I know most of the people here are chill

#

ah actually

slow graniteBOT
#
AMKA#1207 has been muted for 5 days

Reason: Unspecified

[unmute]

left plank
#

grow up.

#

peace.

hollow shadow
weary matrix
#

@lost slate thanks ๐Ÿ‘

dark solar
#

peace on earth

left plank
#

don't come in here talking to people like that, and if you do it again you're gone.

hollow shadow
#

I think it was "armored doors and windows"