#mod_development
1 messages · Page 500 of 1
I found some OnTest stuff in VaccinDrReapers djvirus, going to explore that, but thanks
it adds a crafting table which is needed to craft the items. the its placeable like furniture
oh yeah the vaccine mod does the same thing
I know lmao, but it is what it is ❤️
sadly its no longer supported ,_,
He updated it today
I was testing it a bit earlier, seemed to be fixed
Trying to learn how to make placeables structures to craft with myself
i tried to make craftable furniture aswell but i never got it to work

Have a doge pizza, comrade should make you feel better :]
is the chance of snowfall random or does it rely on something? temperatures?
Random question, how can I check which cell I'm in and my position within said cell? I'm trying to make a mod to set custom spawn points but I only know how to check my coordinates, which seem to be useless for this sort of thing, due to spawn points being formatted completely different as far as I'm aware.
@dark solar with debug mode you can trigger snow, even with high temperature, but it won't make the ground snowy
so I don't think it is based on temperature at least
so probably just based on chance then
should be random, based on the season probably
unfortunate
why?
it means that i have to not be lazy
not being a coder myself, would there be a way to make this chance higher? the mod i made myself just has never ending snow and it is a little bit annoying at times
Good evening all, do you know is there some triggerEvent("OnShout") or triggerEvent("OnShhhh") available to your knoledge? Also, do you know where I can find the list of triggerEvents and how to implement a specific action using those?
Oh, just found the list it was pinned https://pzwiki.net/wiki/Modding:Lua_Event
can someone plz link me a tutorial to add a new meele weapons to my mod? my model is invisible atm i prb miss something i must do in blender
Temp
What is ```c
AlwaysWelcomeGift
? 😄
Hey, small question if possible and someone knows. How can I make that a certain lua function is triggered when a certain item is consumed? For example, I'd like to trigger a lua function when a character "consumes" antibiotics. How could I achieve doing that? Thanks!
If you want to dig around in files, I know it's done in this mod. https://steamcommunity.com/sharedfiles/filedetails/?id=2635715195&searchtext=cure
Thank you a lot, will immediately look into it!
you could inject your code into the "OnUse" event of the item afaik
I think it's OnEat
yea something like that
Aye, thank you a lot to you all!
Any modded areas that function with the in game map?
So if anyone need network communication here is how i handle it:
--- client-side
local args = {
someData = "test",
someMoreData = "test",
};
sendClientCommand(self.character, 'ModuleName', 'CommandName', args);
---server-side
local Commands = {};
Commands.ModuleName = {};
function Commands.ModuleName.CommandName(player, args)
print(args.someData);
print(args.someMoreData);
end
local function onClientCommand(module, command, player, args)
if Commands[module] and Commands[module][command] then
local argStr = ''
for k,v in pairs(args) do argStr = argStr..' '..k..'='..tostring(v) end
Commands[module][command](player, args)
end
end
Events.OnClientCommand.Add(onClientCommand);
Does anyone knows how to use that https://pzwiki.net/wiki/Modding:Lua_Events/OnKeyPressed with a key recovered from key binding with getCore():getKey("Shout"); ? Because I can't quite find a way to pass it to the function and I want this to be generic no matter the player's key bindings 🤔
In the process of setting up a shop for my server, I've got a currency dropped by special Z that players can trade at the server trading post for items.
I'd like players to be able to trade them in at which point it would spawn a vehicle.
I'm thinking with a combination of crafting and the cheat menu mod I'd be able to make a vehicle spawn when something is crafted, anyone interested in helping out with this
That seems fun, like those trading posts in dayz
What is your server BTW?
Is there a good Lua tutorial for Project zomboid?
What do you want to learn and what do you already know?
I basically know nothing and want to trigger a sound when its dusk function onDusk()
-- Your code here
end
Events.OnDusk.Add(onDusk)
is this even possible?
sure is
OnDusk OnDawn EveryHours EveryDays EveryTenMinutes are all events you can add to
I think i'll make my own mod that adds a new broadcast on the TV for a certain thing, however, can someone help me explain the process? I'm looking at another mod that does the same, but .. ```
<Channels>
<ChannelEntry ID="73754f47-5992-4a1a-b599-ce5634c38640" name="Hound" cat="Television" freq="234" startscript="main">
<ScriptEntry ID="8ee22b41-4787-460a-9806-f0a039e9bd90" name="main" startdelay="0" timestampmode="Static" loopmin="1" loopmax="1">
<ExitOptions />
<BroadcastEntry ID="145c4d5f-0e31-4a04-a708-e7fd99feb1bb" timestamp="0" endstamp="600" type="ActivateBroadcast" day="0" advertCat="none" isSegment="false" />
<BroadcastEntry ID="be24b80a-e37c-4e82-95f1-0d17179a6c40" timestamp="600" endstamp="1980" type="ActivateBroadcast" day="0" advertCat="none" isSegment="false">
All of the IDs are a mystery to me, so is the timestamps, can anyone shed some light on how I would go about making these IDs or find info about them please? And how to figure out the timestamps?
these IDS are just for clothing i think
weapons and itens dont need it
but those i dont know
I think I figured it out, it's from a mod called WordZed
they look like IDs of stuff from TV
ah
i think the guy add some new broadcasts to the TV, aparently they need iD too then
@hexed arrow
Might be worth looking at getSoundManager()
local function onDusk()
getSoundManager():PlaySound("SoundName", false, 1.0);
getSoundManager():PlayWorldSound("SoundName", square, 1.0, 1.0, 1.0, false);
end
Events.OnDusk.Add(onDusk);
@hexed arrow also
for adding sound to the game from your mod youll need a sound.txt script
and sounds will go into a directory you create in your media directory named 'sound'
exemple of a sound script
module Base {
sound ComputerToggle {
category = Computer: Main,
loop = false,
is3D = true,
clip {
file = media/sound/ComputerToggle.ogg,
distanceMax = 10,
volume = 1.0,
}
}
}
thanks for the response ! this is very helpful
tbh i wanted to make a mod with the same feature xD
but idk how
@blissful meteor @hollow shadow the tradeUI might be of interest for the transaction
Ah i thought of a craftable version
Does anyone know if there's a 'Say' that will show for other players but not show up in the server chat? Both players have the Say() function here but it does not show up for others. Shout does show up for others, but then it is visible in the server chat.
I live for the moments when you forget to enable God mode while testing code and you hear the sweet sound of your character perishing from starvation.
It seems like I am going to have to completely redo my cooking mods. The Devs added a lot of items I had in it, so backwards compatability is now a must. 😄
are ISTickBox's actually editable?
I see them working in the menus but cannot see how to enable them for clicking
So I just published FuelAPI
Allow you to add custom fuel container item to your mod that works like the regular PetrolCan.
https://steamcommunity.com/sharedfiles/filedetails/?id=2688538916
Damn i wanted to make this a very long time ago. but now you gave me a new mod idea
with this api we can easily add a fuel version of any water container
so you could siphon a car with a small water bottle, etc
xD
FuelAPI is a much cleaner implementation compared to old coco liquid overhaul.
I did my best to make this as clean and non-overwritting as possible.
But fuel in this game is hardcoded to the simple gas can. so its not an easy task to do it.
@brittle jewel Take my pie i want this
Soooon (hopefully within a day), working on a couple of last things!
I'm sure you though of this already, but does it distinguish between /say and stuff like admin commands entered in that chat box?
Some one using the GTX game servers knows how to verify if the mod was added to the game?
@willow estuary Right now, as soon as the text box gains focus it will start showing the indicator unless you're on the 'admin tab'. It's pretty basic so far
I've added the lines but when I joined on the item's list of the server I didn't see any of the new weapons
for some reason all the armor in my leg pad script is making huge amounts of errors and the description is gone. even tho it was fine before
What does the is3D = true tag do?
i tmakes the sound disconnect from the player
can you elaborate a little more?
well it makes it so the sound doesnt follow the player
Idk exactly what it does but i would of guess that it play the sound with distance in a 3D world.
waht i noticed is that when i added it to my drill sounds. swinged the dril and walked a way i could still hear it away from the player
Looking at the radio broadcasts, they have codes for changing stats/skills. Any clue where I can find all of them? ```c
codes="STS-1,BOR-1,UHP-1"
<LineEntry ID="e24ddbf9-19b2-420f-b080-1772c88e7d01" r="0" g="176" b="80" codes="BOR-1">You'll have to get through a wall of zeds.</LineEntry>
Looking for the maintenance one
But knowing where all of them are would be handy.
Anyone know if there is some news about getting "zombie:changeSpeed()" to work soon?
Hey yall, quick question. I've made a vehicle mod previously and had no issues with textures. However trying to make a new vehicle mod and no matter what I do, the main texture for the car won't load. I've literally done everything I can think of to get it to load lol IDK what's going on. Anyone got any ideas? Would be much appreciated
that got reported before, so far no final answer on what's going to be done about it
I had to comment the lines and update my mod so it isn't broken for now
nvm I think I fixed my texture issue. I think it mighta been in a .png format that zomboid didn't like
Alrighty, thank you. Really missing the mods (yours also) making use of it. I'll wait patiently then!
how do i make mods* work on a server?
i add them in server settings
and enable in my own settings
and see no effect
words or mods
if mods you need to enable them both in steam workshop and mod category
some mods have multiple packages so you need to choose
yeah mods*
@weary matrix do you know if there is a death event that occurs prior to corpse generation?
as i said, i did that
and they don't work
What would be the most simple way to make a gun mod?
I just want a extra gun for a server
are they outdated?
no
so much problems 
what mods?
Is it possible to make spawn point choices appear only after you have uncovered a particular part of the map? Say only Rosewood is available until you hit the Muldraugh border, then if you die you can start in Muldraugh. Or other custom spawn locations?
@latent oxide remove this post please and not sure what your question is but it probably has to be asked in #mod_support
mod support seems to be a channel related to modders supporting their specific mods
not general modding questions
@sonic atlas are you're asking if the onZombieDead event is happening before the call to new IsoDeadBody?
@latent oxide well this one is about creating mods are you creating a mod?
if not then please ask in #mod_support
@weary matrix im not asking for a modder to support their mod for me and have no questions regarding mods' functions
i'm #mod_development
How would I make a simple musket? I just want it to shoot one shot and take forever to reload, however I want to be able to craft it. What would be the easiest way to go about doing this? Sorry I'm asking again no one answered my initial question.
I'm trying to remove the player inventory prior to it being copied to the corpse. The player inventory reference is already null by the time OnPlayerDeath hits
@latent oxide #mod_development is for people making mods and such; #mod_support if for end user issues with mods, such as yours. 🙂
If you have general, and not mod specific, issues with getting mods working on a server that would be #old_techsupport or #mod_support , but not modding.
@latent oxide why are you posting your mod list?

@weary matrix because a person asked
Should I pull apart another gun mod and use that?
@latent oxide I really doubt anyone asked you to post your mod list here cause here is not a support channel as mentioned by Blair Algol
Sorry, I did, I thought we where in the #mod_support channel
@wind bear damn you 😂
I wasn't expecting him to post like 20 mods in a screenshot lol, I thought it was going to be like 5 at most
The Modding Section of the PZ Wiki: https://pzwiki.net/wiki/Modding
This is where links to modding resources should be posted by the community.
All of the pinned posts were migrated here; if a pinned post is missing, it's here now.
And if you have anything you can contribute to the PZ Wiki Modding Page, even a link to a post of yours from this Discord, please do! Registration is quick and easy, and so is adding links to the page with the editing interface. 🙂
if code:isUseful() then
code:pinMessage(false)
wiki:add(code)
end
@latent oxide well anyway this is not the place for this kind of support, so please remove that list of mod and ask your question in the proper channel
Yes I recommend you to look at a mod that adds weapons, a not too big like Firearms. And there is a video that explains pretty well, even if there is something that could be improved. Use .fbx files for example. https://www.youtube.com/watch?v=2M2fWLBLaX8
0:00 Intro
0:29 Video Start
1:00 Start Blender
1:22 Using a background image
2:04 Using photoshop to edit the background image
2:52 Adding the edited background image to blender
3:26 Adding the cube mesh
3:46 Quick start with the cube
4:56 Importing a finished 3d Model from the internet
5:56 Moding the imported model
6:47 ADD NOTE ABOUT MAGAZIN...
blocking you co, asked you not to spam pings in dm
i think it would be a good idea to also add channel description to #mod_support to point out what that channel is for specifically
loool now he's threatening to block me 😂
there is no info in there and in its pins too
First step of my mod done, it was hard but I understand the mod structure well now
holy shit amputation?
Yep
👀
oh nice @drifting ore
Please tell me I can remove zombie infection that way, and eat myself.
For the moment you can do nothing but yes, it's planned. With a lot of other idea 😉
Sounds cool. 😄
The mod is name "The only cure" btw
I am neck deep in WordZed, going to add a funky tv show for mechanic skill.
Actually finished one for Maintenance, but then realized there's no code to add maintenance skill up in radio/tv, so that's on hold.. since im too dumb to figure out how to add it myself lol
Can some one help me with some mods? the Brita weapon packs are showing as invisible and the maps mods Idk how to load them in the server
#mod_support please
Got my new car working, expect to see it on workshop in a few days :>
doing my head in, i cant find the file that defines what a zombie carrys? I need to make it so a specific zed i have made always drops an item. Does anyone know what file controls it?
ive found the stuff for clothing, but its just a normal item
Is there a way to know the player's skin color?
Looking for a mod to make zombies attack attack every X days or some type of wave system
Anybody know if the True Music mod works on stable build?
Specifically for multiplayer that is
just gotta finish the mask and damage textures
help with mod creation? I wanted to take away the sadness and boredom effects of frozen food, just like ice cream.
https://steamcommunity.com/sharedfiles/filedetails/?id=2688716661 Finished my 2nd mod!
https://steamcommunity.com/sharedfiles/filedetails/?id=2688737276 Well, here another clothing mod :)
Since this is a bit out of my realm I was curious if anyone has looked into creating Twitch Integration for PZ ? I think it would be pretty hilarious. But figure I'd put it out there
Ohhhh! Looks like you went the extra mile and made you holster mod work out of the box w/o conflicts with other visible holster mods.
That's the kind of good work that puts a smile on Pat_Bren's face! Good job 🙂
thx sir
All of the other stuff in the mod looks (exceptionally) well done, but you should change the name of this file so it doesn't overwrite the vanilla file?
that is inside of Dislaik'sClothingPack folder, shouldn't a problem
Ah, gotcha, my bad 🙂
I'd still recommend changing it in that other people might copy your homework but not use the nested folders?
Mods have a bad history with overwriting the vanilla distro files, so I always have a kneejerk reaction when I see vanilla file names in the context of distro stuff 😄
Yee I know about that, I hope someday devs change how works ENV mods
that would solve many problems
but the way the game code is written (lua side), it would be a lot of work
Well, I always have to have one quibble when looking over something anyways? But again, exceptionally + refreshingly well done from looking at the folders and files!
Hi, I hope this is the right channel to ask instead of #modeling but I wanted to know if anyone has an idea if it is possible to have a weapon use new firing animations? I've been successful in replacing the game's single shot animation with a faster version, but I want to make guns that use entirely new animations I am working on. I have already decompiled the source with Beautiful Java but I've been unable to find anything meaningful yet, and even if I did, I am unsure how to connect it all with the game engine.
Here is the proof of concept video I've made. My end goal is to add a MP5 with a high ROF as part of a larger modification.
I think I'm about to become crazy 😢
mostly theory since i haven't gone through the steps. If you check out the xml files in media\AnimSets\player\, any weapon-specific files have a condition linking them to a specific weapon type, like handgun or rifle. But I've a feeling it might be a rabbit hole to make a new weapon type, no idea if these things are hardcoded in java or not.
Thank you for the suggestion. I had the same exact hunch and made some progress. If I can find out something conclusive, I will write it up and hopefully it will be useful for others
hello, i am trying to run a server on linux and i'm getting the error
"couldn't determine 32/64 bit of java". I found this but i am not sure what it means: Known issues:
"Project Zomboid" may report "couldn't determine 32/64 bit of java". This is not related to java at all, it carries its own outdated java binary that refuses to start if path contains non-latin characters. Check for errors by directly starting local java binary within steam-run bash.
my brain is fried right now
@low crest This sounds like a #old_techsupport issue, and not anything people here would be able to help you with? 🙂
Yeah, no worries, a lot of peoples' are right now and all 🙂
I just wanted to provide a small happy update. Your hunch, throttlekitty, and mine, were indeed correct. The animation XML detects the current firemode and can apply actions such as playing certain animations. I'm super happy about this, and was worried I would have to do some wild scripting to get this to work, but its been fairly painless after figuring out the process. As I promised, I'd like to write up a proper guide later, because I haven't seen too many mods take advantage of this, and I think it'd be great for people to know. Thank you so much for giving me the confidence that I was looking in the right place. I really appreciate the help you gave me.
Please forgive the silliness of the firing mode being "Ligma". I like using weird names when I test things.
Hello, stupid question but I'm not sure. I've successfully imported a model for a weapon. I've managed to set the scale and it works fine, but the model is rotated wrongly. I've tried changing the rotation in the model script, but nothing seems to happen. Does anyone have any idea? Thanks!
model LeadPipeScissors { mesh = weapons/melee/LeadPipeScissors, texture = weapons/LeadPipeScissors, attachment world { offset = 0.0000 0.0000 0.0000, rotate = 0.0000 0.0000 0.0000, } }
The model ^ Changing rotate does not change anything.
Assuming you're using Blender, have you applied your rotation transformations in Blender before exporting? That might fix it
Yeah I did.
I see
I can't understand how to rotate that stuff mostly, in game files/mod example files it used to change those rotations, but nothing seems to happen doing it for mine.
Any clue someone how to use sendServerCommand()?
oh, so i'm guessing you're first checking if it's a rifle, and then if fire mode is ligma?
Yeah. I basically duplicated the AssaultRifleDefault.xml and made a new .xml file. In this file I changed its <m_name> to match the new .xml file name, and under <m_Conditions> I check that the firemode is "Ligma". Then, I changed the <m_AnimName> </m_AnimName> to reference my new firing animation
nice, that's way easy! (meanwhile, got python and xml kicking my ass. am so tired)
Yeah, I'm glad its so easy, lol. Sorry to hear you've been having a rough time, what are you working on?
just a little tool to make mapping a bit easier. the new official tools' method for tagging buildings for the in-game map isn't very friendly for tagging a whole lot at a time
Ah, I see
@grizzled grove can I help you? I need to get my head out of java 😂
or I'll lose my sanity
I wonder where Paw low loot's creator is, and is he/she thinking to update it the mod, i really love his/her work
Is it possible to get access to all player's data on my server through players.db using Lua? From what I've gathered, it seems this data is parsed by IsoPlayer:load on java. I only want access to basic data, like zombies killed, hours survived. I know how to do that with OnlinePlayers, but I want to have access to all current active players.
Sorry again for another question: I've managed to import succesfully a model and my weapon in game, I still face one issue, though. The model only shows on the char's back/when I'm holding it. Placing it on the ground uses the 2D Icon, something I would want to avoid. I know clothing have some kind of OnGround tag, though vanilla weapons do not use it. How should I proceed implementing models on the ground aswell? Thank you!
Hello @tired charm, maybe you'd get more chance to get an answer from the #modeling channel
Oh, thank you a lot! Will check there.
@flint bolt mmm players.db is a SQLite database, haven't seen anything to read those from Lua. Unless you find a library in pure Lua I'm afraid it's not meant to happen. Easiest would be to have an external tool to extract the data you need, and make it available to Lua through a file you could easily parse. Maybe there's a way to access the info with the Lua modding API but I don't really know how
it all depends what info you need exactly
Yeah, I wanted to see if there was a parser available from the exposed classes. Don't want to go through the work of understanding every byte from the data 😦
@gentle crater oh maybe check this one: getOnlinePlayers()
it's a global function
returns an ArrayList
Yeah, this one gets only the online players, ideally I would like to get data from offline players as well!
So far, what I've decided to do is store the data (by using getOnlinePlayers) in a .txt file every time there is a update to the data I'm interested in, and then this file will be my "db"
I want to generate a ranking for my server, that can be displayed on Discord using other tools
@flint bolt then I guess your best bet is using an external tool. For example if you know a bit about scripting (like bash etc) this command would probably give you what you need:
$ sqlite3 players.db "SELECT * FROM networkPlayers"
for example on my server this returns this info:
1|servertest|admin|0|Caroline Fitzpatrick|12474.6083984375|4332.4794921875|0.0|186||0
Done that, but the players' data, that contains data like zombies killed and hours survived is stored in bytes, so I have to go through a lot of work to understand how to parse it correctly
mmm true there seems to be a big blob of data in there
Yup. I did manage to find the bytes that correspond to the data that I want by trial and error, but since the blob can change in size, this is not the right way heh.
@flint bolt you could check IsoPlayer.load() method, this is the one parsing the blob I think
for example I can see this:
this.setZombieKills(byteBuffer.getInt());```
Exactly! But since Java is not my main language, it did give me a headache 😆
it shouldn't be too hard, it takes a byte buffer as parameter, which is a buffer containing the blob in db
you just have to check all the access to this parameter like byteBuffer.get(), byteBuffer.getInt() etc
I did try to find the data by checking the order in which each get is executed, and knowing the size in bytes of each type in Java (int, double, etc), but something is weird. For example, zombie kills is right at the beginning of the buffer, but by my experiments, it seems that this data is stored near the end of the bytes that I got fom sqlite.
@flint bolt I guess this is why:
byte byte1 = byteBuffer.get();
byte byte2 = byteBuffer.get();
super.load(byteBuffer, int1, boolean1);
It jumps two bytes and then I don't really understand what happens at super.load, right?
it reads two bytes from the buffer, then it calls the super.load() on the byte buffer, which is IsoGameCharacter.load(), this one is reading a lot of values from the buffer
Oooooooh
guess that's why the value you expect are near the end
it would be best to find another way of getting that info though, because basically every time the dev will change the format of the blob it would break your mod
Fair point, I guess I will stick to generating a .txt file with the data I need from the online players everytime there is a change. Then I can easily parse those files
indeed, seems more reliable on the long term
Thanks a lot for the help @weary matrix ! 👍
pretty sure you should be able to get the info from Lua though
Yup, I already know how to get the zombie kills from each player inside online players
@flint bolt mmm what about adding an event handler for onCreatePlayer? That way you can store the player IDs somewhere, then call getSpecificPlayer to get the corresponding player instance?
Does getSpecificPlayer work for offline players?
Got it
mmm I see getAllSavedPlayers but it's marked as deprecated :/
Aw 😦
@flint bolt maybe getSaveInfo() can help
also maybe this one, getPlayerByOnlineID, not sure if the onlineID are constant for a given player though
@flint bolt you can call player:getZombieKills()
This is my current approach, loop through online players and call getZombieKills
Hi all, this is kind of driving me crazy, I though maybe you could help me, I recover the list of the current actions for a character:
local playerActions = player:getCharacterActions()
when the character is idle and I log this value, it prints
[]
then I want to create a condition to avoid calling get(0) on it if it is empty
though I just can't make a single if that works. I tried using # to get lenght or checking for nil.
None works and it always fail in error (# even saying that __len does not exist for operator).
Am I missing something obvious?
@winged lotus it returns a java.util.Stack object
you should be able to call playerActions:empty() or playerActions:size()
the # operators only works on tables
I'm currently developing a mod, and I was wondering if there was a way to reload the translations instead of reloading the mod each time 🤔
what are you trying to achieve?
To test the translations
oh I see
@severe shadow I wanted to do something similiar to change the callout texts depending on traits but dit not manage to achieve it
@severe shadow check zombie/core/Translator.java
it is exposed to Lua and has a static method loadFiles()
so you should be able to call it like this from Lua:
Translator.loadFiles()```
Oh thank's ^^
@severe shadow please let us know if it works as expected 😅
Yes it works perfectly
awesome
Paying someone to have a simple mod created. Need a checkbox under safehouse menu to make safehouse public.
Pm me if interested
@weary matrix i was trying to use your beautiful java but i am getting an error where it says that i have an invalid path to the Intellij
Didn't the old MP have a tracked kill and death count?
@slate dagger can you show me the conf? In DM if you like
sure
@sour island you mean number of zombie killed and number of time a player lost his character?
Are there any resources (preferably written) on loot distribution? Anything I find on the discord or forums seems to be outdated for the old loot system.
I've added items, recipes, and done some basic scripts for mods but item distributions and spawns are still confusing me. I've made some content I really enjoy just no idea how to get it to start spawning/appearing in the world properly.
Thanks!
@stiff urchin I don't know but you could check mods that have been updated for MP release and that use the distribution system
I've been trying to dissect a few of them but I still don't understand quite how it's supposed to work. Thanks though.
If you have one that has good loot distribution/integration to reference that's straightforward I'd appreciate it.
I just know that's how I distribute the loot into the world...just no idea how to integrate it.
I am doing research for a medicine mod, my youtube is full of Essential Oil suggestions now 😂
Hello. Is there a mod which handles how quick one gets dirty? Because for me it seems very unrealistic (it sucks) that after washing the clothes and going to sleep I am dirty again and I have to wash my clothes again and again... I would like to adjust it a bit. Is there a mod like this or where to look at for editing it by myself pls?
@glossy bear that would be a question for #mod_support
same for you btw @sharp crystal
Yeah, I remember there being a scoreboard a long time ago.
what about iterating over the player list and calling the proper methods for each player, like getZombieKills() etc
ohh i see x3 thank you ~ i'll ask there
Can an item have two types? For example Food & Drainable? I want to make an item that you can use a customcontextmenu on several times. Like eating painkillerrs.
How would I go about achieving this?
Or otherwise, any help with making an item eatable multiple times?
@abstract wave aren't all food items eatable multiple times?
I'm trying to make something similar to a pack of painkillers, where you can get the full effect of a pill several times.
But not sure how to go about doing that.
Ideally with the little progress bar, like if something was wet.
why not doing the same as pills then?
I'm not sure how to, it's what im asking for help with I guess.
I was looking at the item definition ```c
item PillsSleepingTablets
{
DisplayCategory = FirstAid,
Weight = 0.2,
Type = Drainable,
UseDelta = 0.1,
UseWhileEquipped = FALSE,
DisplayName = Sleeping Tablets,
Icon = PillsSleeping,
Tooltip = Tooltip_PillsSleeping,
StaticModel = PillBottle,
WorldStaticModel = SleepingTablets_Ground,
Medical = TRUE,
}
But it's not clear to me if this is calling some lua function or how the game knows what to do when this is used.
@abstract wave not sure but I think the magic happens due to Type = Drainable and Medical = TRUE
also useDelta of course
And UseDelta=0.1 would mean this has 10 uses I'm guessing?
I think so yes
I'll try to make an item like that and see what happens, cheers
Hmm, nope - No use option on it, just copied the above and changed the name.
idk why PZ doesn't have the opintion to light your ciggatte on a stove? Real smokers know whats up!
@minor snow why have you disabled the comments section in the workshop?
Hello. I'm trying to make a Survival Bracelet.
You can light a fire and wear the bracelet at the same time.
So i'm trying to copy and paste the code of the lighter and friendship bracelet, but is it possible to make the survival bracelet?
@digital trellis to awnser my question please 😉
item SurvivalBracelet
{
DisplayCategory = Accessory,
Type = Clothing,
DisplayName = Survival Bracelet,
ClothingItem = Bracelet_RightFriendshipTINT,
BodyLocation = RightWrist,
Icon = Bracelet_Friendship,
Weight = 0.1,
ClothingItemExtra = Bracelet_LeftFriendshipTINT,
ClothingItemExtraOption = LeftWrist,
clothingExtraSubmenu = RightWrist,
Cosmetic = TRUE,
WorldStaticModel = Bracelet_Friendship_Ground,
LightDistance = 2,
UseWhileEquipped = TRUE,
TorchCone = FALSE,
LightStrength = 0.4,
ActivatedItem = TRUE,
MetalValue = 1,
cantBeConsolided = TRUE,
ticksPerEquipUse = 110,
}
I have mixed Lighter and Friendship bracelet
Just a question. Is it allowed to steal multiple mods from others and present them as your own compilation without even asking the authors for permission?
but it didn't work
always asking permission
Not me.
Some guy Sego presents his mod as Better UI
As a compilation of existing mods
After asking him about it he just disables the comment section
I don't think it is OK
If he put the link of the authors it's OK
I attached hunting knife to a chest rig and the game threw over 10k errors and i couldnt drop/remove the knife or the chest rig. Seems like its from advanced gear mod by planetalgol.
Maybe Rifle sling mod?
Ok. If you insist
hey guys, anybody knows how to read "data" column from "players.db" file? i want to be able to read and edit this safely, it seems to be binary file which i dont know how to parse
i found some 6y old reddit post that said it might be Java serialized object but I failed trying to use Java to deserialize that
stupid thing maybe but Would a mounted gun even be possible in zomboid at all
@weary matrix Solved it with a recipe, thanks for the help! ```c
recipe Take Black Sage Tincture
{
BlackSageTincture;1,
Result:BlackSageTincture,
RemoveResultItem:true,
Time:30.0,
OnCreate:KapMedTakeBlackSageTincture,
}
Then the item can be drainable.
Is the correct way to take pain meds through ```c
player:getBodyDamage():setPainReductionFromMeds
?
Hey modders, I just identified a potential issue for those of you that use Item Tweaker or override game items in a similar way: DO NOT override new items for now, as people are updating their old saves and servers to build 41.65, it causes a java error and makes people unable to play those saves
Items such as pumpkin, mango and others that were added in 41.65
Are there any resources (preferably written) on loot distribution? Specifically adding a new item into loot without overwriting vanilla loot. Anything I find on the discord or forums seems to be outdated for the old loot system or doesn't explain how to do this.
I've added in items, recipes, and done some basic scripts for mods but item distributions and spawns are still confusing me. I've made some content I really enjoy just no idea how to get it to start spawning/appearing in the world properly.
Thanks!
[Or if anyone knows of a mod that does stellar, clear loot distribution for their custom items so I could dissect and learn how they did it]
im unsure if i should ask this here or on mod support but im getting this error when i try to log into my dedicated server hosted by nitrado
@echo lark you are subscribbed to your mod. and have a local version of the mod ?
yeah i follow the path it has listed and i have the file
why do you have a ! in the file name?
it just came like that when i downloaded it
Does anyone know the item name for Broken Glass? I assume it's defined somewhere, since we can pick it up, similar to corpses.
@thin hornet unless i have the file in the wrong location i dont understand why its giving me that error
i get that kind of error when i edit my mod that i develop but am subscribed to it at the same time.
@echo lark sorry to not be helpful but I can confirm this is an error happening to one server I play on frequently. Only began with the "official" releases and even after full reinstalls fresh and confirming the file is there, it still happens. Hosted via GPortal.
hmmm so is it a issue on the end of the website hosts?
Not saying that sorry, just saying that it's definitely an issue we worked on all day yesterday and couldn't solve: GPortal or regular hosting. Was going to try out Nitrado today but if you're getting that error there too...
Quick question, with the addition of 3d item models in the game which can spawn on tables, counters and stuff like that I was wondering which script takes care of that. I have a bunch of custom tiles id like to update to support it.
that's tied up in java 😦 You'll find it in randomizedWorld\randomizedBuilding\RBTableStory
same with vehicle and zone story definitions
Is there a way to create a new types of injuries?
Or does anyone know of a mod that does it, that i could check?
So far so good 😄
Can anyone help me out please? I'd like to know if it's possible to make a vehicle spawn at x/y on completion of a recipe. Could anyone point me in the right direction?
Anyone also got a bug where the game selects random scripts (modded or not) and decides to break their item descriptions for them? when you hover over the item you get 100 errors per second
the error only shows that a vanilla lua file is breaking
makes me feel like its a vanilla bug and not related to my mod
That looks great, cool to see you working on PZ modding
Hey Cheetah
Anyone have an item distro guide or link? Trying to fix an older mod.
Any idea which mod adds all this crap?
<@&671452400221159444>
I believe it's the sandbox option "All Clothing Unlocked" that add all of those
Oh really didnt expect it to be vanilla. Thanks
Whats the best way to find out what causes errors in bottom right?
console.txt
thank you
I don't suppose anyone knows of a mod that makes 5% of the zombie pop into sprinters and then 45/50% shamblers/fast shamblers?
Since customizable zombies mod is broken now due to a removed "changeSpeed()" function for zombies in hard-coded Java. :(
Moveables that don't use an existing item are defined as Mov.spritename
👋 Should this be running the Lua file "Testing.lua" ?
I have enabled the mod in-client and then ran a Solo game, but it doesn't seem to work.
Maybe my file struct is wrong?
I have a degenerate friend that thinks "shoe-eys" are hilarious and regularly drinks alcohol out of his shoe. How hard would it be to make a mod that allows shoes to also be used as a drink container?
Also, for the Old Gregg roleplay.
inside the lua folder it needs to be inside a folder called either "client" "server" or "shared" i'm pretty sure
Anyone have a steam collection of a good mod pack that works on the new build and doesn’t make the game too crazy? Armor, weapons, clothing is all fine, don’t want crazy zombies or nothing like that
Thank you 🙂
I think I will have to add a TV show or radio show to explain what each medicine does 😄 Seems like the right way to do it
I'm running into a weird issue where if i attach weapon to my belt/holster and i take it out and go to try attack with it my character will have his arms down to sides and then i attack he does the shoving animation and unequips the weapon
I can't figure out whats causing it
Supras up on workshop :>
WARNING Item:getMap() got replaced by Item:IsMap()
Doesn't seem to return what getMap() used to do though
Anyone know if it's possible to replace a sound?
hey guys im trying to run the server from localhost but can't seem to find why i cant connected
its running on the same machine so i dont see why it doesnt find it
tried localhost and my local ip
got it working by using the steam bat file
how do you test your mods in mp without pushing them to workshop?
It seem i have to copy the directories to my other computer for every changes that i want to test
put you mod in C:\Users\User\Zomboid\mods
Good evening all, I am currently strugling with the following issue.
I recover a timed action:
currentActionLua = ISTimedActionQueue.getTimedActionQueue(player).current
then I can check its type to make sure it is an action relevant to moving items around
if (currentActionLua.Type == "ISInventoryTransferAction") or (currentActionLua.Type == "ISGrabItemAction") then
finally I would like to do things with the item itself that is part of this action
yet, currentActionLua.item returns nil and I am a bit stuck here.
Am I missing something? or am I looking in the wrong place? I just can't manage to access it from outside and I would really like to avoid having to overload these classes for so little 🤔
How much ram a server must have to run per player?
cause renting a 16gb server is not cheap xD
from digitalocean would cost 80$/m for a 16gb 2 cpu server
has anyone been able to add maps to a hosted dedicated server? all my mods work but maps dont seem to ( dont have them as a spawning point when i load in) i suspect its because the world generates before adding the mods for the map so they arent included but cant seem to find a fix
Is there a mod that allows you to control if you want to go up or down when climbing a sheet rope? I just watched my character slowly go down to a horde waiting for me down the rope
@thin hornet how many slots is that, seems overpriced
its a linux server solution, not an actual pz server hosting solution
i checked a site for pz server and apparently 4gb would be ok for 32 player
but idk
but still was around 40$ to 60$
@echo lark when you edit the ini file and maps= make sure muldraugh, ky is the last in the row
Hey dudes!
I'm looking for the mod that show the health bar of the zombies, can someone help me ?
I use 12 slot server running mods, uses about 7GB when full
I'd like to see a 32 slot only using 4GB, I heard its 300mb per player
@blissful meteor i have muldraugh as the last in the list, im not sure if they are actualy working and i just cant spawn there or if its just not working at all
well when i woudl host the game locally they all had spawn points, but when i switched to a dedicated server via nitrado theres only 2 spawn points
Cheers mate. I suppose my research leads me to another question. Is it possible to use native broken glass as an ingredient for a recipe? Or is that not possible due to how moveables are handled?
Suppose you could just try it with the name, I was messing with recipes last night.
Can easily make a server shop/trading post with a few recipes/items/tilesets
Is there a mod where you can refill your lighter?
moveables cannot be used in recipes, you would need to make the action give a new item instead
As in the pickup broken glass action?
yeah
Right on, many thanks. That was on my list of things to try.
Any idea on how to add functions to existing classes without having to overload everything?
Let's say I want to add one function to ISInventoryTransferAction without redefining the whole file in my mod. By experience, hard overloading is the best way to have your mod conflicting / outdated really fast.
Anyone has leads on how to do it in a more proper/clean way?
create a new file, make it require the original, add the function like you would in the original
or short version (instead of reading a concept on how bad it is, which you already understand)
local original_render = ISToolTipInv.render
function ISToolTipInv:render()
if not CONDITION then
original_render(self)
end
-- ... some custom code ...
end
different function overwritten there from what you want, but same idea
with what Soul Filcher said ofc, new file and just replace the function. no need to replace the whole file
Oh many thanks for your answers 🤩
Is it possible to use player:getModData().my_variable = true in a recipe ?
Basically I want to save the information that the player has made this recipe and authorize him only if he has not already made it.
save in the player's mod data, and check that
I think you can do that with 'OnCanPerform' in your .txt recipe. You will set 'OnCanPerform' to a function that will ultimately return true or false.
That what i thought but can I do it from the recipe.txt ?
Ok so I put OnCanPerform: OnCutRightHand on my recipe but where do I make the function ? In a .lua file in lua/client ?
It must not be that
So, I have tried doing it this way but it appears that I dont have access to the original self because it is nil in this context.
local original_perform = ISInventoryTransferAction:perform
function ISInventoryTransferAction:perform()
original_perform(self)
print("-- end of override --")
print(self.item)
end
I am now a bit confused with the scope of self is linked to the current fuction only? This also means that I don't have access to any values stored in self.something this way
local original_perform = ISInventoryTransferAction:perform this is a issue, use a . instead of :
local original_perform = ISInventoryTransferAction.perform
Yes indeed, here is an example from one of my mods:
-- High carpentry skill produces more twigs
function ISBuildMenuDowel.CraftDowelsfromBranch(items, result, player)
-- Guaranteed Twigs
player:getInventory():AddItem("Base.Twigs")
-- Extra twigs chance is 10% per carpentry level
-- Rolled once for one extra twigs
local chance = player:getPerkLevel(Perks.Woodwork)*10
if ZombRand(0,100) < chance then
player:getInventory():AddItem("Base.Twigs")
end
end
I then call OnCreate:ISBuildMenuDowel.CraftDowelsfromPlank, in my recipe. Yours would be OnPerform but you get the idea 😉
self is automatically created when the function is called (assuming the function is called like ISInventoryTransferAction:perform()
calling a function in lua with : self is the table/class containing the function
Sharp eye, thank you! 😮
Can you seed me you recipe.txt too pls ?
New to lua and PZ mod, there are things that I rly still don't understand
Yup, for this one it is basically
recipe Craft Dowels from Plank
{
Plank,
keep KitchenKnife/HuntingKnife/FlintKnife/MeatCleaver/Machete,
keep [Recipe.GetItemTypes.Saw],
Result:WoodDowel=4,
Sound:Sawing,
Time:200.0,
OnCreate:ISBuildMenuDowel.CraftDowelsfromPlank,
SkillRequired:Woodwork=1,
XP:Woodwork=0.12,
Category:Carpentry,
NeedToBeLearn: true,
Tooltip:You will recover scrap wood from the plank.<br>Carpentry skill increase chances to produce more dowel.,
}
You can subscribe and browse full code of the mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=498634342
Nice, big thx
is paws loot broken?
Tooltip is interesting to use here for your custom recipe to explain what is actually going to happen / extra restrictions that may apply, because otherwise the UI will only mention base ingredients, results, skill required and time
#mod_support is a new channel, so a lot of people don't know yet, but that's where you can go to ask those sorts of questions about using mods. This channel is going to be strictly focused on making mods now. 🙂
Yeah, I already use it 😉
oh crap my bad i meant to put it in modding support
Oh and since you said you are new to the pz modding, not sure you know, but you can find code from all your subscribed mods in \Steam\steamapps\workshop\content\108600 it can help. I'd recommend you giving a look at the big tutorial Fenris_wolf posted just above too, did not knew about it until now, it has some great insight!
Thx, I already check the tuto and I already took you mod from \Steam\steamapps\workshop\content\108600 ^^
Just, your function uses player as an argument but I can't find where you fill in the argument to call the function
Not sure if it was somewhere here https://pzwiki.net/wiki/Modding:Lua_Events or directly from looking into Indie Stones' implementations of OnPerform functions. It appears that those are the standard parameters for this kind of function. It is a bit of an empirical method I must admit.
From what I understand you are looking to create a OnCanPerform function right? Here you can see how this was done by TIS in media/lua/server/recipecode.lua
-- Example OnCanPeform function.
function Recipe.OnCanPerform.HockeyMaskSmashBottle(recipe, playerObj)
local wornItem = playerObj:getWornItem("MaskEyes")
return (wornItem ~= nil) and (wornItem:getType() == "Hat_HockeyMask")
end
-- only clean if not cooked, to avoid mistake instead of clicking "get muffins"
function Recipe.OnCanPerform.CleanMuffin(recipe, playerObj, item)
return item and not item:isCooked();
end
-- Muffins need to be cooked first
function Recipe.OnCanPerform.GetMuffin(recipe, playerObj, item)
return item and item:isCooked();
end
Not sure, I want to authorize a recipe only if player:getModData().my_variable = true
And when the recipe is use, run a lua function
Ok i get the lua dunction to run when I use the recipe
Or I just thought of something better, can I add action to the saw? That I can right click and that gives me a custom option?
use OnTest in your recipe. for example:
recipe Remove Battery
{
keep Torch/HandTorch/Rubberducky2,
Result:Battery,
Time:30,
OnTest:Recipe.OnTest.TorchBatteryRemoval,
OnCreate:Recipe.OnCreate.TorchBatteryRemoval,
StopOnWalk:false,
}
In lua/server/recipecode.lua there exists the function:
-- Return true if recipe is valid, false otherwise
function Recipe.OnTest.TorchBatteryRemoval (sourceItem, result)
return sourceItem:getUsedDelta() > 0;
end
if the function returns false, the recipe is invalid
This is a little nitpicky, since functionally it is a-okay...but does anyone know what is causing this huge gap to appear between the recipe icon, and the recipe result name? I've noticed on several items added via mod, but looking through them I can't deduce what causes it.
How do I add a variable to the player?
I tried player:getModData().IsCut_handRight = False and then return player:getModData().IsCut_handRight but it's not working.
I also tired player:getModData()[IsCut_handLeft] = False and then return player:getModData()[IsCut_handLeft] but same
I also tired player:getModData()['IsCut_handLeft'] = False and then return player:getModData()['IsCut_handLeft'] but same
Edit: it was that = False not work
What's a mod for safehouse anywhere
how do you host a modded server thrugh pz main menu?
try player:getModData().IsCut_handRight = "Something" and test it with print(player:getModData().IsCut_handRight) that should return "Something"
Hello, there is no event for player disconnect on Server?
@flint bolt https://pzwiki.miraheze.org/wiki/Modding:Lua_Events - Specifically, 'OnDisconnect'
Is this triggered on the server when another player disconnects?
I'm not sure of that offhand, you'll need to do some experimenting!
Got it, thanks!
Don't work. I think it's because I run that using Events.OnGameBoot and player is not yet creat
is there a mod load order guide i can look at?
does anyone know how to get the reference to your corpse after death?
How do I equip a cloth to a player?
What do you want to load in order?
im trying to host a modded server with my friends, I just discovered for example that mod options b41 has to be on top when managing the the steam workshop setting. I just wondering if there is a general rule for the load order of mods, like so and so mods are always on top then everything else underneath can be whatever
technically there is no mod order if things are done properly
mods that require files should use require() which will force the "load order" of things.
interesting so i can just add all my mods and it should reorder things by itself?
well mods that require other mods will do so when modB require modA. So yeah
Add your mods and test it should works
just like in Singleplayer
Is there a safehouse anywhere mod
@empty yacht @silver kindle your question would be more relevant in #mod_support, here it's only about creating mods
I've been looking into how to mod, is it possible to change how the game checks if you're eligible to sleep? I'm trying to see if there's a way to have the game ignore whether you're not tired enough or too in pain to sleep.
@lunar jungle look into
media\lua\client\Camping\ISUI\ISCampingMenu for doSleepOption
and
media\lua\client\Camping\ISUI\ISWorldObjectContextMenu for doSleepOption
Thanks! Hopefully that'll give me a good head start!
I quickly ask my question again in the hope of an answer before going to bed. Is there a way to equip a cloth to a player by choosing the item?
Isn't there a way to add an extra modifer to skills like Strength.
I.E Instead of the melee damage multiplier being 100% at level 5, it's at say 110% melee damage at level 5 with a trait.
Mostly wanting to add traits that replace Strong and Athletic with a different version that doesn't add the +4 to the skills, but you get benefit of an permanent multiplier for owning that skill.
I feel like I've been looking in the wrong place for it or I just can't.
Is it possible to add custom Lua libraries to a mod?
Yes
Is there an example (maybe a mod that does that) I can look at?
https://steamcommunity.com/sharedfiles/filedetails/?id=2655093675 I added a json library
Awesome! Thank you
my SheRa outfit is almost done, just need a boot and bracers now 🙂
maybe a cape too lol
anybody did a cape mod or something already?
i would be happy with the cape only attached to the neck weight, dont need to wave around 😄
nice i wonder how he did it, im trying to make one here lets see if it work lol
Anyone know which mod give you backpack upgrades?
Anyone familiar with where seen tv shows are stored on the player?
not sure what terms to search for
authenticZ
Thanks
Is there a better way to reduce pain than flat out setting the pain in the players stats? like so.
function KapMedTakeBlackSageTincture(items, result, player)
-- Reduce Pain by 20.
if player:getStats():getPain() > 0 then
player:getStats():setPain(player:getStats():getPain() - 20);
end
end
This removes the pain instantly and lets the pain come back relatively quickly, how should I have pain meds work better?
So you want it to gradually reduce by 20 overtime instead of instant?
https://www.youtube.com/watch?v=Hlu4utEw_Nw My basic as server shop, does what it needs to. Id like to have a context menu for in the inventory but i have no idea how
Yeah, that's what I wanted it to do - I figured out I can write to moddata and make a listener though, so I think I understand how to do it now
IS there any starting guides into lua modding?
I have a mod from someone else that overwrites a whole file from TIS, can I somehow revert the whole overwrite without touching the original mod? So that I can just hotfix this?
@quasi geode is there any way to limit the clothing selection with PF? or can I only add clothes?
Does anyone know how i would go about spawning a vehicle via lua at the players location, im trying player:getLocation():AddVehicle("Base.Van"); Any help?
https://www.youtube.com/watch?v=7UfoY-trxJQ anyone know when they’re gonna release AnimZed? iirc they said it’d come with b41
Tool for constructing animation profiles for characters and allowing modding of animations on release.
Script:
This is a quick demonstration of editing animation states in Project Zomboid using the new AnimZed editor.
Here we can see the player with his animation debug showing. We see he has 1 layer of animation active.
The new system allows f...
Hi all, I am trying to worn a clothing item from inventory without having it on the character. I tried setting condition at 0 but this makes it (Worn) but it can still be equipped. I want it to be (Worn) and that it cannot be equipped anymore. Any leads that could help me?
So whats up with these mods that merge several other mods together and when asked if they have gotten permission from the other modders they just delete your comment and hide comments overall?
any1 knows whats the best way to make a server modpack?
steam collections
which ones are we talking about here
you asking about the mod or modder?
both, just curious
no
i dont want updates everyday
it broke our game too many times
sub to mods
i want to curate a modpack and upload it
and then manually maybe update the modpack once per week or so
but what is the mod / folder structure
i'd just copy/zip the whole mods folder
also idk if im mistaken but i think the mods get automatically downloaded if you join someones server
idk if its from the server directly or it looks them up on steam workshop
When a mods distribution table is added to the distribution table of the server, where is that found? because I can find the local Distributions.lua in media/lua/server/Items/Distributions.lua but cant find one that would be on a dedicated server
is the players local file edited every time they enter a new server or ?
anyone know how to use itemtweaker api? or know a mod that uses it?
I guess he was talking about this one: https://steamcommunity.com/sharedfiles/filedetails/?id=2689032656
@hollow shadow on the item page in steam workshop there's a list of mods known to use it
yeah i just saw that
thx
I updated the page with Lua Events, added description etc for the new events:
https://pzwiki.net/wiki/Modding:Lua_Events
Is there a mod that moves your camera slightly forward when you're driving a car?
How do I force a player to put on a piece of clothing? Like I add it to the inventory and then I equip it. I didn't think it would be so complicated, I've been looking for literally hours
Have you tried the in game option?
guys any1 knows how to make a serve modpack, how to arrange the folders and to publish it on steam?
Oh yeah I forgot about that, thanks
In the game folder media/lua/client/context you have all menu, like the TV one to change channel. That can give you idea
How are you equipping the item?
Ohh, or are you still trying to do that part?
I thought you meant you were equipping and the player model wasn't updating.
I just want the player to put on a piece of clothing, like a t-shirt. No animation, nothing. just the player has a new outfit
No no, the same results as right clicking on a cloth and then put on
How is your function being called? In an event? Or triggerd by a txt script?
It's a function that is called when I right click on an object and choose a new option. So it's a lua function
Hmm, okay. You'll need to make sure you can get the player from that. Then you can do something like this:
local belt = playerObj:getInventory():AddItem("Base.Belt2");
playerObj:setWornItem(belt:getBodyLocation(), belt);
Like that
player:getModData().IsCut_RightHand = 1
player:Say("Cut my right hand")
player:getInventory():AddItem("TOC.ArmRight_noHand")
end```
And the code look like that
Appears correct so far.
It's work ! Big thx

You might want to take a look at \media\lua\client\TimedActions\ISWearClothing.lua too, there could be some useful stuff in there.
I was just wondering how to do what is in the file, thx. It was starting to drive me crazy that I can't do such a simple thing 😂
Hallo! How can I add map mods in servers?
Very good mod ! 🙂 I hope have it in my game soon as possible 😉
But I don't remember how to had dev console in game?
@oak cipher Hi, you'd get a better chance of having a useful answer in #mod_support
@digital trellis you mean to enable debug mode? Just add -debug in the game launch options in steam settings
OK thanks @weary matrix
add a replace = true into the clothing table it will limit options to only what you add. ie:
clothing = {
replace = true,
Tshirt = {"Base.Tshirt_Profession_RangerBrown", "Base.Tshirt_Profession_RangerGreen"},
Pants = {"Base.Trousers_Ranger"},
}
hi all, if i want to write a patch for other mods, is there a way i can disable/remove/change the other mod's lua script? thx
hello ~.. how do i play with mod while hosting ?
I can't get mp mods to work on a "host" server i am running.
The mods work fine on Single Player.
Finally....
@glossy bear are you asking how to fix a mod to make it work for MP?
Any of you in here know how I can alter an existing mod that overwrites a whole lua file from TIS? I want to patch a mod that doesn't work because it overrides a whole file from TIS. I don't want to copy the whole mod, just make a hotfix for this.
same question here🤔
@tacit jasper for global symbols you can simply hook them, something like:
local theOldFunction = theModule.theFunction
theModule.theFunction = function(...)
-- your code
return theOldFunction(...)
end```
but for example I don't think you can delete a file from the install folder
got it, thx for sharing the information👍
@river plinth would that work for you?
Hi!
Does somebody knows if it is possible to create custom Moodlets? 🤔 and if so, there's any guide or something for that? I couldn't find anything in the pinned messages
@worldly olive should be possible, I know a few modders did that, Aiteron and Dislaik IIRC
I talked to chuck about this, and from I remember it was not possible to create “new” ones, I would ask chuck he knows a lot more about it then me.
Noodles
Yes, sorry, Moodles
I wish there was more illnesses so I could fund a more in-depth medical mod
not possible to add more?
Would require modding magic I believe
https://steamcommunity.com/sharedfiles/filedetails/?id=2655093675
Easy Modding API has custom moodles.
Which means in the end, more hours to make, not worth it in my opinion
@errant meteor what would you need exactly?
Dose not really matter, will not being doing anything modding related in a good while
awww why not?
I haven't modded for PZ before but have for others, how hard would it be to just change the xp scaling by starting skill ranks so it's less extreme. So instead of 25%/100%/125%/150%, its like 75%/100%/125%/150%. Even a work around like 0 cost trait that gives 3x xp gains to skills that started at 0 would be fine to me.
Hm, will have to try this, but don't think this will work in my case. The mod has the whole ISButton.lua in there in an awfully outdated version
@real geyser shouldn't be too hard, there are sandbox settings to do that if I'm not mistaken, so worst case you can just change the sandbox settings from your mod when you need
The sandbox changes all xp though, I don't want someone starting with 1 skill rank to get multiplied too
NVGs are on hold :]
Cuz as it is 1 skill rank gives you 4x xp gain, I want it to be less extreme difference betweens starting with a skill and not
@real geyser ah I see mm I will have a look
@errant meteor NVGs? Night vision goggles? 😂
Non brita version, so you do not break the timeline
@errant meteor nice, but what does it have to do with not doing any modding for a while?
@real geyser what about https://pzwiki.net/wiki/Modding:Lua_Events/AddXP
the night vision script broke with the new update, until that fixed or I get the urge will not be doing anything :]
ah ok, that's still modding though 😅
hmmm so edit it to give like 2x or 3x on 0 skilled(to start) skills... I wish I could just find where they coded the xp system, or is it only LUA stuff we can change i guess? As I said I haven't done any coding for PZ before.
@real geyser my thought is you could register a handler for the AddXP event, so that everytime a player gains XP, depending on the perk and current level you could add a multiplier for the value being added
never tried that event though, so not 100% sure it's working as I imagine
also the Perk* class are exposed to Lua, so maybe you could override the game perks with yours, having custom required xp for each level
freaking workshop not updating as it should version mismatch
etc
just anoying asf
sorry for the rant im about to go crazy
@thin hornet version mismatch when hosting a game?
atm my thought is to just start with everything at lvl 1 baseline(0 cost trait or the such), then thigns that give 1 skill point increase xp by 25% instead of 4x, but still prefer if I could just change the base multipliers
@weary matrix yeah im not going to copy over local mod to my computers to test so i just push to a workshop test mod, and i expect it to update on every device as it should, but it take more time to just try and open the game than actually testing my mod
im going nut
there got to be a way that is efficient
to work with mp
a mod reload command or anything would have been the best thing ever just like in fivem. Also server could have streamed the mods to the clients instead of a subscription system.
Client connect to server, server send client mods (store in cache) validate, and boom. No need for subs to tons of mods. Just join a server and get what this server have.
how can I fix this? or the only way is removing the mod?
@wet osprey you should ask in #mod_support
oh sorry/thanks
no worries
Poster for my herbalism mod, should be out tonight, am excited 😄
@thin hornet there's a global function reloadLuaFile, not sure how it behaves though, especially for MP
@abstract wave nice, what does it do exactly?
I've added a few more plants that can be foraged, and then you can make special teas & tinctures that have effects that last for hours.
It also has a TV show that gives foraging XP, with the host explaining what each plant does in an immersive way.
His name is Ken, lol.
maybe
I actually want to look into adding my herbs as farmables.
Start a little herb garden
Just not sure how hard it is
I see Filcher has a farming mod, so worst case I can get inspiration there
If I can't figure it out myself 😄
yeah also you could have a look at hydrocraft
Something about Hydrocraft scares me, god knows how hard it must be to find anything in there haha
it's been updated to "work" for release 41.60 few days ago, not sure how usable it is though
@thin hornet I just subscribe once to get the mod in steam mod folder, link that to ~/Zomboid/mods/, then I just edit the files directly
until I get something good enough to push to workshop
@thin hornet also I made an empty mod that only has a mod.info basically, so I can enable/disable it in mod list, so that will refresh the mods
I still have to quit current game though
Is there a way to use a weapon in the secondary hand? Because my character only push the zombies but don't use the weapon
even if i restart the game i still have to unsub
steam wont update the workshop mod as it should
would have to restart steam itself
such a mess
OnConnected, OnDisconnect, OnScoreboardUpdate
all worthless does nothing for me
does nothing on clientside and on serverside either
seriously im done
where are the base files for containers? I want to mod the crates
thanks
np
Evening all, I have been wondering, any idea on how to display two setHaloNote simultaneously?
Hello, anyone has a Distributions.Lua for water or something please?
can we even mod built stuff like crates\shelves\fridges?
@thin hornet you don't have to update the workshop mod if you do what I said
@winged lotus two halo notes or two lines?
Preferably two notes so that I can have two different colors
But two lines could be a valid solution too!
mmm not sure how, wondering why it's not the same as when the character speaks
@winged lotus well for two lines just try to do something like "line1\nline2"
@drifting ore mmm good question, not sure the game is handling being a lefty out-of-the box
cool!
I was trying to do it with <LINE> that was my mistake
@weary matrix I have my REDB-ProceduralDistributions.lua and when I place it into my RedBull mod folder (RedBull/media/lua/server/items/, any food is spawning...
Well, I will just change r,g,b of the whole thing depending on gravity
@winged lotus yeah do that as a first step, then maybe later someone will figure out how to have multiple halo text
@digital trellis hey, I've seen your question but unfortunately I know nothing about distribution yet 😦
Alright
@digital trellis what do you mean any food is spawning?
When I give me my redbull can it's working, and when I open a fridge, or anything looting food, there is nothing in it
@weary matrix
Sounds like it's overwritten the spawn distribution so items aren't spawning in there anymore.
@digital trellis not getting any error?
No
mmm have you checked console.txt for warning etc?
Can you explain please? What should I do?
Yes @weary matrix
Yeah maybee a kind of overwritting
I unfortunately don't know Lua. Never studied it over things like C# and Java. Just stating that's what it sounds like it could be.
@digital trellis just be patient, someone here should know
I hope so
@digital trellis could you share your file? Maybe something obvious will come up
can't make any promise though 😅
@digital trellis hum it seems my unrar tool is not able to open it 😅
mind to send it as .zip?
thx
@digital trellis this is from vanilla right?
ProceduralDistributions.list.FridgeSoda```
Uh yes
then I guess you are indeed overwriting the distribution from vanilla 😅
Hmm
do you know of a mod working for MP that use distribution so I could check how it works?
Yes but I don't know how to do
Not sure if it uses distribution or not, but you could check Firearm Books
Adds it's own variants of books to the game, so it might.
But I don't know cause that mod use different kind of distribution
@digital trellis that one has not been updated since september, way before the MP release so not sure it's a good example to follow
oh really
yes 😉
mm ok
You're free for discord @weary matrix ? Vocal?
nah
There's way to transfer the game to unreal engine?
Lol i dont think so
this game is built different
Someone tried to make a VR version of it tho
but didnt hear from them a long time ago
are you drunk
@digital trellis try something like this:
table.insert(ProceduralDistributions.list.FridgeBottles.items, "REDB.RedBull")
table.insert(ProceduralDistributions.list.FridgeBottles.items, 10)```
No, I'm not a developer, I'm just a curious ass.
unless you modify the ingame animations to have “ragdoll” physics then no
@drifting ore just hack my computeur with his fukin .mp4
@digital trellis sure I'm available
Hahahaha gotcha
@drifting ore why I can't read your file
Ook but i'm french haha
@digital trellis I'm too hehe
Mdrr
I chose some weird parameter on vlc for the compress. It should only be able to read on vlc. I reconverted it
Prototype 1 of my mod ^^
At the moment you can cut your arm at 3 levels. You can no longer equip object in the hand that was cut, but you can equip a wooden hook to do it again at an efficiency cost.
The operation is very dangerous. High infection rate and if the bleeding is not healed quickly, you die. Also since the hand is at health = 0, it takes a long time. The goal is for it to take within 2-3 days of doing nothing to heal and then 2 weeks of slow healing.
Great job! I believe it is going to be quite the task to accomplish it as a whole so be careful not to burn yourself out! Looks very promising 👍
Does anyone want to help me get tooltips for my items working? ```c
Tooltip = Tooltip_Tincture,
I have a Items_EN.txt in media/lua/shared/Translate/EN with
```c
ItemName_EN = {
Tooltip_Tincture = "As seen on Ken's Herbalism TV Show"
}
But it's just showing up as 'Tooltip_Tincture' ingame, what am i missing?
You've played too much RimWorld.
Interesting concept though.
Maybe you are missing a nesting level in your path? I believe it should place your Items_EN.txt in media/lua/shared/Translate/EN ?
The code part doesn't scare me, I already see how to do it but 3d models, textures and icons a lot more. I'm not an artist at all
Yes, my bad, that is where it is located actually.
Ah, well then maybe it is something else... 🤔
I believe first part of translated string should be the same as the array maybe
Try that maybe
ItemName_EN = {
ItemName_Tooltip_Tincture = "As seen on Ken's Herbalism TV Show"
}
With Tooltip = ItemName_Tooltip_Tincture , in your item definition of course
I'll try that!
Is it not getText("ItemName_Tooltip_Tincture") to get a text ?
In lua yes, but I believe Kap is trying to set that directly in item definition in a *.txt file
Ok that's what i was missing
So with ```c
item Chamomile
{
DisplayCategory = FirstAid,
Weight = 0.1,
Type = Normal,
DisplayName = Chamomile,
Icon = Chamomile,
Tooltip = Items_Tooltip_Chamomile,
WorldStaticModel = MedicinalHerbsLeafBundle,
}
and in the media/lua/shared/Translate/EN i have Items_EN.txt with ```c
Items_EN = {
Items_Tooltip_Chamomile = "A medicinal plant found in the forest",
}
``` like you suggested, but it's not playing ball still.
Do I need to preface the tooltip with my modid? like ```c
Tooltip = KapMed.Items_Tooltip_Chamomile,
No need of KapMed.
Ook, not a specialist of all those translation side so sorry if I am making you loose your time but maybe you should try this :
item Chamomile
{
DisplayCategory = FirstAid,
Weight = 0.1,
Type = Normal,
DisplayName = Chamomile,
Icon = Chamomile,
Tooltip = Chamomile,
WorldStaticModel = MedicinalHerbsLeafBundle,
}
and
Items_EN = {
DisplayName_Chamomile = "Chamomile"
Tooltip_Chamomile = "A medicinal plant found in the forest",
}
Dammit
This one don't work ?
Nop
module
MyModule{
imports {
Base
}
item Chamomile
{
DisplayCategory = FirstAid,
Weight = 0.1,
Type = Normal,
DisplayName = DisplayName_Chamomile,
Icon = Chamomile,
Tooltip = Tooltip_Chamomile,
WorldStaticModel = MedicinalHerbsLeafBundle,
}
}
Try this one
DisplayName_Chamomile = "Chamomile",
Tooltip_Chamomile = "A medicinal plant found in the forest",
}```
Is the missing comma after displayname line on purpose?
There, otherwise no idea
nop, it was a copy form your last post
No, the one of Onkeen
It was either the import Base that was missing, either Items_EN that need to be Tooltip_EN
The latter it must be.
#mod_support is the better location for mod specific questions @quasi jewel
lol
So I've found in the ISWorldObjectContextMenu.lua the line of code that disables the ability to sleep if you're either too much in pain, or too awake. My knowledge is pretty lacking in writing mods for PZ, is it possible to write a mod that overwrites the base game's functionality for all context menus to turn all sleepOption.notAvailable = true; to false?
I looked through the code for the True Actions mod that lets you lie in beds and it seems the same block of code was repurposed there to let you sleep while laying down, changing all the true entries to false in that mod lets me sleep whenever I want when lying down, I'm looking to be able to sleep whenever I want in all other situations too.
@Kap can you screenshot how that appear in game? I made some items and literally just added tooltip = "text" and it worked but wondering if yours appears nicer
It's dark & I like it
Does anyone know how to spawn vehicles through lua?
@lunar jungle could work but the problem if you replace it is for example if the dev add something to the menu, then it won't appear when your mod is enabled, until you update your mod
@blissful meteor
@blissful meteor I think it's doable with sendClientCommand
My dude is holding the magazine when reading terrible, it's clipping through the hand etc, how do I make him hold it nicely? :c
Could you give an example, I tried adding it through oncreate using a recipe
I'd like it to spawn after using a recipe, in this case the recipe is buying from a shop
I'm fine with that! It's all a learning experience for me to get more acquainted with writing lua and making PZ mods, and I'm willing to update it regularly if I have to until I find a better solution. I'm just looking for something functional to start with for my friends and I to use in MP. Do you have an idea of how I could start writing it, are there any recent guides to writing mods for UI changes?
@Kap that's how it appears just adding the text after tooltip=
Yeah but that spits out errors in the log and I don't like that
Oh okay, good to know
What is the proper way to set up my recipe to accept two of Item A or two of item B? It's not happy with the below recipe.
recipe Craft Ginseng Tincture
{
destroy EmptyJar,
destroy JarLid,
WhiskeyFull;10,
Ginseng=2/GinsengRoot=2,
Result:GinsengTinctureMaturing,
Time:300.0,
Category:Health,
NeedToBeLearn : true,
}
I know you can use / to use different items,
Like
Keep KitchenKnife/HuntingKnife etc, but can I do the same with unit amount?
@blissful meteor oh, there's a global function addVehicle(string)
try something like this: addVehicle("Base.CarTaxi")
@lunar jungle so try to copy paste this function: ISWorldObjectContextMenu.createMenu in your mod
it's in media/lua/client/ISUI/ISWorldObjectContextMenu.lua
@abstract wave not sure but I think you have to make two recipes, like one with 2 item A, and the other with 2 item B
not 100% sure though
@oak cipher you should ask in #mod_support if you need support
Hey, I was looking around and can't find the project zomboid function library, is their a place that I should look?
@karmic wedge what do you mean, what's the function library?
Ginseng/GinsengRoot=2,
Funnily enough, this works, however the crafting menu will tell you "One of: blabla"
basically a place where all the already zomboid established functions are, like setEmitter()
@karmic wedge you're looking for the javadoc?
Yea, the section in Konijima link where the javadocs are is gone
@karmic wedge https://quarantin.github.io/zomboid-javadoc/41.65/
Ah, thanks!
nice!
@digital trellis you could try to put this instead, would look less messy: [url=https://steamcommunity.com/profiles/76561198056536755/myworkshopfiles/]co[/url] just replace the %60 with
Does it have 3d model
@torpid briar not yet, just wait like more days, cause i'm beginner in Blender haha
The 3d model of Beercan
@weary matrix Oook !
nice
thanks
Zamm
The way I am updating and developing AuthenticZ now is I uploaded a separate testing variation as an unlisted mod. So, then I update the testing branch and conduct my tests on my local server.
@weary matrix yeah I tried addvehicle like that but it didn't work. would I need to call a location. Like on the players location or can pick co-ords?
@late hound , I like what you did with Authentic Z. I made unique Z but I like yours expanded so much more
I was looking through some of your lua about making the zed zones, I'm going to use something similar for my server.
May need some help if I get stuck
yeah so regarding making zed zones with MP gets a little complicated
Oh really
Could someone tell me how I would go around making a modpack compiled out of different mods?
Cause I have a couple of mods that I would like to merge together for my server.
Yeah so all the new zones I added initially do not work on servers, but I found another way to get them to work. It will be in my next update.
@authentic peach would it possible to use lua similar to make non pvp zones through lua?
The ones admins can add
Is there a tool to convert a TV show / Radio into VHS/CDs? I'm looking at https://steamcommunity.com/sharedfiles/filedetails/?id=2641076078&searchtext=tv+show
And it seems, based on their comments in their files, that this was auto generated, anyone got a clue?
I think Redboid did something similar iirc
I'd like to make a large part of server pve only, so drawing zones manually is not really ideal ever hard reset
first time modding the game myself 😳
gonna change the alarm back to the old one
already fmod unpacked the bank, gonna re-loop the og alarm and copy-paste it with the same name, then re-pack the fmod bank
should work
excuseme but which is the extention of 3D vehicle model??
hope it works eyo
Anyone have any idea on if a mod like this exists...
When zombies "break" a door, after the usual amount of beating on it, instead of it breaking into planks knobs hinges, etc it is instead forced "open"
nice
Are there any references or guides to adding in more tooltips without overriding the vanilla ones?
@ebon grotto can you explain how you did it?
@ebon grotto I'd love a mod where you can choose the old one, or the new one, or both randomly
Ah I see, so workaround only? Otherwise you have to replace the entire vanilla translation files?
@stiff urchin what do you mean?
I was just wanting to know if it was possible (and if so, how) to add more translations to the Tooltip_EN file without having to ovewrite it.
@stiff urchin you can just create your own tooltips
How would I go about doing that without overriding the vanilla files? I tried doing a google search and discord search but couldn't seem to find anybody talking about a way to do so.
@stiff urchin
Not exactly what Im asking for, don't need anything fancy or dynamic about them.
had to use this fmod tool to un-bank the zomboidsound.bank file, then i replaced the meta_alarm_whatever it was called with the OG one (had to be converted to stereo, ~9s loop), then re-banked https://www.nexusmods.com/rugbyleaguelive3/mods/2?tab=docs
I'd just consider that an arduous workaround, didn't know if there was a simple, more vanilla way to do it.
since it's fmod, no workshop mods can easily just change between the two
but i'll send my .bank that has the og house alarm rq
@ebon grotto ah so you overwrite the bank files from the game?
na more like
i uncompress the bank, and overwrite the 1 sound file among the ~1000 thats in the bank
then i re-compress it
goes in: steam/steamapps/common/projectzomboid/media/sound/banks (be sure to backup the old one, idk if my change broke anything)
1 min it's a ~500mb file lol
@ebon grotto so you have to overwrite the bank file from the game with your modified version of it right?
Anyone know if there's a mod for allowing any building to be claimed as a safehouse? We built a house and it can't be claimed because it isn't residential, so I was checking around to see if there's a mod out there that removes restrictions.
ya
copy-paste
@dusk loom you should ask in #mod_support
@ebon grotto mmm so next game update or if user check file integrity with steam it will get "erased"
I was hoping there's a way to do it with no overwrite 😦
ya i believe so
so keep a copy backup of the modded one, and original one
my mega.nz link shouldn't ever expire
@stiff urchin not sure what you want, you ask for custom tooltip, how is the community API a workaround?
@ebon grotto have you tried to check if it was possible to simply load additional bank files?
since the fmod sound update is brand new, there's like no info for it regarding pz lol
if possible, it'd be lit, and i'd upload it to workshop
Hi, I have a context menu. I already know how to add an option but how do I remove one?
@weary matrix 'ere u go https://mega.nz/file/7Y8iGQoL#46zt4HbG0KZ8OnSuHJWKC_SH45ph738e02ClGPl1eW8
@drifting ore mmm the context menu should be a Lua table if I'm not mistaken, so you should be able to find the entry you want removed, then just assign nil to it to delete it
Nop, don't work. The game crash. I put context.options = nil
But I use context:addOption() to add a option so I assume that it's similar to remove one but I find nothing on the javadoc
what error did you get?
ERROR: General , 1640218810165> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: 1.0 of non-table: null at KahluaThread.tableget line:1689.
Just leaving one option blank would be the best solution I think
@drifting ore looks like you tried to access an invalid index from the table
can you show the code you wrote to do it?
@hollow shadow hard to tell with so few information 😅
i fixed it already lol
aah great 👍
Think I explained poorly or there was a misunderstanding. By custom tooltip I just meant text under an item without having to reference a vanilla one. I was worried about overwriting all the vanilla tooltips. Turns out I can write the custom tooltip I was looking for with a Tooltip_EN.txt in the translations -> EN folder.
But I figured it out, thanks for the help!
@drifting ore try this, for me it's removing the first entry from context menu "Walk To":
context.numOptions = context.numOptions - 1
context.height = context.height - context.itemHgt
context.scrollAreaHeight = context.scrollAreaHeight - context.itemHgt
table.remove(context.options, 1)
Anyone know where to locate either ArmySurplusBackpacks or CampingStoreBackpacks ? Trying to test some spawn rates. Not seeing any directly relevant locations on the main map.
I find it, it removeLastOption(). But it's similar to yours
@drifting ore what's the problem?
none, it's work with contect:removeLastOption()
ah ok great then 👍
How do I run a piece of code after a timed action has finished?
I am using this ISTimedActionQueue.add(ISUnequipAction:new(player, cloth, 50)) and I would like to run a function when the action is finish
You need create a TimeAction for that
Damn it, I was afraid that was it. Where do I put the code after? In MyTimedAction:perform() ?
yeah, perform is the end action
ANY mods that works for spawning food and stuff on zombies?
So far, all the mods we tried didn't worked.
I believe i've seen this one spawn energy drinks on corpses @karmic tree https://steamcommunity.com/sharedfiles/filedetails/?id=2674541310&searchtext=energy
Hmmm i'll try that one. Any other? We really need one that spawns like random stuff on zeeks
No clue, sounds like something for #mod_support
anyone know where the thing in charge of displaying the watch UI is? i've been searching for ages in files but cant find anything beyond the alarm setting UI and the actual art assets for the ui widget
Does anyone know how I'd go about finding out the base value of certain stuff? Like I've managed to find out the "MaxWeightBase" is 8 by default, but not sure about ClimbOverWallSuccess or even things like FatiqueMultiplier and so on.
Basically trying to modify the values/multipliers on Strength/Fitness stuff.
I can (mostly) find the stuff it'd use to change it, but like as I learnt with MaxWeightBase, I have no clue what the default values are nor how much/little impact changing the numbers can be if it even does.
@drifting ore have you found yet?
you can do something like this:
local real_perform = ISUnequipAction.perform
local ISUnequipAction.perform = function(self)
real_perform(self)
-- your code to execute after the original perform
end```
Tiny mod since people requested it. https://steamcommunity.com/sharedfiles/filedetails/?id=2690573065
Adds maintenance skill books.
It will not add the piece of code for all IsUnequipAction ? Because if so, it can cause issue with vanilla cloth and weapon
@drifting ore yes it would do it for every item that's unequipped, but you could check the type of item etc
@drifting ore you have access to the item with self.item
If a mod id has a space in it do I just leave it with spaces or underscores?
example: Mod ID: Armored Doors and Windows
tyty
Base.Bullets44
also you can check it in debug mode
sorry but I found it funnyxd
ohey btw @weary matrix i've been playing the past 5 hours with my modded sound.bank, works perfectly, no sound issues
success
that's a nice bandana
ty
anyone here figured how to add map mods to servers?
i'm having the same problem @oak cipher
I've been struggling to add Bedford falls and Pitstop
which are compatible to in-game map/minimap.
so how do I find downloaded workshop mods?
I wanna see how realistic durability works so I can see if I could easily make it work with 41.65
So I found it
And uh
What the hell am I looking at
Can somebody help me?
Like, how can I edit this to work with B41.65
I kinda need it for a server I'm part of
Some pals of mine wanted it, but I noticed it wasn't exactly working
And I'd really like for it to y'know
Work
no idea but #mod_support is a better place to ask
That's the file that handles how the items interact with the world... What's exactly up with it, how is it not "working"?
Well, it’s not making changes to the durability of items
I think it hasn’t been updated for the newest build, as it was working the the beta builds
So if the stable build made it not work, then it must have changed something
And I’m hoping there’s a simple fix so I can send it over to a pal of mine running the server I play on
