#mod_development

1 messages · Page 501 of 1

tight blade
rigid dock
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Are there any mods that add creatures? I would love necromorphs, or creatures that appear in the fog whenever the fog comes. Or even just any type of tougher zombie would be nice

oak cipher
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Anyone down to be funded to make a tiny mod? 😄

Its just removing tthe burglar occupation

cause I dont want people just hotwiring everything in the MP server

winged lotus
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Hi all! Here I come with my daily quesion, does anyone knows how to implement a parametrable key binding for a new Events.OnKeyPressed action I have created?
I would preferably do this without dependencies to Mod Options, to make sure it is more robust to future updates. Though I could use it if the standalone solution gets too complex.

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Oh, just saw the message from co` from earlier, I will try to manipulate the keybinding table too

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It worked!

turbid gale
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welp, finally have the time to fix my M113. It's a bit of a mess.

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And also I always hear reports of it being way too common, along with reports of it being impossible to find. I'm confused at best about that.

pearl prism
turbid gale
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oke 👀

pearl prism
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what will you add to yours?

turbid gale
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significantly overhauled durability and hopefully a new thing or two

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along with probably modifications to the model and fixed overlays

pearl prism
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Damn, I feel our mods will compete with each other

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How about you abandon yours and join mine?

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we make a mod together

turbid gale
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you see now

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mine's been on the workshop for like

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over 2 years now?

turbid gale
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yeah in about a month will be the thing's 2nd year on the workshop. I remember uploading version 1 before I left my dorm to go to a class.

terse matrix
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Ok so since build 41 is out in its wholeness

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is there a modding guide atm?

upper mason
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So, all mods already compatible with 41 stable?

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Nevermind, these news are only 3 days old =_=

orchid cipher
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hey just wondering, for Authentic Z mod where could you find zombie hit lists?

blazing radish
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anyone knows why a weapon when placed in the ground shows the icon?

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i've changed icon name and I've setted up a model correctly

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the weapon shows the mesh and texture on qhile equipped (hand or slot), but when it's on the floor turn into the icon

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I have the same issue with some items but in weapons is more infuriating

winged lotus
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@blazing radish I had the same issue and, from experience, I had to declare the models inside Base instead of my own module to make it work. But I may be missing something, at least this worked for me ⤵️

module Base
{
    model WoodenDowelMod_Ground
    {
        mesh = WorldItems/RifleAmmo,
        texture = WorldItems/WoodenDowels,
        scale = 0.8,
    }
}   

module DowelsMod
{
    imports
    {
        Base
    }

    item WoodDowel
    {
        CanStack = TRUE,
        Weight = 0.02,
        Type = Normal,
        DisplayName = Wooden Dowels,
        Icon = WoodenDowel,
        WorldStaticModel = WoodenDowelMod_Ground
    }
}

(full code of the mod that you can try and see it is working & how it works here https://steamcommunity.com/sharedfiles/filedetails/?id=498634342)

blazing radish
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gonna try deleting the module and working just in base

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thanks mate

winged lotus
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You can keep your module for everything else I believe, just declare the models in base and then import Base in your module 🙂

blazing radish
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finally

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holy fuck

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THANK YOU

winged lotus
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Took me a long time until I figured that one out last Sunday 😅

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Happy to help!

blazing radish
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at first I thought I was doing something wrong with the icons

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but afte rmany tries I couldn't understand what the hell happened

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really weird bug

winged lotus
blazing radish
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thanks pal 🙂

terse matrix
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I was just making sure of things since things changed alot over the games 41 beta

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Can't wait for the animal/hunting update

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(I'm one of those people who keeps up with PZ news)

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and once thats done... It'll come, The ever lusted ever NPCs.

weak turtle
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guys I want to make a mod about a radio channel, I want to add my custom music to game with creating new radio channel

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how I can do that ?

terse matrix
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You might want to mess around with those mods that add music to the game

weak turtle
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good idea actualy

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I should chek their folder order

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and codes.

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thanks.

terse matrix
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Also setting up my new computer today 👀 Can't wait to digg into those files

lunar jungle
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Random dumb question, and sorry if it sounds stupid cause I'm not much of a coder, but how does the game load up all the code from vanilla to mods? Does it grab everything on launch and bring it all in sequentially treating it all like one super long document? I was having trouble modifying some variables in the vanilla files and found just copying the whole block from vanilla, slapping it into my mod, and making the changes there did the trick. Basically overriding the vanilla code even though I left the vanilla settings the same. Are there situations where it doesn't load something until requested or under a specific condition?

late hound
south brook
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guys

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what is the hydrocraft mod

terse matrix
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An old mod, from the old era

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before thje new testiment that is build 41

drifting ore
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Anyone know where vanilla traits are defined?

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Also, is there a place that lists all the variables that we can put when we create clothes?

#
    {
        /Necessary
        Type = Clothing,
        DisplayName = My Jacket,
        ClothingItem = My_Jacket,
        BodyLocation = Jacket,
        Icon = My_Jacket,
        BloodLocation = Jacket,

        /Stats
        RunSpeedModifier = 0.89,
        CombatSpeedModifier = 0.96,
        BulletDefense = 10,
        BiteDefense = 10,
        ScratchDefense = 20,
        NeckProtectionModifier = 0.5,
        Insulation = 1.0,
        WindResistance = 1.0,
        WaterResistance = 0.60,
        Weight = 3,
        ConditionLowerChanceOneIn = 15,
        ConditionMax = 15,
        RemoveOnBroken = true,

        /Switch to other cloth
        ClothingItemExtra = Jacket_Open,
        ClothingItemExtraOption = OpenJacket,

        /Optional
        Tooltip = "A vest"
        WorldStaticModel = My_Jacket_Ground,
    }```
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It's all that I found but I'm curious if there is more

winter bolt
#
ClothingItemExtra = Jacket_Open,
ClothingItemExtraOption = OpenJacket,

you can also do stuff like this so that you can switch to a different clothing item using the right click menu

drifting ore
winter bolt
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the "OpenJacket" thing would be a new context menu entry in a "ContextMenu_[LANGUAGE].txt" that you can include in your mod files

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you can also add a sub-menu for multiple different clothing items in the right click menu but i cant remember how you add it

winter bolt
drifting ore
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Ok, I will try

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thx

drifting ore
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My item.txt look like this

#
        {
            Weight = 1,
            Type = Clothing,
            DisplayCategory = Prosthesis_cloth,
            DisplayName    = Wooden hook,
            ClothingItem = ArmRight_WoodenHook,
            BodyLocation = ArmRight_Prot,
            Icon = wooden_hook,
            Tooltip = "Wooden hook for right hand",

            ClothingItemExtra = ArmLeft_WoodenHook,
            ClothingItemExtraOption = change_to_left,
        }

item ArmLeft_WoodenHook
        {
            Weight = 1,
            Type = Clothing,
            DisplayCategory = Prosthesis_cloth,
            DisplayName    = Wooden hook,
            ClothingItem = ArmLeft_WoodenHook,
            BodyLocation = ArmLeft_Prot,
            Icon = wooden_hook,
            Tooltip = "Wooden hook for left hand",

            ClothingItemExtra = ArmRight_WoodenHook,
            ClothingItemExtraOption = change_to_right,
        }```
winter bolt
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do you have the context menu thing set up like this?

drifting ore
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Yes

winter bolt
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idk then,the only thing i can think of is that the body location is messing up since theyre a nightmare to deal with

drifting ore
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The menu is displayed and I can launch the action but once the bar is full and the action ends, I have the error

winter bolt
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do both items work normally?

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oh i might know why

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i think including underscores in the context menu thing might cause errors

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maybe try just ChangeToRight

drifting ore
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That's not it, anyway the menu is displayed so the game can read the variable. The problem is elsewhere

winter bolt
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oh weird

drifting ore
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It that newItem:getVisual() return a nil

winter bolt
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yeah body locations are the only thing i can think of then

drifting ore
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but newItem is a clothing so it should work

winter bolt
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newitem?

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it could also be that ClothingItemExtra breaks if the item you specify uses a different bodylocation than the original item but i'm not sure

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wait nvm that cant be right

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its not that

drifting ore
#
    local visual = item:getVisual()
    local newItem = InventoryItemFactory.CreateItem(itemType)
    local newVisual = newItem:getVisual()
    newVisual:setTint(visual:getTint(item:getClothingItem()))
    newVisual:setBaseTexture(visual:getBaseTexture())
    newVisual:setTextureChoice(visual:getTextureChoice())
    newVisual:setDecal(visual:getDecal(item:getClothingItem()))```
This is where the error is. It's in `media\lua\client\TimedActions\ISClothingExtraAction.lua`
formal stone
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If I change a lua file in my workshop mods for the server I'm hosting, lets say changing one thing from true to false (disabling an option in the lua file) are clients going to be effected by this is it going to be appear as a mismatch

drifting ore
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A custom cloth return me a nil when I use getVisual(). Where do you think the problem is coming from? The clothing must lack a variable

winter bolt
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is the .xml file for the clothing item there?

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and is it listed in the fileguidtable?

drifting ore
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Yeah, they works separately but the swap does not work

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Wait a minute ... no

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I forgot the .xml of one item drunk

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It's work now thx to try help me, I was just stupid xD

gleaming valve
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what is the range for hunger? [-100..100] ? or only positives

drifting ore
gleaming valve
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alrighty, thanks!

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how does fullness work?

terse matrix
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Yes i belive so. howevere there are calories, fat, carbs, and protein to worry about

winter bolt
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sometimes i add something to a mod and then launch the game and wonder why it isnt working and then realise i never copied it to my mods folder

west crystal
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Hello my dudes, can i ask for a bit of help?

gleaming valve
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yes @west crystal

west crystal
gleaming valve
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why not move the manual install to a different folder, and subscribe to it?

west crystal
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Well it works for me, but 1 positive case is not really enough

gleaming valve
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what is different between your game and mine?

west crystal
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🤔

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Fair enough

gleaming valve
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if it works on your system, you should expect it to work on all systems

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if it doesn't, then people can complain and maybe you can fix it

west crystal
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Yeah, probably will wait for "does not work" comments, thx

quartz lava
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what is everyone's fav QoL mods?

rigid dock
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Are there any mods that add creatures? I would love necromorphs, or creatures that appear in the fog whenever the fog comes. Or even just any type of tougher zombie would be nice

sick yew
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Anyone here interested

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in fixing Raven Creek?

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The new foraging system doesn't work in it

mint sphinx
gleaming valve
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How do I get the lightlevel for a square?

sick yew
mint sphinx
# sick yew He's been inactive for a while

also i think its a new atributed placed with the worldedit tool and there is no current way after my knowlagde to decompile a generated map files. which mean you will need the original files of the map "not the generated onces " to be able to add the new foraging system.

clever veldt
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Anyone aware of a dairy mod that works? Like, say, if a guy needs some milk and we're 8 months into an apocalypse. Craftable Dairy Foods (https://steamcommunity.com/sharedfiles/filedetails/?id=1939995891) would be good but it hasn't been updated since August so I'm not wholly sure that it still works and am kinda nervous to test it.

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Basically I want milk to be found even after it has spoiled, something craftable and more immersive perhaps. Not sure if this is the right place to ask.

mint sphinx
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so im pretty sure it work fine

winged lotus
clever veldt
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That mod looks sick!

winged lotus
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Thanks 😁 It was quite the task, I had to cut the scope a bit to have it released but I am happy with it as a first form.

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Started that on Monday evening thinking "It should not be that hard, I'm starting to understand well how all of this work". Famous last words 😅

sonic atlas
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I'm having frustrations with being able to intercept death events prior to the game processing them. I was able to intercept about 90% of them by looking for player:getHealth() == 0 on player update but some things (like the dropping of items in your hands) I cannot intercept.

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We really need OnPlayerDeath to be split into OnPlayerPreDeath and OnPlayerPostDeath

drifting ore
sour island
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Anyone know where watched TV shows are stored? Or if at all?

drifting ore
sour island
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I mean stored for players

sonic atlas
drifting ore
sour island
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I assume you can't keep rewatching tv shows/VHS tapes non stop?

drifting ore
tulip valve
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A mod adding Smileys to the MP chat would be great with the possibility of easily adding custom ones

sonic atlas
drifting ore
drifting ore
#
    {
        SutureNeedle,
        Thread=2,
        AlcoholWipes=2/Disinfectant=5,
        SutureNeedleHolder,
        Tweezers,
        Gloves_Surgical,
        Scalpel,
        CottonBalls,
        Bandage,


        Result: TOC.Real_surgeon_kit,
        Time: 30.0,
        NeedToBeLearn: false,
        CanBeDoneFromFloor: false,
        OnGiveXP: NoXP_OnGiveXP,
        SkillRequired: FirstAid=4,
        Category: Surgeon,
        Tooltip: "Tooltip_Real_surgeon_kit"
    }```
The line `AlcoholWipes=2/Disinfectant=5,` give me an error, what do I do wrong ?
sonic atlas
sonic atlas
sonic atlas
sonic atlas
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I have an option to "retain equipped" items upon death, but want to ensure there isn't any duping. I can ensure this with everything other than handheld items

sour island
drifting ore
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I don't know at all how to do it but it seems possible to me

sour island
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Are the skill VHS not the same as the live tv shows?

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Letting the game play on FF and none of the VHS on learning materials is getting highlighted

warm narwhal
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does anyone know there is a mod that u can see your friends on your map while playing coop

torpid kestrel
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Anyone knows how to do an animation mod?

mint sphinx
torpid kestrel
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hm

sonic atlas
drifting ore
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It doesn't seem to detect the separation

sonic atlas
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on death, the hand items that are dropped retain their ID

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I'm just saying I found a possible way to capture the correct dropped item(s)

drifting ore
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O yeah mb

drifting ore
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mmmm no, it seem to be the text

eternal ingot
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Hey guys, very quick dumb question. I have a server running latest build, are mods currently somewhat stable?

frank stirrup
#

Is there any mod with a bicycle in it?

rigid dock
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Are there any mods that add creatures? I would love necromorphs, or creatures that appear in the fog whenever the fog comes. Or even just any type of tougher zombie would be nice

rare patrol
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Is Paw Low still an active moder in pz?

sick yew
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Is there a mod that brings back the old foraging system

warped night
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I wish

winter bolt
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it'd be easier to just make a mod that increases the foraging spawns lol

flat edge
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How hard would it be to make and Eldridge horror mod in zomboid would it be possible? To been honest I think it would be pretty cool but extremely hard to do especially if you where making it to be used in servers. But is it possible

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I have no modding experience but maybe I’ll try it out because this idea is so cool

hollow shadow
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if you figure it out tho, let me know

agile swallow
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Does anyone know how to get it so when the item your using breaks it gets replaced with a new item?

weary matrix
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@agile swallow just do what you said, replace it with a new item 😛

agile swallow
#

My friend and I are trying to figure it out but we are stuck. Basically once our axe breaks we want it to add a new item to the players inventory.

fickle musk
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Holy shite

topaz valley
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Anyone know the reason why, when i drop any item it dissappears?

turbid gale
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now I can get into making my M113 better 👀

tight blade
topaz valley
#

I think so

tight blade
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Because that mod is currently broken and will cause any items you drop to disappear.

topaz valley
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Ok, thanks

topaz valley
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Nother question, Ravencreek alot of SWAT vehicles around. Is this normal?

pastel estuary
#

Is there some sort of hook for adding ingredients to an evolved recipe? I'm developing a recipe mod that lets you put ingredients in recipes where they don't belong (like chili powder in a beverage) and want to add an unhappiness penalty to the result (since you're drinking chili water)

#

something like

function JustAddedToEvolvedRecipe(recipe, added, result) {
  if (added.DoesntBelong in recipe.Name) {
    result.Unhappiness += added.Unhappiness * 0.05
  }
}```
hearty fractal
#

Specifically, on the mod description, it has a "Map Folder" listing along with the workshop and mod IDs. I know where to put the workshop/mod IDs in the .ini, but where do I put this "Map Folder" line? It's listed as "STRSpawn"

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I assume this allows the assets to be populated into the world organically, but I've never used a mod with such a listing before

pastel estuary
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by any chance does the spices field of a Food item contain all of the ingredients in an evolved food, not just the spices @weary matrix? there appears to be no corresponding field for regular ingredients

weary matrix
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@hearty fractal please ask in #mod_support if you need support, here it's only about developing mods

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@pastel estuary sorry I have no idea

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oh, the link I posted was not meant as a response to your question, sorry

hearty fractal
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My bad, thanks

weary matrix
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@pastel estuary mmm it seems OnMakeItem is deprecated, not sure you should be using that

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try to check Lua code from vanilla for the timed action for recipes, then you could hook the :perform() method I guess

hearty fractal
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@weary matrix Seems you tagged me by mistake in your reply, you're looking for @pastel estuary 😄

weary matrix
#

@hearty fractal aw damn, I have to stop doing this, thanks for telling me 😅

craggy furnace
#

he is aware of the broken stuff

weary matrix
#

@craggy furnace about the item that disappear I think it shouldn't be too hard to fix

craggy furnace
weary matrix
#

you just have to add the item to the square with the proper transmit*() function

craggy furnace
#

havent really gotten around to work on it

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ive been meaning to do some work for eris too

weary matrix
craggy furnace
#

i wish i could drum up the courage to code for PZ

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but its not something ive wanted to do since i do not like coding at all lol

weary matrix
#

@craggy furnace guess you have a good occasion to start right now 😅

craggy furnace
weary matrix
#

typo 😛

craggy furnace
#

yeah the best time to start to start was yesterday but the second best is yadda yadda

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i am in a rush to finish atleast 4 mods atm

weary matrix
#

heh

craggy furnace
#

if i can figure out this issue thats 1/4 😅

pastel estuary
craggy furnace
pastel estuary
#

now I'm just blanking on how to override vanilla lua files

weary matrix
#

@pastel estuary you found the lua class for applying recipes yet?

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@craggy furnace which issue?

pastel estuary
#

yeah, ISAddItemInRecipe.lua

#
    self.baseItem:setJobDelta(0.0);
    self.character:removeFromHands(self.baseItem)

    if self.sound and self.sound ~= 0 then
        self.character:getEmitter():stopOrTriggerSound(self.sound)
    end

    self.baseItem = self.recipe:addItem(self.baseItem, self.usedItem, self.character);
    
    ISAddItemInRecipe.checkName(self.baseItem, self.recipe);

    -- needed to remove from queue / start next.
    ISBaseTimedAction.perform(self);
end```
weary matrix
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ah, right, you have to do something to allow adding any item, mmm

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I was mostly talking about adding the malus when you apply the recipe

pastel estuary
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I can use itemtweaker to do that part:

TweakItem("Base.DogfoodOpen", "FoodType", "NoExplicit");```
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the part that probably needs lua is applying unhappiness penalties for illegal food items

craggy furnace
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seems to conflict with blood

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might be a mask

weary matrix
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@pastel estuary guess you have to check this: client/TimedActions/ISCraftAction.lua

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@craggy furnace ah I can't help you with that I guess 😅

craggy furnace
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might have it fixed in 20

drifting ore
craggy furnace
#

if you wanna help, id throw a fix to pawlow

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i piggy on his back for that

pastel estuary
#

oh yeah, I can just copy the file I want to override into the mod and it takes priority

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it's been a while since I last did mods

craggy furnace
#

ugh

weary matrix
#

@pastel estuary no, avoid doing that, your mod would break or break the game as soon as the file is updated by the dev

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@pastel estuary you can probably do something like this:

local ISCraftAction_perform = ISCraftAction.perform
ISCraftAction.perform = function(self)
    ISCraftAction_perform(self)
    -- add your malus here
end```
#

@pastel estuary check the :new() method in the same file, you'll see what attributes you have available

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like the reicipe and the resulting item

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the recipe might contain the ingredient you added, not sure though

craggy furnace
#

whoops

weary matrix
#

Anything special to do to add new traits ? I do TraitFactory.addTrait() from OnGameBoot event, also added the corresponding png in media/ui/Traits, but I can't see my new trait when starting a game

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and I added the corresponding entries in media/lua/shared/Translate/UI_EN.txt

drifting ore
weary matrix
#

yes

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ah damn, I was subscribed to the mod, so it was ignoring the one in ~/Zomboid/mods

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my bad

zealous wing
#

@main lion Just curious, but did you ever figure out why Eris NVG's lua decided to murder dropped items out of the blue? I'm really curious as to why that happened. Heck, I'd probably read a white paper about it.

weary matrix
#

@zealous wing sounds like a call to square:transmitAddObjectToSquare​() is missing when dropping the items

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Is the problem only with MP?

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mmm wondering if modData is per mod or not

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like if two mods use the same index in getModData(), does that conflict?

zealous wing
#

The issue affected singleplayer too.

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It was weird, to say the least.

craggy furnace
#

so far, so good

#

dear PZ: please behave 🤞

#

any ideas why this occurs when there is blood?

ruby urchin
craggy furnace
#

i was thinking thats the issue

ruby urchin
craggy furnace
#

its not my model, its from the skeleton that TIS made so thats also possible

#

time to revert to static then

craggy furnace
#

it was indeed an issue of it being skinned

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and away we go

blissful meteor
#

Does anyone know what the "animnode" for welding is?

#

tried weld or welding but neither work

craggy furnace
#

AnimNode:Disassemble,

ionic galleon
#

hello, I have some question regarding the scope of modding in PZ. I'm a modder in RimWorld and KSP but I've never modded a game that uses the java/lua combination.

thin hornet
#

Guys how do you get your iso objects on a clicked square when that iso object is on a table for example.
Cause using ClickedSquare for me doesn't always pick the items unless i click under the object on the ground (square).
Maybe there is a better way of picking the objects when we open a context menu?
(Clicking directly on the iso object which is Y offset higher doesn't pick it)

thin hornet
ionic galleon
#

well, I intend on doing reworks for some mechanics like shadows casting for fow, projectiles with bounding boxes and more. If are you familiar with rimworld mods such as CE it would make sense. The main issue is I'm a dot net dev and my familiarity with game development/modding with games no based on unity is limited, Thus I can't tell what is possible or not. The main reason for asking this is the absence of reflection in java and function pointers so I have no idea if you can just straight up replace entire functions like we do in unity based games.

weary matrix
thin hornet
#

@weary matrix yeah its weird depending on what table i have my iso object it pick very well

#

ill show screenshot soon

ruby urchin
thin hornet
blissful meteor
#

@craggy furnace thanks

craggy furnace
thin hornet
#

@granite yacht

#

its like there is "things" that appear under but when right clicked its over
in the image top row: it pick the bench behind
in the image bottom row: it pick the window on the wall south of the character (which is transparent)

ruby urchin
thin hornet
#

at the moment i use local square = clickedSquare

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the global clickedSquare

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i will research how that global get assigned its value

#

ISWorldObjectContextMenu.fetch = function(v, player, doSquare)
clickedSquare = v:getSquare();

#
for i,v in ipairs(worldobjects) do
  ISWorldObjectContextMenu.fetch(v, player, true);
end
#

mhm

#

so basically i only get the last v object in the loop

#

so i should loop myself the worldobjects

weary matrix
errant prairie
#

hey im not sure if this is the place to ask but does anyone happen to know which mod has this ID attached to it? 2619072426

#

i need to find out how which one it is cause one of the servers i am trying to join is apparently using a more updated version than what I have

#

however when i restart steam none of my workshop items are updating

blissful meteor
thin hornet
#

@blissful meteor hey, interesting, are those iso object?

#

or actuall item u just drop on the ground

#

ah so its movable iso objects

#

ill take a look to see if this works with FuelAPI

sacred cradle
#

Does someone know any padlocks mod that works in doubledoors?

also, is there any way possible to claim all buildings as a safehouse not just residentials?

ruby urchin
#

Anyone know how works Translation_Data?

blissful meteor
#

@thin hornet I did look at FuelAPI, problem i had was if they are a 3d Object you can walk through them, This way it works and they are stackable

#

if its possible to be able to take and add fuel directly to them though that would be nice

thin hornet
#

yeah im testing atm

blissful meteor
#

i just updated it to remove the Gas writing

#

looked weird when you have too many, now they are just red haha

thin hornet
#

loll haha the way he weld the barrel is funny

blissful meteor
#

yeah i know, maybe can be improved lol

#

i just noticed i made they look different when empty and not, two different sprite

#

used different ones...... guess ill re do it later

#

how much gas does the large fuel can from fuelapi hold?

thin hornet
#

large gas can has a usedelta of 0.04

#

so 25 unit

#

small one is 8 unit

#

how do i add fuel to the gas barrel

blissful meteor
#

need 5 full gas cans worth

thin hornet
#

oh you made it so that i need to pick the barrel

blissful meteor
#

@thin hornet i did make it originally so that it worked like a gas pump

#

problem was with the world gas pump settings if set to empty they never had any gas

#

you could take fuel from it but couldnt add fuel also

fringe finch
#

I'm doing some curiosity research on how loot distribution works. I have a question about Distributions.lua.

I see the label forceForTiles, does that mean use this distribution for these tiles in room X

For example, garagestorage has:

{name="GarageFirearms", min=0, max=99, forceForTiles="furniture_storage_02_8;furniture_storage_02_9;furniture_storage_02_10;furniture_storage_02_11"},

I used the tile editor to figure out that furniture_storage is a tile map and those are the gun locker rotations.

Does this mean that If a gun locker appears in a garage, use the firearms distribution

Also, is there any way to figure out what a room looks like? Garage storage seems obvious, but some are harder to guess

blissful meteor
#

they might work better for your fuelapi with a bit of extra lua

#

that way

thin hornet
#

so getting fuel from pump doesnt work if the world settings is set to empty/none

blissful meteor
#

yeah and that affects the barrels too when they are made that way

#

but you could place them and "take fuel"

#

ideally thats the way i wanted it tho

thin hornet
#

well

#

we could write a script to make it work

#

ill have a look at it

blissful meteor
#

ha, im very limited in lua

#

i could mod a version so it works like a gas pump if you like though

#

and you could work from that

thin hornet
#

with a custom context menu we can probably get it to work ill check the limitation of the initial fuel world settings first

weary matrix
thin hornet
#

@blissful meteor so basically square:getPipedFuelAmount() method is the one checking for SandboxOptions.getInstance().FuelStationGas.getValue() and force return 0

#

we can still check for the fuelAmount moddata itself

blissful meteor
#

Would you like me to make a version like the old way i had it, you can just modify it and throw it into fuelapi if you like

#

@thin hornet

weary matrix
thin hornet
#

@blissful meteor yeah if you can send it to me in dm ill look at it and we can workout something.

blissful meteor
#

alright

thin hornet
#

at this point with fuelapi it could help make any isoobject an actual fuel container easily

#

so the barrel could have just some moddata with information on capacity and content and fuel api would make it behave as it should

thin hornet
#

So FuelStation start at 20000 litres.
Then based on the WorldFuelSetting it change it the first time getPipedFuelAmount is called.

#

base on the setting it multiply by this

karmic tree
#

Anyone has a good mod that spawn random items (food, melee weaps and etc) on zeds?

weary matrix
#

mmm so the lua function next() is not available in Kahlua right? If anyone knows

thin hornet
#

no its not

#

i had that issue at one time

weary matrix
#

ah guess I could simply use table:isEmpty() though 😅

#

damn, when you declare a table like this: t = {}, you can't call the methods from KahluaTable on it? 😦

fringe finch
#

Is there a command to respawn loot in a container and/or some way to see what decisions the game made? I want to see why some containers are coming up empty]

fringe finch
#

Ok so I went to the army surplus store this guy went to: https://www.youtube.com/watch?v=I0pDIvYPgTY&t=817s&ab_channel=EmberDG

The gun lockers in mine were empty, so I thought it might be bugged. But now I'm wondering if it was intentionally removed because the "locker" definition is empty, is that it?

The chunk debugger says the room name is armysurplus.

Distributions.lua:

armysurplus = {
...
locker = {
rolls = 1,
items = {
}
},

In this Project Zomboid Let's Play video we'll be Raiding a hidden gun shop with guns everywhere! Gameplay of Project Zomboid with Mods, Guide and featuring Resident Evil Characters and Mod!
Please Consider Subscribing to help Support the channel: https://tinyurl.com/emberdgsub

Hidden Gun Shop Location: https://map.projectzomboid.com/#0.3059339...

▶ Play video
weary matrix
#

@fringe finch can you show the code you wrote for distribution?

fringe finch
#

Oh, this is just what's in Distribution.lua, I didn't write anything. I'm on a mission to understand how loot works, that's all

terse matrix
#

real qusetions that need real answers why hasen't anyone made a kg to pounds mod

gleaming valve
#

because kg are more intuitive

#

Again I shall ask: how do I get the lightlevel of a square?

fringe finch
#

Does the chunk debugger show that? I just started using it so idk

opaque fiber
#

the weight is more like a measurement or how awkward it is to carry

brittle jewel
#

@gleaming valve This is from \media\lua\shared\Foraging\forageSystem.lua - you might want to look at the file if you want more information with how this function/values is/are used for light level.

function forageSystem.getLightLevelPenalty(_character, _square)
    if not (_square and _character) then return 0; end;
    local lightLevel = _square:getLightLevel(_character:getPlayerNum());
    local dayLightStrength = getClimateManager():getDayLightStrength();
    --just make it fully bright if over 80%
    if lightLevel > 0.8 then lightLevel = 1; end;
    local effectReduction = forageSystem.getDarknessEffectReduction(_character);
    if _square:isOutside() then
        return math.max(dayLightStrength, lightLevel) * effectReduction;
    else
        return lightLevel * effectReduction;
    end;
end
gleaming valve
#

@brittle jewel I was looking at this yesterday, but I suppose I was too tired to accomplish anything with it

#

got it to work now, thanks

weary matrix
#

@gleaming valve not sure if it;s really doing what you need, but IsoCell has a getLightSourceAt(int x, int y, int z) method, and both IsoCell and IsoLightSource are exposed to Lua

mint sphinx
#

hmm anyone there can remember which debug option i need to turn on to be able to test out building stuff with out have the resources for it ?

cold plover
#

Anyone good with car mods as I am building my own car mod and having difficulties with debug mode and I could do with some help and tips on fixing the mod. I know the distro works as the cars do spawn in the world but as shadows so I would like to know what causes that and how to fix it. Plus I need to know how to use debug mod in order wheel aline the models and entering spots on the vehicles. Cheers

weary matrix
#

@cold plover I guess you'd get more chance in #modeling

cold plover
#

The modeling is done, its to do with code

weary matrix
#

mmm I mean if you get a shadow instead of a car it sounds more like a modeling problem, but maybe I'm wrong though

cold plover
#

I followed the format of the car modeling its now to do with the editor and code its more to do with the coding how a item spawns into the world but if somebody who does car modding knows what causes it I would like to know

karmic tree
#

Paying for someone to make a functional mod that spawns random items on zombies

drifting ore
#

@karmic tree I already did that

#

But it's still a bit basic

karmic tree
karmic tree
#

Is it customizable ?

drifting ore
#

you could add more items via the distributions page all you have to do is change what the item base.[name] is

#

It's the most basic of mods

karmic tree
#

And that would be done in the mod files right? Wouldn't that be overwritten by players?

drifting ore
#

All this mod does is have a roll chance for random specific items I added in

#

like crisps, peanuts, tissue, gas can, hammer etc

karmic tree
#

We gotta test it out, sounds amazing 👌

#

Thank you @drifting ore ❤️

karmic tree
fringe finch
drifting ore
#

Because he is a streamer and likes to find easter eggs etc @fringe finch

#

@karmic tree Drive>Program Files(x86)>Steam>steamapps>workshop>content>108600>2686972114

#

add this line for ever item you want to add and edit the bold lettering with the Base.Object you want

table.insert(SuburbsDistributions["all"]["inventorymale"].items, "Base.Disinfectant");
table.insert(SuburbsDistributions["all"]["inventorymale"].items, 5);

karmic tree
#

Gotcha @drifting ore

#

The numbers are the quantity of X item?

drifting ore
#

roll chance

karmic tree
#

What would be the highest roll chance value?

#

And btw, are you accepting donations?

drifting ore
#

100

#

I don't need donations man, thanks though

#

I mod for fun, this is a hobby for most people here

fringe finch
#

Since this is sort of on topic, is there anything you can use to debug loot distribution? Like does it show up in any logs, are there any commands you can use in debug mode, any debug windows that show you what happened, etc.

#

Like those gun lockers, I'd love to force an item respawn and see if anything shows up in them. Or maybe a log file that says what it chose

karmic tree
karmic tree
#

Already subbed / unsubbed

west crystal
#

108600

#

not 570

fringe finch
#

What a coincidence

karmic tree
west crystal
#

do you have 2 drives? maybe on another one

karmic tree
west crystal
#

:>

karmic tree
#

Thank you so much for the time @drifting ore and @west crystal 🤭

west crystal
#

I literally did nothing but okdrunk

karmic tree
#

@drifting ore Done, i've given you every single award 🤭. Thank you again!

west crystal
#

The fuckstressed

sour island
#

Anyone know why Say() might be getting processed through the player with SuperbSurvivors on?

#

When people use conditional speech with SS all of the NPCs speech goes through the player - but nothing was changed in the mods

cold plover
#

@drifting ore he won't see it till later as cheese is streaming

analog iris
#

if one wanted to make a cat ears mod completely from scratch with 0 experience, how would one do so?

weary matrix
#

@sour island have you tried to add a small mod that just does Say to see if that would reproduce the issue with SS?

sour island
#

Just going to disable CndSpeech support for NPCs

#

But the debug messages have the actual NPC as the playerobject

west crystal
sour island
#

it just seems like once it hits Say() it is grabbing the client's player

weary matrix
#

would be curious to know if it's a bug in the engine or in SS 😅

sour island
#

I can't even test SS - as it throws up errors non-stop and I have to spam F11

#

May just test it with Aiteron's NPCs instead in a next pass

cold plover
#

@analog iris authentic z adds cat and bunny ears to zombies in the world you don't need to make a mod if there is already one

west crystal
cold plover
#

true true

analog iris
west crystal
#

I believe there is

winter bolt
#

thats in the mod as well i think

analog iris
west crystal
#

AMOGUS

#

SUS

winter bolt
#

sussy zombies

gleaming valve
#

you don't get bitten, you get ejected

analog iris
#

i WILL add catboys into project zomboid

west crystal
#

well good luck

cold plover
#

@analog iris authetic z adds full out fits and there is a maid out fit in the mod

west crystal
#

oh, yeah

#

are there fishnets in this mod?

analog iris
#

in authentic z?

west crystal
#

yea

analog iris
#

no clue

#

arent those in the base game?

#

i swear i remember them being there

west crystal
#

Only one

#

And they are only full ones

analog iris
#

oh

west crystal
#

Not short ones

analog iris
#

i should add blood gulch

west crystal
#

I just remembered why i even came back to pz modding, to make some fishnets

analog iris
#

what good is a game without blood gulch

tall pecan
#

does anyone know of a mod that would give me a clipboard copy of all the steam workshop ID's for the currently loaded mods

#

rather than having to manually copy them from every steam page

bright perch
#

any most have mods i am new to the game?

west crystal
#

None of the mods are must have

bright perch
#

no but what are the most recommended mods

west crystal
#

Better Sorting is my bet

#

(yes i am sneakily advertising my own mod)

bright perch
#

that just sounds weird

west crystal
tight blade
west crystal
#

Why does he have a pig nose

tight blade
#

Kept sniffing to keep his running nose too much.

terse matrix
#

What is a good introduction to lua PZ modding wise? and or do you guys have a guide on lua?

#

Got my new pc set up its time

tight blade
#

I decided to start with just making like skillbooks, I knew they were common af so I just had fun giving them dumb names.

Otherwise have a browse at people's workshop creations you can learn a lot.

vital cipher
#

I need help why the hell if i only make one server it makes 2?

#

whenever i edit mod settings it doesnt save em when i hit save

#

for example cars with gas dont save to server after i hit save

#

why are there multiple mod allowace windows should just have one in the mod menu for the ones i dowloaded not 2 it gets confusing af

#

the loot rarity is mostly common hit save go back log in nothing is set exit go to mod menu and it all resets to rare...

ionic galleon
#

By patching the java byte code to add prefixes postfixes etc to methods or straight up patch some parts?

#

Like the only difference between it and an approach like harmony is that harmony works in runtime

drifting ore
#

There is an event like OnPlayerBitten or OnPlayerInfected? I find nothing. The objective is to know when the player is infected

#

Also, how do i equip a weapon in a specific hand in lua? And if it is possible to know if we can equip the weapon with one hand or only with two hands.

vital cipher
#

so inorder to make server settings i have to go to the bottom server copy and edit that to be the sameas the top one?

#

since in list there is 2 copys of my server and one is apperently the savings?

west crystal
#

Oh yeah, first one so far

dark solar
#

and so it begins

west crystal
#

Well i consider 1 out of 250 subscribers a not so bad result

devout moat
#

Hello I am here to tell modders that their mods don't work nothing happens alright got to go oh also pls fix

dark solar
#

Tells modder than their mod does not work
Does not provide any further context
Leaves

west crystal
#

YES

#

i can feel it because this dude does not respond and his profile is private so i can't even dm him

devout moat
#

It do be like that

dark solar
#

they probably just dont know how to enable a mod or something

west crystal
#

This would be the best case scenario because i have no fucking clue what to fix in a folder with 5 textures and nothing else

dark solar
#

i must ask, how do you acquire the specialist role because it seems like they're being handed off like candy lol

west crystal
#

I have no idea, i was survivalist last time i was present in "modding community"

dark solar
#

curious

west crystal
dark solar
#

lol

west crystal
#

Like, literally, what the fuck should i fix

dark solar
#

its probably just a problem on their end

#

i wouldn't think too much of it

#

people have all sorts of wacky issues all the time

topaz valley
#

Anyone know of a way to claim non residential buildings, and if i do not claim one and use it as a base, will i lose stuff in it?

sour island
#

Anyone have a way to test MP code alone?

ruby urchin
sour island
#

seems legit

terse matrix
#

@west crystal You might have made a coding mistake or a Typo (such as one of the textures not be capialized but in the code it is) Or your missing a comma. Happens to me all the time, Does it work for you?\

#

i'm pretty sure it does

west crystal
#

there is no code...

terse matrix
#

and or you didn't put all the files into the md

west crystal
#

at all

terse matrix
#

Really there is no code?

#

Did it work in your game?

west crystal
#

Really, that is just a folder with 5 body textures

west crystal
#

And i think other 260 peeps would tell me if it would not work

terse matrix
#

Ah ok, sorry i thought something was up

#

if i wasen't working for one guy then its props his game/how it was installed

west crystal
#

You can test it yourself, the more info the better for everyone

terse matrix
#

Basely tell him to reinstall zomboid and see if it works then, and or to check the error logs and send them to you

#

So many people forget the error logs/logs exist 🙄

#

The error/logs help a lot

#

or ask them to turn on debug mode and see the problem

west crystal
#

I think if he can't fix it himself turning on debug mode is above his level

terse matrix
#

Of course, I'm so sorry your having this problem but ask him to send the error logs tell him what file its in

#

And tell him the date of the file he must check it should be something liek Log-24-12-2021

west crystal
#

Well i wrote the comment, waiting for him to respond

terse matrix
#

Cool, Your doing amazing work thanks for modding the game

#

little labors of love they are

west crystal
terse matrix
#

btw do you guys have some guides on lua? beginner tips ect

west crystal
#

i was just inspecting other mods as a reference

junior jasper
#

The guy doesn't understand how to activate his mods for multiplayer, it's not your fault.

sand shoal
#

hey what do you guys think of the defecation mod

brittle jewel
#

@sour island Change 'steam=1' to 0 in the StartServer bat file and do the same in the ProjectZomboid bat file in the game directory. Then you can launch multiple instances (with the .bat)

brittle jewel
terse matrix
#

it doesn'

sand shoal
#

lol good job man love the audio

terse matrix
#

it doesn't seem to be working for me,

#

odd

brittle jewel
#

It works for everyone else. I would make sure you've got it installed and activated correctly.

west crystal
terse matrix
#

no the poop mod,

west crystal
#

ok ok, good

#

well not good if it's not working

#

good that it's not mine that doesn't work

rocky lynx
terse matrix
#

Tbh in PZ sometimes i just play dress up before playing the game like: I'm gonna look so fine

#

also if possble can someone mod in facial hair for younger characters?

west crystal
#

facial hair... for younger characters?

abstract wave
#

Hey guys, is ```c
Events.EveryTenMinutes

weary matrix
#

@ionic galleon I made a system to load java mods but it's not ready for MP yet. No patching though

weary matrix
weary matrix
#

also you can use IsoPlayer method: setPrimaryHandItem, setSecondaryHandItem

terse matrix
#

is it possble to add weight based off the streight stat?

terse matrix
#

Ok i think i'm ready to start my busy work where are the code files held?

sour island
#

I got 9 comments on a single mod and now I can't see the page's comments?

sour island
tight blade
terse matrix
#

No i ment the characters weight.

#

You know more KG per streght stat

#

You way more because of your streght stat

tight blade
#

Oh I see, I haven't looked for that so I don't know that's line of code atm

terse matrix
#

I might be able to figure this out my self where are the code files kept?

#

I'll look for them my self if that can't be answered

tight blade
terse matrix
#

thank you jackpot

tight blade
#

np, it helped answer a lot of my own questions especially when deciding on how to do "extra damage" more reliably.

weary matrix
#

@sour island just found this in Aiteron NPC mod, though it might give a hint about the issue with conditional speech and NPC speech going through the main player:

o.sayDialog = NPCSayDialog:new(o.character)```
trim forum
#

Do modded maps work in MP?

terse matrix
#

i'd assume theres nothing that would make it conflict other what i'd assume being the mini map

#

Also i'm lowkey map that you don't need a map for the mini map ugh,

torpid briar
vapid wind
#

is there a specific list of known mods that work with multiplayer?

rocky lynx
ionic galleon
weary matrix
#

@ionic galleon how would you do that without patching the game?

ionic galleon
#

well you would need a patcher however since it's only a hook it shouldn't be extremely complicated

weary matrix
#

@ionic galleon it's not about being complicated, the problem if you patch the game is whenever the game updates or when users check file integrity with steam your java mods would be broken basically

#

you'd have to reinstall the patch every time

ionic galleon
#

I'm aware of that issue, tho I have done it before

#

i did it in rimworld with cecil

drifting ore
weary matrix
#

@drifting ore don't worry too much about the performance, it's Lua

ionic galleon
weary matrix
#

unless you do something crazy (as in algorithm complexity) you should be fine

ionic galleon
#

how bad is the current multiplayer situation, I have a feeling that a sync horror show is happening

weary matrix
#

@ionic galleon can you imagine how much support you'd have to provide with all the people complaining about the java mods not working because there was a game update or checked file integrity with steam

drifting ore
ionic galleon
#

nothing is.

weary matrix
#

@ionic galleon anyway that was just to answer your question about why I'm launching the game instead of the opposite

#

I don't want any patching to occur, to avoid the problems I mentioned earlier

drifting ore
weary matrix
#

@drifting ore nothing about performance, just have access to the whole java engine, you can do stuff that would be impossible from Lua

ionic galleon
#

tbh, unless it has some type of runtime patching, it's going to limit what can be done. the way I used to do it is by keeping a copy of the unpatched game and launching the patched version

drifting ore
weary matrix
#

@drifting ore for example the first javamod I made as a proof of concept was a quicksave mod, from Lua you can probably save your gave, but you won't be able to reload the saved game, unless you do it manually

#

@ionic galleon let's agree to disagree 😅

#

for example the average zomboid player is not able to locate zomboid install folder on their hard drive

#

I don't have the time or energy to spoon-feed all the people that would complain because their java mod don't work (after they updated the game or checked file integrity without realizing the impact)

#

right now I can expose any java class to Lua + add all the global functions I want

#

only limitation is if you want to add custom Events

#

but there are ways around this most of the time

#

@ionic galleon also there are other projects for java mods that patch the game if you need

ionic galleon
#

i print the path to log ingame

sour island
#

I think Aiteron made his own Say()

ionic galleon
#

100x time

#

and no one read it

weary matrix
#

hehe

ionic galleon
#

I have a combined of 300k users in rimworld and a small amount in ksp

weary matrix
ionic galleon
#

in my experience you educate a small part of the user base to do the support heavy lifting

#

and in return give them insider access and a say in what you do.

weary matrix
#

sure you could do that if you want

#

the way I do my stuff it can only break if the dev change the mechanism to expose java class to Lua and global functions (for the java mod loader itself I mean) or if they change the way the game is launched

drifting ore
#

Are there any changes to make for the mod to work in multiplayer? I am using getPlayer(), which is the only place I can have a problem if the game takes the wrong player

#

Merry christmas btw all drunk

weary matrix
#

@drifting ore not 100% sure about that yet, but I think if it's only client-side code, getPlayer() should be ok (it's just assumption on my side though)

drifting ore
weary matrix
#

@drifting ore in which context do you need access to the player object?

#

from a Lua event handler or something else?

weary matrix
drifting ore
#

I use it everywhere, that's what scares me a little but if I'm doing well, I can clean everything and use it once per player

drifting ore
barren glacier
#

I'm having a problem uploading a mod to steam and it's driving me nuts. Has anyone had this happen:

#

I don't really understand what the problem is and it's driving me insane.

winter bolt
#

the workshop folder needs a workshop.txt

barren glacier
#

What documentation are you using that instructs you to do that? I looked a few tutorials and that hasn't been mentioned as part of the upload process, so I'm sure I'm making other mistakes too. (EDIT: Turns out that there was a folder in my 'mods' directory that didn't contain a mod.info file)

winter bolt
#

theres a mod template folder in the workshop folder that has all the file structures and stuff for uploading already there

barren glacier
#

I saw that but I thought that it might be an outdated version of the requirements, I'll try it exactly that way.

#

@winter bolt can I message you with some additional questions?

winter bolt
#

ok

terse matrix
#

how do i change my charactera weight in debug mode?

golden blade
#

Hey Guys im having trouble getting autotsar trailers working on my dedicated server

#

any suggestions

golden blade
#

ok

thin hornet
#

May it help someone i'll drop this here again:

For Client/Server communication

*replace **ModuleName *by your module name ex: MoneyMod
*replace **CommandName *by your command name ex: SendMoneyTo

On the **server ** script:
When the server receive a client command

local Commands = {};
Commands.ModuleName = {};
function Commands.ModuleName.CommandName(playerObj, arguments)
  --- do things on the server when this command has been received
  --- playerObj is the client who sent the command
  --- arguments is the kahlua table containing the data
end
function onClientCommand(module, command, playerObj, args)
  if Commands[module] and Commands[module][command] then
    Commands[module][command](playerObj, arguments);
  end
end
Events.OnClientCommand.Add(onClientCommand);

On the **client ** script:
When a client receive a server command

local Commands = {};
Commands.ModuleName = {};
function Commands.ModuleName.CommandName(arguments)
  --- do things on the client when this command has been received
  --- arguments is the kahlua table containing the data
end
function onServerCommand(module, command, arguments)
  if Commands[module] and Commands[module][command] then
    Commands[module][command](arguments);
  end
end
Events.OnServerCommand.Add(onServerCommand);

Sending Commands:

-- Send command CLIENT to SERVER
sendClientCommand(playerObj, "ModuleName", "CommandName", { someData = 1 });

-- Send command SERVER to CLIENT
sendServerCommand("ModuleName", "CommandName", { someData = 1 }); -- to all player
sendServerCommand(playerObj, "ModuleName", "CommandName", { someData = 1 }); -- to specific player
civic galleon
#

Just pushed an update for Sleep With Friends, now uses an option in Time under Sandbox thanks to @weary matrix
Also recovers endurance faster as well

thin hornet
#

@civic galleon great mod man 🙂

civic galleon
#

Thank you

#

We have more planned for it, but I may have to wait until the mrs goes to bed, she seems a little peeved I just spent 3 hours messing around with PZ on xmas eve stressed 🤣

thin hornet
#

oh its xmass i forgot

undone crag
#

Right before Christmas we had a Covid and quarantine situation :|

Does someone know how the game networks moddata? Is an object's moddata edited independently on each client and on the server? Is it networked with each update, in which case care should be taken to avoid lagz? Is it networked less frequently than it may be updated?

thin hornet
#

IsoObject moddata can be transmitted

#

Transmit IsoObject ModData to everyone

myIsoObject:getModData().testValue = 1;
myIsoObject:transmitModData();
undone crag
#

Okay so maybe it is not networked by default. I imagine this could cause some desynchs maybe.

thin hornet
#

It is not transmitted by default you have to call the method on the IsoObject after it's changed

undone crag
#

Okay hmm thou hast my thanks for that knowledge.

thin hornet
#

I still have to test for InventoryItem modData to know how that works

#

didnt see a transmitModData method there

undone crag
#

I noticed there's a function to transmit removing a world item or picking up an item as well as the local picking up of the world item, and just one function for putting the world item there...endurance

willow estuary
#

A placeholder version of one of the "workbench" items required for higher tier crafting in a project. They're not drivable; towable; or pushable, and randomly spawn with other vehicles.
ie, for MP, higher tier crafts require going to randomly generated public locations with your materials, to generate both risk and interactivity.

This vehicle would be used for crafting and repairing bladed melee weapons.

#

The purpose of this one should be self-evident.

#

And you can access the trunk/cargo while inside the vehicle for ease of crafting.

opal wind
#

very cool man!

#

i did Juliet Starling, the zombie killer from lollipop chainsaw game 🙂

civic galleon
#

is there a value for furniture quality that one can pull its data from?

#

a sleep modifier if you will but just for the furniture quality

opal wind
#

finish up her outfit with meshed baggy socks 🙂

drifting ore
#

Anyone know of a easy way to add a function to all active zombies every minute?

hot patrol
opal wind
#

there is a chainsaw on authenticZ mod, but he did not add a sound when you swing it yet 😛

#

kinda works thou lol

dry oracle
#

guys

#

what is this?

hot patrol
#

I know there is an animation for using a chainsaw in the game. I had wanted to test my modeling skills buy making a picture chainsaw weapon

opal wind
#

haha

dry oracle
#

please help

hot patrol
dry oracle
opal wind
hot patrol
# dry oracle how

First try unsubbing to it and redubbing. If that doesn't work I'm pretty sure there is a guide to a more sure fire fix but idk what the link is.

opal wind
#

oh man i still need to play the multiplayer... but i had a major problem back on b41 im kinda scared now lol

#

you got a server Nalmac?

#

i think i want to join some server sometime before i make one

hot patrol
# opal wind you got a server Nalmac?

I've been doing more personal coop stuff since I find the game better suited to that but for normal MP play I've just been joining well populated server I can find on the browser

#

Which btw I have to say the browser really needs some work. I'm hoping that is one of the first things the devs touch up after the holidays

opal wind
# dry oracle how

they said to join 'whitelist:On' servers but all i see there are 'off' lol

#

and when i try to join it says i have to be invited

uncut meteor
#

i'm having a issue right now with gun sound
When i shoot standstill the sound plays perfectly but when i shoot then move my character around or rotate my camera the sound start stuttering any idea ?

hot patrol
#

Yea that basically Means they are locked to invite only

opal wind
#

like all the servers are invite only?

hot patrol
#

Not all but most it seems

opal wind
#

never seen one that is not yet

hot patrol
#

It's hard to tell

opal wind
#

i see

dry oracle
#

well mine is also invitation only

#

xD

opal wind
#

maybe you guys can invite me sometime? i just want to play MP a bit lol

#

not now i mean when you guys play

dry oracle
#

like the other too

#

i m still checking

opal wind
#

ah

hot patrol
#

Like I said my server is only really a small coop one for me and a few friends. I'm helping them learn the game

#

I'm also looking for a more community server

opal wind
#

yeah i prb should make one but i had a major bug when i did back on the beta test version, i had to re-install the game

#

im kinda scared lol

hot patrol
#

What bug?

dry oracle
hot patrol
#

Things have been working pretty solidly on my end. Some zombie weirdness at times but I've been playing DayZ since 2012 so it's nothing I can't handle

#

My only real complaint lies with the server browser. I was really hoping we would get a revamped one to replace the the old build 40 one.

#

Because man is it not good pepelaf

thin hornet
#

@civic galleon Hi mate, if i didnt set ```
SleepWithFriends = {
SleepLength = x,
},

will it default to something?
opal wind
# hot patrol What bug?

i dont know man i create this server and when i tried to load it a second time it crashed the game and i had to re-install it, but was back when was on b41 and i was switching all the time to 41.56 to play solo... i think that wont happen now

#

was nasty

hot patrol
#

Strange.

#

Yea at worst I've had my server fail to start but simply retrying it works

civic galleon
#

if you manually applied it, x has to be replaced

thin hornet
#

no i mean if i didnt add anything

civic galleon
#

ohhhh

#

yes, it will default to 2, which is 2 hours

#

I believe I have the math right to be able to set mod by IRL times, but that is not close to ready yet

thin hornet
#

cool man 😄

civic galleon
#

like, set 1 min sleep no matter the day length

#

also, im close to an AutoWake toggle

thin hornet
#

In my server i used the 1 hour

#

its perfect

#

too long is anoying for me (my pref)

civic galleon
#

then you will want the setting to be 1

thin hornet
#

yes

#

again great mod, i hated to not sleep in MP

civic galleon
#

thank you and same

#

drove me nuts

#

and to learn how to play with lua

civic galleon
#

Alright, I have updated Sleep With Friends yet again

#

and it now has an option to enable or disable Auto-Wake

#

merry xmas

#

and goodnight

thin hornet
#

Nice

#

Gnight man

civic galleon
#

If I can manage to sleep at this point lmao. No I feel like I gotta figure out how to include a custom moodle to notify players on servers with auto-wake off and not using Minimal Display Bars when they have fully rested and are just sleeping extra

#

I mean, notifying via chat box would likely be easiest, but thats lame as hell

thin hornet
#

Updated FuelAPI to let modders add Fuel Containing IsoObject
Vanilla Barrel can now contain Fuel

pearl prism
#

Nice

civic galleon
#

Very nice

weary matrix
#

awesome!

civic galleon
#

Also, is anyone else having issues with Sleep With Friends v1.1.1?

weary matrix
civic galleon
#

Or is someone commenting its broken cause they didnt make sure it updated right

#

Oh hey lol

weary matrix
#

hey 😄

thin hornet
#

No sleep with friends work very well for me

drifting ore
#

Hi guys, is there a way to get a table with all the zombies in a chunk with players in it?

brittle jewel
# sour island Do you mean ProjectZomboidServer.bat?

Sorry, I was away from my computer all day. You probably already figured it out, but I have the dedicated server installed, so I edit the StartServer64.bat in the dedicated server root. I haven't tried it with the ProjectZomboidServer.bat in the game root.

civic galleon
#

I started having issues with the mod and my personal dedi not updating mods correctly, so I freaked out and delisted Sleep With Friends so people dont complain it doesnt work because it didnt update properly

#

If its a rare issue i will relist it, but right now I cannot work on it

mint sphinx
#

hmm is there any example on how to make or add a new meta/properties setting under sandbox options?

thin hornet
#

Hey is it just me or workshop mod update is anoying asf?

#

like people need to unsub/resub the updated mod

thin hornet
#

is there a way like we go all complain somewhere to steam so they fix that asap

weary matrix
#

@thin hornet are you 100% sure it's a steam bug?

mint sphinx
thin hornet
#

well man, mod is updated, and we keep having issues about mod not on right version until we unsub and resub

weary matrix
weary matrix
civic galleon
#

Relisted the mod with a note for people that I cant help them if they have issues today

#

On xmas of all days smdh

#

It just sucks the issues are so over the map and never exactly the same. Personally seems like an issue with PZ commuicating with The Workshop consistently

#

Or vice versa

#

Cause even my private dedi is giving errors trying to update FluffyHair, and every mod down the line as I removed tbem

weary matrix
#

@mint sphinx also check media/lua/shared/Translate/EN/Sandbox_EN.txt
Then in code you can use the value like this: SandboxVars.SpearTraps.SpearTrapsKillPlayer

mint sphinx
weary matrix
#

ah haven't tried to add a new page though

mint sphinx
#

i already knew how to grab the variable from sandbox 🙂

weary matrix
#

let me know if it's working

mint sphinx
#

also guess this part might be a bit more out of normal scope for most games lol

mint sphinx
#

that people add to SandboxVars?

weary matrix
#

mm I guess it's legitimate to add custom sandbox vars, seen plenty of mods doing it

mint sphinx
#

might just play the wrong mods then

weary matrix
mint sphinx
#

first just to learn all small part of the game all form tiles. and tiles propeties when i have a break from writing my thesis xD and after that. i want to make a larger mod in the long run. which added quite a bit of things..

weary matrix
drifting ore
weary matrix
#

@drifting ore I guess OnZombieUpdate is just called for zombies that are in a chunk where there's a player but I'm not 100% sure

drifting ore
weary matrix
drifting ore
#

but I try to calculate the distance between the zombies, if I start to do it just for all the zombies without chunking history it may quickly require too much computing power. But an isoLivingCharacter does not have a variable of the type nearbyZombie

drifting ore
weary matrix
# drifting ore Yep, that the main issue

then I guess your best bet is to use OnZombieUpdate and store each zombie in a table from there, something like:

AllZombies = {}
function OnZombieUpdate(zombie) {
    AllZombies[zombie:hashCode()] = zombie
}```
drifting ore
#

D'ailleurs un gros merci pour ton aide en général et les docs que tu mets a disposition, super boulot ! @weary matrix

weary matrix
#

merci 😄

#

ça fait plaisir que ça serve au moins

drifting ore
#

But I can do it for every 10min ingame and not every update so I don't need a perfect opti

weary matrix
#

may I ask why you need to compute distance between each zombies?

ruby urchin
sour island
drifting ore
weary matrix
#

oh nice

weary matrix
drifting ore
drifting ore
weary matrix
hexed arrow
#

is there a simple mod to look at for learning purposes that just has a script that triggers on an event?

drifting ore
weary matrix
weary matrix
ruby urchin
# drifting ore Isn't that calculating the distance? I don't understand your idea I think

Oh sorry, my bad
try with this

--OnZombieUpdate Event

if not zombiesCoords[Zombie] then
    
    table.insert(zombiesCoords, Zombie))
else
    for k,v in pairs(zombiesCoords) do
        if v ~= Zombie then
            local zombieCoords = {x = math.floor(Zombie:getX()), y = math.floor(Zombie:getY()), z = Zombie:getZ()}
        local Vdist = math.sqrt(((math.floor(v:getX()) - zombieCoords.x)^2) + ((math.floor(v:getY()) - zombieCoords.y)^2))

            if Vdist < 0.5 then
            --- your code
            end
        end
end

not tested (Obviously, you need improve it, for example. that the above is fulfilled only if they are at a certain distance from the player)

drifting ore
drifting ore
hexed arrow
#

What would a script look like that plays a defined sound when a certain item is picked up or equiped?

tall compass
#

Hello.

I am trying to find a way to remove/disable a couple of vanilla recipes in a mod i'm working on.
The recipes in question are the Rip Clothing that apparently use the same name to normal clothing, denim and leather. i've tried to use Override:true and Obsolete:true to no success, anyone know how to work around it?

weary matrix
#

@tall compass what are you trying to achieve?

tall compass
weary matrix
#

ah I see

west crystal
#

uhhh... since when keytars are... sharp?

weary matrix
#

@tall compass guess you could just remove the context menu entry for ripping cloth?

tall compass
#

i said edgy, not sharp. =p

weary matrix
west crystal
#

it's literally a midi keyboard made from plastic

tall compass
#

and excuse me, it's the edgiest instrument ever created and i shall die in this hill. (also a small easter egg because why not =p)

weary matrix
#

this example will remove the first menu entry

#

guess you'll have to iterate the context menu to find the index your want removed

undone elbow
#

How to get computed player damage (with all modifiers, including perks and debuffs)?

print(getPlayer():getDamage()) -- always 100
tall compass
#

I ask that because one obvious improvement i see in the mod is supporting knives of others mods

weary matrix
tall compass
#

ok, thx

weary matrix
#

your check might be different though, like checking tags instead of categories etc

tall compass
#

oh boy, i just checked

#

i was thinking in using he category, look for small blade

#

but butter knife is there

#

know what, i'm lazy i will look for mindamage above 0.2 XD

undone elbow
#

Which decompiler works for PZ for now?

weary matrix
#

not sure about other small blades

mint sphinx
#

@weary matrix do you know if you can overwrite vanilla .tiles if you have other value insite a mod ?

tall compass
weary matrix
#

@tall compass so you check category == "SmallBlade" and DamageCategory ~= nil or something like that

mint sphinx
weary matrix
#

and haven't migrated since

mint sphinx
#

That might be true also didn't check if it was an sandbox option on it.

heavy ginkgo
#

does anyone know if Paws low loot works in MP

mint sphinx
terse matrix
#

hey how do i change the translate files?

zealous wing
#

Question: Are there any special considerations one has to take into account when ensuring a mod works for multiplayer? I.e., things like file structure or whatnot?

#

Asking because I've gotten several bug reports regarding some of my mods not working in MP, despite functioning perfectly in SP.

#

Like I said, not sure what to fix because AFAICT there's nothing broken/to fix.

sonic atlas
#

what is the proper way to remove an item from the world? All of these return an error:

obj:remoobjeFromWorld();
obj:remoobjeFromSquare();
obj:setSquare(nil);
obj:setWorldItem(nil);
obj:setJobDelta(0.0);```
quasi geode
zealous wing
# quasi geode absolutely. but thats too vague to answer without specifics. 90% of bug reports ...

Also, I don't suppose you know if the devs changed how the game reads distribution files? I'm noticing a lot fewer errors on my end in regards to those.

E.g., I'm reworking a distro for one of my mods. the container "CrateRandomitems" no longer exists, but the old code no longer throws an error like it normally would have. Have they set it up to just ignore/skip wrong and broken containers like that or is it something else?

quasi geode
#

i havent looked at the distro files in ages

zealous wing
#

Sorry if I was interrupting.

quasi geode
#

not at all lol

drifting ore
#

my friend and i just got the game any qol of life mods worth getting? im getting absolutely shreked and i can't find him

civic galleon
#

Ive been wondering the same thing about mods and errors. Doesnt help that a lot of people are trying to cram 30+ mods when that wasnt the most stable in SP

#

Ive had so many various reports about my mod working or not working, version issues, coding not working but only sometimes

#

Cant tell if everyone is having a problem cause lord knows how many people just click unsub and move on

winter bolt
weary matrix
weary matrix
terse matrix
#

Sure, I'm looking to change the text in the game, and i'd like to know what files i need to edit and how to make it work?

terse matrix
#

How do i be able to put it in other peoples game/ my game?

weary matrix
terse matrix
#

Can i just change the ingame file or do i have to put it in a mod file?

weary matrix
#

ingame file?

opal wind
#

lol

weary matrix
#

you mean the file from vanilla?

terse matrix
#

Yes yes

#

like in the games files not a mod file

weary matrix
#

if you modify the file from vanilla directly it will only affect you

terse matrix
#

Ah ok and how can i make this a mod?

weary matrix
#

well just make a mod with the translation you want to replace

terse matrix
#

And what file names do i need for that?

#

Mod/media/lua/shared?

#

then the text file to replace it?

weary matrix
terse matrix
#

cool,

opal wind
#

guys i made a bracer model here, but as you guys can see it protect the Hand part, i want the Forearms, but you cant simple set BodyLocation = Forearms on the item file because there is not such a body location, anybody could help me create a new bodylocation? (like the guy from scrap armor did with shoulders)

terse matrix
#

so can you tell me all the file folders i need for it to work?

#

then i should be good to go?

winter bolt
weary matrix
terse matrix
#

cool.

winter bolt
weary matrix
#

@terse matrix if you think a translation is not good you should submit a pull-request to TIS's github though

opal wind
terse matrix
#

its not a translation its just me edited a text file so something is more to my liking

winter bolt
terse matrix
#

I made it an edit to the opening screen to make it more "Hopful" if anyone wants it here you go

#

I'm sick of PZ negtivety, so have fun with a more hopful zomboid

#

but all it says is "THESE ARE THE NEW TIMES" "THERE WAS HOPE OF SURVIVAL" AND "THIS IS HOW YOU SURVIVED"

#

(Yes you may upload it to the work shop

opal wind
#

im finishing a boot mesh here

winter swift
#

Coming soon... ish..

drifting ore
#

you put it in lua/shared/NPCs/ExtraBodyLocations.lua

opal wind
opal wind
#

but where do i set what parts of body (like forearms and such) my new bodylocation covers?

drifting ore
sonic atlas
opal wind
weary matrix
winter bolt
opal wind
#

item Wiz_SheraBracer
{
DisplayCategory = Accessory,
Type = Clothing,
DisplayName = She-ra Bracer,
ClothingItem = Wiz_SheraBracer,
BodyLocation = LowerArms,
Icon = Wiz_SheraBracer,
BloodLocation = Hands,
Insulation = 0.05,
WindResistance = 0.1,
ScratchDefense = 100,
BiteDefense = 100,
Weight = 0.4,
FabricType = Leather,
WorldStaticModel = GlovesLong_Ground,
}

#

i think i will remove that fabric entrance, since its a metal bracer hhee

#

or people would be able to rip it

#

aparently the game reads 'LowerArms' on body location as 'hands' too, or im missing something here?

ruby urchin
#

BodyLocation is only for clothing location and BloodLocation is the bodypart protection

winter bolt
restive fractal
#

Anyone knows which mod causes most vehicles to be missing their seats?

opal wind
#

but i dont have to set a group for the lowerarms like dislaik said?

winter bolt
#

you might still want to make the bodylocation though since i'm not sure what existing clothing slots would work for bracers

leaden bobcat
#

You don’t need the first two

shy hearth
#

ey all, anyone have any tips for making a character spawn wearing a specific item of clothing? struggling to understand which event to use, among other things lmao

patent violet
#

Is anyone able to make a mod to quickly toggle between controller/mousekeyboard? I'm guessing not a lot of people play with controller but i wish there was an option to. I wish to use the "Place item" feature a lot, but it's not very usefull on controller. But i have to turn off my controller which takes like 10+ seconds of holding the PS button, so i can finally switch back to Mouse/keyboard and then place items , then take control with controller again..

#

The game instantly recognizes when a controller disconnects, so i was hoping someone could figure out how to "force" it instead

opal wind
# winter bolt yeah pretty much

yeah just changing the bloodlocation give errors and the model wont show; i have to create a new group, i just dont know how to link it to Forearms part

winter bolt
#

are you sure its the blood location?

#

what does the error say?

opal wind
#

Caused by: java.lang.RuntimeException: unknown location "LowerArms"
at zombie.characters.WornItems.BodyLocationGroup.getLocationNotNull(BodyLocationGroup.java:29)
at zombie.characters.WornItems.BodyLocationGroup.isExclusive(BodyLocationGroup.java:61)
at zombie.inventory.types.Clothing.DoTooltip(Clothing.java:215)
at zombie.inventory.InventoryItem.DoTooltip(InventoryItem.java:592)
... 46 more

#

aparently it even mess around the zombie stuff lol

#

this only happens when i set LowerArms to BloodLocation, when i set to Body nothing changes

winter bolt
#

thats the bodylocation lol

weary matrix
#

anyone knows how to use FMOD studio? 😅
I need to understand how the strings bank is created

opal wind
#

item Wiz_SheraBracer
{
DisplayCategory = Accessory,
Type = Clothing,
DisplayName = She-ra Bracer,
ClothingItem = Wiz_SheraBracer,
BodyLocation = LowerArms,
Icon = Wiz_SheraBracer,
BloodLocation = LowerArms,
Insulation = 0.1,
WindResistance = 0.5,
ScratchDefense = 100,
BiteDefense = 100,
Weight = 1.0,
WorldStaticModel = GlovesLong_Ground,
}

#

and dont ask me why but the errors only happens when i set the blood location lol

winter bolt
#

did you create the body location as well?

#

because that error is because it cant find the body location