#mod_development

1 messages · Page 504 of 1

sour island
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you may need to use another event

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oncreateplayer may be firing before a username is assigned

stiff furnace
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Ah okay, good point

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I will try OnConnected

solemn horizon
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thanks but im singleplayer only 🙂

stiff furnace
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@solemn horizon Okay, I know when you first start your save you can click on "custom sandbox" and select the exact shutoff date in there too

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If you're game is currently going still, I believe you can enable -debug mode on your game and then change it from there. Or you can install a cheat mode that allows you to do it

solemn horizon
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no sadly you can only choose 0-30 or instant, im gonna browse the workshop to see if i can find something

dusty bane
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When I make changes to an item's display name in the media\scripts\items_weapons.txt file, nothing happens. Am I modifying the wrong file? I know that the mod is loading, because I also modified a texture and it's working.

stiff furnace
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Should look like that

stiff furnace
dusty bane
stiff furnace
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Ah gotcha. Are you reloading the files by disabling/re-enabling the mod from the main menu? If not that - I haven't tried overwriting base objects yet...I will have to mess with that

dusty bane
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I restarted the game every time I made changes, and I think I also disabled/re-enabled it the last time I tested, too.

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This is my first attempt at modding this game, so I might just be missing something little
Gonna delete items_weapons.txt from the steam directory and verify files to generate a new one to make sure that it's not from a past version or something
Okay, so I've found part of my problem. The DisplayName property in this file doesn't do anything. The display name for the sawnoff JS-2000 starts with "Sawn Off" in the default file while it's "Sawed-off" ingame.

tacit ermine
noble igloo
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Is anyone familiar with Radio/TV modding that could answer some questions?

gentle forge
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Okay... so MP has 1 big issue, base raiding. Weapons do not take damage when you break down doors, etc. and the sleds is OP if you have the destroy feature enabled. Is there anything out there to adjust durability when doors, stairs, etc. are being damaged?

stiff furnace
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@sour island @tacit ermine Thanks for the help guys. I can get the code running if I exec it manually, but am having a hard time getting it to launch via events for some odd reason. A problem for another day I suppose lol. Thank you again for the help tonight

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Well, nevermind. I got it working - but I had to do a loop

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EveryOneMinute event

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Gross lol

hot patrol
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Amazing KEKW

blissful meteor
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Anyone know if i can remove the result on creating a recipe?

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i know i can use destroy to destroy an ingredient but i need to remove the created item

tawny flicker
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when i try to upload my mod to steam workshop it gives me error "failed to update workshop item result=9" anyone know what to do?

opal wind
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daniel san! wax on, wax off... must train to kill zombie daniel san...

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i made a female version of this one too

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ignore that beard there lol

wicked geyser
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Hello! Is it possible to retexture exisiting vanilla map tiles?

blissful meteor
west crystal
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You sell vehicles on the server?

blissful meteor
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Players will be able to buy them from a trader with currency obtained off Z

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Solves new players joining and not being able to get a start

west crystal
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That's cool

blissful meteor
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If I can get it to work haha, one hurdle after another

dim chasm
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bro the workshop is a mess

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like so many different mods for different versions

woeful solstice
paper tartan
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was hoping we can pick em up too

woeful solstice
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They are able to be picked up without the mod aswell, so I think it should still be possible with my mod, I will test it.

paper tartan
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i couldnt pick em up

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these tall ones from louisville

woeful solstice
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I can pick them up, you need a crowbar.

old blade
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what about the military crates, you cant pick those up either

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and i absolutely love the way they look

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so cool

old blade
sour island
junior flame
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Where are the base game item icons tucked away?

pearl prism
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What am i doing wrong?

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        print("EveryOneMinutes")

end)```
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Nothing appears in the debug

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Is EveryOneMinutes working?

west crystal
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How does it work? I am higher than Slav Facemaps in the search yet it has more subscribers than me

nimble spoke
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someties it feels like there's an underpaid intern doing it manually

west crystal
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Or is it viewers to subscribers ratio based?

nimble spoke
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it doesn't matter what it really measures, it doesn't update real time so the position you're seeing there is outdated anyway. The only reliable list is most recent

west crystal
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🤔

nimble spoke
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most subscribed is all over the place, if you go checking one by one

deft jacinth
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Are there any mods for day time sprinters?

winter swift
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Does anyone know how to implement a sleep () or wait() function (or any kind of similar function) that delays a specific function in the game?
(* The os.clock function doesn't work in Project Zomboid)

e.g.

function <name>
addVehicle(name)
sleep(1000)
vehicle.repairvehicle()
nimble spoke
west crystal
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I remember my disappointment when i found out there is no sleep in lua while coding in stormworks

winter swift
nimble spoke
winter swift
cobalt steeple
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I am horrible at looking through the game files: How does the game make the "this is how you died" text appear

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When you start / load a new game

brittle jewel
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@cobalt steeple Most of the text is in the game folder in \media\shared\Translate\ That one in particular is located in \media\lua\shared\Translate\EN\UI_EN.txt (if you're using English) and it's called 'UI_Intro3'

cobalt steeple
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Thanks :3

west crystal
nimble spoke
cobalt steeple
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O.O

west crystal
cobalt steeple
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PZ Re-Worded

west crystal
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Nah i'm too lazy to make QoL mods

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or mods even, didn't do shit since 24th

golden lagoon
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Has anyone added like monsters or more weird zombies?

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Thinking about changing skins and having an event on my server with stronger zombies

distant quail
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What are some recommended workshop mods that don't change the core game too much?

pearl prism
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Guys I'm in trouble, my vehicle mod flips over whenever it goes over bodies

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Does anyone know how to solve this?

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I tried everything

nimble spoke
radiant ginkgo
echo leaf
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Heyo, I'm trying to iron out some distributions for a mod.

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Trying to figure out what some specific room types are called so I can spawn items in the correct places.

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What's a good way for me to figure out what different containers and rooms are called so I can expand on this better?

stiff furnace
stiff furnace
stiff furnace
blissful meteor
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@stiff furnace it's really not, just uses a few tricks but works well enough

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Vehicle spawning doesn't work in MP though, it seems to run through the client still so the server doesnt save the cars and they arent able to be interacted with

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If anyone knows how to make the server do it, please help haha

stiff furnace
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Hmm yeah, I'm not sure about the locality of these things yet

worthy snow
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me and pals cant claim a big abandoned warehouse for it being "occupied" for some reason, but other than that..

Is there a way to actually light up a huge light less building in PZ? Mods included

west crystal
worthy snow
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dead Zs included?

west crystal
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Maybe

brittle jewel
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Testing with 2 clients on the same computer, but still on a dedicated server.

worthy snow
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used bikinitools to stack corpses from the entire building, then canibal mod to delete the bodies - still occupied :(

west crystal
worthy snow
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it has no lights (unfortunately) - and no vehicles inside, only some around it
Havent found any more bodies inside - still occupied

teal slate
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if it's multiplayer, maybe someone dc'd inside and it's checking that

west crystal
worthy snow
worthy snow
west crystal
west crystal
worthy snow
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so the zs wont spawn, or is it not for that?

west crystal
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Not every building is claimable

west crystal
west crystal
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Yeah, exactly this one

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Is unclaimable

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You can check golf club, it's pretty neat and has a lot of space, and not dirty

worthy snow
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I will, ty

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For some reason items in my containers respawn after i place them in there and later take out

Example - just went back to my microwave and it had uncooked pancakes 🤔

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same happened in the old map in the firefighers building

brittle jewel
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Not to be rude, but this really isn't the channel to be carrying on and on about safehouse claiming...

hexed terrace
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is there a mod for this game that lets you both roll up and drop cloth ropes once its on a window? like, in real life i would be rolling up the ropes until i needed to get out and thats when i would drop them and descend

west crystal
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Well you still can just remove it when you don't need it

hexed terrace
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that is not the same, but still an option. does it refund full components?

west crystal
hexed terrace
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i dunnno man, nails are kinda hard to come by when youre new and bad at the game. but yeah thats still an option, just would be neat if i could eventually just metal craft ladders that can be lowered and raised

west crystal
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You can find a ton of nails in the storage areas

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Although making a ladder mod is a pretty good idea

hexed terrace
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the warehouse i found has an upstairs and a rooftop access and is massive, and surprise surprise, containts most of the initial crafting material i need in the boxes on the first floor

turbid schooner
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question about the irrigation pipe mod. Do i have to water my seeds first for the pipes to work?

undone crag
blissful meteor
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@brittle jewel I spawn it through a recipe for my vehicle store, I figured I would need to send a command to the server. Could you send me the lua code you used to send command please and I'll see if I can adapt it

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function Recipe.OnCreate.BuyVehicleCar(items, result, player)
local vehicle = addVehicleDebug("Base.CarNormal", IsoDirections.N, -1, player:getSquare());
local keys = vehicle:createVehicleKey()
end

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Similar to that

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Not at my pc

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I figure instead of local vehicle I need something else

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Also does anyone know if clearing map.bin files renew the vehicle spawns too?

I have another idea but I need to be able to respawn vehicles at their zones

drifting ore
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Hey, is it possible to change the texture/model of a specific zombie to something else?

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So I could for example have 1/100th of all zombies spawn with a different model for example.

blissful meteor
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Probably, was looking through the files and saw something about what skin a Z uses

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It was when I was looking through the clothing and zombiedef

drifting ore
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Ah okay, I'll take a look 🙂

blissful meteor
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Probably have to just make a new Z type though

drifting ore
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Still trying to figure out how to navigate the modding documentation

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you can do that?

blissful meteor
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Like how authentic Z does I mean

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Their outfit, probably a good mod to look through for that sort of stuff

winter bolt
drifting ore
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Ill have a look at authentic z, thanks.

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although im worried that just uses distributions

undone crag
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Perhaps you could give a zombie a clothing item which has the model you want, and which hides all of the zombie's default model.

drifting ore
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ah yeah that could work, not sure how nice that would work with anims though

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Is it possible to just dress up zombies after they've spawned?

undone crag
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If you want a model that uses the default animations it should work.

brittle jewel
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@blissful meteor This is in the client folder:

if isClient() then
    sendClientCommand("CarTrader", "spawnCar", nil)
end

And here is in the server folder:

local function carTraderSpawnCar(module, command, player, args)
    if not isServer() then return end
    if module ~= "CarTrader" then return end
      if command == "spawnCar" then
        print("onClientCommand")
        local vehicle = addVehicleDebug("Base.CarNormal", IsoDirections.N, -1, player:getSquare())
        print(vehicle:getId())
    end
end
Events.OnClientCommand.Add(carTraderSpawnCar)
agile talon
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Anyone happen to know if there are any Multiplayer "marker" mods so you can see where your friends are on the map? I can't seem to find any but maybe I'm not looking hard enough

undone crag
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Chuck was doing something with zombie outfits. Normal zombies which are not reanimated players do not save their inventory in the save game, but they save their outfit which is something in a lua file, he said.

drifting ore
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that makes sense, I'll see if I can find anything about outfits

undone crag
quasi jasper
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im not sure if this is the place to ask, but is there a mod that increases gun accuracy a lot and reduces jams a lot?

stiff furnace
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Is anyone free to explain to me what setInfectionTime and setGrowthRate do for infections? I am messing with the numbers trying to learn but it doesn't seem to impact the rate or level of the "Infection Level" bar

#
    local bodyDamage = player:getBodyDamage()
    bodyDamage:setInfectionGrowthRate(0.02)
    bodyDamage:setInfectionTime(0.002)
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That's what I am executing into the console

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I've tried lots of numbers...dont see a difference

undone crag
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    getData()
returns the texture's pixel in a ByteBuffer EXAMPLE:``````java
ByteBuffer bb = getData();
byte r, g, b;
bb.rewind(); //<-- IMPORTANT!!
try {
while (true) {
bb.mark();
r = bb.get();
g = bb.get();
b = bb.get();
bb.reset();
bb.put((byte)(r+red));
bb.put((byte)(g+green));
bb.put((byte)(b+blue));
bb.get(); // alpha

catch (Exception e) {

setData(bb);

This is what the online documentation says but I think the example is probably Java, so maybe Lua mods can not use it.

drifting ore
drifting ore
stiff furnace
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Huh, interesting okay. Thank you MrBounty

drifting ore
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How can I find a list of global functions I can use? 🙂

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I'm having some trouble figuring out how to navigate the massive class list and finding what i actually need

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specifically im looking for info on addZombiesInOutfit but no clue where to look

drifting ore
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haha fair enough 🙂

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I've been digging through other mods mostly as well

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and searching in this discord

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but the function i was looking for was onlymentioned twice

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wich one ?

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addZombiesInOutfit

thorn bane
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No idea if this is the spot for it, but would anyone know where to find the user access level's (a multiplayer function) in the files?

drifting ore
# drifting ore addZombiesInOutfit

found that FightStep.momzombie = addZombiesInOutfit(FightStep.zombieMomSpawnX, FightStep.zombieMomSpawnY, 0, 1, "TutorialMom", 100) in media\lua\client\Tutorial\Steps.lua
So addZombiesInOutfit() seem to be:

addZombiesInOutfit(x, --x position
                   y, --y position
                   z, --z position
                   float, --outfit index ? idk seem to be 1 a lot
                   string, --Name of the outfit
                   [0-100], --Health of the zombie
)
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Awesome, thanks 🙂

signal coyote
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My terrible cursed dog food mod has fought and clawed its way up to the third panel of the first slide in the zomboid workshop front page, next to two actually complex and useful mods

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Absolutely baffling

signal coyote
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lol one of my friends did 1 of every award as a joke, the ones higher than one were actually given by other people

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i don't even really know what awards are or do

civic galleon
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They are fun ways to show appreciation

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They ultimately do nothing

brittle jewel
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You can get fancy avatars and steam profile backgrounds in the points shop and give others awards with the points, that's about it.

signal coyote
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Ah cute

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Good to know

winter bolt
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yeah it just gifts steam points to the receiver

shy hearth
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is there any way to load a lua file through code? for example, the lua file that defines which clothing is available in character creation is loaded when the game boots, am I able to reload this via code after boot?

scenic tusk
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recent game buyer here, just wondering if anyones thought about doing a Project Fungoid mod, aka TLoU Mod, would be perfect for the mechanics of this game tbh. to clarify im no where near skilled enough to mod anything, just think it would be a perfect fit and am wondering if one exists

tacit ermine
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it's only used in Java code

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InfectionGrowthRate seems only used for food poisoning and fake infections (infections when you turn off death to zombification?)

setFoodSicknessLevel(getFoodSicknessLevel() + getInfectionGrowthRate() * (float)(2 + Math.round(PoisonLevel / 10.0F)) * GameTime.instance.getMultiplier())
civic galleon
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Ya know

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I understand why people turn off comments 100% now

thin hornet
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Just had my first hacker kill my server

grave solstice
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Has anyone duplicated the functionality of ISRadioInteractions, where an object (TV) can modify the stats (boredom levels, xp, etc) of characters near the object but who haven't directly interacted with the object? I'd love to incorporate that functionality into my piano mod, and would like to see more examples than just ISRadioInteractions.

teal island
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I think I may have a mod issue, or am I mistaken? I can only select Engineer when creating a new character upon death.

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No idea what kind of mod would cause it

old blade
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someone make a pet cat mod

west crystal
old blade
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feed kitty fishies

west crystal
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too much labor for one furball

undone crag
acoustic siren
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good evening guys

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also, is there a way to store custom metadata inside IsoGameCharacter ?

lavish burrow
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Hey guys, so i have some mods installed on my hosted dedicated server, they are installed correctly however alot of the vehicle mods i installed seem not to be spawning cars as frequent as i want (some of them are super rare) how can i edit my mod settings on a dedicated server?

frail violet
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Does anyone happen to know why a custom hair entry would be named incorrectly like this?

barren acorn
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can someone make a mod to make sprinter zombies run like Naruto

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Just a simple anim swap

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thanks

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dm when done

winter bolt
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"IGUI_Hair_" is a prefix and the "Bihawk" part is what it's called in the hairstyles.xml file

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the string can be whatever name you want

craggy furnace
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ah beat me to it

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what a great hair style

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i love it

frail violet
hollow shadow
frail violet
lavish burrow
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Hey guys, is there a way i can check which mods are active on my dedicated server? after afew hours of playing i noticed no weapons or ammo from Brita's mod pack are in my world

hollow shadow
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Check the item spawned

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Spawner

lavish burrow
hollow shadow
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As admin

opal wind
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pretty much ready my supergirl suit

urban geyser
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I love how the EMT outfit in sharks law enforcement pack is called “Ambulance driver”

zealous wing
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How do you place items in the world? I.e., get them to spawn on the ground in houses?
I actually have no idea how to do it.

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Is there a way to do it with a distro, or do you have to mess with lua?

midnight perch
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Where can i find a list of mods to add to my game?

stiff furnace
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Anyone ever have a 3D model float very high from the ground? lol

wispy crypt
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can i add raven creak to a world already made? no one has even left our starting town

zealous wing
zealous wing
amber pond
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goddamn

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i might just actually make project zomboid: a post nuclear survival game

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goddamn it

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i have to now

teal slate
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trying to intercept Callouts so that we can add some fluff text to them, anyone see any issues with this

#
__classmetatables[IsoPlayer.class]["__index"]["Callout"] = function(self, doEmote)
    local range = 30
    local shoutPath = "New"
    if getCore():getGameMode() == "Tutorial" then
        shoutPath = "Tutorial"
    elseif self:isSneaking() then
        shoutPath = "Sneak"
    end
    addSound(self, self:getX, self:getY(), self:getZ(), range, range)
    self:SayShout(string.format("%s shouts, \"%s\"", rpname, getText("IGUI_PlayerText_Callout"..ZombRand(1,4)..shoutPath))
    if(doEmote) then self:playEmote("shout") end
end
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the only one i know of so far is "this doesn't set player.callOut, which means shouting counts for boredom reduction"

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but

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eh

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oop there's one: if(doEmote) should be if doEmote

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self:getX should be self:getX() 💀

flint bolt
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Hi, everyone. Question, is the zombie modData shared accross clients in a server? If player1 set a modData.X=Y inside a zombie, will player2 also see zModData.X=Y for that zombie or is it local?

green heart
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what are some good zombie mods? like ones that add new variants

upbeat tundra
#

is there are list of possible distributions?

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as in mod is complaining about ProceduralDistributions["list"]["IceCreamKitchenFreezer"] but how do I find out what the name has changed to?

glass rampart
upbeat tundra
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attempted index: items of non-table: null at

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is it telling me that the item is at fault or the inventory?

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and thx for helping me

glass rampart
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not so sure about that, what are you trying to do? fix your distribution?

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or are you just looking at some ones mod and trying to fish errors?

upbeat tundra
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i am trying to just get someone else's mod to work well enough without just commenting out offending lines

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hence i am trying to make sense of pz systems

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not gonna upload the fix to ws

glass rampart
#

well if it has problems with distributions, you should just look at where it was spawned before and look similar place in PD.lua that you can find following path i gave you

upbeat tundra
#

yeah, I am looking at mod's distribution and pz dist file you gave me

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i guess I will just have to try inputting stuff and see what works ))

glass rampart
#

you can take some working mods with working distr to look how it should work

upbeat tundra
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true true

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thx for the help. I think I figured it out enough to fix it

glass rampart
#

👍

thick bobcat
#

hello. I want to create some kind of horde mod for me and my homies. Do you know where i could get started learning to script events?

#

currently i am looking at other event mods reading the scripts and trying to understand

glass rampart
#

not sure if/how it is working though

thick bobcat
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it is working

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somehow

glass rampart
#

probably you can take a look at that

thick bobcat
#

ok thank you

glass rampart
#

also i think you can probably make some sort of horde with helicopter events? like make it invisible and soundless but to attract zombies all over but i have no idea how to do that so im just saying

thick bobcat
#

yeaht thats what i thought too :DD looking at both mods currently trying to figure out how they work and what belongs in shared/server/client

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good ideas tho

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will try to work some wacky thing out

glass rampart
#

currently there is almost no ppl in ch due to well last day of the year, so all ppl who could help you with lua/java or events will probably be later

thick bobcat
#

ok i will try to make sense and try again new year

glass rampart
thick bobcat
#

cant promise about good

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but i want to get this done

glass rampart
#

also

thick bobcat
#

i really feel like i need attacks on my base or my location for late game

glass rampart
#

most of the zeds tends to go to main roads right?

thick bobcat
#

and since i always play on no zombie respawns i am really lacking challenge

glass rampart
#

so probably main roads marked some how

glass rampart
#

it would be also okay to make the hordes gather on main road and roam it

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but first thing need to defines what exactly makes them gather on roads

zenith pivot
#

Hi all, I'm having some trouble with Better Towing, sometimes the car just rubber bands back into place, sometimes it works sometimes it doesn't, is anyone else having this issue?

thick bobcat
#

first i am gonna look into that horde spawner and try to get it working for MP

glass rampart
#

you can also probably can use alarm event, for example check user position and in range of 150-200 cells trigger some silent (to player) alarms, it make zombies to gather "near" the player and maybe spawn like 20-30+ zeds in that place as well

thick bobcat
#

maybe push the bounds so that hordes wont spawn like 20 M behind you

glass rampart
#

it will not be like hordes but maybe it will look like illusion of it

glass rampart
#

coz you will basically create new horde nearby user(in 200 cells)

thick bobcat
#

ok maybe i should try to do that instead

glass rampart
#

and they will with time try to move to free cells(usually where player is)

thick bobcat
#

sounds much more manageable for small brain humans

glass rampart
#

also there is a reference for invisible alarms

thick bobcat
#

ok this is helping a lot

#

glad i tried to post here

glass rampart
#

as far as i remember main logic of this mod is to trigger alarm that user dont hear and lure them inside buildings

#

so you probably can dig through his code for reference

glass rampart
thick bobcat
#

wow

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yeah sure

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it was

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thanks a lot

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will report back

glass rampart
#

👍

#

try to ask later, ppl who worked with events like (old good modders) probably will have more tips and ideas on how to make it

old blade
#

new rare zombie variant that can sprint and open doors

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can also scream really loud to attract all other zombies to the area, about as loud as a house alarm

#

it should have custom idle sounds so you can differentiate what they sound like compared to regular zombies

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oh yeah, i do sound design so if anyone needs sounds for mods i can help ^_^

thick bobcat
#

i am pretty much a noob

#

but this guy could use your help

glass rampart
#

is it possible to make my .xml to depend on another .xml from another mod? or overwrite it in some way? or if i use the same items guid will it overwrite object with that guid?

old blade
#

one single unique zombie variation is fine for me, especially if it can sprint, draw a large amount of zombies in one area, has lots of HP, and can open doors

#

i wish i actually had the time to learn lua + java so i could make these things lol

willow estuary
#

Not at all-period-authentic heavily randomized soldiers.

glass rampart
#

it has nemesis that almost unkillable (huge amount of hp) and banshee that can run and scream

#

not sure if she attracts other zeds

old blade
#

hmm

#

a good start

#

rlly cool idea but a little OP

glass rampart
#

based on this mod you can do yours and to your liking at that!

teal slate
#

How do you save modData?

#

currently using

    local modData = getPlayer():getModData();
    self.rpName = modData["buffyChat:rpName"] or getOnlineUsername();
    modData["buffyChat:rpName"] = self.rpName;

and changing it with

            ISChat.instance.rpName = command;
            local player = getPlayer()
            player:Say("Name updated to:" .. command);
            player:getModData()["buffyChat:rpName"] = rpName
#

but it doesn't persist after a save/load

#

also PSA to people using Say() as a way to show output to the player:

#

don't

#

use player:addLineChatElement() instead

#

same arguments

#

Say() will be picked up by radios, addLineChatElement is visual only

sour island
#

otherwise those elements are not saved

teal slate
#

huh

#

so i don't need to do transmitModData()?

sour island
#

transmit is to share the data with the server

teal slate
#

well, presumably that'd be necessary to save it

sour island
#

I would assume so - but MP code is eluding me rn so who knows

#

Does using a colon in an indirect not cause issues?

teal slate
#

eh? indirect?

sour island
#

[""]

teal slate
#

it doesn't

#

why would it

sour island
#
table.nestedTable 
table["nestedTable"]
#

these two are the same

teal slate
#

table.foo is syntactic sugar for table["foo"], yes

#

i think you're thinking it's the other way around

#

table[":::::"] is totally acceptable

#

table.::::: is not

sour island
#

I would've just assumed those symbols wouldn't be functional

teal slate
#

it's just a string

sour island
#

Yes, but I figured if it is interchangeable with direct references that internally it may behave similarly where list.list:list would break

#

but I guess it would just use the table id internally rather than try to re-reference it

charred ferry
#

Random modding idea. Make burgers/fries/corndogs etc from Spiffos have like, a year long expiration date.

Reason: The amount of preservatives in Spiffos food can't be healthy, and it's a fun meme to expand the service life of food that otherwise goes bad in a few days.

old blade
#

im sure that wouldnt be hard to do since all youd have to do is change the spoilage somewhere wherever it is stored in the code

#

hey how do i import a .x into blender

teal slate
#

table.key with spaces doesn't work

#

table["key with spaces"] does work

#

the former is syntactic sugar for the latter

cobalt hinge
#

where the FUCK is fort redstone

echo leaf
#

Literally shows on the mod page my dude @cobalt hinge

pearl prism
#

lol

lyric basalt
#

Hello, i'm currently trying to make a mod an having some trouble putting in the game, and getting the error "MeshAssetManager.loadCallback> Failed to load asset: AssetPath{ "KP31" }" weapon works but the model itself doesn't appear, made the model myself, so not really sure what there is to it that may cause problems.

worthy snow
#

does anyone know a mod that increases the FLOOR max capacity from 50?

errant meteor
# echo leaf

there is also a big ass sign going from rosewood, saying redstone is up ahead :]

nimble spoke
hollow shadow
#

lol

lyric basalt
#

not sure what else is to path there is to it

sacred cradle
#

is the solar array mod fixed?

nimble spoke
lyric basalt
#

yes i changed the names to Kp31 after i did the first question, still problems

ivory perch
#

why is it telling me this? Every guide I've seen the file structure has "Mod Named Folder"/Contents/media

#

I dont want to make a building I want to make an item tweak mod lol

lapis stump
#

if I have no client folder in my mod does that mean the mod wont run in singleplayer ?

lyric basalt
#

Would anyone be willing to take a look at the mod just in case?

nimble spoke
ivory perch
#

Question: Can I mod a mod added item?

#

Someone added a backpack to the game in a mod, I'd like to change its capacity for balance reasons with my own mod, is that possible?

echo leaf
#

Yep, Item Tweaker

ivory perch
#

yeah I've got that installed, so do I make a new mod and change it with a lua?

echo leaf
#

Yeah follow the instructions on the Item Tweaker page

ivory perch
#

thx

vivid flare
#

i am trying to start the game with -debug, but i'm hanging in the beginning

#

anyone can tell me what i am supposed to do?

echo leaf
#

F11, or hit the check box at the top

#

I think?

#

Been a while

vivid flare
#

clicking the box does nothing, so does f11

echo leaf
#

Idk then sorry

vivid flare
#

but with f5/f6 i can go through every single line

bronze willow
#

can i suggest a mod

#

idea

#

bc i think it should be a vanilla feature for sandbox zombie respawns but its not, but i think
there should be a mod where zombies can respawn but only on the map edge, slowly having to come into the map, that or via events
bc i run respawn off but i know its gonna get empty if i run a game for too long

lapis stump
#

any mods that add a safety/immunity type thing when you first spawn in until you move ?

young citrus
#

anyone know any good resources for someone who wants to start modding for PZ?

winter bolt
sour island
#

anyone have a recently working sandbox vars override? my old method isn't working any more

#

seems like most events at the start of the game are only ran at mainmenu and no where else?

old blade
#

btw, i dont know why but the More Hair Colors mod is nuked off steam workshop, if you had it in your load order for a server, make sure to remove it

#

you wont be able to start with it

rocky lynx
old blade
#

you know what would be cool is a modular vest system that you could start with like

#

a plate carrier and find attachments / pouches for it

#

that actually go onto the vest visually and can be used as an extra compartment for storage in inventory

#

or add like, a first aid pouch that gives u faster bandaging, or a mag dump pouch that gives you faster reloading

lapis stump
#

theres a mod that lets you attach stuff to backpacks

old blade
#

ya but not on the same level

#

itd be cooler to have it on a vest

sour island
#

after many tears I figured out that events given arguments can only fire once?

#

After hitting mainmenu

#

once in game

#

Not even ontick fires

#

strangely the bare call doesn't show up on game load but the rest do

clever veldt
#

[Sorry, wrong channel for this question.]

sour island
#

Looks like adding functions with arguments into events prevents them from firing outside of lua load

paper tartan
rocky lynx
desert jetty
#

Hi, does anyone know if the kahlua will let me edit scale and models of individual zombie spawns? Just to know if it is worth to bother with it

errant meteor
errant grove
#

just a yes or no question: is it possible to remove all gun systems and items from paw low loot so that i can have all the cool clothes and vanilla guns and ammo. i understand that if yes i would probably have to delete lines of code in the files of the game.

winter bolt
errant grove
#

thankyou

#

ill figure it out later

atomic saddle
#

Has anyone tried adding a new FabricType? Seems like scratch and bite defense is hardcoded to the 3 base fabric types

undone crag
#

I have and it does not work because of what you said, in the Java.

brittle jewel
atomic saddle
floral ruin
#

Hey guys, is there like a master list of mods that I could look through to find things that I might want to play with?

#

Or like a list of recommended mods?

sour island
paper flume
#

If I install mods to play on a public multiplayer server, will those mods affect my single player save?

paper flume
#

so you install mods per save then?

hollow shadow
#

do change the mods in an existing save you need to click the "more" button next to it

paper flume
#

ahh ok thanks

zealous wing
sour island
#

There's a mod menu for the main menu which creates a kind of shortcut when making new games

#

But you can modify mods when creating a new game with sandbox also

#

It's understandable people are confused going into it

weary matrix
#

hey there, happy new year!

#

🥳 🥂

ivory perch
#

Question, does the order mods load matter? So Item Tweaker needs to be first for a mod that uses Item Tweaker to work?

weary matrix
#

all Lua files are loaded before being run

ivory perch
#

Ok cool.

#

Any idea why an item tweak Lua that changes the stats of a bag won’t change the name? Everything else edits just fine but the name stays the same despite writing something new

drifting ore
nova shuttle
#

Would the towing rubberbanding be from the tow mod or from the vanilla detach not syncing to a dedicated server?

rocky lynx
rocky lynx
hollow shadow
#

ah, ill hold off on that, i dont understand a word on there

rocky lynx
#

Mods available on English and Spanish language.
Page in Spanish.

hollow shadow
#

also, the dying light wallpaper on your website is making weird cuts on higher resolutions.

rocky lynx
#

😮

#

What is your resolution?

#

In this video, we take a look at a hidden gem of a Project Zomboid mod from the popular creator, Snake! Le Gourmet Revolution adds hunting, as well as a variety of cooking, farming and fishing mechanics to the game. It's an absolutely incredible mod and well worth a look. This will be the first of a series of videos where we take a look at some ...

▶ Play video
hollow shadow
#

2560x1440

rocky lynx
hollow shadow
rocky lynx
#

Soon

#

The modpack needs to be very stable, I'm working on that.
Here you can view a little gameplay with my modpack https://www.youtube.com/watch?v=xgEbKTqnGFg

In this series of Project Zomboid, Logan Stone has been shipwrecked on the Cherbourg Coast. Here the zombies are tougher, food is more scarce and we are completely and hopelessly lost! But, at least we escaped Knox Country!

Project Zomboid to me is the ultimate zombie survival game experience, this game does not hold your hand and will punish y...

▶ Play video
zealous wing
rocky lynx
#

First I suggest to play only with my mod pack (If you want a good survival experience) I don't want to make pz in a shooter game :p You need to make a lot of things to get ammo. A separate skill.

sour island
#

Don't use Nexus

rocky lynx
#

It's a hard work

#

Helicopter Events works good with modpack, a lot of people on our spanish community plays with that combination.

#

Also, car mods works properly

sour island
sour island
#

I was curious to test Skill Recovery Journal with a custom skill

rocky lynx
#

You have Ammo Reloading Skill and Hunting Skill. With books and that.

#

Black books (Ammo Reloading Books)

zealous wing
errant meteor
zealous wing
#

If you've made it challenging and realistic, all the better.

sour island
errant meteor
#

🙂

rocky lynx
#

It's, this update will be very very very big!

zealous wing
sour island
#

It does

rocky lynx
#

Yeah!!

sour island
#

You should redirect users to a Google translated page lol

errant meteor
#

Any new guns or upgrades for the guns in this new update snake?

rocky lynx
#

The mod pack can be translate to all languages

zealous wing
#

All right. But why not the workshop? You'd get a lot more exposure if you uploaded it there.

sour island
#

Spanish is a scary 🥺

zealous wing
#

Strange to see a mod NOT on there.

rocky lynx
errant meteor
#

Based

rocky lynx
#

Rework of all loot tables, and some systems to fit with the base game.

sour island
#

How does your foraging system differ to the new one?

#

Or you just mean add to it?

rocky lynx
#

Well, there is more categories of items, plants for dyes, metals using metal detector (Sounds of the metal detector when a item is detected), and found some rocks and need a pickaxe to get it (You can see anims when you break the stone with pickaxe)

sour island
#

Ah neat

rocky lynx
#

It's a modded version of new foraging system (Some functions)

#

All items for mods can be found using the new foraging but a lot of them is legendary ones. So it's really hard.

errant meteor
#

Any new foods or animals?

#

Or fish 🙂

rocky lynx
#

Some fishes, and more 3D models of them

#

thanks to truji 😄

errant meteor
#

Sweet

rocky lynx
errant meteor
#

Colorful

#

We needs some crabs, a crawfish stew would be sweet

#

Crayfish

rocky lynx
#

Base game have some of that I think

errant meteor
#

Really?

rocky lynx
#

Need o confirm

#

need to confirm xD

#

But with the modpack can find eels and crabs

#

Some water turtles

low crystal
#

you ever get a answer on this?

opal wind
#

making a texture for the harley quinn bat, on the vanilla bat model

rocky lynx
#

A fin de abril, trabajando con Oscar Federico Dono en Esquina, guiados por Nacho Piaggio, registramos algo en vídeo de manera absolutamente casual. La cámara estaba encendida justo en ese mismo momento y encuadrando el área en cuestión. Aunque entendimos qué fue lo que pasó, no llegamos a verlo con claridad. Luego, quedó olvidado. Ahora, revisan...

▶ Play video
errant meteor
rocky lynx
#

haha I not eat fish, only sport fishing, sometimes I give fishes for friends!

floral ruin
#

Hey guys, is there like a master list of mods that I could look through to find things that I might want to play with? Or a list of recommended mods

sour island
#

Most subscribed all time on workshop

zealous wing
#

What Chuck said. The top rated Steam Workshop mods are as good a place as any to start.

thin hornet
#

anyone know if pz lua has some built-in hashing function for string comparison, probably the same function used to check the mods checksum.
actually im gonna research and post here if i find xD

weary matrix
thin hornet
#

PZcrypt.hash

#

i wonder if thats usable in lua and also might be overkill since its for hashing password with salt

#

i just need some quick md5 or sha1 hashing. guess ill have to install a lua lib

#

or maybe CRC32 var3 = new CRC32(); if that is actually exposed
and yet if i can make byte array in lua

#

xD

weary matrix
#

depends what you need but crc32 is only 32bit, might not be good enough depending what you're trying to achieve

thin hornet
#

i need to compare two string

weary matrix
#

Lua or Java string?

thin hornet
#

to check if my data on server differ from client

#

lua

weary matrix
#

why do you need a hash to compare strings?

thin hornet
#

cause i got a big string(file) that im not going to send over network

#

unless its different

weary matrix
#

oh i see

thin hornet
#

if thats a one file lib that will be amazing 😄

#

looks great, thanks

#

and doesnt have any next() so it will work easy, hopyfully let try

teal slate
#

Also psa: don't use Say() for outputting to the player

teal slate
#

that will be picked up by the radio, use addLineChatElement

undone crag
#

Aha it is co`, someone who knows about java. Perhaps thou couldest aid yours truly. I was thinking of procedurally generating icons, and a texture (can be set as an item's icon) has the methods getData and SetData which edits the image with code.
When I try getting the data from a texture with Lua, the game crashes to desktop though. The documentation says
https://projectzomboid.com/modding/zombie/core/textures/Texture.html#getData--

    getData()
returns the texture's pixel in a ByteBuffer EXAMPLE:``````java
ByteBuffer bb = getData();
byte r, g, b;
bb.rewind(); //<-- IMPORTANT!!
try {
while (true) {
bb.mark();
r = bb.get();
g = bb.get();
b = bb.get();
bb.reset();
bb.put((byte)(r+red));
bb.put((byte)(g+green));
bb.put((byte)(b+blue));
bb.get(); // alpha

catch (Exception e) {

setData(bb);

It says it returns WrappedBuffer. I don't know what to do hey maybe you have an idea like maybe it only works in Java or there's a special way of using it in Lua.

blissful meteor
thin hornet
thin hornet
#

Please, TIS remove or make these admin text toggleable

zealous wing
#

Got a question: How do I go about modding one of these little story events in? I had a few ideas I wanted to try out.

#

Kinda want to know how I can get modded items to spawn in the world like this.

winter bolt
#

i've been wanting to know that as well

grizzled grove
zealous wing
#

Well damn.

#

That's a shame.

sour island
# zealous wing That's a shame.

The stories are tied to an enum - however before the MP release I helped work out something called SpawnerAPI (formerly farSpawner, and can be found linked in the pins) that stored objects and subsequent functions to be loaded once a square was reached. You could technically set up randomized stories this way.

#

Currently SpawnerAPI doesn't work as intended and needs a refactoring to work in MP.

glacial pivot
#

Is there a mod that adds weight in the loot window without the need of hovering over the items?

hollow shadow
#

wouldeve loved to add metalworking story events ,_,

weary summit
#

Has anyone around successfully played the Cherbourg map?

hexed terrace
#

what tools do most people here use when making mods for the games? id love to learn a bit more about coding and modding but dont know where to start

#

so farm my only experience with this is just dwarf fortress, which is just making a list in a text document in a certain format, maybe making a png image for it, and putting it in the files and boom, mod complete. if anyone does answer just @ me or dm me any advice so i wont miss it

thin hornet
#

@hexed terrace really the tool will depend on what you want to achieve. Define your mod idea and find the proper tools after.
There is alot of different tools for modding pz cause there is alot of mod possibilities.

  • Adding items and recipe require only a text editor and a 3D software to make the models.
  • Adding functionality in Lua require also only a text editor but there is better tools for that too.
  • Most vanilla scripting is available to you to study in the media/lua directory of the game install directory.
  • Making maps require the official project zomboid tools such as TileZed and WorldEd, those tools also have multiple other utility in it for other possibilities like creating custom sprites, tiles etc...
  • There is a Wiki for references.
  • Checking existing mods is also a good way of getting started.
  • Checking TIS forum for answered questions.

So it really come down to:

  1. what do I want to create.
  2. what are the tools I will need to do it.
  3. is there any mods doing similar stuff that I can check as a reference for helping myself.
craggy furnace
hexed terrace
#

yeah alright that sounds good. i suppose with pz having development tools readily available theres honestly really little for me to have to do myself in terms of making or finding a tool that can alter the game. guess into blender i go. are there any assets out there in 3d file format that i could use in blender? or does one of the pz tools provide that as well? cause id like to actually see how the models are formed before i do any myself

winter bolt
hexed terrace
#

nice. ok thanks

#

cause one thing i for sure i wanna add.....is a function to wear jackets either zipped up or open

#

it bothers me way too much to not be able to see a flannel shirt under my black leather jacket, or rolling up sleeves,etc fashion over function is a big thing for me

#

if i recall theres a few mods that ADD clothing that are open jackets but theres none that ive seen that lets you open/close or roll up any vanilla clothing, and just having the option to do that to clothing that use the assets of the game itself would be nice, but i imagine id have to get something done in terms of generating a bump/texture map for how it would affect the front area visually when the jacket is unzipped in a uniform fashion rather than having me be required to add textures individually across the board for every piece of clothing one by one

#

a metal ladder than can be lowered and raised as a later in game upgrade version of sheet rope would be cool too

zealous wing
#

Ladders in general. Being able to use and craft them would be a game changer, literally.

craggy furnace
#

i despise the ladders in game

#

i understand they have an aesthetic function but not having them function is like painting a entrance onto a brick wall and going straight into it like a cartoon

#

sheets allowing you to negate wired fences would totally be worth it btw

hexed terrace
#

it would also be an easy cheese though. find a place thats surrounded by tall fences that dont get damaged by ombies, put ladders on each side, boom, impenetrable fortress.

craggy furnace
#

you are confusing cheese for gameplay

hexed terrace
#

I SUPPOSE

#

caps

craggy furnace
#

where zombies arent a problem people will always be lol

hexed terrace
#

depends on your view on a fortress that zombies cant scale and where the primary defense requires no upkeep

winter bolt
#

zombies breaking fences would kind of fix that

hexed terrace
#

the way i stay safe is i have a location in the middle of the woods where zombie density is low surrounded by walls. the downside being that getting to and from locations with loot requires a vehicle

#

but yeah a retractable metal ladder mod would make a few things far more enjoyable in game

#

just looks weird having little napkin lookin ropes everywhere rn

rain cliff
#

@hexed terrace Spongie's Clothing Mod adds ability to wear vanilla jackets open as well as adding 2-3 other jackets

hexed terrace
#

it does? i didnt see it mentioned anywhere just saw that it adds open clothing

rain cliff
#

Also functions to reduce insulation so you can unzip or zip your jacket based on weather

#

It was added at some point but it works with almost every base game jacket

#

as in it works with every jacket i have tried but i have not tried them all lol

hexed terrace
#

lets see if it works with this dope as leather jacket

winter bolt
#

the only ones i havent added yet are the suit jackets and the new track jackets unless there are others i forgot about lmao

hexed terrace
#

hmmm, i right click on the leather jacket, the classic negan lookin one, not seeing any options for opening it

rain cliff
#

make sure you enable the optional mod

winter bolt
#

its in a seperate mod you have to enable

hexed terrace
#

which one

#

i have spongies clothing, hair and fluffy hair mods

#

as well as vanillas edits on

winter bolt
#

its in the vanilla edit one

hexed terrace
#

imma try to find some other jackets and see if its just the one im wearing thats the issue.

rain cliff
#

worked for leather jacket for me

hexed terrace
#

hmmm

winter bolt
#

is it enabled on your save?

hexed terrace
#

how would i check that

#

do i have to start a fresh save or will it affect continued ones

winter bolt
#

when you select the save in the load menu there should be a "more" button or something like that at the bottom

#

and then you can change the mods

hexed terrace
#

oh...huh, yeah ok, i didnt know that it would not automatically enable new mods on old saves

winter bolt
#

i wish more games had it honestly lol

hexed terrace
#

same

winter bolt
#

it makes it easier to not break saves by accident

hexed terrace
#

as well as choose any major game changing mods for the sake of different mode style saves. several games i own i have to manually turn on and off mods anytime i switch save files that i set up for different "modes" of gameplay, so a feature like this is super cool. now i just gotta find a last of us style mod and itll be perfect

#

or make one

#

but spores, craftable/findable gas masks and filters, and different zombie types would be dope as hell

#

high target locations or high density locations having spores would be cool, having to be careful in tight enviornments would be even more important. if only i knew more about code

#

i suppose thats why im trying to learn

winter bolt
#

i remember like yeeaars ago i saw people on the forum planning on making a tlou mod but i dont think it went anywhere lmao

hexed terrace
#

oof

#

yeah that kind of mod would be pretty big, or id assume so i know little about modding and just starting out

winter bolt
#

i know theres a toxic fog mod which is kind of similar but i think it affects the whole map rather than just some areas at once

hexed terrace
#

yeah, i wouldnt want the hole map to be that way, just tight and Closter phobic areas with little to no air flow

#

honestly just some reskin mods for different virus/apocoliptic SPC's would be dope too

#

well hey, thank you very much. this mod is exactly what i wanted from my jackets

winter bolt
#

💪

turbid canopy
#

Toxic Fog Mod rocks but would be great if there was a distinction (eg: Toxic Areas) like Chemical Spills or else.....

dark smelt
#

is it possible for a mod to override media/scripts/vehicles/template_engine.txt in order to add a new field?

hexed terrace
#

honestly if the toxic mod had an actual system of where the toxicity originates from, travels and what causes it to stick around or dissipate i would gladly get it. after that itd be a matter of whether or not it lets you craft filters for your mask or not

#

also i found that last of us mod, its been discontinued since 2017

#

i feel like a mod like that would be a pretty big undertaking though. a rework of the stealth system and a new algorhythm for how the zambos actually "see" the player, not to mention applying a different system between runners, slower infected that dont see as well due to the fungus in their eyes, clickers, bloaters, etc, as well as throwable noise making items and all that.

#

however a skill that prevents a bite at the cost of a melee weapon such as a knife or something is a pretty neat idea to add to the game

#

it would make things like bread knives, spoons and forks fairly useful as a shiv

tulip valve
#

A mod making you invisible for a short time to zombies when chatting or checking the map in MP would be amazing lol

#

5 second duration and ends when exiting chat and 5 second cooldown maybe to avoid abuse

lyric basalt
#

also happy new year

granite torrent
#

Hi Guys, I'm new to modding and I need help with a lil thing that I can't seem to get right
(Sorry for my english)

So I'm trying to spawn an NPC, I've got Superb Survivor as code reference and I've noticed that It is using IsoPlayer to render a new survivor, but I've checked the Javadoc and there is also IsoSurvivor
I'm using IsoSurvivor, everything is fine but I don't understand how to render my NPC. Through the debugger I can see that there is my object istance, but no character in game.

I'm not even sure that It is the right way, maybe I need to use IsoPlayer like Superb Survivor is doing.

Thanks to whoever can help me out 😄

lapis stump
#

what should I look at if I want to add a moodle ?

tulip valve
#

HELP how do u get past the DEBUG screen? I pressed all F keys, nothing happends

lapis stump
#

click the break on error box

vivid flare
#

press f5/f6 while clicking the small checkbox in the top of the screen. there is an issue that causes it to only work in those moments

#

once you are past that, you can press f11 to skip the debug screen

tulip valve
#

dosn't work

vivid flare
#

hammer the keys down while clicking. it works

tulip valve
#

Clicking on break on error while hitting f5 did the trick, thanks 😄

drifting ore
#

Enjoy guy, hope there is not too much bugs

#

If you try it, do not hesitate to give me your opinion

lapis stump
#

can you cut legs off ?

drifting ore
lapis stump
#

😦 cool mod anyways

wary vapor
#

We're going to need a weelchair

#

Or a metal leg

#

Something like that

drifting ore
wary vapor
#

Nice

lapis stump
#

look at kenshin amputation system if u want ideas

drifting ore
#

But I will surely ask in the channel modeling for help on the models and icons because I suck at that

willow estuary
#

Hey, that looks really well thought out and thorough!
I'm usually not enthusiastic about amputation as a game mechanic, in general, but that looks like it avoids some of the reasons I'm not usually keen on it?

dim heart
drifting ore
dim heart
#

Do you just suffer?

drifting ore
wary vapor
#

But you can still craft and do stuff right?

dim heart
#

Basically the true cdda challenge

#

Maybe you could add an amputee trait, that would have to be a -10 point trait though

drifting ore
wary vapor
#

Phew

willow estuary
#

Well, sounds like this could also serve as the groundwork for a handcuff mod, as it sounds like it solves some of the issues with implementing that.

dim heart
#

Just subbed

drifting ore
#

Wait no, it's for multi. I don't know how to do that

sacred cradle
sacred cradle
#

does it show the mutilated model's arm cut off?

drifting ore
#

If you have a hand available and the weapon can be equipped in one hand, it equips it in the available hand. Otherwise it makes it fall to the ground

olive rose
#

how do i get the mod id? i know the workshop id but not the mod id

drifting ore
sacred cradle
drifting ore
sacred cradle
olive rose
#

so can anyone confirm if setting SurvivorHouseChance = 1 is what i need to do for raven creek on servers?

ivory perch
#

Question: I can use item Tweaker API to tweak backpacks just fine, but I CANT change the displayed name. The displayed name is changed where? In the LUA for the item tweak or the .txt file?

undone crag
#

I just found out that a weapon's attachments become invisible when it is put on the ground :<

#

I suppose you could get around it by putting items in the same place as the weapon which are invisible in inventories.

somber gull
#

Hi all - is there a mod that lets you add metal plates and weapons and shit to vehicles Mad Max style?

golden sage
#

someone have a list of mods working for 41.65 coop? thx :D

lapis stump
#

are there any lua events for when a player spawns after clicking start?

hollow shadow
#

so i got this, but how do i make it select one or 3 of the items in the list?

teal slate
#

ZombRand(x, y), i think, which returns a number from x (inclusive) to y (exclusive)

willow estuary
#

Priorities in modding 😄

teal slate
#

if you want to have it not select duplicates it's more complicated

#

but what i'd do is like

#

choices = {{"Base.TinnedBeans"},{"Base.CannedMushroomSoup"},{"Base.TinnedSoup"},{"Base.TunaTin"},{"Base.PopBottle",3}} etc

#

then you'd do somethingl ike

lapis stump
#

Yeah, I saw that but it doesn't work for me idk why.

function onCreatePlayer(int, player)
    local player = getSpecificPlayer(int);
    print(player)
end

Events.OnCreatePlayer.Add(onCreatePlayer)
#

the only event that works for me is OnPlayerMove and OnPlayerUpdate

barren acorn
#

I have no idea if it works

#

I am at work right now

#

But theoretically it works great

granite torrent
#

Hi guys, do you know how to loop through ArrayList in Lua?

I've got ProfessionFactory.getProfessions() and I need to loop it but I can't seem to get it right
I'm trying with iterator from Java, but It is not working, so I'm out of idea

drifting ore
drifting ore
#

i is the index and v the value

granite torrent
# drifting ore ```lua for i,v in ipairs(array) do --code end ```

Thanks for your help.
It is not working tho, here is my implementation:

function getAllProfessions()
local professionsList = ProfessionFactory.getProfessions()
local professions = {}
for key,value in ipairs(professionsList) do
professions[key] = value
end
return professions
end

It seems it isn't looping through professionsList.
My doubt now is that it is actually empty

Edit: I've checked with: professionsList.isEmpty() and It is not empty

quasi geode
#
for index=0, arraylist:size() -1 do
    -- use arraylist:get(index)
end

ipairs only works on lua tables

karmic tree
#

Vanilla firemarms expansion holographic for shotgun, is it attachable?

granite torrent
velvet axle
#

@main lion gun mod person?

lapis stump
#

why does isServer() and isClient() return false if you host the game through main menu ?

teal slate
# hollow shadow so i got this, but how do i make it select one or 3 of the items in the list?
local spawnItemChoices = {{"Base.TinnedBeans"},{"Base.CannedMsuhroomSoup"},{"Base.TinnedSoup"},{"Base.TunaTin"},{"Base.PopBottle",3}} -- etc. etc., can be easily modified on the fly
function initTraitsItems(_player)
    local inv = _player:getInventory();
    if _player:HasTrait("preparedscrapweapons") then
        local tries=ZombRand(1, 4) -- spawn 1 to 3 items
        for i=1, tries do
            local selected = spawnItemChoices[ZombRand(1, #choices + 1)]
            if #selected == 1 then
                inv:AddItem(selected[1])
            else
                inv:AddItems(selected[1], selected[2])
            end
        end
    end
end

and for without duplicates:

function deepcopy(orig) -- use with care; this is not suitable for copying tables with recursive references
    local orig_type = type(orig)
    local copy
    if orig_type == 'table' then
        copy = {}
        for orig_key, orig_value in next, orig, nil do
            copy[deepcopy(orig_key)] = deepcopy(orig_value)
        end
        setmetatable(copy, deepcopy(getmetatable(orig)))
    else -- number, string, boolean, etc
        copy = orig
    end
    return copy
end
function pickAndTake(choices, n) -- choose n items at random from choices, without duplicates
    local newlist = deepcopy(choices) -- clone the list, so we don't modify it
    local out = {}
    for i=1, n do
        out:insert(newlist:remove(ZombRand(1, #newlist+1)) -- pop a random item from the list and add it to the output
    end
    return out
end
local spawnItemChoices = {{"Base.TinnedBeans"},{"Base.CannedMsuhroomSoup"},{"Base.TinnedSoup"},{"Base.TunaTin"},{"Base.PopBottle",3}} -- etc. etc., can be easily modified on the fly
function initTraitsItems(_player)
    local inv = _player:getInventory();
    if _player:HasTrait("preparedscrapweapons") then
        for _, itemEntry in ipairs(pickAndTake(spawnItemChoices, ZombRand(1,4))) -- spawn 1 to 3 items, no duplicates
            if #itemEntry == 1 then
                inv:AddItem(itemEntry[1])
            else
                inv:AddItems(itemEntry[1], itemEntry[2])
            end
        end
    end
end
#

obviously doing it without duplicates is harder

#

you cuold also let pickAndTake modify the original list to avoid having to use deepcopy

#
function pickAndTake(choices, n) -- choose n items at random from choices, without duplicates.
    local out = {}
    for i=1, n do
        out:insert(newlist:remove(ZombRand(1, #newlist+1)) -- pop a random item from the list and add it to the output
    end
    return out -- remaining items in choices are what wasn't chosen
end
function initTraitsItems(_player)
    local inv = _player:getInventory();
    local spawnItemChoices = {{"Base.TinnedBeans"},{"Base.CannedMsuhroomSoup"},{"Base.TinnedSoup"},{"Base.TunaTin"},{"Base.PopBottle",3}} -- etc. etc., can be easily modified on the fly
    if _player:HasTrait("preparedscrapweapons") then
        for _, itemEntry in ipairs(pickAndTake(spawnItemChoices, ZombRand(1,4))) -- spawn 1 to 3 items, no duplicates
            if #itemEntry == 1 then
                inv:AddItem(itemEntry[1])
            else
                inv:AddItems(itemEntry[1], itemEntry[2])
            end
        end
    end
end
#

you can also remove some of that indentation like this

#
function pickAndTake(choices, n) -- choose n items at random from choices, without duplicates.
    local out = {}
    for i=1, n do
        out:insert(newlist:remove(ZombRand(1, #newlist+1)) -- pop a random item from the list and add it to the output
    end
    return out -- remaining items in choices are what wasn't chosen
end
function initTraitsItems(_player)
    local inv = _player:getInventory();
    local spawnItemChoices = {{"Base.TinnedBeans"},{"Base.CannedMsuhroomSoup"},{"Base.TinnedSoup"},{"Base.TunaTin"},{"Base.PopBottle",3}} -- etc. etc., can be easily modified on the fly
    if not _player:HasTrait("preparedscrapweapons") then return end
    for _, itemEntry in ipairs(pickAndTake(spawnItemChoices, ZombRand(1,4))) -- spawn 1 to 3 items, no duplicates
        ((#itemEntry == 1) and inv.AddItem or inv.AddItems)(unpack(itemEntry))
    end
end
#

but that's a bit overboard :P

hollow shadow
#

ok thanks

blazing radish
#

is anyone having troubles to upload mods in the workshop?

#

if not then is my connection, but I cannot update

velvet axle
#

how do you get the new debug mode to show angle of fire arms

velvet axle
#

heres a generic fix for gun mods for pvp servers

#

just change the guns angle to 1 or so

#

used to be able to make it abit more extreme in build 40

#

but it removes most of the bs cone aiming style

civic galleon
#

Btw Sleep With Friends is now v1.2.1 so server owners gotta update

#

New variable in sandboxvars.lua, as you can now set sleep length to go by real-time minutes or in-game hours

lapis stump
civic galleon
#

​Events.​OnChatWindowInit​.​Add​(getVars) would make function getVars() activate and that is all

cunning hare
#

hello could someone point me in the right direction on where I could learn about creating timed actions and adding options when interacting with object, currently quite lost thankyou!

thin hornet
#

@cunning hare
Context Menu Options:

local function onOption1(worldobjects, playerObj, destinationSquare)
    --walk to destination, if luautils.walkadj() then
    --add timed action to queue
    if luautils.walkAdj(playerObj, destinationSquare) then
       ISTimedActionQueue.add(MyCustomTimedAction:new(playerObj, params1, 20));
    end
end
local function onFillWorldObjectContextMenu(player, context, worldobjects, test)
    if test then return; end;
    local playerObj = getSpecificPlayer(player);
    --if somestuff is true then
    local destinationSquare = clickedSquare -- or any square you need
      local myOption1 = context:addOption("Option 1", worldobjects, onOption1, playerObj, destinationSquare);
    --end
end
Events.OnFillWorldObjectContextMenu.Add(onFillWorldObjectContextMenu);

Timed Action

require "TimedActions/ISBaseTimedAction"

MyCustomTimedAction = ISBaseTimedAction:derive("MyCustomTimedAction")

function MyCustomTimedAction:isValid()
    -- Must return true or the action will stop.
    -- Check for various thing the action requires to be valid.
    return self.character:getInventory():contains(self.params1)
end

function MyCustomTimedAction:waitToStart()
    -- Do something like facing the destination object before starting
    self.character:faceThisObject(self.params2)
    return self.character:shouldBeTurning()
end

function MyCustomTimedAction:update()
    -- The update method run every tick after start()
end

function MyCustomTimedAction:start()
    -- Do thing when the action start()
end

function MyCustomTimedAction:stop()
    --Do things when when the action is canceled
    ISBaseTimedAction.stop(self)
end

function MyCustomTimedAction:perform()
    -- Do thing when the action is completed successfully
    ISBaseTimedAction.perform(self)
end

-- Define parameters that you need in your action
function MyCustomTimedAction:new(character, param1, param2) -- add any amount of param needed for your action
    local o = {}
    setmetatable(o, self)
    self.__index = self
    o.character = character
    o.param1 = param1
    o.param2 = param2
    o.stopOnWalk = true
    o.stopOnRun = true
    o.maxTime = 10 -- will set this in start()
    return o
end        
cunning hare
#

thankyou heaps

civic galleon
lapis stump
#

yeah I use that already but didn

#

t see OnChatWindowInit

drifting ore
#

Making mods seems really intimidating and reading the "beginners resources" only seemed to reinforce this conception

#

Anyone have any advice?

thin hornet
drifting ore
#

Where would I go to find the game code about composters?

#

I want to make something that lets me compost dead zombies

#

I tried looking at the API whatever that means but it doesn't make any sense to me

#

and on the note of similar stuff

#

I think I could borrow some intellectual property from just out the window and see how he did some of his stuff

thin hornet
#

You can check other mod to learn there is no problem.
Just don't publish a complete copy.
All lua script are in C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\lua
All workshop mods are in C:\Program Files (x86)\Steam\steamapps\workshop\content\108600

cunning hare
#

how would I go about checking if the player has right clicked a corpse

plucky pine
#

You would have to build a context menu

thin hornet
#

@cunning hare with a proper text editor you find in folder

cunning hare
#

@thin hornet what ide are you using?

thin hornet
#

I use VisualCode, Notepad++ and Intelij. Depending what i want to do.

#

I like the search tools for VisualCode, Notepad++ open quicker for quick view or quick note writing. Intelij when i make my official mods with the game libs and annotation.

plucky pine
#

Ugh, I want to make a mod that disables player built walls becoming transparent above ground level but it's so complicated, and I don't think there's any existing mods that can help me.

drifting ore
#

I apologize if this is the wrong section to ask about mods, but is there a mod that lets me fully customize the starting gear?

thin hornet
#

@drifting ore #mod_support is the proper channel, here it's about 'making' mods.

drifting ore
#

Gotcha! Thank you! I misread the channel description. My bad

thin hornet
#

Np

orchid niche
#

Greetings! I require help with a trait mod I am making. I get an error popping up when I load the mod. Looking at the console.txt it points to line 7

#

Here is the code

thin hornet
orchid niche
devout oriole
#

hey guys. i'm having some trouble here.

my created recipes just won't show in game.

i have enabled the mod; made sure the mod was a txt file; made sure that the filepath was correct, etc etc.

what am I doing wrong?

module Base
{
        recipe Fix Valu-Tire
    {
       OldTire1,

       Result:OldTire1,
       SkillRequired:Mechanics=10,
       Sound:PutItemInBag,
       Time:500.0,
    }
    
    recipe Fix Valu-Tire 2
    {
       OldTire2,

       Result:OldTire2,
       SkillRequired:Mechanics=10,
       Sound:PutItemInBag,
       Time:500.0,
    }
    
    recipe Fix Valu-Tire 3
    {
       OldTire3,

       Result:OldTire3,
       SkillRequired:Mechanics=10,
       Sound:PutItemInBag,
       Time:500.0,
    }
}
thin hornet
# orchid niche

Its trying to call nil
which mean that your function addFreeTrait() is not defined
Can you tell me where that function is defined

orchid niche
thin hornet
#

Great

orchid niche
#

Also that function is in the MainCreationMethods.lua

thin hornet
#

Now I have a question for anyone who can answer.
Anybody have an idea how to transfer large text file to clients from the server?
sendServerCommand() throw a buffer overflow when sending too much info.

drifting ore
teal slate
left lintel
#

Anyone else getting an error when using Paw Low Loot with the Resident Evil China Mod?

drifting ore
devout oriole
cunning hare
#

hey I am struggling with getting a context menu going, I haven't even managed to add options does anyone have any suggestions of a mod or mods that would be a good example of how the timed action system applies?

devout oriole
drifting ore
devout oriole
#

let me see

tacit ermine
#

1000 KiB is quite a bit though, where do you hit the overflow?

devout oriole
drifting ore
# devout oriole nope, did not work
module MyModule
{
    imports
    {
        Base
    }
recipe Combine improvised surgeon kit
    {
        Nails,
        Thread=3,

        Result: TOC.Improvised_surgeon_kit,
        Time: 30.0,
        NeedToBeLearn: false,
        CanBeDoneFromFloor: false,
        OnGiveXP: NoXP_OnGiveXP,
        SkillRequired: FirstAid=2,
        Category: Surgeon,
        Tooltip: Recipe_Tooltip_Improvised_surgeon_kit
        Icon = surgeon_kit,
    }
}```
#

Try the import base, otherwise I don't know

devout oriole
#

so it should look like

module RandomModName
{
    imports
    {
        Base
    }
    recipe Fix Valu Tire
    {
       OldTire1,

       Result:OldTire1,
       SkillRequired:Mechanics=10,
       Sound:PutItemInBag,
       Time:500.0,
    }
    
    recipe Fix Valu Tire 2
    {
       OldTire2,

       Result:OldTire2,
       SkillRequired:Mechanics=10,
       Sound:PutItemInBag,
       Time:500.0,
    }
    
    recipe Fix Valu Tire 3
    {
       OldTire3,

       Result:OldTire3,
       SkillRequired:Mechanics=10,
       Sound:PutItemInBag,
       Time:500.0,
    }
}

thin hornet
devout oriole
#

gonna try it now

lapis stump
#

is getModData() persistent?

thin hornet
#

ModData is persistent

devout oriole
lapis stump
#

does it get saved to the player file ?

drifting ore
thin hornet
#

player, zombie, isoObject and items have modData.
and you have global modData

#

they all persistent, and yeah other than item, you must transmit

drifting ore
vestal falcon
#

Hi guys, how do i download mods? I subscribe on workshop but they don't appear

devout oriole
lapis stump
#

I mean if i do player:getModData().keycode = "1234"; if they log back in will the keycode be set ?

drifting ore
thin hornet
vestal falcon
#

ok thank you

devout oriole
# drifting ore Yes

C:\Users\MyUsername\Zomboid\Workshop\ModName\Contents\mods\ModName\media\scripts

drifting ore
drifting ore
devout oriole
#

but now, how do I upload it to the workshop, since the folders are set up differently?

drifting ore
devout oriole
#

well, I need to see what is wrong, then. because i'm using this same filepath to change another item, and the changes made to the item works, just the recipes that don't

tacit ermine
#

@devout oriole works ok here

hushed cloud
#

Can anyone help me with a dedicated server load order?

#

Trying to make sure I get my load order right on my server

#

keep getting little errors

civic galleon
#

What errors

old blade
#

most of the time the little errors in the bottom right corner or whatever dont actually matter

#

unless you notice you cant do something you normally can and the error appears

teal slate
#

I'd say they do matter. Even if they don't break things, they're bad to have and most good mod authors will appreciate being informed about them, if their mod is to blame.

barren acorn
#

Any idea why my mod won't play the sound file right?

#
{
    sound ZombieSurprisedPlayer
    {
        category = Zombie,
        clip
        {
            file = media/sound/hoo.wav,
        }
    }
}```
#

The sound file is fine, it's a .wav

#

Everything is done exactly the same to all the other sound alert mods

#

But the sound won't play

#

It's just one sound file, why won't it work

devout oriole
thin hornet
#

For those having issues with Server to Client command in SinglePlayer

To simulate sendServerCommand in single player server scripts:

-- ServerScript.lua
-- To send Server command to client
-- Handling SinglePlayer compatibility

local function isSinglePlayer()
    return not isClient() and not isServer();
end

if isSinglePlayer() then
    triggerEvent("OnServerCommand", "ModuleName", "CommandName", data);
else
    sendServerCommand("ModuleName", "CommandName", data);
end

sendClientCommand is already handled for single player in the Java code.

undone crag
#

Does that mean sendClientCommand works fine in singleplayer and sendServerCommand does not?

undone crag
#

thxm8

thin hornet
#

np

#

To know if the client is Admin or is in single player from a client script

local function isSinglePlayer()
    return not isClient() and not isServer();
end

local function checkClientIsAdmin()
    return isClient() and isAdmin() or isSinglePlayer();
end
#

To know if the player is Admin or is in single player from a server script

local function isSinglePlayer()
    return not isClient() and not isServer();
end

local function checkPlayerIsAdmin(playerObj)
    return playerObj:getAccessLevel() == "Admin" or isSinglePlayer();
end
#

Handling Server to Client Communication
This goes into a Client script, it listen for commands sent from the server.
Client/MyClientScript.lua

local function onServerCommand(module, command, args)
    if module == "MyModule" then
        if command == "setResetArea" then
            -- do something
            -- access arguments with -> args.myValue
        end
    end
end
Events.OnServerCommand.Add(onServerCommand);

Handling Client to Server Communication
This goes into a Server script, it listen for commands sent from a client.
Server/MyServerScript.lua

local function onClientCommand(module, command, playerObj, args)
    if module == "MyModule" then
        if command == "" then
            -- do something
            -- access arguments with -> args.myValue
            -- access the sender with playerObj
        end
    end
end
Events.OnClientCommand.Add(onClientCommand);
undone crag
#
    if isClient() and isAdmin() or isSinglePlayer() then
        return true;
    end
    return false;
```Hey you know what, maybe you could make that smaller if this would work
```lua
    return ((if isClient() and isAdmin()) or isSinglePlayer());
thin hornet
#

actually

return isClient() and isAdmin() or isSinglePlayer();

would be enough

#

updated it, thanks

#

if isClient() and isAdmin is true, it will not check the or

undone crag
#

Lua needeth not the brackets in boolean... so that be its behaviour.

zealous wing
#

Does anyone know if there is a sort of API that lets you view things like custom .png files in-game? E.g, like the hitlists from Authentic Z, or the paint/tint guides from Paint My Ride?

#

Would be neat if the community had a way of doing something like that easily.

undone crag
#

There's ISUIElement.drawTexture which uses a java object to draw pictures

winter bolt
thin hornet
#

sooo anyway to set admin when Hosting a game from the main menu. I tried edit the db but nothing i do works.
Hard to test admin stuff in coop-server when i cant even be admin

hushed cloud
#

anyone know what the difference is between scrap armor and (new versions)?

#

he has the mod id listed with (new version) under all his mods and kinda confused on what is which

#

Figured it out. Idk if someone has a reach to djvirus but there is an error with his weapon packs. Seems to be related to his new traits he just added.

teal slate
#

@hollow shadow

hollow shadow
hollow shadow
weary summit
#

Are guns supposed to be extremely plentiful with Brita's Weapon Pack?

hushed cloud
#

@hollow shadow oh really? is that version pushed already?

#

@weary summit You need to do a lot of testing to tweak the spawn rates

#

I legit just spent all day doing that

#

just tweak the settings and keep making new worlds and see what spawns

#

it also ties into the sandbox spawns too

weary summit
#

Really?

hushed cloud
#

try these settings

tough stone
#

So, I had a ridiculous mod idea earlier today. Not sure how many people would enjoy this, but it makes me laugh so hard:

Parent in the Apocolypse:
Adds "New Parent" trait. Spawns an item in the player's inventory that functions like an alarm clock with multiple alarms throughout the day (randomized, if possible). Must be carried in primary or secondary slots instead of inventory. If you put the baby somewhere, and a zombie gets near it, the baby dies. If you don't feed it (I'd guess it loses durability over time, and maybe there's a repair-like function to add food to it?) it dies. If it dies, your character suffers an extremely high, permanent depression drain.

hushed cloud
#

these are tweaked for a 32 players server with lorefriendly spawns with weapons and ammo set to common

#

@weary summit check the arsenal description for a detailed write up of the spawn system

tulip valve
#

I use 5 guns and 1 ammo with brita, seems pretty balanced altough those ammo canisters spawn a little too much

weary summit
# hushed cloud

Yeah, I started a new game and in a single row of 5 houses and a couple garages I find 6 pistols and a many boxes/canisters of ammo

#

Its a bit silly

tulip valve
#

Wtf

weary summit
#

That or as a non-American I just don't understand just how many guns that country actually has

tulip valve
#

Searching garages I never found any guns or ammo with brita lol

hushed cloud
#

well we have a lot ngl

tulip valve
#

Its the ammo canister setting, its set to 50%, turn it down to 10%, that should do

hushed cloud
#

if you went home to home youd prolly fine some

#

not that much in everyone home but some ppl have a lot of stuff

weary matrix
#

@thin hornet No need for root anymore 😄

thin hornet
#

Good job with this man cherrypie

weary matrix
#

@thin hornet du coup j'ai codé un mini client/server en C pour éviter d'utiliser sudo a tout vas 😂

#

I'm relatively proud of the result 😅

deep frost
#

does anyone know exactly what zombie:setUseless(true); does when referencing a zombie?

#

I was working on learning modding and wanted to make some changes to how stealth works. opening up a few other mods that use stealth, one was turning on players ghost mode, but that seemed overkill to me. The other was calling zombie:setUseless(true); in certain siutations, like if you get far enough away from them with distance based on sneak skill

#

but I wasn't too clear what that does exactly, it seems like maybe being set to useless makes the zombie lose aggro on you and stop, but I was having trouble finding exactly how to tell what effects it has

#

would setting that to true make the zombie stop moving, and reset, then get back to normal next frame? If not that is basically the effect I want to be able to have on a zombie with my mod, so a suggestion on how to achieve that would be awesome thanks!

weary matrix
#

@deep frost well useless zombies are... useless, they might move but they will never react or chase any survivor

agile blade
#

Just curious is anyone in here thinking about making playable instruments such as guitars or something like that be pretty cool for like if ur out in the wilderness with a guitar?

deep frost
deep frost
#

Ok I might experiment with that as a method to make a zombie lose interest in a player if they are far enough away. The distance needed based on sneak + lightfoot skill levels

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thanks very much!

wild kelp
#

Has anyone had any success getting "True Music" to work in Multiplayer? I saw it was updated to work with Multiplayer, and the dedicated server won't even let me join.

tulip valve
#

Me and my friend got it working in MP

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We just had the exact same files

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And it worked

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Altough we are not playing on a dedicated server

frail violet
#

I'm getting this error after dying, and hitting "New Character". Any ideas what could be causing it?

sacred cradle
lime atlas
#

Hi all ! \o/
I'd like to create a scenario, but I want to add more points than intended at creation 😦
Do you now how i can set that up in the lua plz ?
thank you ! 😄

cyan halo
#

I want to create an object at their position when they disconnect

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but not sure how to obtain which character disconnected

hushed cloud
feral musk
#

happy new year to everyone here, I'm trying to make a silly challenge where every zombies in the world chase after me moment i spawn
which file should I tweak for that to happen?

signal beacon
#

Hi all, I'm a bit new to modding, I was just wondering if there was a maximum SwingSpeed/rate of fire for firearms? I'm trying to add a fast firing weapon but when I lower the swing speed it doesn't seem to effect anything. Is there a different stat that effects this? Or am I going about this wrong?

signal beacon
signal beacon
#

I also tried increasing the time to like 100 out of curiosity and this also seems to have 0 effect

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The gun seems to fire at the same speed no matter what

granite torrent
#

Hi guys! Is there any documentation regarding how to create custom UI Windows? I'm looking through Lua's scripts but having a doc would be nicer

Thanks, sorry for my english

cyan halo
granite torrent
cyan halo
#

documentation is sparse

granite torrent
#

Yeah that's true, maybe I'll find it, who knows

patent lake
#

Does anyone know if it's possible to extract this map image?

winter bolt
cyan halo
#

Is it possible to get the inventory of an offline player? where is this information saved and how can I retrieve / modify it?

thick bobcat
#

hello i tried to write a mod for me and my friends. i cant code tho. would someone like to look into the code possibly telling me whats wrong with it? i took code from other mods and wrote some stuff to test. The Log is telling me it spawned zombies but i couldnt see them appear

split hatch
#

do the Brita's mods remove Smithing/Blacksmithing for anyone else? Like, the skill's just gone

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wait, blacksmithing's just not a skill at all.... wtf?

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I turned off all the mods except one that had been working fine

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I even used Debug mode to see if I could add it somehow:

thick bobcat
#

it does work

teal slate
gilded hawk
willow estuary
# gilded hawk Is ProfessionFramework (https://github.com/FWolfe/ProfessionFramework) Needeed t...

What it does is that it makes it significantly easier to implement profession stuff?
I used the examples from it's github as a guide for my own stuff using it.
https://github.com/FWolfe/ProfessionFramework

GitHub

Profession Framework mod for Project Zomboid. Contribute to FWolfe/ProfessionFramework development by creating an account on GitHub.

#

You do need to include this line in your code when using the workshop version of PF

ProfessionFramework.Traits.Hypercondriac2 = nil
gilded hawk
willow estuary
gilded hawk
drifting ore
#

Okay so like for getting started with coding

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What do I install and start writing code on?

willow estuary
gilded hawk
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Okay thanks man 👍

willow estuary
#

👍

marsh beacon
#

Wait are you serious?

#

The patch was just to fix a removed trait?

native vector
#

I dont know much about moddin so I thought id toss this in here real quick and see if anyone may know, apparently the current max plumbing height above sink is 1 floor, is there any way possible to change this or is it just stuck atm

supple briar
#

How hard would it be to make a mod that adds in a bunch of little decorations , like toys and such?