#mod_development

1 messages · Page 512 of 1

next hazel
#

how do i get the name of the square with getSquare? i need to get if the square is water like a river or lake

willow estuary
#

This will work for most circumstances, ensuring that they won't spawn under ordinary vanilla loot generation circumstances?

local item = ScriptManager.instance:getItem("Base.SpiffoBig")    
if item then 
    item:DoParam("OBSOLETE = TRUE")
end
cold burrow
willow estuary
willow estuary
next hazel
willow estuary
next hazel
#

thanks gonna try using that

willow estuary
#

Coo, so uncomment the print statement part if you want output to console.txt? 🙂

cold burrow
willow estuary
#

Yeah, as a general solution I consider it good? It's just a corner case issue in some circumstances?

cold burrow
abstract raptor
#

I made a new type of world object in the mapping tools -- would I be able to call to it and do neat stuff like custom foraging/etc with the new zones I've made?

#

See here I got a "Desert Brush", "Desert" and "DesertRiver"

pearl prism
#

Hey guys, can someone please help me? Is there any way to test multiplayer mods locally? I say having two clients on the same computer.

#

Is there any tutorial for this kind of thing?

willow estuary
pearl prism
#

Thanks, i will take a look

willow estuary
#

I'm terrible at explaining stuff etc, and making guides is not in my wheelhouse?
But that's a good opportunity for someone to make a guide, "How to use -nosteam to test MP mods locally"

opal wind
#

guys i made this container belt-pocket, but its not protecting (bite/scratch) like i set for, anybody know why?

#

item Wiz_MillerTorsoBelt
{
DisplayCategory = Bag,
Type = Container,
Capacity = 0.5,
OpenSound = OpenBag,
CloseSound = CloseBag,
PutInSound = PutItemInBag,
DisplayName = Captain Miller Torso Belt,
ClothingItem = Wiz_MillerTorsoBelt,
CanBeEquipped = FannyPackFront,
BodyLocation = TorsoExtra,
Icon = Wiz_MillerTorsoBelt,
BloodLocation = ShirtNoSleeves, <------------- no protection here
CanHaveHoles = false,
Insulation = 0.1,
WindResistance = 0.1,
BiteDefense = 5,
ScratchDefense = 10,
ClothingItemExtra = Wiz_MillerTorsoBelt_2,
ClothingItemExtraOption = Wiz_MillerTorsoBelt_Equip,
clothingExtraSubmenu = Wiz_MillerTorsoBelt,
WorldStaticModel = Wiz_MillerTorsoBelt_ground,

}
willow estuary
pearl prism
#

If I want to change the animation of entering the vehicle, how do I do that, I wanted to use the animation of "jumping the fence" instead of him opening vehicle door

#

In the script I only found position variations and not animation

#
            {
                angle = 0.0 270.0 0.0,
            }

            anim ActorClose
            {
                angle = 0.0 270.0 0.0,
            }```
willow estuary
#

Animation stuff is way beyond the capabilities of my two brain cells, so I can only suggest seeing if you can find a vehicle mod that uses custom animations to use as a guide?

pearl prism
#

I haven't seen any that have come out yet

#

In a video of KI5 the player gets on a motorcycle with its own animation I swore this was ur stuff xD

abstract raptor
#

I've got a cool idea for playable guitars~

#

like ya know how in the sims you suck at guitar when you start

#

I could record stuff like playing guitar badly, and then intermediately, then pro

#

and just like have a bunch of samples

abstract raptor
#

Well, I'd have my work cut out for me just recording the samples

#

then there's the actual modding of it -- and probably would also need new animations to feel right

#

I wonder if I could even like perhaps, record the samples in a way that would allow you to "write" your own songs

drifting ore
#

How do I check if I'm in MP or in solo ?

willow estuary
willow estuary
opal wind
#

kinda unfair 🙂 the backpacks should protect the back

opal wind
#

Insulation = 0.1,
WindResistance = 0.1,
BiteDefense = 5,
ScratchDefense = 10,

#

prb i should remove then

small topaz
#

hi there! how do i insert an element to a "nested" lua table (without overwriting the whole table...)? i am working with this table defining the default clothing:

#

now i want to add for example an item "Base.myItem" to the "Pants" section and i want to do this by using a command like table.insert. however, have no idea how such a command can be applied to a "nested" table.

small topaz
#

ok.... problem solved: table.insert(ClothingSelectionDefinitions.Female.Pants.items, "Base.myItem") (tried sth like ClothingSelectionDefinitions[Female][Pants][items]... before but without success....)

quasi geode
#

ya, if you wanted to do it using [] you need to add " around the string names
ClothingSelectionDefinitions["default"]["Female"]["Pants"]["items"]

#

but thats the same as doing ClothingSelectionDefinitions.default.Female.Pants.items

crisp nova
#

could someone point me to the resources to learn how to make a recipe mod?

sonic helm
elfin night
#

is there a most popular mod page?

drifting ore
#

Hey guys, has anyone ever used global mod Data? Cause I don't understand

#

The idea is to make a global modData table TOC, with tables inside with the name of the character as names and the variables for my mod inside. Like that TOC[username].

#

For the moment I try to keep the data of all the players in a local table modDataGlobal each time I receive it and send it when the values change

#

I made that client side to send, receive and get the global mod data but nothing work, modData = false when key = "TOC" in onReceiveGlobalModData.

#
local modDataGlobal = {}

function getModDataMP_TOC(player)
    if isClient() then
        local playerName = player:getFullName()
        print("Get data of " .. playerName .. " for " .. getPlayer():getFullName())
        if modDataGlobal[playerName] then
            return modDataGlobal[playerName]
        else
            return nil
        end
    end
end

function updateModDataMP_TOC()
    if isClient() then
        print("Update data for " .. getPlayer():getFullName())
        ModData.request("TOC")
    end
end

function setModDataMP_TOC()
    if isClient() then
        local playerName = getPlayer():getUsername()
        print("Set data of " .. playerName)
        ModData.getOrCreate("TOC")[playerName] = getPlayer():getModData().TOC
        ModData.transmit("TOC")
    end
end

local function onReceiveGlobalModData(key, modData)
    if key == "TOC" and modData ~= false then
        print("Receive data for " .. getPlayer():getFullName())
        modDataGlobal.TOC = modData
    end
end

Events.OnReceiveGlobalModData.Add(onReceiveGlobalModData)
#

And this is server side

#
local function onReceiveGlobalModData(key, modData)
    if key == "TOC" then
        print("Send modData to players")
        ModData.transmit(key)
    end
end

Events.OnReceiveGlobalModData.Add(onReceiveGlobalModData)
small topaz
tired charm
#

Weird question, does anyone know how/if I could implement random noises coming out from certain zombies? Like at random/for example every ten minutes have a random number check if it should play a sound? Thank you

small topaz
#

have an other question about "bypassing" certain lua functions/objects: say we have a vanilla code called vanillaCode.lua. is there a way to redirect any call of vanillaCode.lua by any code from project zomboid to another .lua file? for example, i would like to redirect all calls to a custom file myCode.lua. so, anytime project zomboid calls something like "vanillaCode.someFunction()" it should instead execute "myCode.someFunction()". as if we replace "vanillaCode" by "myCode" everywhere in the code.

#

??

drifting ore
#

It's gonna overwrite the vanilla function

small topaz
marble folio
#

Does someone know how the LootableMaps Scales/Border work with their PNG version?
Like, I'm trying to add a custom map that is just a image, not really map related but it's being a little hard to figure it out how these numbers work, couldn't find an explanation anywhere
I based this code in AuthenticZ Hitlist, and it does show ingame, it just doens't fit my image

    
    local mapAPI = mapUI.javaObject:getAPIv1()
    MapUtils.initDirectoryMapData(mapUI, 'media/maps/Muldraugh, KY')
    mapAPI:setBoundsInSquares(10540, 9240, 12990, 10480)
    overlayPNG(mapUI, 10524, 9222, 1.0, "lootMapPNG", "media/ui/LootableMaps/CarpentryGuideLevel00.png", 1.0)

end```
#

ingame map

willow estuary
drifting ore
willow estuary
# small topaz what do you mean by criteria?
local old_ISHotbar_attachItem = ISHotbar.attachItem
function ISHotbar:attachItem (item, slot, slotIndex, slotDef, doAnim)
    local sniper = (  slotIndex ~= 1 )
    if not sniper then
        old_ISHotbar_attachItem(self, item, slot, slotIndex, slotDef, doAnim)
        return
    end    
    -- custom code continues
crisp nova
#

could someone help me make a mod for adding a crafting recipe to the woodburning stove?

#

i just cant wrap my head around the modding

weary matrix
#

Any clue how to get the current server the player is connected to?

#

ideally an instance of the class zombie.network.Server

#

I found steamGetInternetServerDetails but it takes the index of the server to retrieve, so it's not really helping me to find out the current server

sour island
#

Anyone know a way to disable this? Turning progressbar to false only hides the bar over the head.

#

Using self:resetJobDelta() to loop an action that isn't actually looped

drifting ore
#

A heli from EHE just hangs over my safehouse since 10 in game hours, any Ideas how to take that sucker down? XD

#

Okay nvm. Rejoining the game deleted it XD

#

Now to clean up this mess...

weary matrix
#

heh

tranquil reef
#

Does anyone know where the item sprites are stored

#

I know where the ground item textures are, but no clue about the actual icons in the inventory

#

Also for context I want to find the water bottle sprite so I can edit it and use it as the icon for a custom liquid item

kind surge
junior flame
tranquil reef
#

How do you open it lol

junior flame
#

There's various software out there to pop them open - including some on the forums somewhere

tranquil reef
#

alright, thanks

sour island
#

seems like self.item:setJobDelta(0.0) works

#

thanks for the tip

#

I have people nagging me on comments convinced it's broken lol

kind surge
# sour island It is a hijacked craft action and a hijacked reading action.

Not sure what hijacked means in that context, but from what I've learned, that progress bar is a result of calling InventoryItem:setJobDelta(x). Looking at the decompiled InventoryItem class, it looks like there isn't a way to turn that off from the item itself, and there isn't anything related to using that value from within that class. So most likely the inventory window is responsible for rendering it. If there's no way to disable it from there, the only way to stop it is for your hijacking to keep calling item:setJobDelta(0) at each update step.

sour island
#

ahead of you 😛

kind surge
sour island
#

hijacked = overwritten

teal slate
#

i return from my accidental hiatus

#

ish

crimson spindle
#

Can you define an Item to have multiple WorldStaticModels? like so you can have variations of the same item?

junior flame
#

anyone happen to have an .fbx copy of the spearcrafted model? i can't get those .x to convert

thin hornet
potent root
#

@thin hornet Can you point me to the instructions on getting the java decompiled?

thin hornet
#

Also maybe @autumn garnet still have his tutorial for Capsid

potent root
#

it seems to be an IDE for mod development right?

#

does it decompile the java too?

autumn garnet
#

https://www.youtube.com/watch?v=rRNPwILW9OQ&list=PLZHQ1PyLGjOIsEMiztYmH-dfQa0YAPSRP
I have but I never decompiled JAVA with Capsid, I think your tutorial is more complete @thin hornet

Faire ses débuts dans la création d'un mod sur Project Zomboid : Mise en place de l'environnement.
Plus d'informations dans la description (lien, ressources...).

Le framework (CAPSID) vous permettra de jongler plus facilement entre les classes, methods utilisées par Project Zomboid.

Il automatise aussi la création de la structure de votre mo...

▶ Play video
autumn garnet
thin hornet
#

nope

#

I was planing on just giving pre-decompiled zip but that would be illegal logically so I did not do it. And im too busy to make a tuto atm.

potent root
#

@thin hornet are you using Caspid to decompile or is it a separate tool?

thin hornet
#

Capsid is a IntelliJ plugin that give bunch of Gradle commands.

#

One of the command do the decompile for you

#

If the game update you just run it again and you got the new source.

potent root
#

ok let me try

#

ty

thin hornet
#

if you get stuck somewhere let me know ill take some time to help

potent root
#

this INTELJ seems to get stuck "indexing JDK openjdk-17" 😄

marble folio
#

I THINK I FIGURED OUT HOW THE CUSTOM MAP SetBoundsInSquares WORKS AFTER TRYING THE ENTIRE DAY, so here's a quick happy guide!!! explaining how I think it works (at least worked for me and the map fit PERFECTLY following this math)


    local mapAPI = mapUI.javaObject:getAPIv1()
    MapUtils.initDirectoryMapData(mapUI, 'media/maps/Muldraugh, KY')
    mapAPI:setBoundsInSquares(7900, 11140, 8604, 12148)
    overlayPNG(mapUI, 7900, 11140, 0.666, "lootMapPNG", "media/ui/LootableMaps/MapName.png", 1.0)
end```

the Local Function overlayPNG works in that order: ```(mapUI, x, y, scale, layerName, tex, alpha)```
and the SetBoundsInSquares in that order ```layer:setBoundsInSquares(x, y, x + texture:getWidth() * scale, y + texture:getHeight() * scale)
end```

the X and Y represents Map Coordinates, and from what the map will only show if using coordinates that are actually filled and has coordinates, and it can be any. 
Note that the coordinates added will be added to the MAP as discovered, so  try to use a empty void coordinate to not have any problems.
The math to do your BoundsInSquares is quite simple: You just pick any X and Y coordinate that is filled using the Project Zomboid Map and then do the math. Here's an example following: 

X 7900 + 1058 (original Image Height) * 0.666 Scale = 8604
Y 11140 + 1514 (original image Width) *  0.666 Scale = 12148

Also, try to add +1 to your image size to avoid any bugs or glitches.
Readen maps ingame won't be updated even if you update it internally, only new ones will work.
Thanks to Chuck for the tips.
thin hornet
#

It does happen to everybody so I supposed that would be fixed in the next update.
It happened with Vanilla and Tsar trailer too.

potent root
#

ok I think I got it decompiling

#

😄

thin hornet
#

nice man 😄

sour island
#

I use mapAPI:setBoundsInSquares(10, 10, 1003, 1255) for the flyers in EHE to avoid this. As I think the coord upto like 5k are empty void

#

also I lied - I did the size of the image +1

#

0,0 start seems to glitch out, and if the size is less than or equal to the image it sometimes freaks out.

#

Also should be noted, once a "map" is drawn in the game it is permanent to that individual item/object. For example updating the internals for the flyers didn't also update previously spawned ones. Not sure if this is intended behavior or not. But it took me a good amount of time before I realized why some of the flyers weren't working.

marble folio
crimson spindle
#

Can you define an Item to have multiple WorldStaticModels? like so you can have variations of the same item? Or do these each have to be listed as a different item?

sour island
crimson spindle
#

thanks, another question, do models support transparency like for glassware for example?

potent root
#

by the time OnPlayerDeath is run the inventory on the player is a new empty inventory

#

so addItem works but it is no longer the corpse copy

thin hornet
#

Thats what we though yeah

potent root
#

yep confirmed.

thin hornet
#

Now maybe there is a way to get a reference to the player corpse

potent root
#

yes I found one so far but I am looking to see if there is a cleaner way

#

seems the corpse has a parameter called onlineID that should match the players

thin hornet
#

mhm

potent root
#

the corpse also has a reference to the isoPlayer in .player

#

but the corpse is not present in the player structure unfortunately

#

so I think the best shot might be to take the player world square, enumerate corpses and find the right one

#

the magic happens in the IsoDeadBody constructor

crimson spindle
#

is it possible to make transparent 3d objects in zomboid currently?

thin hornet
#

@crimson spindle if you mean Items 3D model like those we drop on the ground, I did have one that was transparent once, by accident but still it had transparency. Not sure how I did since that was not my intention tho.

bright ginkgo
#

Can you add mods to existing saves?

rigid dock
#

Anybody make a mod that makes zeds just as affected by fog and snow as you are..? This is ridiculous.

flint scroll
#

Hi guys.
I want to make chatting eng char convert to kor(korea) char.
Wat function i must overriding?

elfin hornet
#

I don’t know where to ask this, but I recall a gentleman going around asking for mod ideas. Is this the right channel to make suggestions? I hate to say “request” because I don’t expect others to do things for me.

#

However I’d love to see a Rimworld soundtrack mod.

hollow shadow
#

what do these do

#
        NPCSoundBoost    =    1.5,```
#

StopPower = 20,

rich wagon
#

Sup there! i'm trying to export a hand-held version of a container, so I imported a similar one from vanilla PZ and I got those spikes :

what are they, and are they necessary if I want to export my container ? thanks

low yarrow
north moth
#

Can anyone point me in the right direction to fix the plumbing? I removed a sink to replace with another, and now have no water, even though there was water for the previous fixture. Would this be on the java side, or the lua side? I just destroyed my groups water. To roll back we would lose a lot. I believe changing faucets where water existed should be allowed

worldly olive
#

Hi hi!
Does somebody knows which is the correct way to add require to multiple mods in the mod.info?

This
require=ToadTraits
require=DynamicTraits

Or this:
require=ToadTraits, DynamicTraits

I think is the first one but for some reason when opening the game it only recognizes the latest one, if the second option then it requires both but the second mod is always in red like if it is not installed (but when enabling it, it enables the other two)

lofty monolith
#

Did you manage to get anywhere with this?

weary matrix
#

@royal ridge hey what's up man? How's going your (in)sanity mod? 😄

worldly olive
mint sphinx
sour island
#

Anyone able to confirm are game ticks are FPS dependent? getting really weird reports of bugs that would suggest so...

worldly olive
sour island
#

Yeah, the bugs are minor when playing but seem to become exponentially more noticeable when people start fast forwarding

#

So Idk if it's an issue with FF or the ticks/FPS

worldly olive
#

Yea I have the issue about fastforward because I increased moddata based on the ticks and haven't found a way to increase the same amount based on the different speeds (because the ticks are still the same)...

I'm reading a blog, of course is not about PZ but games in general and it says this: "The whole point of having a fixed tick rate is that it's independent of the framerate. That way it doesn't matter if one player is at 1fps and the other is at 1000fps, the ticks still happen at a fixed rate. Even so, you're going to have to have some kind of synchronization mechanism so that each player executes a tick only once all players are ready to execute the tick."

I don't know if it applies the same to PZ

sour island
#

I assume 'gettimestampMS' would avoid issues?

weary matrix
#

@worldly olive @sour island if you need any measurement of in-game time rather use the related events like EveryOneMinute, EveryTenMinutes etc

sour island
#

I use gettimestampMS in EHE - but I noticed people hitting 300FPS with Skill Recovery Journal were able to transcribe faster

#

So the vanilla tick functions are fine to use then?

worldly olive
sour island
#

You could throw in a delay though

#

I'm doing 10ms from someone's suggestion and it seems to work fine for timed action updates

weary matrix
sour island
#

miliseconds

weary matrix
sour island
#

I'm not sure tbh

weary matrix
#

cause real-time would continue to count the time even if the game is paused for instance

sour island
#

I'd have to check I guess

weary matrix
#

also if you need to transfer the moddata to the server it would probably have a terrible impact on the server

#

and, keep in mind the game time is configurable in sandbox settings

ornate mural
#

Is there a way to create new vhs tapes or tv programs? Not interested on skill tapes, just want to be creative and write a whole season of smth and things like that.

weary matrix
#

@sour island do you have any mod that adds professions?

#

I'm encountering a weird bug, like getting a game freeze when trying to load a saved profile from the profession creation menu

#

maybe it's because the profession I'm adding is also adding a free trait, not quite sure yet

drifting ore
#

if you find it tell me

sour island
weary matrix
sour island
#

No let me see if I can find the error

kind surge
# sour island I'm not sure tbh

You got me curious, so I looked it up. getTimestampMs() is a Java function that returns the value of System.currentTimeMillis(). Looking at Java documentation, that looks to be the time in milliseconds since Jan 1, 1970 on the system clock. So it shouldn't be dependent on anything within the game engine.

sour island
#

Traits added through more traits don't seem to have all the innerworkings the other traits do

weary matrix
#

hmm weird, but nothing to due with my freeze issue I guess :/

sour island
#

Could be related is all I meant

weary matrix
sour island
kind surge
weary matrix
#

@kind surge well I'd say it's not because the multiplier is constant? What if gametime settings are change in sandbox options? Unless I'm missing something

odd notch
#

anyone having issues with corrupted player data? i had my vehicles and player .db files randomly get zapped yesterday.

weary matrix
weary matrix
kind surge
# weary matrix yes

That's just to convert the units from milliseconds to seconds. I have no idea if the underlying methods have any dependencies. I'm looking into that now. getCalendar() returns an object of time PZCalendar, which I'm trying to look at now.

weary matrix
#

oh then I guess it's alright

#

wouldn't make sense to have a PZCalendar class for real-time I guess

#

@sour island so you might want to check this getGametimeTimestamp() function as mentioned by @drifting ore

#

@worldly olive you too btw

sour island
#

Hopefully I can just replace getimestampMS lol

odd notch
#

stuff like getGameTime():getHour(); works too

kind surge
#

OK, that is a huge rabbit hole. To me, it seems like calling GameTime.instance.getCalender() will set the calendar time to a value that is not accurate to millisecond precision before returning the calendar object, so it may be necessary to avoid calling that multiple times to achieve millisecond precision. But looking at the BaseVehicle class, they do call GameTime.instance.getCalender() multiple times to calculate how many milliseconds have passed. I'm gonna stop there, but just lay out the caution that getCalendar() is setting values every time it gets called.

hollow oyster
#

Is there any Russian-speaking moders who can help me with a mod?

odd notch
#

i would try to keep it to the minute rather than getting into miliseconds

worldly olive
# weary matrix why do you need to increase moddata every update? 🤔

Got a call in the work 😂 ok let me explain, the thing is that I handle the moddata and based on the internal value I remove or give traits (AllThumbs and Dextrous), the idea is that the more the player moves objects and more "Dextrous" it gets, so that's why I use that function. Why not use the end function instead of the update? because that would mean that a player can simply move hundreds of small items and farm the value to say it somehow. So using the update what I get is that the heavier the item, the larger the transfer animation, the faster the value increases. But the problem comes when the player moves items fast forwarding, they are increased but in the middle they are doing it slower due to the fact that the amount is lower because of the speed.

weary matrix
odd notch
#

i don't know that i would dare putting a hook on every time a player interacts with an object agony

worldly olive
#

Hmmm what you mean? increased based on the weight? but directly doing it?

This is my current code for that:

sour island
#
self.updateDelay = self.updateDelay + getGameTime():getMultiplier() or 0
local updateInterval = 10
if self.updateDelay >= updateInterval then
  self.updateDelay = 0
  --your stuff
end

This is what is being used in Skill Recovery Journal's update()

#

defines the variable in itself, so it's all self contained

odd notch
#

oh you're him

sour island
#

?

odd notch
#

mister skill recovery journal himself o/

#

THE chuck journal

sour island
#

ah, ty lol

#

sorry for the updates

odd notch
#

i am miss roleplaychat

#

i think people are harsh only because they don't understand you're trying to fix things

#

though you should fill out those changenotes so they'll have less room to complain

sour island
#

I just linked the github repo commit log lol

#

People also don't care about the changelogs

#

they just use that as a justification

river plinth
#

I'm currently struggling with making a IsoThumbable pretty much nonexistant. I want to make the IsoThumpable passthrough and non-blocking, so I call thumpbable:setCanPassThrough(true) and thumpable:setBlockAllTheSquare(false) but it is still a solid tile to every entity (player, zombie, cars)

sour island
#

Have you tried just creating an IsoObject? or is this an exsisting thumpable you want to make not thump?

river plinth
#

it's an existing thump

#

this used to work a couple of builds ago, but doesn't anymore

odd notch
#

aw you didnt license it PepeHands

sour island
#

the repo?

odd notch
#

yea

#

i assume its ARR

#

i use GNU on my rpchat mod because i hope someone who has the patience to sit down and make an entirely new chat will see my gsubbing strings and get mad enough to make a polished version

#

its worked with @teal slate's commandeer lol

teal slate
#

except the licensing is super sketchy with commandeer and buffychat

sour island
#

Honestly, I never learned which licenses are good for what

odd notch
#

free and open source™️ repos are the best™️ repos

teal slate
#

technically i can't use your code since it's gpl and mine is public domain, but also i wrote some of the code first

odd notch
teal slate
#

never

odd notch
#

its literally better

sour island
#

download license to use as is

teal slate
#

every mod i have ever released has been under The Unlicense

odd notch
#

because if someone makes a version of your Thing, they should have to link back to the thing they got it from so that the next modder/coder can follow the trail and potentially get code from other versions™️ and ultimately it just makes it better for coders in the future to work with

#

rather than random splintered public domain/ARR mods with questionable/no origin and an age of darkness™️ that no modder can decipher where what mod version of what came from

#

i was shocked to learn my rp chat mod was the first sans a chinese one

#

i could not find a single other rp chat mod

bitter grove
#

Is there a mod that adds a "none" option to food and supplies?

sour island
#

Wouldn't AGPL be better than GPL for modding?

teal slate
#

agpl is just gpl with a network clause, no?

hidden estuary
#

Soup is not fixing everything help

odd notch
sour island
#

I just started reading this stuff like 2 seconds ago

#

but I assume AGPL allows for forking?

teal slate
#

it's entirely orthogonal, people will do it because it's best practices and not because a license they haven't read told them to

zealous peak
#

Howdy. Is there a way o see which loot table is assigned to a container, with debug or a mod or something?

teal slate
sour island
#

So they can't hide their changes from me

#

that is what I want

odd notch
hidden estuary
#

is there any "handy" blender tutorial for how to make sure models are readable by the game?

sour island
#

improve my code for the code throne

odd notch
sour island
#

Workshop does uphold DMCAs

#

they have a big brown box if you get slapped by one

teal slate
#

That's true, but there are other ways to distribute mods.

zealous peak
#

Is there a way o see which loot table is assigned to a container, with debug or a mod or something?

teal slate
#

Like vía the server itself.

sour island
#

That's when you knock on their door with your AGPL license in hand (am I doing it right?)

odd notch
#

yes go to their place of residence irl and serve them a copy of the AGPL agreement

teal slate
#

And even though AGPL would require them to make it open source, I believe the source would just have to be provided to the players. If it's whitelisted, can't do much.

#

Since gpl and agpl mean you have to provide source to the end-user

#

... Also it's not like it's compiled though. Players are literally provided with the source when the mod is downloaded.

#

Either way, since it's not through the workshop you're out of luck with enforcement. Contact their VPS, maybe?

#

I just don't care about all this junk enough to make vague legal threats at people, hence public domain.

odd notch
# teal slate And even though AGPL would require them to make it open source, I believe the so...
    place (gratis or for a charge), and offer equivalent access to the
    Corresponding Source in the same way through the same place at no
    further charge.  You need not require recipients to copy the
    Corresponding Source along with the object code.  If the place to
    copy the object code is a network server, the Corresponding Source
    may be on a different server (operated by you or a third party)
    that supports equivalent copying facilities, provided you maintain
    clear directions next to the object code saying where to find the
    Corresponding Source.  Regardless of what server hosts the
    Corresponding Source, you remain obligated to ensure that it is
    available for as long as needed to satisfy these requirements.```
#

aka github

#

so a server running a modified version of the code needs a github repo or they're in violation of the license, and seeing as they need to workshop upload to put it on said server they're bound

#

otherwise chuck B skilljournal could DMCA takedown them for violating the license

#

i think it goes on to state that you must 'publicly document' the location of said source

#

meaning it cannot be behind a whitelist

edgy perch
#

how often do you find your mods just not working

zealous peak
#

Is there a way o see which loot table is assigned to a container, with debug or a mod or something?

sour island
edgy perch
#

player

river plinth
# river plinth I'm currently struggling with making a IsoThumbable pretty much nonexistant. I w...

Regarding this IsoThumpable problem: I just printed the state of canPassThrough and blockAllSquare and both return the proper value after I've set it like described in the other post, but the tile is still blocked by the object. Here is the return: ```print("~~~~~~~~ isCanPassThrough ~~~~~~~~")
print(self.javaObject:isCanPassThrough())

print("~~~~~~~~ isBlockAllTheSquare ~~~~~~~~")
print(self.javaObject:isBlockAllTheSquare())```
sour island
#

What is the object?

river plinth
#

This gives me LOG : General , 1642431352332> ~~~~~~~~ isCanPassThrough ~~~~~~~~ LOG : General , 1642431352332> true LOG : General , 1642431352333> ~~~~~~~~ isBlockAllTheSquare ~~~~~~~~ LOG : General , 1642431352333> false

sour island
#

Could there be another object in the square or the square's properties overriding?

river plinth
#

It's a custom object from me representing a ISDoubleDoor basically

sour island
#

Are you making a saloon door?

river plinth
#

Nope, purpose of this is a different way of building stuff. I kinda extend blindcoders CrafTec mod (with his permission of course) and want to display a "shadow" structure of what the player want's to build

sour island
#

Doesn't the game already display a preview on the tile in question?

#

Or do you mean to add a fixed preview anyone can see?

teal slate
odd notch
#

meaning you're forced into workshop agony

teal slate
#

whew

odd notch
#

i was disappointed to learn this as i'd love to host proprietary code

teal slate
#

that's good then

sour island
#

wish they had serverside mods tbh

teal slate
#

Can't you post private workshop items?

sour island
odd notch
#

ooooo

teal slate
#

If you can't find it, you can't DMCA it

river plinth
sour island
#

Wouldn't it be possible to copy what the game does already and just make it permanent?

weary matrix
#

@odd notch hey hello, good to see you here 😄

cold burrow
#

Where i could find containers capacity?
Like for Base.WoodenCrate, e.t.c.

weary matrix
cold burrow
weary matrix
#

it's one of the tools available in debug menu

cold burrow
odd notch
#

@sonic helm psst make a raven creek only mod next smuggura

#

wait- i know you from gateway

sharp oasis
#

suggestion, mod that has more storage options (larger storage), other than containers mod

zealous peak
#

Is there a way o see which loot table is assigned to a container, with debug or a mod or something?

tulip valve
#

I copied the default Bag_ALICEpack.xml, renamed it to something else for my new backpack which is actually a Large Backpack but with more capacity, I made it a new trait, but when in game the bag is just invisible

#

and put it in clothing/clothingItems in the mod

#

I understand this is what I must do to prevent my new bag from spawning on zombies?

#

But it just becomes invsisble when I do this

#

I also made a new GUID number with that GUID generator, didnt work

winter bolt
#

you have to add it to the fileguidtable.xml too

cold burrow
weary matrix
olive rose
#

Anyone know the mod that adds the wedding day tape?

sour island
#

Anyone know if globalmodData is assumed to be server's oninitmodData?

tulip valve
winter bolt
#

its in media

tulip valve
#

ah I found it

winter bolt
#

you have to make a new one in your mod folder with your new clothing items in it

tulip valve
#

got it, thanks 🙂

weary matrix
#

any clue how to increase or decrease your character weight in debug/admin mode?

tulip valve
#

Spawn lots of butters, speed up time

rich wagon
#

quick question, is there a way to specify an items needs to be equipped in both hand otherwise it can't be grabbed ?

#

i know there is " RequiresEquippedBothHands = true" but this means that in order to equip it it needs to be equipped with both hands. But that means you can still carry it freely in your inventory

#

i want something similar to a generator

tulip narwhal
#

This is still really early- but here is my setup for a zomboid stats reporter so far

#

Includes discord bot to display in game date

weary matrix
tulip valve
#

oh its MP

rich wagon
#

Just finished those crates, i wanted to make it so you could carry them in your hand but it was too complex so I gave up... Instead you can just equip them with both hands

mint sphinx
rich wagon
#

ah, i see we're not the only ones

rich wagon
brave totem
#

Stupid simple question, can I mod the game without having the mods on my friend's private server? I want to do simple scripts like reading thorugh all the skill books and literature, or other routine things. I'm currently doing this with Python scripts but just was curious if there was some automation enabled through LUA without having to install the mod on my private server?

patent lake
#

Does anyone knows a mod that shows the weapon Damage and Condition as numbers instead of bars?

mint sphinx
mint sphinx
mint sphinx
brave totem
mint sphinx
#

I know the feeling but if you make something automated why not just add it to the server? Also they way I would do it for a mod would be like check if player have all the books and if not read setqueue action to next book or something like that :) so don't think it to complicated mod to make in Lua

brave totem
#

That's a good point. It'd be much easier to build it for the server that to distribute it manually with my friends

weary matrix
#

about the access levels when playing MP, GM means Game Master right?

sonic helm
sonic helm
odd notch
#

then i could load ravencreek on top of it

sonic helm
#

No unfortunately

odd notch
sonic helm
#

Apologies

odd notch
#

well hi envydemon aka gateway roleplay mod creator

sonic helm
#

👋

odd notch
#

our build 35 RP rip

crisp nova
#

still need help learning how to create a custom recipe

sonic helm
#

B35? I'm not sure if I was on Gateway prior to B38

odd notch
#

err 38

#

before the luxury of 3d

sonic helm
#

I mean

#

We're still running a lore in B40 so...

odd notch
#

i saw you closed apps for that recently right? im glad gateway continues to exist

#

it's my time on gateway that inspired me to make the rp chat mod

sonic helm
#

Yup

#

We're planning a B41 lore soon

drifting ore
#

you can make them held like those

#

like this

rich wagon
#

problem is when it comes to modelling

#

it's very buggy

fair frost
#

Update 11 to the KESV:

  • Added Louisville Econoline and Louisville DOC Vic
  • Added Lake Ivy E350
zealous peak
#

Is there a way of seeing which loot table is assigned toa container with debug, a mod or something else_

mint sphinx
hidden estuary
#

dont think im qualified to answer that, i dont know

zealous peak
thin hornet
#

I am trying to add spices to a food item in a recipe OnCreate function.
result:setSpices(item:getSpices());

Somehow it works but then the item doesnt show the icons in the tooltip.

#

anyidea why, the result variable should be the result item and adding spice or extra items should just works.
DoTooltip should just check if the arraylist is empty and if not show the contents.
So im wondering what is going on here.

#

ok it works when the result is a single item

#

but if the result give more than one then somehow the OnCreate doesnt apply it O.o

mint sphinx
mint sphinx
#

does you mean i need to manuel delete the recipe from mod a? or did i misunderstood you

zealous peak
#

When a mod adds a recipe, usually there is a file that includes it. You just have to go there and delete the text that describes the recipe.

#

Highly advisable you do this in solo first, though, with debug mode on. You check the error prompt to check if you made a mistake *even though some mods have issues as well

mint sphinx
#

but then other join the server and download all the mods automatic though steam workshop and they wouldnt get that recipe change?

zealous peak
#

Yeah, that they would not. You-d have to send that file to everyone who plays on the server

mint sphinx
#

so not a variable solution for an public server then

zealous peak
#

Indeed

mint sphinx
#

would also be annoring each time the mod opdate you have to manuel do all that work

zealous peak
#

the other thing that comes to mind is that you change the recipe, publish the mod with the edited recipe (of course, first thing you do in the description is credit the original creator and so on) and everybody can download your version instead

mint sphinx
#

and get strike with dmca ;P if the original creator dont give promission ofcause

thin hornet
#

So

Result:TheItem=2,
OnCreate:Recipe_OnCreate_MyFunction,

Will OnCreate apply for each result item?
It seem to do most of the work correctly but when printing it only print once

#

So it set the result item and add it multiple times after if im not mistaking

mint sphinx
thin hornet
#

Also adding extra item did work when result item was singular but once its = 2+ it doesnt add it

potent root
#

Anybody has experience on enumerating things around the player or the cursor?

frosty field
#

So I wanna get into PZ modding today.

#

Hell yeah.

#

I figure a good way to start is to edit a few existing PZ mods to my liking.

burnt patrol
#

I'm apparently blind, please help me find a file with a smoker, I want to make the same characteristics, only with beer
Sorry for my English. I'm from Russia
I can't find file a traits

frosty field
#

I want to edit this mod and add in a handful of new games, what's a good way to start doing this?

#

Preferably I'd like to make a sub-mod as a game pack.

mint sphinx
#

is the dev code generic or really static made ?

mint sphinx
thin hornet
frosty field
#

yup, on it.

thin hornet
frosty field
#

@thin hornet all of your mods are so good. Good job bud.

thin hornet
#

all you need is one of those to

#

ty trying my best

#

lot of work still

mint sphinx
#

he did its just an add methode

frosty field
#

I wanna make big boxes for you, the packages that these used to come in.

mint sphinx
#

to add another game files

frosty field
#

I do some 3d.

#

Enough to make a box and UV it.

#

Lemme know if you ever want some generic 90's pc gaming boxes.

thin hornet
#

Oh i made hardware already just didnt release my v2 yet. Since MP got out got too busy with other stuff

frosty field
#

I mean the packages for games, because that's a huge collector's item for people into 90's gaming and whatnot.

#

but you're doing hardware too?

#

So I'd have to go to Louisville to loot RAM to play duke nukem?

#

Because that fucking rules.

thin hornet
#

The problem with packages is that games are not multiple items but only one item with different possible game modData

frosty field
#

So every game would necessitate a new package with a new item ID.

#

i get it

thin hornet
#

yeah kind of which i tried not to do as it would be so many items. So i tried to go with the same principle as retail disc

#

a single item with multiple possible data assign-able

mint sphinx
#

retail gta5 i dont think that game was released back in 1993 😛

thin hornet
#

yeah those are pack some people wanted, who didnt care about lore friendly

frosty field
#

I get it Kon, hope we figure out a solution to that eventually because I'm personally a huge big box 90's game collecting nerd.

#

...Lemme show ya.

thin hornet
#

we could make multiple cover item that could contain 1 cd. But for now i dont have time im working on my server like full time

frosty field
#

Behold:

#

All good man. I hope you do the hardware update eventually because that sounds so fucking fun.

#

I wanna risk my life for a new hard drive.

mint sphinx
#

cant seee diablo hellfire from SIERRA 😮

thin hornet
#

Maybe one day idk when tho

frosty field
#

That's only 1/4th of my collection, though.

#

These take up a ton of space.

mint sphinx
#

sadly i only have the cd somewhere and not the box anymore

frosty field
#

Anyway, in the meantime I'm gunna add in another dozen or two 80's and 90's games for ya, Kon.

#

I'd love to properly set up the audio too.

mint sphinx
frosty field
#

Oh, this is set up so easy... I can do this and have it published in the next hour.

#

Good shit.

#

Not the audo, yet. Have to figure that out.

mint sphinx
#

that how api / frameworks is for stinky ^^

#

i almost have the same for farming just trying to finish my spites ^^

#

@thin hornet i do have one problem stinky your Development wiki link on the github page dont work

thin hornet
#

@frosty field check the gta pack for audio example

#

if audio is not specified it use random audio from the main mod

mint sphinx
#

ahh sitll have the old link i see

frosty field
#

peeeeerfect.

frosty field
#

Setting this up now.

#

This is so fucking cool.

#

I can finally fulfill my idiot collector habits in game.

#

And get eaten for trying.

thin hornet
#

I will finish this one day i promise (if i dont die before)

frosty field
#

Our last save Kon, I locked myself in my character's room with 20 2 liters of orange soda and played Duke Nukem while my friends were outside dying.

#

It's the only way to survive the apocalypse.

sick sapphire
#

I need help im trying to publish a mod to the workshop for the first time and i have no clue what im doing lol

thin hornet
#

havent found how to properly apply consumption with those generators yet

#

i was hopping for tis to maybe add a property to make this easier
since the generator do the fetching in java of nearby object that consume

#

@sick sapphire

#

then select the mod to upload

#

set the details then continue and publish

mint sphinx
thin hornet
#

yeah well it doesnt really matter for now, as long as it have power to run at the very least

frosty field
#

If you do add v2, would different games have different hardware requirements?

mint sphinx
#

right now just make it for v1 and then you can always upgrade it after stinky

#

konijima look like he thinking about backward compatibility aswell

thin hornet
#

@burnt patrol sorry i dont understand

mint sphinx
#

asking if you can help him i guess

burnt patrol
#

No problem

#

Can you help?

mint sphinx
#

gunfighter you can always try to describe your problem

thin hornet
#

@burnt patrol let me know how i can help you and also maybe someone else can too.

burnt patrol
#

I can't find character traits in the game files, I want to make it so that an alcoholic must drink beer, I want to take the parameters of a smoker as a basis

#

The alcoholic needed beer, otherwise negative effects were imposed on him

glass rampart
#

arent there already few of those mods?

frosty field
#

And so it begins.

glass rampart
#

did you check on them?

burnt patrol
glass rampart
#

first is more traits there is alcoholic trait

#

then dynamic traits also has it

#

and probably there was few more

thin hornet
#

@frosty field missing the last value for the audio name

#

unless you dont want it

glass rampart
#

if you still want to make your own alc mode, you should take a look at those that i listed for ref

burnt patrol
#

In the game, he does not have to drink beer, he needs to be obliged to drink beer and be hud

elder kelp
#

idk if this is the right place to ask, but does Mod Manager work for 41.61 or not?

glass rampart
#

ehm, if i understood you correctly, with this mods, you can take alcoholic trait, and it will act the same as smoker, you will need to drink booze to not get negative moodles

glass rampart
glass rampart
#

then in this case as i said, you can simply check how it was implemented in those mods, and if you are still not satisfied with them and want to create your own, just use them for reference

burnt patrol
#

Ok

glass rampart
frosty field
#

Can it be the same ID as the UniqueID?

thin hornet
#

sure as long as you set the same when defining the audio in the script file

frosty field
#

nice, ty

#

Last question Kon for now, thanks for all of your help thus far:

#

It's safe to add this to an existing server/save correct? Will have to wait for loot respawns or unlooted areas / unloaded chunks to find them though?

thin hornet
#

When the Game CD get assigned a game it will pick from all the possible choices.

thin oar
#

Having an issue hosting a server with my friends. does anyone know what causes this?

#

it says workshop item is different than the server's

thin oar
#

oh ok ty

raw leaf
#

Hi guys, I think I have found a way to spawn zombies in your spawn building. but im struggling moving the code into my mod.

I this the right place to ask for advice and help?

thin hornet
#

You are making a mod so yes

raw leaf
#

reet im making a prison mod. I got the spawn working and adding the right clothing and cell key. go me.

But im trying to workout how to get some zeds to spawn in the prison with me.

#

I found in a debug Scenarios this

#

LIFE 2 - POLICE STATION

This one adds zeds to the police station

#

-- add some police uniform zeds

So this adds the zeds.

frosty field
raw leaf
#

interesting, I can modify this file to spawn me in the prison and get the zeds to spawn in the prisoncells but only one as all the prison cells are called prisoncells.

Any ideas on to modify the code to use roomID instead of RoomDef?

frosty field
#

Feel free to roll it into your mod if you're happy with the quality of it after I post it.

raw leaf
#

Also you change "Police" to "Inmate" to spawn inmates.

#

But this only seems to work in a debug Scenario.

whole garden
#

Do we have a mod that let member of factions, see each other from far distance?

raw leaf
#

anyways I have been able to hack away at that file and make it so its a prison spawn with some prisoners spawning.

But I cant seem to get the code into my own mod and working.

opal wind
#

hey guys im making my laser pistol here, so it will have a energy clip, 50 shots then you reload, thus it does not have bullets (also i dont want to make boxes since there is no bullet), there are 3 entries on the pistol:
AmmoBox = Wiz_ChangeFogoClip, <--------------------- BOX of Bullets
MagazineType = Wiz_ChangeFogoClip, <--------------------- Clip
AmmoType = Base.Bullets44, <--------------------- Bullet
do i need AmmoBox and AmmoType? can i just delete those or do i set my clip item on them too?

abstract raptor
#

local audio = 0; -- playSound will return a number so we store here to stop later
local character = getPlayer(); -- get the current player

-- Play the sound from the character
audio = character:getEmitter():playSound("MySoundName");

-- Stop the sound
if audio  ~= 0 and character:getEmitter():isPlaying(audio) then
  character:stopOrTriggerSound(audio);
end```

how do I um, make this a function that can be called upon using OnCreate?
lapis stump
#

is it possible to trigger lightning strikes ?

solid dove
#

Not an aspiring modder (I have thesis and exams at uni on my back), but how difficult it can be to mod in additional crafting recipes or modify existing content (things like Skillbook Names and Icons?)

And is it possible to alter game settings by mods? eg. When you have Loot Respawn, would it be possible to mod in dropdown menu to select what sort of loot can respawn?

timber flare
#

Well I still havent got an answer so ill just try again

#

Wich rendering API does PZ use?

brittle jewel
# abstract raptor ```lua local audio = 0; -- playSound will return a number so we store here to s...

Do you just mean this? You pretty much just wrap it with 'function modNameOnCreate(items, result, player) and end so:

function modNameOnCreate(items, result, player)
    local audio = 0; -- playSound will return a number so we store here to stop later
    local character = getPlayer(); -- get the current player

    -- Play the sound from the character
    audio = character:getEmitter():playSound("MySoundName");

    -- Stop the sound
    if audio  ~= 0 and character:getEmitter():isPlaying(audio) then
      character:stopOrTriggerSound(audio);
    end
end

Then in your txt script it would be OnCreate: modNameOnCreate. Notice how I added items, result, player to the function. Those are passed by the OnCreate, so your 'local character' part is redundant and could be swapped with player.

tulip valve
#

@opal windCheck how its done with GunFighter, might give you some ideas

hidden estuary
#

anyone knows why the lighting is broken/reverse on this baby boy

#

its supposed to be a lot brighter

#

and well, not come from below

brittle jewel
#

I would start with double checking your normals, but also #modeling because the regulars are probably more familiar with that stuff.

hidden estuary
#

oh shit there's modeling channel?

#

my bad

brittle jewel
#

No worries!

potent root
#

ok I have been trying for three days to add an item in the corpse when a player dies and it looks impossible. I am about to give up 😦

opal wind
brittle jewel
potent root
#

@brittle jewel I am using onPlayerDeath

opal wind
hidden estuary
#

will try

potent root
#

and I tried everuthing the code is right but the problem is that by the timeonPlayerDeath is called the player inventory reference has been replaced by an empty inventory

#

so adding items there has no effect

#

an isoDeadBody has been created and the inventory has been moved to it

#

I can't find a way to find the corpse

#

the only way I am thinking of hacking may way is to save a reference to the player inventory in the player mod data

#

and then use that one on onPlayerDeath

#

it should be now the corpse inventory

#

I will try that

brittle jewel
#

Yeah I think you can call getContainer() on the isoDeadBody but I'll have to take a closer look when I get back home.

potent root
#

yes the problem is I can't get the deadbody

#

I know it is there because reading the java seems to be created before calling the onPlayerDeath event

#

but I tried iterating through all worldsquares around the player calling getDeadBodys() and nothing

zenith smelt
#

Does anyone know why the first time I spawn, I spawn in the wrong location?

#

on a multiplayer server

#

Ohh, it even happens on vanilla server

#

Anyone know a decent workaoround how to make player not spawn in murdraugh even if they select riverside

merry osprey
#

is there a mod to altar how pvp toggle works? like now only one person needs to be toggled in order to hurt or be hurt. Is there a mod that makes it so both players to need to toggled for pvp to active?

abstract raptor
#

function AzaMusicPlayer(items, result, player)
    local audio = 0; -- PlaySoundwill return a number so we store here to stop later
    local character = getPlayer();  --getting current player

    --Play the sound from the character audio =
character:getEmitter():playSound("MySoundName";

end

function AzaMusicPlayerStop(items, result, player)

    local audio = 0; -- PlaySoundwill return a number so we store here to stop later
    local character = getPlayer();  --getting current player

    --stop sound
    if audio ~= 0 and
character:getEmitter():isPlaying(audio) then
    cjaracter:stopOrTriggerSound(audio);
    end
end```
#

I'm away from my zomboid computer so I can't check rn but I was just thinking~

#

lol

tulip valve
drifting ore
#

Hi, has anyone ever used ModData.transmit and ModData.request? Because I did that but the data is not shared between players. Everything stays local.

#
GlobalModDataName = "Test"

function GetModDataMP(player)
    if isClient() then -- Check if online or solo
        return ModData.get(GlobalModDataName)[player:getFullName()]
    end
end

local function UpdateModDataMP()
    if isClient() then -- Check if online or solo
        ModData.getOrCreate(GlobalModDataName)[getPlayer():getFullName()] = getPlayer():getModData() -- Set the data
        ModData.transmit(GlobalModDataName) -- Send to the server
        ModData.request(GlobalModDataName) -- Get from server
    end
end

Events.EveryTenMinutes.Add(UpdateModDataMP)
#

And on the server

#
local function onReceiveGlobalModData()
    print("Send modData to players")
    ModData.transmit(GlobalModDataName)
end

Events.EveryTenMinutes.Add(onReceiveGlobalModData)
opal wind
#

hey guys what this entry means here, on the bullet item file

#

DisplayCategory = Ammo,
Count = 3, <--- 3 what?
Weight = 0.04,
Type = Normal,
DisplayName = Change Laser,
Icon = 40calAmmoBox,
MetalValue = 1,
WorldStaticModel = 9mmRounds,

drifting ore
#

Do you think the problem is that all players do ModData.transmit at the same time and that can cause issue?

drifting ore
tulip valve
quasi geode
#

thats kinda incorrect, it more has to do with spawn rates, and how many you get adding via command

#

^^^^

tulip valve
#

Yeah its mostly relevant for recipes

drifting ore
brittle jewel
# abstract raptor ```lua function AzaMusicPlayer(items, result, player) local audio = 0; -- P...

The way you're doing it now, audio only exists inside of the AzaMusicPlayer function (I assume 'audio = ' isn't supposed to be in the comment). This is known as 'scope'. Here's a decent beginner tutorial that should help you understand that: https://docs.coronalabs.com/tutorial/basics/scope/index.html

TL,DR: You'll need to declare audio outside of the function so it is accessible outside of the function where it's created. These variables are usually put toward the top of your file so you can keep track of them.

drifting ore
# potent root but I tried iterating through all worldsquares around the player calling getDead...

There is good luck that dead body is body on the ground but when you die you become a zombie so that could be the problem. You can try to save the mass of the inventory when the character dies then look at all the zombies around, take one that has the same mass and add the object to it and if there is no zombie, check dead body and otherwise put it on the ground. There is little chance that a player has more equipment than a zombie

opal wind
quasi geode
#

no it means when they spawn it will be in groups of 3..ie: cigarettes are "Count = 20" which is why you always find them in groups of 20

tulip valve
#

Yeah😄

drifting ore
quasi geode
#

nope

opal wind
#

this is strange why they code like that i wonder

abstract raptor
quasi geode
#

yes if you craft them, it will craft 3, but if you use them as a ingredient it should only consume 1

opal wind
#

hum actually this can actually help me since i want a laser pistol lol

quasi geode
#

its very strange

opal wind
#

i can set 'Energy Charge' for the bullet item 🙂

#

give it like 100

#

i craft 1 energy charge will give 100 shots to my laser pistol

quasi geode
#

but its funny when admins do something like /additem Base.Cigarette 100 thinking they're get 100 smokes and end up with 2,000 in their inventory 😅

opal wind
#

lol

#

hey can i remove these?

tulip valve
#

What if you use batteries as ammo? Lol

opal wind
#

AmmoBox = Wiz_ChangeFogoClipBox,
MaxAmmo = 50,

#

since i dont need boxes

#

or the game will get medieval on me if i remove?

drifting ore
#

Should be ok

opal wind
#

from my pistol item

#

i will try

errant geyser
#

jft

opal wind
#

hey this is strange, i set 50 on it and its spawning just 1 bullet

#

item Wiz_ChangeLaser
{
DisplayCategory = Ammo,
Count = 50,
Weight = 0.04,
Type = Normal,
DisplayName = Changeman Pistol Recharge Unit,
Icon = Wiz_ChangeLaser,
MetalValue = 1,

}
#

maybe i need to make a new savegame?

brittle jewel
drifting ore
#

Could someone help me with very basic hello world? Not sure what I am getting wrong here..

`local function OnKeyPressed(KEY_E)
print("testing e down)";
end

Events.OnKeyPressed.Add(OnKeyPressed)`

#

(I have debug mode enabled to be able to see the print messages but none show up)

short quail
#

Im trying lower or remove fire sounds ( sounds from a fire ) since there is no mod for that, got no experience with modding, could anyone help me out?

opal wind
#

if you want u can just replace the fire sound, grab the file, open on audacity (or wtv sound program u want) and reduce the amplification, then export it again, replace it

short quail
opal wind
#

oh you want to change the sound radius of the fire?

short quail
#

yes

opal wind
#

i didnt even know zombies are atracted to fire Sounds

#

but check the script files then, look for the fire, but i dont know if fire is a template or not, if its a template will be hard to change

short quail
#

i found this

#

They kept coming to me even if in enclosed space with no windows

#

dont know how to edit those files

#

i was able to read them in eclipse but couldn't make sense of it

#

tried removing them but game wont run then

#

@opal wind any suggestions?

junior flame
#

There's a stopSound() method in there, might be useful

opal wind
junior flame
#

But then again, I have never looked into fire nor sound radius so who knows KEKW

short quail
#

yea its about ~20 tiles

#

i cant figure out how to edit this file im total noob for this

merry osprey
flint mesa
#

hello everyone, i am new and tried searching, but am having trouble figuring out why my new item won't show in my player's hand after equipping it. I am able to see the 3d model on the floor if i put it on the ground. It is a "Normal" type. I don't see any related errors in the logs. Any ideas for what to check or what governs this?

flint scroll
#

guys where i can see

processSayMessage()

this function code?

tired charm
tired charm
#

Aka

print("testing e down");

short quail
#

can i post code here?

#

i found the file that sets fire sound range but idk what to change in it, i'd appreciate if someone could like translate it to english or just tell me what to change. tried deleting the whole entry but that crashes the game

#

this is the file in question

drifting ore
#

Anyone know of a good, hardcore, realism focus working mod collection for MP?

winged musk
#

Hey guys

#

Im playing with the expanded helicopter mod

#

Just wondering where I could potentially find all the stuff

#

I saw what I think was a jet fly past but no clue what it did lol

frosty field
#

expanded hele events?

#

ah, yeah.

#

Yeah that's just jets doin' jet stuff.

crimson spindle
#

how does commenting code work exactly inthe script txt files?

#

like i want to add a bunch of items to the txt file, but they are not ready for implementation so i want them commented out if that makes sense

#

and can i also comment out individual lines within an item.. for example I have an item that is created but does not yet have a worldstaticmodel... i want the txt file to have the name of the world static model but to comment it out until i actually make the model

distant ember
#

People will often use the second one for "headers" or as a separator across the text file.
The space is not needed.
/*This still works.*/

crimson spindle
#

thanks thats what i thought just wasnt sure... can you use // for single line or no?

distant ember
#

No, it doesn't seem so.

crimson spindle
#

how do i delete all zombies when debugging?

junior flame
mint sphinx
crimson spindle
#

I keep getting a model that spawns as an ? icon and i cant figure out what im doing wrong. I have two modules, AHCItems and AHCModels.
This is what I have but it doesnt work.

{
    imports{Base}
    model AHCMicroscope
    {
        mesh = WorldItems/Item_AHCMicroscope,
        texture = WorldItems/Item_AHCMicroscope,
        scale = 1.0,
    }
}```
```module AHCItems
{
    imports{Base}
    item AHCMicroscope
    {
        DisplayName = AHCMicroscope,
        Icon = AHCMicroscope,
        WorldStaticModel = AHCMicroscope,
        Tooltip = Tooltip_AHCMicroscope,
        DisplayCategory = Medical,
        Weight = 5.0,
    }
}```
#

my file structure:

scripts\AHCModels.txt
media\models_X\WorldItems\Item_AHCMicroscope.fbx <-- Model
media\textures\WorldItems\Item_AHCMicroscope.png  <-- model texture
media\textures\Item_AHCMicroscope.png   <-- icon```
#

also i can get the items to spawn in as icons, but not as a 3d model

#

when i place them

distant ember
#

Try taking the "Item_" out of the model and model texture names.

crimson spindle
#

on the actual files or just the txt file?

distant ember
#

Both!

#

Prefixing with "Item_" is required for the custom icons but not the models or textures.

#

And prefixing the models and textures with it may cause issues.

crimson spindle
#

thats how i had it originally but it wasnt working so i tried adding the Item_ prefix.. ill try it again with out it

#

do i need to relauch entirely in order for them to load?

distant ember
#

Yes, I believe so.

#

Actually, I think I see the issue.

#

Try changing the module in the AHCModels.txt to AHCItems.

crimson spindle
#

trying it now

#

didnt work 😦

#

do i need to import my AHCmodels into AHC items or something?

distant ember
#

Hold on, I'll PM you some stuff from my mod.

somber swallow
#

Sorry if this is the wrong channel but is there a simple file i can edit so the radio and tv stations never turn off in game?

#

or is that a much more involved task?

#

if this is the wrong channel i will delete this. Thank you.

normal night
#

is there any actually functioning instant read mods for mp?

raw leaf
#

Has anyone worked out how to get zombies to spawn in the player start house?

fresh geyser
#

How many sound effects do zombies have?

#

They have 2 categories to my knowledge, right? Passive and when attacked?

#

Oh there's another, when they're actively chasing someone

#

That's it, right?

hidden compass
#

Can I call java inner class's method?
For example, I want to call zombie.radio.media.MediaData$MediaLineData#getTextGuid like below,

    local mediaLineData = mediaData:getLine(i)
    local textGuid = mediaLineData:getTextGuid()
    -- do something
end```
but it failed, any ideas?
```attempted index: getTextGuid of non-table: zombie.radio.media.MediaData$MediaLineData@6d354695.```
drifting ore
hidden compass
normal night
#

is there any actually functioning instant read mods for mp?

drifting ore
#

But no idea what int is

#

O it's a TV show ? So it's the line of the text

hidden compass
drifting ore
#

So no idea

tacit ermine
#

I don't think MediaLineData is exposed to Lua

drifting ore
#

Why the server does not save that I put another player admin ? I can't connect in debug with that

hidden compass
#

According to the log message below, it looks like Lua is able to figure out the inner class (MediaLineData). However, I don't know how to access them...
attempted index: getTextGuid of non-table: zombie.radio.media.MediaData$MediaLineData@6d354695.

I'll try some more, thanks 🙂

brittle jewel
eternal garnet
#

Mod to remove morning fog would be really great!

fervent bay
#

can someone create a mod where the chance of instant head-stabbing with blades is 100% or at least much higher?

zealous peak
#

Howdy. Is it me, or sometimes, pressing the "I" key while having debug mode will kill your character?=

weary matrix
#

on my side it's just toggling the skills panel

#

maybe you have custom key bindings or bugged mods?

zealous peak
#

No idea then. I just lost a character with 95 kills on first day cause I insta killed it by pressing the I key

#

Fuck this shit. Gonna start a new one and cheat my way to where I was

tacit ermine
#

you play normally with debug mode on?

weary matrix
zealous peak
#

It was hurt, yes. BUt He had everything bandaged

weary matrix
#

maybe infected wound?

zealous peak
#

Thgis is not the first time. This happened to me a lot of times before with other test characters

#

I have antibodies installed

#

The one common occurence was pressing "I". This bypasses even godmode

weary matrix
zealous peak
#

Only has ever happened when I have debug mode enabled

candid imp
#

Good day! I really need your help. Faced a number of problems when creating mods for cars. I can't find any relevant information

It is not possible to make the headlights of the car break in a collision (all other damages work properly), so it seems as if the headlights are a layer higher.
It is not possible to make the traces of blood work on the car, as you have. I'm not a programmer, but I clearly need to write some lines of code.

Also, it is important for me to find out how you can change the capacity of the trunk?

weary matrix
# candid imp Good day! I really need your help. Faced a number of problems when creating mods...

In BaseVehicle you have this method:

    private void damageHeadlight(String string, int int1) {
        VehiclePart vehiclePart = this.getPartById(string);
        if (vehiclePart != null && vehiclePart.getInventoryItem() != null) {
            vehiclePart.damage(int1);
            if (vehiclePart.getCondition() <= 0) {
                vehiclePart.setInventoryItem((InventoryItem)null);
                this.transmitPartItem(vehiclePart);
            }
        }
    }
``` it's private but you could probably do what it does from Lua
#

in particular, VehiclePart is exposed to Lua, and the transmitPartItem() is public

#

about the capacity I found this:
vehiclePart.getItemContainer().Capacity = part.container.capacity so you can probably do it this way

candid imp
#

Sorry, I'm still new to this. Should I add these lines to the txt car script?

candid imp
weary matrix
fair frost
#

Update 12 to the KESV:

  • Added Knox County Fire Department
  • Added Knox County EMS
crisp nova
#

please, can someone point me to a guide for making custom recipes

mint sphinx
#

recipes for what?

#

how to make a whole mod ? or just take a hammer + nail give you a bend nail ?

fresh geyser
#

Beautiful

crisp nova
#

im trying to make a recipe for the wood burning stove

mint sphinx
#

wood burning stove is that like an isoObject ? like a antique oven ?

mint sphinx
crisp nova
#

whats the tilezed?

#

and i wouldnt want to use the carpentry menu since it would make more sense for it to be metalwork

mint sphinx
#

the metalworker and carpentry is more or less the same menu just named different so was just an example on how to "build it" and the tilezed is where you make you custom spritesheets ? for new models in 2d atleast

crisp nova
#

im not trying to make a new model. the woodburning stove is already in the game

#

im trying to make a recipe for an existing object

#

like using the carpentry menu is a better idea than what i had but im trying to do this for something that already exists

mint sphinx
crisp nova
#

yeah

mint sphinx
#

okay so it was the antique oven `^

fresh geyser
#

Would it be possible to make certain rooms toxic / deadly unless the user is wearing a gas mask or has a specific trait? I'm just thinking about trying to make the last of us's spores work.

mint sphinx
# crisp nova yeah

dont know if a workshow already have it but else it should be fairly each just look into a metalworking how they addd a recipe and then more or less copy one and place the isoobject id into that

mint sphinx
fresh geyser
#

Man I should really learn Java.

mint sphinx
#

its lua

#

🙂

fresh geyser
#

Glad it at least sounds possible, though! Thanks!

#

Oh. Okay I have no idea what I'm saying lol.

mint sphinx
#

are you designing maps or custom houses in the tilezed?

fresh geyser
#

Currently just custom houses. Have no idea how to make maps.

mint sphinx
crisp nova
mint sphinx
crisp nova
#

ok where is a guide for this. i already couldnt find a guide for recipes so i have no idea where id find a guide for adding to the carpentry menu

mint sphinx
#

do you know how to write lua ? also there isnt raelly and guide i guess and dont look like there is any easy frameworks either

crisp nova
#

id need a refresher on lua

#

i used to write in it

#

and even on the guides on the forum i dont think any of them mentioned anything for the carpentry menu

mint sphinx
#

there like a building way and then there is the recipes where you make a spear like ^¨ so there like multiple way you can do stuff so when you just said recipe it waa like hmm what wa you looking for ^^ also i cant remember which file the metal working is place in

crisp nova
#

building it would make more sense since it weighs so much

vivid flare
#

can someone tell me what exactly defines the "weight" of a vehicle?

#

mass alone doesnt seem to do things

#

is it the size of the physics box / chassis?

stiff furnace
#

Hello all

Does anyone know a similar command like:

local item = ScriptManager.instance:FindItem("NAME")

But for finding world objects? Such as player constructed crates and etc?

mint sphinx
#

you can see here how they make metal chest and other metalwelding stuff

crisp nova
crisp nova
stiff furnace
#

I think so, I think using getWorldObjects might find them..gonna find out

mint sphinx
#

and when you modding the game its in C:\user*\zomboid\workshop\ or osmething like that

burnt patrol
#

Find code Smoker please

stiff furnace
#

Nevermind...hm..getWorldObjects() only pulls ISO characters like players and zombies

#

Oh there's just getobjects :<

rain pumice
#

I'm getting null on zombie.iso.IsoCell

#

trying to see what mod is causing errors

#

java.lang.NullPointerException: Cannot invoke "zombie.iso.IsoGridSquare.getGridSneakModifier(boolean)" because "<local15>" is null

#

i just know lua a lil bit so I'm lost lol

mint sphinx
burnt patrol
median compass
#

I’ve always wanted a mod for PZ that lets me be like a mutated zombie and I can hunt down AI survivors. Think of like the Night Hunter from Dying Light.

#

You could unlock more abilities as you kill humans or something. Eventually commanding hordes and making some kind of hive.

mystic ore
#

Sounds like not project zomboid anymore

median compass
#

Well it would be a mod but yeah. I suppose not.

#

I think it could fit in the universe.

#

It would have to be years after the power goes out and water turns off.

mystic ore
#

¯\_(ツ)_/¯

#

Could be cool I guess

grim ridge
#

anyone using shark's law enforcement overhaul? it says the police tactical vest has storage on it as well, does that work for you? because mine doesnt have any storage on it

odd notch
tulip narwhal
#

Just got it workin

#

Not yet, but its pretty simple- have you used docker before?

#

It depends on the reporter code to read stuff from the zomboid server

tulip narwhal
#

Do you host a zomboid server or rent one?

odd notch
#

i'm renting one, so i don't think i could run the docker app lol

tulip narwhal
#

If we could dm later thatd be great- i want to see if theres a way to get it working with renred servers

#

Rented

odd notch
#

feel free

tulip narwhal
#

Great

odd notch
#

i assume i can sneak php webhooks onto the box lol

craggy furnace
#

alright so ill just write that off as "not happening" then

grim ridge
#

nvm i thought the police one had the storage instead of the ballistic one

twin root
#

Hey, does anybody have any idea why my mod works on singleplayer but does not on MP? (basically whenever i try to start up a server with my mod on, it closes itself after few seconds)

tulip narwhal
#

Maybe something with lua checksum?

#

Is it a dedicated server?

abstract raptor
#

heya

#

So with Emitters how do I stop the audio from getting choppy when I move around

#

local audio = 0; -- PlaySoundwill return a number so we store here to stop later
local character = getPlayer();  --getting current player


function AzaMusic_Prizm(items, result, player)

    --Play the sound from the character 
    audio = character:getEmitter():playSound("Prizm");

end

function AzaMusicPlayerStop(items, result, player)
    --stop sound
    if audio ~= 0 and
    audio = character:getEmitter():isPlaying(audio) then
    character:stopOrTriggerSound(audio);
    end
end

For some reason I'm getting an error where it says my functions don't exist

polar thistle
#

Does anyone know why when I try to override vanilla files with a mod, in my case the items_literature file, it loads the mod but doesnt update the items? It just continues to use vanilla items, even though necroforge registers my item name changes

cold burrow
#

Still looking a way to completely remove item from a game. I tried:

local item = ScriptManager.instance:getItem("Base.ExampleItem")    
if item then 
   item:DoParam("OBSOLETE = TRUE")
end

Looks like this method (huge thanks to Blair Algol for it) works and prevents item distribution at all. But sadly it's not 100% solve my problem.

I also tried to do this one thing:

module Base
{
  item ExampleItem { }
}

And it's works, but i'm getting error while i trying to use item from belt or holster.

I also found this method, but i still don't know how to make it works:
https://projectzomboid.com/modding/zombie/inventory/ItemContainer.html#Remove-zombie.inventory.InventoryItem-
Probably coz this is not lua.

Any help greatly appreciated. <3

twin root
#

i edited game files little bit because i wanted to make tailoring easier to get, also changed tailoring book multiplier value

#

set as private in steam's workshop

polar thistle
#

@twin root Did you even have any issues getting the overrides to work?

#

Im trying to change vanilla files and it isnt overriding

twin root
#

well, it works in singleplayer

#

it's just that it closes my server after i try to start it up

#

so i guess it does ovveride original files

drifting ore
#

Does anyone have a cool doc for running a server from linux?

craggy trout
#

Does anyone here use LuaRocks? I’m new to lua and am wondering if I should download luarocks with lua

drifting ore
#

Wait you need the all game to run a server ? Like I can't run it on an arm processor ?

quasi geode
tulip narwhal
twin root
#

i took a look and sadly it was already unchecked

#

it feels like im missing something but i have no idea where to look

#

could this be a compatibility problem?

#

i have additional skill books 2 installed on server

subtle sapphire
#

Hey I just started messing with modding this game, I tried making a new VHS tape after playing around with a mod that did the same from the workshop, I remade the file structure to make my own mod, triple checked all the formatting for the single VHS I added (Completely matched the mod that was working, minus the GUIDs I generated), the tape spawns, but the TV wont take the tape, the slot turns red, I feel like Im missing something obvious but like I said I have no clue what Im doing to begin with. If I change the media of a tape to my test tape it accepts it in the TV, but pressing start does nothing.

mint sphinx
mint sphinx
drifting ore
subtle sapphire
drifting ore
#

Do mods get cached until you quit and relaunch the game? Looks that way after exiting a saved game, changing the script then loading the game, but figured I'd ask for confirmation

craggy trout
drifting ore
subtle sapphire
#

Oddly was just trying that @drifting ore

mint sphinx
subtle sapphire
mint sphinx
subtle sapphire
drifting ore
subtle sapphire
drifting ore
#

Does anyone know in which file the zombies are circled in green when we aim at them?

mint sphinx
#

but it around 720 in mainoption.lua it get set

drifting ore
#

If it's java it's over, thx

drifting ore
#

Ok, well it seems that only shaders are accessible, and even then not rly. Too bad

lavish thunder
#

So getCell():getZombieList():size() gives the number of zombies in a square around you. Does anyone know how to get the number of zombies within coordinates? Or in particular map squares?

odd notch
#

i see it uses filewriter but i don't see anything to do with discord

quasi geode
#

its not doing anything with discord. its just logging the deaths to a file. they've probably got some backend script running that pushes new lines written to the file to discord

latent flare
#

So I just have a discord bot running along side my server that watches for new lines and posts that to discord. Sorry it's not the most accurate description. Just kinda slapped it together in an hour to see if it would work.

odd notch
#

neat lazy

subtle sapphire
#

Still having the issue of the TV not wanting to play my tape, I stripped the mod down to what I think is the bare minimum, I dont see any errors, but if anyone else wants to take a look in their spare time I would appreciate it! For now I give up and goin to bed, heres the entire mod.
https://i.gyazo.com/934bf0359be8c3edc7b2eeeb70758317.png

willow estuary
drifting ore
#

Ultimate roleplayer mode

#

Where would I begin to remove the "- Game Paused -" text/ui?

bright ginkgo
#

@thin hornet having an issue with the FuelAPI. Left a comment on the workshop page whenever you get a chance to respond. No rush, awesome mod!

junior flame
# drifting ore Where would I begin to remove the "- Game Paused -" text/ui?

not sure what you're looking to do exactly but through some loose searching while looking for something of individual interest, i found:

the text used for the pause menu is located in /media/lua/shared/Translate/EN/IG_UI_EN.txt as "IGUI_GamePaused"
you can return if the game is paused or not using

local isPaused = UIManager.getSpeedControls() and UIManager.getSpeedControls():getCurrentGameSpeed() == 0

and here, https://zomboid-javadoc.com/41.65/zombie/ui/UIManager.html isShowPausedMessage() and setShowPausedMessage() may be of use.

drifting ore
#

hi, i want to make a trait make a player do more damage with a specific weapon like a sword or whatever, is that possible?

#

i tried looking at some other mods but couldn't find anything or decipher much

mint sphinx
#

look how axeman trait does i guess i think he default give more dmg with type = axe

drifting ore
#

i'll take a look, thanks!

#

it should be in MainCreationsMethods.lua right?

#

i'm finding stuff about Axeman but nothing abt it giving +25% swing speed

#

though it does mention giving XP boosts for stuff just nothing abt the swing speed

mint sphinx
#

swing speed is not really a thing even it says so ^^

#

also you do one less swing on a tree with and axe soim sure it base on dmg added

drifting ore
#

oh i see ^^ well i'm still confused cus looking at other traits, like light eater, i don't see the numbers where it actually makes you require less food n stuff

#

theres this

#

n this but htats it

drifting ore
latent orchid
#

Some vehicle skin ideas are worth posting

mint sphinx
mint sphinx
drifting ore
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hmm i see

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i have another idea in mind that i'm going to try really quick though since it sounds simpler than a hook

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thanks for the pointers!

deft mountain
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is hosting a multiplayer server that has mods the same as what's being called a dedicated server that also has mods?

small crest
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Any mod recommendation for extra traits and/or jobs for the current version?

jade socket
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Does anyone know what mod this is from?

mint sphinx
mint sphinx
vivid flare
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can anyone tell me what influences the weight of a vehicle?

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do we have any documentation about the physics at all?

clear lodge
jade socket
mint sphinx
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Anyone know where the growtick for trees are located?

undone heron
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i'm having a hard time finding one if there is one, but is there a craft x mod? were x is an enterable amount

bleak grotto
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Hello How can I learn how to make a mod?

mint sphinx
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else i guess blackbeard on YT have some real basic mod

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and one more thing if you not use to code start with a small scope as well

tulip valve
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Anyone know where the vanilla recipes are stored? I want to change the "Gather gunpowder" recipe, but I can't find it, have been looking in Scripts folder

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okay I found it lol

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recipes.txt in media/scripts

merry lance
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I made a simple mod with 2 new clothing items. One is a hat with its own model and works fine, no issues. The other is a pair of coveralls that use the vanilla boilersuit model. The coveralls load in and I can equip it but on after saving/exiting and reloading, it disappears. I've tried making it use its own model to no avail. It just disappears when loading into the game.

drifting ore
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I'm looking for someone available 10 min during the day to test something in multiplayer, send me a DM or reply to this message if you can, thx

nova berry
# willow estuary

i just imagined he took 2 dollars and rolled them up, staring proudly at his fortune

rigid mauve
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Is there any way to change what body parts are covered/protected by clothing?

winter bolt
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i dont think theres a list of all the choices so you have to look through similar items i think

fervent bay
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can changing blade stabbing chance be edited in the lua? i asked for a mod but nobody responded

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instant head-stab is what i mean

vivid flare
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vehicle config has physics objects. can anyone tell me if there is a way to make them only apply weight and not collision?

vast saddle
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Is there are any mod manager or third-party program that allows to automatically copy mods from 18600 folder to zomboid/mods?

tulip valve
dull obsidian
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Hi guys. I am new to modding for Zomboid and while creating this car I found a weird issue, my creation seems to have an immunity to rust (rust set to 1 in the picture). I am 100% sure that shaders, mask and references are fine(textures for lights work just fine aswell), so I am kind of lost and don't know what to look for. Maybe someone had a similar issue? Would really appreciate any kind of help.

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this hexagon should appear on the hood if rust works (using this texture for test purposes, don't actually have a real rust texture yet)

drifting ore
merry lance
vagrant trench
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how do you go about adding an annotated survivor map? like how do you create the actual map asset?
Edit: i found ItemZed. I'm starting there

indigo spire
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Can anyone tell me what mod this is?

dreamy silo
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hey

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Im looking through the recipes and found

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Recipe.GetItemTypes.RipClothing_Cotton
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where can I see what it does?

neat storm
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are there any mods that do something like this? (put the inventory tabs on the left)

pearl prism
cedar salmon
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Getting starded on modding (lots of coding experience) and as a very simple start I'd like to see about modifying the new military crates so they can be picked up and placed. Having trouble finding out how buildables like that are defined and hooked into. Any pointers?

upbeat wolf
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heya, i got a quick question, i used the more traits mod, and got a patch for it, then removed the patch and now my character has only positive traits, is there anyway to put those negative traits back? (admin and debug don't work cause of the modded traits not showing up)

marble folio
# winter bolt i dont think theres a list of all the choices so you have to look through simila...

I made one for myself yesterday cause I wanna test some stuff, here it is if you or anyone needs it

Bloodlocation list (Based on all Clothing.txt on Scripts Folder)

Bag
Head
FullHelmet
Jacket
LongJacket
Jumper
JumperNoSleeves
Apron
Hands
Neck
Trousers
ShortsShort
Shirt
ShirtLongSleeves
ShirtNoSleeves
Shoes

Trousers;ShirtNoSleeves
Shoes;LowerLegs
Trousers;ShirtLongSleeves
Trousers;Jumper
ShortsShort;Shirt
Jumper;FullHelmet
Shirt;FullHelmet;Trousers
Trousers;Shirt

brittle jewel
upbeat wolf
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thank you!

dull obsidian