-- This one isn't correct, check later
require('Items/Distributions')
require('Items/ProceduralDistributions')
-- Distribution table to add
local ExampleDist = {
office = {
desk = {
ProcList = {
{name="MedOffice", min=0, max=99, forceForRooms="hospitalroom"},
}
}
},
all = { -- not sure if placing it in all i is just a fallback/default
desk = {
ProcList = {
{name="MedOffice", min=0, max=99, forceForRooms="hospitalroom"},
}
}
}
}
table.insert(Distributions, ExampleDist) -- Game should merge tables by itself now
ProceduralDistributions.list.MedOffice= {
rolls = 1, -- fix this
items = {
"Screwdriver", 1,
}
}
#mod_development
1 messages Β· Page 531 of 1
thanks a lot that looks exactly like what i was thinking I would need to do
Atleast I think thats what you should do, please test it π
You can probably check in debug or something what roomtype etc you're currently in
yeah i will have to test/modify it later is i gotta get to bed for work tomorrow lol but i appreciate the help
the next challenge after this how to create a distro list for a specific building /floor on the map lol... ill get this working first tho
Well, one method would be to go into mapmaking and just edit that building's area I guess
π
Kind of destructive tho
anyone?
What you mean ?
@drifting ore finished my take on lua basic. took all my weekend to learn it.i think i'm ready to start making my mod
none of the stuff on the right, wants to light up it's status icon on the left
but the mask files are there and named correctly?
you could try the mechanics interface editor in our rotators lib
there is a piece of script code you have to add first
okay?
local function EnableVehicleOverlayEditor(ui, uiVisible)
if uiVisible then
local vehicleName = ui.vehicle:getScript():getFullName()
if vehicleName == "Rotators.SemiTruck" or vehicleName == "Rotators.SemiTruckLite" or vehicleName == "Rotators.SemiTruckBox" then
rLib.UI.VehicleOverlayEditor.Enable(ui)
end
end
end
rLib.Events.On("Vehicle.MechanicsSetVisible", EnableVehicleOverlayEditor)
end```
check the end of rSemiTruck.lua in rSemiTruck\media\lua\client of the mod files
once that is done and you start the game in debug mode, you will have a new button at the top of the mechanics interface
the light semi doesn't have suspension and brakes?
yeah. good catch. looks like someone failed with copy&paste
wth
are you testing with other mods active?
maybe something is breaking your mechanics interface
the best of of that is... "but what though..."
well, we know that some very popular mods are doing shit wrong
and it can affect everyone
so sadly you will likely have to do a clean save without any other mods to check if the issue persists
oh, you don't have to add that script snipped, actually
you can just run rLib.UI.VehicleOverlayEditor.Try() in debug console
ofc is annoying to type that all the time :>
sumbitch
how did you fix it
turned off all the mods.
great. now enable all mods step by step till you find the one who is ruining the fun for everyone. then rant on the workshop page π
Binarysearching your mods kek
disabling half of them from the start does cut the search in half, makes it less tedious
Or if you have an idea of what type of mod you can do it targeted from the start
prolly vehicle related ones if i had to take a guess
autotsar's library maybe for example
(if that's enabled)
unless ofc it's used to make the vehicle (i'm no pro)
always best to make mods without any other mods enabled
then later check with other mods that everything works
yup
we found a few issues in other mods while working on our stuff.
i'm still learning atm
i'm trying to figure out how i can tweak a vanilla item without making a literal copy paste of the actual item
in my case: adding the "fabric" parameter to underwear items, i know i can do this super easy with stuff like Content/Item Tweaker but i wanna try and not rely on too many extra mods right away
wooo mower stunting.
hahaha
Does anyone know if it's even possible what i try to achieve or will it involve a crapton of code?
to rephrase: I'm trying to add the "fabric" parameter to underwear without making a copy paste of the entire underwear script file.
i just downloaded item tweaker to look at it's code, i was expecting more code, i was happily disappointed XD
is it possible to get the .x animations into blender?
local function removeWeight()
local items = getAllItems()
local sz = items:size()
for i = sz-1,0,-1 do
local item = items:get(i)
item:DoParam("Weight = 0")
end
end
Events.OnPreMapLoad.Add(removeWeight)
```So I have this code which removes the weight of items, works perfectly fine in single player and nothing has weight, however, a lot of items are weightless, however, not all, most placeables have weight, as well as paint or really anything that contains liquid (inventory containers). any idea on how to fix or why that may be happening?
Because weight for those is calculated after the base value, by different methods
placeables get their weight from their tile properties when picked up
drainables get their weight calculated for each use they have. It should consider the Weight value as the full weight. You might want to override the item scripts for these just to check if it changes anything
Might be a case of how it is done in the code
Why does it work in single player then? Also works on items I spawn in while in MP
that makes me happy.
Because several aspects of the game are handled differently in MP. I have been testing doParam too and some values don't work at all even in SP, you just have to work around that
Where in the folders is your code? Shared?
Iβve tried shared, client, and server. All have the same outcome
Hmm, is it possible to target events from mods for specific players?
Always wanted to modify EHE in way that admin can launch them at specific player or area, because current way is only through debug mode and only at random player
@fleet snow Dunno about specific player but about specific areas you can use triggers I presume

im like Homer Simpson at nuclear power plant when im pressing buttons in debug mode on my server
also for some reason when im doing vehicle stories
they became un-interactable
guess inner admin and debug menus conflict
(cheat vehicle set to false)
I play only Sp so you have to wait for MP guru to help you I guess π

What is EHE ?
Expanded Helicopter Events
Expanded elicopter events
E - H - E
You can trigger event
you cant trigger it on specific player
that's the whole premise
I think that if you use the twich thing you can
in FaQ it said it is still random
means ye, it gonna trigger event
but it is gonna be random player
since mod itself is created for SP
On specific player in what way ? You can just check the steamID or something like that
dude

i know about that
but
you cant trigger expanded helicopter event on specific player via ID
or anything
there is simply no option
it is not vanilla helicopter event command
but you can create a script that you can launch when you want to call the eli event π
it is already created
i just want to modify it
so it can target X player
or atleast just spawn in their area
I try to understand what you try to do to help you but fine
literally what said.
Problem: current helicopter events spawns at random player when i call them.
Goal: make it spawn on selected player
Example: Heli_FEMA_DROP Panman launch
well just making an educated guess if you can call the event and you know the player IDs in theory you can create a script to be activated at your will and toward the player/s of interest for you
ye, problem is idk how
it is possible 100% because standart call command looks for playerID of caller
I absolutely hate doing right-click context menus. I've been struggling with them for a long time. Can anyone help me with this code?
The objective here is to tell the player the time from Wall Clocks. Just right clicking on it. Nothing appears. I tried several syntaxes and followed several mods examples, to no bloody avail. Even tried to adapt code from "ISContextDisassemble.lua" but nope, doesn't work. Doesn't throw errors, nothing, just doesn't show the new context option.
CheckClockMenu = {};
CheckClockMenu.CheckClock = function(player, context, worldobjects, _data, _object)
local name = nil;
local Hour = math.floor(math.floor(GameTime:getInstance():getTimeOfDay() * 3600) / 3600);
for _, object in ipairs(worldobjects) do
if object:getSprite() and object:getSprite():getName() then
name = object:getSprite():getName()
break;
end
if name == nil then return;end
if name and (name:contains("location_community_school_01_33")) then
local ClockMenu = _data.context:addOption(getText("The time is: " .. Hour), nil);
end
end
end
Events.OnFillWorldObjectContextMenu.Add(CheckClockMenu.CheckClock);
did you try using a different event?
Different from OnFillWorldObjectContextMenu? Nope.
And I, who didn't understand the question and asked you to rephrase it deserve a mockery?
I think you miss the square part
mockery?
Give me a sec, I send you that
i literally made it as simple as possible, so it would remove any missunderstanding
That not what what I'm pointing out, I didn't quite understand the question is a fact. What I'm pointing is your response
??
well guess now im the one who cant uderstand, anyways let's move on, this is not drama channel
for _,object in ipairs(worldobjects) do
local square = object:getSquare()
if square then
for i=1,square:getObjects():size() do
local object2 = square:getObjects():get(i-1);
-- Code here
end
end
end
Then getSprite() and everything is for object2
Anyone of you knows where the file that handles the credits displayed in the main menu is located?
panman since you probably don't want to break the existing EHE functionality, I would expect you to create an entirely new function which can accept the specific player reference and call what's exposed from EHE
If there isn't enough exposed from EHE, then you might have to do more replacing of the base functionality, and that of course makes it more likely it could interfere with how it currently works
or at least do some surgery to expose more of what you need
I mean it would be a lie for me to call it one of my favourite PZ mods (And I also mean other things in conjunction).
You're not required to like and favorite it.
What would you like to see improved about it?
Thanks thanks, I will try that!
new GoKart Update incoming.... π new shadow and new mechanics ui.
No, you obviously don't need to put it in your favorite. Where did you get that idea ? The gif ?
But if you use it, a like is fair to me. But you don't NEED to
Yes the gif command me to obedience and I rebelled.
No it's just to remember people to do it
You can not rob me of my dissidence!
Ah, got it
sorry for being afk
Thank you!
np, hope that helps. If you need more assistance, there are a good few of us checking this channel regularly
@vivid flare you around?
oh, while you here. Is there any way to reset schedule of those events?
from expanded helicopters ones
Anyone know how to resolve my model showing upside down when drinking but is fine when being placed in game?
They occur on a schedule already? There are ways to remove event callbacks or replace them. It depends on how the original mod sets them up
There is a section on "Overwriting Another Mod's Code" in FWolfe's modding guide: https://github.com/FWolfe/Zomboid-Modding-Guide/blob/master/api/README.md#overwriting-another-mods-code-3rd-party-patching
model scripts have a world attachment that you can set up to rotate it when on the ground. Or you can have separate models for ground and hands as many vanilla items do
gonna look in it, thx
Thanks, figured it was something simple like that just wasn't working when I changed things!
Hey guys can someone dm with some resources to start modding? Should I learn Lua in the first place and then introduce pz modding?
I've never mod anything so im pretty lost
learn lua.
find a mod you like and deconstruct it
start small.
work your way up.
Okey I'll start learning Lua thx!
on a scale of 1 to 10, how much does effort/time it take to do a simple re-skin of a vanilla car? do i have to duplicate the car entirely or can i "just" add a texture to the already existing options to make it a variant of the car?
is it a vanilla car or modded?
vanilla car
which script is it? dont have zomboid on this computer
better put, where sould i find the script. thats a smarter question
something like /media/vehicles?
That scale would ideally be calibrated.
?
The scale of 1 to 10
oh, hah
yeh 1 is "just copy paste a file" and 10 is "youre gunna have to remodel the entire damn thing, learn blender lmao"
so its like, a 2. copy paste a file and edit the texture in gimp
is there a way to see how the texture wraps around the model? im assuming something like blender but im new to it
Basically a 3d rendering program. Though you don't need it to edit textures
yeah im just trying to wrap my head around the texture file
But yeah, if a lot of the texture is blank you don't really see what goes where
thought it may be easier to do it that way than make a change, laod zomboid, and spawn it into the world every time i change something
A thing you can do is fill each square of the unwrapped texture with a different colour
right
That'll give you a rough idea what side is what part of the texture
so i'm looking at the vehicle txt file, and cant see what its called, like what name it has "mccoys truck" "spiffo van" "franklin whateever" etc
i'm basing off the pickup truck with lights
so also not sure how i would spawn it in debug mode to test it either
I think it's under a right click context menu
but I don't really remember, I only did it once
π
i know how to do them ingame, i mean like.. how do it give my truck.. a name
ok so i think its not loading the mod, cause i spawned a load of them and my one with the textures didnt show
which also was mildly hilarious:
@willow estuary When I was checking the logfile I've noted these warnings linked to the Military Canteens and Flashlights and G.E.A.R mod ( Nothing major the mods work, just reported so you can be aware of it ).
WARN : General , 1646677677469> GameSounds.getOrCreateSound> no GameSound called "BatOnFloor", adding a new one.
WARN : General , 1646677677470> GameSounds.getOrCreateSound> couldn't find an FMOD event or .ogg or .wav file for sound "BatOnFloor".```
this means nothing
that's what there's in the log...
The override property isn't working for my mod. Am I supposed to add Override:True, to a specific line?
I am just trying to remove the vanilla spear recipe
are there any mods to increase / uncap the level of floors you can build? (also separately, any basement mods?)
Iirc that is hardcoded into the game, because they currently don't have an adjustable height per cell. But I think that's something they will change eventually?
ok so i have my retexture. if in the vehicle file i put vehicle JarrisPickUpTruckLights then it shows as its own entity, but the vehicle is then called something really insane like IGUI:JarrisPickUpTruckLights(JarrisPickUpTruckLights). if i just call it vehicle PickUpTruckLights then it is under the same base vehicle, but now i only see my texture. the fossoil and ranger versions are gone for example.
do i seriously have to re-implement the entire truck from scratch just to make this work?
Well, one car only has 1 texture, I don't think theres a way to swap texture on specific cars. You'd have to make a new car.
How are the base "skins" for the car implemented?
Because you only really have to do the same as that
And the reason it gets an insane name, is probably because you haven't added a translation text for it or something
hobo, he can do an overwrite on the original car to add his texture.
wait are you making a whole new car?
or just a skin?
i want to make just a skin
when you said to copy the txt file and add my skin, was i supposed to keep the ranger and fossoil version of the pickup truck in there?
cause if so, that's all I did wrong
would really appreciate if anyone could take a look at this and see what's causing this error, i can't seem to make my function get loaded OnCreate no matter what i do
And it worked perfectly. Thank you very much MrBounty!
Congrats!
@craggy furnace These are log errors/warnings when enabling SMUI, Law enforcement + the 2 dedicated patch for Brita ( If you are the same Shark ). Mods al working just stuffs I've found in the log, no idea what they affect. Reported only so you can be aware of, if of any interest.
[07-03-22 20:44:58.128] WARN : Recipe , 1646682298128> RecipeManager.resolveItemModuleDotType> WARNING: module "SLEOClothing" may have forgot to import module Base.
[07-03-22 20:44:58.128] WARN : Recipe , 1646682298128> RecipeManager.resolveItemModuleDotType> ERROR: can't find recipe source "Glasses_TacticalGoggles" in recipe "Attach goggles to helmet".
[07-03-22 20:44:58.128] WARN : Recipe , 1646682298128> RecipeManager.resolveItemModuleDotType> WARNING: module "SMUIClothing" may have forgot to import module Base.
[07-03-22 20:44:58.128] WARN : Recipe , 1646682298128> RecipeManager.resolveItemModuleDotType> WARNING: module "SMUI" may have forgot to import module Base.
[07-03-22 20:44:58.149] WARN : Script , 1646682298149> ModelScript.checkTexture> no such texture "clothes\hat\Hat_M17" for Base.GasMaskM17NotWorn.
[07-03-22 20:44:58.149] WARN : Script , 1646682298149> ModelScript.checkTexture> no such texture "clothes\hat\Hat_M17" for Base.GasMaskM17NotWorn.
[07-03-22 20:45:21.739] WARN : General , 1646682321739> ItemPickerJava.ExtractContainersFromLua> ignoring invalid ItemPicker item type "MakeUp_GreenCamo".
[07-03-22 20:45:21.739] WARN : General , 1646682321739> ItemPickerJava.ExtractContainersFromLua> ignoring invalid ItemPicker item type "MakeUp_GreenCamo".
[07-03-22 20:45:21.739] WARN : General , 1646682321739> ItemPickerJava.ExtractContainersFromLua> ignoring invalid ItemPicker item type "SMUIClothing.Vest_RangerBodyArmor".
[07-03-22 21:09:06.728] WARN : Recipe , 1646683746728> RecipeManager.resolveItemModuleDotType> WARNING: module "SLEOClothing" may have forgot to import module Base.
[07-03-22 21:09:06.728] WARN : Recipe , 1646683746728> RecipeManager.resolveItemModuleDotType> ERROR: can't find recipe source "Glasses_TacticalGoggles" in recipe "Attach goggles to helmet".
[07-03-22 21:09:06.728] WARN : Recipe , 1646683746728> RecipeManager.resolveItemModuleDotType> WARNING: module "SMUIClothing" may have forgot to import module Base.
[07-03-22 21:09:06.729] WARN : Recipe , 1646683746729> RecipeManager.resolveItemModuleDotType> WARNING: module "SMUI" may have forgot to import module Base.
[07-03-22 21:09:06.746] WARN : Script , 1646683746746> ModelScript.checkTexture> no such texture "clothes\hat\Hat_M17" for Base.GasMaskM17NotWorn.
[07-03-22 21:09:06.746] WARN : Script , 1646683746746> ModelScript.checkTexture> no such texture "clothes\hat\Hat_M17" for Base.GasMaskM17NotWorn.
this is (again) nothing
better so π
Mod request for an endgame for MP servers: A thermonuclear bomb or reactor is on a countdown to detonation somewhere in Knox Country. The survivors (everyone on the server) must work together to 1: find the thermonuclear device, and 2: disarm it before detonation.
The countdown timer could be discovered via "hidden" radio channels that players are guided to via clues spawned on annotated maps, custom notebooks or in some other manner. Perhaps there's a chance that radios are already tuned to this station when you find them.
Upon discovery of this countdown timer, players must search for clues about the device's location (randomized each server wipe, so you can't use previous experience to 'speedrun' to it). Once they find it they'll need to have appropriate skill levels in Electrical, Mechanics, and perhaps Metalworking to first access the device and then disarm it.
The idea here is to give multiplayer servers some type of "endgame scenario" that everyone has to work together to overcome. If they fail, the bomb goes off and everyone dies--time to restart the server and try again! If they succeed, then the world continues. Ideally I'd love for the time frame of this countdown to be fairly long, something like 6 months to a year. This allows players plenty of time to get set up in safehouses and build up their skills before they start feeling any real pressure to complete these objectives.
I have absolutely zero modding or coding experience so I'm sure this is way more complicated to create than I think, but if anyone likes the idea by all means have at it. I'd just love to see some real goals for long-term multiplayer servers and I think right now mods are the best way to realize that idea.
I'd love to do some mods on commission
same lol.
And that sounds like a fun idea
something about this code is causing the function to not get loaded by the game when its called by OnCreate, giving me a "no such function" error. i've managed to narrow it down to something being wrong with the code as when i switch out the code with a boredom reduction script from another mod, it worked with no errors. can anybody find anything wrong with it?
local SolveCube_Chance = 1;
local ticket = ZombRand(0, 4);
local toGet = "";
if ticket = SolveCube_Chance
toGet = "SolvedCube";
else
toGet = "Cube";
end
player:getInventory():AddItem(toGet);
end
end```
if ticket = SolveCube_Chance should be if ticket == SolveCube_Chance then
use == for comparisons, = for setting variables
also, missed the then
Hey, can anyone recommend a mod that replaces current in game music to something more creepy/immersive? I found few mods from Afraid of Monsters although they seem to be outdated, thanks in advance
strange, it's still giving me the error even with those changes being made
oh, you have one extra end statement that will cause a syntax error
you are a legend! thank you so much
finally arrived here tonight, been several days I started modding for PZ, a scenario Roleplay Setup. mod pack of 3 small mods:
1 spawn location
1 profession + trait (this unlock agent loadout starter kit)
1 sandbox preset (If only I can manage it, im cloooose but need help)
So far all this without asking for help. π€
gotta eat.. the topic of my help request can wait
Hi there, anyone can help me, I've been looking to add some mod on my dedi server after the update on 41.66 build, when I opened the server file, mod id seems to have dissappear, at least, the numbers requiered previously are not showing anymore, what does it mean ?
From now on we only need the mod name ?
Can anyone tell me if in this file am I supposed to use self. or TransmogCore. inside the functions?
Cause I know I should use self, but the class is never initialized from my understanding, I never did a TransmogCore new
how to use setHaloNote?
Never heard of it
Planning to make this toggleable, but Item Searcher can now report on multiple nearby containers with the search item:
is it ok to @ modded w questions abt their mod
had a question about ki5βs commando 67 mod
Have you looked at the vanilla references?
I'm trying to set&use a sandbox preset in my mod: I have trouble getting/passing the preset file.
My method*, atm, is the same as the vanilla, it works for loading a preset from the vanilla location shared/sandbox but if my preset is placed in my userdata/..workshop/...shared/sandbox/ it does not find it, like this method is only for DevPresets, located in core game location (vanilla).
- It's basically overwriting the vanilla method just to add my preset in the re-created presetList.
How can get the presetList instead of recreating the presetlist entirely ?
How can I load/get the files from my modsshared/Sandbox/, what method or path ?
(I tried several way, but I'm new to lua and PZ modding).
#mod_development message
Anyone know of a mod to make the broadcasting TV shows never end?
in all fairness, if you need that, why not just cheat the skill levels lol and safe yourself the effort XD
Hey.
:)
Is there a Mod to edit and build your own custom Map?
Like, with a Tool to place Buildings, or even build your own?
Easy to use?
i have a question of my own, i'm trying to create a simple mod that makes certain buildables ignored by zombies, The Log wall, The Doors and The fences are easy, but i can't figure out how to target the multistage stuff like the wooden walls and metal walls
it started with me making a few simple tweaks that i found making sense, like Zombies not being able to break down a log wall cuz it's like well.. Trees strapped together and such
but then i decided to add most walls and fences to it so people can "pick"
And apart from literally Copy pasting the multistage thing (which i kinda wanna avoid) i'm trying to insert the code instead, like i did with the Log wall etc
i have problems here. when you buy a fresh food ingame the fresh tag just disappear making the food non-perishable. is there a way to fix this?
Could it be that you need to set a freshness variable on the item?
Maybe look at the reciep for taking out pickled things
would anyone happen to know if @abstract raptor backrooms 2 mod isn't multiplayer-friendly? i enabled the mod in workshop and mods tab but i'm not getting a "spawn in backrooms" option
@quasi geode I'm reading in your modding guide that not all aspects of the Java code are available in Lua**. Is there a place/way to actually see what has been specified for export by the Zomboid devs?
Rather than simply calling things in Lua and seeing if they return something workable
zombie/Lua/LuaManager.class is the file responsible for exposing java classes and global functions, have to sift through the decompiled source
its global functions and exposed classes, but not the methods inside those classes (you'd have to look at those individually)
I'm questioning, for example, that IsoRoom.getTileList returns a Vector<IsoGridSquare> but I didn't seem to be able to call size on it after retrieval
Since it's not a wrapped class, can I find what's available in the Lua from LuaManager?
I'm able to call IsoRoom.getSquares and successfully iterate over the members of that ArrayList, so I understand that interaction.
public Vector getTileList() {
return this.TileList;
}
this.setExposed(Vector.class);
its exposed
first block from IsoRoom.class, second block was from LuaManager.class
w/e methods Vector provides though you'd have to lookup... its java.util.Vector a standard java class so should be online documentation readily available
Right, and java.util.Vector does define a size() method
I'll dive back in and see what I might've mis-referenced or done wrong. Thanks for shedding light on the mechanics of it all.
ya once setExposed is called on a class kahlua should expose all public methods of that class automatically
And while I have you, is there a specific version of Lua to which the Kahlua interpreter is conforming?
Sometimes I see docs for newer versions of Lua and I'm not sure if their features are supported
I try to play a sound but there is no sound. I tried:
getPlayer():getEmitter():playSound("PagerSound"); or getPlayer():getEmitter():playSound("pagerMod.PagerSound");
And my .txt in script:
module pagerMod {
imports
{
Base
}
sound PagerSound {
category = pagerMod,
loop = false,
is3D = false,
clip {
file = media/sound/pagerMod/BeepSound.ogg,
distanceMin = 20,
distanceMax = 100,
}
}
}
The function is call, no error but no sound. Someone have an idea ?
Does anyone know how easy/hard it would be to translate this feature to say, the step van? https://steamcommunity.com/sharedfiles/filedetails/?id=2621971863
I feel like the step van should have this feature, especially company branded ones such as the distillery
Greetings. For loot spawning in containers, how does the game know to spawn loot in a given container? I use a mod that can copy a tile or container as admin and I wonder if I would need to copy settings that are on the container itself and if there would be a way to set this on a dedicated server in real time.
which is the step van?
anyone know if thereβs a way of hiding a recipe from the crafting menu even if itβs craftable?
Doesn't seem terribly complicated
is there a template/framework mod out there for cars?
Just realized my mod doesn't have a Workshop ID for some reason.
Do I have to take down the whole mod to fix that issue?
did it upload to the workshop jordan?
Yeah.
Notice there's no Workshop ID there?
I think I might have made a typo or something.
it should have created one for you.
I'm sure there is one. It's just not listed specially for my mod only unless I put it in the description.
check the workshop folder.
I only asked this because someone pointed out to me that I didn't have the Workshop ID in the desc
then it has an id.
Someone pointed out to me that there was no Workshop ID in the desc
hey guys. i was wondering if there's a mod out there that makes it so you need to use cash found in the game world to pump at gas stations? would be a nice difficulty bump while giving the cash item a use
lol
i use pretty much all of planetalgol's difficulty mods so i guess i'm out there seeking pain
I'm getting thousands of errors in my modded project zomboid save can someone help me figure out what's causing this?
probably items that are duplicate to other mods you are using
hello does anyone here know how to remove spawnpoints for mod maps? basically i want to put mod maps but spawn only in the 4 major cities.
this is for a dedicated server
Okay, so just trying to confirm I'm not insane
IsoRoom exposes public method getTileList
LuaManager calls setExposed on Vector.class
Attempt to pull it and iterate:
"attempted index: size of non-table: [] at KahluaThread.tableget line:1689"
Is there a way to autoreload changes in game, if I were modifying the ui is there a way to live update those changes or do I have to keep restarting the server / game
hi, what happens if i have my mod localy (devworkshop) and subscribe to it from steam workshop ? like do the Mod ID clashes ? do the method run twice ?
where is that called from?
i mean i can change what it says but it's not pulling my mowerblade item
it keeps adding a 1 at the end. whether it's an item in the game or not.
see?
a new baby out of spiffos workshop
https://steamcommunity.com/sharedfiles/filedetails/?id=2775860765
what's the difference in putting files in client vs server?
is there anywhere you'd recommend i check out to get a better understanding of that?
haha thx yes, damn it I missed that, well probably a bunch of typos.
FWolfe's Zomboid Modding Guide is invaluable https://github.com/FWolfe/Zomboid-Modding-Guide/blob/master/api/README.md
Did you figure this out? I've been staring at it for a few minutes & I don't see a problem so I'm interested
Nope
Seems to just mysteriously not work
It's like I was given a tostring representation of an empty Java collection
I assumed the string conversion occurs wherever the error message is created, you checked the type of tileList?
I haven't in the lua, call typeof?
looks like maybe type() instead
On the plus side, I did implement the ability to toggle options for searching:
is there a way to make the reload lua file run automatically after an update
Ooh, nice
in the F11 menu
Are you testing multiplayer functionality?
Yeees
This is correct btw, I think the result of print(type(tileList)) should be userdata
You are correct
LOG : General , 1646796814324> [ItemSearcher] - Type of tileList: userdata
Okay, well that's a good sign at least
How do I work with a userdata object?
I tried calling IsoRoom:getContainer as well, to avoid iterating over squares to find containers, but it seems to behave similarly -.-
It should work as you have it above, if its metatable is correct
I'll type up a snippet to to check
So, for comparison
local room = player:getSquare():getRoom();
print("Looking at room, name: " .. room:getName());
print("Type of tileList: " .. type(room:getTileList()));
print("Can we get the room containers directly?");
local roomContainers = room:getContainer();
print("Type of roomContainers: " .. type(roomContainers));
local roomContainerCount = roomContainers:size();
print("Purportedly size of " .. roomContainerCount .. " for roomContainers");
for x = 0, roomContainerCount - 1 do
local roomContainer = roomContainers:get(x);
print("Found a room container, of type: " .. roomContainer:getType());
local containerItems = roomContainer:getItems();
local num = containerItems:size();
for listIt = 0, num - 1 do
local containerItem = containerItems:get(listIt);
print("Found an item in the container, display name: " .. containerItem:getDisplayName() .. ", type: " .. containerItem:getType());
end
end
And here's looping over squares:
if room ~= nil then
print("We're inside a room we can check for other containers");
local roomContainers = {};
local squares = room:getSquares();
local squareCount = squares:size();
print("Squares (arraylist) size: " .. squareCount);
for i = 0, squareCount - 1 do
local square = squares:get(i);
local x = square:getX();
local y = square:getY();
-- *Should* be ignorable
local z = square:getZ();
print("Got square with x: " .. x .. ", y: " .. y .. ", z: " .. z);
local objs = square:getObjects();
for it = 0, objs:size() - 1 do
local obj = objs:get(it);
local objContainer = obj:getContainer();
if objContainer ~= nil then
print("Found a container in the square, of type: " .. objContainer:getType());
local containerItems = objContainer:getItems();
local num = containerItems:size();
for listIt = 0, num - 1 do
local containerItem = containerItems:get(listIt);
print("Found an item in the container, display name: " .. containerItem:getDisplayName() .. ", type: " .. containerItem:getType());
end
end
end
end
end
when I loop over the squares I can find containers and their objects without an issue
I appreciate you giving this a look! I've gotta turn in, but I'm hoping to find some time before work tomorrow to debug further π€
Okeydoke, goodnight! This is all you should need to check what's in the metatable:
local contents = {}
for i, v in pairs(getmetatable(tileList)) do
contents[#contents + 1] = tostring(i)
contents[#contents + 1] = ' = '
contents[#contents + 1] = tostring(v)
contents[#contents + 1] = '\n'
end
print(table.concat(contents))
- added
tostringcalls to be safe
hey, i have a question , you can modify loottable on any mods?
YEAH SON.
Might be a headache to fiz
But uh
Lawnmowers dont have 4 brakes
TOUGH.
They dont actually have any brakes
π
They have a transmission brake
Cus of the transfer case to the blades

Being pedantic is my specialty
Do you mean modify the loot tables of items added by mods?
yep
Which always bothers me about the ingame cars
That are very clearly like from the 70s
They shouldn't have like coilovers
They should have struts and shocks
Or even just leafsprings cus of cheap car designs
You'll have to check the mod to see which distribution tables it modifies, and then modify those tables again to have your desired values (or undo the changes, or whatever you're trying to do)
You could certainly do it dynamically, too, but that would be a bit more involved
If the mod adds items in a way other than distribution tables, you'll have to do something different such as potentially overriding functions, if they're exposed
if i change it , i cant connect to the server , error Definitions
So I've been searching around, but haven't found any leads. Does anyone know if it's possible to modify the power/noise radius of the generator?
can you not use car parts in crafting?
how to go about getting and saving a value for how many times a function has been called? if possible iβd like that value to be stored when the game is saved/server is closed. iβm also hoping for it to be saved for each player individually, as its iβm trying to achieve something along the lines of βstore how many times the player has crafted this recipe (calling the function), and have it be saved so each player has their own counted value.β
MAH QUESTIONS!
if you have a rolling error (repeating error), then yeah this will happen. Did you uncheck the "Break on error" box?
ah yeah I did
ISWorldMap is throwing errors
but not my mod itself I'm guessing that one is the problem
Does anyone know if theres a way to change how zombie vision affects when theres Heavy rain, morning cloudy days, pitch dark nights?
Hey does anyone have a good workshop collection ?
Theres a mod pack with some french name but looks solid, le gu something
Where can I find the correct key_codes? for OnKeyPressed
I use
if key == 24 then
but I just randomly tried them until I found one. I tried searching online but the numbers do not align with my numbers in-game
Have you checked if there's an enum-type that has things like Key.EnterKey ?
Yes https://legacy.lwjgl.org/javadoc/org/lwjgl/input/Keyboard.html
however I was wondering if they numbers are standardized from somewhere or unique to zomboid
So I would know what to search for the next time more or less
When I search for windoiws key codes tehy don't align with my 24 (o)
is that the alt key with numpad keycode? because that might be different from actual key
Have you looked at this one?
it seems to be similar, in structure to the keyboard you linked
but its in zomboid
You can add listeners to certain keys etc I think also
Okay that makes sense thanks
it does say "KEY_O" = 24 in that one
So might be something else that made it not work
I say use the Input class to add a listener for just the key you want is probably the best way to go about it
Otherwiser I think Input:isKeyPressed(int code)
Would be useful?
or this one isKeyDown(int code)
If you want to double check any key:
getKeyName(int code)
get the character representation of the key identified by the specified code
Apparently there just isn't any content
local room = player:getSquare():getRoom();
print("Looking at room, name: " .. room:getName());
local tileList = room:getTileList();
print("Type of tileList: " .. type(tileList));
local tileListContents = {};
for i, v in pairs(getmetatable(tileList)) do
tileListContents[#tileListContents + 1] = tostring(i);
tileListContents[#tileListContents + 1] = ' = ';
tileListContents[#tileListContents + 1] = tostring(v);
tileListContents[#tileListContents + 1] = '\n';
end
print(table.concat(tileListContents))
print("Can we get the room containers directly?");
LOG : General , 1646831197172> [ItemSearcher] - Type of tileList: userdata
LOG : General , 1646831197172> [ItemSearcher] -
LOG : General , 1646831197172> [ItemSearcher] - Can we get the room containers directly?
instead of using tometatable, did you try a normal for loop through the list?
for i=0, tileList:size()-1 do -- java lists index from 0, lua for loop is end inclusive
print("index: " .. i ... "contains: " .. tileList:get(i))
-- if tileList:get(i) contain an object it should print out an address to that object
end
That's what I tried originally.
You really should use Keyboard.KEY_??? instead of the number
The Indie Stone Forums
Just thought I'd share this with everyone. Comes in handy when working with the OnKeyPressed event:
Yes, to answer the question I raised:
No the key codes are not standardized across lua or coding.
Zomboid uses unique key numbers
https://projectzomboid.com/modding/zombie/iso/areas/IsoRoom.html IsoRoom has Squares as well
Correct me if I'm wrong
TileList returns a vector, but Squares returns a List
I mean I donβt mind if itβs French or not as long as it good
Yeah I can iterate over the result of getSquares without a problem
So I think you need to use Squares instead
It also has a "containers"
so you can getContainer()
to get a list of containers
yeah, and getContainer gives me the same problem as getTileList
It's a useless object
It never has any content I can iterate over
Well a regular for loop wouldn't execute if its size were 0
but I did also add an explicit if check
Currently I believe both getTileList and getContainer are broken
A lua loop would execute on i=0, 0
Right now I'm forced to call getSquares and then look for containers
I don't think you can do it any more efficient since getContainers doesn't seem to work
I'd check the size of it just in case though
sigh
If it did work, i don't know if it would work with containers added after map creation
like player added ones
Size ends up being zero: #mod_development message
Right now I'm testing within the house where my character spawned, so it's def not an issue of player-added content
Well then
Yes, it's a bit disheartening
Thing is, getContainers would perform the exact same work as your function does
So it's fine
Well, hopefully more efficiently
Well, you could cache it
Yeah I'm gonna have to keep doing tricks like that
It's fine, but this mod could take me half the time and be half the surface area if certain things worked π
haha
Are you also checking containers recursively?
Or does the search thing do that later as long as you know which squares/primarycontainers
Yeah, when I know which squares-with-containers/containers to work on, I check them recursively
I've been analyzing superb survivors, since you can command survivors to loot stuff out of a room
it looks like it uses the IsoBuilding:getDef() and then brute forces over squares based on those vlues
local bdef = self.Building:getDef()
local closestSoFar = 999
for z=2,0,-1 do
for x=bdef:getX()-2,(bdef:getX() + bdef:getW())+2 do
if(stoploop) then break end
for y=bdef:getY()-2,(bdef:getY() + bdef:getH())+2 do
Well that's an issue, that's worth a bug report
All of the Java to Lua types need metatables defined to function (I thought Kahlua created them automatically, but maybe not?)
Where/how can I submit that, #old_techsupport ?
On the forum, I believe
At least now it'll be a known issue, hopefully it can be fixed soon
Yesterday I searched for that function call in the base game Lua code & it doesn't seem to be used via Lua at all, so guess it wasn't caught
Yeah, and maybe I shouldn't even be trying to touch the Vector for the tile list
but definitely getContainer should work
I also haven't found any usages of IsoRoom.getContainer in the vanilla either
Might just be as simple as they thought it would be useful, but never got around to use it
π
Or make it for that matter
Very possible
getTileList is used in the Java source, probably the same for getContainer
Does this one not work either?
Oh, golly
heh
You are just not having the best of luck w this, lol
There is a resentful god looking down and frowning on my mod
The god of ignorance is not fond of your searching
I need an advise about this to act in the right way. Let's say that I intend to use in conjunction with the mod made by me, another mod made by someone else, for example. I set the mod not made by me as required/requirement and until here all is ok....but if I want to use the mod NOT made by me but with files that I HAVE modified myself ( Let's say for example that I do not like how much a certain item is resistant or I do not want to use a certain item included in the original mod NOT made by me ) do I have to request the permission to the original mod author or not in your opinion?
you want to know if you need permission to make a patch for an existing mod? while it's not TECHNICALLY required, it is good manners to ask. in modding and in life, if you have to question whether permission is needed, get it anyways.
If you still require the original mod that you did an extension on inside your mod, I think the requirement is enough?
More than a patch is that I do not like certain features contained in certain mods not made by me but that I would like use for mine or in other cases I'm interested in only certain items/features but not the complete mod. The " difficulty " is that certain mod authors not have discussions enabled in their mods or they do not accept friendship requests on Steam so I have no way to contact them but, at the same time, I do not want to " steal " the work of others. Said in brief I would like to act in the most possible correct way so to avoid unpleasent discussions or issues ( Thing that I really hate because I know how much work there is behind a mod, even if is hust a small one )
My general idea was that setting it as a requirement should be enough but I was not sure so better ask also the opinion of others
@hearty herald Sorry I haven't understood what you mean very well...What do you mean by link to mod and Like minimum?
You mean putting a like to the mod and a link to the mod page?
Yeah if you really can't require it and have to strip parts from it.
Best thing is obviously require
Does Maps/ISWorldMap.lua keep breaking on error for anyone else? Don't see anything on google about this
Ok sound fair let's hope when I'll release the mod to not start some WW4 modders war LOOOL π
but everytime I F-11 it's there
I don't have any mods installed, deleted the files and verified integrity of game cache on steam but it persists
Thanks guys for the tips π
so the mower is coming along great!
i've gotta finish up the blades today (check if they are installed and above 0% before doing any dmg)
Then i'm going to code it to add mower kills to your kills.
and then the ONLY THING LEFT....
animations.
lul, noticed this video 1 month later π https://youtu.be/azG0yXiwQI8
Dadge Steals RT Twin Turbo '91 - unique car with a inimitable design that has no analogues in the world and even in Japan.
Download mod at Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2743496289
You can supports us on Patreon: https://www.patreon.com/_tsar
And ko-fi donations: https://ko-fi.com/tsarmods
Only Tsar's Fans are he...
tsar ftw π₯
lul
Hello I am very new to modding, and I was wondering if anybody has advice on where to find resources for making IED / bomb mods for the game?
you could look at the rpg mod?
Where can I find the source code?
Completely inexperienced about using ModData. I'm making scales usable (and in the future, hiding the weight from the player info menu) and I would like to have the option to switch between metric and imperial, but the option isn't showing up. Anyone has any idea why?
The code:
if WeightScaleObject and WeightScaleObject:getModData() then
local ImperialUnitSystem = WeightScaleObject:getModData()["ImperialSystem"]
if ImperialUnitSystem == false then
context:addOption(getText("Change Measurement to Pounds"), worldobjects, WeightScaleObject)
ImperialUnitSystem = true
end
if ImperialUnitSystem == true then
context:addOption(getText("Change Measurement to Kilos"), worldobjects, WeightScaleObject)
ImperialUnitSystem = false
end
end
Can you please tell me if there are any methods for working with the chat? To create a console command, according to which a message will be written to the chat?
For example: /chat Nick MyText and this will be displayed in the game chat /all but in a certain color.
Have you looked at the vanilla code that controls the chat window?
It should be possible to hook into that functionality
It is written in Java, and in class files. Therefore, I'm not sure what to look at the vanilla game code is an option.
Or am I not looking in the right place...
Pretty much the core engine and game logic are in Java, and the rest of the game is implemented in the Lua
For example you'd want to look at media\lua\client\Chat\ISChat.lua
can any of you write vert shaders?
From this file, I realized that in theory the processGeneralMessage(Name, text) method is suitable for me if I understood the code correctly.
But I still donβt quite understand how to connect it with the console command and change the color? Through the usual RGB?
I don't see any way that accepts color info to change the output
@LuaMethod(
name = "processGeneralMessage",
global = true
)
public static void processGeneralMessage(String var0) {
if (var0 != null && !var0.isEmpty()) {
var0 = var0.trim();
ChatManager.getInstance().sendMessageToChat(ChatType.general, var0);
}
}
You might have to dig around for something more general
If you happen to know of a mod that does something similar to what you desire, it helps to look at those examples and see whether you want to do it that way, or tweak it
Alas, I didnβt see anything similar. I just wanted to develop the functionality of the discord bot through various custom commands. But apparently Iβm at a dead end)
In java class DiscordBot.this.sender.sendMessageFromDiscord(message.getAuthor().getName(), removeSmilesAndImages); have this method
Here is some analogue of this method I wanted to rewrite, or access it from the console.
Well perhaps someone else knows something, but I would agree, it doesn't look like it's exposed for use.
Well, yes, I understand that it should not logically be available, but it would be convenient to give players the opportunity to customize Discord bots.
I'll try to understand further, maybe I can find something, thanks
Oh yeah, I don't disagree with you at all
but I'm just a random schlub
Reporting what I observe π
@chrome egret By the way, in the Commander Roleplay fashion, I found it seems to be color transfer
processSayMessage(string.format("*%s* ** %s %s", "purple", Commandeer_RPName.getRPName(), param))
ah, good find!
Does anyone know if theres a way to change how zombie vision affects when theres Heavy rain, morning cloudy days, pitch dark nights?
anybody got all the jumpscare jingles saved or extracted? I'm a little out of time and I could not find them when I tried to search
those violin tunes that play when you spot a zombie
anyone know of a good mod for proper sawn off shotguns that I can put in a holster? I feel like the vanilla ones are lacking as they down't saw off the but of the gun and still need to be put on your back.
Is it possible to clone a container and keep its loot spawning capabilities on a live dedicated server?
Anyone available to help a complete novice in building a 'Chemical Storm' style mod?
Got some progress but its probably wrong and im struggling
Whatcha looking for help with? I do see a few syntax issues that would likely be tripping you up
Hey guys, just wanted to know is that possible to remove tp back feature of zombies? What im talking about is when zombies wanders too far away from it's chunk - it teleports back and doesnt care if player looking or not
I have very little experience with coding and basically none with LUA.
The aim of the mod is to have random chemical storms pop up from time to time that damage players.
Im Just working on implementation ATM, then imma work on protection, then ambience but I'm just really looking for some one to check over my work and tell me if I'm on the right track.
Anyone have any experience with tile overlays? I can't seem to get them to show up. I've got the lua script generated by TileZed in my mod, and all the sprites in place. It's for a moveable item ... a stove item to be precise (not sure it matters). The item shows up, and works as expected. Just can't seem to get the overlay to show up when its turned on.
It looks to me like you're on the right track, you just may not have all the pieces yet, and you are currently making some mistakes that would cause your script to break.
What would those mistakes be?
well assigning a boolean value to SCChemicalEvent.event in some places, but defining a function on it in others, ain't gonna work so hot
Your first function seems to be missing its name/args
can anyone name a weapon that uses the heavy animation?
Sledge?
Can I DM you to keep this channel clear?
Sure
it IS the sledge. eww.
Is there something that has to be done to allow opening the lua debugger and console in SP?
I have tried rebinding Toggle Lua Console to no avail
-debug
In game properties
Then open menu on f11, uncheck break on error and close it with f5
is there a way to change the intro message when you start up a game, I want to change it for my server
Sooo. Is there an TLOU-Mod out there? With the diffrent Zombies, thoses Spores, and everything?
Like
I want to make a The last of Us Playrun. But i need a lot of Stuff for that.
not yet
thereβs a mod that makes zombies evolve over time which can maybe feel like a last of us experience except it more feels like youβre playing for those 30 blanked out years in the first one rather than skipping to him being 40-60 or wtv
I got this idea yesterday, for a alternativ power insted of the generator, how about solar-/wind power???
I didn't see that π³π³π³
Going to get that later, work is calling
Solar panels are a great mod, just can be a little confusing when you place 8 panels but it says only 6 are connected
I'm trying to make a simple mod to craft metal drums, but I can't find the name for them :/
anyone know what their called? MetalDrum isn't the right one
I don't think thats right, i couldn't place that
the rain collector ones weight 10 lbs
their in vanilla
theres 6 of them at the military encampment
i just can't figure out what those ones are called :/
Hm, weird, that metal drum is the only relevant thing I see in the Items List Viewer
Some moveables don't have base items though, right? They're created on the fly as they are picked up?
Sounds like you know more about it than I do π but shouldn't there be an item that can be held in the inventory if it can be picked up?
I think a generic item is created, and then properties are applied to it to be added to the inventory.
Interesting
does anyone know how you would inject a new weather type into the climate scheduler?
Does anyone know a way to override local functiosn in antoher mod?
I tried requiring the file, but I don't think that allows me to access the stuff that was written as local XXX
If it's local, it's not exposed. You might have to replace it more whole-hog to make that available.
Is anyone having issues with Advanced G.E.A.R.?
Update 41.66 seems to have broken Tailoring Fix - from the comments I am led to believe that the AddXP() Function was changed to accept a different argument, is that the case and if so, where can I find what it was changed to?
Im assuming I would need to change this line
And potentially this one too
I imagine you would need to decompile the Java for AddXp.class to determine that.
Thanks, ill take a look!
Actually @dire hemlock - It might be in IsoGameCharacter.class. Still will need to decompile it to see the Java though.
Hey there!
Does somebody understand what I'm doing wrong in this code:
for playerIndex = 0, getNumActivePlayers()-1 do local player = getSpecificPlayer(playerIndex); for i = 0, player:getBodyDamage():getBodyParts():size() - 1 do local bodyPart = player:getBodyDamage():getBodyParts():get(i); if bodyPart:getWoundInfectionLevel() > 0 then if player:getBodyDamage():IsScratched(bodyPart) then <------ it fails here
The functions IsScratched, IsCut and IsWounded receives a BodyPartType (in the code the bodyPart variable) but I'm getting this lua error:
"ERROR: General , 1646938098350> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: No implementation found at MultiLuaJavaInvoker.call line:112.
ERROR: General , 1646938098350> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: No implementation found"
No implementation found basically, you passed it the wrong argument type (theres no implementation of IsScratched that accepts a BodyPart, only one that accepts a BodyPartType)
looping through the ArrayList returned by getBodyParts() is giving you a instance of BodyPart but BodyPartType is ment to be a enum value (such as BodyPartType.Hand_L)
if player:getBodyDamage():IsScratched(bodyPart:getType()) then might be a workable solution
Hmmm will try that!! this s... is confusing π
Yeap, it did worked! thanks again for saving me
That recipe doesn't really work in vanilla as it is tied to the scrapped smithing system. And yes, that item is supposed to be the one you get
yeah, should be easy to do
What's the problem here?
Mod suggestion: Making it so that you dont just phase through certain objects and can actually use them as furniture barricades cough ghost fridge
I assume you mean for windows?
Yeah
are there any mods to replace the music with some spooky shit
Yeah also having problem here, mod just won't show in the mod list even tho I am subscribed. Too bad the creator won't allow comments on his mods π
Mod wasn't even updated I don't get it
It load if you revert to 41.66.. no idea why it was working fine on .68 last night
Seems like the mod is using 9871 as a tile def and the latest unstable patch limited this to 8190 max. So the mod doesn't even load now. My game load fine with 41.66 tho π
Is there a simple way to create the metal drums that are in vanilla project zomboid? I couldn't find the name for them :(
hey guys, coming back with same question as before:
Is there any way to disable teleportation of zombies upon wandering to far from "home" chunk? I recently had a lot of moments when large hordes of zombies where disappearing from me and teleporting back to home chunk.
If someone want to see it themself - spawn horde at wreck congested interchange under Maldraugh and lead them towards rosewood. They will disappear at March Ridge entrance (zombies will stop, stutter and teleport back in home chunk)
Any way to create to create a mod to stop this behaviour of game?
I would sell my liver for a expanded errosion mod. (Not barricaded world)
Anyone know of a way to talk to outside applications from Lua, or do I need to start doing java also?
You can do it by txt output files
The item is Base.MetalDrum
Ok, nothing like a FIFO or socket available?
Does anyone has problem with "more traits" mod?
I'm hosting a local server (via in-game "host" menu, not dedicated) and my friend has a trait "antique collector", very rarely finds antique loot. The problem is, when my friend tries to pick this loot up, it disappears
Go to mod support
I used hack with get web data, but it's not easy
Aiteron is in the indie stone :O
Are there any hangups or tricks regarding requiring/deriving from particular existing Lua components?
I'm trying to derive from ISUI/AdminPanel/ISItemsListTable to avoid having to re-invent item display logic
require "ISUI/AdminPanel/ISItemsListTable"
SearchChoiceTable = ISItemsListTable:derive("SearchChoiceTable");
function SearchChoiceTable:clearList()
self.datas:removeChildren();
end
function SearchChoiceTable:new(x, y, width, height, playerNum)
local viewerFacsimile = {};
viewerFacsimile.playerSelect.selected = playerNum + 1;
local o = ISItemsListTable:new(x, y, width, height, viewerFacsimile);
setmetatable(o, self);
end
Unfortunately...
LOG : General , 1647029557386> -----------------------------------------
STACK TRACE
-----------------------------------------
function: new -- file: SearchChoiceTable.lua line # 11
function: createChildren -- file: ItemSearchPanel.lua line # 152
function: instantiate -- file: ISUIElement.lua line # 653
function: addToUIManager -- file: ISUIElement.lua line # 1009
function: onCustomUIKeyPressed -- file: ItemSearchPanel.lua line # 568
LOG : General , 1647029557388> attempted index of non-table
LOG : General , 1647029557634> creating new sourcewindow: C:/Users/mgrim/Zomboid/mods/pz-item-searcher/media/lua/client/SearchChoiceTable.lua
Or if anyone knows an easier path for displaying an item choice (I'd like the user to click through which of several items with the same display name they'd like to find), I wouldn't mind that either.
Very slick!
thanks
hmm
I switched my SearchChoiceTable over to deriving from ISPanel and am hitting the same error
so it seems I must be doing something fundamentally wrong
Line 11 says
viewerFacsimile.playerSelect.selected = playerNum + 1;
When viewerFacsimile is just {}.
I don't think that should be a problem for Lua assignment
but in any case I'm not using that var anymore
So viewerFacsimile.playerSelect is the non-table referred to by attempted index of non-table
live vicariously through me
|:
Ripped off ISItemsTableList to show overlapping items of the display name searched:
what do vehicle masks do?
they define regions of the car body for rust/damage/blood
you could probably look at the foraging code
i have no idea what that code looks like but its a place to start.. since foraging has a mechanic that causes items to appear you can attach an audio cue to that maybe
Is there a method by which one could add new blood locations for modded clothing items?
I know I can have it cover multiple categories by separating a few with semicolons, but I can't seem to get an armor that covers just the torso and groin, if that makes sense.
is there a mod that removes this field of view thing
So if i wanna make a co-op game. I wanna add loads of mods. But that means i have to collect all the workshop/mod codes. and but them in by hand. Like 100+ mods. is there a easier way to import my mods in a server that i host?
what IDE would you guys recommend for LUA development?
I use IntelliJ and on occasion VSCode.
Yeah, I use IntelliJ to look at the Java and VS Code for all the Lua
Got scared for a moment.
One of my music packs were seemingly taken down.
Workshop's just acting up.
Still can't access it though.
Hope it's not some copyright bullshit.
I had this same problem with antiques and loot in the trash. I found you can circumvent this by putting the object on the ground first.
True chad
And how would i go about making a mod?
As i cant find a up to date guide
ay ima ask for a suggestion ripped skinny jeans if im finna be killing zomboies i wanna be dripped out
get normal jeans and rip them
how you do dat
Get holes on them?
π¨βπ¦²
so i figured id give intellij a try but i must be dumb because i can't get this setup right.. im trying to follow this guide:
https://github.com/Konijima/PZ-Libraries/blob/Tutorial/README.md
but running into a wall step 5, because theres no instructions on decompile... so i found this for decompile:
https://steamcommunity.com/sharedfiles/filedetails/?id=2748451514
and I got it decompiled per those second instructions, but this doesnt seem to include any jars either for the later steps in the first guide. I am stumped at this point. What do I need to do?
I ran into that same issue
The jars are built by a whole 'nother solution it assumes you've used
But if all you want is it use it to look at the decompiled Java, it has no problem with that
That's what I've done so far, as I haven't needed the full support
what a terrible guide then lol
I figured i would set it up to get the intellisense stuff or whatever
I think Capsid is what you want to get all the bells and whistles - https://github.com/pzstorm/capsid
it has gradle tasks for generating that stuff
π
Weeks into my Item Searcher mod, that's too relevant
Does anyone know whether it's generally a better practice to create one long-lived TimedAction or progressively queue multiple TimedActions?
I would presume the latter but this is my first time delving into creating and queuing them
Is it possible to make a distribution based on the building ID so that items are only spawned in that specific building? I got the building IDs I need just not sure how to implement it. Unfortunately, using roomDefs wont work in this case because the defined rooms are too generic. The only other option I can think of would be to redefine rooms on the map with a custom roomdef, but i'm not sure how that would work either.
so fucking true
It's possible, I did that in my AuthenticZ mod with a costume store. Its a bit convoluted, I had to redefine a loot zone and you need a good understanding of how every part of the loot distribution works because you will be making your own if you go down my route.
any bank system mods, and door lock mods like for keys you can make keys for doors or something
Well, no, just mentioning it without going too deep into the weeds of the details. I was only answering the "Is it possible" part.
how did you go about redefining the loot zone?
i see this line in your objects.lua file:
{ name = "AZCostumeShop", type = "LootZone", x = 12566, y = 1320, z = 0, width = 19, height = 19}, --Costume Shop in LV (90s shop)
So I'm assuming I need to get the coords of the build or zone i want to define and put my own entry there? I dont really see where you did your roomdefs tho if you even did any of that
oh wait i found it, AuthenticZ_zones.lua
well, I re-used the roomdefs in that building
I don't know of a way to add roomdefs in a building
certainly that type of knowledge would be useful, I would like to make a patch mod on the Raven Creek map that has missing room definitions in some of its buildings
put to give you more details on what I did, look in the distribution files I made, two of them are dedicated towards the costume store
Ohh if I understant correctly you reused the roomdefs but had them point to your own unique distribition list instead of the vanilla list (but only for that location)? that will actually work perfectly for me
When most of you are modding
coding, do you do it from a dedicated server?
I guess in retrospect it would be nice to restart the server and connect to it from the client as opposed to restarting the client each time
Is there a way to modify the range of a processSayMessage()?
(Moved here from mod_support)
Hey guys, I'm sure this question pops up a lot, but i didn't find any answer while searching messages on here. I'm adding a few mods to my dedicated server that i want to spawn in manually when needed. I'm familiar with modding and from what I've understood, all you'd really have to do is modify the: distributions, as well as procedural and vehicle distributions lua files (+ any other related ones) and tweak accordingly, then have your patch load after said mod. However, last time I tried that I still had said items spawning, any ideas on what I could've done wrong? I just want to make sure so I don't have to reboot a bunch of times.
Certain mods may spawn items via manual calls to spawn those items in some cases. I believe a use case for that would be spawning multiple items. If the mod is doing that, the usual method of changing the distributions wouldn't work for preventing spawns
As for an actual solution, it depends. If the spawning occurs in a function in the mod you've access to (i.e. not a local function), you could overwrite it to not do that
Okay, so I just wasn't thorough enough. Thank you, just wanted to double check with some more experienced folk.
Am I the only one that feels like reloading Lua mods in 41.66 is way longer than 41.65 ?
Not easy is better than not possible. Thanks.
Is there a common piece of software people use for capturing short GIFs of the game?
nvm, I found something that works for me
Are there any mods for the last stand gamemode?
Anyone need help with a mod i can help with most stuff just not coding
Is there a way to insert breakpoint into the code though the lua file, rather than through debug? Im trying to look at some code that runs super early, during OnCreateUI, but I cant place the breakpoint until after that is already over
Maybe use print? Or method breakpoint()
thanks, Ill try the breakpoint() next time. Managed to guess my way into figuring out the problem this time π
Anyone got a resource to explain how right click context works
What are you after? Usually the first step is to look at vanilla code that does what you want, or something similar.
So you might start by looking at ISInventoryPaneContextMenu
Words seen in the game are in the translation files in lua\shared\translate. You can then have something like notepad++ search files for mentions of the code-names of the words.
Yellow just means they're a dependency. Everythings fine!
ooooooooooooooooooooooooooooo thats what that means
thank you
I want to set it up so that I can right click on an item in my inventory and it will play audio - so like a play button function
yo blair, nice work on those syringes man
post that in mod_support this channel is for making mods
Yeah I think I've pointed you in the right place for that purpose. Check out the createMenu function and how it currently works
There may be a simpler example, but that's a very fleshed-out example of adding context menu options
what do yall think of a mod to make a buildale wall high wooden crate 2 wide 3 hight can contain 300kg ? or at least 1x3 hold 150kg ... it will really help sorting items
@weary matrix would u make this?
Okay, so it has nothing to do with the error popping up
@late hound in your AZ_distributions file, what does the 2 mean when you do the table insert?
table.insert(Distributions, 2, AZ_ClothingStore_distributionTable);
I do not remember
I think I was testing out different numbers and just left it as that after not seeing results
table.insert(Distributions, 1, distributionTable);
Vanilla file uses this line
its a index position
ie: table.insert(Distributions, 1, distributionTable); << insert distributionTable into the Distributions table at position 1
Hi I just started playing project zomboid and I want to create a public Silent Hill server, I have encountered a problem where I cannot seem to get infinite fog to work.
Does anyone know how I can fix that? π Thanks
anyone know why the blood on a car would be black instead of red?
Did you find ? I can send you how I do it
Randomly curious, but does anyone know of a place where people might accept commissions to have clothing mods created for PZ?
what are you wanting?
Just some custom coloured clothes, some vests and maybe helmets. For a faction on a semi-roleplay server.
get me a list of what you want.
Sure, am I good to DM you?
Hi, is there any solid documentation for mods makers?
Is there a quick way to reload textures in game? Clothes and skins specifically.
is there a way to make a mod load after another one without making a dependency? I am trying to overwrite a vanilla lua function, but there is another mod also overwriting the same function. Because of this I can't really use a require statement, because unfortunately the other mod is replacing the vanilla file entirely, rather than just modifying the function. or would making the require statement still make sure my code is executed after all of them are loaded
Found the method but no haven't been able to get it to work yet if you javelin an example or something that would be amazing
If you use the Mod Manager (https://steamcommunity.com/sharedfiles/filedetails/?id=2694448564)
You can set the load order in the mod screen.
Good variant - decompiled java code of the game
sure, but I was hoping for a method in the code, since if the user isnt using this/controlling loading order, it wont be loaded correctly. Was hoping for a solution that doesnt require the user to know about the load order issue, and have to manually correct it
local function openPager(_, item, player)
-- Code here
end
local function PagerMod_OnFillInventoryObjectContextMenu(_player, context, items)
local player = getSpecificPlayer(_player)
local items2 = items[1].items
local item
if items2 == nil then
item = items[1]
else
item = items2[1]
end
if item:getType() == 'Pager' then
context:addOption("Open pager", worldobjects, openPager, item, player);
end
end
Events.OnFillInventoryObjectContextMenu.Add(PagerMod_OnFillInventoryObjectContextMenu);
You lucky I just start my PC, that an example of my pager mod
Ah I see. I'm not sure how to go about that, generally I'd do like so many other modders and just put up a disclaimer. Ofc some people just never read.
Maybe there's some way to have a patch in your mod, then have that activate on top if your mod notices a known conflicting mod? Are there some specific mods that you know conflict or is it just in general? Cause that might make it harder.
yeah I think what I might do is make a function to execute the function overwriting, then put the function into OnGameStart. I think that will work, as I assume everything will have been loaded by then
Why do you need to override a function?
pz dumps all lua files into a map (including vanilla and mod files), then loads shared, client and finally server...working through the directories in a alphabetical order..so any concept of load order is artificial and pointless, unless 2 files have the same name and path
Cool I'll give that a try, thanks!
actually, ignore this. relooking at the logs this may no longer be entirely true (outdated info). think i need to do some investigation and refresh my knowledge on this area
ah nope still relevant. just loading all vanilla first. mod order doesnt matter for lua except when replacing whole files
whats the best NPC mod
Hey, does anyone know if the Better Lockpicking mod works for the current patch?
Looking at other mods I`ve created mod that has 1 script items.txt and tweaked some shotgun values. Why it doesent replace shotgun in my game when I apply mod?
hey all, is there a global or method that I can use to detect if the server is a DEDICATED SERVER? So not singleplayer or co-op
found getCore():isDedicated()
Do we have any idea how much the new updated has fucked up modded item spawning?
right, but my understanding is that you can force a file to be loaded before another by using the require statement making that code wait until the file is loaded in. My issue was that the file was being provided by vanilla, and by a mod. So I dont know the specifics of the require, whether it would be fulfilled immediately since the the vanilla one is already loaded, or if it would also wait for the moded file to be loaded as well
latest updates should not do that, since the deletion of tables has stopped
ah, well as i mentioned the file names and paths are dumped into a 'active file map', essentially the map uses the media/lua/path as the key, and the absolute path as the value....so when it parses the mod directories, any file that replaces a vanilla one changes the value in the map (thus ensuring the vanilla one wont get loaded)
I should probably recheck to confirm but i'd assume at this point any require statement should pull in the replacement file instead of the original
as it parses the directories and builds the file map before actually doing any of the loading
i think at this point though the require would be redundant. the vanilla files (or replacements) should be loaded before additional mod files (unless the require is also in a replaced vanilla)
is this a safe way to save + quit the server?
local function rebootServer()
print("[UpdatePlz] Saving...")
saveGame()
print("[UpdatePlz] Quitting...")
getCore():quit()
end
So far I have found one mod that made the error message pop.
So far it's the costuming bag mod
when i enable a mod using mod manger (server) most of them stay enabled but a few of them refuse too
and its the same few every time
anyone using the crossbow mod (lactose) got problems with the reloading sound?
i want to kiss you on the mouth
are you bitten?
yeah but by a raccoon
anyone have an example of a mod using drop down sandbox options?
what kind of issue? I hear a sound when I reload
Yall got any mods for well building?
Excluding hydrocraft or whatever it's called again
how do i "edit the map"
kinda wondering
could u do it in the debug mode
or is there a software
awh
@wise remnant didn't the example you sent me have this?
dont know what happened but cant hear it anymore, used to hear it
Is there any information that can be used as an ID to uniquely identify the IsoPlayer?
I want to persist data for each character in ModData, but I can't find any data that will be universally unique.
For example, the value of IsoPlayer#getID changes with each login, even for the same character.
Worst case scenario, I'm thinking of using "character name + creation date" to make it unique, but is there a smarter way?
Hi, is there any weapon script parameter to remove flash from shooting?
There is getSteamID which I believe will populate with a users Steam ID. Though I believe it defaults to 0, so not sure what all situations it is populated.
I tried it, but it seemed to return 0.
Even if a value is returned, it is the value of the real player,
and I think it's not used to identify the character in the saved data.
Anyway, thanks for your reply.
Thank you. I believe it is the process of creating a unique ID, a GUID so to speak.
Sorry for my poor explanation, but what I want to do is "get a unique and immutable value for the in-game character, no matter when it is executed" IsoPlayer's getID and hashCode didn't help because they were not immutable.
why don't save this id in moddata?
UUID is same GUID
any chance better towing is gonna get fixed? lol
Suppose character A issues a UUID and registers it in ModData. The next time Character A logs in again and accesses the ModData, how will he know the UUID he registered?
character:getModData().ID
I can't seem to hook into reloading for the life of me. The OnPressReloadButton event appears to not fire. Overriding functions in ISReloadable/ISReloadableMagazine/ISReloadableWeapon/ISSemiAutoWeapon/ISShotgunWeapon/ISReloadUtil does nuthin, am I doing something dumb? File is in media/lua/shared/blah.lua
maybe ISReloadUtil in client or server folder?
thanks, looks like ISReloadUtil does something!
I did not know about Character:getModData. So this is ModData per character?
If so, there is no need to go to the trouble of identifying ModData per character, and no need for UUIDs.
Thanks, I will give it a try.
yep. Moddata per character
nevermind, that did not appear to work. does the shared folder not just load scripts into both the server+client states? or is putting a file in the shared folder actually different to putting the same file in both client/server
and does PZ use prediction? e.g. if I want to change some behaviour, should I do it both in server and client state or is just one realm OK?
Exist some folder load order. I dont remember order, something like: all files from shared folder (game + mods files), then server then client
So if file that you want override in client folder, need create mod file with needed function in media/lua/client/blah.lua
Thank you, putting stuff in the client folder has worked.
Thank you very much, it was very simple to achieve what I wanted to do with character:getModData.
It's embarrassing how much I didn't know!
By the way, I have been using Global ModData (so I was trying to identify each character by its UUID),
and Global ModData can be viewed in GUI in debug mode, but is there any way to view this per-character ModData?
Worst case scenario, I could check at breakpoints.
those files are outdated, leftover junk from build 40-...its all handled through stuff in the client/timedactions folder
thank you, I've found the right place to be overriding now :D
hmm, ok so from what I understand since the mod was entirely overwriting a vanilla file, that file, even though it was originally from a mod, would be loaded in the normal order with all the vanilla stuff. I think I understand now. Thanks alot for your help!
Is it possible to get this mod, though then disable some of the weapons in the config file do you reckon?
Is there a way to control the range of chat messages?
so I could decrease how far a say message goeds
As i know, don't exist tool for check player moddata
Thanks ! I'll check with break-point !
has anyone produced or seen a list of used tile definitions?
i tried overwriting the log stack recipe so it can be done from the floor. but now i have 2 recipes. do i need to do more then "override:true,"?
recipe Make Two-Log Stack { Log=2, [Recipe.GetItemTypes.CraftLogStack]=2, Result:LogStacks2, Time:60.0, Override:true, CanBeDoneFromFloor:true, Category:Carpentry, OnCreate:Recipe.OnCreate.CreateLogStack, OnGiveXP:Recipe.OnGiveXP.None, Sound:LogAddToStack, }
I know ive asked this before but ive never gotten like an answer, how would one add new zombie "outfits" (sets of vanilla clothes they can spawn wearing) and how would someone change where certain zombie variants spawn (i.e army zombies, police zombies)
i would look at the mod Authentic z. it has achieved that quite well. maybe you can work it out by looking at their code
I guess I'll try here, since it seems that ppl in the general chat does not care about helping other community member with potential technical problems.
I've been confronted with an issue, or maybe not, I do feel like a BIG, even a HUGE difference between playing with a shotgun in solo game and on a dedicated server ?
well there are many reasons. server settings, server mods even the way servers handle combat is different from solo. you can shove a zombie much further in solo than multiplayer. its to help reduce lag afaik
Found the issue: I was not in the base module but inside my mod module that importet base
right way to do it:
module Base
{
recipe Make Two-Log Stack
{
Log=2,
[Recipe.GetItemTypes.CraftLogStack]=2,
Result:LogStacks2,
Time:60.0,
Override:true,
CanBeDoneFromFloor:true,
Category:Carpentry,
OnCreate:Recipe.OnCreate.CreateLogStack,
OnGiveXP:Recipe.OnGiveXP.None,
Sound:LogAddToStack,
}}
How do beta blockers work?
And how does the game check for them being used?
they rapidly increase the rate at which panic falls. IsoGameCharacter has 2 methods getBetaEffect() (strength of the effect, i believe its a fixed value when in use) and getBetaDelta() (time remaining)
Help! Can I make it so that after a while one object is replaced by another?
let's say the board in a week will become scrap wood ?
I don't even know how exactly it works behind the scenes, but food spoils after a certain amount of time, not sure how well it would translate to other objects, or if a rotten apple (for example) is technically a different item from a fresh apple or if it's just a change in its variables. If you can use the same thing on non-food objects, I'd bet it's a way to go about it.
Thankie, noticed AFTER I posted here so was typing one up there.
Np man it happens
Hmmm, yeah it must be something on your end since I can hear it. I tried it on the newest build 41.68, is that the build you are using? Its currently the default build, so if you haven't changed it then it would be 41.68
i would check for game updates and then if that doesn't work try uninstalling and reinstalling the mod, maybe the audio file got corrupted or something.
there is this really old code made by nolan called the timetracker. You can see an example of that code being used inside Hydrocraft. Using timetracker you use a table that gives default values for the lifetime an item exists before being converted to another item defined in the same table
Guys, do you know if there's any way to make the vehicles respawn in the map? it doesn't matter if the old ones are wiped...
Context: My friends and i have been playing non-stop for the last 2 months and we have huge bases around Louisville that we defend during the nights BUT, Tsar's Motorcycle mod just came out and being that we all have our own Harleys irl, we are really looking for options right now.
PD: We have explored every town in the map, and almost all of Louisville (not looted, just explored).
What are the best mods you can get?
I believe the only way to do that is resetting chunks on the map. That will basically make those areas like you never explored them, resetting items/etc. I don't really know HOW to do that but I have seen some people post utilities to do it. I've never done it, and not sure how well those work so I'll refrain from posting them. π
yes 41.68, just had an update I wonder if its fixed now
the only way i know its by deleting the map_X_Y.bin, but that only affects Loot, it doesn't seem to affect cars.
Are you the meme Artist grafo?
yeah just tested again, and reloading sound is not working, wonder what it is
Nice to meet you lol
is there any mods that will totally remove all zombies and stop them from spawning, im on a dedicated server on nitrado and i can stop them from respawning however when the map is initially started zombies spawn in. if there isn't is there a modder that could create something like this if i paid them?
where should i go to learn how to mod for this game? I have some cool ideas i wanna try bring to lifee
One thing you could do is put zomboid modding into a search engine. You could also get notepad++ which can search all files in a folder for a certain thing. You could look at the game's lua to see how they have coded it so you have an idea of how to modify it to do what you want, or you could look at mods to see how they do what they do. The game has UI text in lua\shared\translate.
I don't know about removing existing zombies but there's an option for when you create a world to just not have zombies spawn by turning the population to 0
the issue was on a dedicated server. you don't have those options i don't think its possible. only with external mods
Excuse me people exist a mod that conver brita backpacks into upgradeable by authentic z backpacks? I'm looking for mods similar to authentic z backpack but they work with brita 
Hello i apologize if this is the wrong channel for this but im hosting a server for me and my friend and inside the steam workshop tab inside the settings for host it just has numbers it never did this how can i make it so i see the names?
does anyone have a boilerplate for a Spiffo Plush? making a kerbal space program thingy
thanks
Hey guys trying to figure out how we add all chat and choosing spawn on our server, is it a mod or a command for admin too alter?
Is the Zomboid modding platform flexible enough to create sprites for farm animals and give them behavior like NPCs?
I donβt mean like hydrocraft where animals are inanimate objects, nor Superb Survivors where NPCs use player sprites, but a cross between them where the NPCs can be given custom sprites and custom interactions.
I want to get into Zomboid modding, but donβt want to set myself up for failure by attempting a mod that isnβt practical with the available tools.
Probably hard to tell until the actual npc update comes out
make it easier for yourself. subscribe to mod manager and mod manager server. enable the in the mods menu from the main menu. when it reloads the mods tab will have aditional options and a button specifically for server
to enable spawning on modded maps you need to add the regions to the map(?) tab. make sure muldragh, KY is moved to the bottom of that list
right now no. Devs are planing to implement animals as npc's in future builds
Any modders looking to make some money let me know, I need some UI based systems built I guess thatβs what theyβd be called for a multiplayer server they wouldnβt havent to be pretty or anything just simple menus players can use. Iβll get back with you throughout the day if you pm me.
Anybody know where the textures for the actual map are in the game data?
Those are the textures used for the in-game map right? (as opposed to the sprites which make up the map used on the website)
The one you view in-game, when pressing "m"
Ah I see, that makes sense. So I suppose I could parse the lotheader/lotpack files and generate it from there
That's great, thanks
Oh even easier
I don't - that's why I'm asking :). I've got a discord bot for my dedicated server, and I'm wanting to generate images of the map for a given position
Yeah
this one
So yeah looks like worldmap.xml has the info needed to generate it
What do you mean the last map change? If I'm loading from the game data files shouldn't that always match up with what's been loaded in-game?
And cells are what's in the lotpack files right?
Yeah I'd only need to load a subset
Yeah so that's the path I was originally going down I think, was just looking for the map textures to associate with the tiles, but if they're just polys I should be able to generate those
guys how many max polygon numbers allowed in Project Zomboid?
is there a mod allowing to paint pre-built walls? im about to move into an apartment and i dont like the wall colors, and it would be really annoying to have to level up my carpentry just so i can paint
Any idea how out of date the xml file is? the PNG's I'm generating from it look pretty much identical to what I'm seeing in-game
Not using mods at the mo so that's fine, can look at mod support in future
is this place appropriate to talk about balancing of a mod I'm making?
I know its for feedback and help modding but when the subject is about balancing idk if its the appropriate place
anyone know of a mod that changes sawn off weapons so that the barrel and the stock is removed and makes them perform more like pistols and can be holstered.
I'm basically looking to o carry one as a side arm mad max style
Not a huge fan of how they are implemented in vanilla
i think you model the sawn off shotgun into pistol type.
I'm asking if there is already a mod that does something like this
nope.
damn
yeah there is
Btw maybe i can implement it on my mod
I thought this one would but the shotgun I found seems to be unchanged https://steamcommunity.com/sharedfiles/filedetails/?id=2020440975
what mod?
it would be really nice
my mod im working right now
What else is the mod gonna do? is it a weapon mod
yes. im making more firearms and also the ability to be customize like in tarkov.
oh, nice
than yea that would be a really good fit
I just don't really see the point of sawn off weapons in the game atm. Like for a shotty it increases the spread and reduces the carry weight a bit but you still takes your back slot which stops you from carrying a 2 hand weapon. I always look at sawn offs as more of a secondary
but im making some firearms first then the firearms mods.
looks good
thats a G3A3 Rifle.
gonna take the ok hand as a "yes it can be for balance"
would like to know people's thoughts on this trait and how many points should it give, the +18 is placeholder
the main gimmick is the requirement of a resource or collapse happens, you could treat it as insulin if its hard to picture that
@jagged fulcrum working pretty well, thanks for the help!
that's balance if the hormones drug is slightly rare to find.
its more of a complex system, pills are somewhat common to find in anything medical, syringes are rare but offer a much longer sustainability
I looked into many modded traits to try and decide, my friend argues that "this is literally a trait that will kill you"
I looked at schizophrenia, blind, and opiod addict from immersive meds
yes like the alcoholic trait. in more traits mod but you can find more beers so it's not balance.
