#mod_development

1 messages Β· Page 531 of 1

hearty herald
#
-- 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, 
    }
}
crimson spindle
#

thanks a lot that looks exactly like what i was thinking I would need to do

hearty herald
#

Atleast I think thats what you should do, please test it πŸ˜‚

#

You can probably check in debug or something what roomtype etc you're currently in

crimson spindle
#

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

hearty herald
#

Well, one method would be to go into mapmaking and just edit that building's area I guess

#

πŸ˜‚

#

Kind of destructive tho

faint jewel
#

anyone?

drifting ore
#

What you mean ?

winged pebble
#

@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

faint jewel
#

none of the stuff on the right, wants to light up it's status icon on the left

vivid flare
#

but the mask files are there and named correctly?

#

you could try the mechanics interface editor in our rotators lib

faint jewel
#

oh how would i access that?

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(i have the lib for the w900)

#

@vivid flare ?

vivid flare
#

there is a piece of script code you have to add first

faint jewel
#

okay?

vivid flare
#
    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

faint jewel
#

the light semi doesn't have suspension and brakes?

vivid flare
#

yeah. good catch. looks like someone failed with copy&paste

faint jewel
#

XD

#

my luk.

#

luck*

vivid flare
#

actually wait, that's not correct

#

it works fine

faint jewel
vivid flare
#

works fine for me

faint jewel
#

wth

vivid flare
#

are you testing with other mods active?

#

maybe something is breaking your mechanics interface

faint jewel
#

the best of of that is... "but what though..."

vivid flare
#

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

faint jewel
#

in debug mode.

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no saves that matter.

vivid flare
#

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 :>

faint jewel
#

sumbitch

vivid flare
#

how did you fix it

faint jewel
#

turned off all the mods.

vivid flare
#

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 πŸ˜„

faint jewel
#

uhhhhhhhhhhh

#

that is a VERY large list... lol

vivid flare
#

do 50% first

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then the next 50%, etc. is fastest way

hearty herald
#

Binarysearching your mods kek

fringe ridge
#

disabling half of them from the start does cut the search in half, makes it less tedious

hearty herald
#

Or if you have an idea of what type of mod you can do it targeted from the start

fringe ridge
#

prolly vehicle related ones if i had to take a guess

hearty herald
#

Just disable everything that isn't vehicle related

#

See if it still happens

fringe ridge
#

autotsar's library maybe for example

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(if that's enabled)

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unless ofc it's used to make the vehicle (i'm no pro)

vivid flare
#

always best to make mods without any other mods enabled

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then later check with other mods that everything works

fringe ridge
#

yup

vivid flare
#

we found a few issues in other mods while working on our stuff.

fringe ridge
#

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

faint jewel
#

wooo mower stunting.

fringe ridge
#

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

faint jewel
#

is it possible to get the .x animations into blender?

dawn lynx
#
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?
nimble spoke
#

Because weight for those is calculated after the base value, by different methods

#

placeables get their weight from their tile properties when picked up

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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

dawn lynx
faint jewel
#

that makes me happy.

nimble spoke
#

Where in the folders is your code? Shared?

dawn lynx
fleet snow
#

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

lusty nebula
#

@fleet snow Dunno about specific player but about specific areas you can use triggers I presume

fleet snow
#

im like Homer Simpson at nuclear power plant when im pressing buttons in debug mode on my server

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also for some reason when im doing vehicle stories

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they became un-interactable

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guess inner admin and debug menus conflict

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(cheat vehicle set to false)

lusty nebula
#

I play only Sp so you have to wait for MP guru to help you I guess πŸ˜„

fleet snow
fleet snow
#

Expanded Helicopter Events

lusty nebula
#

Expanded elicopter events

fleet snow
#

E - H - E

drifting ore
#

You can trigger event

fleet snow
#

you cant trigger it on specific player

fleet snow
lusty nebula
#

I think that if you use the twich thing you can

fleet snow
#

in FaQ it said it is still random

#

means ye, it gonna trigger event

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but it is gonna be random player

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since mod itself is created for SP

drifting ore
#

On specific player in what way ? You can just check the steamID or something like that

fleet snow
#

dude

#

i know about that

#

but

#

you cant trigger expanded helicopter event on specific player via ID

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or anything

#

there is simply no option

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it is not vanilla helicopter event command

lusty nebula
#

but you can create a script that you can launch when you want to call the eli event πŸ˜‰

fleet snow
#

61fef119fdbaf909 it is already created

#

i just want to modify it

#

so it can target X player

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or atleast just spawn in their area

drifting ore
fleet snow
lusty nebula
#

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

fleet snow
#

ye, problem is idk how

#

it is possible 100% because standart call command looks for playerID of caller

little vessel
#

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);
lusty nebula
#

did you try using a different event?

little vessel
#

Different from OnFillWorldObjectContextMenu? Nope.

drifting ore
drifting ore
drifting ore
#

Give me a sec, I send you that

fleet snow
#

i literally made it as simple as possible, so it would remove any missunderstanding

drifting ore
#

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

fleet snow
#

??
well guess now im the one who cant uderstand, anyways let's move on, this is not drama channel

drifting ore
#

Then getSprite() and everything is for object2

lusty nebula
#

Anyone of you knows where the file that handles the credits displayed in the main menu is located?

chrome egret
#

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

undone crag
chrome egret
#

You're not required to like and favorite it.

#

What would you like to see improved about it?

little vessel
faint jewel
#

new GoKart Update incoming.... πŸ˜„ new shadow and new mechanics ui.

drifting ore
#

But if you use it, a like is fair to me. But you don't NEED to

undone crag
#

Yes the gif command me to obedience and I rebelled.

drifting ore
#

No it's just to remember people to do it

undone crag
#

You can not rob me of my dissidence!

fleet snow
#

sorry for being afk

#

Thank you!

chrome egret
#

np, hope that helps. If you need more assistance, there are a good few of us checking this channel regularly

faint jewel
#

@vivid flare you around?

fleet snow
#

oh, while you here. Is there any way to reset schedule of those events?

#

from expanded helicopters ones

round zenith
#

Anyone know how to resolve my model showing upside down when drinking but is fine when being placed in game?

chrome egret
nimble spoke
round zenith
novel heron
#

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

faint jewel
#

learn lua.

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find a mod you like and deconstruct it

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start small.

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work your way up.

novel heron
#

Okey I'll start learning Lua thx!

chilly beacon
#

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?

faint jewel
#

is it a vanilla car or modded?

chilly beacon
#

vanilla car

faint jewel
#

the just copy the script add your skin and make the texture

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done.

chilly beacon
#

which script is it? dont have zomboid on this computer

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better put, where sould i find the script. thats a smarter question

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something like /media/vehicles?

faint jewel
#

media\scripts\vehicles\

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pick your car and copypasta the.txt to a new folder.

undone crag
#

That scale would ideally be calibrated.

faint jewel
#

?

undone crag
#

The scale of 1 to 10

faint jewel
#

oh

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it also depends oh how well you can weigh.

chilly beacon
#

oh, hah

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yeh 1 is "just copy paste a file" and 10 is "youre gunna have to remodel the entire damn thing, learn blender lmao"

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so its like, a 2. copy paste a file and edit the texture in gimp

chilly beacon
#

is there a way to see how the texture wraps around the model? im assuming something like blender but im new to it

hearty herald
chilly beacon
#

yeah im just trying to wrap my head around the texture file

hearty herald
#

But yeah, if a lot of the texture is blank you don't really see what goes where

chilly beacon
#

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

hearty herald
#

A thing you can do is fill each square of the unwrapped texture with a different colour

chilly beacon
#

right

hearty herald
#

That'll give you a rough idea what side is what part of the texture

chilly beacon
#

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

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i'm basing off the pickup truck with lights

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so also not sure how i would spawn it in debug mode to test it either

hearty herald
#

I think it's under a right click context menu

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but I don't really remember, I only did it once

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πŸ˜‚

chilly beacon
#

i know how to do them ingame, i mean like.. how do it give my truck.. a name

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ok so i think its not loading the mod, cause i spawned a load of them and my one with the textures didnt show

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which also was mildly hilarious:

lusty nebula
#

@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".```
craggy furnace
#

this means nothing

lusty nebula
#

that's what there's in the log...

harsh prairie
#

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

fading frost
#

are there any mods to increase / uncap the level of floors you can build? (also separately, any basement mods?)

hearty herald
chilly beacon
#

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?

hearty herald
#

How are the base "skins" for the car implemented?

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Because you only really have to do the same as that

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And the reason it gets an insane name, is probably because you haven't added a translation text for it or something

faint jewel
#

hobo, he can do an overwrite on the original car to add his texture.

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wait are you making a whole new car?

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or just a skin?

chilly beacon
#

i want to make just a skin

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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?

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cause if so, that's all I did wrong

slate wasp
#

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

little vessel
chrome egret
#

Congrats!

lusty nebula
#

@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.

craggy furnace
#

this is (again) nothing

lusty nebula
#

better so πŸ˜‰

drifting ore
#

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.

chrome egret
#

I'd love to do some mods on commission

faint jewel
#

same lol.

chrome egret
#

And that sounds like a fun idea

slate wasp
#

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```
quasi geode
#

also, missed the then

twin root
#

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

slate wasp
quasi geode
slate wasp
rapid flume
#

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. 🀟

#

gotta eat.. the topic of my help request can wait

turbid crown
#

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 ?

gilded hawk
#

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

slate wasp
#

how to use setHaloNote?

chrome egret
#

Never heard of it

#

Planning to make this toggleable, but Item Searcher can now report on multiple nearby containers with the search item:

raw vault
#

is it ok to @ modded w questions abt their mod

#

had a question about ki5’s commando 67 mod

chrome egret
rapid flume
#

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 mods shared/Sandbox/, what method or path ?
    (I tried several way, but I'm new to lua and PZ modding).
    #mod_development message
elfin furnace
#

Anyone know of a mod to make the broadcasting TV shows never end?

fringe ridge
#

in all fairness, if you need that, why not just cheat the skill levels lol and safe yourself the effort XD

worn sierra
#

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?

fringe ridge
#

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

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but then i decided to add most walls and fences to it so people can "pick"

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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

smoky meadow
#

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?

hearty herald
#

Could it be that you need to set a freshness variable on the item?

#

Maybe look at the reciep for taking out pickled things

fading frost
#

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

chrome egret
#

@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

quasi geode
chrome egret
#

For all Java classes, not just the global functions?

#

Thanks

#

I will take a look!

quasi geode
#

its global functions and exposed classes, but not the methods inside those classes (you'd have to look at those individually)

chrome egret
#

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.

quasi geode
#
   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

chrome egret
#

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.

quasi geode
#

ya once setExposed is called on a class kahlua should expose all public methods of that class automatically

chrome egret
#

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

quasi geode
#

its equivalent to 5.1

#

more or less lol

chrome egret
#

lol

#

Danke, good to know

drifting ore
#

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 ?

thick narwhal
#

I feel like the step van should have this feature, especially company branded ones such as the distillery

pulsar summit
#

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.

slate wasp
#

anyone know if there’s a way of hiding a recipe from the crafting menu even if it’s craftable?

chrome egret
wet coral
#

is there a template/framework mod out there for cars?

woven wren
#

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?

faint jewel
#

did it upload to the workshop jordan?

woven wren
#

Yeah.

#

Notice there's no Workshop ID there?

#

I think I might have made a typo or something.

faint jewel
#

it should have created one for you.

woven wren
faint jewel
#

check the workshop folder.

woven wren
#

I only asked this because someone pointed out to me that I didn't have the Workshop ID in the desc

faint jewel
#

workshop.txt

#
id=2740919036
title=Skizot's Tiles
woven wren
#

Ohhh.....

#

I'm dumb.

thick narwhal
woven wren
#

It's here though.

faint jewel
#

then it has an id.

woven wren
#

Someone pointed out to me that there was no Workshop ID in the desc

faint jewel
#

well tough for them lol.

#

mine dont either

woven wren
#

So I'm not alone.

#

Thought it was me.

ember stream
#

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

faint jewel
#

ewwww

#

i measn yes it's totally possible... but ewww

ember stream
#

lol

#

i use pretty much all of planetalgol's difficulty mods so i guess i'm out there seeking pain

delicate crown
#

I'm getting thousands of errors in my modded project zomboid save can someone help me figure out what's causing this?

short tendon
#

way to mod the server tick rate?

#

Feels like the tick rate is relatively low

coarse pollen
neon hare
#

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

chrome egret
#

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"

inland crater
#

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

rapid flume
#

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 ?

faint jewel
#

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?

rapid flume
chrome egret
#

Congratulations!

#

Is that supposed to say "Undercover"?

slate wasp
#

what's the difference in putting files in client vs server?

chrome egret
#

Where the code runs, what things are allowed/accessible

slate wasp
#

is there anywhere you'd recommend i check out to get a better understanding of that?

rapid flume
#

haha thx yes, damn it I missed that, well probably a bunch of typos.

chrome egret
frank elbow
chrome egret
#

Nope

#

Seems to just mysteriously not work

#

It's like I was given a tostring representation of an empty Java collection

frank elbow
#

I assumed the string conversion occurs wherever the error message is created, you checked the type of tileList?

chrome egret
#

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:

inland crater
#

is there a way to make the reload lua file run automatically after an update

frank elbow
#

Ooh, nice

inland crater
#

in the F11 menu

chrome egret
#

Are you testing multiplayer functionality?

inland crater
#

Yeees

frank elbow
chrome egret
#

You are correct

#

LOG : General , 1646796814324> [ItemSearcher] - Type of tileList: userdata

frank elbow
#

Okay, well that's a good sign at least

chrome egret
#

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 -.-

frank elbow
#

It should work as you have it above, if its metatable is correct

#

I'll type up a snippet to to check

chrome egret
#

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 🀞

frank elbow
#

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 tostring calls to be safe
visual birch
#

hey, i have a question , you can modify loottable on any mods?

faint jewel
#

YEAH SON.

visual birch
#

how?

#

i need to repack settings? where is this mod settings?

drifting ore
#

But uh

#

Lawnmowers dont have 4 brakes

faint jewel
#

TOUGH.

drifting ore
#

They dont actually have any brakes

faint jewel
#

πŸ˜›

drifting ore
#

They have a transmission brake

#

Cus of the transfer case to the blades

#

Being pedantic is my specialty

faint jewel
#

they dont TECHNICALLY have suspension either.

#

so πŸ˜›

drifting ore
#

I mean

#

Some newer JD ones do

#

But yeah

#

Its the 90s

#

Its probably solid strut

frank elbow
visual birch
#

yep

drifting ore
#

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

frank elbow
# visual birch yep

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

visual birch
#

if i change it , i cant connect to the server , error Definitions

frank elbow
#

The server also has to have the mod

#

Your mod, I mean

chilly warren
#

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?

faint jewel
#

can you not use car parts in crafting?

slate wasp
#

how to go about getting and saving a value for how many times a function has been called? if possible i’d like that value to be stored when the game is saved/server is closed. i’m also hoping for it to be saved for each player individually, as its i’m trying to achieve something along the lines of β€œstore 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.”

faint jewel
#

MAH QUESTIONS!

inland crater
#

reload file in F11 debug menu doesnt' seem to always want to work

#

is this common?

late hound
inland crater
#

ah yeah I did

#

ISWorldMap is throwing errors

#

but not my mod itself I'm guessing that one is the problem

shell geode
#

Does anyone know if theres a way to change how zombie vision affects when theres Heavy rain, morning cloudy days, pitch dark nights?

coral ice
#

Hey does anyone have a good workshop collection ?

shell geode
zenith smelt
#

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

hearty herald
zenith smelt
#

So I would know what to search for the next time more or less

hearty herald
#

I think they are usually by OS

#

Then the game has to interpret it from the OS

zenith smelt
#

When I search for windoiws key codes tehy don't align with my 24 (o)

hearty herald
#

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

zenith smelt
#

Okay that makes sense thanks

hearty herald
#

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

chrome egret
#
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?
hearty herald
#

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
chrome egret
#

That's what I tried originally.

drifting stump
chrome egret
zenith smelt
#

Yes, to answer the question I raised:
No the key codes are not standardized across lua or coding.
Zomboid uses unique key numbers

zenith smelt
#

Correct me if I'm wrong

hearty herald
#

TileList returns a vector, but Squares returns a List

coral ice
chrome egret
#

Yeah I can iterate over the result of getSquares without a problem

hearty herald
#

So I think you need to use Squares instead

#

It also has a "containers"

#

so you can getContainer()

#

to get a list of containers

chrome egret
#

yeah, and getContainer gives me the same problem as getTileList

#

It's a useless object

hearty herald
#

It does return a list though

#

but is it just empty?

chrome egret
#

It never has any content I can iterate over

hearty herald
#

did you check the size

#

It might just be empty

#

aka that feature doesn't work lol

chrome egret
#

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

hearty herald
#

A lua loop would execute on i=0, 0

chrome egret
#

Right now I'm forced to call getSquares and then look for containers

hearty herald
#

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

chrome egret
#

sigh

hearty herald
#

If it did work, i don't know if it would work with containers added after map creation

#

like player added ones

chrome egret
#

Right now I'm testing within the house where my character spawned, so it's def not an issue of player-added content

hearty herald
#

Well then

chrome egret
#

Yes, it's a bit disheartening

hearty herald
#

Thing is, getContainers would perform the exact same work as your function does

#

So it's fine

chrome egret
#

Well, hopefully more efficiently

hearty herald
#

Well, you could cache it

chrome egret
#

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 πŸ˜„

hearty herald
#

haha

#

Are you also checking containers recursively?

#

Or does the search thing do that later as long as you know which squares/primarycontainers

chrome egret
#

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
frank elbow
#

All of the Java to Lua types need metatables defined to function (I thought Kahlua created them automatically, but maybe not?)

chrome egret
frank elbow
#

On the forum, I believe

chrome egret
#

rats

#

finally gotta make an account

frank elbow
#

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

chrome egret
#

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

hearty herald
#

Might just be as simple as they thought it would be useful, but never got around to use it

#

πŸ˜‚

#

Or make it for that matter

chrome egret
#

Very possible

frank elbow
#

getTileList is used in the Java source, probably the same for getContainer

frank elbow
frank elbow
chrome egret
#

heh

frank elbow
#

You are just not having the best of luck w this, lol

chrome egret
#

There is a resentful god looking down and frowning on my mod

frank elbow
#

The god of ignorance is not fond of your searching

faint jewel
#

could write a GOOD .x importer for blender 2.8 that brings in the animations.

#

_>

lusty nebula
#

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?

faint jewel
#

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.

hearty herald
#

If you still require the original mod that you did an extension on inside your mod, I think the requirement is enough?

lusty nebula
#

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 )

hearty herald
#

You could always link to the mods you want things from

#

Like, minimum

lusty nebula
#

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?

hearty herald
#

Well, in your mod

#

If you can't use requirement

lusty nebula
#

You mean putting a like to the mod and a link to the mod page?

hearty herald
#

Yeah if you really can't require it and have to strip parts from it.

#

Best thing is obviously require

inland crater
#

Does Maps/ISWorldMap.lua keep breaking on error for anyone else? Don't see anything on google about this

lusty nebula
#

Ok sound fair let's hope when I'll release the mod to not start some WW4 modders war LOOOL πŸ˜„

inland crater
#

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

lusty nebula
#

Thanks guys for the tips πŸ˜‰

faint jewel
#

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.

young orchid
#

lul, noticed this video 1 month later πŸ˜… 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...

β–Ά Play video
#

tsar ftw πŸ”₯

faint jewel
#

lul

bold ivy
#

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?

faint jewel
#

you could look at the rpg mod?

bold ivy
#

Where can I find the source code?

little vessel
#

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
still ledge
#

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.

chrome egret
#

Have you looked at the vanilla code that controls the chat window?

#

It should be possible to hook into that functionality

still ledge
chrome egret
#

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

faint jewel
#

can any of you write vert shaders?

still ledge
chrome egret
#

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

still ledge
# chrome egret If you happen to know of a mod that does something similar to what you desire, i...

Alas, I didn’t see anything similar. I just wanted to develop the functionality of the discord bot through various custom commands. But apparently I’m 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.

chrome egret
#

Well perhaps someone else knows something, but I would agree, it doesn't look like it's exposed for use.

still ledge
chrome egret
#

Oh yeah, I don't disagree with you at all

#

but I'm just a random schlub

#

Reporting what I observe πŸ˜„

still ledge
#

@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))

chrome egret
#

ah, good find!

shell geode
#

Does anyone know if theres a way to change how zombie vision affects when theres Heavy rain, morning cloudy days, pitch dark nights?

hidden estuary
#

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

hot patrol
#

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.

pulsar summit
#

Is it possible to clone a container and keep its loot spawning capabilities on a live dedicated server?

last grove
#

Anyone available to help a complete novice in building a 'Chemical Storm' style mod?

#

Got some progress but its probably wrong and im struggling

chrome egret
#

Whatcha looking for help with? I do see a few syntax issues that would likely be tripping you up

fleet snow
#

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

last grove
hollow drum
#

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.

chrome egret
#

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.

last grove
#

What would those mistakes be?

chrome egret
#

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

faint jewel
#

can anyone name a weapon that uses the heavy animation?

last grove
#

Sledge?

last grove
chrome egret
#

Sure

faint jewel
#

it IS the sledge. eww.

chrome egret
#

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

fleet snow
#

In game properties

#

Then open menu on f11, uncheck break on error and close it with f5

nocturne olive
#

is there a way to change the intro message when you start up a game, I want to change it for my server

fleet snow
#

Yes

#

It's in your server .ini

worn sierra
#

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.

mortal widget
#

not yet

#

there’s a mod that makes zombies evolve over time which can maybe feel like a last of us experience except it more feels like you’re playing for those 30 blanked out years in the first one rather than skipping to him being 40-60 or wtv

frank ruin
#

I got this idea yesterday, for a alternativ power insted of the generator, how about solar-/wind power???

#

I didn't see that 😳😳😳

#

Going to get that later, work is calling

elder knot
#

Solar panels are a great mod, just can be a little confusing when you place 8 panels but it says only 6 are connected

viscid drum
#

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 :/

chrome egret
#

Hm, weird, that metal drum is the only relevant thing I see in the Items List Viewer

hollow drum
#

Some moveables don't have base items though, right? They're created on the fly as they are picked up?

chrome egret
#

Sounds like you know more about it than I do πŸ™‚ but shouldn't there be an item that can be held in the inventory if it can be picked up?

hollow drum
#

I think a generic item is created, and then properties are applied to it to be added to the inventory.

chrome egret
#

Interesting

last grove
#

does anyone know how you would inject a new weather type into the climate scheduler?

zenith smelt
#

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

chrome egret
#

If it's local, it's not exposed. You might have to replace it more whole-hog to make that available.

amber fossil
#

Is anyone having issues with Advanced G.E.A.R.?

dire hemlock
#

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

tight tulip
#

I imagine you would need to decompile the Java for AddXp.class to determine that.

dire hemlock
#

Thanks, ill take a look!

tight tulip
#

Actually @dire hemlock - It might be in IsoGameCharacter.class. Still will need to decompile it to see the Java though.

worldly olive
#

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"

quasi geode
#

if player:getBodyDamage():IsScratched(bodyPart:getType()) then might be a workable solution

worldly olive
#

Hmmm will try that!! this s... is confusing πŸ˜‚

#

Yeap, it did worked! thanks again for saving me

nimble spoke
#

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

faint jewel
#

modify it to your needs?

#

make it a metalworking recipe.

nimble spoke
#

yeah, should be easy to do

fiery jetty
#

What's the problem here?

shell geode
#

any modders here looking for new projects? i present you, PUMP CROSSBOW!

mortal widget
#

Mod suggestion: Making it so that you dont just phase through certain objects and can actually use them as furniture barricades cough ghost fridge

balmy prism
#

Yeah

mortal widget
#

are there any mods to replace the music with some spooky shit

plucky sluice
#

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 πŸ˜…

viscid drum
fleet snow
#

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?

worn sierra
#

I would sell my liver for a expanded errosion mod. (Not barricaded world)

wicked kelp
#

Anyone know of a way to talk to outside applications from Lua, or do I need to start doing java also?

tame mulch
wicked kelp
torn flame
#

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

tame mulch
undone crag
#

Aiteron is in the indie stone :O

chrome egret
#

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.

fair frost
chrome egret
#

Very slick!

fair frost
#

thanks

chrome egret
#

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

undone crag
#

Line 11 says

viewerFacsimile.playerSelect.selected = playerNum + 1;

When viewerFacsimile is just {}.

chrome egret
#

I don't think that should be a problem for Lua assignment

#

but in any case I'm not using that var anymore

undone crag
#

So viewerFacsimile.playerSelect is the non-table referred to by attempted index of non-table

chrome egret
#

oh shoot

#

was never looking at the right line for the error

undone crag
#

:|

#

Ngrrr I would like to do some PZ modding but ngrrr

chrome egret
#

live vicariously through me

undone crag
#

|:

chrome egret
#

Ripped off ISItemsTableList to show overlapping items of the display name searched:

wet coral
#

what do vehicle masks do?

grizzled grove
#

they define regions of the car body for rust/damage/blood

wet dune
#

How would I have music play when finding certain items?

#

I had a idea for a mod

crimson spindle
#

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

rigid mauve
#

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.

drifting ore
#

is there a mod that removes this field of view thing

torn cypress
#

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?

bold ivy
#

what IDE would you guys recommend for LUA development?

tight tulip
#

I use IntelliJ and on occasion VSCode.

chrome egret
#

Yeah, I use IntelliJ to look at the Java and VS Code for all the Lua

woven wren
#

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.

crimson spindle
#

I've been using notepad++

#

lol

upper oak
dense totem
#

And how would i go about making a mod?

#

As i cant find a up to date guide

dawn moon
#

ay ima ask for a suggestion ripped skinny jeans if im finna be killing zomboies i wanna be dripped out

dense totem
dawn moon
dense totem
dawn moon
#

πŸ‘¨β€πŸ¦²

crimson spindle
#

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?

chrome egret
#

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

crimson spindle
#

what a terrible guide then lol

#

I figured i would set it up to get the intellisense stuff or whatever

chrome egret
#

it has gradle tasks for generating that stuff

crimson spindle
#

thanks DecentTech

#

Also I got distracted by this comic and had to make an edit:

chrome egret
#

πŸ˜„

#

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

crimson spindle
#

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.

chrome egret
#

Only a cool 30 KB of code (so far) to easily find items...

late hound
crimson spindle
#

so downloading your mod will give me an idea how to do it?

#

subscribed lol πŸ˜›

trail lotus
#

any bank system mods, and door lock mods like for keys you can make keys for doors or something

late hound
crimson spindle
#

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

late hound
#

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

crimson spindle
#

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

inland crater
#

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

inland crater
#

Is there a way to modify the range of a processSayMessage()?

umbral echo
#

(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.

frank elbow
#

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

umbral echo
#

Okay, so I just wasn't thorough enough. Thank you, just wanted to double check with some more experienced folk.

modest yarrow
#

Am I the only one that feels like reloading Lua mods in 41.66 is way longer than 41.65 ?

wicked kelp
chrome egret
#

Is there a common piece of software people use for capturing short GIFs of the game?

#

nvm, I found something that works for me

zenith carbon
#

Are there any mods for the last stand gamemode?

dense totem
#

Anyone need help with a mod i can help with most stuff just not coding

shadow geyser
#

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

tame mulch
shadow geyser
round zenith
#

Anyone got a resource to explain how right click context works

chrome egret
#

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

frank ruin
#

Is there a kind person, that can explain why they are yellow

#

And how to fix it

undone crag
umbral echo
arctic rapids
#

thank you

round zenith
coarse pollen
#

yo blair, nice work on those syringes man

crimson spindle
#

post that in mod_support this channel is for making mods

chrome egret
chrome egret
frank helm
#

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?

frank ruin
crimson spindle
#

@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);

late hound
#

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

quasi geode
#

its a index position

#

ie: table.insert(Distributions, 1, distributionTable); << insert distributionTable into the Distributions table at position 1

nocturne patio
#

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? πŸ™‚ Thanks

faint jewel
#

anyone know why the blood on a car would be black instead of red?

drifting ore
pallid oriole
#

Randomly curious, but does anyone know of a place where people might accept commissions to have clothing mods created for PZ?

faint jewel
#

what are you wanting?

pallid oriole
#

Just some custom coloured clothes, some vests and maybe helmets. For a faction on a semi-roleplay server.

faint jewel
#

get me a list of what you want.

pallid oriole
#

Sure, am I good to DM you?

faint jewel
#

if it's recolors. no problem. if it's new models. then we got issues lol.

#

sure

final surge
#

Hi, is there any solid documentation for mods makers?

umbral echo
#

Is there a quick way to reload textures in game? Clothes and skins specifically.

shadow geyser
#

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

round zenith
tame mulch
shadow geyser
drifting ore
# round zenith Found the method but no haven't been able to get it to work yet if you javelin a...
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

umbral echo
shadow geyser
drifting stump
#

Why do you need to override a function?

quasi geode
#

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

round zenith
quasi geode
quasi geode
#

ah nope still relevant. just loading all vanilla first. mod order doesnt matter for lua except when replacing whole files

urban geyser
#

whats the best NPC mod

vocal cargo
#

Hey, does anyone know if the Better Lockpicking mod works for the current patch?

final surge
#

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?

maiden spindle
#

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()

gilded hawk
#

Do we have any idea how much the new updated has fucked up modded item spawning?

shadow geyser
# quasi geode pz dumps all lua files into a map (including vanilla and mod files), then loads ...

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

nimble spoke
gilded hawk
#

Ah good happy

#

Thanks

#

I was terrified of having to rewrite a lot of stuff

quasi geode
# shadow geyser right, but my understanding is that you can force a file to be loaded before ano...

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)

maiden spindle
#

is this a safe way to save + quit the server?

local function rebootServer()
    print("[UpdatePlz] Saving...")
    saveGame()

    print("[UpdatePlz] Quitting...")
    getCore():quit()
end
frank ruin
#

So far I have found one mod that made the error message pop.
So far it's the costuming bag mod

errant grove
#

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

maiden spindle
#

it is complete

#

i will now disappear forever

wet osprey
#

anyone using the crossbow mod (lactose) got problems with the reloading sound?

mortal widget
maiden spindle
mortal widget
undone heron
#

anyone have an example of a mod using drop down sandbox options?

cerulean wedge
ashen mist
#

Yall got any mods for well building?

#

Excluding hydrocraft or whatever it's called again

stray pagoda
#

how do i "edit the map"

#

kinda wondering

#

could u do it in the debug mode

#

or is there a software

drifting ore
#

And no, you cant modify pre-existing map cells

#

Sadly

round zenith
wet osprey
hidden compass
#

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?

final surge
#

Hi, is there any weapon script parameter to remove flash from shooting?

tight tulip
hidden compass
hidden compass
# tame mulch

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.

tame mulch
faint jewel
#

any chance better towing is gonna get fixed? lol

hidden compass
# tame mulch UUID is same GUID

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?

maiden spindle
#

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

tame mulch
maiden spindle
#

thanks, looks like ISReloadUtil does something!

hidden compass
# tame mulch character:getModData().ID

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.

maiden spindle
#

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?

tame mulch
#

So if file that you want override in client folder, need create mod file with needed function in media/lua/client/blah.lua

maiden spindle
#

Thank you, putting stuff in the client folder has worked.

hidden compass
# tame mulch yep. Moddata per character

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.

quasi geode
maiden spindle
shadow geyser
tidal roost
#

Is it possible to get this mod, though then disable some of the weapons in the config file do you reckon?

inland crater
#

Is there a way to control the range of chat messages?

#

so I could decrease how far a say message goeds

tame mulch
hidden compass
worldly stone
#

has anyone produced or seen a list of used tile definitions?

weary forge
#

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, }

quartz badge
#

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)

worldly stone
#

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

turbid crown
#

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 ?

worldly stone
#

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

weary forge
gilded hawk
#

How do beta blockers work?
And how does the game check for them being used?

quasi geode
#

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)

opal jolt
#

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 ?

rigid mauve
#

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.

gilded hawk
random orbit
#

Thankie, noticed AFTER I posted here so was typing one up there.

gilded hawk
#

Np man it happens

cerulean wedge
#

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.

shadow geyser
remote basin
#

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).

rugged fjord
#

What are the best mods you can get?

tight tulip
wet osprey
remote basin
faint jewel
wet osprey
faint jewel
#

Nice to meet you lol

trail lotus
#

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?

drifting ore
#

where should i go to learn how to mod for this game? I have some cool ideas i wanna try bring to lifee

undone crag
#

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.

chrome egret
weary crypt
trail lotus
digital edge
#

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 stressed

dusk mango
#

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?

drifting ore
#

does anyone have a boilerplate for a Spiffo Plush? making a kerbal space program thingy

drifting ore
#

thanks

heavy nebula
#

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?

junior raven
#

Is the Zomboid modding platform flexible enough to create sprites for farm animals and give them behavior like NPCs?

I don’t 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 don’t want to set myself up for failure by attempting a mod that isn’t practical with the available tools.

analog hedge
#

Probably hard to tell until the actual npc update comes out

worldly stone
worldly stone
worldly stone
trail lotus
#

Any modders looking to make some money let me know, I need some UI based systems built I guess that’s what they’d be called for a multiplayer server they wouldn’t havent to be pretty or anything just simple menus players can use. I’ll get back with you throughout the day if you pm me.

stark crescent
#

Anybody know where the textures for the actual map are in the game data?

stark crescent
#

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

smoky meadow
#

guys how many max polygon numbers allowed in Project Zomboid?

errant grove
#

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

stark crescent
#

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

hidden estuary
#

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

hot patrol
#

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

smoky meadow
hot patrol
#

I'm asking if there is already a mod that does something like this

hot patrol
#

damn

worldly stone
#

yeah there is

smoky meadow
hot patrol
hot patrol
#

it would be really nice

smoky meadow
hot patrol
#

What else is the mod gonna do? is it a weapon mod

smoky meadow
#

yes. im making more firearms and also the ability to be customize like in tarkov.

hot patrol
#

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

smoky meadow
#

but im making some firearms first then the firearms mods.

hot patrol
#

looks good

smoky meadow
#

thats a G3A3 Rifle.

hidden estuary
#

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

stark crescent
#

@jagged fulcrum working pretty well, thanks for the help!

smoky meadow
hidden estuary
#

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

smoky meadow