#mod_development

1 messages · Page 533 of 1

faint jewel
#

freakishly enough.

sinful vessel
#

Did you play around with this?

smoky meadow
junior raven
#

Where is API documentation?

faint jewel
#

When is API documentation?

winged lotus
#

Good evening, I am working on a mod that add traits, on multiplayer, the server does not seem to know the the new traits and throws errors like:
IsoGameCharacter$XP.load> unknown trait and lead on how to fix that? My code is located in the lua/shared folder and loaded by OnCreateSurvivor to avoid duplicates of traits.

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I tried to add it to OnServerStarted too but the error still occurs

mild notch
#

jeez zombies fear the sun, eternal winter, and survivors 2 in 1 is just

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amazing

hidden estuary
#

why is punching not punching

#

game blueballs me by giving me punching animations

#

couldn't find a way to actually put them in a weapon of sorts

#

game doesnt even give me an error it just defaults to swinging a weapon

west dome
#

Shit this looks great

steep raft
#

Hello ! Is there a mod where you can claim any safehouse even if its non residential or spawn

steep raft
hidden estuary
shrewd ice
#

thats such a cool idea

low yarrow
#

Cool! Havent thought about fist weapons yet

shut valley
#

no refs to help the zombies

craggy egret
#

Is there a way to spawn in custom map mod tiles, like the ones seen in Grapeseed?

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I can't use any duplicate method, as the tile disappeared once placed.

timid plume
#

Hello everyone

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some mod are giving this error

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someone know how find this mod?

#

Oh I think thats the wrong topic

tight tulip
timid plume
#

yeah

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sorry

#

thanks

topaz goblet
#

Hey there! I am trying to add different versions of a 3d model (the pool balls) to the game.
I made a basic mod already, but it didn't use 3d models, just 2d textures, now I want to try something with 3d.
So I made a new mod and copied the pool ball item

item PoolBall
{
DisplayCategory = Sports,
Weight = 0.2,
Type = Normal,
DisplayName = Pool Ball,
Icon = Poolball,
WorldStaticModel = PoolBall,
}

The pool ball has an 3d file, the PoolBall.fbx in media/models_X/WorldItems and a 3d texture Poolball.png in media/textures/WorldItems.

So my plan was to add the different versions of the balls in the script, each items WorldStaticModel pointing to a different 3d model with it's unique texture in my mods media/models_X/WorldItems folder.
So I imported the PoolBall.fbx into blender and replace the texture with a different one and exported the fbx to my mods media/models_X/WorldItems folder.
This also didn't work, ingame it would simply drop the 2d texture of the item on the ground.

This is where I am stuck. Does anyone know what I am doing wrong? I read that the game uses .x files, I converted the fbx to x, but it also didn't work.

nimble spoke
#

you don't need separate model files, you can simply add new model scripts that use the same file with different textures

willow estuary
wise spire
#

anyone know where the 2d sprites of 3d variants are stored?

blazing radish
#

IIRC

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I'm looking for the file path RN

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/media/texturepacks

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took a while but I've found the unpacker 😄 https://theindiestone.com/forums/index.php?/topic/3511-pz-unpacker/

undone crag
#

Where did you see registerAsLoot?

unique jungle
#

It's used in another mod but i just found out that its used in combination with table.insert(ProceduralDistributions.list[allocation].items, item); so its the same as the other option in my question.

#

but is table.insert(ProceduralDistributions.list[" "].items, " "); the right way to add items into the loot pool?

undone crag
#

https://www.tutorialspoint.com/lua/lua_tables.htm

table.insert (table, [pos,] value)
Inserts a value into the table at specified position.
You would also need to look at the distribution table you are adding to to see what exactly you should add to.
Actually maybe this one is better https://www.lua.org/pil/19.2.html

unique jungle
#

Thanks.

#

Is there a similar explanation for how to add new forageable items or how can i search for them?

balmy sonnet
#

hello, i am here to ask, i have 0 knowledge about creating mods. I'm wondering if there's someone here who is able to (in my eyes) make a rather simple mod
being weightless cassettes.

faint jewel
#

i broked something.

vivid flare
#

what do you mean?

#

the wireframe view?

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open vehicle editor and press w

faint jewel
#

lol yeah i figured it out.

wintry crown
#

could anyone tell me why custom models/meshes dont show up ingame but do show up in the attachment editor

smoky meadow
wintry crown
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@smoky meadow didnt work, still getting the error i didnt mention before + knife still only shows up in attachment editor and not ingame

#

what even is a weaponsprite

smoky meadow
wintry crown
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so is icon, no?

smoky meadow
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if you drop the item to the ground and that item has no model it display an icon instead.that's a weapon sprite

smoky meadow
hollow crown
#

Someone should make a mod that makes all of the zombies die over time

wintry crown
#

there would be no apocalypse if all the zombies died, no?

hollow crown
#

I’m talking about like a year later

willow estuary
hollow crown
#

No zombie scenario will have zombies that live that long without food

willow estuary
#

You need to have a model and a texture.
You need a model script that correctly references the model and the texture.
Then you need to correctly reference the model script in the item script.

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The vanilla files are the best reference for how to properly do that.

wintry crown
#

so i make a new script with the model info?

willow estuary
#

I dunno if you need a new model script, but you need to ensure that the model script you want to use is properly formatted and references the model and textures properly?

faint jewel
#

hey blair, here's a challenge for ya. how do i get each seat of a car to play a different idle animation.

willow estuary
#

It looks like it's properly done above, looks like you just need WeaponSprite = Butterfly_White_Wave

wintry crown
#

just tried that

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ill see if it works

willow estuary
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But a model can also be invisible if it's either too large or too small as well?

#
local function PA_Bike_Enter(player)
    local vehicle = player:getVehicle()
    if not vehicle then return end
    local vehicleName = vehicle:getScriptName()
    if not vehicleName:contains("AM2") then return end
    if vehicleName:contains("Commodore") then return end
    sendClientCommand(player, "PA_Bike", "PlayerEnter", {
        vehicleId = vehicle:getId()
    })
    local seat = vehicle:getSeat(player)
    if not seat then return end
    if seat == 1 and vehicleName:contains("Sidecar") then        
        player:SetVariable("VehicleScriptName", "")
        return
    end
    if vehicleName:contains("SkullKing")
    or vehicleName:contains("Camel")
    then
        player:SetVariable("VehicleScriptName", "AM2_Bike_SkullKing")    
    elseif vehicleName:contains("Kaiju") then
        player:SetVariable("VehicleScriptName", "AM2_Bike_Kaiju")    
    elseif vehicleName:contains("DirtDemon")
    or vehicleName:contains("Warhorse")
    or vehicleName:contains("Wendigo")
    or vehicleName:contains("Yeti")    
    then
        player:SetVariable("VehicleScriptName", "AM2_Bike_DirtDemon")        
    else        
        player:SetVariable("VehicleScriptName", "AM2_Bike")
    end
end
faint jewel
#

okay so the bikes.

willow estuary
#
    local seat = vehicle:getSeat(player)
    if not seat then return end
    if seat == 1 and vehicleName:contains("Sidecar") then        
        player:SetVariable("VehicleScriptName", "")
        return
    end
faint jewel
#

BUT i do see something ...yeah that

willow estuary
#

Are you using a module other than Base?
If so try WeaponSprite = WHATEVER_MODULE_YOU_ARE_USING.Butterfly_White_Wave

faint jewel
#

which file was that?

willow estuary
#

Using modules other than Base is a fucking pain in the ass, and causes no ends of headaches IMO.

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Or also try WeaponSprite = Base.Butterfly_White_Wave if you are using a non-Base module.

wintry crown
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switched to base

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thanks

smoky meadow
wintry crown
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i was using module butterflyknives for some reason

wintry crown
willow estuary
# wintry crown

Right on.
So you can use Scale = 0.1 in your script item paramters to scale it down as well.

willow estuary
wintry crown
#

alright

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thanks for enlightening me

willow estuary
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But honestly, IMO, and I've gotten shit for saying this from some people so I could just be an idiot, but again I think using modules other than Base causes no end of confusion, such as in situations like newbie modders trying to get models to work and the like.

wintry crown
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it sure does

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at least it did for me lmao

willow estuary
#

You can also have this sort of statement at the beginning of you script file, using vanilla as a reference

module camping
{
    imports
    {
        Base
    }
wintry crown
#

thats what i had before

willow estuary
#

Ah, maybe it doesn't work for models? Like I say, I don't fuck with modules other than Base?
Even if I could be wrong for doing so.

wintry crown
#

¯_(ツ)_/¯

cerulean wedge
#

Just saw this on Reddit and reminded me of skizots lawnmower lol

#

If someone wants to tackle this and needs someone to folley some awesome squish sounds for them, I’d love to work on some custom sounds lol

rancid barn
faint jewel
#

i could easily do a steam roller.

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COULD. but should i?

rancid barn
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Definitely

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But finish the garbage truck first

cerulean wedge
faint jewel
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oh course i could.

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BUT my original plan was another function....

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it would repair cracks in the roads.

cerulean wedge
#

Oooh thatd be neat. Maybe if you run it over a dirt path, trees won’t end up growing there? Almost like a paver

faint jewel
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replacement them with that black tar square that covers cracks in roads lol.

cerulean wedge
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Hell yeah thatd be dope.

rancid barn
#

Im drawing out plans for a possible windmill mod, but I could use some ideas, specifically for how a player could reasonably build a windmill tower (think of a fan windmill, the ones featured in dying light 2) without building a bunch of stairs. Any ideas are welcome

hidden estuary
#

you could make it so its a wall furniture of sorts where it has requirements in order to work, like 3 floors high and cant be enclosed

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this way people have to build an actual structure to install a windmill

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instead of being a big structure itself

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from there you could make other machinery that can be installed for it to work

rancid barn
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Yea I’m planning on the windmills being it’s own separate thing so you can’t just attach some blades and some electrical stuff to a side of a building in Louisville and have power

rancid barn
#

Sort of how pre-activation windmills in dying light have parkour elements to them for how you get up to the top

wintry crown
#

1 more thing @willow estuary is there a way to position my weapon without messing with the model in blender, or is there an easier way to find the correct positioning in blender other than just blindly trying over and over again

faint jewel
#

so what now?

willow estuary
wintry crown
#

weapon models work with fbx?

willow estuary
# wintry crown weapon models work with fbx?

All model do. They will be smaller or larger (don't remember which) ingame, but you can use the scale parameter to adjust for that.

But yes, x format is being phased out in favor of fbx, and also x format is a pain in the ass to work with, so, IMO, there's no real reason to use it?

wintry crown
#

alr thanks

#

it certainly works, maybe a little too well

rancid barn
#

What is that?

wintry crown
#

butterfly knife

willow estuary
#

Yeah, if you scale it down to 1% of its size it should be its old size again.

faint jewel
#

what the hell man. I KNOW this animation is here and it still says it dont exist,

wintry crown
#

ooh it does update in real time

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no way

willow estuary
#

Yeah, I'd recommend using the scale parameter in the model script for scaling instead?

Just in that when models get scaled down too much in blender they become hard to work with and render strangely?

wintry crown
#

what ive been doing is using scale in export settings

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is that fine or should i use scaling in script

willow estuary
#

Ah... ... I didn't even know there was scaling in export (I'm an idiot with blender), ahahaha.
Not sure TBH, I just know that when I've downscaled models in blender to make them small in PZ they got hard to work with sometimes? So just something to keep in mind; whatever works for you is the right way.

wintry crown
#

ill keep using scale in export then

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lookin good, thanks for helping

faint jewel
rancid barn
#

Hey at least the animation works

#

Just gotta adjust the position n stuff a lil bit

strange loom
#

Looks good! Keep up 👍

faint jewel
#

whats wrong with the position?

cerulean wedge
faint jewel
#

custom.

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for each spot

cerulean wedge
#

Oh no wonder lol I thought you had found it and I was racking my brain trying to think of where else it would exist

faint jewel
#

strippers

rancid barn
faint jewel
#

it's the handle lol.

rancid barn
#

Yea it blended in with the truck

faint jewel
#

right side guy is more brave... grabbing onto the back like that. left guy would rather use the handle.

rancid barn
# cerulean wedge Great idea.

Fleshed it out some more: each layer would need to be built 4 times, as in the bottom layer of the windmill would be built (facing inward) facing a different cardinal direction, making a square space in the middle

#

If it sounds weird it’ll make sense once I do the tilesets

cerulean wedge
#

Basically like each corner is built individually?

rancid barn
#

Well, side, but yea

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Once the 4 sides are built, the player can climb up and start work on the middle layer, again building the 4 sides (tho a bit more complicated as it’ll be 2 stories high compared to the bottom layers 1)

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Then once the middle layer is done, the top layer can be built, from which the generator and windmill “fan” (is that the correct word?) will be located

#

I’ll prob make a cardboard model of it once I get home so I can get a good idea of what it’s gonna look like

topaz goblet
azure rivet
#

Good afternoon, I see that you can upload a gif to the workshop for the preview of the mod, do you know how I can implement it?

wintry crown
#

is it possible for items to have custom animations

cerulean wedge
mint zodiac
#

hi there! just joined to start wokring on a mod, i guess this would be the right place to ask questions?

tight tulip
#

Not a terrible spot, that's for sure. 😉

mint zodiac
#

haha fair enough

rancid barn
#

That means I could go about this 2 ways: make 4 parts of a layer into one single object in the eyes of the game, or I could make every part of a layer separate till the top layer, which would need everything else under it.

faint jacinth
#

Just a quick question so I get pointed in the right direction. What files/APIs should I be reading into for inventory UI stuff. I wanna be able to create a inventory UI separate from the current/game that has items listed in it.

#

I got a neat idea I wanna experiment with.

rancid barn
#

Would need to talk to someone who knows about buildables to get a professional viewpoint for if this is possible

mint zodiac
#

what did i get into.. lmao

#

will need to do some testing tomorrow to see when the wiki says on an event you get an object (lua ref) or a table, and learn how to start logging debugging etc

#

alright, i'm in for a ride 🙂

faint jacinth
#

Trying to figure out how to create a blank inventory panel/page

#

I'm just blindly trying different .lua files to see which one is gonna work.

#
require "ISUI/ISPanel"

Events.OnKeyPressed.Add(function(Key)
    if Key == 34 then
        InventoryGroupPanel = ISPanel:derive("ISInventoryPage");
        InventoryGroupPanel:setPinned()
    end
end)```
I don't know which API I need to use to create a blank inventory page
#

Just for debugging/testing I have it hooked to pressing G

#

Like, I don't need a walkthrough on creating the blank inventory I just need to know which is the right API/file to require

unborn radish
#

I dont think I showed my newest mod here!

faint jewel
#

oof. shading?

unborn radish
#

it has shading. Is it too weak?

#

i can make it stronger

faint jewel
#

quite so old chap

unborn radish
#

i'll give it a boost! Thanks for the feedback :)

#

i'll show after i change it

faint jewel
#

THe blacks should give you an idea.

#

compare them to a black vanilla car

unborn radish
#

yeah I guess it is a little too weak

#

easy fix luckily

#

@faint jewel is this better?

faint jewel
#

The black blacks need work.

#

The grey looks nicer

faint jacinth
#

Is there any functions to create a inventory template data only? Or do I have to use ingame containers/storage for inventory?

unborn radish
#

is there anything i can do about that?

faint jewel
#

Well you can still shade it?

#

Not tint. Shade.

unborn radish
#

Oh. Good point

#

Am I dumb? I might be

#

but that didnt cross my mind lmfao

faint jacinth
#

I'm completely lost on this, I have no clue what I'm suppose to be doing when creating a blank inventory page.

#

my lastest attempt ```lua
require "ISUI/ISInventoryPane"

Events.OnKeyPressed.Add(function(Key)
if Key == 34 then
local Player = getSpecificPlayer(0)
InvTest = ISInventoryPane:new(100, 100, 250, 250, Player:getInventory(), Player:getCharacter(), 1)
end
end)```

mint zodiac
#

i have nno idea but, shouldn't UI stuff make sensee to be created on the render event?

#

bear in mind zgain, i havee no idea

unborn radish
faint jacinth
faint jewel
#

When I get home I'll show you some stuff to make it better

unborn radish
#

rear view

hidden estuary
vernal gulch
#

im making a mod that play some sounds when a button is pressed, im using the getSoundManager() function to get the sound manager and using playSound when the sound doesnt have a wav and playSoundWav when it have it, but only one sound play, the "doorclose", the rest dont play, i copied the name of the file without extension to pass as name parameter

unborn radish
#

the cooler Daniel

vernal gulch
#

never mind, the playsoundwav isnt working, but work with playsound

wet dune
#

How simple is adding the internet to pz, or, a fake version

faint jewel
#

Holy crap wut?

unborn radish
#

Fellas, is this appropiate car handling?

main surge
#

@wet dune ??

#

Like in Unity?

wet dune
wet dune
#

And it raises boredom

#

That's it

split oxide
unborn radish
#

Thank you! I worked on the textures a little bit more and its almost finished

sonic helm
#

So I'm taking another shot into seeing how VHS/CD files are able to be complied

#

I can't seem to find out how the creator of More VHS did his, so I asked, in the meantime, since WordZed still isn't updated, I'm downloading translationzed to see if that works out for me.

unborn radish
#

I'm gonna make it so they can spawn with different paint patterns on top of the main color

wise spire
#

Flames?

sonic helm
#

Oh, sorry I didn't mean to interupt the other discussion

unborn radish
sonic helm
#

(I just wanted to say that I found the strings the game uses to figure out, I just need to get it in a format the game can understand)

unborn radish
sonic helm
#

Nice Flames

unborn radish
#

to test the paintjob i made the hotrod super common to spawn

#

here's some of the randomly spawned ones with randomized colors

#

ofc not all of them look good due to it being randomized (black with blacker flames : | )

hybrid ferry
#

Hey guys, I'm new in modding I just want to know if anyone has an idea how make Brita's weapon pack more rare?

faint jewel
#

hey kv

#

can i see you textures on that?

vernal gulch
#

can anyone tell me what is the error of this line ?
local posX = getPlayer():getX() + ZombRandFloat(distOffset)-distOffset/2;

#

it keep being stopped on the debug break

unborn radish
#

and then also the plain one with no pattern

faint jewel
#

Plain please

unborn radish
faint jewel
#

dear god man.

unborn radish
#

i know, it sucks U-U

faint jewel
#

can you bring back the shading that you hid?

#

or is there none hid?

unborn radish
#

its not hidden, its just got very low transparency

#

otherwise it looks super super strong in-game

faint jewel
#

photopea wont bring it back lol.

#

actually... never mind.

unborn radish
#

do you want the psd file?

faint jewel
#

looking at that, i would have to redo the uvws... and that's a bit much.

unborn radish
#

are they that bad?

faint jewel
#

sweet christ on a cracker.

#

walks away

unborn radish
#

i never was good at UVs

faint jewel
#

that;s the mower.

#

you want as LITTLE freespace as possible in between them.

unborn radish
#

sounds... laborious

drifting ore
#

it is

#

especially if you forget to leave margins

#

because then you'll realise halfway through that one of your UV islands overlaps a tiny bit with another so it has the wrong color

faint jacinth
vernal gulch
#

error on ZombRandFloat, just tried ZombRand and it worked

vernal gulch
#

question, there is a way to force a character to enter a animation for x seconds ?

#

and lock the control for the player

vernal gulch
#

and where i get a list of animations ?

fallow bridge
#

Literal agony

unborn radish
#

also done rusty version

unborn radish
#

ah, the amphibious car. truly majestic

drifting ore
unborn radish
drifting ore
#

Idk how I didnt see tbat

unborn radish
#

hahaha

drifting ore
#

Variant with no roof might be cool?

#

But then you'd have to model an interior

unborn radish
#

yeah but then i'd have to get into the whole shenanigans of having to model an interior and render the player

#

so not for now

drifting ore
#

Iirc the player is constantly rendered

tawdry jasper
#

Could anyone help me figure out why my custom map isnt showing up in game

drifting ore
#

Might be better fit for #mapping @tawdry jasper

unborn radish
tawdry jasper
#

ah yeah sorry I didnt see that channel, thanks

willow estuary
#

A specific parameter must be used in specific spots in the vehicle scripts for passengers to be visible.

#
passenger FrontLeft
        {
            showPassenger=true,
            hasRoof = false,
            position inside
            {
                offset = 0.0055 0.3626 -0.1978,
                rotate = 0.0000 0.0000 0.0000,
            }
            position outside
            {
                offset = 0.5549 -0.3022 -0.1429,
                rotate = 0.0000 0.0000 0.0000,
                area = SeatFrontLeft,
                offset = 0.0000 0.0000 0.0000,
            }
        }
unborn radish
#

and then they also need animations and all, right? and i've seen people getting bugs where the zombies can't reach them and stuff, plus i'd have to mess with the parts to remove the windows and stuff

#

so its a whole mess just for a convertible variant xD

#

maybe i'll delve into it in the future but not worth it rn

drifting ore
#

Yea understandable

#

Also

#

Might I suggest white wall tires

#

Because imo white walls would look more fitting

unborn radish
#

I agree with you, but those aren't custom tires

#

they're from Filibuster rhymes' used cars (which my mod will require)

#

idk if i wanna go through the trouble of making custom tires atm either

#

i got my hands full with trying to make my amphicar float

#

Alright i'm going to need lua help, i give up trying to make this work by myself

#

i'm making an amphibious car using the code of aquastar boats as a base (got permission)

#

i got it to be a car, and then you can get out, open the vehicle context menu and toss it in the water (launch boat command) and it turns into a boat

#

but I can't figure out how to do the same thing in reverse

hollow zenith
#

Is there a fast way to debug my mod? Do I really have to close and open the whole Zomboid all over again?

tame mulch
hollow zenith
#

only an UI so I can add or remove weight

tame mulch
hollow zenith
#

oh, thxxx

tame mulch
hollow zenith
tame mulch
tame mulch
hollow zenith
tame mulch
#

You in debug mode?

hollow zenith
#

I guess Im not, dont even know what it is

hollow zenith
tame mulch
upbeat harness
#

Hello. Has anyone had an idea for an admin mod where you can spectate the player, like in a Dayz?

tame mulch
upbeat harness
upbeat harness
hollow zenith
#

@tame mulch Im having a problem with my script, can you help me?

Im trying to change the player's weight from its nutrition, but Im getting an error on line 3 from this code:

function MyNewPanel:onIncWeightClick(button)
    local nutrition = self.char:getNutrition();
    local currentWeight = nutrition:GetWeight();
    nutrition:SetWeight(currentWeight + 1);
end

The error is: Object tried to call nil in onIncWeightClick, but it doesnt make sense to me since the object Nutrition isnt nil nor the other functions Im trying to call.

Other important parts of my code:

function MyNewPanel:createChildren()
    self.incWeight = ISButton:new(20, 20, 100, 20, "+1 weight", self, MyNewPanel.onIncWeightClick);
    self.incWeight.anchorTop = false;
    self.incWeight.anchorBottom = true;
    self.incWeight:initialise();
    self.incWeight:instantiate();
    self:addChild(self.incWeight);
.
.
.
end
function MyNewPanel:new(x, y, width, height, playerNum)
    local o = {};
    o = ISPanelJoypad:new(x, y, width, height);
    setmetatable(o, self);
    self.__index = self;
    o.playerNum = playerNum
    o.char = getSpecificPlayer(playerNum);
    o:noBackground();
    o.txtLen = 0;
    ISPucePanel.instance = o;
    return o;
end
#

Tried to google it but I couldnt find anything that helps me 😦

tame mulch
hollow zenith
hollow zenith
tame mulch
hollow zenith
#

where it needs setWeight?

tame mulch
hollow zenith
#

@tame mulch I rebooted Zomboid and now its working

#

🤔

tame mulch
#

Strange

#

Usually quit to menu and load again enough

hollow zenith
fair frost
vernal gulch
#

question, im trying to force the player to do some animation and stop the character from moving for the animation duration but the getPlayer():PlayAnim("pushups") isnt working, is this the right method to do it and there is 3 list of animation, the folder animsold, AnimSets and anim_X, what list should i use for the animation name ?

inland crater
#

Does anyone have a list of the AntiCheatType settings and what they do

faint jewel
#

how do i make food frozen?

restive sandal
faint jewel
#

.... i mean via code.

restive sandal
#

ah

faint jewel
#

i made a freezer and it gets to -150 degrees. shit still says "fresh" instead of "frozen"

restive sandal
#

maybe something wrong with food idk

rancid barn
#

Alright today is a new day and brainstorming progress has been made with the windmill mod. I’m gonna ditch the whole “4 sides” thing since I don’t think it’s gonna be easy to code. Rather I’m planning on the layers being one whole building, only concern then is just having the materials needed available.

rancid barn
#

Just my 2 cents take it with a shaker of salt of course

faint jewel
#

wut?

#

the foods temp GETS TO -150.

rancid barn
#

Oh

faint jewel
#

it just never gets marked as frozen

trail lotus
#

Any experienced modders interested in creating a CAD system? For use by emergency services like police officers in game. I’m creating a role play community and I’d like to have one so if anyone has a good knowledge of making one or think you could let me know! 🙂 of course I’d pay!!

faint jewel
#

that sounds kinda like a pain in the ass lol. i mean it could be done... but would probably be better off as an external webpage like some of the gtav servers do.

faint jewel
#

what'd you ask scuba?

#

and it also helps if the people you ask aren't at thier son's baseball practice.

#

damn them and having lives.

hidden estuary
#

help is not guaranteed

vivid flare
#

in my experience, people usually only help with easy issues :p

#

in chats it is worse, because it only needs 4 or 5 messages for your question to disappear into the void

faint jewel
#

i missed a message from him last night while i was at my kids practice...

#

he threw a veiled dig at me lol.

willow estuary
#

Adding clothing items is fussy in that, in addition to the model, the texture, and the clothing item script, there also needs to be a fileGuidTable.xml + entry for the item (https://dislaik.github.io/pz_modding/scripting_manual/clothing_mod/#register-clothingitem) and also a .xml file for the clothing item (https://dislaik.github.io/pz_modding/scripting_manual/clothing_mod/#set-clothingitem-properties)
If you don't scrupulously set up those .xml files properly your clothing item won't appear.
You can use an equivalent vanilla clothing item from the vanilla pz files as a guide for your own new clothing item.

faint jewel
#

still told him to send it my way and i'd take a look at it.

#

cuz i'm a boss, i'm a beast, repping the coast from the east, i'll chew him up like a fat kid at a feast.

hidden estuary
#

does anyone have an updated guide, or any sort of info on adding new crops? all the stuff I've seen so far seems to be outdated

#

darling, if there was an API, and official documentation on how to mod the game

#

then, only then, you can expect help, even demand it

#

but as far as it goes, its a request for help, may or may not get fulfilled

drifting stump
#

Youre very entitled people have lives and dont exist to answer you

hidden estuary
#

this does not define a community as great or not, specially on such a specific case like this

willow estuary
#

To be honest, albeit I'm sure this won't be appreciated, but being dramatic about stuff will discourage people from helping you instead of encouraging people to help you?

low yarrow
#

This is how i feel when i follow a lua tutorial

#

its not much, but i am proud that i understood a tutorial about lua 😄
(Oh and no, i am not adding a cheat into my mod, its just for easier debug)

hidden estuary
#

right now I myself am trying to look into crops, and I expect to not have any sort of help because as far as I've seen, crops are not commonly touched on

tight tulip
wintry crown
#

glad this uses lua, otherwise i wouldnt understand anything thats going on 👍

wintry crown
# low yarrow

also you can specify locals player and inv once, at the beginning of the function for example to make the script a bit shorter and easier to read/modify in the future

local function addUndeadSurvivorOutfit(keyprepper)
   local key = keyprepper;
   print(key)
   
   local player = getSpecificPlayer(0);
   local inv = player:getInventory();

   -- rest of your code goes here!

end```
wintry crown
#

np

wintry crown
# low yarrow True that, thanks!

to make your code a bit more readable (or cleaner /shrug) you could remove 1 tab from the if statements and add a tab before the inv:AddItems

faint jewel
wintry crown
#

you dont have to do it if it works but i just find it a bit more bearable to work with (ocd bruh)

low yarrow
#

You mean like making them aligned like so?

faint jewel
#

TAAAAAAAAABS

low yarrow
#

Ah like that, i see notepad now adds a stroke which makes easier to see, thanks. 😄

wintry crown
#

ye

#

like that

#

also with the last if statement below the previous ones

low yarrow
#

Clean 😄

wintry crown
#

it aight

wintry crown
#

adding a completely useless severely ineffective butterfly trainer to my mod

drifting ore
#

But in a lot of scripting languages you need the tab

#

Since it identifies code under a certain function, for example

mint zodiac
#

we are looking at you, python

nimble trail
#

I've fixed/modified 3 mods and would like to upload them to the workshop

#

-properly translated and edited the sling mod to fix the crafting and be more durable
-fixed the clothes holes that come with using ted beer's skins
-cut down + edited the weight void mod so all it does is allow you to add a weight void that reduces the weight you're carrying by 100

#

ah it seems I gotta do it through zomboid itself

eager prairie
#

=ac name HARDCORE QQ

wintry crown
#

python, my beloved

narrow crown
#

ok so I got my error log, what can I search for when looking for issues, most of my errors seem to be missing translations but I can't seem to figure out what mod isn't letting me place a campfire

placid hinge
#

Anyone know the possible min and max floats of methods like SetBetaEffec() and SetBetaDelta()?

umbral echo
#

Anyone here dabbled with fmod in zomboid? Can i add a separate bank if i just want to add sound files or do I have to replace the original? And if so, is it as straight forward as naming the repack the same thing and will it work in mp?

placid hinge
#

Or just general how they are meant to be use in the Betablocker code

#

Fmod?

#

If you're just looking to replace a sound for like a item, you don't need to remove the original, just change the sound name in its script or lua

umbral echo
#

No I know how to replace stuff like that. I want to add my own engine sound without using just a single idle loop

placid hinge
#

Ahhh gotchu, Well I don't know about not having to use anything else other than a idle loop. Made the vertibird mod but just got my own engine 2 second loop to replace the original

umbral echo
#

The issue is that everywhere I look most people just kinda shrugging about it, so theres not much information on it, especially after the mp build. Figured i'd try asking here.

placid hinge
#

Oh ya

#

Thats the hard part of it all, finding out where the info even is lol

umbral echo
#

No for sure, you can make really decent stuff using just the normal sound loops, i'm just a real sucker for cars and I want some eargasmic sounds for the mod i'm working on. I've made a function that calls turbo flutters and anti-lag depending on which speed the car is in when it starts to decelerate. It's cool but i'd much rather be able to control the rpm and idle sounds, stuff like that.

umbral echo
#

Okay I found out you can't without replacing game files. I'd love to see added support for it in the future.

balmy dune
#

Hey everyone! New to the pz game but have watched lots of nurse and private like content. Just jammed 6 hours straight with my friend. Looking for some good quality of life mods while staying pretty vanilla!

harsh prairie
#

Is it possible to mod electricity to shut off between specific hours of every day instead of a date range?

faint jewel
#

yeah it should be.

harsh prairie
#

How do you do that? I’d like to try to figure it out myself but I don’t know where to start.

vivid flare
#

who on the pz team do i have to bribe to get a physics box object that doesn't have any actual collision?

#

with sphere physics objects we can create a counterweight to balance vehicles, but this only works if those sphere objects don't collide with any other world object

vocal cargo
#

It's mostly vanilla friendly, and has quite a few QoL mods that are really nice but took me a long time to find because they were buried in the workshop

fast galleon
#

How can I stop / pause / mute a sound of an object like a fridge or generator. Need only one of these.

umbral echo
#

So probably something like, turning off the global electricity shut off, then making a lua script that calls the hours and if they match up it feeds back "true", which in its turn activates or deactivates electricity.

umbral echo
fast galleon
torn flame
#

Is there a mod to craft containers with more capacity? Currently boxes have 50 and metal boxes have 80, with is WAY too low for a co-op play with 3-4 people

vocal cargo
#

Just stack 3 tall and use the organized trait

fast galleon
#

Isocontainers are huge, try asking in mod support maybe

vivid flare
#

jeez, and i'm here like, containers are all way too big

#

especially many mod vehicles have way too much space.

willow estuary
#

I'm of the opinion that such vehicles have an immense impact on the loot dynamics/economy in MP, and not in a good way.
People single-handedly clean out loot spawns/towns, haul everything back to their base, and repeat every loot respawn.
Loot areas get cleaned out quickly by a couple of people, the servers increase the frequency and amount of loot respawn.
Soon afterwards nothing is rare, and everybody has more stuff than they will ever need and the survival game gets stale.

Meanwhile, based on my experience from both admining and base raiding, the loot hoarders have triple crates stacks full of 100% condition screwdrivers/guns that have never been fired/etc.

Granted a lot of people play the game for looting and hoarding, not hardcore survival. But I think it's all a bit much myself.

umbral echo
umbral echo
vivid flare
#

yeah, trailers are the worst offenders

#

it all started with the first trailer mod 😄

#

now you cant do reasonable values anymore, because it will spawn endless comments about "x is much better!!"

willow estuary
#

In b40 MP the Hydrocraft toy wagons etc with 150-250 capacity were awful for that as well.

willow estuary
vivid flare
#

some of them i feel are a bit too low (250 for big truck), but i think it is more reasonable than 2k trailers

willow estuary
#

Better to err of the side of caution I figure, given how the trickle down and synergies can just torpedo the loot economy and such? 🤷

vivid flare
#

problem is that cargo weight influences vehicles a lot

#

so big carry weight causes lots of other potential issues

#

it's why for our w900 truck, we even had to implement scripted solutions to reduce mass

umbral echo
fast galleon
vivid flare
#

yeah but low base weight is also not good, because it makes vehicles easier to tip over or bump into the air when driving over dead bodies

#

basically ... there is no good solution right now. everything is bleh.

umbral echo
willow estuary
vivid flare
#

in my experience, if they are wobbly, they lack balance and weight

#

wheel position has serious consequences

willow estuary
#

Yeah, getting stuff in the sweet spot for wobbly-ness is something I've spend many many hours on 🤪

vivid flare
#

i spend countless hours on trying to improve our w900 dry van trailer, but i'm about to just give up

willow estuary
#

Yeah, it's fussy fussy work alright.

vivid flare
#

the best way i found to fixing it was to add a counterweight behind the trailer, but as physics boxes have collision ... this is not a solution

willow estuary
#

😄

vivid flare
#

this whole endless try&error is what demotivates me so hard

#

there is no documentation and nobody who can help, so all you can do is push random numbers, reload, hope for the best, repeat

willow estuary
#

Yeah, honestly I wish there was some sorta graphing application for vehicle physics?

umbral echo
vivid flare
#

i still dont really know what exactly the physics boxes are doing. do they have fixed weight? do they have weight based on size?

#

if i add 10 physics boxes at the same location at the end of my trailer ... why is the trailer tipping forward?

faint jewel
#

the physics spheres confuse me the most.

#

can i make a hamster ball?! no.

vivid flare
#

you know what. maybe i should add 10 physics boxes at the front of my trailer ... maybe it will tip backwards then 😄

#

wouldnt be surprised if there is some number overflowing

umbral echo
#

I've making some code the past few days inspired by the W900's air horn to make turbo flutter and anti lag activating different noises depending on which speed the car starts to decelerate, but it takes so long to load sounds so it always feels off. Then i started learning fmod because i wanted to make my whole new engine sound, until i also found out through trial and error that it's currently not supported.

vivid flare
#

needs sound events, but we cant add sound events right now

#

w900 truck horn is a bleh implementation, because it lacks rules

umbral echo
#

The main issue with it is that it spawns a sound emitter on the ground, instead of having it attached to the car i'm guessing, so it loads each sound seperately instead of having it loaded with the car.

vivid flare
#

i think that issue is with other sound sources as well. for example vehicle door sfx -- it spawns in vehicle center, not on player who opened the door

#

so if a long vehicle is standing at 50 rotation, the sound can come from your left speaker, if it stands at -50 rotation, the sound can come from the right speaker, etc

willow estuary
# vivid flare wouldnt be surprised if there is some number overflowing

Yeah, that's why I'd like to have some sorta graphing output for tuning vehicles? I think a fair amount of stuff like this happens when playing with values where you have values shooting up to infinity/negative infinity or such when vehicles start behaving in an insane fashion of of the blue when tweaking values.

umbral echo
faint jewel
#

holy shit. i want that tune lol.

#

i'm using fhqs old tune.

umbral echo
#

I was inspired by it, i've been in contact with him. He's letting me use all of his cars as a foundation for my tuner mod. Essentially im making variants of cars that have complete bodywork disassembly, with tuner bodykits and engine tunes, with switchable differential that can toggle between drift and race mode.

faint jewel
#

jesus... this aint need for speed man.. it's a java zombie game XD

umbral echo
faint jewel
#

i'm just kidding.

umbral echo
faint jewel
#

how about this. you release and then send me the tune.

#

😄

#

it can wait.

umbral echo
faint jewel
#

🙂

#

i alwys end up finding some dumb gimmick and making a vehicle that works with it.

#

the garbage truck was TWO dumb gimmicks.

#

that became three because of a suggestion.

umbral echo
#

Haha yeah, so is the drift car isn't it. Noones actually gonna use it for anything. Thats why i included the option to just tune it up into a good race car so you don't have to slide around everywhere. I originally planned on making a trailer for it but i was like... Nah it's not a boat you know.

faint jewel
#

well the trueno is meant to spend all day sideways... yay anime.

#

the thing that gets me... someone found my ko-fi link on that page.

#

freaked me slap the fuck out.

umbral echo
#

The only issue with that fhq tune is that you need to get up into high speeds to slide, and then you'll just end up slamming into a tree anyway.

faint jewel
#

lol yeah

#

but it's fun.

umbral echo
#

It is!

#

And a lot of credit to fhq for letting me use his cars and inspiring me.

faint jewel
#

feel free to use the trueno in a video lol. people will poop over it for some reason

#

do a run through a forest track with someone in a red car chasing you.

umbral echo
faint jewel
#

it's an API.

#

as long as you have tsarslib installed you can write scripts to access it all day

#

that's the point lol.

#

he will make a whole ass car to show off a new gimmick in the tsarlib.

umbral echo
#

Oh okay! I was just a bit confused on how that worked, i've been using tsarslib for my beta version of the car and i was gonna switch over to rotators because they gave me permission to use any of the code. But if I don't have to do the switch that'll make stuff a whole lot less painful.

faint jewel
#

yeah both are apis.

#

you can theoretically use both.

umbral echo
#

For sure, thanks for the clarification.

faint jewel
#

but hey, question for ya.

#

think you can retune the go karts a bit?

#

they kinda DIE the second they hit offroad.

umbral echo
#

I can take a look at it in a couple of hours sure, i'll send you an updated script if i figure something out.

faint jewel
#

sweet!

#

i make the things pretty. i barely make them functional XD

umbral echo
#

You could repay the favor by telling me how different shaders work, if you know.

faint jewel
#

sure what are you trying to accomplish?

drifting ore
#

hey how do i retexture clothing? i want to retexture the trainingjackets

faint jewel
#

find an existing texture then change it.,

#

start editying files.

#

5 hours later curl in a ball and cry

#

2 days later release!

drifting ore
#

lmao

#

i mean i already created a mod folder with the mod but how do i replace a texture now

faint jewel
drifting ore
#

ah okay thanks

faint jewel
#

but be careful. she be tricksy

#

i'll help if i can.

umbral echo
#

Ah skizot already offered.

drifting ore
#

i cant find the pin bruh

faint jewel
#

it's the one with the pepsi guy ^^

#

you know slaughter.... if we could find a GOOD UI guy... we could start our OWN team, lol.

drifting ore
#

ohh

vivid flare
#

making money off of mods, the new hip

chrome egret
#

What do you mean, "good"? 🙂

faint jewel
#

i aint say nothing aboot no money.

umbral echo
drifting ore
#

and will the clothes spawn like other clothes or do i need some scripts for it?

faint jewel
#

can make this a real thing @chrome egret

visual island
#

Hi All, i'm learning how to make my first vehicle mod for PZ, i'm now just finalising everything, how to i export/convert my 3d file into the format the game requires?

I can't seem to find any up to date resources

thank you!

umbral echo
faint jewel
#

i keep half making unity games.

drifting ore
#

i just used my brain and now i know how to retextur stuff

#

🤯

chrome egret
drifting ore
#

just like this ig ? and replace the names with the cloth i wanna replace

faint jewel
#

lol it was just an idea. so it could be changed up.

chrome egret
#

It's a really cool mock-up

faint jewel
#

you could also do it like the forests backpack. that would be hilarious.

#

where it's just a smattering of items laying around.

#

just to add a whole new level of difficulty.

umbral echo
faint jewel
#

yeah new clothes is the best bet.

#

just remember to generate NEW GUI IDS

umbral echo
drifting ore
#

i haveb it there

umbral echo
#

Sorry I could be more clear with that, shoot me a message if you need more help and i'll get to you. I gotta get some chores done right now.

faint jewel
#

the mod directory is best.

drifting ore
#

thats just a mod i looked into to understand stuff

#

do i need the masks directory?

umbral echo
#

So you don't have to add one.

drifting ore
#

it works but for some reason only the pants work and not the jacket

#

now it works lol

drifting ore
#

how do i change the item pictures?

umbral echo
#

In the script, change the "icon" variable, then create a new 32x32 png in the main texture folder named Item_"icon" with "icon" being what you put in the script.

drifting ore
#

what script?

#

i have this

umbral echo
#

Did you create a new clothing piece or retexture?

faint jewel
#

media\scripts\

drifting ore
#

just retexture

umbral echo
#

Oh, then you cant unless you use itemtweaker api

#

Which at that point, just make a new one.

#

I think? Maybe just find out what the name of that clothing items icon is and try adding one with the same name.

drifting ore
#

yea i will try that

#

yay i made my first "mod"

#

but the texture isnt even mine lol, just using it for private server with a friend

umbral echo
drifting ore
#

lol what

#

yea easy

umbral echo
#

I'll be expecting it by sunday 12PM GMT, or you can kiss that executive position in mine and @faint jewels mod team GOODYBYE!

drifting ore
#

lmao

umbral echo
#

Could someone help me figure this out? I want to call wheelFriction using this formula, but whenever I try it gives me an error. What I'm most confused about is the letter before each variable, like fBrakingForce and iEnginePower, what do they mean and how to i apply it to Wheelfriction?

faint jewel
#

what's that from

umbral echo
#

It's used in traits related to driving.

#

This specific one is from the driver skill mod.

faint jewel
#

f would be float and i would be int i think.

umbral echo
#

Aaah, I've only been learning java and lua for a few weeks. Still trynna get the hang of it, but that makes sense. So do you mean it might be that it changes the value without using setEnginePower for example?

faint jewel
#

i think it modifies it real time.

quasi geode
umbral echo
umbral echo
#

Goddamnit, I can't figure out how to call the vehicle scripts wheelFriction, only the wheelFriction of the tires, which is seperate and barely changes the performance.

faint jewel
#

i thought only tires had friction?

umbral echo
#

I did too for a while, turns out its just a modifier on top of the one in the actual vehicle script, but it wont go under 1.2 or above 2.5, so theres not much control.

molten plaza
#

Is it possible to script a mod where zombies burn and die in direct sunlight? I’m looking for a project zomboid modder I can commission to make this for me. I’ll pay you.

#

@ me if you reply so I’ll see it

umbral echo
molten plaza
umbral echo
#

I know the Tsar team takes commissions from time to time.

molten plaza
umbral echo
#

They make all kinds of stuff, great team of very talanted modders.

molten plaza
umbral echo
#

Oh i'm not allowed to send invite links lol.

#

I'll send it in pm, i've never spoken to any of them, and the discord is very limited unless you join their patreon. But give me like an hour, i actually wanna see if the script is as straight forward as i think.

drifting ore
#

hey can i use brand names like adidas in workshop?

molten plaza
rancid barn
#

Ok so I need ideas for how to connect a windmill to buildings for power

faint jewel
#

i think my next mod is gonna be simple... just a plain ass golf cart.

#

but there's a cooler on the back.... DAMMIT.

rancid barn
#

Cooler calamities 2: electric boogaloo

#

Also holy fuck I’m in love with your ice cream truck mod

faint jewel
#

it's gonna be just a damned cooler.

#

which one?

#

cooler or freezer?

rancid barn
#

Freezer

#

I love the sound the siren makes

faint jewel
#

lol

#

well there's a hidden link under the grid off my stuff.

#

feel free to abuse it 😛

rancid barn
#

Also what’s the name of the song that the siren uses? I know it’s some old ragtime thing, forgot the name of it

faint jewel
#

they are all old ragtime.

rancid barn
#

I mean the one that “wail” uses

faint jewel
#

The entertainer

rancid barn
#

I KNEW IT WAS FAMILIAR

vocal cargo
#

he made a fake company based on a real one

#

with a similar logo

#

and mod went byebye

#

but I see people make car mods and use the real names so who knows

faint jewel
stray tartan
#

those are awesome

faint jewel
#

fuck corporate i'm taking this shit to federal. lol.

frank elbow
#

As a southerner, I take great offense to golden corral's representation (read: i completely agree with that assessment and actually have no complaints)

hidden estuary
#

am I missing a mechanic to do with distributions in mods?

faint jewel
#

as a southerner myself, ryans or bust. crappy corral and the disease train can rot. XD

hidden estuary
#

I imitated a vanilla item 1:1

#

but I found 3x that item anyways

drifting ore
#

Sorry if I ask in the wrong section, I need help to make this function only active inside the player safehouse, what should I add

function self.TeleportTo( items, player, pointName )
IPZtoNPC.Transporter.MoveTo( items, player );

end

hidden estuary
#

I made the same chances, the same locations

#

obviously that doesnt guarantee a 50/50 perfectly, but finding 3 for every 1 is not a balanced roll

#

even tho it should've been

grizzled grove
faint jewel
#

look up the documentary on thier choclate fountains.

abstract raptor
cerulean wedge
umbral echo
#

No this is wrong.

#

I completely miswrote that, hold on.

thorn cipher
faint jewel
#

nah it was requested by some dork from this channel.

#

dealing or something like that.

thorn cipher
#

not against greggs, just thought it was a random inclusion aha

spiral plover
#

So I’ve seen it talked about, but couldn’t find a real conclusion; is it possible to read/write to (SQL) databases in PZ? I saw someone got around this by reading the server files which would work just fine, but I feel there’s a better way

#

If anyone knows of any examples please do let me know

drifting ore
#

@faint jewel my mods kinda blew up

#

I made them both today and they got so many views and stuff already

faint jewel
#

20 whole subscribers?! that's awesome!

odd notch
#

is there a way to receive a server's console? maybe an rcon request of some sort?

pulsar rock
#

Say, anyone know why Lone Wanderer's Saving Grace is suddenly unavailable?

viscid drum
#

I thought I might have been doing something wrong but....are the army surplus lockers broken? or are they suppose to be empty?

#

same with the army quarter lockers

rose notch
viscid drum
#

ty for confirming.....lol I don't know how many times I reloaded thinking I messed up something on the loot distribution file :S

frank rivet
#

I have a simple request, that I can't seem to figure out on my own. if someone could pm with some help that would be great. I want to add the ability to shoot, and swing melee weapons on Dislaik's Skateboard Mod. And I haven't been able to figure out how to add those options in. Any help would be awesome!

hollow lance
#

looking for modder

autumn sandal
#

Hey, I was wondering if I could get some help
I'm making a prop pack, and some of the models work well, but some are WAY offset from where they are meant to be and I'm not sure how it happened, or how to fix it
Anyone got any advice?

#

The first one is less extreme, but still irritating
The second, however... utterly fucked

craggy furnace
#

vroom vroom

hollow lance
#

I mean uh oh where I could find modder?

strange sequoia
#

Hey hey, anyone know what this option means in the "haistyles.xml"

zealous umbra
#

Is there a list of all the item Ids?

#

I am searching for the Wooden crate

analog gull
#

era of HEMTT

visual island
#

my 3d model is rotated 90 degrees anticlockwise to the car base, how do i fix please?

nimble spoke
nimble spoke
zealous umbra
nimble spoke
inland crater
#

Anyone know of a way to change the color of snow?

chrome egret
#

Does anyone have any insight into the vision system? Specifically I'd like to check whether a given cell is within the character's vision radius

#

What I'm really after is natural-seeming behavior for walking the room looking in containers, so if someone has a bead on that I'd also be grateful!

hoary acorn
#

hey i made a simple emote hotkey script can someone check if i did anything stupid? its only a few lines. pls pm me or reply

#

its working too

fair frost
lean jay
#

What are everyone's favorite 5 map mods that add to the vanilla map

inland crater
#

What folder is the sprite for snow in

#

i feel like its really obvious in the textures and im just stupid

#

i can find fog

#
package zombie.iso.weather.fx;
    public SnowParticle(Texture var1) {
        super(var1);
        this.recalcSizeOnZoom = true;
        this.zoomMultiW = 1.0F;
        this.zoomMultiH = 1.0F;
    }
tawdry solar
#

one of my favourite places

umbral echo
#

So, in the vehicles script theres a value called "wheelFriction", and then there's the wheelFriction thats tied to the actual wheels, I know after extensive testing that these two are seperate. those ones tied to the wheels call back to getWheelFriction() and setWheelFriction() in VehicleScript. Can someone help me figure out what the other wheelFriction ties to?

drifting ore
shut valley
#

from before the multiplayer builds

drifting ore
#

Ohh okay

#

That looks awesome

edgy ruin
#

Question. Will boats spawn around Kingsmouth Island if I have Aquatsar Yacht Club?

thorn cipher
#

anyone know if there is a mod that let's you push a vehicle by hand?

tight tulip
#

@thorn cipher - I believe Better Towing let you. I believe it's broken in multiplayer, not sure about single player.

inland crater
#

I sometimes forget to put things into the perspective that multiplayer is super recent so when i see code like that im like hmmmm oh yeah

thorn cipher
visual island
#

espace is coming along nicely

willow estuary
willow estuary
#

As well, it only works when the engine is running.

orchid hazel
#

any good videos on custom texturing?

#

im specifically planning to add a makeup

autumn sandal
#

I think the size is part of the issue, because it works when the model is at full scale, but when I scale it down in the models script, it becomes more and more offset from the square the smaller it gets

orchid hazel
low yarrow
#

In Steam\steamapps\common\ProjectZomboid\media\textures\Body\MakeUp you find the textures, then you also need the same folder structures like in clothing mods i think

#

To have them directly at the character creator screen you can turn on "unlock all" in the sandbox settings to have access to all clothings

#

This guide will provide all necessary to create a clothing mod for Project Zomboid.
Get now all clothing models in Clothing Assets !...

orchid hazel
low yarrow
orchid hazel
low yarrow
#

If you take a body texture and a make up textures and overlay it in a painting programm you will see how it works

#

No replace 😄

orchid hazel
#

make up is the one that requires you to get the foundation makeup and a mirror right

low yarrow
#

If you want to do it like that then yes

orchid hazel
low yarrow
#

After all the game does handle it as "clothing"

autumn sandal
#

Hmm... looking through the game's files to see if I can find a solution to my issue and found rotate and offset...
Wondering if those relate to the world model, or are specifically for dictating how the item is held by a player

low yarrow
autumn sandal
#

Ooooh, then this might solve the issue if I can find the correct values to de-offset the model

#

God I hope so, this prop pack has proven to be far more of a pain in the ass than I expected so far

low yarrow
#

How a weapon is held on hand are defined by the attachment points:

#

And your mesh in relation to the origin

#

I would not recommend to mess with the vanilla attachment points tho as it can break alot of items 😄

#

But you can add new ones

autumn sandal
#

Nah, dw, I'm not messing with any vanilla stuff
Basically what I'm doing is adding in some monster props, basically items you just place down and boom, got a monster of some kind sitting there in the world
We use them on our server for turn based combat

#

This is how my models script is set up currrently, had to fiddle with the scaling a lot
Most of them work, except for spider and arachnid

#

When I scale spider and arachnid down, their model becomes severely offset from the square the item is being placed on

thorn cipher
#

Just curious if there is a mod where to get food from a vending machine, it requires money?

hidden estuary
#

I bet you could easily make that with a crafting recipe, but would need the vending machine to count as a station

woven inlet
#

Is there a mod that shows where other players that are in your faction are on the map?

thorn cipher
hidden estuary
#

we all start somewhere

hot patrol
olive garden
#

I am playing a cracked zomboid on my school computer and trying to add mods, but I cant access my c drive, is there a way to add mods to the mods folder some other way?

swift widget
olive garden
#

I own the game on steam, I just can’t access it atm

#

I would appreciate help not criticism

inland crater
#

anyone know if a search function for this?

#

nevermind

frail quail
#

is there some way to change what the playing is wearing other than "setwornitem"?

#

im trying to make a vanity slot mod

#

basically like terraria, you use your normal clothes/armor for protection etc but you can put another cloth in a vanity slot to make your character look different without affecting your stats

#

some way to hide belt/holster items could be really useful too

nimble spoke
#

I'm updating art for my Relaxing Time, if anyone has a good screencap of the police helicopter mod please share so I can add it to the newspaper

crimson spindle
#

Im working on a trailer for my mod, and im trying to capture some video. In debug mode, how do i make myself invisible and also make it so i can phase through walls and turn of fog of war?

random orbit
#

Trying to recycle jewelry with no luck. Do you need a certain metalworking level to break them down into scrap?

inland crater
#

Anyone know where the code for "DigFurrow" is located

#

Looking in TimedActions thinking its burried somewhere else

late hound
#

Is there some sort of clever workaround to make a recipe not have a "result = X" item ?

drifting stump
#

could add a certain item and then remove it with the on create

late hound
junior raven
#

My mod is being loaded, but it doesn't look like my lua file is being run. It's supposed to print something to the console, but it doesn't. No errors are printed to the console either.

#

The console confirms the mod is being loaded. The lua file is in the "shared" folder. It's supposed to load automatically, right? The file doesn't need to be registered or anything.

#

I assume any syntax errors would be reported on the console

junior raven
#

Fixed it. The mod structure must include media/lua

craggy furnace
nimble spoke
craggy furnace
#

ah

undone crag
hidden compass
#

Hi thee !
I would like to make a mod that places installations on a specific map (cell) instead of spawning items, is there a mod or information site that would be helpful?
For example, placing a TV in a specific location.

zenith smelt
#

Is there a way to check if a player is speaking thjrough voip?

junior raven
#

Are recent versions of js-eclipse java decompiler not able to decompile the latest PZ classes, or something wrong with my install?

inland crater
hybrid marlin
#

Is there a way to override and/or disable (vanilla) recipes? Nothing I searched for yielded results, occasionally someone answered them but then the original person asking said it didn't work and it stopped there

Tried adding a new recipe with the exact same name as the base recipe and added Override:true (also tried all lower case and upper case too) but it just creates a 2nd recipe with the exact same name instead of changing the original, and Obsolete:true doesn't do anything (whether alone or together with Override:true)

#

Never mind, after doing this for an hour now I feel stupid, finally pieced everything together the right way (realised things like override = true didn't work because it wasn't the right syntaxt in recipes), and now ultimately my error was starting the recipe with module base instead of module Base, and now it works (obsolete still doesn't remove it just like someone said who decompiled some classes and found the code for it doesn't apply to an overriding/new recipe, just for the original, but at least I can override it with gibberish and put an impossible/nonexisting recipe as requirement so it effectively removes it)

zenith smelt
#

When using Player:Say("text") in multiplayer, only the client running that command saw the text

#

is there a way to say text in multiplayer?

undone crag
#

I think possibly the code that is only running on the client has something that makes it only run on the client, something like if player:isLocalPlayer() then? You could check for that.

drifting ore
#

Sup guys

#

I was thinking

#

If that's possible to make zombies blind?

#

Or better

#

Give them very small Field of vision?

#

So they'll see me only when they're closer than 2meters for example?

#

I would be very grateful for your help

thorn cipher
drifting ore
#

I know but even with poor sight they can see you from pretty far

#

I would like to set them to notice me only at a very short distance

#

But give them good hearing

#

So basically make them like the creatures from A Quiet Place

tired finch
#

thatd be cool actually

drifting ore
#

Yeah that's why I'm looking for someone who can help

zenith smelt
#

It's a way to do it

drifting ore
#

But does it make you invisible

#

Or makes zombies see you only from a small distance?

#

But i think that I'll be able to do it with that mod

mint zodiac
#

he probably means look how that mod does make the character invisible and replicate in your mod

little vessel
#

Need help optimizing code. More specifically, doing loops.

local function OptionalTweaks()
    
    local LightBDurability = SandboxVars.VPP.LighbulbDurability
    
    local LightBulb = ScriptManager.instance:getItem("Base.LightBulb")
    local LightBulbRed = ScriptManager.instance:getItem("Base.LightBulbRed")
    local LightBulbGreen = ScriptManager.instance:getItem("Base.LightBulbGreen")
    
    if LightBulb then 
        LightBulb:DoParam("ConditionMax = " .. LightBDurability)
    end
    
    if LightBulbRed then 
        LightBulbRed:DoParam("ConditionMax = " .. LightBDurability)
    end
    
    if LightBulbGreen then 
        LightBulbGreen:DoParam("ConditionMax = " .. LightBDurability)
    end
    
    print ("VPP Debug: Lightbulb durability set to:" .. LightBDurability)
end

Events.OnNewGame.Add(OptionalTweaks);

This is the "base" code. It does what it needs to do. I have other instances of similar code that run longer, and I noticed it impacts (lengthens) the game start. So I need to solve two problems with it:

  1. Do a loop
  2. Find out why ConditionMax resets to vanilla default when the game is loaded.

For the first, I did this code

OptionalTweaksItems = {}

OptionalTweaksItems["LightBulbs"] = {
"Base.LightBulb",
"Base.LightBulbRed",
"Base.LightBulbGreen",
"Base.LightBulbBlue",
"Base.LightBulbYellow",
"Base.LightBulbCyan",
"Base.LightBulbMagenta",
"Base.LightBulbOrange",
"Base.LightBulbPurple",
"Base.LightBulbPink",
}

function OptionalTweaks.LighbulbTweaks()
    local item;
    local LightBDurability = SandboxVars.VPP.LighbulbDurability;
    
    for k,v in pairs(OptionalTweaksItems) do 
        item = ScriptManager.instance:getItem(k);        
        if item ~= nil then
            item:DoParam("ConditionMax = " .. LightBDurability);
            print ("VPP Debug: Lightbulb durability set to:" .. LightBDurability);
        end
    end
end

But I can't get it to work. Anyone knows what's wrong with it?

mint zodiac
#
...
  for k,v in ipairs(OptionalTweaksItems.LightBulbs) do 
        item = ScriptManager.instance:getItem(v);  
...
#

try that

#

you have a non indexed table without

little vessel
#

Thanks for the help!

mint zodiac
#

guess you'd need an event to trigger your code right after world load

little vessel
#

I use OnGameStart and the "debug" shows the altered values but once I load the game the bulbs condition revert.

zealous umbra
#

Are there ressources on how to make an object like a table that snaps to the tiles on placement?

drifting stump
oblique garden
#

So I've been brain storming and maybe someone else has already tried this but is it possiable to create a "Locking Metal Double Doors Mod". Like the wooden gates but metal and able to lock from either side but only unlockable with a key.

crude talon
#

Anyone know what the game's default value for critmultiplier is for a weapon?

#

like when it's not specified in the weapon's stats

zealous umbra
#

I got a recipe an item, .pack and .tile file. How do I combine them?
How does the game know that my specific item got those tiles?

drifting ore
#

I don't know programming languages

foggy salmon
drifting ore
#

Can someone edit that mod for me?

#

Because I don't think that I'll be able to do it

#

Or at least tell me what i need to change

#

Because I think that it's possible to do that but i just don't know how to do it

drifting ore
#

Is it possible to make Ui mods? like a new window for new information coded in with a mod

drifting stump
#

yes it is there are several examples

drifting ore
#

I shall look into that then

chrome egret
rustic oar
#

IT is possible to make a trailer for carrying car?

#

like a car fload like in real life where u can put 4-5 car

junior raven
#

What's the proper event for catching slash commands from players?

junior raven
#

Is it possible to get a username from a character object?

drifting stump
#

there are other for different names too like steam or surname

junior raven
#

I just learned kahlua automatically casts IsoCharacter to IsoPlayer if it is an IsoPlayer object.

#

I tried IsoPlayer.getUsername(), but it returns the characters name. I'll look for one for the steam name.

drifting stump
#

thats not true

#

an isoPlayer is an IsoPlayer which is a subclass of IsoGameCharacter that means it inherits the fields and methods

junior raven
#

Yeah, Java is passing an IsoCharacter (which is really an IsoPlayer) to my lua script.

#

I'm used to strongly typed languages that don't let you use subclass members without casting. I should have known better.

tawdry moss
#

So I’m trying to make a mod that allows you to reskin weapons (turn a hunting knife into a scalpel that is statistically identical to hunting knife, etc) but i can’t get recipes to appear. I have the recipes and in the user mod folder (not steam files) as a text document.

Issue is the recipes never appear in game. Do I need to have files in the game’s location on steam as well? Does the file type need to be .lua or is .txt fine?

Really new to modding so I’d appreciate help

silent bloom
#

I am having this exact same problem right now @tawdry moss

#

I cant seem to get any recipes to appear in the game

#

Even ones downloaded from the Workshop aren't appearing

junior raven
#

Mod files go in the <userprofile>/Zomboid/mods/<modName>/media/* folder

#

They belong in specific subfolders of that folder

#

I think recipes are scripts, not lua code, so they shouldn't have the .lua extension

#

In your case, the recipes go under <userprofile>/Zomboid/mods/<modName>/media/scripts

tawdry moss
#

Thanks

junior raven
#

Is there a way to get a player's steamID as a string instead of a floating point number?

drifting ore
#

How can I edit zombies AI?

#

I want to make them see me only from a close distance

#

Because poor vision is not enough for something that I'm trying to achieve

#

I'd really appreciate your help guys

restive quest
#

From what I understand by doing a little bit of research, it's not possible to change the engine sound for the cars right?

#

I only managed to add a file to the mod and define it in the script but right now it's just a static sound in-game (not changing with the RPM)

dreamy canyon
#

Hi all, I've currently set up a dev space using IntelliJ, got decompiled sources attached, but the I'm not getting any code completion for 'Events', such as Events.OnPlayerUpdate. Anyone using IntelliJ for development?

inland crater
#

what are the arguements for context:AddOption

undone crag
#

You can check by looking for where the AddOption function is in the Lua.

silent bloom
#

Trying to create a recipe for my flag mod and I just can't seem to get it to even appear in the game. Is this formatting correct? Does the txt file itself need to be saved with a specific encoding? (Don't mind that it creates a stone axe, that's just to test it creating something before I dive into getting it to display custom sprites.)

drifting ore
#

what programme is that?

silent bloom
#

I am using Sublime

silent bloom
#

Okay, update: I got it working by splitting my mod up into two parts. The first part is the tiles themselves (the flag sprites) and the second part is the scripts txt file.

#

Been struggling with this for two days now, glad to have a solution that worked

#

Follow-up question: Is there a way to hide the craftable item from the right-click menu if you click on one of the recipe ingredients? I have like 350 flags with two versions each, a 700 item list would be SUPER annoying for players

pure vine
#

someone needs to do chernaus from dayz

dire oracle
#

no

#

no

#

please no

wild topaz
#

Would it be possible for someone to make a mod that allows you to start a fire without matches or a lighter, perhaps using two tree branches to make a crude firestarter

#

I wanted to do a playthrough relying mainly on foraging, fishing, etc, which is possible with my current modset…but noone has made a mod for a very basic firestarter?

#

NVM I looked into it, I never realized a drilled plank does that, im dumb lol

junior raven
#

Is there a way to get a player's steamID as a string instead of a floating point number?

faint jacinth
#

while I'm here, does anyone know the file I need to be using to create a blank inventory page that I can customize with what items are visible in it?

#

Not asking for code

#

Just asking what file I need to be reading to use

round stump
#

Does anyone know how can a server admin change the loot table that zombies have?
I would like to add a vanilla item to zombies inventory on a probability

inland crater
#

I'm two years from my computer science degree and the fact that there is a lua console in debug mode to run code through went over my head forever

#

and i feel like an idiot

#

i've been like "man I SURE WISH I COULD SEE WHAT THESE FUNCTIONS DID WITHOUT LAUNCHING MY GAME OVER AND OVER"

tawdry moss
#

Are there any issues with having crafting recipes and items in the same .txt file or does it not matter?

tawdry moss
#

Thanks

junior raven
#

Is there a way to get a player's steamID as a string instead of a floating point number?
After searching the existing lua scripts, the apparent answer to this is no.

junior raven
#

It doesn't work. As soon as lua receives the steamid from Java, it converts it to a floating point, mangling the id.

drifting stump
#

?

junior raven
#

IsoPlayer.getSteamID() returns a long (e.g. 71234567890123456). When that gets passed to the lua code, it gets converted to a floating point (e.g. 7.1234567890123454E16).

#

Then, tostring() just converts that to a string: "7.1234567890123454E16"

quasi geode
#

use the global function getSteamIDFromUsername

#
      public static String getSteamIDFromUsername(String var0) {
         if (SteamUtils.isSteamModeEnabled() && GameClient.bClient) {
            IsoPlayer var1 = GameClient.instance.getPlayerFromUsername(var0);
            if (var1 != null) {
               return SteamUtils.convertSteamIDToString(var1.getSteamID());
            }
         }

         return null;
      }
#

though probably wont work serverside

junior raven
#

Oh, so close

drifting stump
#

print(string.format("%.0f", getPlayer():getSteamID()))

drifting stump
junior raven
#

Thanks. Yeah, the last digit is lost to floating point precision. There's no way to get it back without a Java function that returns a string.

#

And I do need it server-side

stiff nest
#

Has changing the vehicle sounds as in driving not just start stop and idle been discovered yet??

crude talon
#

does anyone know the RCON command to enable/disable thunder?

junior raven
#

What's the command to send a blue system message to a player

junior raven
#

Why will JD-Eclipse not decompile the classes?

quasi geode
#

the jd-core it uses is kinda outdated. jd-gui wont work on pz anymore so i'd assume jd-eclipse is also broken

junior raven
#

Ouch, is there another tool that works?

quasi geode
#

the decompiler from intellij works fine, i just run it from the command line to bulk decompile the code and skip using the ide itself

#

so can use intellij to browse, or just use it to decompile then use w/e your preference is

junior raven
#

Cool, thanks @quasi geode

drifting ore
#

Anyone think we'll get a "Day One" mod for PZ when they add NPCs

drifting ore
#

anybody know any cheat mods

#

like inf traits or sum

tawdry moss
#

So in a mod of mine, there are some recipes that use guns as ingredients but broken guns don’t work. Is there a way to include broken guns in the ingredients?

native vector
#

How possible is it to edit the range of power/consumption of fuel used by a generator?

spark void
junior raven
#

How do you call this static function from lua?

public class GameServer {
    public static UdpConnection getConnectionFromPlayer(IsoPlayer var0) {
        Long var1 = (Long)PlayerToAddressMap.get(var0);
        return var1 == null ? null : udpEngine.getActiveConnection(var1);
    }
}

I tried GameServer.getConnectionFromPlayer(playerObj), but it errors: "attempted index: getConnectionFromPlayer of non-table: null"

#

It's like it doesn't see the GameServer class

junior raven
#

I misunderstood the interface between LUA and Java. The lua appears to only have access to Java functions exposed by LuaManager.class.

#

QUESTION: I don't see any function in LuaManager.class that allows you to send system messages to a single player. Does one exist?

chilly beacon
#

how do I best extend another mod? if I wanted for example to change the behaviour of another modded gun, or if I found a bug in a mod and fix it myself? do I just re-define the item in question and call it done?

wheat junco
#

I'm looking for a mod that adds a space heater that hooks up to electricity in my base, someone said there is one but I cannot find it in the workshop

pure vine
#

is there tarkov mod

zenith smelt
#
    local players = getOnlinePlayers();
    local playerindex = math.floor(ZombRand(0,players:size()));
    local myplayerobject = getOnlinePlayers():get(playerindex);
    sendServerCommand(myplayerobject, "MyModule", "MyCommand", {msg = "Test"});
#

wouled send the comand only to that player

smoky meadow
#

it is possible to create a mod, like the sleeping bags are your respawn point just like RUST, that would be cool.

junior raven
junior raven
#

Yes...

drifting stump
#
local function AddTextInChat(text, tabTitle)
  local chatText
  for i, tab in ipairs(ISChat.instance.tabs) do
    if tab and tab.tabTitle == tabTitle then
      chatText = tab
      break
    end
  end
  if chatText.tabTitle ~= ISChat.instance.chatText.tabTitle then
      local alreadyExist = false;
      for i,blinkedTab in ipairs(ISChat.instance.panel.blinkTabs) do
          if blinkedTab == chatText.tabTitle then
              alreadyExist = true;
              break;
          end
      end
      if alreadyExist == false then
          table.insert(ISChat.instance.panel.blinkTabs, chatText.tabTitle);
      end
  end
  local vscroll = chatText.vscroll
  local scrolledToBottom = (chatText:getScrollHeight() <= chatText:getHeight()) or (vscroll and vscroll.pos == 1)
  if #chatText.chatTextLines > ISChat.maxLine then
      local newLines = {};
      for i,v in ipairs(chatText.chatTextLines) do
          if i ~= 1 then
              table.insert(newLines, v);
          end
      end
      table.insert(newLines, text .. " <LINE> ");
      chatText.chatTextLines = newLines;
  else
      table.insert(chatText.chatTextLines, text .. " <LINE> ");
  end
  chatText.text = ""
  local newText = ""
  for i, v in ipairs(chatText.chatTextLines) do
    if i == #chatText.chatTextLines then
      v = string.gsub(v, " <LINE> $", "")
    end
    newText = newText .. v
  end
  chatText.text = newText
  chatText:paginate()
  if scrolledToBottom then
      chatText:setYScroll(-10000);
  end
end
junior raven
#

Nice. Can you send the text just to a specific player?

drifting stump
#

this is client side

junior raven
#

Ah, I need the server to send a system message to a player.

drifting stump
#

you can send a server command to a specific player to cause this code to run

junior raven
#

Aahh

#

Do you have to register it as a command somehow?

drifting stump
#

look at code with sendServerCommand

#

and onServerCommand

junior raven
#

Cool, thanks

faint jacinth
#

@drifting stump sorry for the ping, but do you know what .lua file or API I need to be looking into to create a blank inventory page I can use to add/remove items?