#mod_development
1 messages · Page 535 of 1
i can't tell what the problem is and there's no like, error message or anything to tell me why
ohp, figured it out. i left an empty 'requires' field in the mod.info
Hey guys! Trying something different, hope this is the right place to ask, I have 8 people waiting on me in game rn, mods CAN be added to an already started MP Hosted game right? Or do I need to create a new world for the mods to kick in?
Everyone has been prompted to and has sucsessfully downloaded the 4 mods. Server is running fine. But we dont see any of the contents. (Autotsars trailers, motorclub, bushcraft, and ISO ontainers)
I've been hosting this game for a few weeks now, we are super settup. I am hoping I do not have to create an entirely new server for us to play with mods
I think you might have to go into the server settings and install the mods from there. I've never done it myself, so I wouldn't know, but it wouldn't make sense for you to have to create a whole new world.
I did this before I did the .ini!
Are there console commands to spawn items? So I can at least see if I can manually bring it in?
Hi! I'm thinking about developing mod that plays dynamic, layered music based on specific context. As an example take combat music which consists of 3 individual layers - brass, strings, drums. Depending on zombie count, combat length, player moods, health and environment music would progress, build up, and increase volume of the next layer. So at first it would play only strings, then strings and brass, and finally strings, brass and drums. This is something similiar to what Darkest Dungeon does based on the torch level.
What do you think about this idea?
Hey PZers! I’m new to modding and it’s probs a dumb question but I’m trying to check tile properties and constantly getting a Tileset Images changed Size message. Does anyone know why or maybe what I’m doing wrong?I’ve tried viewing diederikvtiledef as well as the newtiledef files and both give this message with several tiles becoming smaller in size and losing their properties.
Currently trying to make new cars, how can i make custom textured car body? im still kinda new, i dont know how to do this for now
I see that the lunge sprint definitions are the same for 2 files
Is this a typo by devs
Or is the name based on the filename?
Practicing my texturing by modifying a spongie coat to look more like rick Grime's from the walking dead https://i.imgur.com/0DdjkAL.png https://i.imgur.com/XbiDQ6U.png
nothing huge just shortened the fur collar, added pockets on the front and some seams
reference
the part I like least are the sleeve buttons but there isn't much I could do to make them better
open version https://i.imgur.com/xaMeJSi.png
I was thinking of modifyting the model as well to make it a bit longer
@winter bolt I hope you are alright with that. I'm mainly just practising but if I like the end result would you mind if I upload it?
yeah that looks good
i wanted to make mine more like rick's but i was also trying to make it work as leon from re4 lol
Yea I could tell. it does a solid job at both the main thing that makes it look off to me is the length.
and thanks 🙂
i'd be sure to give credit of course.
not sure if it's obvious but I feel like that little bit of length at the bottom goes a long way
yoooo
dick move, but i like it 
Oh that is monstrous
I love it
The important thing is that I set it up to log brake tampering to console before I uploaded it to the workshop 🤪
LOG : General , 1649608786782> Someone is being naughty and spicy and cut someone's brake line!
LOG : General , 1649608786782> BusterMyers cut brake line on Base.VanSeats / 254 at 10849 / 10152
lul
Provided to YouTube by RCA Bluebird
I Want to Be Evil (Remastered 2001) · Eartha Kitt
Heavenly Eartha
℗ Recorded Prior to 1972. All Rights Reserved by BMG Music
Released on: 2002-03-04
Trumpet: Yank Lawson
Trumpet: James Maxwell
Trumpet: Melvin Solomon
Trombone: Robert Byrne
Trombone: Warren Covington
Trombone: Roland Dupont
Trombone: Louis...
Hi all, I am new to the discord and just dipped into modding, do anyone have a template/ tutorial on making a trait?
Posting this here as a note.
I have an idea for a Scorching Summer mod, an opposite to Cryogenic Winter. Basically it gradually converts the PZ map into a Dust Bowl esque wasteland that's hot, dusty, overbearing, and very very dry.
The first few weeks are just a constant heat wave, but the longer it progresses, water sources begin to disappear, fires randomly occur on the map, the world slowly begins to turn into a desert. Rain becomes rarer and rarer, forcing you to collect anything and everything you can. Eventually, the majority of weather is dust-storms that force you to wear dust or gas masks or risk suffocation.
Crops eventually become unplantable outdoors, so the mod introduces a form of hydroponics allowing you to farm indoors, but as the days grow hotter, the water becomes rarer, so eventually so do your crops.
Either you die from the heat, or you die from dehydration.
Oh, or the zombies too.
guys where to find the icons or sprites in the PZ folder?
Wait... ...there's more!
Most of them are in a pack archive in media/texturepacks, maybe UI.pack? Anyways you need to use TileZed to look at the contents of or unpack the pack archives.
Hey all, question for modding spawnpoints!
How do I find the world x,y and local x,y,z coordinates for spawn points?
fyi you can use of bleach to cause corrosive damage to fuel tank and engines 😉
@pulsar rock as in the actual locations on the map? If so then you can just the online map, it has a cord lock option. Or do you mean getX() and lua stuff?
Ahh gotchu
is there a way to customize the map on my server? like a admin adds stuff and players see it when they press m, and open their map.
how can i add a custom trait im very new but i have programming knowledge
ive set all the folders and text files up just gotta know what to type
nvm i found a mod and used it as a example
How do I make my mod have dependencies, like import libraries or use modules from other mods
As in how do I use other mods items for my recipes
Finally got some free time from uni to work on my mod again, it's been months 😄 glad to be back i've missed loads of sick mods it seems
Anybody have any tips on how to detect when an item breaks in lua? I'm looking to detect when a weapon breaks and i'm noticing the OnWeaponSwing, AfterPlayerAttack, etc aren't catching it
I'm trying top find a way to detect when the item breaks, rather than looking for a broken item in my inventory
If I add a car mod mid map will the cars spawn in unvisited areas
i think so, unless the mod states that it might conflict with if there are already spawned cars. New cars should just appear when you visit new areas
Alright ty
can anyone help me find where the composter recipe/item is defined? I've searched all the script files but can't locate it
There's some stuff in ISBuildMenu.lua @client/buildingobjects/isui
Hey could any one give me an example file structure for a clothing mod? the only guide I've found I dont understand how it wants it done.
yo can anyone make a Ford probe mod? im in love with this car lmao
Anyone know the directory regarding 'factions'? or know if it is even possible to set a max number for factions?
where abouts is the code that handles boiling clean water?
If you mean boiling water removing the tainted flag, I believe that's handled in java.
If you mean recipe-wise, requiring boiling water uses the Heat parameter.
recipe Disinfect Bandage
{
destroy Bandage,
WaterSaucepan;10,
CanBeDoneFromFloor:true,
Result:AlcoholBandage,
Time:100.0,
Heat:-0.22,
Category:Health,
}
And this is how recipes check to ensure not-tainted water is used
recipe Clean Bandage
{
BandageDirty,
Water,
Result:Bandage,
Time:40.0,
Category:Health,
OnTest:Recipe.OnTest.NotTaintedWater,
}
i was looking to understand how the game boils a pot of tainted water to make it drinkable
cant locate an action for it
Yeah, I'd guess that the container handling in the java does that?
If container is a stover-type-container and is hot enough and contains a water container that can be boiled, then remove taint?
In the java, zombie/inventory/types/DrainableComboItem in public void update()
if (this.isTaintedWater() && this.CookingTime > Math.min(this.MinutesToCook, 10.0F)) {
this.setTaintedWater(false);
}
if (this.IsCookable) is upstream of that, probably used to determine if it's a boil-able container or not for water.
How do I make my mod have dependencies, like import libraries or use modules from other mods
As in how do I use other mods items for my recipes
You use put the modID in a require field in the mod.info file as such
name=SPLORGIES IMPROVED RECIPES
poster=poster.png
id=SPLORGIES IMPROVED RECIPES
require=Harrys Bestest Recipes,Busters Survival Recipes
description=
url=
Note that you must not have a space after the comma , when using multiple requires.
thank you man
👍
If you check the pinned posts for a link to the PZWiki page on Modding, "Robomat's Tutorials" is one of the resources
It includes creating a custom trait
Also I think if you search in this channel for info on TraitFactory you might find examples where others were working on their traits
does anyone know of any mods that add like a log barge or something?
I want to build my base at B while keeping the encircled forest mostly intact
and my thinking is to transport logs from A
surely a raft made from logs and like some empty barrels isn't that unrealistic for a survival game?
does anyone know a safe way to save the server from a mod?
getCore():saveGame() seems to cause data loss
None for a barge
Infact only boat mod that exists is autostars boat mod
kinda to be expected, this game doesn't really have a very large naval aspect
Doesn’t have one at all
Would be pretty cool honestly, I wonder if something could be rigged out of the existing vehicle code
Amazing job!
does anybody know if this comes under a different game in the mod selection in game? I can't see it
it doesnt come up alphabetically D:>
Maybe
Not my best attempt
Tried to make it quirky i guess
i mean everything i am finding it all back with white writing.
it's quirky all right lol
It was more of inspired by like classic 3D GTAs Enforcer/Irl Freightliner
Meh...
Bland af
Does anyone know of any solid mod packs that just make the vanilla game better without adding super op stuff, ive tried making my own but I keep getting file conflicts
It's Diederiks Tile Palooza
ohhh is it, thank you
Anyone have a clue why onlineID is different between clients?
"Clients" as in users, or the same user logging in with a different client? OnlineID is an ID, which by nature, should be unique. I wouldn't know if it is a client ID or a player ID, though.
NO, ZOMBIES
Tile Palooza
hmm i'm trying to make crafting my recipes gives reloading exp
i tried "OnGiveXP:Recipe.OnGiveXP.Reloading1,"
but it doesn't work
i see that reloading weapons does this to give exp to the character instead "char:getXp():AddXP(Perks.Reloading, 1);"
but this doesn't look like the same code that scripts uses
You need to define lua functions to grant skill xp for ones that don't exist already; look in media/lua/server/recipecode.lua for the vanilla examples of Recipe.OnGiveXp
If the OnGiveXP function don't exist, then it won't do anything.

Examples from recipecode.lua
function Recipe.OnGiveXP.WoodWork5(recipe, ingredients, result, player)
player:getXp():AddXP(Perks.Woodwork, 5);
end
function Recipe.OnGiveXP.Cooking3(recipe, ingredients, result, player)
player:getXp():AddXP(Perks.Cooking, 3);
end
function Recipe.OnGiveXP.Cooking10(recipe, ingredients, result, player)
player:getXp():AddXP(Perks.Cooking, 10);
end
function Recipe.OnGiveXP.MetalWelding10(recipe, ingredients, result, player)
player:getXp():AddXP(Perks.MetalWelding, 10);
end
function Recipe.OnGiveXP.MetalWelding15(recipe, ingredients, result, player)
player:getXp():AddXP(Perks.MetalWelding, 15);
end

if i create my own .lua, is this enough or do i omit the defining variable because it exists in recipecode.lua already?
Recipe.OnGiveXP = {}
function Recipe.OnGiveXP.Reloading1(recipe, ingredients, result, player)
player:getXp():AddXP(Perks.Reloading, 1);
end
Oh don't do that: Recipe.OnGiveXP = {}
That will wipe the existing Recipe.OnGiveXP functions and cause you no end of grief.
Just have require "recipecode" at the beginning of your file and you don't need to fuck around with anything of that nature, you can just add your new functions.
Blair helped me with the recipe thing with the require system, hopefully it works out well for you
Though do ya' mind me asking another thing about spawn rates?
I am so freaking sick of spawn rates 😄
Haha, well I don't want to really annoy you or anything with my question
A pastebin with the java function that has all the math for them here: https://pastebin.com/ArNSSM2m
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
It basically comes down to "they aren't percentages, but the math is really fucking complicated and unintutive so just use a vanilla item spawn rate as a baseline, as test your item spawns until they spawn how you like"
i remember looking at dead island's spawn rate and it's basically you inserting the item into a pool, and how much of that pool you want to dedicate to the item
or something like that
Ah, that might be the reasoning. I was wondering why the pony plushies and stuff spawned extremely often even with really low numbers. I'm not 100% sure what I'm looking at here but I'll certainly try my best to make use of it. I'll try and cross reference it with the spawn lua stuff in Zomboid and maybe look at how other modders have set it up
The worst mistake someone could make is assuming PZ's insanely complicated item spawning works like any other games.
Just don't have any assumptions about how they work.
Yes, nothing is actually rare because the amount of zombies in the vicinity will "inflate" spawn chances, so there's an artificial floor to spawn rates as long as zombies exist around the area.
Aside from using low spawn rates, just have them spawn in less instances/distro tables to work around that issue.
what's the button to get out of code breaks in debug when loading into world again?
F11

But if your mod adds a lot of items, yeah then a lot of those items will spawn.
Is there an absolute minimum to the spawn number you can set before it might break? I know I set the ponies to like 0.0001 for spawning on zombies, though they still seem prevalent. Was assuming it might be because of the amount of them, but I still find duplicates pretty often
I don't think there's any practical difference betwen .001 and .000000000000000000000000001 with spawn rates on account of that zombie inflation business?
But yeah, if your item is spawning too often, than not having them spawn on zombies is probably one thing you can do.
No idea, I mostly come from modeling and stuff so lua is very confusing to me. I'm slowly, very slowly, getting somewhat used to it haha
Just have them spawn in a couple of tables that aren't super common such as zombie inventories, like say WardrobeChild, CrateToys and GigamartToys and they shouldn't be too common?
Like, literally thousands of zombies are gonna be dying in the average game, so having anything you want to be rare actually spawn in zombie inventories is gonna be counterproductive?
Your file isn't set up properly or has errors then if it's not recognizing the function.
The zombie item spawns are a fairly recent thing, until yesterday it was just container spawns. Still pretty often, but I'm assuming the spawn rate stuff might not be set up properly maybe. Reducing the containers would be a good idea though
I'll go ahead and post a pic of one item's stuff and then the very top just to verify just in case though
Then there is something making your file not load. Check console.txt for "STACK TRACE"
Hopefully I'm not being too spammy, combined both pics
They spawn, just don't know if this is the proper means for setting it up
i cannot find anything else related to kacrfgf (my mod temp name) or reloadexp in my console.txt
but before that
i have published this mod on the workshop (without the current changes)
i don't know if singleplayer uses the one in workshop/content
or the one in my username/zomboid/
You can also try using the junk tables, like so
table.insert(ProceduralDistributions.list.WardrobeRedneck.junk.items, "filcher.SFMechanicMag4")
table.insert(ProceduralDistributions.list.WardrobeRedneck.junk.items, 2)
Junk tables aren't supposed to be affected by zombies in the vicinity, but there's two complications:
- Junk tables should exist for all/most distro tables, but I haven't double checked.
- I believe that junk tables don't respawn loot when loot respawn in enabled as is common practice in MP, so it's a double edged sword using them now that MP is a factor.
do you know if the local mod in username/zomboid/workshop is loaded if it's more updated than the workshop's version?
Just unsubscribe from your workshop upload if you're working on a mod that you have uploaded, or else that will drive you insane.
- afterwards make sure you have the mod enabled wgen you start/load games to test it.
Hmm, I might make use of the junk tables for spawning some of the empty junk items for my foods and stuff, but I think the best course of action will be reducing the spawn chance of ponies by just deleting some of the areas they can spawn. Thank for your the help!
👍
Yeah wardrobeman/wardrobewoman as as well as bedroom dresser & sidetable are gonna be super common tables vs the other ones so eliminating those would be a good start?
Yeah that's my thoughts as well, I'll get rid of those and go from there. Might get rid of the zombies as well, I suppose it all depends. I could also make just have them spawn on specific zombies instead of just male/female.
I do have another question, though again not wanting to overburden or anything so if you'd rather not it's totally fine. But I'll leave it here, world spawns. Sort of like how in kitchens you can find canned food on top of counters, boy I still do love when they added placeable items haha
meh i just updated the darn thing into the workshop. i have no doubt it works
and to my surprise, it works
but it's wierd
apparently 1 reloading experience code wise is just 0.25 of an exp in game
does anyone know if instant action cheat exist in -debug mode?
There's currently no support for doing the building story stuff like that via modding. There's a github for this: https://github.com/Konijima/PZ-Community-API/tree/master/Contents/mods/CommunityAPI/media/lua/client/SpawnerAPI
But I don't believe it has any accommodations for placing items on countertops and the like, and you'd need to make your own code up for having items randomly spawned, etc.
Ah shoot I see, that's certainly a bit beyond what level I'm at now, but maybe as I continue to mod and improve I'll try it out. Once again thank you so much for all the fantastic help you've given me. I'll stop annoyin' you now

@willow estuary thanks a lot for helping me Blair. I now got exp for crafting gunfighter bullets
Out of curiosity does anyone know if giving experience under 1 is possible? Like 0.5?
Or craft items with partial units?
I tried to make a recipe give gunpowder=0.25, but that actually killed the game instead
Greetings. Is there a function for deleting character?
I keep getting cars/car keys with long names like this https://i.imgur.com/9Em713J.png
anyone have any clue as to why?
Hello my girlfriend is partially color blind and struggles to see in the game at night when the power goes off due to everything being so dark is there a mod or maybe even a setting to help her see at night better
is the car from a mod? i dont know for sure but i would assume thats why
yeah it is, some are named properly while these aren't, guess i'll have to figure out which one
might msg the modder although they might know already
i think it might be fillibusters
ah ok i thought i was on my own for that lol thx for replying
np
I've been trying to search, but to my surprise, there are no mods that add blindness to zombies.
I wanted to do like a "bird box" type of game where there'd be blind sprinters.
cant you set sight to the lowest option
They could still see you
ah dang
Dumb question, but have you tried the Cat's Eyes trait?
Yeah she's using it
where can I find no clip option?
Does anyone know why the IsoZombie.pathToLocation(x, y, z) function might not make the zombies move anywhere?
there is any mod that add stone walls?
like a 1x1 wall
No, but it’ll most likely be a vanilla thing eventually
@fallow bridge thanks
Hey so i installed tsar Jaap Wrungler mod and set spawns to 2x, is there any particular place i should check to find that car?
Or spawns are completely random?
Each vehicle will have a SpawnList.lua in the files.
In this it defines the spawn areas and the chance of it spawning there, alternatively if you really want to test out a vehicle you can use -debug on game parameters to get access to debug ingame, in which you'd right click a vehicle > Set Script > VehicleID
Questions about using mods go in #mod_support, this channel is for questions about making mods 🙂
There currently isn't one as far as I know.
There's no accommodations in the code for blind zombies.
Guys need help. I am newbie. Tell me, I can not correctly specify the path of the 3D model to my object. How to do it right?
I need to display the 3d model of the Object instead of the picture.png
Oh sorry, my bad
You can adjust the night darkness to be brighter too
Why doesn't it load custom 3D models onto the object. I'm at a dead end...
It's not such a big deal, but some people can get grouchy about it so it's best to try and use the channels as intended? 🙂
Try including you module prefix, IDmod, in the name of the model in the item script, IDmod.NameModel.
No. I can't understand why the mod doesn't see where to load 3d models from or the file is not created and registered in the right way, or I can’t understand.
@willow estuary Look
Do I need to create a file in Lua and write "models" there, or should it itself see from the structure where to get the model for the object?
Try adding WorldItems/ to the texture path
He just does not see this script.
Maybe you need to create a file in lua and bind it, or should it itself see the path to the models through the script?
HARD
Try StaticModel = Alcolhol90.WineKonfi,
so is that isn't working try using the default Base module for the model
module Base
{
model Example
{
mesh = Example,
texture = Example,
}
}
{
model WorldItem_Bag_MMPack_Ground
{
mesh = WorldItems/MMPack_Ground,
texture = Clothes\Backpacks\M_M_Pack,
}
}```
make SURE the slashes are like so.
/ on the mesh, \ on the texture
Does not work
Vanilla and my own experiences says otherwise? Maybe there's some funky thing going on with your OS however.
model CanClosedSoup
{
mesh = CanClosed,
texture = WorldItems/TinnedSoup,
}
that was the only way i got mine to load. otherwise it was icon all day.
playing on linux, maybe?
win 10 used
Anyways, more dirty tricks for vehicles
I try in different ways, I don’t know why the model doesn’t see
2d reads but 3d doesn't
hardcore asf, now we just need to find a server that is willing to use those mods lol
Feron4ik I ran out of possible fixes, someone else should load your mod and test because your mod structure looks ok
Hahaha, it'll be a rare server admin who'd be willing to deal with the headaches of opening this Pandora's box 😄
@willow estuary your minigame!
move the slim jim back and forth and click to try that spot.
it would be a random pink x for the correct position.
dope idea @faint jewel
Maybe it's just on account of being an oldschool D&D guy, but I don't find minigames for stuff that RNG can handle engaging the way other people seem to?
immersion my man.
Plus I prefer it being tied to Mechanics skill level and not player minigame skill level.
YOU are picking the lock. not a rng deciding it for you.
plus with zeds around it makes it more hectic than ... "oh look a bar" it covers part of the screen so you have to keep trying quickly. and like i said, just an idea. would fit well with the betterlockpicking stuff.
so no 'defuse the carbomb' minigame with critical failure chances? lol
I think it's more sadistic to handle that with RNG? 🤪
But also, as far as accessibility goes, I have misgiving about minigames being an issue for people with disabilities and such?
hence the simplicity of my idea?
Oh, I don't want it to be easy to pop a vehicle lock with this 😄
RNG + mechanics skill level hits my sweet spot for pass/fail, and works well with the critical failure mechanic.
what this world needs is a mod that adds truck nuts to the game
Stupid/silly recipe magazines are my new favourite thing.
does anyone know if giving experience under 1 is possible? Like 0.5?
Or craft items with partial units? I tried to make a recipe give gunpowder=0.25, but that actually killed the game instead
Why? This code spawns a zombie, but the zombie doesn't move to the target position. Instead, it wanders around normally.
local function EveryHours_ServerSide()
local player = getSpecificPlayer(0)
local spawnX = math.floor(player:getX()) - 30
local spawnY = math.floor(player:getY())
local spawnZ = 0
local targetX = math.floor(player:getX())
local targetY = math.floor(player:getY())
-- Create zombie
local zombie = VirtualZombieManager.instance:createRealZombieAlways(IsoDirections.getRandom():index(), false)
-- Set zombie location
zombie:setX(spawnX)
zombie:setY(spawnY)
-- Tell the zombie to move to the player //// DOES NOT WORK ////
zombie:pathToLocation(targetX, targetY, 0)
end
Events.EveryHours.Add(EveryHours_ServerSide)
wip on a cold war bunker with a house and pool inside
I'm looking for an item to turn into another item after a time has passed (very much like curing bud in GreenFire). I was hoping I could use a simpler method of just having the item "rot" and turn into the new item, but this leaves negative attributes on my new item. Is there an event I can hook into to correct those values?
Is the simplest method to just to make use of timetracker like HC and GF do?
is there any mods that are compatible with raven creek? like danger zone or barricaded world?
Most mods should be compatible unless they are hand placed by the mod author.
Okay this threw me for a loop. What does #t in a zombrand variable mean?
thanks man
local index = ZombRand(0, #t) + 1
return t[index]
end```
are there anymods i can add to a server that can add an npc trader that is customizable
I wish
It resolves to the number of numerically indexed elements in table t
Could you elaborate a bit more please? 👉🏻 👈🏻
t is a table, which in LUA is a one-size-fits-all for arrays, sets and structures in other languages. #t returns the number of items in the table, except for items with non-numerical labels.
This section of the main tutorial covers the #: https://github.com/FWolfe/Zomboid-Modding-Guide/blob/master/api/README.md#new-to-lua
The code you posted returns a random number a random element in table t by first selecting a random number between 1 and the number of elements in table t to use as an index.
I am working on a UI for my currency trade mod that would allow that just taking a little while - pricing would be customized by admin and NPC support when they are out offically
I would like to stay in touch with u on that i need it, if u can take some suggestions for commission that would be great
i got a discord for tracking all that! https://discord.gg/ezwQyRvc
gets the element count in table t
looks great!
currently working on player stores
im begging.. someone please make truck nuts mod
It's probably not something that would look right on vanilla and modded vehicles
If what I've gathered is right, you wouldn't really be able to attach something like that unless it's done uniquely for every vehicle as every vehicle looks different
Even then, car mods with attachments I believe load a different model each time?
Not entirely sure on that one
Hey there I got silly question is there any chance to edit item in game or create a new one - I am trying to make a crate which will have very big capacity like 9000? Is it even possible? - I will be very thankful for any answer and help with that.. - right now i create a new container but it dont have collision with player i mean i can walk through it and when i use place on floor it "randomly" move a little like when i drop for example ammo
ok then truck with truck nuts
I guess if you wanna model truck nuts and modify a truck model, you could make it a mod.
yeah im mediocre at best with blender, i could model the truck nuts but idk how to texture things yet
how do i get into the game files tho?
I'm not really sure. I just make tiles. Someone will probably come along and direct you where you'd need to go.
right
bit of a modding noob here, how can I resize the wheels? https://i.hep.gg/F3CtrmyOY
Is that a three wheel car? That’s pretty awesome.
its just a beefed out trike
yup I wanted to experiment a little bit with making vehicle mods so I went with the reliant robin since it's fairly simple to prepare(?) for pz. I've made the model a long time ago but it wasn't exactly compatible with the game
Did you have both front wheels in one position?
Or did you somehow make it so it only needs one tire?
I put them both in the same place haha
I also did a 2nd gen tesla roadster mod but it wasn't long till I realized there's no easy way to add electric cars to the game.
So right now it's just a tesla that runs on gas
Make it lose battery durability (charge) maybe
It might be easier fill it with fuel when interacting with it a certain way?
To emulate the electric charging
How do I add custom clothes?
I have no experience with modding at all, but I want to make a couple of custom sweatshirts with custom prints and stuff, how hard is it?
wait wth, is that a hill??
hills in pz????
I have a few ideas that could work for an electric car system but I'm not sure if they're possible and how to implement them. I'm fairly new to modding again so anything regarding electric cars is beyond what I can do lol
Also as far as I know it's impossible to add your custom car sounds (that work)
Best thing I was able to do is make an electric motor sound but the pitch is static if that makes sense. Basically the sound is the same regardless of how low or high your speed/rpm is
I've been looking through the channels to see if anyone had the same issue as me and came across the pinned messages in #modeling, they might help
AW fucc, blender
screw it
Is there a way to make a trait not appear in the traits list? (i.e can only be allocated via game logic)
Would using Events.OnGameStart be useful in this situation, or must traits be created solely OnGameBoot?
It’s just a staircase textured to look like a hill
Pretty common way of doing it
If it's cost is 0 it should be invisible.
anyone could help me with the crate i asked before?
I seem to recall there are limits on how much capacity you can give a container
well but right now i created a one with 9000 but i dunno how to make it act like a normal crate
it works for now but still ican walk through it and placing on floor is not precise it acts like a dropped ammo for example (moving randomly a little) so its hard to put it in one line
Just as a heads up, giant capacity containers can overload the save buffer and despawn their contents.
There no definite answer as to what the limit is, but the answer I got from the devs is that when you have a capacity of over 200-300? it becomes a risk.
This used to happen all the time with people using trunk space mods before the save file optimizations.
well 200 or 300 still will be much more usefull than original one
the problem is i cant find any info about variables to use or any trick to act like normal crate
@drifting stump I want to be updated on this... lol
Do we have an idea, even vague, of the release of build 42? I don't have any time to mods anymore but I would still like to make a version for the next build, to predicting a little upstream
i wanna make a gun mod, how do i start out
ok then
then. go find a mod that adds a single weapon, and study how they did it.
i recommend making a test mod or two before doing your first good one.
guys i need help. what is this .Tiles in PZ file, is this related to Furniture and Game Tiles. and how to open this?
make 3d Models in blender, the model must be an .X file. paint it using substance painter or just use photoshop.
.x is NO. fbx is fine
lost me at 'make 3d models in blender' LOL
is there any variables to make collision/hitbox on item like container?
what these two do?
physicsChassisShape = 2.5111 2.6222 6.0889,
extents = 2.5111 2.6222 6.0889
this is my newly build gun btw, i didn't use substance painter to paint this, just photoshop.
i do not know how to add shapes in blender
all i know is how to mould the funny sphere
module UberBOX
{
imports
{
Base
}
recipe Make UberBOX
{
SheetMetal = 4,
Screws = 5,
keep Crowbar,
keep Hammer,
keep Screwdriver,
Result:UberBOX,
Category:Container,
Sound:PZ_Hammer,
SkillRequired:Woodwork=6,
CanBeDoneFromFloor:true,
Time:500.0,
}
item UberBOX
{
DisplayCategory = Container,
WeightReduction = 5,
Weight = 5,
Type = Container,
Capacity = 2000,
DisplayName = UberBOX,
Icon = UberBOX,
WorldStaticModel = Worlditems/Crate_Basic,
}
model Crate_Basic
{
mesh = Crate_Basic,
texture = UberBOX,
scale = 0.8,
}
}```
Is this work as normal wooden chest? so i can put items in, place it on floor, and wont be able to walk through it?
https://www.youtube.com/watch?v=ecGTLTup4b0&t=2532s
this can help you start.
0:00 intro
0:46 open Blender
0:57 add background image
2:39 making the model start
6:01 Fast forward / making the model
7:12 Using the Knife Tool to work on the trigger guard area
8:05 Fast forward / making the model
9:17 Adjusting the model thickness
11:25 Map Image (uv mesh)/ Node setup
14:33 Painting to help place image
16:57 Using Photoshop...
How did someone manage to make a working turret on that king tiger tank?
Mod looks great. Does the slim jim have to be crafted?
Ahh
Battlefield 3/4 memories return
: )
You might be able to make sweatshirts with custom prints without touching blender, if you just copy over some files and edit some textures. It'll be hard to mess around with the UVs, but I'm pretty sure it's possible.
We have no idea
does anyone know how to activate noclip in debug mode?
Keeping the peace since 1945
Does anyone know about a mod that makes your character clothless and a different character whenever you die? It’s ruining the immersion so much haha
except for all those times we've had wars since 1945 
Indeed
UNinvolved in peace.
The TEDSKINFIX gets rid of the underwear on the skin texture but I think changing ur character's skin tone is the only way to change their face if the textures even have different faces
corn syrup mod
I've been deep diving into mods after playing the game for the first time like 3 weeks ago but I still don't know what's the deal with not having models for carrying boxes and stuff? I can understand it's probably a lot of work that isn't justified for how small of a feature it would be but that wouldn't explain to me why modders wouldn't take a swing at it, I assume it's something to do with the engine or something?
you.... you want players to be able to carry boxes? and are mad that noone else has done it?
I'm not mad, just asking why, it seems like something someone would've done by now, and I've read that there's some limitations like cars can't go up slopes so I was wondering if there were some limitation making carrying like bodies or furniture having a model and animations particularly hard to implement
not really, just noones done it.
Oh, ok, if I do start modding the game myself I'll see what that would entail, I love my immersive touches
well the problem is the animations. if you can get the animations made, adding them is childsplay.
then you just gotta add the model as an attachment (generator and body at least, and anything else that is held like that)
coolcoolcool
Does mod redistribution or "distribution of modified versions" include having the mod as a dependency with a link to the original mod's page?
uhhh... it depends?
Oh hell no I’m not talking about being nude 😂
It’s just whenever me or someone else dies in my server, all of our clothes disappear
i feel like i might've seen a mod by algol that does that?
no idea what its called though
Hm
does anyone know the name of the mod that adds a clothing menu so your gear isnt in your inventory
https://steamcommunity.com/sharedfiles/filedetails/?id=2695471997&searchtext= this one has a bit nicer UI but https://steamcommunity.com/sharedfiles/filedetails/?id=2733680483 this one has more features including removing the items from the main inventory
Ty so much I found that first one but it didn't do what I needed
np!
Anyone have any example or could help me with these collision on container? im searching google all time but cant find anything:/
make it a furniture, but that require a tile set.
I did some tileset using existing one but tiles are limited to 99 capacity(as far as i tried to change it in TileZed) so tried as an item now
my problem is they still dont "glue" to the square i put them on
my files structure looks like on photo and these are scripts i tried to use one is for sneakyBox.txt and the other is (for now to test) copy paste of original "ProjectZomboid\media\lua\server\BuildingObjects\ISWoodenContainer"
sneakyBox
module Sneaky
{
imports
{
Base
}
recipe Make SneakyBOX
{
SheetMetal = 4,
Screws = 5,
keep Crowbar,
keep Hammer,
keep Screwdriver,
Result:SneakyBOX,
Category:Container,
Sound:PZ_Hammer,
SkillRequired:Woodwork=6,
CanBeDoneFromFloor:true,
Time:500.0,
}
item SneakyBOX
{
DisplayCategory = Container,
WeightReduction = 95,
Weight = 5,
Type = Container,
Capacity = 2000,
DisplayName = SneakyBOX,
Icon = SneakyBOX,
WorldStaticModel = Sneaky.SneakyBOX,
}
}
maybe this isSneakyBOX.lua script is not loading I dunno I stuck at this a little:/
can you go into debug on multiplayer and is it limited to admins?
nevermind, gonna look into accesslevels
anyone know a mod that makes it so player built structures can be claimed
I've tried many things and that was the only way I found.
aight so I've figured out the large wheels issue but now I'm having another problem 
Hi all! Does anyone know how to modify base game recipe? I know about "override" parameter but i don't want to cause any conflicts with other mods (for example: i want to add new knife from my mod to base game butcher rabbit recipe).
I was hoping there is some tool like Item Tweaker API but for recipes.
guys help. Gives an error message!! when loading a script with path models for an object.
The .fbx and .x objects themselves
As I understand it, to display a 3D model on the ground, the format must be .fbx, and in order to be in the hands, then the format .x
If everything is correct, then it is.
But why the script does not see the path to these models.
The game just gives such an error and the models and textures are not visible ... for 3 days now I can’t figure out how to specify the path and how to fix it
WARN : General , 1649928259245> MeshAssetManager.loadCallback> Failed to load asset: AssetPath{ "ModelKonfiWineFull" }
as I understand it, it looks for it from the base module, but I need it to take it from my mod folder
Directory
No, either of .x or .fbx format will work for either purpose.
But people should use .fbx format as:
- .fbx format is easier to work with
- .x format is being phased out by the Developers
Understood. But the game does not see the fact of the model, or rather does not see the path to it, although everything seems to be written correctly
Try putting the Base prefix before the model name in your item scripts?
StaticModel= **Base.**ModelKonfiWine
nope 🙂
this model

Was hoping to get a little bit of help with getting a custom building I made in tilezed into the current vanilla PZ map. I have finished off the building in Tilezed but I am having a very hard time figuring out how to get it into the game. Don't suppose anyone can help me out figuring this out?
#mapping is the channel where people who make maps and buildings and use tilezed discuss such matters?
Ok thank you
Tiles and vehicles can have collision, but items and their models cannot.
ok but even if i pass on collision(ghost chest) is it posibble to make it glue to exact square? not randomly move a bit?
I don't know if this is your only problem, but the directory for models is models_X not model_x.
do mods that work on older updates of a specific build version, work on the current one? for example, do mods that worked on 41.5 work on 41.6+?
Some will some won't.
The longer it has been the less likely.
But also some mods are pretty much "evergreen" and are fairly update-proof.
Having said that testing/trial and error is the best way to confirm that a mod works to your satisfaction.
that is very true. guess ill just have to backup this save file. thanks!
That's probably possible, but offhand I can't think of any simple examples of how someone could implement that.
so the only way is to make new tile/ or edit one but tile capacity is limited in tile zed to 100 i think i was checking there and try to make new tile but max cap i could give was 100 - so it still not covering my scenario of making very big crate:/ thats sad
but anyway thank you for answers:)
nope 
fu***ng models))))
does anyone know if there's a noclip cheat in debug mode?
There isn't.
Use a cheat mod like necroforge or cheat menu for noclip if you need access to it.

i posted this back then lol.
I'm pretty sure you will never do the same mistake again hahaha
Question
How do I know if a workshop clothing mod's clothing applies to which body part?
My question isn't about making mods btw

100%
blind means))
well i was trying to help lol.
ty Bro
If the game tries loading a lua file that has the learnRecipe function or the isRecipeKnown function, it fails to load with a message like ExceptionLogger.logException> Exception thrown java.lang.ArrayIndexOutOfBoundsException: Index 7946 out of bounds for length 31 at LexState.token2str line:251...
Reason: Bad word usage
hi, I was looking in the wiki for the lua events and found OnMakeItem. It would have been perfect for what I want to do, but it is marked as obsolete. Is there an equivalent event that was meant to be used instead of this? or was the event just entirely removed with no replacement
You could try ISCraftAction with the thing linked on the zomboid modding information page for that sort of thing?
If I make a throwable item like a pipe bomb, but I give it poison power like bleach, will that poison anyone caught in the blast or does it do nothing?
Where could I read or learn about the Procedural Distributions, Im a bit stuck on that
It'd be sick if there was a train mod for the railroad
I believe that's been attempted several times by a few different people over the years aha
Will someone send me the best mods for a playthrough
guys, i want to play project zombiod like 28 days later, so how to make zombie one bite infect other people and 20 seconds the infected become zombies?
can some 1 get me the debug meuw
Before you launch zomboid, open up PZ’s launch preferences (right click on PZ in steam and click “properties” should open up something called “launch parameters”, click on the text bubble and type -debug and close the tab, now launch PZ and have fun
Anyone knows how to fix this?
Anyone know anything about being able to paint symbols on cars? Is it something you can do or is their a mod for it?
I'm not a modder myself but doesn't that wheel clip into car body? Maybe you'll have adjust body model itself or modify wheel position.
does the firearms really support FBX model?
You can, and people have, use fbx for anything in pz, vehicles, firearms, animations.
You should use fbx instead of x as:
- fbx is easier to use
- x format is going to be phased out in pz
I'm getting sick using .X the gun is always invisible when equip.
Fbx models will be larger than x models when imported into PZ, but you just use the scale parameter to make them smaller when using them in PZ.
Also there's all sorts of ways that people can make errors with their files and scripts so that the model doesn't work or isn't visible that have nothing to do with the file format itself.
Hi .Does anyone know how to modify Room Definitions in game? the goal is to correct the layout of Large Metal Shelves or Gun Display Case

Wheels will sometimes act weirdly in that fashion when they're close together. There's seems to be "sweet spots" when wheel are close together where the vehicle physics make them do that. Move them slightly apart until they quit doing that.
Will try, thanks!
If that's a 3 wheeled vehicle, that could also contribute to it. 3-wheeled vehicles are possible, but they might be more vulnerable to the "wheel jitters"?
I know the GTA Robin Reliant also has insane janky vehicle physics as well 😄
It is a 3-wheeler indeed but the 4th wheel (FL) is just an extremely tiny mesh lol. It does seem that it had this issue more than with the pervious car I made tho
The default wheel is slightly too wide so I might just create my own and hopefully it'll fix this issue
what mods you guys use to "flip the game around"? as in change mechanics in interesting way that add more danger to the environment for example, i really like toxic fog mod but i feel like its too little
oooo that mod is actually a thing? great! although how do you guys deal with crapton of zombies when your character is very average? playing run away every single time is starting to be little boring
what makes this different from Horde Night?
@balmy prism copied pasted from an author's comment:
Main difference is the way the horde is triggered and spawns:
- It works with an accumulation gauge, to increase randomness, where HordeNight is set to start at the beginning of a specific hour
- All players will have the event at the same time in multiplayer (although each player has a local horde to deal with)
- It will come in successive waves
- It will spawn from a certain (random) direction (with a spread that can be adjusted, so you can still surround yourself with the horde if you want to)
- It will start with localised sound events
- It will have your character's speak text to warn you and a progress icon (it's possible to disable those)
Is there a mod out there that lets you fashion Barbed Wire out of regular Wire? The only one I've found requires Hydrocraft, and I don't feel like loading all that up.
I have one that is vanial crafting expanded I believe that recipe is part of it. Steam name is the same as discord
Found it. Looks very useful indeed, thanks!
How is that toxic fog mod?
Does it make all fog toxic or random clouds?
from time to time you get green fog that damages you
I'm getting this weird error idk why it's happening tho, does anyone have an idea why?
I was wanting the toxic zones mod, but it requires the toxic fog mod and didnt want it. can the fog be turned off?
Apparently table.unpack in not used by the LUA zomboid has, so I have to use unpack instead
table.unpack was added in lua5.2, pz's kahlua is based off lua5.1
Oh okay thank you!
Does anyone know where is the code that when you move any timed action is stopped?
I'm trying to find it that but holy crap i already lost an hour looking for it
I'm trying to disable the controlls during a timed action
or even better, make an action unstoppable
I have a question
I want to start modding
nothing crazy
but what do i use to make mods
what kind of mod?
weapons
i think making a melee would be a good start
it cant be that hard. right?
it can be rough yeah
i need to know things
i will make a list
- what do i use to make models (i would assume blender?)
- how do i get them into the game
- how do i upload things to the steam workshop
- where are good tutorials
whats the mod do?
i made my first mod by finding a similar one and then seeing how they did what i wanted to do.
I am confused now
was there supposed to be a guide or something on that steam page
ok
already exists.
rip
blair made it think.
it's a vehicle.
Things escalated very quickly.
Link for the wheelchair mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2638496761&searchtext=wheelz
Thanks for watching!
#projectzomboid #memes
well you could make it require this one for a wheelchair.
just make it so they spawn in it and can't exit.
is it wrong to refer to a challenge involving it as fun
i dont want to be offensive or demeaning, but i think it could be interesting
lmao
make it a crippled trait where unless you have a wheel chair you have to crawl like zombie
something like that
that could work too.
it would make for interesting gameplay, similar in some ways to the deaf trait
but they would also be able to drive cars and stuff
in that its a trait based off a disability, offering a challenge for many more skill points
but how would one work the gas pedals
a stick.
how would they move the stick
are they armless as well?!
no
are you talking a quadrapalegic?
then the arms could work a stick quite well
you are young aren't you?
yea
but
if they cant work the gas with their legs
so they use their arms
how would they steer
and vice versa
im getting side tracked
how do i make a mod
1 arm on wheel, 1 arm on gas stick
ok then
make driving also more difficult
and require a long stick of sorts like a bat to be able to drive
it is possible to make traits that affect driving https://steamcommunity.com/sharedfiles/filedetails/?id=2721945297
you could make it have worse brake power (due to reaction time of having to use a stick),ect
is it possible to distribute modded items only on zombies/corpses?
yes
Awesome! Do you know how? I'm really new to modding and I can't find it lol
uhhh... check authenticz. he puts tons of new stuff on the zombies.
Adding stuff to all zombie corpses
require 'Items/SuburbsDistributions'
table.insert(SuburbsDistributions.all.inventorymale.items, "Base.CokeBaggie")
table.insert(SuburbsDistributions.all.inventorymale.items, 0.0005)
table.insert(SuburbsDistributions.all.inventoryfemale.items, "Base.CokeBaggie")
table.insert(SuburbsDistributions.all.inventoryfemale.items, 0.0005)
Adding stuff to specific zombie outfit corpses
require 'Items/Distributions'
SuburbsDistributions.all.Outfit_Police = SuburbsDistributions.all.Outfit_Police or {rolls = 1,items = {},junk= {rolls =1, items={}}}
table.insert(SuburbsDistributions["all"]["Outfit_Police"].items, "Base.BlairsBestItem")
table.insert(SuburbsDistributions["all"]["Outfit_Police"].items, 100)
ty!
👍
OH SHIT!
OH SHIT OH SHIT
if you know what that screenshot IS. it's fucking HUGE.
let's see if THIS rings ANY bells.
really?
no i get it translucent windows
but i am trying to think what hacky shader way you are using to make them.
i dont HAVE ONE... wait.. yes i do... LET'S SEE
Did anyone ever made a bicycle mod for the game? I'd love to ride a bicycle when running from a horde
i don't think so, alleast since the new 3d cars but someone made a skateboard mod https://steamcommunity.com/sharedfiles/filedetails/?id=2728300240
so it should be possible since you can, fall of the skateboard
I saw that it's quite amazing. But I'm not a fan skateboards in general
niceeeeee
yeah gotta figure out some other stuff that might be boned because,, ya know... java.
😮
@quasi geode I'm having a bit of issues with the exclude of ProfessionFramework
I'm trying to generate the exclude list on the fly
function MxIndexOf(array, value)
for i, v in ipairs(array) do
if v == value then
return i
end
end
return nil
end
local AGES = {
30,
40,
50,
60
}
local function Age_Init(age)
local player = getSpecificPlayer(0)
local levelBoost = MxIndexOf(AGES, age)
for i = 0, Perks.getMaxIndex() - 1 do
local perk = PerkFactory.getPerk(Perks.fromIndex(i));
local parent = perk:getParent()
local isNotPassive = parent ~= Perks.None and parent ~= Perks.Passiv
local info = player:getPerkInfo(perk)
local level = info and info:getLevel() or 0
if perk and isNotPassive and level >= 1 then
local k = 1
repeat
player:LevelPerk(perk, false);
k = k + 1
until (k > levelBoost)
player:getXp():setXPToLevel(perk, player:getPerkLevel(perk));
end
end
end
for _, age in ipairs(AGES) do
local exclude = {}
for _, value in ipairs(AGES) do
if value ~= age then
table.insert(exclude, "Age"..value)
end
end
ProfessionFramework.addTrait('Age' .. age, {
name = "Age " .. age,
description = "UI_trait_Age" .. age .. "desc",
icon = "trait_Age" .. age,
cost = 1,
xp = {
[Perks.Fitness] = -(MxIndexOf(AGES, age)),
},
exclude = exclude,
OnNewGame = function(player, square, profession)
Age_Init(age)
end,
OnGameStart = function(trait)
end
})
end
Problem is, when I do this, and add and remove a trait, all traits get duplicated
After adding and removing age 30
uh if i remember right, there was a problem with exclusions when they're doubled up that leads to unexpected behavior
basically if trait A excludes trait B, then B tries to exclude A it causes issues (but if i remember right it causes them to be non-exclusive)....when A excludes B it automatically handles B excluding A (note this is vanilla behavior)
your for loop there inserting into the exclude table is probably causing issues
cant really say why its doubling up n your screenshot, but as i said 'unexpected behavior'...i'm assuming without that exclude table loop this issue doesnt happen?
Yeah without the exclude loop, it works normally
But the lack of exclusion is quite annoying
i think you'll just have to rework that exclude loop to make sure its not setting ones that have already been set on previous traits
Yeah makes sense, I will give it a try
Gonna be honest it's 2am so I said "fuck it" and just made a map 
local exclude = {
[30] = {
"Age40",
"Age60"
},
[40] = {
"Age50",
"Age60"
},
[50] = {
"Age30",
"Age60"
}
}
for _, age in ipairs(AGES) do
ProfessionFramework.addTrait('Age' .. age, {
name = "Age " .. age,
description = "UI_trait_Age" .. age .. "desc",
icon = "trait_Age" .. age,
cost = 1,
xp = {
[Perks.Fitness] = -(MxIndexOf(AGES, age)),
},
exclude = exclude[age] or {},
OnNewGame = function(player, square, profession)
Age_Init(age)
end,
OnGameStart = function(trait)
end
})
end
for i, age in ipairs(AGES) do
local exclude = {}
for j=1+i, #AGES do
table.insert(exclude, "Age"..AGES[j])
end
-- ... snip
end
that 'should' work
😮 You absolute poggers it works 😮
happy italian noises
Has anybody added new animal traps to their game? I keep getting stuck on the sprite and closedsprite parts. If I use the same sprites as the stick trap, trap box, etc. then the new trap works fine, but even if I try to use the bear trap sprites (constructedobjects_01_20 and 21) the trap never closes even though I get a "caught a bear" console message
Here's the worst part, if I use a new sprite for "sprite" and an old sprite for "closedsprite" the trap breaks, but if I use the reverse then it's functionally fine?? Example of a bear trap reverting to a cage trap after the trapped animal is removed
yo I don't know who listening but I freaking fixed it
nice
I found out that the last few lines of MO_Trap were adding some sprites to smth, so I just made those lines a global function and I called it after adding the new trap definition to the Traps table
just in case anyone else wants to make custom animal traps and encounters the same problem
Help a noob?
I was changing some population settings in my main sandbox saved map.sand files (which I do frequently to find the perfect amount of zombies), but I must have messed something up. My zombies turned into fast shamblers) (previously shamblers) and whenever I try to change it, it either creates a new map.sand file with default settings or doesn’t change their speed even tho the file changed. Any way to fix it? I can provide additional info if needed.
I close and reload the game after every change, don’t know if that’s necessary tho.
iiiinteresting
?
nice
if you modify moddata from a client on an item on the floor, is that communicated to other players in MP automatically? Items don't seem to have a transmitModData since that is only in isoObjects. I would test it out myself, but I would need another person to look at it which I can't really do since all my friend have stop playing PZ themselves, so I was hoping someone here would know.
nope
do you know if there is a way to get that communicated? or is this something that needs to be handled by the globalObjectSystem
youd have to do it yourself
ok thanks
Hello, not sure if this is the place to ask. Looking for any mods or other stuff that might be used to spawn special zombies. maybe with gui or command.
Are most mods not updated right now?
Nothing seems to work on the most stable build of the game.
But for example which mod isnt working
True Action, True Music, True Dancing, range rover classic 91 @drifting stump
Are you trying to use them in an existing save?
Yes
Did you add them to the save
Loading them in the main menu doesnt add to a save
I'm not adding them in the menu
Hello,
I want to save the zombie kill numbers in the database and show them on the web page.
Who can help with this?
Where are you adding them theb
Is it a server save
Or is it a singleplayer save
so when you claim a safehouse. non owners cant access or interact with things. i want to keep containers locked but i want to allow non allowed players to still be able to sit in chairs. is this possible?
Hello. Somebody help me? I am playing in 4k and the default minimap is too small. I have managed to make it bigger but I don´t know how to put it lower to the very bottom.
This is how it looks like in the lua
Or maybe another question...wasn´t the minimap movable right after it was introduced?
Would anyone be able to provide me with some guidance on how to properly use these values found in poisoned items?
PoisonDetectionLevel = 7, PoisonPower = 120, UseForPoison = 38,
Im unsure how to use the first and last values. PoisonPower seems to be the extent of poisoning from what I understand as bleach kills you at 120
I believe PoisonDetectionLevel is the cooking skill level required to detect the poison in poisoned food.
I thought UseForPoison was related to how much of the item is required for one dose of poison, but I'm unsure on that?
Much appreciated. Seems info on these attributes is quite thin. Google didn't bring up much for the forum related entries
Okay, with a cursory peep, looks like this is how UseForPoison is used, in the evolved recipe class
Anyone that can point me to the docs specific to creating a text window popup upon joining "my server", when that client doesn't yet have a character created, right before the character creation screen?
With regards to itemcleanup, is there a way to make it ignore safehouses?
That is handled with the java side of the PZ code, and not any of the lua code.
So it's not possible by conventional lua modding.
There's talk of java modding, but nothing ever seems to come of it and I don't know anything about the particulars of it, aside from not much seems to happen with it.
Ah that sucks, loot cleanup sucks right now, The only reason its so clunky is because of the placed items being removed, have safehouses excluded from that is such a simple and easy fix
put items that are being "discarded by players in the WorldItemRemovalList
I have most of the items left behind by skill grinding and shell casings from the Arsenal mod
- Added option to "add all" to partially full Thread, Ducktape, Twine etc
RIP my mod. 🥲
You know, like a year or two ago, I was on here suggesting the ability to have it so that vehicles like RVs/Vans/Moving Trucks/etc could have "interior" world spaces linked to them. I had MULTIPLE people on here telling me that I was an idiot and that it wasn't possible and otherwise being condescending shitheels to me.
WELL.
BITCH.
PLEASE.
Couldn't be done you say? Lol. Lmao.
Hello,
I want to save the zombie kill numbers in the database and show them on the web page.
Who can help with this?
Why does this return nil when called on a dedicated server (but not in coop) no matter what you put in for x and y
local gridSquare = getCell():getGridSquare(x, y, 0)
pretty sure X and Y need to be numbers and the square must loaded.
Amazing dude, good job.
Hello~!
I want to set item on the floor, so I set this item as moveable (in the item script).
But when I set it, the texture can't be shown, just can see the green square.
item Example
{
Type = Moveable,
Weight = 10,
DisplayName = Moveable,
icon = Example,
ResizeWorldIcon = 1.0,
}
Should I revise this script or do other things?
can be amazing with the boat mod like a giant yacht with interior
but what is the location of the interior on the map?
This is great!
that was my though, as time goes on this effect could be overwritten by another map
You can use get or create grid square instead of get grid square, for when the square is not created. I do not know how getCell and the iso cell behave.
anyone got a fix for Green fire and Le Gourmet? crops disappears and just shows error lol
any good tutorial to add new clothes?
im good at modding in doom, now i want to start modding pz
I try to host server for testing and I disconnect when I switch windows for some time, do I need to quit to menu every time or is there a faster way.
the toaster?
No it's got a little better specs than toaster
Is it possible in a recipe to make more than one result? Like multiple items?
Ok I think I got it, with OnCreate function I can spawn items.
hey so im trying to host a server with 23 mods
Im running 5.5gb Ram for it and server loads up fine except the mods arent there. Its in the workshop list and the server mod list everything is fine but there are none of the modded items ingame
For testing multiplayer mods, is there a way to join into local server with two different clients? Currently, when I try to run two clients and join into server, it kicks the other one
are you using -nosteam?
while running client? No
Yeah you can use -nosteam as the startup parameter to run the nonsteam version and then join server
i see, do i need to run the server as nosteam as well?
yeah there is, will give it a try, thank you!
whats the catch?
also do you know where should I place my mod folder?
nvm found it
Is there a way to do something if the player eats any type of raw food, like a category? or do I have to make a list and add all of the raw items in it
Actually, raw meat isn't a separate item, so how do I even check if the food is raw lol
Seems like items have a property "DangerousUncooked" if set to true I believe it would be considered raw
Can you pull that info somehow?
I think that might mean whether or not it's actually bad to eat raw, not whether or not it is currently raw
I think I found something useful though, this might work lol
Thank you for helping though
How do you get builder next to your name?
I actually can't really remember lol, I asked in #pz_b42_chat though
Oh okay
Kia moment
I read some previous chats mentioning the roles, it seems that you get a higher role the more you talk or something
"Recruit, Builder, Survivor" seems to be the three tiers
Awesome thank you, I thought it had something to do with modding
No problem lol
Did you just search through the code to find this?
Yeah
What kind of mod are you working on?
I made a visual studio project, imported every lua file from the game, and then did Ctrl+F to search every file
Why lol
Just curious
I am new to this modding thing
I am also just going through the files trying to figure out how to do things
It's a parasite mod, I usually don't like talking about mods I'm working on because I'm afraid of people stealing my few good ideas before they're done, but also I'm like 99% done anyway so it doesn't really matter
I feel you
I am trying to make a trait that makes you read books instantly. I know how to add traits to the game but I am trying to figure out how to adjust the reading speed. anyone have a clue?
Im wondering if I just add into the ISReadABook file the trait similar to Fast Reader trait
maybe temporary admin powers, i think its called timed tasks or something
yeah and just peak the multiplier
does anybody know anything about integrating the sonoran cad into project zomboid lol? i know its a far fetch but it would be cool if anyone has any knowledge of doing this. its for a city life rp server on project zomboid
Do you know if I would just edit the game file ISReadABook or do I just make a structure similar in my mod folder to that of ISReadABook and then the mod will overwrite the file when loaded?
Lol not me, some crazy Chinese guy on the Workshop pulled it off.
Although I might dive into the code, See how they did it. If it's easy to figure out, I could try to implement this with an RV from Fil's mod?
its likely just teleporting the player to a new location (and back) not overly complex and worthless in MP since all RV's are going to be sharing the same telepport dest. It probably suffers the same issue when someone in SP owns multiple RV's
yeah, I thought as much.
pretty sure i saw someone experimenting with this (and had it working) back in 2018 or 2019
What you could do is have multiple unique vehicles. For example, multiple "different" RVs, the only difference between them being where their interior worldspace is/where the TP function goes. You'd probably have to have multiple destinations/cells/etc.
So a single cell would consist of, say, a few dozen little closed off boxes like in the video, each leading to/from its own RV?
Shit would need a LOT of work to make feasible in MP. 😛
I'm just rehashing that old convo I had like 2 years ago now. Though I got a proof of concept to point to know, which is good.
There's 25 of them, but in MP once there's 26 of them it rollover to the 1st one.
Also teleportation is no bueno for server stability in MP. This is direct from someone from TIS and confirmed by my own stress testing. It's why I pulled Labs Complex Alpha from the workshop.
well at least it has the foresight to roll over instead of teleporting them into the void XD
I didn't know teleportation caused issues like that. I guess it has to do with how the game loads cells?
I mean, it's easy enough to clone and spam map cells.
The server stability is the deal breaker for me though.
Also, sorry about the Labs Complex map. I know you put a lot of work into that. 😦
Ah, I mean it was a proof of concept and a novelty and I had fun with it? Especially with the Tarkov inspired death maze obstacle course.
NBD, all mods are a house of cards until 1.0 is released? 🙂
Yeah, I guess streaming all the new map data is rough for the server? From the horses mouth
Teleporting is insanely hard on the server.
Normal server: "I'mma give you one of these chunks every X milisconds. Okay, bro, we got this."
Admin teleports: "OMG OMG OMG. 50 CHUNKS. WHAT DO I DO."
Not the most technical explanation 😄
When my map is enabled, it creates a constant error spam in the bottom corner, any ideas why?
But I can see some good unintentional comedy with the teleportation rollover
"What the fuck are you doing in MY vehicle?"
"Your vehicle buddy? I'll have you know an admin just spawned this in for me. What are you doing in MY vehicle!"
Especially when someone plugs this thing into one of the vehicle merchant mods.
Hopefully a solution prevents itself one day. Would be neat to have that style of "underground" sections of the game world.
Well, underground is going to be supported in vanilla eventually, was some details in a previous thursdoid?
So I'll just wait until I can do it properly and then use the Labs Complex assets for that when I can do it properly 🙂
I know Minecraft solved the problem by having "chunkloaders" keep certain chunks loaded at all times. have the devs considered implementing something like that?
The fact that I couldn't disable daylight in Labs Complex Alpha drove me nuts anyways 🤪
I know they have some working test implementation for having extra z-levels in specific areas, but beyond that it's all rocket scientology to me?
"rocket scientology"
Imma steal that.
Otherwise, can't wait to see what they got in store.
Well, one thing I know is that we're going to have "Does Raven Creek Run Like A Slideshow On Everyone Else's Computers" 2.0 when people start using that tech to spam skyscrapers on a map.
It sounds really neat, and really situational. I think about it, and my mind goes to climbing a radio tower for some reason. You could pair that mechanic with the ability to see much farther, basically revealing a huge chunk of the game world in the map like an Ubi$oft game mechanic.
how do i repair a door to a store if i break it
You mean replacing the original glass door?
There really isn't a way in vanilla.
There's a mod that lets you yank fancy doors off their hinges though and install them elsewhere:
https://steamcommunity.com/sharedfiles/filedetails/?id=2733027635&searchtext=al+doors
ahh man cause i wanted to replace this door, but i dont wanna take from other doors haha and this tyle picker lets me place one but i cant set a lock to it
Necroforge whatchu looking for. Has functionality that lets you make doors lockable:
https://steamcommunity.com/sharedfiles/filedetails/?id=717015179&searchtext=necroforge
Old mod, but still mostly works.
is it admin access only
You on MP?
yeah on a large server that i own.
its a player owned store and i destroyed his door now i have to replace it lol.
Might need to finagle a few settings, but it * should? * work.
I've never had a reason to use NF anywhere other than SP.
ohh i have that new tilepicker mod
its cool, doors work. but they dont let you lock them
Do you have access to the file explorer on the server you're running?
yes.
Because another thing you could try is deleting the cell the door is in.
Restart the server, and the cell should be completely reset.
but his store would also be reset?
The part that's inside the 10x10 cell, yeah.
hmm thats looking like the only option
Where on the map are you?
is their a way to see exactly what grid
we are in lv
ahh shit i cant reset the pds stuff. ryan would murder me he spent like 10 hours building the pd him and lin lol i gotta find another fix.
The 1240x153 cell is what you need to delet.
If you can't do that, then just install the All Doors are Yours mod and yank a door off of somewhere else.
is their a way to spawn one from debug?
IDK, never tried it.
lemme look. this needs to be a commisioned mod lol. i will commision it myself lol if anyone wants a go at making doors placeable and making them where they cant be disassembled
LMFAO, that is literally Eggon's mod.
it disables dissembling of doors?
Probably not.
That sounds like a problem you can solve with a safehouse mod.
ahh let me look at that
Hi, second time making a mod here, i have been trying to make a clothing mod of an HEV suit, i've followed the Dislaik tutorial and the worldItem works fine, because i can put it on the ground and it looks ok, but when i wear the clothes the body becomes invisible, wich i think it means that the masks that i applied work, it seems like the 3D model is wrong or somehting like that, and well i don't really know what to do, sorry if i bothered.
Here is a screenshot that shows the problem
if its invisible but your masks work then its probably an issue with the model or texture path i think
i also read in the Dislaik guide that it may be the model or texture path, but i can't seem to be finding the issue, here's a screenshot of the mod structure
Methinks it's some weird issue with the texture of the model. Try a different blend mode?
how can i use a different blend mode?
In Blender, Material Properties -> Settings -> Blend Mode
ohh yeah, well i'll try that
no, it didn't worked, just in case i did it wrong, you meant this?
Well shit, dunno then.
xD
Anyone can explain to me what the getJobDelta method does
Many can, but who will?...
materials in blender don't affect it ingame
so what could i do?
You could search for clues.
thx
no you 😊
this cute XD
new patch idk why its now showing the preview
bug?
this is the mod anyway hands and feet and shoe rework
Greetings, how could I get the nearest container? Or containers around the player in general. I couldn't find any function related to it
hey there im making recipe for my item but i cant find the proper names for skills > now its like this but the game see only wood work
SkillRequired:Strength=3,
SkillRequired:Trapping=2,
SkillRequired:Woodwork=3,
what are the proper names to require strength and trapping
anyone:)?
Javadoc Project Zomboid Modding API declaration: package: zombie.characters.skills, class: PerkFactory, class: Perks
looks correct
recipe Make Sneaky Weight Reducer
{
keep HuntingKnife/KitchenKnife,
keep Scissors,
DeadBird,
Thread,
Glue,
Twigs,
SkillRequired:Strength=3,
SkillRequired:Trapping=2,
SkillRequired:Woodwork=3,
CanBeDoneFromFloor:true,
Category:Survivalist,
Result:SneakyReducer,
Time:160.0,
}
this one doesnt work:/
Need do like this:
Try scan squares around player and find containers. Example you can check in function refreshBackpacks() in file ISInventoryPage
Hello, who is engaged in the creation of clothes?
oh! Thank you!
How do I extract game's textures? I wanna edit some vanilla clothing
Oh wait I'm dumb the clothing textures are out in the open

Yeah, main reason why all the semi-truck mods I have installed are only eye candy. Driving just the rig alone down LV is a death sentence
Can anyone suggest a good site for completely free .ogg sound files? I'm looking for some electric tool sounds
yeah, large vehicles were just never in the plans for PZ no matter how hard people attempt to beat them into the game
the map alone is a nightmare to drive in with them lmao
PZ LV lacks the grid system of IRL LV....this in itself makes it a challenge to get around the city easily. Its more of a maze ingame
yeah, its a shame since a lot of US cities are grid based but i understand from the games perspective
shark, you know any good sound sites?
cc0?
nope
sound design libraries
ive been looking at something better since i need to locate some gun sounds which dodges any trouble
Is it possible to add in radio stations in game?
Ones that don’t play music, but has the speech bubble things
is there a way to force reload all textures? Because reloading the game just to adjust textures is getting old
Yes there's a mod called somethign like dawntime
And it adds a radio
can you recommend a smoking MOD that has good compatibility with large mod list and is more or less vanilla friendly? thanks
thanks works perfect now:)
how do i download mods for my non-steam zomboid
I thought I replied to something else hmm, maybe it was deleted.
ok so, this is my first time modding and i added doomguy to the game
https://youtu.be/LXBsvp32G8g
Doomguy now faces a new enemy to save the planet.
Download from Steam's Workshop:
https://steamcommunity.com/sharedfiles/filedetails/?id=2796143569
Someone here has ever done a True addon music?
Hello! How do I start modding?
Can someone explain to my how to make VHS tapes?
Or rather put them in game
What does this mean?
How do i change this text?
Depends what you want to make 🙂
I want to make Quality of Life mods of my own, it might be similar to others though
But I want it to be compatible with any mods without breaking
Well one thing you could do as a test is to find a quality of life mod that already exists
Take a look at all the files for it
Open them up and work out how they work
Might give you some ideas for your own simple ones
At least to start of with 🙂
There's a few existing mods I like that I feel like it could have more improvements or a few changes to it.
But I have no idea how to mod
Thanks!
Curious if there's a mod out there that makes a generator that's safe to have indoors?
I get it, I'll try not to ask too much questions and figure things out on my own.
Did quite decent when I modded Terraria though :D
i tried to search this but discord's search function is worthless: is there a way to alter the temperature differential between interior and exterior, to reduce the change in temp?
Can someone make true music mod which adds sam B's no room in hell and who do you voodoo
Thanks
You can ask loads of questions if you like, this is the place where people can help 🙂
Is there a way to define the icon used in recipes?
Alright, but i'll try not to ask too many questions TwT
Okay i have worked out how to do videos now
Kinda anyway
i have not done anything directly
Is it in any way possible to change locality of a zombie manually?
You can try
zombie:setX(DESIRED_X_COORDINATE)
zombie:setY(DESIRED_Y_COORDINATE)
zombie:setZ(DESIRED_Z_COORDINATE)
I believe that worked for my teleporting zeds.
How difficult is it to create animations?
I was thinking about picking up a mod that kinda needs a rework but remaking it entirely
And it has animated parts
Hello, Can I change the opening text to an image?
"This is how you died"
With conventional lua modding? As far as I know, nope.
It's theoretically possible by modifying the game's java, but as far as I know that's only something that's been discussed/developed in theory, and I haven't seen any java mods for PZ + as far as I know they wouldn't be "workshop compatible".
Does anyone know of any mods like book collection but for the skill magazines?
Does pz have its own functions like in fivem
Where you can check for example how much time has passed in game ours
Yeah, there's all sorts of way of getting the in game time in PZ? I don't know them offhand, and I'm not familiar with how fivem code works, but that's possible for sure.
The code I have that uses those functions is on my old computer so I can't check it right now unfortunately.
that's what i imagined. I can only change the text 😣
Thank you.
Was thinking of making a different version of the defecation and urination mod and maybe cleaner
And less micro manage like
Okay, like I said there's a slew of time-related functions, but with a quick search I was able to find getGameTime():getWorldAgeHours()
Cool I can probably put get game time into a for loop check how much time has passed from the last check
Or if there's a better way of checking
Yeah, that should work for your purposes 🙂
Want it so like every 30 mins, the variable increases from 0 to like idk 5
Hey Blair is there a documentation for pz?
Or anything close just to show list of functions
Ah there's also getGameTime():getTimeOfDay()
I'll probably use get world hours
Have it check every so often and increase the variable in a for loop looping every 5 mins or so
Kinda just spitballing
Atm
There's some documentation on https://pzwiki.net/wiki/Modding in Javadoc reference to Project Zomboid codebase but I dunno if they're up to date?
But to be honest, I just check the code itself, either by searching the lua of PZ with Notepad++ or combing the Java itself with IntelliJ?
I'm of the opinion that crowd-sourced documentation can be out of date, but the code itself if "the current truth"?
Is that in game mins or real time mins?
Guessing ingame
ingame
in game
EDIT: Sorry, sass between friends, but that's a naughty example of me to set here.
in-game
Lmao
Btw do you guys know anything about creating custom animations?
Is it like in unity or more complicated?
yes. bad example your setting. go sit in the naughty corner.
Nah, I had a friend help me with that and as far as my two brain cells could tell it's fussy work.
I live in the naughty corner 😐
Oh so it's not simple at all to make like 2 animations?
I mean, if you know what you're doing it should be simple? Just knowing how to do it is the fussy part I beleive?
Ahhh
I don't believe anyone's made any guides or tutorials on the matter, but I'd be happy to be proven wrong on that regard?
The modeling channel might be a better place to ask as well?
I think the fact that the vanilla animations are in the .x format is a barrier for a lot of efforts, but again, I'm an idiot re the subject?
FBX animations do work for PZ however.
Animations channel when
The management has decreed that we're not adding anymore channels 😄
Animations are a subset of Modeling.
I know a mod that actually has the exact animation I need but I'll need permission to use it first
Yeah, just hit up the mod author? If you got some spare change lying around offering to throw it their way for permission might put them in a helpful mood? 😉
True but I think I'm getting a bit ahead of myself first
I'm just gonna test some basic functions get a nice rough mainly stat like version before I add in animations or stuff
I imagine areas of scripting isnt that bad compared to other areas
Yeah, always a good idea to break the project down into smaller parts and knock it off piece by piece.
"You eat an elephant one plate at a time" and all.
I’ve got a city life roleplay game with no zombies. Browser is building an absolutely awesome store mod for my players to sell goods in their store. But theirs quite a few more systems I need built. Mainly we have no real currency to use in the store yet. if theirs a modder that can build a currency mod (US dollars) that comes with an atm so players can safely store money around the map, this is a need. I’m not cheap I don’t mind paying quite a bit especially if you work hard on it. I want this server built and I’m just looking to speed up the process by letting other people focus on separate systems needed in game. The realism will go as deep as players actually having to drill oil and supply oil to the market for gas stations to stay stocked up then players can actually come purchase fuel. If theirs anything you think you may be able to help with and you wanna make some money let me know. The game play will be similar to “ARMAIII life” with a full player run economy. I also need cool server addons that will make the game a little more strict (making it where players can’t destroy doors, any windows, walls, and so fourth) this includes dissembling. this is very ambitious and I plan to stay working on it full speed and non stop going forward.
Now browser did build a mod that prevents windows from being broken so I’ll make the assumption he we go back to working on that and making it full proof.
Player Shops?!?! omg omg ... I want it... lol
Well I’ll pay for the mod by browser and anyone will be free to use it 🙂
I’ve been making I’m work non stop 😂 on it but it’ll be worth it in the end you have no idea how awesome it is, he put a lot of work into it.
@trail lotus Is there a Steam workshop I can follow to stay up to date?
So I’m not the developer on it I just commissioned it. @drifting stump is your guy making it so if he’s got a discord or what ever to allow you to follow him that’s between y’all 🙂




