#mod_development

1 messages · Page 535 of 1

rancid tendon
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the mod in my mod list is... just red and not usable, with zero indication as to why

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i can't tell what the problem is and there's no like, error message or anything to tell me why

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ohp, figured it out. i left an empty 'requires' field in the mod.info

hollow cave
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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?

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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)

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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

drifting stump
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they are automatically synced

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so just accessing the var is enough

viral spire
hollow cave
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Are there console commands to spawn items? So I can at least see if I can manually bring it in?

waxen badge
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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?

drifting ore
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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.

royal stirrup
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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

zenith smelt
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I see that the lunge sprint definitions are the same for 2 files

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Is this a typo by devs

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Or is the name based on the filename?

hot patrol
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nothing huge just shortened the fur collar, added pockets on the front and some seams

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reference

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the part I like least are the sleeve buttons but there isn't much I could do to make them better

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I was thinking of modifyting the model as well to make it a bit longer

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@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?

winter bolt
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yeah that looks good

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i wanted to make mine more like rick's but i was also trying to make it work as leon from re4 lol

hot patrol
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Yea I could tell. it does a solid job at both the main thing that makes it look off to me is the length.

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and thanks 🙂

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i'd be sure to give credit of course.

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not sure if it's obvious but I feel like that little bit of length at the bottom goes a long way

willow estuary
thick narwhal
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yoooo

thick narwhal
autumn sandal
willow estuary
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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
thick narwhal
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lul

willow estuary
oak jetty
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Hi all, I am new to the discord and just dipped into modding, do anyone have a template/ tutorial on making a trait?

viral spire
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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.

smoky meadow
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guys where to find the icons or sprites in the PZ folder?

willow estuary
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Wait... ...there's more!

willow estuary
pulsar rock
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Hey all, question for modding spawnpoints!

How do I find the world x,y and local x,y,z coordinates for spawn points?

shut valley
placid hinge
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@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?

pulsar rock
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Figured it out

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Needed to divide by 300 and take the remainder

placid hinge
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Ahh gotchu

trail lotus
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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.

drifting ore
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how can i add a custom trait im very new but i have programming knowledge

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ive set all the folders and text files up just gotta know what to type

drifting ore
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nvm i found a mod and used it as a example

sage flower
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How do I make my mod have dependencies, like import libraries or use modules from other mods

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As in how do I use other mods items for my recipes

minor island
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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

gaunt belfry
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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

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I'm trying top find a way to detect when the item breaks, rather than looking for a broken item in my inventory

storm finch
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If I add a car mod mid map will the cars spawn in unvisited areas

shut valley
storm finch
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Alright ty

latent orchid
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can anyone help me find where the composter recipe/item is defined? I've searched all the script files but can't locate it

fast galleon
royal hedge
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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.

tight geyser
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yo can anyone make a Ford probe mod? im in love with this car lmao

drifting ore
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Anyone know the directory regarding 'factions'? or know if it is even possible to set a max number for factions?

latent orchid
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where abouts is the code that handles boiling clean water?

willow estuary
# latent orchid 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,
    }
latent orchid
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i was looking to understand how the game boils a pot of tainted water to make it drinkable

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cant locate an action for it

willow estuary
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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?

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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);
                        }
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if (this.IsCookable) is upstream of that, probably used to determine if it's a boil-able container or not for water.

sage flower
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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

willow estuary
sage flower
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thank you man

willow estuary
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👍

lethal owl
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How does one make their own negative trait

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Or trait at all

chrome egret
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If you check the pinned posts for a link to the PZWiki page on Modding, "Robomat's Tutorials" is one of the resources

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It includes creating a custom trait

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Also I think if you search in this channel for info on TraitFactory you might find examples where others were working on their traits

keen marlin
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does anyone know of any mods that add like a log barge or something?

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I want to build my base at B while keeping the encircled forest mostly intact

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and my thinking is to transport logs from A

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surely a raft made from logs and like some empty barrels isn't that unrealistic for a survival game?

maiden spindle
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does anyone know a safe way to save the server from a mod?

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getCore():saveGame() seems to cause data loss

fallow bridge
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Infact only boat mod that exists is autostars boat mod

keen marlin
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kinda to be expected, this game doesn't really have a very large naval aspect

fallow bridge
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Doesn’t have one at all

chrome egret
fair frost
cosmic glen
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does anybody know if this comes under a different game in the mod selection in game? I can't see it

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it doesnt come up alphabetically D:>

faint jewel
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that's a bit much?

fair frost
faint jewel
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i mean everything i am finding it all back with white writing.

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it's quirky all right lol

fair frost
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It was more of inspired by like classic 3D GTAs Enforcer/Irl Freightliner

faint jewel
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quirky yet not as over the top?

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gta3 textures were HIDEOUS lol.

fair frost
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Meh...

fair frost
faint jewel
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it's your model.

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errr skin.

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do it as you please.

cunning maple
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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

cosmic glen
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ohhh is it, thank you

zenith smelt
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Anyone have a clue why onlineID is different between clients?

paper steeple
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"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.

zenith smelt
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NO, ZOMBIES

fallow bridge
stray kestrel
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hmm i'm trying to make crafting my recipes gives reloading exp

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i tried "OnGiveXP:Recipe.OnGiveXP.Reloading1,"

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but it doesn't work

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i see that reloading weapons does this to give exp to the character instead "char:getXp():AddXP(Perks.Reloading, 1);"

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but this doesn't look like the same code that scripts uses

willow estuary
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If the OnGiveXP function don't exist, then it won't do anything.

stray kestrel
willow estuary
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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
stray kestrel
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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
willow estuary
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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.

stray kestrel
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this is my first time doing anything beyond looking at .lua files lol

dusk saddle
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Blair helped me with the recipe thing with the require system, hopefully it works out well for you

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Though do ya' mind me asking another thing about spawn rates?

willow estuary
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I am so freaking sick of spawn rates 😄

dusk saddle
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Haha, well I don't want to really annoy you or anything with my question

willow estuary
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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"

stray kestrel
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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

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or something like that

dusk saddle
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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

willow estuary
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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.

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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.

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Aside from using low spawn rates, just have them spawn in less instances/distro tables to work around that issue.

stray kestrel
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what's the button to get out of code breaks in debug when loading into world again?

willow estuary
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F11

stray kestrel
willow estuary
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But if your mod adds a lot of items, yeah then a lot of those items will spawn.

dusk saddle
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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

willow estuary
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I don't think there's any practical difference betwen .001 and .000000000000000000000000001 with spawn rates on account of that zombie inflation business?

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But yeah, if your item is spawning too often, than not having them spawn on zombies is probably one thing you can do.

dusk saddle
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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

willow estuary
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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?

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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?

stray kestrel
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do i need to insert reloadexp.lua into somewhere?

willow estuary
# stray kestrel

Your file isn't set up properly or has errors then if it's not recognizing the function.

dusk saddle
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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

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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

stray kestrel
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well i guess from the lua searcher in game, it doesn't even see the lua

willow estuary
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Then there is something making your file not load. Check console.txt for "STACK TRACE"

dusk saddle
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Hopefully I'm not being too spammy, combined both pics

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They spawn, just don't know if this is the proper means for setting it up

stray kestrel
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but before that

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i have published this mod on the workshop (without the current changes)

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i don't know if singleplayer uses the one in workshop/content

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or the one in my username/zomboid/

willow estuary
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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.
stray kestrel
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do you know if the local mod in username/zomboid/workshop is loaded if it's more updated than the workshop's version?

willow estuary
stray kestrel
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starting to see that

dusk saddle
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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!

willow estuary
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👍

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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?

dusk saddle
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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

stray kestrel
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and to my surprise, it works

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but it's wierd

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apparently 1 reloading experience code wise is just 0.25 of an exp in game

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does anyone know if instant action cheat exist in -debug mode?

willow estuary
dusk saddle
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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

stray kestrel
stray kestrel
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@willow estuary thanks a lot for helping me Blair. I now got exp for crafting gunfighter bullets

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Out of curiosity does anyone know if giving experience under 1 is possible? Like 0.5?

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Or craft items with partial units?

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I tried to make a recipe give gunpowder=0.25, but that actually killed the game instead

hoary summit
#

Greetings. Is there a function for deleting character?

hardy grotto
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anyone have any clue as to why?

storm finch
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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

storm finch
hardy grotto
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yeah it is, some are named properly while these aren't, guess i'll have to figure out which one

storm finch
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might msg the modder although they might know already

hardy grotto
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i think it might be fillibusters

storm finch
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its not a big issues so they may know and just not care

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i have the issue to

hardy grotto
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ah ok i thought i was on my own for that lol thx for replying

storm finch
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np

limber jasper
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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.

storm finch
#

cant you set sight to the lowest option

limber jasper
#

They could still see you

storm finch
#

ah dang

junior raven
storm finch
fast galleon
junior raven
#

Does anyone know why the IsoZombie.pathToLocation(x, y, z) function might not make the zombies move anywhere?

sand chasm
#

there is any mod that add stone walls?

sand chasm
#

like a 1x1 wall

fallow bridge
sand chasm
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@fallow bridge thanks

long ore
#

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?

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Or spawns are completely random?

white quest
# long ore 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

willow estuary
willow estuary
willow estuary
white wraith
#

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

shadow bough
white wraith
#

Why doesn't it load custom 3D models onto the object. I'm at a dead end...

willow estuary
# long ore Oh sorry, my bad

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? 🙂

willow estuary
white wraith
#

@willow estuary Look

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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?

keen frost
white wraith
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He just does not see this script.

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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?

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forwhat HARD

willow estuary
white wraith
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No

keen frost
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so is that isn't working try using the default Base module for the model

module Base
{
    
    model Example
    {
        mesh = Example,
        texture = Example,
    }
}
faint jewel
#
{
    model WorldItem_Bag_MMPack_Ground
    {
        mesh = WorldItems/MMPack_Ground,
        texture = Clothes\Backpacks\M_M_Pack,
    }    
}```
#

make SURE the slashes are like so.

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/ on the mesh, \ on the texture

white wraith
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Does not work

willow estuary
faint jewel
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that was the only way i got mine to load. otherwise it was icon all day.

keen frost
faint jewel
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(and mine was copied from vanilla and paths changed)

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win 10

white wraith
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win 10 used

willow estuary
#

Anyways, more dirty tricks for vehicles

white wraith
#

I try in different ways, I don’t know why the model doesn’t see

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2d reads but 3d doesn't

keen frost
#

Feron4ik I ran out of possible fixes, someone else should load your mod and test because your mod structure looks ok

faint jewel
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if you wanna send me the mod i can take a look.

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or who ever you would prefer lol.

willow estuary
faint jewel
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does it have a fun minigame though?! i already thought of one.

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needs 3 textures.

white wraith
faint jewel
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@willow estuary your minigame!

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move the slim jim back and forth and click to try that spot.

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it would be a random pink x for the correct position.

chrome egret
#

dope idea @faint jewel

willow estuary
#

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?

faint jewel
#

immersion my man.

willow estuary
#

Plus I prefer it being tied to Mechanics skill level and not player minigame skill level.

faint jewel
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YOU are picking the lock. not a rng deciding it for you.

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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.

quasi geode
willow estuary
#

But also, as far as accessibility goes, I have misgiving about minigames being an issue for people with disabilities and such?

faint jewel
#

hence the simplicity of my idea?

willow estuary
#

Oh, I don't want it to be easy to pop a vehicle lock with this 😄

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RNG + mechanics skill level hits my sweet spot for pass/fail, and works well with the critical failure mechanic.

faint jewel
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i said simple not easy

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a 1 in 10 chance to break the lock would be fun.

verbal bison
#

what this world needs is a mod that adds truck nuts to the game

willow estuary
#

Stupid/silly recipe magazines are my new favourite thing.

stray kestrel
#

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

fair frost
junior raven
#

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)
thorn cipher
#

wip on a cold war bunker with a house and pool inside

vapid vault
#

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?

mild notch
#

is there any mods that are compatible with raven creek? like danger zone or barricaded world?

boreal egret
#

Okay this threw me for a loop. What does #t in a zombrand variable mean?

mild notch
#

thanks man

boreal egret
#
    local index = ZombRand(0, #t) + 1
    return t[index]
end```
dark finch
#

are there anymods i can add to a server that can add an npc trader that is customizable

junior raven
boreal egret
junior raven
#

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.

#

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.

round zenith
dark finch
hoary summit
hoary summit
drifting stump
verbal bison
fresh geyser
#

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

turbid gate
#

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

verbal bison
fresh geyser
#

I guess if you wanna model truck nuts and modify a truck model, you could make it a mod.

verbal bison
#

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?

fresh geyser
#

I'm not really sure. I just make tiles. Someone will probably come along and direct you where you'd need to go.

verbal bison
#

right

restive quest
fresh geyser
#

Is that a three wheel car? That’s pretty awesome.

verbal bison
#

its just a beefed out trike

restive quest
#

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

fresh geyser
#

Did you have both front wheels in one position?

#

Or did you somehow make it so it only needs one tire?

restive quest
#

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

sage flower
#

Make it lose battery durability (charge) maybe

fresh geyser
#

It might be easier fill it with fuel when interacting with it a certain way?

#

To emulate the electric charging

tight geyser
#

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?

tight geyser
#

hills in pz????

restive quest
#

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

restive quest
latent orchid
#

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?

fallow bridge
#

Pretty common way of doing it

willow estuary
turbid gate
#

anyone could help me with the crate i asked before?

chrome egret
#

I seem to recall there are limits on how much capacity you can give a container

turbid gate
#

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

willow estuary
turbid gate
#

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

shadow bough
#

@drifting stump I want to be updated on this... lol

drifting ore
#

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

restive dune
#

i wanna make a gun mod, how do i start out

faint jewel
#

READ

#

lotsd and lots of reading.

restive dune
#

ok then

faint jewel
#

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.

smoky meadow
#

guys i need help. what is this .Tiles in PZ file, is this related to Furniture and Game Tiles. and how to open this?

smoky meadow
faint jewel
#

.x is NO. fbx is fine

restive dune
turbid gate
#

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

smoky meadow
restive dune
#

i do not know how to add shapes in blender

#

all i know is how to mould the funny sphere

turbid gate
#
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?
smoky meadow
# restive dune i do not know how to add shapes in blender

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...

▶ Play video
sweet reef
#

How did someone manage to make a working turret on that king tiger tank?

shadow bough
fair frost
#

: )

craggy furnace
rigid mauve
stray kestrel
#

does anyone know how to activate noclip in debug mode?

fair frost
#

Keeping the peace since 1945

drifting ore
#

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

latent orchid
balmy prism
#

UNinvolved in peace.

candid isle
shrewd ice
candid isle
#

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?

faint jewel
#

you.... you want players to be able to carry boxes? and are mad that noone else has done it?

candid isle
faint jewel
#

not really, just noones done it.

candid isle
#

Oh, ok, if I do start modding the game myself I'll see what that would entail, I love my immersive touches

faint jewel
#

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)

candid isle
#

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?

faint jewel
#

uhhh... it depends?

drifting ore
#

It’s just whenever me or someone else dies in my server, all of our clothes disappear

winter bolt
#

no idea what its called though

drifting ore
#

Hm

storm finch
#

does anyone know the name of the mod that adds a clothing menu so your gear isnt in your inventory

storm finch
#

Ty so much I found that first one but it didn't do what I needed

candid isle
#

np!

turbid gate
#

Anyone have any example or could help me with these collision on container? im searching google all time but cant find anything:/

smoky meadow
turbid gate
#

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

turbid gate
#

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:/

fast galleon
#

can you go into debug on multiplayer and is it limited to admins?

nevermind, gonna look into accesslevels

nimble mirage
#

anyone know a mod that makes it so player built structures can be claimed

zenith smelt
#

I've tried many things and that was the only way I found.

restive quest
drifting ore
#

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.

white wraith
#

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

willow estuary
white wraith
willow estuary
#

Try putting the Base prefix before the model name in your item scripts?
StaticModel= **Base.**ModelKonfiWine

lusty sequoia
#

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?

willow estuary
lusty sequoia
#

Ok thank you

willow estuary
turbid gate
willow estuary
stiff marsh
#

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+?

willow estuary
stiff marsh
#

that is very true. guess ill just have to backup this save file. thanks!

willow estuary
turbid gate
#

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:)

stray kestrel
#

does anyone know if there's a noclip cheat in debug mode?

willow estuary
stray kestrel
white wraith
#

oh god i did it...

#

Should have written the Model prefix first

#

3 days....

faint jewel
#

wait what? really?

#

you forgot MODEL?

faint jewel
keen frost
orchid hazel
#

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

white wraith
white wraith
faint jewel
#

well i was trying to help lol.

white wraith
undone crag
#

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...

slow graniteBOT
#
Kiyamoto#3393 has been warned

Reason: Bad word usage

shadow geyser
#

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

undone crag
#

You could try ISCraftAction with the thing linked on the zomboid modding information page for that sort of thing?

tawdry moss
#

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?

smoky lintel
#

Where could I read or learn about the Procedural Distributions, Im a bit stuck on that

glacial flicker
#

It'd be sick if there was a train mod for the railroad

true vault
#

I believe that's been attempted several times by a few different people over the years aha

opal lichen
#

Will someone send me the best mods for a playthrough

reef sluice
#

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?

tender folio
#

can some 1 get me the debug meuw

fallow bridge
# tender folio 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

restive quest
trail lotus
#

Anyone know anything about being able to paint symbols on cars? Is it something you can do or is their a mod for it?

drifting ore
smoky meadow
#

does the firearms really support FBX model?

willow estuary
#

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
smoky meadow
willow estuary
#

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.

lethal burrow
#

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 Casesledge stressed

willow estuary
restive quest
#

Will try, thanks!

willow estuary
#

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 😄

restive quest
#

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

autumn flax
#

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

autumn flax
#

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

balmy prism
lethal burrow
#

@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)
queen leaf
#

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.

round zenith
#

I have one that is vanial crafting expanded I believe that recipe is part of it. Steam name is the same as discord

queen leaf
#

Found it. Looks very useful indeed, thanks!

shadow bough
autumn flax
#

from time to time you get green fog that damages you

gilded hawk
#

I'm getting this weird error idk why it's happening tho, does anyone have an idea why?

shadow bough
gilded hawk
quasi geode
gilded hawk
gilded hawk
#

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

unborn hamlet
#

I have a question

#

I want to start modding

#

nothing crazy

#

but what do i use to make mods

faint jewel
#

what kind of mod?

unborn hamlet
#

weapons

#

i think making a melee would be a good start

#

it cant be that hard. right?

faint jewel
#

it can be rough yeah

unborn hamlet
#

i need to know things

#

i will make a list

#
  1. what do i use to make models (i would assume blender?)
#
  1. how do i get them into the game
#
  1. how do i upload things to the steam workshop
#
  1. where are good tutorials
#

whats the mod do?

faint jewel
#

ugh it USED to just add an axe

#

now it adds a bunch of crap lol.

unborn hamlet
#

ok but

#

how do i make mod like that

faint jewel
#

i made my first mod by finding a similar one and then seeing how they did what i wanted to do.

unborn hamlet
#

I am confused now

#

was there supposed to be a guide or something on that steam page

faint jewel
#

no.

#

ignore me.

#

nvm

unborn hamlet
#

ok

sweet knot
#

i just had a mod idea

#

wheelchair mod

faint jewel
#

already exists.

unborn hamlet
#

rip

faint jewel
#

blair made it think.

sweet knot
#

oh

#

link?

faint jewel
#

it's a vehicle.

sweet knot
#

oh my idea is different

#

a trait in which the player is wheelchair bound

faint jewel
#

well you could make it require this one for a wheelchair.

#

just make it so they spawn in it and can't exit.

sweet knot
#

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

unborn hamlet
#

lmao

#

make it a crippled trait where unless you have a wheel chair you have to crawl like zombie

sweet knot
#

something like that

faint jewel
#

that could work too.

sweet knot
#

it would make for interesting gameplay, similar in some ways to the deaf trait

faint jewel
#

but they would also be able to drive cars and stuff

sweet knot
#

in that its a trait based off a disability, offering a challenge for many more skill points

unborn hamlet
#

but how would one work the gas pedals

faint jewel
#

a stick.

unborn hamlet
#

how would they move the stick

faint jewel
#

are they armless as well?!

unborn hamlet
#

no

faint jewel
#

are you talking a quadrapalegic?

unborn hamlet
#

no

#

but how would they move the stick?

faint jewel
#

then the arms could work a stick quite well

unborn hamlet
#

ok

#

i see that

#

but

#

how would they steer?

faint jewel
#

you are young aren't you?

unborn hamlet
#

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

faint jewel
#

1 arm on wheel, 1 arm on gas stick

unborn hamlet
#

ok then

#

make driving also more difficult

#

and require a long stick of sorts like a bat to be able to drive

shut valley
#

you could make it have worse brake power (due to reaction time of having to use a stick),ect

unborn hamlet
charred hatch
#

is it possible to distribute modded items only on zombies/corpses?

faint jewel
#

yes

charred hatch
# faint jewel yes

Awesome! Do you know how? I'm really new to modding and I can't find it lol

faint jewel
#

uhhh... check authenticz. he puts tons of new stuff on the zombies.

willow estuary
# charred hatch is it possible to distribute modded items only on zombies/corpses?

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)
charred hatch
#

ty!

willow estuary
#

👍

faint jewel
#

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.

faint jewel
#

really?

shut valley
#

no i get it translucent windows

#

but i am trying to think what hacky shader way you are using to make them.

faint jewel
#

i wrote a new shader?

#

well a new one based off an existing one.

shut valley
#

ooh

#

how does it interact with cars with modelled interiors?

faint jewel
#

i dont HAVE ONE... wait.. yes i do... LET'S SEE

gilded hawk
#

Did anyone ever made a bicycle mod for the game? I'd love to ride a bicycle when running from a horde

shut valley
#

so it should be possible since you can, fall of the skateboard

gilded hawk
pearl prism
faint jewel
#

yeah gotta figure out some other stuff that might be boned because,, ya know... java.

gilded hawk
#

@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
gilded hawk
#

After adding and removing age 30

quasi geode
#

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?

gilded hawk
gilded hawk
quasi geode
#

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

gilded hawk
pale path
#

Hello, guys. Is anybody knows how to fix this?

#

some mods are causing this bug

gilded hawk
# quasi geode i think you'll just have to rework that exclude loop to make sure its not settin...

Gonna be honest it's 2am so I said "fuck it" and just made a map shrug

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
quasi geode
#
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

gilded hawk
gilded hawk
#

happy italian noises

prime glacier
#

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

prime glacier
#

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

prime glacier
#

yo I don't know who listening but I freaking fixed it

faint jewel
#

nice

prime glacier
#

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

subtle oriole
#

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.

grizzled grove
faint jewel
#

?

shadow geyser
#

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.

shadow geyser
# drifting stump 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

drifting stump
#

youd have to do it yourself

shadow geyser
#

ok thanks

tranquil badge
#

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.

olive estuary
#

Are most mods not updated right now?

#

Nothing seems to work on the most stable build of the game.

drifting stump
#

But for example which mod isnt working

olive estuary
#

True Action, True Music, True Dancing, range rover classic 91 @drifting stump

drifting stump
#

Are you trying to use them in an existing save?

olive estuary
#

Yes

drifting stump
#

Did you add them to the save

olive estuary
#

Save?

#

Its in the config file

drifting stump
#

Loading them in the main menu doesnt add to a save

olive estuary
#

I'm not adding them in the menu

bleak grotto
#

Hello,

I want to save the zombie kill numbers in the database and show them on the web page.

Who can help with this?

drifting ore
#

Is it a server save

#

Or is it a singleplayer save

trail lotus
#

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?

sharp crystal
#

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

sharp crystal
#

Or maybe another question...wasn´t the minimap movable right after it was introduced?

latent orchid
#

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

willow estuary
latent orchid
#

Much appreciated. Seems info on these attributes is quite thin. Google didn't bring up much for the forum related entries

willow estuary
true vault
#

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?

exotic fox
#

With regards to itemcleanup, is there a way to make it ignore safehouses?

willow estuary
exotic fox
#

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

shadow bough
tight tulip
#

- Added option to "add all" to partially full Thread, Ducktape, Twine etc

RIP my mod. 🥲

zealous wing
#

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.

bleak grotto
#

Hello,
I want to save the zombie kill numbers in the database and show them on the web page.
Who can help with this?

junior raven
#

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)
fast galleon
junior raven
#

That must be it. The chunks aren't loaded

#

Thanks

white quest
tough peak
#

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?

primal topaz
#

but what is the location of the interior on the map?

low yarrow
shadow bough
undone crag
umbral estuary
#

anyone got a fix for Green fire and Le Gourmet? crops disappears and just shows error lol

vapid arrow
#

any good tutorial to add new clothes?
im good at modding in doom, now i want to start modding pz

drifting ore
#

car model my friend is making

fast galleon
#

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.

faint jewel
#

the toaster?

fast galleon
#

No it's got a little better specs than toaster

zealous umbra
#

Is it possible in a recipe to make more than one result? Like multiple items?

zealous umbra
willow estuary
keen patio
#

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

hoary summit
#

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

zenith smelt
#

are you using -nosteam?

hoary summit
#

while running client? No

zenith smelt
#

Yeah you can use -nosteam as the startup parameter to run the nonsteam version and then join server

hoary summit
#

i see, do i need to run the server as nosteam as well?

zenith smelt
#

Yeah

#

I think there's a nosteam bat in the server folder

hoary summit
#

yeah there is, will give it a try, thank you!

errant meteor
hoary summit
#

nvm found it

tranquil reef
#

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

devout flint
#

Can you pull that info somehow?

tranquil reef
#

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

devout flint
#

Yea

#

Thats prob what your looking for

tranquil reef
#

Thank you for helping though

devout flint
tranquil reef
devout flint
#

Oh okay

unique bough
tranquil reef
# devout flint Oh okay

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

devout flint
#

Awesome thank you, I thought it had something to do with modding

tranquil reef
#

No problem lol

devout flint
devout flint
#

What kind of mod are you working on?

tranquil reef
#

I made a visual studio project, imported every lua file from the game, and then did Ctrl+F to search every file

tranquil reef
devout flint
#

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

tranquil reef
#

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

devout flint
#

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

shadow bough
shadow bough
trail lotus
#

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

devout flint
zealous wing
#

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?

quasi geode
#

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

zealous wing
#

yeah, I thought as much.

quasi geode
#

pretty sure i saw someone experimenting with this (and had it working) back in 2018 or 2019

zealous wing
#

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.

willow estuary
#

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.

quasi geode
#

well at least it has the foresight to roll over instead of teleporting them into the void XD

zealous wing
willow estuary
zealous wing
#

Also, sorry about the Labs Complex map. I know you put a lot of work into that. 😦

willow estuary
willow estuary
frigid rain
#

When my map is enabled, it creates a constant error spam in the bottom corner, any ideas why?

willow estuary
#

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.

zealous wing
willow estuary
#

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 🙂

zealous wing
#

I know Minecraft solved the problem by having "chunkloaders" keep certain chunks loaded at all times. have the devs considered implementing something like that?

willow estuary
#

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?

zealous wing
willow estuary
#

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.

zealous wing
#

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.

trail lotus
#

how do i repair a door to a store if i break it

zealous wing
trail lotus
#

or store door. yes

zealous wing
trail lotus
#

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

zealous wing
#

Old mod, but still mostly works.

zealous wing
#

You on MP?

trail lotus
#

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.

zealous wing
#

Might need to finagle a few settings, but it * should? * work.

#

I've never had a reason to use NF anywhere other than SP.

trail lotus
#

ohh i have that new tilepicker mod

#

its cool, doors work. but they dont let you lock them

zealous wing
#

Do you have access to the file explorer on the server you're running?

trail lotus
#

yes.

zealous wing
#

Because another thing you could try is deleting the cell the door is in.

#

Restart the server, and the cell should be completely reset.

trail lotus
#

but his store would also be reset?

zealous wing
#

The part that's inside the 10x10 cell, yeah.

trail lotus
#

hmm thats looking like the only option

zealous wing
#

Where on the map are you?

trail lotus
#

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.

zealous wing
#

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.

trail lotus
#

is their a way to spawn one from debug?

zealous wing
#

IDK, never tried it.

trail lotus
#

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

zealous wing
#

LMFAO, that is literally Eggon's mod.

trail lotus
zealous wing
#

Probably not.
That sounds like a problem you can solve with a safehouse mod.

trail lotus
#

ahh let me look at that

gusty surge
#

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

winter bolt
gusty surge
#

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

zealous wing
#

Methinks it's some weird issue with the texture of the model. Try a different blend mode?

gusty surge
#

how can i use a different blend mode?

zealous wing
#

In Blender, Material Properties -> Settings -> Blend Mode

gusty surge
#

ohh yeah, well i'll try that

#

no, it didn't worked, just in case i did it wrong, you meant this?

zealous wing
#

Well shit, dunno then.

gusty surge
#

xD

devout flint
#

Anyone can explain to me what the getJobDelta method does

undone crag
#

Many can, but who will?...

winter bolt
gusty surge
#

so what could i do?

undone crag
#

You could search for clues.

hot void
#

worst part about modding hands and feet

#

is modding shoes

gusty surge
craggy furnace
hot void
craggy furnace
#

i need to darken the boots a bit but they turned out nice

hot void
#

true >_>

#

nice booties

hot void
#

this cute XD

craggy furnace
#

i love this model

hot void
#

new patch idk why its now showing the preview

#

bug?

#

this is the mod anyway hands and feet and shoe rework

hoary summit
#

Greetings, how could I get the nearest container? Or containers around the player in general. I couldn't find any function related to it

turbid gate
#

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

turbid gate
#

anyone:)?

hoary summit
#

looks correct

turbid gate
#
    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:/

tame mulch
gleaming latch
#

Hello, who is engaged in the creation of clothes?

unique bough
celest crane
#

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

latent orchid
#

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

craggy furnace
#

the map alone is a nightmare to drive in with them lmao

latent orchid
#

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

craggy furnace
#

yeah, its a shame since a lot of US cities are grid based but i understand from the games perspective

latent orchid
#

shark, you know any good sound sites?

craggy furnace
#

but they are libraries

latent orchid
#

cc0?

craggy furnace
#

nope

#

sound design libraries

#

ive been looking at something better since i need to locate some gun sounds which dodges any trouble

rose notch
#

Is it possible to add in radio stations in game?

#

Ones that don’t play music, but has the speech bubble things

celest crane
#

is there a way to force reload all textures? Because reloading the game just to adjust textures is getting old

zenith smelt
#

And it adds a radio

thick narwhal
#

God damned they actually did it

#

Same person that did the tiger ii^

deep loom
#

can you recommend a smoking MOD that has good compatibility with large mod list and is more or less vanilla friendly? thanks

turbid gate
drifting ore
#

how do i download mods for my non-steam zomboid

undone crag
vapid arrow
lavish bridge
#

Someone here has ever done a True addon music?

hazy raft
#

Hello! How do I start modding?

rose notch
#

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?

thorn cipher
hazy raft
#

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

thorn cipher
#

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 🙂

rose notch
#

hmm

#

do you use WordZed to make those weird things?

#

i am guessing you do

hazy raft
#

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

tame mulch
hazy raft
#

Thanks!

thorn cipher
#

Curious if there's a mod out there that makes a generator that's safe to have indoors?

rose notch
#

ohhh

#

i found out what it means

#

haha

hazy raft
buoyant merlin
#

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?

final smelt
#

Can someone make true music mod which adds sam B's no room in hell and who do you voodoo

#

Thanks

thorn cipher
silent bloom
#

Is there a way to define the icon used in recipes?

hazy raft
#

Alright, but i'll try not to ask too many questions TwT

rose notch
#

Okay i have worked out how to do videos now

#

Kinda anyway

#

i have not done anything directly

zenith smelt
#

Is it in any way possible to change locality of a zombie manually?

willow estuary
sweet tide
#

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

opal abyss
#

Hello, Can I change the opening text to an image?
"This is how you died"

willow estuary
drifting ore
#

Does anyone know of any mods like book collection but for the skill magazines?

sweet tide
#

Where you can check for example how much time has passed in game ours

willow estuary
# sweet tide Does pz have its own functions like in fivem

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.

opal abyss
sweet tide
#

Was thinking of making a different version of the defecation and urination mod and maybe cleaner

#

And less micro manage like

willow estuary
#

Okay, like I said there's a slew of time-related functions, but with a quick search I was able to find getGameTime():getWorldAgeHours()

sweet tide
#

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

willow estuary
#

Yeah, that should work for your purposes 🙂

sweet tide
#

Want it so like every 30 mins, the variable increases from 0 to like idk 5

sweet tide
#

Or anything close just to show list of functions

willow estuary
#

Ah there's also getGameTime():getTimeOfDay()

sweet tide
#

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

quasi geode
#

use the Event system for it

#

EveryTenMinutes or EveryHours

willow estuary
sweet tide
#

Guessing ingame

willow estuary
#

ingame

quasi geode
#

in game

willow estuary
#

EDIT: Sorry, sass between friends, but that's a naughty example of me to set here.

sweet tide
#

in-game

#

Lmao

#

Btw do you guys know anything about creating custom animations?

#

Is it like in unity or more complicated?

quasi geode
willow estuary
willow estuary
sweet tide
#

Oh so it's not simple at all to make like 2 animations?

willow estuary
#

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?

sweet tide
#

Ahhh

willow estuary
#

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.

sweet tide
#

Animations channel whenzombie

willow estuary
#

The management has decreed that we're not adding anymore channels 😄

#

Animations are a subset of Modeling.

sweet tide
#

I know a mod that actually has the exact animation I need but I'll need permission to use it first

willow estuary
sweet tide
#

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

willow estuary
#

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.

sweet tide
#

Im more concerned about bug fixing

#

Because there is alot that can go wrong lol

trail lotus
#

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.

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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.

shadow bough
trail lotus
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Well I’ll pay for the mod by browser and anyone will be free to use it 🙂

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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.

shadow bough
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@trail lotus Is there a Steam workshop I can follow to stay up to date?

trail lotus
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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 🙂