#mod_development

1 messages ยท Page 539 of 1

bronze mulch
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you put the script in the lua folder you made

quartz shadow
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so put my mod folder in examplemod

bronze mulch
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then you put a file called mod.info in the general folder

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you can leave the id empty

quartz shadow
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ive got my own mod.info that i made should i put it in or does it not matter

bronze mulch
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you should put in the general mod folder you maide so in this case

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Tamale

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Copy what it says here

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prolly the most important part is the name=

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Just download mine lol and change the name

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still can't get this to load lol

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This is edit like a second ago

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without the function part

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the function just does not work no matter what i put in lol

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checked them

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local < part

quartz shadow
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would the id be the name of the mod

bronze mulch
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it's for the

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steam workshop

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it autogenerates it

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numbers y know

gaunt pendant
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it's how the game knows which mods u want on

quartz shadow
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how do i make a id is it the 3 letter word like TAM

bronze mulch
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lol mb

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iin that case just put the name of the mod in there

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for now i would call everything the same lol

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the lua file

gaunt pendant
bronze mulch
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another file to delete

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fuck ye

gaunt pendant
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use that other name again

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uh

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ISRecipeTooltip

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Also why's this shit still in there ๐Ÿ˜„

bronze mulch
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BRUUH

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alright

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bro

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after like

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i swear to god

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i need to drink

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im gonna

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bro

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the shit i do with code

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is like that programmer joke

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with

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is html a programming language

gaunt pendant
bronze mulch
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bro

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so you are telling me

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thast evertything

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loads

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properly

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but i needed to delete

bronze mulch
gaunt pendant
bronze mulch
bronze mulch
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Alright

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i see you did some

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changes

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and

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turned off the code

gaunt pendant
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yea I removed that tooltip stuff I marked

gaunt pendant
bronze mulch
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i see isee

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uck

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fuck

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AAAAAAAAAAAAAAAA

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Bro

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i dont wanna

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fucking brag

gaunt pendant
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you need to learn to read logfiles ๐Ÿ˜„

bronze mulch
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where do i start

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like

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programming book

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prolly should start a course

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alright

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skillshare

drifting ore
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For my mod, I equip player an empty cloth. Like that the body part is invisible

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That rly easy and can be done for all body part

inner blade
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Thing is if I were to want to do that I would have to edit the clothing models because if an arm was cut off I don't wanna see the cut off area still clothed with a ghost arm basically.

drifting ore
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I'm not sure how it's work but that don't do that

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Check my mod, the only cure

unreal mortar
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How would I go about editing the texture of a tile to make it custom? I want to change the designs of flags in the game but im realizing its not just a simple texture rework as I think flags are considered tiles

winter bolt
inner blade
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That could work.

slow graniteBOT
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pineweasel#2108 has been warned

Reason: Bad word usage

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pineweasel#2108 has been warned

Reason: Bad word usage

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pineweasel#2108 has been warned

Reason: Bad word usage

storm scarab
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So uh, was you ever able to figure it out?

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I jumped to a whole new thing to take my mind of it lmao

hexed arrow
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nah I did something else as well will delve into it another day haha

storm scarab
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im going to cry lmao

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damn zombies with their hats that fall off

hexed arrow
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Anothet question guys any way to get insight into the outline function, im working on a werewolf mod and the "shader" aka modified search Mode already works but I want the Player to See the zombies outlines through walls

lyric stirrup
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Hey is there any way to make a consumable reduce panic like a beta blocker or have an instant panic reduction factor or does that require extensive editing of the game code?

storm scarab
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or adding it to a already existing one?

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because if you are adding an item, its as easy as adding StressChange

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Or to be exact

StressChange = -5,
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And if you are trying to mimic the effect of beta blockers, combine it with a lua function though keep mind you would have to make a function

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OnEat = FunctionName,
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Or you might be able to use the beta blockers function dont quote me I more then likely wrong

lyric stirrup
storm scarab
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No problem

neon hamlet
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is this the place to ask how i can make mods

storm scarab
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so kinda

pulsar charm
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anyone know what the weapon trait ShareDamage does?

storm scarab
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so no one seems to know lol

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"Requires more research"

pulsar charm
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all vanilla weapons have false

neon hamlet
pulsar charm
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whatever ill just leave it false

storm scarab
pulsar charm
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maybe ill screw around with it

storm scarab
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If you know what I mean by "Recoil" in a melee weapon

pulsar charm
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vanilla firearms are set to false as well

storm scarab
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Id have no clue, maybe aoe,

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it would be something you would have to test

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or just set it as false

pulsar charm
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which github are you referring to btw?
ive been using the forums and vanilla files for information

storm scarab
pulsar charm
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appreciate it

storm scarab
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Its a really good reference for making items

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Zero tutorials on "Items" so to speak, had to figure it all out myself

pulsar charm
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yeah

storm scarab
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but in general thats just PZ modding, Lua Documentation is hard to navigate

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imo atleast

pulsar charm
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same here. ive used the githubs of some mods too.
it looks like some people keep all recipes, items, models, etc all in seperate txt files
and some people create a 'module' file for one concept that containts a recipe item, etc

storm scarab
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Too be honest it comes down to how you like to set it out

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easier to read

pulsar charm
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i havent done that much modding but this has been the least documented project ive ever done

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but i guess its a good thing im looking at actual game files to understand better

storm scarab
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Also buggy, like for example you cant remove items of clothing from zombies

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And i've had some major issues with thos

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this*

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I've been attempting to add hallucinations for my mod, and the bane of my existence is zombies with hats

pulsar charm
storm scarab
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Less complicated then you would imagine

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Basically spawning a client side zombie, making it harmless, then disappear when you see it

pulsar charm
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if the character never sees it why do you have to actually spawn one in?

storm scarab
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No, they see it

pulsar charm
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for just a second?

storm scarab
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Kind of

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also you need to be close enough

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So if its far, you see it

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as you get closer, gone

pulsar charm
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whats up with the hats then

storm scarab
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Well guns exist, you shoot one of these zombies and they have a hat, it will fall off

pulsar charm
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isn't there a sandbox option to disable that and glasses from falling off like that

storm scarab
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Nope, Mod only

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and I dont really want to add a mod dependency

pulsar charm
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yeah

storm scarab
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also not only would it be for zombies, it would be for humans as well

pulsar charm
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and for real zombies

storm scarab
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yeah

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I'm trying to figure out a way to spawn a certain zombie which aint got hats but its falling flat

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Old methods that might have worked before dont work now, and its killing me

pulsar charm
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maybe you can try to fix the problem instead of preventing it
like if there is a luaevent for hat falling off, delete the hat item

storm scarab
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Looked into it funny enough

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No, from what I could find there is not

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If only these worked as intended..

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Makes me want to cry

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they seemingly don't even work on zombies, only humans

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but on the documentation it says they do

pulsar charm
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maybe something more direct like letting the hat fall on the ground, then searching the ground and deleting it from there
the dissapearing hat could add to the hallucination

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how do you handle the player shooting the harmless zombie?
do you wait to remove the zombie till after it dies?

storm scarab
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Also i've thought about a brute force way however I dont think thats the way I wish to do it

pulsar charm
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dont blame you for that

drifting stump
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i would argue this game has some of the best documentation since all source is readable

pulsar charm
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idk the capabilities of lua yet, but maybe theres a way to check if the zombie is about to take damage and despawn it before it does
maybe if the player is aiming at the zombie and presses fire

storm scarab
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Its hard to find something you are looking for alot of the tiem

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time

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Coming from someone who did FiveM lua, that was so perfectly documented

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It even had a search bar.. oh gosh..

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Could find anything in under 5 minutes

pulsar charm
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being able to read it is great but sometimes it is hard to understand what it actually does

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its all examples and no definitions

drifting stump
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i dont find it hard but it is my field so not everyone has the same opinion

storm scarab
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I mostly code for fun, I'm not brilliant at it but I wouldnt say i'm bad at it either

drifting stump
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as for finding stuff setup the games lua files as a project folder in atom/visual studio code so you can search through them all

storm scarab
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Oh trust me I do exactly that

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Visual studio code is my baby, but I only wish vsc had a plugin for pz lua..

pulsar charm
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there's capsid for intelliJ

undone crag
undone crag
pulsar charm
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are WeaponReloadTypes stored in a txt file like?
if not, how can i make on or where are the vanilla ones defined

wet sandal
amber belfry
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We watch his career with great interest

cosmic condor
wet sandal
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Can the default map markers?

fiery pecan
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oh boyo. It is I! Here begging for help with yet another trivial chunk of code...
I have the SandboxVars registered and referenced, right? But for some reason the sections regarding "VanillaVehicleZones" just refuse to work?
media/lua/shared.

drifting stump
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that is a lot of map markers

wet sandal
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Yea the game is handling it beautifully

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60fps

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will try on a laptop tomorrow though

drifting stump
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fps is not the concern

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as for sending ive coded before sharing map markers and if you do want to share that many markers make sure to batch all at once else its a packet spam

wet sandal
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oh you're talking about sharing

drifting stump
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having that many markers might cause issues with saving and a lot of garbage being generated

wet sandal
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Cool. Still making the mod.

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it did increase the save size by about 4MBs

round depot
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Is there a mod

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that makes eating with utensils give you happiness

latent orchid
zealous wing
zealous wing
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I am filling a parking lot in West Point with Garbage at 2am in a bunnysuit.
I am starting to question my sanity.

bronze mulch
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Day 1

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Alcohol really fucking helps

storm scarab
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I suppose I'll drop a message here, does anyone know a method to either spawn a zombie with a specific outfit or to change a already spawned zombies outfit? Thanks

wild kestrel
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Guys, I'm in need of some advice on a very simple mod I'm making; I want to modify what items my character will spawn with upon starting a new game, so I'm thinking on modifying the items already set within the "Starter Kit" Sandbox option. Can anyone tell me what files determine the starter kit items? (chips, water bottle, school bag, baseball bat and hammer)

pseudo lake
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just 'host' a game for yourself and you can set those params, or check int he sandbox options, it's just a list of items and quanities

fast galleon
storm scarab
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I'll take a look a little later

fast galleon
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seems there's kua function addZombiesInOutfit

storm scarab
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Not what I'm looking for i think

rotund quarry
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So, I have this idea, it's still just a thought as I didn't even started trying anything - still working on a 3D model. The question is, would it be possible in game to have a crafting recipe that can swap a vehicle stripped of parts for another vehicle that will be in the same exact place (and also stripped of parts)?
My general idea is, to have upgradeable car; once player finds standard version in the world, he'd have an option (with certain crafting skills and recipe ofcourse) to upgrade the chassis of this vehicle to Heavy Duty version, allowing installation of heavy duty type components in it - the car would then have slightly different handling and appearance than the original, and allow installation of various other post-apocalyptic modifications. With my limited knowledge of the "under the hood" game's code, I believe, that I'd need technically a new vehicle to do that (in context of the game's inner working). Basically I'd like to seal off installation of the modifications behind skills and materials requirements to give a player something to do, a sense of progression and a purpose. Ultimately I'm envisioning it as "a survivor's" car that has to be pretty much DIY - say, for a car enthusiasts.

latent orchid
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Anyone know the difference between an IsoObjects 'health' and 'thumpCondition'?

stone flame
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penius,

fair frost
cloud crow
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Can someone Make a mod for Vanilla, that allows these Simple things.
Convert Wallets & Credit Cards into Base.Money
Crafting Menu - Money + HAM Radio to Buy Vanilla Items only: Finite building/crafting Materials(such as nails, screws, propane tank etc.), Ammo, Vanilla Weapons.
All with Customizable Prices.
For the reason of not putting Mod Zombies Loots, but making Money an imporant to players, making it a tradable Item for those wanting to up their Profession's Skills or to Help them fight zombies with rare and hard to find guns & ammo.

broken fulcrum
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you can buy vehicles, weapons, medical stuff

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ammo, etc

lyric stirrup
broken fulcrum
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What problem?

cloud crow
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Too many additions to it.

broken fulcrum
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oh, yeah

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I don't like that either

cloud crow
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Gonna need it to be very simple.

broken fulcrum
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when you have a bunch of stuff in your inventory it makes a gigantic list

cloud crow
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Since this currency would only be defined by players who wish to use it, and sooner or later, this currency would just be too abundant. There's nothing to Drain it.

bronze mulch
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cereal

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before you will click enter

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copy what you are typing

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and please explain how did you get this nickname

lyric stirrup
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ok fine one sec

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One day I wanted to change my minecraft username so I decided to think for a while and at the time had a box of cereal on my table (don't ask) and in my deep thought I saw it move and so just decided to name myself after that.

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Why do you ask?

bronze mulch
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i looked at your nickname and was interested

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alright

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now for the real question

cloud crow
lyric stirrup
cloud crow
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I don't like how they complicate mods for currency. The simpler the better.

lyric stirrup
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In what way do you mean complicate?

cloud crow
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Just the base.Money is good enough as currency.

lyric stirrup
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ah ok

cloud crow
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no need to add like a ton of stuff, like gems, put different Money items, etc.

lyric stirrup
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I haven't seen one that uses just vanilla money yet actually so idk if it's modder preference or if it lags or something but if you want I can try and whip a foundation up really quick.

cloud crow
drifting ore
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Can I make a container that players can't open? Only to store items for a mod

bronze mulch
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fallout dev room

lyric stirrup
cloud crow
bronze mulch
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pretty sure thats covered

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in the only tutorial

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on how to mod for zomboid

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on youtube

bronze mulch
# cloud crow Yes please. I do want to know how modding works for Crafting Menu Tab: How to a...

This tutorial video will show you how to make a simple drink in Project Zomboid. I will go into the steps involved from start to finish. Read more below.

0:00 intro
1:08 Start
1:44 Searching for images to use in game
2:30 Searching for the Sound Effect
3:06 Creating mod file directory
3:54 Creating mod.info
4:34 Creating a poster
7:14 Adding ne...

โ–ถ Play video
lyric stirrup
cloud crow
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I just need a base foundation, I'm not really going to mod a ton

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I just wanna edit and save.

bronze mulch
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if your idea is to add an item

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watch this

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this is literally the only not outdated tutorial

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that explains something

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by outdated i mean

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not from 2013

lyric stirrup
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^^ yup

cloud crow
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I mean, add existing vanilla Item to the list for crafting that is.

bronze mulch
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the guy also explains

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and how to do models

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in blender

lyric stirrup
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blackbeard gigachad

cloud crow
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Not really make something new, but just simply know how to put stuff on the Crafting menu.

bronze mulch
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what's the context

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what stuff do you want to put in the crafting menu

cloud crow
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Existing stuff from vanilla. make it like a simple trade money for this.

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Not making everything OP like what existing Currency mods we got now.

bronze mulch
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Still watch this

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wrong one in this case

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alright

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no idea which one

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pretty sure one of them explains

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how to add a crafting

cloud crow
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I just need a simple ready base code for it I guess, then put it up on workshop for my dedicated server.

lyric stirrup
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  1. Recipe defines that it is a recipe and everything after that is the name.
  2. The consumed items for crafting (in this case the 100 money from simple shop) with the =5 being the amount.
  3. Resulting item
  4. Category of the crafting menu.
  5. I forgot to add a 5 but the "Keep" section is everything that is required for the craft but isn't used.
    All of this is my own speculation and might probably will be wrong in some way don't quote me please.
cloud crow
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It would also be cool if the prices for such items can be easily be tweaked via Mod Options by server admin, but pretty sure it would be more complicated to code I guess

bronze mulch
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that you would prolly need to add

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like the compatibility with the mod

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mod options

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or the user would need to simply

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adjust it on his own

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in the lua file

cloud crow
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Yup, so that could get rather complicated .

bronze mulch
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in practice as said

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the user could just change the values in the lua file on his own

cloud crow
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Just like Customizable Zombies.

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Which is what I wish to do, like simply change the price for an items

bronze mulch
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what you are telling me is that you have absolutely no idea on how to do it and where to start

cloud crow
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I don't know how to mod, and have no plans to do so. I'm only suggesting ideas if someone would want it as well. but if no one does, then same as I.

bronze mulch
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im not gonna lie to you comrade as of 3 days ago i couldn't understand this on my own since the only prior experience was webshit not code

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my struggles have been helped by the comrade tiaxx which im grateful for

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tho you could probably change the values

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in the mod you posted above and it should work the way you intend to

bronze mulch
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yus

bronze mulch
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download visual code studio

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changing the id's for gold silver gems and pearls from jewerly which ngl is a cleveridea cuz postapocalypse and all

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to moneh

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like the id for moneh should be simple enough

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tho you first gotta google that id lol

cloud crow
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I just only need a couple few items like Nails, Screws, Metal Sheets, Ammunition, Guns, all in vanilla.

storm scarab
# fast galleon seems there's kua function addZombiesInOutfit

Alright so this seems to work pretty well however the issue is now I cant define it how I normally would with createZombie where I can just use a local so it is abit difficult to do something along the lines of zombie:pathToCharacter(), Any suggestions?

drifting stump
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@cloud crow im releasing player shops soonโ„ข๏ธ

drifting stump
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You make a shop and put stuff up for sale

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Other players can go there buy

cloud crow
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How about the currency?

drifting stump
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Currency item can be any in the game

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Price is set by shop owner

cloud crow
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So it'll just be a simple barter?

drifting stump
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No a shop

cloud crow
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Partnering it with some currency that has a very big value to players would be great

rotund quarry
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Bullets.

cloud crow
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Those are Finite

drifting stump
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Like i said any item in the game can be the currency

rotund quarry
cloud crow
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Once those are gone...

rotund quarry
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Infinite currency creates infinitely increaing inflation

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Once these are gone, something else becomes currency - food, clothes, cigarettes perhaps

cloud crow
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Thats why there's gotta be a drain for it

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We all know in Role-Playing games, there is indeed a market, but its always partnered with a currency that on some games, are usually taxed after trading, while some are used in NPCs etc.

rotund quarry
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Yeah, that's a mechanism to regulate it - if you take these out of the equation, infinite money will only keep increasing. You need something to curb that down, tie it down to something.

cloud crow
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Which is to say, with a currency, you can buy at least consumables. Such as Ammunition, but for a fair price depending on the server.

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Therefore, that currency will continuously be drained from crafting

rotund quarry
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But how you determine a fair price if not to relation to something generally recognized as valuable?

cloud crow
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It becomes valuable to player depending on their needs. If one player want more ammo, but all ammo lootable areas have been swept. Yet, lets say he has something else that other players wanted, like say, an Katana. He sells it for such currency to buy ammo for himself

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Loot respawn can be turned off which would greatly maximize this

drifting stump
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older screenshot i have lying around

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left is editing right is viewing

cloud crow
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Buy Belt with what?

drifting stump
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with the server specified currency

cloud crow
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So the aim for this is still Vanilla correct?

drifting stump
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?

rotund quarry
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Looks really nice, but where from that currency comes from?

cloud crow
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Its quite confusing still, 100 amounts of what currency, if they had a modded currency, would it connect?

drifting stump
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any item in the game

cloud crow
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hmm, why does it look like the buyer has the choice to pick what to use as currency.

rancid barn
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Ok so question: theoretically, how hard would it to make a train mod? Specifically like how hard would it be to make it stay on tracks and stuff

cloud crow
drifting stump
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i dont think youre understanding the mod its not a trade up kind of thing like existing ones its a shop for trade between players

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in the server settings you can set any item as currency to be used

cloud crow
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Ah, I see. So the server can set a specific item/s? will that currency still be usable as a normal item?

drifting stump
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yes?

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by default its Base.Money

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if you want could set it to AModdedModule.AModdedItem

cloud crow
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From what I think, that should really just be the only currency unless the server has a different currency mod.

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So Base.Money is definitely rare from the start of the game

drifting stump
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could look into allowing each trade to use its own currency but would need an edit ui redesign and atm looking to release

fast galleon
# storm scarab Alright so this seems to work pretty well however the issue is now I cant define...

addZombiesInOutfit returns an array

How to dress zombies

--addZombiesInOutfit(int x,int y,int z,int nZombies,string outfit,Integer femaleChance,bool crawler,bool FallOnFront,boolean FakeDead,boolean KnockedDown,float Health)
local array = addZombiesInOutfit(int x,int y,int z,int nZombies,string outfit,Integer femaleChance)
local zed = array:get(0)
--not all tested
zombie:dressInPersistentOutfit(string)
zombie:dressInNamedOutfit(string)
zombie:clothingItemChanged(string) 

How to use non outfit clothes
WornItems are used when the zombie has been killed, was fake dead (not saved) or is reanimated player.

  local duffel = InventoryItemFactory.CreateItem("Base.Bag_DuffelBag")
  zed:getInventory():AddItem(duffel)
  zed:setWornItem(duffel:canBeEquipped(),duffel)

You can add more ItemVisuals (not saved).

    local iv = ItemVisual:new()
    iv:setItemType("Base.Bag_DuffelBag")
    zed:getItemVisuals():add(iv)
    zed:resetModelNextFrame()

MP: not tested, seems like it should be done on server

#selfPins zombie outfits clothing setWornItem

cloud crow
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From what I think, Players would just go trade item for Item rather than Money, since money doesn't have at least a Base Value yet.

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And Money is heavy.

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And since no one clearly knows what its specific Value, no one would know how to price their stuff

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But, lets say if you can use Base.Money to Buy Consumables such as Ammo, like say 1 Box = 100 Base.Money, then they could start with that.

drifting stump
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youre not creating a player driven economy just a trade up system

cloud crow
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You got it wrong. If Base.Money can buy Finite Consumables, this way, then it will add more value to Money

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making it highly valuable to trade. While also, players can still choose to sell Ammo or other stuff at a cheaper price from the Crafting

storm scarab
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i've been on this for days

cloud crow
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Like in Role-playing Games, NPC's sell consumables at a fixed price, but players have the option to sell and buy such consumables at a cheaper price.

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Which what drives the economy much more.

fast galleon
storm scarab
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I know but I didnt know what I could refer to

drifting stump
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why do you value money irl

storm scarab
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This has mostly been the biggest problem i've had

cloud crow
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Because it can buy what you need

drifting stump
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and why do they value the money

cloud crow
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To buy what they need, mostly to provide for their everyday lives. To eat and live. Consumables.

drifting stump
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exactly its always from someone else

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theres no npc setting a baseline value

cloud crow
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Therefore, Consumables, ammo, Finite Crafting materials, etc, if nothing else can provide this, then Money can

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Without a Drain, Money would just continuously Flow, until someone would get rich with money in there safehouse.

drifting stump
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is there a drain irl?

cloud crow
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That's the problem, so its better to change it in games, so that the Value of money would constant

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If everyone in the server already got rich, what then?

drifting stump
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people set higher values for their stuff?

cloud crow
#

Trading Inflates. Katanas would become 10000 Base.Money

drifting stump
#

im trying to show you what a player driven economy is

cloud crow
#

New players, would be like, "this crazy"

lyric stirrup
#

Player driven economy from base up = panic + tired

drifting stump
#

not really because stuff they find is also valued higher

cloud crow
#

I'm gonna tell you this. I've played tons and tons of RPG's in my whole life. Inflation always becomes a big problem.

drifting stump
#

im not stopping you from setting a consumable as a currency if you want a sink

cloud crow
#

I'm not telling you to add it to your mode.

#

Your mod is good, yet could be better. People would partner that with other mods, which I'm Pretty sure it would be by player preference.

empty violet
#

Which was that one mod that had like 6 or so traders you could trade with?

tame mulch
lyric stirrup
#

Taxes ๐Ÿ’€

tame mulch
#

Yeah, taxes good idea too. Taxes on business, shops, houses

cloud crow
#

I bet your character can't carry 1million Base.Money at once.

tame mulch
#

and ATMs

cloud crow
#

Or just Remove weight I guess.

fast galleon
#

pickpocket and prostitution expansion

cloud crow
#

How do you even sell Houses in PZ haha

tame mulch
cloud crow
#

Oh its just player by player trade?

#

I give the money and I give you the keys.

tame mulch
#

You will need buy house from goverment. Or from other player. And custom private system provide that other players can't steal or destroy you house

cloud crow
#

What's that mod

tame mulch
#

Work in progress now ๐Ÿ™‚
Project RP. I and team of modders working on it

cloud crow
#

Oh, I thought it already exists.

tame mulch
cloud crow
#

Oh cool, you even made a working ATM.

#

So, how does the government work and stuff

drifting stump
#

we making a fivem style thing

tame mulch
#

Yeah. And many functional for it by mod

fast galleon
#

Will you be able to fish an ATM machine.

#

With a fishing stick from river, like in other games.

cosmic condor
#

Will the ATM work after the power is cut off?

drifting stump
cloud crow
#

Pretty sure, it shouldn't work, unless there's a generator.

drifting ore
cosmic condor
#

Better make it a secret dealer NPC.

#

You can't trade until you clear zombies in that area.

drifting stump
#

@drifting ore already did it

ruby zephyr
#

Hi Everyone ๐Ÿ‘‹
Not sure if this is the correct place to ask

I'm looking for a way to loop a sound in my mod, does anyone know what I can use for this?
I've tried with getSoundManager():PlayWorldSound("name", true, player:getSquare(), 0, 10, 1, true) but this does not loop the sound.
Glad for any help ๐Ÿ™‚

ruby zephyr
drifting stump
#

how often do you want it to play

ruby zephyr
#

oh sorry, every 1 sec

drifting stump
#
local function OnTick(numberTicks)
    if numberTicks % 20 == 0 then
        --do something every second
    end
end

Events.OnTick.Add(OnTick)
#

that should do it for every second though i dont advice permanently having on tick events running

#

so if what you want to do has an end unregister the event

ruby zephyr
ruby zephyr
drifting stump
#

when you toggle them on register the event when toggling off unregister

#

Events.OnTick.Remove(OnTick)

ruby zephyr
# drifting stump `Events.OnTick.Remove(OnTick)`

Do you know if an event fires by the basegame if you change the headlight state of the default ingame cars?
Or can I register a custom event based on something which would also work for basegame cars?

drifting stump
#

hook into Commands.setHeadlightsOn on the server and play the sound for all players

azure rivet
#

Hello, i want to use
"<m_HatCategory>nohairnobeard</m_HatCategory>"
But within the game the beard of the character is not removed in the world, although in the statistics screen it does appear without a beard.
How can i fix this?

ruby zephyr
drifting stump
#
local old_setHeadlightsOn = Commands.setHeadlightsOn
function Commands.setHeadlightsOn(player, args)
    --code before original goes here
    old_setHeadlightsOn(player, args)
    --code after original goes here
end
ruby zephyr
undone crag
obsidian portal
#

item BoPillow { DisplayCategory = Material, Weight = 0.8, Type = Normal, DisplayName = BoPillow, Icon = Pillow, StaticModel = BoPillow, WorldStaticModel = BoPillow, }

#

am I using this code correctly?

#

I'm trying to add an Item to the game, and just use the base pillow icon, but when I place it onto the floor it does not use the 3d model I have made

undone crag
#

yourmodulename.BoPillow

inner blade
#

Make a separate script and have the model and texture in it.

#
{
    model PBeerCan
    {
        mesh = WorldItems/PBeerCan,
        texture = Drinks\PBeerCanTex,
        scale = 0.01,
    }
obsidian portal
#

Ah cheers, thanks for that, ill give it a go

pulsar charm
#

do you think it would be easier to create a 'magazine' that cannot be reloaded at all the normal way (they would be crafted at full capacity, and the empty ones would be crafted back full)
or would it be easier to create an 'ammo' that can somehow each individually be shot say 20 times before being consumed (and placed back in the inventory as a different item after all 20 shots)

#

i feel like the 'magazine' option might be easier if i can not set AmmoType in the script for the magazine

obsidian portal
#

noice, now I just need to adjust the model, what's the best way for that? I was reading a few tutorials and still was unsure of the method

inner blade
#

If you know how to use blender that's the best way, but also sure you have the scale set to what you want.

#

Usually 0.01 is the best option.

obsidian portal
#

gotcha, Ill give that a go, then I'll just need to adjust the model's orientation through blender

inner blade
#

Yeee

obsidian portal
#

does the model autoupdate while the game is running, or will i need to pop it back open after I adjust?

inner blade
#

I just restart the game incase something breaks.

#

Usually you can keep it on the floor and it should automatically change when you load back into the save.

slow graniteBOT
#
TrippyVick05#6078 has been warned

Reason: Bad word usage

obsidian portal
inner blade
#

Hmm, trying to figure out why it would break, did you change the size in blender as well or just in the script?

obsidian portal
#

just in script

#

I can pull a screenshot of my blender or the current 3d model in the viewer if you wanna see those

inner blade
#

Is your model name the same as your script?

obsidian portal
#

no, I made sure to give them unique names

inner blade
#

Ah, you gotta have the same name for the script and model.

obsidian portal
#

ahh kk

#

so the 3d model script should be the same name as the model

inner blade
#

Yea, make sure if has the directory as well. So like WorldItems/(Modded item name)

obsidian portal
#

like so?

#

and I have renamed the script file itself to match

inner blade
#

Make sure to add the "Tex" at the end of the texture.

#

So it's like "bopillowTex".

obsidian portal
#

gotcha

inner blade
#

So everything that should be named BoPillow is the mesh, worldmodel, and the model.

#

And to be safe change the scale to 0.01. It would be the size of a locker at 0.1.

obsidian portal
#

like so?

inner blade
#

Yea that should work.

obsidian portal
#

gotcha, let me give it a test

#

I appreciate you bearing with me for this

inner blade
#

Trust me I'm fairly new to modding this game as well but I had modding experience with other games.

#

Mainly source games.

obsidian portal
#

damnit it's still doing the same thing

#

It spawns with the pillow icon and then instantly dissapears

inner blade
#

Have you tried picking it up and placing it again?

obsidian portal
#

wonder if it clips through the floor at all, It instantly is "filtered out"

#

after placing it the second time, it is fully invisible

inner blade
#

Hm..

obsidian portal
#

how can i reset an object in blender to being on the 0,0,0 axis, any idea

inner blade
#
    {
        Weight            = 0.9,
        Type            = Normal,
        DisplayName        = 6 Pack Beer Cans,
        Icon            = PBeerCan,
        WorldStaticModel  = PBeerCan,
    }
``` That's how I have an item setup.
#

Also you might just need to grab the x model from base game and see where the original spawn point of it is.

#

Also is your model an fbx or x?

obsidian portal
#

let me cut down on it, it is a fbx file

#

Ahh it might be trying to pull a world model that deosnt exist, let me remove that

inner blade
#

Well if you named it differently from the one that's normal base game it shouldn't be overriding it.

obsidian portal
#

It is now working

#

just need to tone it down more, and also adjust the placement location

#

it seems to be placing it about 4-5 cells off

inner blade
#

Well at least the model works now.

obsidian portal
#

aaaand got it!

#

now for the final touch i just need to put it in a spawn pool

inner blade
obsidian portal
#

o no is that a struggle?

broken fulcrum
obsidian portal
#

streamer lol, he sold it as joke merch on april fools

broken fulcrum
#

ohh lol

obsidian portal
#

His discord is putting together a zomboid server

obsidian portal
inner blade
#

Yea- I haven't touched much on the dis.

obsidian portal
#

ahh kk

#

I'll give it a go

ruby zephyr
drifting stump
#

better off doing the way i said to have less overhead

obsidian portal
#

how does this look? I kinda used the base commands from another mod

drifting ore
drifting stump
#

not yet

drifting ore
# drifting stump not yet

An idea when ? I don't want to make my own currency if it's for each mod to have one, it should be the same for everyone

#

But do your currency mod use item or everything is virtual ?

#

Ping me pls when your answers me, I don't check this channel often

drifting stump
#

@drifting ore currency is any item in the game

drifting ore
#

Yeah but it's suck no ?

drifting stump
#

and its very simple to write a patch for custom currency systems like the one aiteron did

drifting ore
#

If you start to get 2000 money in you pocket, that start to lag no ?

drifting stump
#

possibly the inventory wasnt designed for that

drifting ore
#

Mmmmm, I will make my mod with the vanilla money and change it in the futur if a currency mod becomes the norm, I think

drifting stump
#

as for aiterons currency system its virtual

#

why make another mod tho?

drifting ore
#

Ok, that's what I thought. I really want money item to add interactions like heists

drifting stump
#

by default the shops use the vanilla money item

drifting ore
#

There is shop ?

#

I should try to play in MP xD

dire oracle
#

I'll made models for dollar currency when I'll be at home for Aiteron. Just not at home now.
There'll be packs and
1/2/5/10/20/50/100
@drifting stump
U probably know what I'm talking about.

drifting stump
#

yeah ik

drifting stump
#

patching for a custom currency system just needs to replace these two functions
ISBuyModal:hasCurrency - true/false for having enough
ISBuyModal:doPayment() - removing the currency from the player and giving to whatever

drifting ore
#

Is that vanilla function ?

drifting stump
#

all from my mod

drifting ore
#

Ok, because I want to make a vending/selling machine

drifting stump
drifting ore
#

I know how to do it from scratch, no worry

drifting stump
#

ive already done that tho thats what a shop is

#

pointless to have another mod doing the same

drifting ore
#

Mmmm, but your mod just do that ?

#

I was thinking add gameplay base on vending/buying machine

#

Like key to open it, so you can attack someone to get it, ect

drifting stump
#

already works like that XD

#

any container in the game can be turned into a shop

#

and you lock the container so others cant steal from it

drifting ore
#

Mmmm, ok so I will find an other mod to do

#

Thx for yours answers

pulsar charm
#

how can i use lua to start an animation?
specifically i want to check if a weapon is swung, and then create temporary particles

zealous wing
#

Still putting the finishing touches on my littering mod - I plan to put out a beta of it later today sometime after I finish some last debugging of models.

latent orchid
#

hopefully a simple question - how do you check if a player is facing in the right direction when performing a timed action?

wet sandal
#

The player can be told to face a location or object with

player:faceThisObject(object)
Or
player:faceLocation(x,y)

After that you can ask the player if they are still turning towards where asked with

player:shouldBeTurning()
#

If you don't want to force the player to turn theres also

player:isFacingObject(object)
and
player:isFacingLocation(x,y,z)
proud python
#

Soo guys can anyone help me with something? I'm not a modder or anything else i just want to add a logo on a hoodie. I think that's a basic and simple thing to mod but is it enough to just changing the texture? What should i do to just add a logo on a hoodie?

fast galleon
safe sinew
#

Is it possible to narrow a shotgun's targeting cone? Was never a fan of how wide a fart shotguns can let out

quasi geode
inland bone
#

Mod concept Car bombs

obsidian portal
#

what would be the best way to implement my item into some spawn tables? I want it to be just slightly uncommon, as it's just a variant of a pillow

obsidian portal
#

I think that I've gotten it mostly setup, just don't know If the item is marked correctly

lyric stirrup
#

or actually a better question does anyone know if there was a change in 41.68 that changed the way you add xp from a lua file?

pulsar charm
#

is there a way to add/tweak a base game lua file without overriding it? I need to add a singular if statement

wet sandal
#

In the middle or at the front/end?@pulsar charm

pulsar charm
#

preferrably in the middle, but i might be able to work with doing it on the end

wet sandal
#

If it's at the front or end of the function* you can chain the functions.

ClassName.renamedOriginalForMyMod = ClassName.Original

ClassName.Original = function(self)
 self:renamedOriginalForMyMod()
...your code
end
#

On a phone, sorry about the formatting

pulsar charm
#

okay, can i override one base game function with this?
if I am trying to edit just the function in the screenshot,
would rewritting the function itself with your code override it?
i dont know how lua handles having two functions of the same name

wet sandal
#

Ah, so this would look like:

#
ISUnloadBulletsFromMagazine.isValidOriginal = ISUnloadBulletsFromMagazine.isValid

ISUnloadBulletsFromMagazine.isValid = function(self)
  local ogValid = self:isValidOriginal()
  ..your code
  return ogValid and myValid
end
pulsar charm
wet sandal
#

Yea in a new lua file with a new name, in your mod's lua folder. I think client is correct, I usually just match wherever the original was.

#

In my own mods I call these "patches" and usually name them like:
originalFileName_patch_explain_what_it_does.lua

pulsar charm
#

Thanks I appreciate your help

safe sinew
#

0.9 sounds like 90%

#

Close range might not be an issue if the "shotgun" becomes a different weapon as a shotgun wearing a different gun's skin

near scarab
#

Anybody know how I could make a mod allowing clothing repair at level 1 tailoring rather than level 8?

near scarab
smoky meadow
#

how to create custom animation in PZ?

ruby zephyr
#

I have an Idea for a modded vehicle, but never made a vehicle mod, is there a way to basically "copy" an existing in-game vehicle and just "attach" some scripts of mine to it?
So its basically all the same but just some behaviors are changed by my script?

pulsar charm
#

when making a custom WeaponReloadType, is there anything I have to do besides create the Load, Rack, and Unload .xml files in AnimSets?

#

because ChangeWeaponSprite is not working for me

small hatch
#

Trying to make a compatibility patch between Arsenal Gunfighter items and The Workshops scrapping feature. This is my first dive into trying to mod stuff so I'm trying to understand what the original scrapping recipe is doing.

This is how they handle magazines for vanilla guns:

    recipe Disassemble Gun Magazine
    {
        [Recipe.GetItemTypes.GunMagazine]/M14Clip/556Clip/308Clip/223Clip/44Clip/45Clip/9mmClip,
        ...

This is how I try to handle it for arsenal:

    recipe Disassemble Arsenal Gun Magazine
    {
    [Recipe.GetItemTypes.GunMagazine]/9mmExtClip/12gDrum/SIX12_Cylinder/SRM1208_Cylinder/SRM1212_Cylinder/SRM1216_Cylinder/22Clip/22Drum/22ExtClip/38Clip/45Drum/45ExtClip/45DSClip/45DSExtClip/57Clip/P90Clip/223ExtClip/223Clip/223StdClip/308Belt/308ExtClip/308Clip/308StdClip/380Clip/380ExtClip/545Drum/545StdClip/556Belt/556Drum/762Drum/762x39Belt/762x54rBelt/3006ExtClip/AKClip/ASHClip/ASVALClip/CP33Clip/CP33ExtClip/K11HEClip/K11INCClip/M1Clip/M14Clip/M82Clip/SKSFixedBox/SPASClip/SVDClip/VSSClip/38Speed/357Speed/44Speed/45LCSpeed/SKSClip/1903Clip/MosinClip/308StrClip,
        ...

Two things.
I don't know what [Recipe.GetItemTypes.GunMagazine] is doing exactly - I figure it's a function fetching base game magazines? Why add /M14Clip/556Clip/308Clip/223Clip/44Clip/45Clip/9mmClip, then?
If so, can I spare myself trawling through item files for IDs and do it better such that I can quickly fetch item categories from another mod with the same function?

sonic flax
#

anyone know anything about like a quest or story mod

#

something that kinda gets you out of your little bubble in a way

oblique bronze
#

Any mod that reset the map from know locations and notes/signs everytime you die and/or another mod that allow to update your own map by interacting with someone else? Would be so cool

#

Before asking why: it's for Roleplay reasons

steady herald
#

hey guys. im just wondering how i can make a simple poster mod for project zomboid. i just wanna add a simple thing to craft and be able to place it on a wall

scenic pawn
#

Can clothing models be FBX or do they have to be .x files? I'm asking because my model isn't working properly when it's put on, it looks super big and it looks like faces are just bugging out. Trying to follow a guide someone put on steam since I can't find any other tutorial on it.

pulsar charm
#

i havent made clothes but ive done weapons and items like that

scenic pawn
#

I mean, there's more issue than that since the guide doesn't really tell me what I need to know. It says to parent the model to the armature and then weight paint it, which I've done, but I have no idea if I export the object AND the armature or just the object or wtf. It's very annoying.

scenic pawn
#

Just doesn't seem to be working no matter what I do.

faint jewel
#

QUESTION TIME. is it possible to add a map marker when a user joins a server? like it looks for all of "CERTAIN TILE" and marks their position on the map?

scenic pawn
rose notch
#

Is there a mod that lets you pick up and place corpses?

faint jewel
#

that's called INGAME.

scenic pawn
rose notch
#

Yeah but i mean place them

#

like on a table

scenic pawn
#

I don't think there is unfortunately... you could make it lmao.

#

If you can place via the UI then yes you can... actually lemme give it a shot.

#

Yeah no you can't, you'd need to mod it in.

fiery pecan
#

ok, so

#

how on earth does one use sendClientCommand? Specifically to send data one-way to the server?

rose notch
#

damm

fiery pecan
#

well, in all actuality... How in the blazes does one run vehicle:setScript in a server environment? Specifically for it to save the changes...

#

like, it runs. It does it's thing. But as soon as the vehicle is left unloaded, and returned to, it'll revert the change

#

I've only been doing lua/PZ modding for about half a year, off and on now

drifting ore
#

How do you add truemusic and truemusic addons to an MP server?

inner blade
#

I know I asked before but what's the max size for a texture that models can use?

zenith smelt
#

Does anyone know how to edit sandbox options in a single player game after I made the game?

plain furnace
#

how does skintight clothes (like underwear and probably bodysuit) work in the game?
are they texture overlays on the body model or are they separate models with a bit of extrusion to avoid Z fighting?

zealous wing
#

If you read this, please try it and tell me what you think.

pulsar charm
#

my models and sounds stopped working. I'm using module Base
they were working just fine until i reloaded my mod to test a lua script (the script worked, and even after removing the script i still have this problem)
I have slapped Base. in front of all my models but that still hasn't fixed the issue
MeshAssetManager.loadCallback> Failed to load asset: AssetPath is the error code of course

sonic flax
#

On your guys servers are your guys loot pools always the same stuff every time

#

i have britas workshop

#

yet i always get m9's js-2000's and stuff like that

nocturne olive
#

Is their a way to disable anti cheat 12 for single player as I think it is glitching out the yacht mod

scenic pawn
#

So many questions, all go unanswered.

zealous wing
#

It's half past one, and what am I doing?
Modding soda into PZ.

#

I got... 9 flavors though, in canned and bottled form.

#

Energy drank too.

plain furnace
#

in any discord sever, in my experience

scenic pawn
scenic pawn
plain furnace
zealous wing
#

Actually that's 10 flavors. ๐Ÿ˜›

plain furnace
#

and I think it'd be great if your mod is integrated with scrap armor

zealous wing
#

And how so with scrap armor?

scenic pawn
#

Hah, you should add like... damn, I can't think of anything.

#

Like... Monster but a different name related to monster.

#

Mutant?

zealous wing
#

Got that planned already. Won't be any name brands, I flat out don't do that.
Mucking around with F500's IP is a fast way to get your Steam acct nuked.

plain furnace
#

scrap armor's whole concept is strapping whatever you could find on your person in hope to increase body protection,
and your mod adds a lot of random junk to the world, so

zealous wing
#

The item's probably going to be called "Energy Drink" in game. PZ as a whole skews toward abstracted descriptions in that regard.

scenic pawn
#

There's another energy drink mod that already does that though.

plain furnace
#

or probably the scrap armor mod already assigned whatever item type to be integrated idk

zealous wing
#

As for scrap armor, not sure how to integrate things like empty cardboard boxes and the like. ๐Ÿ˜›

zealous wing
scenic pawn
#

I mean, nothing's happened to him so /shrug.

#

I highly doubt the company that makes Monster will look onto the Project Zomboid workshop, search for your mod and be like "Aha! Copyright infringement despite this being a massive grey area! Lawsuit!"

#

I guess if you wanna be careful it's fine though.

zealous wing
#

Not a suit, more like DMCA.

scenic pawn
#

I know, but you get the point.

zealous wing
#

A lawyer would approach Valve's community managers directly and they would take action.
I don't joke about it because I've seen it happen.

willow estuary
#

Given how the internet has been going over the past decade or two, I would expect more copyright and trademark enforcement in the future. Probably involving automation and AI.

zealous wing
#

I'd point to examples, but the accounts and mods were both nuked off the workshop.

scenic pawn
#

I mean I've never seen it myself, could you give some examples?

zealous wing
#

I can.
Ever heard of Games Workshop?

scenic pawn
#

Nope.

zealous wing
#

Warhammer 40K?

scenic pawn
#

Yeah I know Warhammer.

zealous wing
#

GW owns 40K. Anyways, years ago now, people were making mods that used content from 40k and porting it into Skyrim. tl;dr that content doesn't exist anymore because GW found out and DMCA'd it via Valve. The accounts were nuked too.
There've been others but that floats to front of mind since it's salient. It's rare, but that sort of thing happens. All it takes is some paralegal with a stick up their ass. Common in law firms. ๐Ÿ˜›

scenic pawn
#

That does actually sound familiar to me, I'm not sure why.

#

Probably watched YongYea cover it or something.

zealous wing
#

You watch YY too? There's dozens of us. DOZENS.

#

Anyways, that's the long/short of why I will not do anything even remotely copyrighted. Bland name or no name.

scenic pawn
#

YY's great, I need to see more of his voice acting stuff.

#

And yeah, I get it.

zealous wing
#

I've had this Acct for like... 16 years. Don't wanna lose it. ๐Ÿ˜„

scenic pawn
#

Personally still, I think that having close but not exact names (Like Cracka Cola or something for Coca Cola) is best since it's not technically it.

zealous wing
#

A Bland Name like that would avoid the DMCA hounds. But I take it a step further and genericise it as the devs do with the base game content.

runic bear
#

I'm messing around with trying to get custom posters into the game, based off of a flag mod. I uhhh... can't get the images to show up in game or actually be placeable though

zealous wing
zealous wing
runic bear
#

I just want to make them placeable items

zealous wing
runic bear
#

From rooting around the wiki and stuff, I copied the Tiledefs or whatever from a commercial sign tile in game. Nothing visible in game

zealous wing
runic bear
#

I don't what it's called in this game lmao, first time messing with modding for it

zealous wing
#

I've got 0 experience with the tile sheets. Modeling though I do. ๐Ÿ˜›

runic bear
#

But yeah, I'm trying to do like movie posters that you can place on walls essentially

zealous wing
#

Go look up Azakaela's flag and poster mod. Use that as a guide?

runic bear
#

That's what I started with, I think I have it set up correctly but obviously not lol

#

So one thing Aza's mod has that mine doesn't is ".floor.pack" tiles, but I'm not sure how to add those or if they're needed

zealous wing
#

Do you have the mapping tools?

runic bear
#

Yes

#

I set my tiles up in TileZed and saved them out

zealous wing
#

Did you use the pack viewer tool to figure out what's in there?

runic bear
#

Yeah on Aza's I get nothing but the original sprites though

#

when looking through the Pack Viewer

#

I might see what I did wrong actually... brb

tranquil reef
#

Can I detect if the player is inside or outside of a building?

#

Also can I make something happen if you eat a specific already existing food in-game? I know how to do it for custom modded food but not the vanilla ones lol

runic bear
#

Nevermind lol, yah I'm stumped

tame mulch
tranquil reef
drifting ore
#

Does anyone know how the temperature inside buildings is managed? And if there is a way to change it?

tranquil reef
# tame mulch

So I can just overrite the item information through the mod's items txt file?

tame mulch
tame mulch
drifting ore
runic bear
#

Did I... pack it wrong?

#

See what I did after posting...

astral tendon
#

Yo, any idea if there's a way to do os.execute or something similiar from the serverside?

runic bear
#

What's the easiest way to choose a random item from a set? Would I need to do a random number roll first and each number = one item, or can I do something like choose from rand ("Item1","Item2","Item3")?

tame mulch
runic bear
astral tendon
#

I ended up doing it with NodeJS by spawning a process to run the server and reading line by line until I found a print which contained information, so that way both things can run

tame mulch
#

Try write bash script or python script that send command to server for save or restart bash script

frail charm
#

I noticed that a lot of mods have missing German translation.
Is there some way to add the translation myself?

fast galleon
#

it's rather easy to change

frail charm
frail charm
fast galleon
#

ok so if you're looking at base game files, there's a DE folder for german

#

If a mod uses same system for texts, you can probably copy the EN folder, rename EN to DE where needed and change the texts inside files.

sharp crystal
#

Does somebody know where are all the custom keybinds from mods saved? They seem to reset from time to time

drifting ore
sharp crystal
#

hmmm...I am looking at it..there are some..which one:

drifting ore
#

keys.ini or mods_options.ini I think but not sure

broken fulcrum
#

Could someone make a mod that allows Multi-hit ONLY for pushing/bashing? maybe like 2 or 3 zombies, but not for weapons, I have no idea how to make that

#

it's kinda unrealistic to only push 1 at a time

proud python
#

hi guys i modded a hoodie but when try to equip a hat etc. i get an error and my hoodie dissapears. how i can solve that?

spice finch
#

what is the file that determines if a vehicle has "isgoodcar" set to true?

tame mulch
drifting ore
#

**We are looking to take some more people on who are interested in hobby making buildings and participate in a map project: **

If anyone is looking to take part in map making we are looking for volunteers who are capable of using the building editor. No skill is needed in map making we only need people who can use the building editor and replicate the standards of vanilla building.

We are using the base vanilla game as a borderline on how much detail is allowed. We are not making a unique style or over-detailing we are going to attempt to match vanilla completely. I am a culprit myself of over-detailing. We want to create a mod that essentially to the unaware they would have absolutely no clue it was modded in.

What is in it for you?
You will be included as a contributor to the map and have a map to your name.

You will be able to leave your mark on the map via modding and create buildings you enjoy.

What is required?
To be considered as a contributor you will be capable of creating buildings from small to big scale and be able to replicate base vanilla buildings. You will be capable of taking feedback and criticisms. If you have any buildings to showcase your capability please send them if you wish to come help us make a big map.

This project has not started yet, if you are interested in making buildings for fun in hopes that they will be in a map mod and you will get listed as a contributor then this is perfect for you!

If you would like to see my previous projects (Be warned they are not exactly vanilla) click here: https://steamcommunity.com/id/dtmyers1995/myworkshopfiles/

spice finch
#

thanks!

proud python
tame mulch
proud python
#

anyway i solved it. thanks for your time โค๏ธ

sonic flax
#

for some reason i have some workshop files downloaded but they dont work in game

#

I think i have them "downloaded" yet theyre not in the folder in the directory

#

anyone know how to fix that

drifting ore
proud fern
coral blade
#

Looked over in the game LUA's

#

I can't find how the game is deciding the file structure for mods

fair frost
inner blade
#

@sonic flax did you download said mods before you started a save or after?

loud pier
#

does anyone know what value controls battery drain? I want to slow down the drain on flashlight batteries (but not make it infinite)

rose notch
#

Is there a way to start in a large hospital?

#

ie

#

waking up?

#

There are some mods but they are just for doctors and small stuff

runic bear
#

renamed my variables to make it more legible but still something is screwy
function Centerfold1(items, result, player) local pinups = {"EmptySandbag", "Base.Glasses_Aviators", "Base.Hat_BaseballCapArmy"} local rand_pinup[ZombRand(#pinups)+1] player:getInventory():AddItem("Base.PornoMag1b") player:getInventory():AddItem(rand_pinup) end

#

line 3 unexpected symbol near '['

wet sandal
#

local rand_pinup[]

#

local rand_pinup = ...

runic bear
wet sandal
#

No

#

On a phone

#

Sorry

#

replace the line with
local rand_pinup = Zombrand blah blah blah

#

Symbols are hard my phone's keyboard

runic bear
#

No worries, but same error

#

local rand_pinup = [ZombRand(#pinups)+1]

wet sandal
#

Get rid of the []

runic bear
#

ohhhhh yeah ok

quasi geode
#
local rand_pinup = pinups[ZombRand(#pinups)+1]
#

keep the [] but prefix it with the table pinups otherwise your just fetching a random number, not a item in the list

runic bear
#

That did it, thanks!

shadow bough
runic bear
#

I've got these pinups working but I can't pick them back up again, I'm using Azakeala's flag mod as a base and have the same tile definitions and my objects are set up the exact same way. What am I missing?

zenith smelt
#

Is there a way to enable durability for items that don't have it?

viral sinew
#

Is there any way to alter (diminish, in particular) damage from zombies/structures that vehicles receive when collide?

undone crag
runic bear
zenith smelt
#

I think they are using a workaround

runic bear
#

I'd assume so

exotic fox
#

Is there anyway to control plant growth? I want to kill plants when the temperature gets below -10c

runic bear
#

It's an addon for the PornoMags mod, which gives you useless centerfolds. I gave them a use.

tawny siren
#

Does anyone know if someone's developed a mod where rain cleans off blood from a surface?

runic bear
#

I thought that happened in vanilla

tawny siren
#

Not from what I've seen so far, I might be wrong though

undone crag
# zenith smelt

That mod author could edit the tooltip to have a condition bar though.

drifting stump
#

@zenith smelt all items inherently have a durability it just isnt used for everything

#

i made use of it for the backpacks

proud tinsel
#

When changing loot respawn time for my server, is it real life hours or in-game hours

#

HoursForLootRespawn

#

It's currently set to 0 but in my sandbox settings I have it set to one week.

zenith smelt
#

my goal is to add durability to books

viral sinew
#

Does the distance affect the damage or crit chance of the ranged weapon?

drifting stump
#

item tooltips are on the java side

#

it its possible to edit them from lua but its not very clean or would need changes outside the scope of such mod

undone crag
drifting stump
#

like i said not clean or needs changes outside the scope of such mod

#

that is very inefficient

quasi geode
#

strange way of doing it (as Browser8 said, not clean)
ORGM did by skipping the call to java's DoTooltip method for the desired items, and implementing a customized version of the same method ported to lua (tedious doing the initial port though)

undone crag
#

If it overwrites the Lua tooltip render function then it could overwrite code from other mods that add to the tooltip. :/

quasi geode
#

no, it was compatible. called w/e the original function was (ie: another mod's overwrite or vanilla, depending). if it wasnt one of the mod's items

undone crag
#

But also if a mod would add something to tooltips for items from that mod then it could be overwritten...

#

Maybe the other mod could have its code in lua/server if that loads after shared and client.
Or it could use a lua event for it.

quasi geode
#

again, it only effected items from orgm. if another mod was trying to tag data onto orgm's weapon tooltips and that somehow got nerfed, then too bad. orgm took precedence (being the #2 most sub'd mod at the time). any vanilla items or from other mods were uneffected

undone crag
#

:/
Oh yeah well take this ORGM let's see you try to counter this function hooked onto yours after your Lua has already loaded! Your tooltips are mine!

quasi geode
#

i delayed most hooks until OnGameStart or similar events to ensure they loaded last ๐Ÿ˜…

undone crag
#

DD:

#

... Then on the tooltip render function it checks a Lua variable and if it's nil it sets it to true and hooks your function! So it happens an unknown time after the game finished loading.

quasi geode
#

can do some neat stuff if you move the tooltip drawing from java to lua

buoyant sky
#

Is it possible to write patches to recipe costs for other mods?

runic bear
#

I changed a recipe from another mod, I copied their file name and structure and replaced their entries with mine

buoyant sky
#

What does it do to the mod? Can this cause incompatibilities with other mods? Does PZ has something similar like an OreDict(MC)

autumn garnet
runic bear
#

got me

#

Are you asking if I used an API? I did not, I just wrote over the old mod's recipes

left lintel
#

Yo, anyone got any recommendations for a mod that tweaks vehicles/adds vehicles that can actually be used in horde clearing?

#

ngl, I kind of want my multi-ton trucks/SUV's to be able to plow through zombies, and -not- get hung up on each individual corpse like it was hitting speed-traps mixed w concrete

left lintel
#

Follow up question, anyone got any mod recommendations for an "All-wood" playthrough?

#

Trying to make a carpenter, have him grab a hammer, saw and axe, pump him up full of foraging and send him into the wood with Very Fast Erosion for tree regrowth.

#

Make him live purely off of wooden everything. Tools, camp supplies, building, you name it

left lintel
#

not.. quite what I had in mind, but..

tawdry nebula
#

why have axe when you can have tank

tawdry nebula
autumn garnet
gleaming moat
#

How does pz handle translations?

#

Changing languages seem to create different items that cant stack

#

I have like 30 black sages and other 11 black sages but they are in another language, they dont stack

tame mulch
gleaming moat
zealous python
#

Hi all. I have a question: Is making a mod in Lua to hard for someone without experience? I have only coded in Python.
My idea is to make the next mod:
-Static and permanent toxic fog around the map (in some locations) where the player must wear a mask or will lose HP gradually till die.
Do you think it would be to hard for someone new about this?

zealous python
#

mmmmm kinda, but dont needing the admin to create the zones. Something like this mod but with random toxic areas

#

and i red in the comments that this mod doesnt work anymore

#

I would like to build it like a big green translucent tileset over the other layers (like the fog) where the player lose HP. But iv never code in Lua soooo i dont know if it would be so hard.

native shore
#

before I end up deep down a rabbit hole and can't see the light of day anymore, are things like Capsid and ZomboidMod/ZomboidDoc still valid despite not being updated since before B41? If so is either preferred?

steel jackal
#

anyone know what happened to antique armory?

drifting ore
#

Is it possible to make it night all the time? And also, tiles have a "brightness" variable or something like?

#

I'll do a mod where it's always dark and zombies are sprinters unless they're in the light, if possible

steel jackal
#

there is a mod called like endless night thats liek that. ive never used it but seen it durring my browising alot

drifting ore
lunar robin
#

Does anyone know what defines doors health?

steel jackal
#

oh its called dak world

#

@drifting ore

harsh prairie
#

Is it possible to make it so lights flicker? I think that aesthetic would be really cool but donโ€™t know how to do it.

whole basalt
#

hello, im trying to install mods on my bisecthost pz server. i added the mods correctly to the ini file but now the server keeps crashing and wont fully start up, any suggestions?

runic bear
fast galleon
fast galleon
#

hm, doors are not isothumpable?

tame mulch
fast galleon
#

oh right, doors are weird and I use eggons door mod to move them

drifting stump
#

some doors are IsoThumpable others are IsoDoor

native shore
#

sorry to repeat, but I promise I'll not do it again ๐Ÿ™‚

before I end up deep down a rabbit hole and can't see the light of day anymore, are things like Capsid and ZomboidMod/ZomboidDoc still valid despite not being updated since before B41? If so is either preferred?

drifting stump
#

read the wiki

native shore
#

thanks, I've had it open ๐Ÿ™‚

In fact, you might be surprised to learn that that's actually how I came across Capsid in the first place

#

it's listed under General Additional Modding Resources

#

seeing as the wiki was last updated as of 40.43... I thought I'd ask

drifting stump
#

capsid is for java modding which isnt supported and iirc abandoned

#

use this for java functions documentation

willow estuary
native shore
#

right there at the top

#

if it's just a "whopsie" then that's easy enough to fix, though so no biggie right?

#

anyway I wasn't looking to modify the java itself, more to have a good reference in my IDE for the functions, but if 2 screens the way, then that's the way

willow estuary
#

Yeah, I think that's a case where the little corner missed everyone's notice until now?

willow estuary
drifting stump
#

ah you fixed it

#

the moment i refreshed XD

native shore
#

good things are already happening ๐Ÿ˜„

#

I have been spoiled by spending too much time in BitBurner recently... having the entire codebase available as TS type and interface definitions in the IDE is way too handy

I can work with 2 screens, what else am I doing w/ the other one anyway right?

#

thanks folks, I appreciate the time

drifting ore
#

how to change item model in my mod?

willow estuary
# native shore I have been spoiled by spending too much time in BitBurner recently... having th...

I mean, as far as references go, stuff like the body mask locations, or the list of events, etc. should be good resources for the most part?

A lot of the information should be valid, it's just that PZ updates a lot, and a lot of those references don't get updated, being crowdsourced and all. And that's why I'm of the "only the code for the current build can serve as the real documentation" opinion.

steel jackal
#

anyone know if the active night zombie mod is still useable or if there is an updated replacement?

silk wadi
#

is it possible to make additional skintones?

tame mulch
worldly stone
#

if im making a ZombieZoneDistribution and i set mandatory="true", and toSpawn=1000, it will spawn 1000... but will that be 1k additional zombies or will it cap at the zombie population thats been set by the sandbox setting? i want to spawn a specific horde using a zone but i dont want to prevent Zspawning in nearby areas

native shore
# willow estuary I mean, as far as references go, stuff like the body mask locations, or the list...

I'm with you there! Like I said, I can definitely make use of what's available. What we have available right now beats the pants off Borland C++ 4, which is where I started. ๐Ÿ™‚

From what I can tell, the whole point of ZomboidDoc was to use IntelliJ IDEA's java decompiler to pull the game files directly, pair that with the online API documentation (via some fancy Gradle magic provided by ZomboidMod), and then wrap it all up in Lua for a seamless experience in the IDE (presumably transpiling any java method calls at build, not 100% on that part). Anyway, autocomplete, EmmyLua annotations, code inspection, etc. Seemed like a neat idea to me, but if it's not a thing anymore, then it just isn't!

noble siren
#

is there a mod that allows me to make a pathway from my current location to a place on the map that ive already been to?

#

if not, im sure its quite possible

#

pathfinding would be a game changer for this lovely game๐Ÿ’–

pulsar charm
noble siren
# pulsar charm do you mean like a cross map walkTo?

no, i mean like, open the map, right click on a place youve already been and click set (or something) and it draws a path in the game for you to follo. would be great for when you get a vehicle or something

pulsar charm
#

oh. I just use the minimap while i drive

tame mulch
noble siren
#

yeahhhh

tame mulch
#

I think not exist this mod)
It's very not easy to do. But maybe in future I will implement similar stuff for my RP mod

noble siren
#

aww....okie

tame mulch
#

But I think it will cause lags when calculate path by Lua ๐Ÿ˜„

noble siren
#

i think its possible. someone jus needs to figure it out

tame mulch
noble siren
pulsar charm
#

do you mean have it appear in the world or just on the map

noble siren
#

in the world

pulsar charm
#

i dont think theres a good way to draw things like that in world

tame mulch
#

Like arrow where to move?

noble siren
#

of course there is, it jus takes some LUA wizardry

noble siren
#

i mnea its a path on the ground that appears

#

u jus follow it

pulsar charm
#

the problem is theres no like models that are just in the world besides items

tame mulch
#

I know how to draw line. But other stuff will be difficult

noble siren
#

it wouldnt be a model

pulsar charm
#

then what would it be

noble siren
#

i dunno, but it wouldnt be a model

#

it would have to be something like vector graphics or somthing with coordinates

#

it would draw vectors or something

broken fulcrum
#

why not just the mini-map on the bottom right with the path to where you want? that's probably doable

#

like a gps

noble siren
#

that could work too, like gta

broken fulcrum
#

I actually talked about that

#

like

#

not even 2 weeks ago

noble siren
#

it would be so useful

broken fulcrum
#

But not with the lines

noble siren
#

oh

broken fulcrum
#

just the possibility to the mini map appear as a gps (maybe on the car panel or just the minimap on the bottom)

#

the lines idea is cool though

#

like gta as you've said

noble siren
#

i dont see why it wouldnt be possible

#

its a programming language. its doable

pulsar charm
#

i think doing it just in the mini map would be much easier

tame mulch
noble siren
#

it would have to be compiled and such so it doesnt lag

#

maybe even encrypted or something

tame mulch
pulsar charm
broken fulcrum
#

now you are just throwing words lol

noble siren
#

i mean it would have to be compiled and maybe have other things done to it to finalize it and make it run smooth

broken fulcrum
#

yeah, the Icons for the items in the game are compiled in some file

tame mulch
noble siren
#

sigh

pulsar charm
#

Have you done any coding nekoli?