#mod_development
1 messages ยท Page 539 of 1
so put my mod folder in examplemod
then you put a file called mod.info in the general folder
you can leave the id empty
you should put in the general mod folder you maide so in this case
Tamale
Copy what it says here
prolly the most important part is the name=
Just download mine lol and change the name
still can't get this to load lol
This is edit like a second ago
without the function part
the function just does not work no matter what i put in lol
checked them
local < part
would the id be the name of the mod
the id does not matter at the current moment but leave it empty
it's for the
steam workshop
it autogenerates it
numbers y know
how do i make a id is it the 3 letter word like TAM
lol mb
iin that case just put the name of the mod in there
for now i would call everything the same lol
the lua file
mod id and mod name in mod.info
CraftTooltip won't exist in your mod
use that other name again
uh
ISRecipeTooltip
Also why's this shit still in there ๐
BRUUH
alright
bro
after like
i swear to god
i need to drink
im gonna
bro
the shit i do with code
is like that programmer joke
with
is html a programming language

bro
so you are telling me
thast evertything
loads
properly
but i needed to delete
this part

bro
Alright
i see you did some
changes
and
turned off the code
yea I removed that tooltip stuff I marked
^
you need to learn to read logfiles ๐
where do i start
like
programming book
prolly should start a course
alright
skillshare
For my mod, I equip player an empty cloth. Like that the body part is invisible
That rly easy and can be done for all body part
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.
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
you can add a mask to the invisible clothing item hide parts of the clothing
That could work.
Reason: Bad word usage
Reason: Bad word usage
Reason: Bad word usage
So uh, was you ever able to figure it out?
I jumped to a whole new thing to take my mind of it lmao
nah I did something else as well will delve into it another day haha
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
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?
Are you making a new consumable?
or adding it to a already existing one?
because if you are adding an item, its as easy as adding StressChange
Or to be exact
StressChange = -5,
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
OnEat = FunctionName,
Or you might be able to use the beta blockers function dont quote me I more then likely wrong
Making one and this is perfect thanks so much!
No problem
is this the place to ask how i can make mods
its more about modding discussions
so kinda
anyone know what the weapon trait ShareDamage does?
GitHub doesnt state anything
so no one seems to know lol
"Requires more research"
all vanilla weapons have false
noted
whatever ill just leave it false
My guess, Something like a recoil thing?
maybe ill screw around with it
If you know what I mean by "Recoil" in a melee weapon
idk i feel like ShareDamage would be a very poor name for it
and im working on a firearm
vanilla firearms are set to false as well
Id have no clue, maybe aoe,
it would be something you would have to test
or just set it as false
which github are you referring to btw?
ive been using the forums and vanilla files for information
appreciate it
Its a really good reference for making items
Zero tutorials on "Items" so to speak, had to figure it all out myself
yeah
but in general thats just PZ modding, Lua Documentation is hard to navigate
imo atleast
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
i havent done that much modding but this has been the least documented project ive ever done
but i guess its a good thing im looking at actual game files to understand better
Also buggy, like for example you cant remove items of clothing from zombies
And i've had some major issues with thos
this*
I've been attempting to add hallucinations for my mod, and the bane of my existence is zombies with hats
yeah that sounds really complicated
im just trying to add one gun lol
Less complicated then you would imagine
Basically spawning a client side zombie, making it harmless, then disappear when you see it
if the character never sees it why do you have to actually spawn one in?
No, they see it
for just a second?
Kind of
also you need to be close enough
So if its far, you see it
as you get closer, gone
whats up with the hats then
Well guns exist, you shoot one of these zombies and they have a hat, it will fall off
isn't there a sandbox option to disable that and glasses from falling off like that
yeah
also not only would it be for zombies, it would be for humans as well
and for real zombies
yeah
I'm trying to figure out a way to spawn a certain zombie which aint got hats but its falling flat
Old methods that might have worked before dont work now, and its killing me
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
Looked into it funny enough
No, from what I could find there is not
If only these worked as intended..
Makes me want to cry
they seemingly don't even work on zombies, only humans
but on the documentation it says they do
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
how do you handle the player shooting the harmless zombie?
do you wait to remove the zombie till after it dies?
Long story short I keep in mod memory which is a fake zombie, and have its health really high. When its hurt I remove it or when you get too close it gets removed
Also i've thought about a brute force way however I dont think thats the way I wish to do it
dont blame you for that
i would argue this game has some of the best documentation since all source is readable
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
You are correct, for the most part if you get stuck you can refer to something in the game files but
Its hard to find something you are looking for alot of the tiem
time
Coming from someone who did FiveM lua, that was so perfectly documented
It even had a search bar.. oh gosh..
Could find anything in under 5 minutes
being able to read it is great but sometimes it is hard to understand what it actually does
its all examples and no definitions
i dont find it hard but it is my field so not everyone has the same opinion
I mostly code for fun, I'm not brilliant at it but I wouldnt say i'm bad at it either
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
Oh trust me I do exactly that
Visual studio code is my baby, but I only wish vsc had a plugin for pz lua..
there's capsid for intelliJ
grrr if all else fails you could somehow convert world coordinates to screen pixels and use UI elements.
In general it looks like this is a place to ask about how to make mods. If you have not used one yet though, you could try using a search engine and see what the first results are.
are WeaponReloadTypes stored in a txt file like?
if not, how can i make on or where are the vanilla ones defined
Made this on a whim, turning out way better than I imagined:
https://imgur.com/wWF9RK2
We watch his career with great interest
The question is, can it be seen by other players?
Can the default map markers?
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.
no and unsure of performance implications that might have
that is a lot of map markers
Yea the game is handling it beautifully
60fps
will try on a laptop tomorrow though
fps is not the concern
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
oh you're talking about sharing
having that many markers might cause issues with saving and a lot of garbage being generated
i look forward to players sharing ๐ง enis maps with each other
This must be what schizophrenia looks like.
I am filling a parking lot in West Point with Garbage at 2am in a bunnysuit.
I am starting to question my sanity.
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

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)
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
Take a look at DebugUIs/ISSpawnHordeUI.lua
it can spawn zombie with specific outfit
My man thank you very much
I'll take a look a little later
seems there's kua function addZombiesInOutfit
Not what I'm looking for i think
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.
Anyone know the difference between an IsoObjects 'health' and 'thumpCondition'?
penius,
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.
https://steamcommunity.com/sharedfiles/filedetails/?id=2356682893
This mod kinda does that, but instead of money you use gold, silver, gems and pearls from jewelry
you can buy vehicles, weapons, medical stuff
ammo, etc
There is one called simple shop that I use on my private server and is very easily customisable but a bit unbalanced. Also instead of changing the item spawns it can allow you to "check wallet" to get straight money from it and same with credit cards
https://steamcommunity.com/sharedfiles/filedetails/?id=2545933394&searchtext=simple+shop
Thats the problem.
Too many additions to it.
Gonna need it to be very simple.
when you have a bunch of stuff in your inventory it makes a gigantic list
https://steamcommunity.com/sharedfiles/filedetails/?id=2784034697&searchtext=Currency This is a good mod, but doesn't have anything to give it currency any value as of yet.
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.
cereal
before you will click enter
copy what you are typing
and please explain how did you get this nickname
ok fine one sec
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.
Why do you ask?
this can be customized? I don't know how to edit mods though
I haven't seen a mod which has a good balance of items vs value for a shop/trading mechanic but I find that if you use simple shop and delete the "test" file and then only store money in 1 or 100 it is pretty manageable.
I don't like how they complicate mods for currency. The simpler the better.
In what way do you mean complicate?
Just the base.Money is good enough as currency.
ah ok
no need to add like a ton of stuff, like gems, put different Money items, etc.
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.
Although this one is an exception. Its clean, and would definitely fit RP servers. Its just missing the value
Can I make a container that players can't open? Only to store items for a mod
this sounds like that
fallout dev room
Padlock from vanilla for crafted crates could work
Yes please. I do want to know how modding works for
Crafting Menu Tab: How to add/edit/remove stuff on it.
pretty sure thats covered
in the only tutorial
on how to mod for zomboid
on youtube
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...
TRUE
I just need a base foundation, I'm not really going to mod a ton
I just wanna edit and save.
if your idea is to add an item
watch this
this is literally the only not outdated tutorial
that explains something
by outdated i mean
not from 2013
^^ yup
I mean, add existing vanilla Item to the list for crafting that is.
the guy also explains
0:00 Intro
0:29 Video Start
1:00 Start Blender
1:22 Using a background image
2:04 Using photoshop to edit the background image
2:52 Adding the edited background image to blender
3:26 Adding the cube mesh
3:46 Quick start with the cube
4:56 Importing a finished 3d Model from the internet
5:56 Moding the imported model
6:47 ADD NOTE ABOUT MAGAZIN...
and how to do models
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...
in blender
blackbeard gigachad
Not really make something new, but just simply know how to put stuff on the Crafting menu.
Existing stuff from vanilla. make it like a simple trade money for this.
Not making everything OP like what existing Currency mods we got now.
Still watch this
wrong one in this case
alright
no idea which one
pretty sure one of them explains
how to add a crafting
I just need a simple ready base code for it I guess, then put it up on workshop for my dedicated server.
- Recipe defines that it is a recipe and everything after that is the name.
- The consumed items for crafting (in this case the 100 money from simple shop) with the =5 being the amount.
- Resulting item
- Category of the crafting menu.
- 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.
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
that you would prolly need to add
like the compatibility with the mod
mod options
or the user would need to simply
adjust it on his own
in the lua file
Yup, so that could get rather complicated .
in practice as said
the user could just change the values in the lua file on his own
Just like Customizable Zombies.
Which is what I wish to do, like simply change the price for an items
what you are telling me is that you have absolutely no idea on how to do it and where to start
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.
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
my struggles have been helped by the comrade tiaxx which im grateful for
tho you could probably change the values
in the mod you posted above and it should work the way you intend to
you mean this?
yus
or this
download visual code studio
changing the id's for gold silver gems and pearls from jewerly which ngl is a cleveridea cuz postapocalypse and all
to moneh
like the id for moneh should be simple enough
tho you first gotta google that id lol
I don't like this one. There's too much shi into it.
I just only need a couple few items like Nails, Screws, Metal Sheets, Ammunition, Guns, all in vanilla.
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?
@cloud crow im releasing player shops soonโข๏ธ
ohh whats that
How about the currency?
So it'll just be a simple barter?
No a shop
Partnering it with some currency that has a very big value to players would be great
Bullets.
Those are Finite
Like i said any item in the game can be the currency
That's the idea of currency
Once those are gone...
Infinite currency creates infinitely increaing inflation
Once these are gone, something else becomes currency - food, clothes, cigarettes perhaps
Thats why there's gotta be a drain for it
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.
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.
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.
Therefore, that currency will continuously be drained from crafting
But how you determine a fair price if not to relation to something generally recognized as valuable?
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
Loot respawn can be turned off which would greatly maximize this
Buy Belt with what?
with the server specified currency
So the aim for this is still Vanilla correct?
?
Looks really nice, but where from that currency comes from?
Its quite confusing still, 100 amounts of what currency, if they had a modded currency, would it connect?
any item in the game
hmm, why does it look like the buyer has the choice to pick what to use as currency.
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
I'm just guessing, but I am pretty sure its going to be a huge code.
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
in the server settings you can set any item as currency to be used
Ah, I see. So the server can set a specific item/s? will that currency still be usable as a normal item?
yes?
by default its Base.Money
if you want could set it to AModdedModule.AModdedItem
From what I think, that should really just be the only currency unless the server has a different currency mod.
So Base.Money is definitely rare from the start of the game
could look into allowing each trade to use its own currency but would need an edit ui redesign and atm looking to release
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
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.
And Money is heavy.
And since no one clearly knows what its specific Value, no one would know how to price their stuff
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.
youre not creating a player driven economy just a trade up system
You got it wrong. If Base.Money can buy Finite Consumables, this way, then it will add more value to Money
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
You are the man dude, Thank you so much
i've been on this for days
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.
Which what drives the economy much more.
It helps to look at code
I know but I didnt know what I could refer to
why do you value money irl
This has mostly been the biggest problem i've had
Because it can buy what you need
and why do they value the money
To buy what they need, mostly to provide for their everyday lives. To eat and live. Consumables.
Therefore, Consumables, ammo, Finite Crafting materials, etc, if nothing else can provide this, then Money can
Without a Drain, Money would just continuously Flow, until someone would get rich with money in there safehouse.
is there a drain irl?
That's the problem, so its better to change it in games, so that the Value of money would constant
If everyone in the server already got rich, what then?
people set higher values for their stuff?
Trading Inflates. Katanas would become 10000 Base.Money
im trying to show you what a player driven economy is
New players, would be like, "this crazy"
Player driven economy from base up =
+ 
not really because stuff they find is also valued higher
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.
im not stopping you from setting a consumable as a currency if you want a sink
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.
Which was that one mod that had like 6 or so traders you could trade with?
What about to have limit pool of money? Like 1 million dollars. This money have goverment on RP server. Some professions have pay for hours in game (like police) (from pool). Exist also start money for players. And money go back to goverment pool by sell houses and cars on server
Taxes ๐
Yeah, taxes good idea too. Taxes on business, shops, houses
I bet your character can't carry 1million Base.Money at once.
Oh, i fixed this problem ๐ I just created new money items
and ATMs
Or just Remove weight I guess.
pickpocket and prostitution expansion
How do you even sell Houses in PZ haha
Custom private system ๐
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
What's that mod
Work in progress now ๐
Project RP. I and team of modders working on it
Oh, I thought it already exists.
Some ATM stuff that we did ๐
we making a fivem style thing
Yeah. And many functional for it by mod
Will you be able to fish an ATM machine.
With a fishing stick from river, like in other games.
Will the ATM work after the power is cut off?
dont think that was accounted for
Pretty sure, it shouldn't work, unless there's a generator.
Are you doing a mod that add money ? Because I'm looking to make a vending/buying machine mod but I need a good currency systeme
Better make it a secret dealer NPC.
You can't trade until you clear zombies in that area.
@drifting ore already did it
Hi Everyone ๐
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 ๐
what frequency do you want
I just add a .wav file with my mod and want to play it in a loop, unsure what frequency i want for that ๐
how often do you want it to play
oh sorry, every 1 sec
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
oh wow, awesome, thanks a ton!
I've been searching for how to do that, basically I want to start/stop based on headlights on/off of a vehicle, trying around a bit with OnUseVehicle event now, but not sure if thats what I need
when you toggle them on register the event when toggling off unregister
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?
hook into Commands.setHeadlightsOn on the server and play the sound for all players
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?
I've found that before, didn't know you can hook into those Commands, any pointers how I achieve that?
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
Haha, that's amazingly simple
You're a wizard, thanks you so much for the help! ๐
There should be a lua event for a new game starting.
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
yourmodulename.BoPillow
Make a separate script and have the model and texture in it.
{
model PBeerCan
{
mesh = WorldItems/PBeerCan,
texture = Drinks\PBeerCanTex,
scale = 0.01,
}
Ah cheers, thanks for that, ill give it a go
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
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
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.
gotcha, Ill give that a go, then I'll just need to adjust the model's orientation through blender
Yeee
does the model autoupdate while the game is running, or will i need to pop it back open after I adjust?
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.
Reason: Bad word usage
I changed scale to fit it better, then made sure i rotated it correctly in blender, now when I boot it up, It uses the pillow icon model on the ground for a split second, then dissappears completely, I know I'm probably messing something up here
Hmm, trying to figure out why it would break, did you change the size in blender as well or just in the script?
just in script
I can pull a screenshot of my blender or the current 3d model in the viewer if you wanna see those
Is your model name the same as your script?
no, I made sure to give them unique names
Ah, you gotta have the same name for the script and model.
Yea, make sure if has the directory as well. So like WorldItems/(Modded item name)
gotcha
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.
Yea that should work.
Trust me I'm fairly new to modding this game as well but I had modding experience with other games.
Mainly source games.
damnit it's still doing the same thing
It spawns with the pillow icon and then instantly dissapears
Have you tried picking it up and placing it again?
wonder if it clips through the floor at all, It instantly is "filtered out"
after placing it the second time, it is fully invisible
Hm..
how can i reset an object in blender to being on the 0,0,0 axis, any idea
{
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?
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
Well if you named it differently from the one that's normal base game it shouldn't be overriding it.
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
Well at least the model works now.

o no is that a struggle?
is that a friend of yours or what? haha
streamer lol, he sold it as joke merch on april fools
ohh lol
His discord is putting together a zomboid server
so for adding it in, I just need to copy the spawn rate lines from the distributions lua right? not touching anything else
Yea- I haven't touched much on the dis.
Btw I found the OnClientCommand Event which lets you intercept these Commands without overriding the function ๐
better off doing the way i said to have less overhead
Is the mod on the workshop ?
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 ore currency is any item in the game
Yeah but it's suck no ?
and its very simple to write a patch for custom currency systems like the one aiteron did
If you start to get 2000 money in you pocket, that start to lag no ?
possibly the inventory wasnt designed for that
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
Ok, that's what I thought. I really want money item to add interactions like heists
by default the shops use the vanilla money item
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.
yeah ik
my mod is the shops
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
Is that vanilla function ?
all from my mod
Ok, because I want to make a vending/selling machine
I know how to do it from scratch, no worry
ive already done that tho thats what a shop is
pointless to have another mod doing the same
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
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
how can i use lua to start an animation?
specifically i want to check if a weapon is swung, and then create temporary particles
You gonna need to do a timed action.
https://github.com/MrBounty/PZ-Mod---Doc/blob/main/How to make a custom timed actions.md
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.
hopefully a simple question - how do you check if a player is facing in the right direction when performing a timed action?
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)
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?
Wish it was possible to expand this into graffiti or moveable paintings.
Is it possible to narrow a shotgun's targeting cone? Was never a fan of how wide a fart shotguns can let out
need to increase the MinAngle property, that controls the cone. it gets really sketchy aiming close range when its above 0.95 though which is still unrealistically wide at range (default for the shotgun is 0.9).
Mod concept Car bombs
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
I think that I've gotten it mostly setup, just don't know If the item is marked correctly
Does anyone know what mod conflicts the reading part of this mod?
https://steamcommunity.com/sharedfiles/filedetails/?id=2503622437&searchtext=bound
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?
is there a way to add/tweak a base game lua file without overriding it? I need to add a singular if statement
In the middle or at the front/end?@pulsar charm
preferrably in the middle, but i might be able to work with doing it on the end
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
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
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
thanks, where and what would i save this as? in my lua/client?
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
Thanks I appreciate your help
Sounds like the devs might want to address that at some future update
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
Anybody know how I could make a mod allowing clothing repair at level 1 tailoring rather than level 8?
Actually you saying this makes me wonder cause I've been having problems getting xp change mods to work on this .70 patch. They just don't seem to apply
how to create custom animation in PZ?
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?
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
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?
anyone know anything about like a quest or story mod
something that kinda gets you out of your little bubble in a way
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
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
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.
pretty sure everything can be either fbx or x files. in blender scale it down 1/100th and then object>apply>all transformations. then export it
my fbx models had to be scaled down to 1/1000th but id start with 100
i havent made clothes but ive done weapons and items like that
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.
Just doesn't seem to be working no matter what I do.
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?
Now it works, just pants seem to hide parts of the mesh... when the mesh isn't anywhere near the pants...
Is there a mod that lets you pick up and place corpses?
that's called INGAME.
Yeah you can just walk up to corpses and right click to pick them up. To put it down just drag it out of your inventory.
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.
ok, so
how on earth does one use sendClientCommand? Specifically to send data one-way to the server?
damm
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
How do you add truemusic and truemusic addons to an MP server?
I know I asked before but what's the max size for a texture that models can use?
Does anyone know how to edit sandbox options in a single player game after I made the game?
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?
It Is Done:
https://steamcommunity.com/sharedfiles/filedetails/?id=2805275656
A Feat has been accomplished this day.
If you read this, please try it and tell me what you think.
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
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
Is their a way to disable anti cheat 12 for single player as I think it is glitching out the yacht mod
So many questions, all go unanswered.
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.
this is just what to be expected outside of waking hours of the continental america or europe
in any discord sever, in my experience
It's 7:35 on a Monday in Britain.
That's pretty sweet, which drinks are there gonna be?
anyway I think your mod has great concept but your workshop page is way too bloated
I guess consider to streamline it
I got: Cola, Dr. Madd (Pepper ripoff), Cream Soda, Cherry, Orange, Pineapple, Lemon-Lime, Blueberry, Grape and Root Beer.
Actually that's 10 flavors. ๐
and I think it'd be great if your mod is integrated with scrap armor
I got out of the habit of writing little fan lore bits for my mods. I'm getting back into it.
And how so with scrap armor?
Hah, you should add like... damn, I can't think of anything.
Like... Monster but a different name related to monster.
Mutant?
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.
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
The item's probably going to be called "Energy Drink" in game. PZ as a whole skews toward abstracted descriptions in that regard.
Aww.
There's another energy drink mod that already does that though.
or probably the scrap armor mod already assigned whatever item type to be integrated idk
As for scrap armor, not sure how to integrate things like empty cardboard boxes and the like. ๐
Yeah, that guy fucked up.
Shouldn't just straight up use logos like that.
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.
Not a suit, more like DMCA.
I know, but you get the point.
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.
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.
I'd point to examples, but the accounts and mods were both nuked off the workshop.
I mean I've never seen it myself, could you give some examples?
I can.
Ever heard of Games Workshop?
Nope.
Warhammer 40K?
Yeah I know Warhammer.
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. ๐
That does actually sound familiar to me, I'm not sure why.
Probably watched YongYea cover it or something.
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.
I've had this Acct for like... 16 years. Don't wanna lose it. ๐
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.
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.
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
So instead of knockoffs of Shasta Cola, Pepsi and Coke, you just got "Cola".
Placeable items, or are you trying to faff around with sprites?
I just want to make them placeable items
Yeah.
Are the models visible and have jacked textures?
From rooting around the wiki and stuff, I copied the Tiledefs or whatever from a commercial sign tile in game. Nothing visible in game
Oh okay, you should have told me you were mucking around with the sprites/tiles then.
I don't what it's called in this game lmao, first time messing with modding for it
I've got 0 experience with the tile sheets. Modeling though I do. ๐
But yeah, I'm trying to do like movie posters that you can place on walls essentially
Go look up Azakaela's flag and poster mod. Use that as a guide?
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
Do you have the mapping tools?
Did you use the pack viewer tool to figure out what's in there?
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
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
Nevermind lol, yah I'm stumped
Yep
getPlayer():getSquare():Is(IsoFlagType.exterior)
Thank you
Does anyone know how the temperature inside buildings is managed? And if there is a way to change it?
So I can just overrite the item information through the mod's items txt file?
You can override default items or by itemtweaker add on_eat params to vanilla items
I think it managed by Java. Not sure that possible to change it
Alright, thanks again
Thx. Too bad, I had an idea for a mod where you have to keep the heating in your house
Yo, any idea if there's a way to do os.execute or something similiar from the serverside?
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")?
No. os not support by pz lua
what exactly you want to run?
something like that:
local items = {"Item1", "Item2", "Item3"}
return items[ZombRand(#items)+1]
This is my attempt:
`local items = {"EmptySandbag", "Base.Glasses_Aviators", "Base.Hat_BaseballCapArmy"}
return items[ZombRand(#items)+1]
function Centerfold1(items, result, player)
player:getInventory():AddItem("Base.PornoMag1b");
player:getInventory():AddItem(items)
end`
I wanted to make it so I can run /save and the machine that runs the hosting can execute a certain .sh file
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
Try write bash script or python script that send command to server for save or restart bash script
I noticed that a lot of mods have missing German translation.
Is there some way to add the translation myself?
translations are in media/lua/shared folder if you want to take a look
it's rather easy to change
Awesome, thanks for the heads up!
Ok navigated to the folder. But how can I add a mod translation there? Sorry I am completely new to modding/changing this stuff
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.
Does somebody know where are all the custom keybinds from mods saved? They seem to reset from time to time
C:\Users\user\Zomboid\Lua I think
keys.ini or mods_options.ini I think but not sure
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
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?
what is the file that determines if a vehicle has "isgoodcar" set to true?
what error? Can you send console.txt?
**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/
BaseVehicle.java
thanks!
something like that i believe function: createItem -- file: ISClothingExtraAction.lua line # 70
function: perform -- file: ISClothingExtraAction.lua line # 47
can you send screen of full error?
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
Sounds cool. Mind I take part?
I'll drop you a DM
Cool ๐
Looked over in the game LUA's
I can't find how the game is deciding the file structure for mods
@sonic flax did you download said mods before you started a save or after?
does anyone know what value controls battery drain? I want to slow down the drain on flashlight batteries (but not make it infinite)
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
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 '['
gives same error unexpected symbol near [
No
On a phone
Sorry
replace the line with
local rand_pinup = Zombrand blah blah blah
Symbols are hard my phone's keyboard
Get rid of the []
ohhhhh yeah ok
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
That did it, thanks!
May I suggest
Undead or Undying
ReAnimator
a zombie themed energy drink in game would be funny, imo
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?
Is there a way to enable durability for items that don't have it?
Is there any way to alter (diminish, in particular) damage from zombies/structures that vehicles receive when collide?
What you mean dawg?
There's a backpack durability mod you should check out
I'd assume so
Is there anyway to control plant growth? I want to kill plants when the temperature gets below -10c
Why would you make this
It's an addon for the PornoMags mod, which gives you useless centerfolds. I gave them a use.
Does anyone know if someone's developed a mod where rain cleans off blood from a surface?
I thought that happened in vanilla
Not from what I've seen so far, I might be wrong though
nice pinups bud
That mod author could edit the tooltip to have a condition bar though.
@zenith smelt all items inherently have a durability it just isnt used for everything
i made use of it for the backpacks
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.
Ahh okay thanks. I take it the UI will not display the durability for bags then or something?
my goal is to add durability to books
Does the distance affect the damage or crit chance of the ranged weapon?
not a simple thing to achieve
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
You can edit it in lua though. Before it runs the tooltip function you set the border colour to transparent. Then you let it run the tooltip function. Then you add your entry under the tooltip, draw another rectangle if you increased the tooltip's width, and draw the border around the whole thing.
like i said not clean or needs changes outside the scope of such mod
that is very inefficient
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)
If it overwrites the Lua tooltip render function then it could overwrite code from other mods that add to the tooltip. :/
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
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.
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
:/
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!
i delayed most hooks until OnGameStart or similar events to ensure they loaded last ๐
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.
can do some neat stuff if you move the tooltip drawing from java to lua
Is it possible to write patches to recipe costs for other mods?
I changed a recipe from another mod, I copied their file name and structure and replaced their entries with mine
What does it do to the mod? Can this cause incompatibilities with other mods? Does PZ has something similar like an OreDict(MC)
Hey! there is no API like Itew tweaker? ๐
got me
Are you asking if I used an API? I did not, I just wrote over the old mod's recipes
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
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
Sounds like you need a tank
https://steamcommunity.com/sharedfiles/filedetails/?id=2791076769&searchtext=the+tiger+tank
not.. quite what I had in mind, but..
why have axe when you can have tank
a snowplow would be epic as hell. imagine being able to mow down some zombies with that.
Oh no ^^ i just wanted to know if an API exist do to this, i will do the same copy/past the structure of the recipe file and change values
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
You manually change display name?
No i didnt
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?
Hey ! ๐ https://steamcommunity.com/sharedfiles/filedetails/?id=2741343441&searchtext=Toxic+zone like this ?
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.
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?
anyone know what happened to antique armory?
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
there is a mod called like endless night thats liek that. ive never used it but seen it durring my browising alot
I found nothing, there is mod that chamge zombies at night or make the world a bit darker but otherwise nothing
Does anyone know what defines doors health?
Is it possible to make it so lights flicker? I think that aesthetic would be really cool but donโt know how to do it.
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?
God speed, I want the exact same mod. Random toxic gas zones scattered around that maybe move a little bit randomly. But I'd you've coded in any other language you shouldn't have an issue with Lua.
ISMoveableSpriteProps getObjectHealth, probably... it's for IsoThumpable
material * weight
hm, doors are not isothumpable?
yep
oh right, doors are weird and I use eggons door mod to move them
some doors are IsoThumpable others are IsoDoor
sorry to repeat, but I promise I'll not do it again ๐
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?
thanks, I've had it open ๐
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
capsid is for java modding which isnt supported and iirc abandoned
use this for java functions documentation
Huh, my bad in that there must be some misinformation on the wiki somewhere that gave you the wrong impression re when it was last updated?
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
Yeah, I think that's a case where the little corner missed everyone's notice until now?
Anyways, my opinion regarding references is that the actual lua code and decompiled java code for the current build of PZ is really the only sane reference option available? Game just updates too often IMO.
good things are already happening ๐
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
how to change item model in my mod?
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.
anyone know if the active night zombie mod is still useable or if there is an updated replacement?
is it possible to make additional skintones?
Vehicle shop feature for Project RP mod ๐
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
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. ๐
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!
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 game๐
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
oh. I just use the minimap while i drive
draw path like navigator by roads?
yeahhhh
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
aww....okie
But I think it will cause lags when calculate path by Lua ๐
i think its possible. someone jus needs to figure it out
Yep. Just add all crossroad points manually, write pathfinding algorithm by Lua and add draw functionality on map
it would be more complicated than that but ok
do you mean have it appear in the world or just on the map
in the world
i dont think theres a good way to draw things like that in world
Like arrow where to move?
of course there is, it jus takes some LUA wizardry
yeah
i mnea its a path on the ground that appears
u jus follow it
the problem is theres no like models that are just in the world besides items
I know how to draw line. But other stuff will be difficult
it wouldnt be a model
then what would it be
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
why not just the mini-map on the bottom right with the path to where you want? that's probably doable
like a gps
that could work too, like gta
it would be so useful
But not with the lines
oh
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
i think doing it just in the mini map would be much easier
Yep, with programming possible almost anything. But
- Need add manually all crossroads points with connections (build graph). It will take a lot of time
- Pathfind algorithm can cause big lags
it would have to be compiled and such so it doesnt lag
maybe even encrypted or something
What you mean?
what
i mean it would have to be compiled and maybe have other things done to it to finalize it and make it run smooth
yeah, the Icons for the items in the game are compiled in some file
Mods run by Lua. It not compiled
Have you done any coding nekoli?
