#mod_development

1 messages · Page 543 of 1

hot patrol
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actually it's very helpful. I somehow never considered it before but I could just make a video tutorial

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easies way to digest things

native shore
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for some many folks that's true!!

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I would rather gouge my eyes out with spoons, but I'm a weird old person who likes books 😄

hot patrol
native shore
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the video's not for me though 🙂

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I could read the snippet and go from there, but for folks who can't, the video will be great

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good call

inner blade
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So quick question, would it be possible to add variants of existing items, say I want the handle of my screwdriver to be blue, could I just edit the texture and add it as a new item without overriding the existing one?

native shore
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so yeah, seems legit

inner blade
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Was wondering that because realistically all screwdrivers aren't red. Even in the 90's.

native shore
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not sure there's a randomizer or anything though, so you'd probably have to actually just copy/paste and make the red/blue/yellow/whatever and add them to the distro

inner blade
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Could I still name them the same thing or would have to like put _(color here) so it wouldn't override the original?

native shore
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yeah that's the part I'm not sure of, I think it'd have to be the latter

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sec...

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ugh the info/questions on stuff are all over the place lol

inner blade
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My bad.

native shore
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it's a standing question still, I think, how to implement variants

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no, not your fault

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😄

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you're fine

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it's a good question and a valid idea imo

inner blade
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I mean I would think it would be the same as how there are multiple lumberjack shirts.

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Red, Green, and Yellow.

hot patrol
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I can answer this one

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weapons need to be duplicated as they don't have a texture randomiser as far as I know. my dakimakura mod works like this

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so each color would have to be listed as a new item

inner blade
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So like for the item name it would be like Screwdriver_blue and have the Display be Screwdriver?

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Or something like that.

hot patrol
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yes

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and just copy the stats for each one

inner blade
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Simple enough, I hope >->

hot patrol
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it's simple but a very bloated way of doing it. My mod has like 20 of the same item with the only difference being the texture

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it's a pain

native shore
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yet because of that, you are the hero of the day 🙂

inner blade
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^

hot patrol
inner blade
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Vital info and an amazing answer.

hot patrol
inner blade
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Thing the only issue is doing the distribution part since I have no idea what any of it means. I'm very new to the lua coding

native shore
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they should be the same chance right?

inner blade
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Yea, but gotta change all the names for it.

native shore
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(except that rare Golden Screwdriver™️) 😄

inner blade
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Pfft

hot patrol
inner blade
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Cheese Screwdriver

native shore
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haha

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Open Original

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get the full experience

inner blade
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At least they're using C++ so I can mostly understand the layout.

native shore
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YFW u realize Lua has a C backend 😮

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(limited, but still)

inner blade
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Good enough for starters imo lol

native shore
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and another wonderful mod is born 🙂

inner blade
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Again, lets hope lol

native shore
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u got this

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if only there was Rosetta Stone for programming 😄

inner blade
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Luckily I have a practice mod I did for layout so that shouldn't be an issue.

bronze creek
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What is a proper way for an inventory item to remember its weight (after setActualWeight method).
It resets to default value after the game reload, even with CustomWeight set to true

inner blade
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I forgot the textures for some items are still broken.

inner blade
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I can't seem to find the icons for the in-game items, any idea where I would find those?

faint jewel
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if it's a tile, the tile is the icon.

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items are the only thing with icons.

inner blade
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Where would I find that? I.e. the screwdriver.

faint jewel
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IconsMoveables.pack i would think?

inner blade
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No bueno.

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Don't think the actual files have .packs.

winter bolt
inner blade
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Well it seems I screwed up my pz since I disabled my mods and only enabled the one I'm working, it now no longer loads.

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Yep it's just my mod doing it.

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Upsetti.

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I'm way to dumb to know what I'm doing wrong so I'll just leave it for another time.

exotic parrot
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How would one start off trying to learn to make car mods?

faint jewel
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find an existing mod and study it.

kindred dagger
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Is anyone here familiar with WordZed and creating radio channels? I have a question regarding adverts.

tame mulch
# exotic parrot How would one start off trying to learn to make car mods?
tidal warren
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How much trait mods are there

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All I know is the more traits mod

noble imp
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my vv is broken :(

exotic parrot
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Is there any automation to merging xml files

I see programs that can merge the files and they do seem to work, but sometimes they live duplicate lines such as

<armor><armor>
<hair>

I assume this is because it’s where one xml file ended and the other began. Which I can easily go in notepad ++ and delete these duplicate lines.

Is there a true solid method for this though or just by hand?

drifting ore
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😮

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Courtesy of @tame mulch

devout galleon
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Is it possible to combine 2 maps together and then edit them?

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like copy paste them basically and then properly edit the streets to connect etc

celest badger
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are there any mods out there/ a way that could change looting so each player in MP has their own loot and theres a lot less spots to check?

currently in any server the first person to get to the guns gets all the guns and ammo and then hordes it somewhere leaving scraps behind. it can be frustrating to make a loot trip to places that are always empty

drifting ore
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i want to make a trait rework but i don't know where to start. i want to disable all vanilla traits and use only the custom ones i'll add.

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i also need to edit the default starting strength and fitness

exotic parrot
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Loot*

drifting ore
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how do i change the trait costs of vanilla traits

dawn shuttle
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Anyone knows where this icon is located in the file directory? Looked at /ui and unable to locate it.

tame mulch
bronze creek
midnight mica
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Can anyone point me in the right direction to disable certain items from getting disassembled (like containers that respawn loot), can this be achieved with mods or do i need to overwrite some item settings?

plucky frigate
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Why this is not working?

zealous wing
dawn shuttle
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Thanks. I thought knowing where the file was stored would help. But turns out the logic surrounding this code is in Java. Time to learn how to mod in Java I guess lol. Storm Project seems helpful

inner blade
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So when making a mod that uses the in-game animations and sounds do I need to have them included in my own mod or can they just use them from in-game?

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*Note I'm trying to make variants to existing items (Recolors) and have it so they can have some variety.

tribal nexus
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Hello. I´m not playing this game but i enjoy watching people playing, but in all those hours watching the game i never see someone using a trench club, i don´t kno why, you just need a a gear and and a wooden stick

paper steeple
plucky frigate
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for what IS prefix in filenames and functions stands for?

midnight mica
native shore
plucky frigate
agile swallow
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Hey guys, does anyone know how to fix a model not being oriented correctly when doing an animation but looks fine when placed on the ground? The model is upside down in this instance.

inner blade
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Is there a link to help make weapon mods?

spring geode
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I have money, I need someone to create a mod for me. Basically a generator and power overhaul, add me for more info. If noone reaches out to me by this weekend i will have spent it. Not available this weekend.

chrome egret
distant rapids
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function Function1(items, result, player)
[Function content]
end
Can someone explain what "items" "result" and "player" are defined as and how they are handled?

chrome egret
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There's no information with which to answer you

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Those are just arbitrary names for function arguments that were defined by the person who wrote the function. Unless the functions are well documented, you'd have to look at the code which calls Function1 to see what data it collects + passes to the function call.

frank rivet
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Hey can someone post some guides for how you guys create your mods. Thanks

tight elm
# frank rivet Hey can someone post some guides for how you guys create your mods. Thanks

im learning rn too and im using this https://theindiestone.com/forums/index.php?/topic/61-robomats-modding-tutorials-updated-12112013/ to start of along with the API kind of thing for all events https://pzwiki.net/wiki/Modding:Lua_Events

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theres probably better stuff but thats what im using to start off

timid saffron
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Is anyone actually working on that tarkov style inventory mod that was talked about a few weeks ago or was that just a concept?

tame mulch
timid saffron
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Yeah I thought so, man can dream

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Thx

proud gazelle
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does anybody have an idea on how to make a music mod?

faint jewel
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my conccept?

unreal mortar
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Is there a way to make custom tiles craftable? I am looking at some code of a near example and it uses "WorldObjectSprite =" but i cant seem to figure out what thats referring to.

white crag
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Zomboid does not have to be the tarkov

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Also by the direction of the zomboid and current modding trending 2d inventory is going to be the nightmare imo

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Not even starting with networking

young edge
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I see you were bored lul

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Well made though

faint jewel
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nah, it's a part of a bigger whole.

young edge
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oo, i see

thick narwhal
vale marsh
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how do i spawn in stuff from mods using the admin command menu in mp?

fast galleon
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zombies drop molotovs on death stressed

deft falcon
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is there a way to get zombies in X distance to the player, instead of relying on spotted list?

white crag
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ATM

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uhhh

tight elm
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Sorry, I'm pretty new to modding zomboid. I've been making a mod where if your character gets any wet moodle they immediately explode. I've used debug mode to check out the code and it works fine, but the mod does not show up in my GUI. I'm guessing I've made a simple mistake but I'm looking at the tutorials and I just cant find it.
I've realised this and the example mod do not show up on my zomboid at all in my mod menu - all I've done is make a copy of the example mod and change a script and its id and stuff.

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I've used two different tutorials (https://github.com/FWolfe/Zomboid-Modding-Guide/blob/master/structure/README.md and https://theindiestone.com/forums/index.php?/topic/61-robomats-modding-tutorials-updated-12112013/); they both show different ways of making the directory and neither of them have worked.

GitHub

Guide to modding various aspects of Project Zomboid - Zomboid-Modding-Guide/README.md at master · FWolfe/Zomboid-Modding-Guide

smoky meadow
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if there's a UI for gun attachments, that would be nice.

fast galleon
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if you put into workshop you might need a few more folders like the example in that folder

tight elm
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just doing it now, i see what you mean there are a few more things it has to do

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(name) --> contents folder + preview and workshop --> mods --> (name) --> actual mod stuff right?
I've just copied what the example mod does but it still refuses to show up

fast galleon
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You have to change folders I think, the one I see in pics above is not one I put my mods into.

tight elm
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the one called Workshop right?

tight elm
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ah ok there's two of them

boreal kelp
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is there a snowmobile mod?

true quartz
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Hello, I am looking to commission a mod. I have asked around already. If you are interested and are able can you contact me for details.

drifting ore
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Anyone knows how to get an ID player from a Forname or username? I've tried local numID = getPlayer():getOnlineID() But it returns only my ID not another one.

I want to create a CMD in my chat allowing users to get any other ID user. Like /getid Forname or /getid username and return the ID.

Just I cannot to send a string in getPlayer(command):getOnlineID() being command the Forname/username that the user want to check the ID.

gaunt pendant
drifting ore
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command it's the input that user writes. Equals the username basically.

gaunt pendant
drifting ore
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Hmm to be honest I don't have any clue why I am getting error @gaunt pendant . Do you see any bad syntax on there?

gaunt pendant
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what's it say?

drifting ore
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The string says "Username ID of command is: numPL"

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Hmm lemme try using tostring converter.

gaunt pendant
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I'd assume it'd convert the short fine, but worth a try. I mean what's the error say 😄

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Do note this does an .equals(), so has to be exact match

atomic dirge
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Too bright or just right?

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For firetruck lights.

radiant ginkgo
wooden lodge
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Hello, I've copied the Hazmat Suit and wish to make a full body protection suit.
Sadly it's not covering feet, hands and head. Is there a simple waay to add those aswell?

keen frost
# tame mulch https://youtu.be/JBy-KCCdhBU

Hey Aiteron really nice mod, just a question I was trying to make a recipe craftable only when is near to the ATM, what im doing is "scan" nearby tiles around the player it wasn't working because the ATM sprite name didn't show up ... but I know that code was "right" because other sprite names were showing up. So to make it work I had to change TileBlockStyle from SolidTransparent to None in TileZed, tbh I don't know much about TileZed. So what is the difference between the provided options in TileBlockStyle ?
TLDR: What is the difference between the provided options in TileBlockStyle ? Spiggo

hot patrol
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is there a way to check if a certain item is spawning in MP?

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I have a big modlist for my server and it seems that true music items are not spawning despite the mod being there and functioning. IDK if it is just being overtaken by other items or if the spawning is bugged

exotic parrot
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If anyone could please DM me and give me a few pointers on how to merge XML files I would forever be in your debt

atomic dirge
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Use notepad ++ with the compare plugin.

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Or just side-by-side view it oldschool style.

zealous wing
hollow gyro
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you could probably create a item like the notepads since they have multiple writeable pages in them. tbh I'm unsure though.

keen frost
# tame mulch It with my ATM mod?

yeah, I only can get the spriteName when I set TileBlockStyle = None

This is the code that im using, in case you want to know how I do it

local atmSprites = {
    ProjectRP_0 = true,
    ProjectRP_1 = true,
}

local function spriteNameOf(object)
    if not object then return nil end
    if not object:getSprite() then return nil end
    return object:getSprite():getName() or object:getSpriteName()
end

function isATMnearby(items,result)
    local player = getPlayer()
    if not player then return false end
    local square = player:getCurrentSquare()
    if not square then return false end
    local squares = {square,square:getN(),square:getS(),square:getE(),square:getW()}
    for _,v in pairs(squares) do
        local objects = v:getObjects()
        for i=0,objects:size()-1 do
            local o = objects:get(i)
            local spriteName = spriteNameOf(o)
            if not spriteName then return false end
            if atmSprites[spriteName] then return true end
        end
    end
end
tame mulch
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Hmmm

midnight mica
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i'm trying to overwrite a function, but the original function doesn't seem to work properly anymore, am i doing something wrong?
myCondition is just a replacement of my actual code which is either true or false when testing in-game depending on the object

tame mulch
keen frost
tame mulch
midnight mica
exotic parrot
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XML Validation website has made my life so much easier in finding errors in the text

keen frost
tame mulch
# keen frost yeah, I only can get the spriteName when I set TileBlockStyle = None This is th...
function isATMnearby(items,result)
    local player = getPlayer()
    if not player then return false end
    local square = player:getCurrentSquare()
    if not square then return false end
    local x = square:getX()
    local y = square:getY()
    for xx = x-1, x+1 do
        for yy = y-1, y+1 do
            local sq = getCell():getGridSquare(xx, yy, square:getZ())
            if sq ~= nil then
                local objects = sq:getObjects()
                for i=0, objects:size()-1 do
                    local o = objects:get(i)
                    local spriteName = spriteNameOf(o)
                    if atmSprites[spriteName] then return true end
                end
            end
        end
    end
end
keen frost
midnight mica
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any advice on the cleanest approach to add some custom code to this vanilla method?
basically i need to alter some code in the self.createMenu function inside the main function.
so far i have just overwritten the entire function and added my code inside, but i wonder if theres a better way to prevent issues on future patches?

tame mulch
native shore
# midnight mica any advice on the cleanest approach to add some custom code to this vanilla meth...

I would recommend calling the function inside yours first thing; this assumes you're making a derived class from ISWorldMenuElements, e.g., MyCoolThing = ISWorldMenuElements.derive("MyCoolThing")

function MyCoolThing.ContextDisassemble()
  local self = ISWorldMenuElements.ContextDisassemble()

  -- your code here

  return self
end

Now you've made a proper override that respects the inheritance hierarchy! 🙂

#

no matter what TIS does to that class, unless they completely remove it or that function, you should be covered.

umbral echo
#

I made a small update video on the tuning/drifting mod I've been working on, for those interested.

https://www.youtube.com/watch?v=hhxO8c6jr2g

Just an update on what I've got in store for this mod I've been working on. The parts are yet to be completely modeled and expanded on, however the mod works as intended, it both increases vehicle performance and makes cool sounds. However ...
I'm drowning in real life issues right now so I'm having a hard time finishing things up and there's st...

▶ Play video
manic holly
umbral echo
# clear geode those neon lights tho 🤩

Really happy with how they turned out 🙂 I still have to properly implement a system for them though, I'm hoping to eventually create a RGB controller on the dash.

umbral echo
manic holly
#

Yeah, I can’t wait for the full release of the mod. I would install it in a heartbeat 😳

umbral echo
# manic holly Yeah, I can’t wait for the full release of the mod. I would install it in a hear...

If you liked that, you might wanna check out my older showcase too.

https://www.youtube.com/watch?v=dHkdGu9uOZQ

This is a mod I'm working on for project zomboid.
The cars used in the video are customized versions of
Filibuster Rhymes, and fhqwhgads cars in the links below:
https://steamcommunity.com/sharedfiles/filedetails/?id=2698655004
https://steamcommunity.com/sharedfiles/filedetails/?id=1510950729&tscn=1640102334

I will not upload this at its curren...

▶ Play video
manic holly
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Bro...you should really try to add tire smoke if you can. That would be so legit! Other than that, nice!

umbral echo
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Yeah, I've been thinking about it and believe I can implement it. It's pretty low on my priority list right now though.

manic holly
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Yeah, this mod is so legit just like the tuning mod your making. But other than that, I respect everything you do to release this cool mod!

umbral echo
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Same mod 🙂 Theyre releasing together.

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So the plan is to add a traction control and a selection of differentials, so you can tune the car into a drift version, then toggle between different TC modes

manic holly
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Ah, my bad. But still, I can’t wait for the mod to release, I could already imagine all the possibilities that this mod could offer. Just like real life cars, other than that, I can’t wait for this

midnight mica
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anyone know the property to change engine quality, not condition? i'd like to adjust the admin vehicle menu to spawn more random ones instead of 95%+

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found part:getVehicle():getEngineQuality() in the lua, hopefully theres a set aswell

umbral echo
midnight mica
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part:repair() is called and makes it 100% i think

umbral echo
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Yeah, I'm not sure if you can set it to a specific value.

midnight mica
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guessing the repair() bit is java code?

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when vehicles spawn in the world they get a random value, just not sure if i can set it trough the lua

umbral echo
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I haven't looked into engine quality too much I'm afraid. So I can't help out much as of now. Good luck though.

hot patrol
#

anybody know if debug mod can be used on a server? I keep getting a black screen when I try

midnight mica
#

thank, i will try a few things

hot patrol
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if I host through the game that makes me admin by default no?

umbral echo
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Is it dedicated?

hot patrol
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yes? I am using the host button in game

umbral echo
#

Hold on lemme refresh my mind real quick on how to do it manually.

midnight mica
#

check the database to see if your character is flagged admin

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but i think on hosted, the host should get it automatically?

umbral echo
#

That, I'm just looking for the path to the database file so you can change it without admin access

hot patrol
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yea idk. I don't think I can check any data base. once I boot it up it just puts me in game

midnight mica
#

try /setacceslevel yourcharactername admin

#

access*

hot patrol
#

I have to be able to get that far tho. with debug on it is auto black screen

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And I have done that and it does not save on next host

umbral echo
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That's weird

midnight mica
#

boot normally

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after setting your access level, check the database to make sure you see this

hot patrol
#

How do I check the database?

midnight mica
#

click on the admin icon, then see database

hot patrol
#

Alright I will try that

umbral echo
#

Okay so you need a hex editor to manually go through the database file, and there might still be encryptions there due to passwords and whatever. I gotta leave now but if it doesn't work changing the database in game. the database file is stored in user/zomboid/saves/multiplayer/your server/players.db

young edge
#

reminds me of the good old NFS World + cheats days

umbral echo
midnight mica
deft falcon
#

Hello. I have an issue with assigning traits to professions. The traits appear fine in character creation and in info menu, however, if I die on that save, and start a new character, the profession traits disappear and their effects no longer work. How to fix this?

#

I've resorted to checking what profession the player has instead of if they have the trait, but I still would like to know how to fix this for anything in the future.

agile veldt
#

anyone here know of a simple mod that lets you customize your starting items?

wet osprey
#

sorry for basic question, but whats the format for crafting an item of another mod?

I know how to edit recipes with vanilla items, but do I need to add something if the item is from a mod?

fervent imp
#

is there any mod that gives the game a ending? I am fine with anything. I just wanna have a goal when i play, something that motivates me.

wet osprey
fervent imp
young edge
#

The way we do it is with hordes. It forces you to use a lot of ammunition, so you have to go out & scavenge for more

wet osprey
# fervent imp Pls inform me if you found something

cant find an specific mod, but something that seems to help is

https://steamcommunity.com/sharedfiles/filedetails/?id=2210760610&searchtext=cold+winter
as December gets closer temperature drops drastically, this mod makes that you stop wearing high armor cloth but instead high insulation one

https://steamcommunity.com/sharedfiles/filedetails/?id=2753086629&searchtext=seasons
this will make the game skip days, so you can go through the year faster (otherwise is tons of weeks irl)

https://steamcommunity.com/sharedfiles/filedetails/?id=2258586198&searchtext=rare
this should reduce all loot by 75% and since crops will be slow due to the cold, it forces you to travel/loot

so far thats what Im trying so I have a reason to explore the world

fervent imp
#

No sorry i need a ending mod. So that i have a goal because i dont feel Motivatied to play with out it.

wet osprey
#

unfortunedly there isnt one like that, maybe closes I saw was a mod that adds like 10 notes to find or something like that

stuck latch
#

but atm its a sandbox game and there really is no end

distant rapids
#

Would anyone be willing to explain UI modding in PZ? im definitely trying as many documents for functions in lua as possible but I feel like it could be accelerated by a good teacher. Thanks in advance :D

drifting ore
#

Do you think it would be possible to make a mod where sprinters are twice as fast, but they also make a really loud scream as they see you and as they run?

distant rapids
atomic dirge
#

Flat window or angled window?

#

(lights added to angle )

young edge
#

I feel angled more

atomic dirge
#

Same

#

Hard to add depth to it when its flat.

hard valley
#

guys, is there any way to shutdown the server gracefully through a mod?
somehow calling quit command from the mod. I know I can do this externally from the rcon, but not sure if it can be done internally

atomic dirge
#

Through a mod?..

hard valley
#

yep

young edge
#

If you're admin, you can just do /quit, I believe (?)

hard valley
#

I mean through a mod, so I could do automatic shutdown when no players online (for updates)

atomic dirge
#

Ohhhhhh

sinful vessel
young edge
#

cy, did you remember to update the vehicle ID?s pepeLaugh

sinful vessel
#

Haha I don't think so Ive been away for like a day almost shark updated it when I was away

young edge
sinful vessel
young edge
#

OmG LeAkEd
lookin' good.
If I have some spare minutes, I'll add support for fhq's vehicle zones (unless you already took care of that)

sinful vessel
#

No we haven't

young edge
#

I'm unsure if fhq added support for the kentucky pack, considering I forgot to do it in the end pepeLaugh

hard valley
#

I know there is getCore():quit() but that corrupts saves

#

is there no way to call the /quit from mod? can I send command somehow?

atomic dirge
sinful vessel
#

I actually have one waiting to be done

atomic dirge
#

But it's a similar art style so I thought you guys might have some helpful critiques

sinful vessel
#

For pz

#

Yeah it looks great

atomic dirge
#

Oh nice

sinful vessel
#

Good work there

atomic dirge
#

Not happy with the lightbar, it's semi temp

sinful vessel
#

I'm more fan of angled one too but I couldn't find information if they were a thing back in 1990's

#

All I could find was these ones so I made this

atomic dirge
#

94 Ford

#

Angled windows

#

Least I'm fairly certain it's a 94.

#

Not too late lol

young edge
#

cy

#

F700 towtruck when

#

chop up that model rooH

drifting ore
#

be cool if you added armoured windows too but idk if you can change durability of the windows to reflect it

sinful vessel
#

I have my armor code that defends from zombies and melee weapons, I havent got around to test actual bulletproof code I doubt it is multiplayer proof.

sinful vessel
#

But a month soon peepoLaugh

young edge
sinful vessel
#

I have like 5-6 cars with variants to finish first

hard valley
chrome egret
#

oh dang

sinful vessel
#

Armored spiffo truck maybe? 😮

hard valley
#

because quit is just quitting like if you'd quit the server as a client

young edge
hard valley
#

and not actually sending server quit command

#

looking if I can use this atm

#

or perhaps SendCommandToServer​

#

ye cant use SendCommandToServer because we aren't a client connected to server

hard valley
#

did you ever get around this? because your mod literally corrupts saves due to using getCore():quit() since this is not the same as quit server command does

smoky meadow
#

guys where to find the Generator code. i just want to change the tile range for the generators

maiden spindle
hard valley
#

sad:(

maiden spindle
#

Maybe I can run that

hard valley
#

I don't know if we can even call that

maiden spindle
#

Idk I have a good feeling

hard valley
#

Welp, hope it works but still see the constructor and don't think we have those params

#

like udpconnection, thats a client thing no?

modest palm
#

does anyone know any good mods that add a new city or location

#

except for grapeseed cuz i have that installed already

zealous wing
#

Is there an easy way to override the objects.lua file in a given map mod?
I want to make a patch that tweaks specific vehicle spawns, but the regular method of replacing the file via another mod isn't working.

#

Any help would be appreciated.

hard valley
#

¯_(ツ)_/¯

#

out of ideas

#

if anyone has any idea how we could execute the quit command logic, so the server saves and quits gracefully

tame mulch
zealous wing
tame mulch
#

Maybe also possible to change loaded vehicle zones by lua

odd notch
#

anyone have that uhhhh github repo of basic tutorials for zomboid modding

#

i forget who made it

#

i thought it used to be pinned in here

young edge
#

is it possible to find a certain vehicle within a world via a command for example?

round field
#

Hey I am trying to get autocompletion on IntelliJ and decompiled all relevant files that I need. Right now I cannot proceed as I do not know how to add the library to IntelliJ and get it to autocomplete.

smoky meadow
#

guys do you have any PZserver.ini

dire oracle
#

Hello there, there's a problem. Rust on car doesn't show correctly. After changing texture to another texture of a car, just with other color, rusty car just fills with main color of texture.

pearl prism
dire oracle
#

Without rust turned on*

odd notch
#
local adminPanelButton = ISAdminPanelUI.onOptionMouseDown
function ISAdminPanelUI:onOptionMouseDown()
    adminPanelButton(self)
end

so i have this basic override here. ISAdminPanelUI.onOptionMouseDown has three arguments, button, x, y and i was wondering if there was a way to grab the button variable from the function somehow. say, to print the button's internal text.

anyone know?

quasi geode
odd notch
#

ohhh yes

quasi geode
#

assuming button has a .internal key, yes

odd notch
#

it works!

#

thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you thank you

#
local adminPanelButton = ISAdminPanelUI.onOptionMouseDown
function ISAdminPanelUI:onOptionMouseDown(button, x, y)
    adminPanelButton(self, button, x, y)
    sendClientCommand(getPlayer(), 'ISLogSystem', 'writeLog', {loggerName = "admin", logText = tostring(getOnlineUsername()).." clicked "..tostring(button.internal).." in the admin panel"})
    print(tostring(button.internal))
end
#

adding logging for admin actions, that was one part <3

wet osprey
#

is it possible to add insulation to patches? so by patching up clothing it gets warmer

quasi geode
# odd notch your tutorials are wonderful

ah thanks. not so much a tutorial, more of a rundown on the technical side of things really. probably started to get a bit dated though lol. and doesnt cover nearly as much as it should XD

odd notch
#

i miss cor and the zomboid javadocs site

quasi geode
#

ya, probably should have used a example for the overriding that had arguments in the original functions

#

honestly though i used that function for the example because a number of mods at the time were overwriting the tooltip function causing incompatibilities 😅

inner blade
#

Quick question, if I'm making a mod that makes duplicates of existing items but like different colors would I need to copy EVERYTHING related to said item or just the item specs and model?

#

I'm trying to make a mod for the screwdriver to have multiple colors and I'm really not sure where to start besides copying the items specs and changing the item name.

atomic crow
#

Anybody know if there’s a mod that removes or increases the 1 unit per day cap on weight loss?

small topaz
#

hi! some days ago I asked this question: #mod_development message has been about problems in the character creation menu in context of clothing mods (i.e. the displayed gender and the gender of the character model do not agree). one user answered that this is a known issue. are there any news on that problem? does anyone knows how to solve it?

wet osprey
#

@nimble spoke hey sorry to bother, but in relaxing time, did the feature to write on notebooks was removed?

smoky meadow
#

is there a mod where your character died all the recipe that need magazine to learn don't disappear instead that skill will engraved in his next character?

noble imp
#

hov to dovnland mods

#

not subrcibe

fast galleon
#

move from steam folder
unsubrcibicle

noble imp
#

vhat

#

I dont understand

#

ooohhh I have to install the steamm

fast galleon
#

That moment when LootZed shows you items with negative chance...

noble imp
#

nothing else?

native shore
#

as long as you made the circle with fresh goat's blood and sprinkled your PC with the tears of a virgin (yours will do fine), yeah that's it

#

traditionally there's also an incantation, but it's 2022 so eh

noble imp
#

2 kuestions

#

1 hov to access steam folde

#

and 2 vhere to find the tears of a virgin

zinc garden
#

Does someone know of a mod that allows you to make a certain cell/zone non-respawnable for zombies? I can't seem to find a mod like it

zinc garden
#

Damn, sad, would've been very useful for certain bases that are a bit large, thanks for the quick answer ^^

noble imp
zinc garden
#

I think so yeah

noble imp
#

%appdata%?

#

or users

zinc garden
#

Game files for the game are here 👉 X:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid

save games etc. are saved here 👉 X:\Users\UserName\Zomboid

noble imp
#

oh no nono

#

I can acsess to the game files

#

I need to acsess to the steam folder so I can drag the mods out to install

#

I cant subrcibe

#

but again thanks

zinc garden
#

oh that, wait I think I know where it is

noble imp
#

my game is pirate so I need to drag the mod into the mods folder manually

#

I have no money

zinc garden
#

I mean, if you dragged them into the right folder manually you should just be deleting them there too and it should work

noble imp
#

ok

#

let me find the steam folder

#

found it

#

cant find the vorkshosp folder

#

oh vait

#

nope nvm

mint sphinx
#

Fast question how is it again. You adding multiple .pack files agian?

I know when loading one is

Pack=Foo
But can't remmeber when I have Foo and Baa

mint sphinx
noble imp
#

vhere then?

#

Im on steam folder

mint sphinx
#

Look what Tom said he wrote the whole path

noble imp
#

there is no fucking commons folder

#

bec I dont have the gamee

mint sphinx
#

User/username/zomboid

noble imp
#

didnt you read?

mint sphinx
#

I misunderstood then but yea it under r something else 2 sec

noble imp
#

still thanks I guess

mint sphinx
#

\Steam\steamapps\workshop\content\108600

#

you mean this one right

#

that the mod you download from workstore i saw you ask how to download and yea most mods is installed over steam else you have to search around and look if they have upload them to github

noble imp
#

vait

#

vrong vid

mint sphinx
#

sometime mods have a github site where you can download manuel from

noble imp
#

oh I didnt knov that

noble imp
lost slate
native shore
#

denvercoder9 moment

mint sphinx
#

Do any one if there is a way for. It push up. Git folder to workshop? 🤣

white crag
#

is running modifier

#

removed by purpose?

mint sphinx
paper steeple
young edge
#

@sinful vessel elp

cinder light
young edge
#

2000 lines in. still have another 110ish files to go out of the 120 I started with

#

can't wait to tweak them all one by one /s

#

And then do it a second time for fhq's vehicle zones 🙃

young edge
# tame mulch What are you doing? 🙂

Going through every more or less popular vehicle mod with the end goal of contextually adjusting their spawn rate to a more or less authentic level.
Idea is to have rare vehicles actually be rare, since the whole 1-10 spawnChance modifier people use atm is a pretty weak spawn pool dilution

#

I don't have a final plan worked out in my head just yet but the principle will be more or less like the OG spawnpool where all vehicles within a class add up to a certain number

#

probably 1000, rather than 100, but I might change that number based on the spawn pool size

tame mulch
#

Good luck 😄

young edge
#

I will need it, I already hate my life KEK

tame mulch
#

Don't forget set name of mod like ZZvehSpawnFix for load it last. Or change spawn in func after game start

young edge
#

Yeah, I learned the mod load order fuckery the hard way pepeLaugh
Thanks, though, I appreciate it a lot

tame mulch
#

*set ID of mod, not name

young edge
#

oh yeah, I keep a list in the top comment. Name - ModID - Workshop link

inner blade
tame mulch
inner blade
#

Like all the assets, sounds, recipes, all that. I tried once before but it ended up breaking my game so I had no idea what I did wrong.

tame mulch
#

*Similar item script with your texture name

#

3d Object not need copy

#

Sound files too not need copy

inner blade
#

Okay that makes more sense. Many thanks!

tame mulch
#

I checked. Screwdriver use tag system in recipes. So not need copy recipes

inner blade
#

So just have the basic info for the screwdriver but just change the itemname, icon, and texture?

tame mulch
#

yep

#

And not forget add texture and icon files to mod

inner blade
#

Huh, well thank you again. Thought it would be more complicated but I'll take what I can get.

inner blade
#

What's the difference between WeaponSprite, and Icon? I know Icon is the little 32x32 sprite but is that the same as WeaponSprite?

#

Nvm, think I figured it out.

frank rivet
#

So I have created a mod by following a guide that allows me to say "Hello World" Every 10 minutes. The problem is, is that I cannot get it to pop up in my mod list in game. Here is my file structure C:\Users\brock\Zomboid\mods\Hello World\media\lua\client\Hello World Mod.lua

#

Does anyone know why it is not showing up for me?

inner blade
#

Well it is it's own item now but the only issue is the texture on the model didn't change and all the files are in the mod. The left is base in-game and the right is the modded.

tame mulch
inner blade
#

textures/weapons/1handed ?

#

Or is just in textures?

#

I know there's like 2.

tame mulch
#

Try place just in textures folder

#

And you sure that is your items?

#

Because it looks like on items default textures

inner blade
#

I'm pretty sure, it shows the mod name under the modded one. The screwdriver is an .x model though.

#

Also tried having the texture just in textures, still the same.

tame mulch
#

Hmmm

#

Screwdriver have different name?

#

Like item Scredriver_Pink {}

inner blade
#

Should just be Screwdriver_Red

#

module Base { item Screwdriver_Red { DisplayCategory = ToolWeapon, MaxRange = 0.85, WeaponSprite = Screwdriver, MinAngle = 0.65, Type = Weapon, MinimumSwingTime = 2, KnockBackOnNoDeath = FALSE, SwingAmountBeforeImpact = 0.02, Categories = Improvised;SmallBlade, ConditionLowerChanceOneIn = 6, Weight = 0.4, SplatNumber = 1, PushBackMod = 0.3, SubCategory = Stab, AimingMod = 0.8, ConditionMax = 10, MaxHitCount = 1, IsAimedHandWeapon = TRUE, DoorDamage = 1, SwingAnim = Stab, DisplayName = Screwdriver, MinRange = 0.61, SwingTime = 2, KnockdownMod = 0, SplatBloodOnNoDeath = FALSE, Icon = Screwdriver_Red, RunAnim = Run_Weapon2, IdleAnim = Idle_Weapon2, CloseKillMove = Jaw_Stab, BreakSound = ScrewdriverBreak, TreeDamage = 1, EnduranceMod = 0.5, MetalValue = 5, CriticalChance = 10, CritDmgMultiplier = 10, MinDamage = 0.3, MaxDamage = 0.7, WeaponLength = 0.19, HitFloorSound = ScrewdriverHit, ImpactSound = ScrewdriverHit, DoorHitSound = ScrewdriverHit, HitSound = ScrewdriverHit, SwingSound = ScrewdriverSwing, AttachmentType = Screwdriver, Tags = Screwdriver, } }

#

That's all I have in the script.

tame mulch
#

name of texture same as default

#

need different

frank rivet
inner blade
inner blade
#

I'm severely lost.

tame mulch
#

WeaponSprite = Screwdriver,

tame mulch
#

What names of your textures?

inner blade
#

Screwdriver_Red, swore when I changed that it changed the model to the icon.

#

I'll check again real quick.

#

Yea changing that just made it display the icon.

latent orchid
#

Is there anyway to override ISBildMenu.doBuildMenu? The recommended approach normally used doesn't seem to work as this function is being called directly by via ISBuildMenu's Events.OnFillWorldObjectContextMenu.Add 😩

For example, I'm trying to intercept the context menu to hide the vanilla 'Carpentry' build choices, but it still appears regardless of the below code:

local old_ISBuildMenu_doBuildMenu = ISBuildMenu.doBuildMenu

function ISBuildMenu.doBuildMenu(player, context, worldobjects, test)
    print("TEST............................")
    PZE_Build.doConstructMenu(player, context, worldobjects, test)
end
willow estuary
latent orchid
#

I'll see what he can suggest

quasi geode
# latent orchid Is there anyway to override ISBildMenu.doBuildMenu? The recommended approach nor...
Events.OnFillWorldObjectContextMenu.Remove(ISBuildMenu.doBuildMenu) -- remove it first
local old_ISBuildMenu_doBuildMenu = ISBuildMenu.doBuildMenu

function ISBuildMenu.doBuildMenu(player, context, worldobjects, test)
    print("TEST............................")
    PZE_Build.doConstructMenu(player, context, worldobjects, test)
end
Events.OnFillWorldObjectContextMenu.Add(ISBuildMenu.doBuildMenu) -- add the new one

though at this point theres probably no need to actually overwrite the function specifically. removing the old one from the event and adding a replacement should be sufficient

willow estuary
tame mulch
# willow estuary

Cool. I will add soon easy access to change tooltips for items. I think it will be useful thing.

willow estuary
tame mulch
tame mulch
latent orchid
frank rivet
#

Thanks Aiteron for the help w/ the mod.info file. But now my mod seems to be crashing my game. Could someone possibly tell me what I could have done wrong?

#

I am extremely new to coding of any kind lol.

tame mulch
willow estuary
frank rivet
tame mulch
latent orchid
#

so things like item icons are possible in context menus?

tame mulch
#

Yep

#

Wait

#

You mean tooltip or context menus?

latent orchid
#

context menu (right click) having icons against choices

tame mulch
#

Hmmmm. I think it possible, but need change some things. I think I can add this, but need it or not?

latent orchid
#

visually it would help players spot things as context menus can be quite hard to read at times depending on where you click. For example, right clicking on a wall frame will result in the upgrades, construction menus as well as a random array of other options depending on whats in your inventory or nearby. the current lack of ordering doesnt help.

#

it would also be good if there was a way to reorder menus, as well as selectively remove/hide options. the only remove option for context menus right now seems to be removing the last entry added

tame mulch
#

Okay. Draw image before or after text?

latent orchid
#

icons before text seems to be the 'standard' approach with most games

#

if a had to visualize things i would say something like blue up arrows for upgrades, the crossed hammer/square for construction menus, sandbag for dirt pickup options and so on

#

bandage icon for first aid options, water drop for fill bottles

#

on the ability to remove context menu entries, something like the below would be great

white crag
#

oh yeah about the build menu

fast galleon
#

When I click through collapsed walls, things like windows aren't in worldobjects

white crag
#

did i saw the right code? i seems like most of build code is somewhat hardcoded

latent orchid
white crag
#

since i was kinda pissed about building a big base i thought about making build menu

#

but apparently creating one will make one giant ass mod that will not be compatible with other existing mods

tame mulch
#

What exactly problem with build menu?

white crag
#

well i would like to pick what i am building like craft menu

#

that's all

#

also standardazing the buildables

#

maybe adding a list of jobs in the queue to build line of fence

white crag
#

oh yeah

#

i seems like text rendering supports

#

some markup texts

tame mulch
#

No, it just texture render

latent orchid
# tame mulch

menu order would be a big factor if icons are included

tame mulch
#

But text render supports too

white crag
#

ye

tame mulch
#

Why just not use context.options table for change order?

latent orchid
#

Thats a tough one as different lua files add menus to the list at various points. any custom stuff appears last

tame mulch
latent orchid
#

let me have a think about this and DM you some ideas. I wasn't expecting this convo to go in this direction so quickly 😆

tame mulch
#

Maybe something like that?

local function MyCustomOrderFunc(options)
  table.sort(options)
end

....

context.orderFunc = MyCustomOrderFunc

proud spruce
#

I'm beyond confused with something. It seems like right now, no matter what I do, a script is just failing to use DoParam. Whether just being run outright or hooked into the OnGameBoot event. I've noticed if I played a TweakItem function in the same file, even without adding it to an event, it still runs. As far as I can tell, DoParam is just not running, but I'm unsure about something sort of basic:

If a .lua file is located in the shared or client folders, are its functions just run?

#

(I am beyond confused as to what is the case reading back shared code and answers in this channel and seeing how other mods work.)

latent orchid
proud spruce
#

This is super useful, though I'm not sure if it directly answers my question. When a lua file is loaded, does it right away run the functions in the file? Based on what I have seen, it would seem yes...

proud spruce
#

Okay, at least I'm not crazy.

#

I'm sure there's differences in how things are loaded into and held in memory, but for general use, is there a real difference between

getScriptManager():getItem("Base.Book"):DoParam("")
``` and
```lua
ScriptManager.instance:getItem("Base.Book"):DoParam("")
#

I've seen both in answers here and it seems largely interchangeable? Just doublechecking that this isn't the source of my issue.

rocky osprey
#

hi anyone, so this is my first time modding in a game before. ive followed a youtube video exactly how he does it but zomboid is having trouble finding my mod

frank rivet
#

Aiteron, would it be possible if you could make the ai a little more intelligent for MakeProject Humanoid Great again. I know you're with indie now. But it would be cool had a working companion mod!

proud spruce
#

Oy... So yeah, looks like they're interchangeable from what I can tell. I finally got DoParam working. Because the error log is so dense, it took a while to find the syntax error message. A missing comma elsewhere made the entire lua file not load.

exotic parrot
#

When someone has a free second can you look over a ItemName text file for me? I just want to confirm something please.

astral ice
#

Idea! How about having a full medieval chivalry knight armor?

#

Who wouldnt want to go on vs horde rampage in an armor like that?

#
  • museum worker occupation to get it on the start
midnight mica
#

anyone know why i am able to use /addvehicle commands in the client but not /servermsg ?
tried both command formats but they both respond as if im sending an empty /servermsg

#

this works, functions return a string for example Base.SmallCar02

frosty falcon
#

in what client, what is this

midnight mica
#

im just testing upon clicking a button atm, the end goal is to restart my server every day on thesame time, so would have to trigger the /quit command and a few /servermsg warnings

frosty falcon
#

the bit in purple should work

#

this is how I do it in RCON

#!/bin/bash
rcon -a 127.0.0.1:16261 -p strongpassword "servermsg \"server is restarting in 5min\""
sleep 60
dire oracle
midnight mica
frosty falcon
#

that's RCON command

midnight mica
#

im not familiar on how RCON works

frosty falcon
#

ah, its executing commands to your server with a password remotely

midnight mica
#

thanks, i will check it out

mint sphinx
#

how do other moder deal with the .git folder in the mod folder before pushing it up to steam workshop ?

young edge
#

@sinful vessel do you know if these spawners are always called?

require "VehicleZoneDefinition"
VehicleZoneDistribution.GWagen = VehicleZoneDistribution.GWagen or {}
VehicleZoneDistribution.GWagen.vehicles = VehicleZoneDistribution.GWagen.vehicles or {}
VehicleZoneDistribution.GWagen.vehicles["Base.GWagen"] = {index = -1, spawnChance = 50}
VehicleZoneDistribution.GWagen.baseVehicleQuality = 1.1;
VehicleZoneDistribution.GWagen.spawnRate = 20000; -- inflated spawn chance to force spawning for testing

function PA_GWagen_Zones()
    local dirs = getLotDirectories()
    for i=dirs:size(),1,-1 do
        local map = dirs:get(i-1)
        if map == "Muldraugh, KY" then
            getWorld():registerVehiclesZone("GWagen", "ParkingStall", 3842, 6175, 0, 4, 4, { Direction = "S" })
        end
    end
end

Events.OnLoadMapZones.Add(PA_GWagen_Zones)
sinful vessel
#

Yeah I suggest you to not try playing with these on my vehicles because they are not supposed to spawn on other places on my end

young edge
#

or are they really just for testing

sinful vessel
#

Either vehicle is too big, they destroy other cars

#

They spawn on eachother

young edge
#

yeah I'm not planning on making other vehicles spawn, I'm just wondering if this is always called or if this is a testing function

#

I saw the firecoach had a similar spawner

#

because if they're always called I need to make sure I tweak it as well

sinful vessel
#

Its always called, they are custom spawner so they get their own spawns.

young edge
#

got it, thanks

jagged condor
#

How can i check mod errors?
Is it even possible to check?

mint sphinx
#

which kind of errors? XD

jagged condor
#

items disappearing when dropped

#

trying to find a cause

mint sphinx
jagged condor
#

in game one didnt want to open and i didnt remember where to look for logs so thanks

mint sphinx
#

hmm dropping hmm never had that kind of weird error before or i think i did but was becuase i forgot to add an object texture on the item when that happen for me

#

there also console log which is the just laying in the /zomboid

jagged condor
#

I feel like reading Rimworlds logs

#

but with less mods

jagged condor
#

now i think i found the problem

mint sphinx
jagged condor
#

are not compatable by looks of it

mint sphinx
#

so you building your mod to be able to use them ? ^^

jagged condor
#

for server

mint sphinx
jagged condor
#

i needed fast anwser

#

and you helped me so thanks

smoky meadow
#

guys need help! why my mod when use in a server my mod items don't appear, but it works fine when I'm in solo mode.

mint sphinx
native shore
#

if you want, I'd share it with you; it at least picks out the big things like the different log levels (LOG, WARN, ERROR, DEBUG) and highlights file paths, game objects, etc.

#

example:

#

it ain't perfect, but it helps a bit shruganimated

young edge
#

@sinful vessel

local distributionTable = VehicleDistributions[1]

distributionTable["HEMTTTractor"] = distributionTable["Van"]
distributionTable["HEMTTCargo"] = distributionTable["Van"]
distributionTable["HEMTTFuel"] = distributionTable["Van"]
distributionTable["HEMTTLoadHandling"] = distributionTable["Van"]
distributionTable["M870A1"] = distributionTable["Van"]

Does this have to do with vehicle spawning or does it have to do with loot?

gilded hawk
#

@quasi geode is profession framework working properly?

I noticed that OnNewGame and OnGameStart are acting weird especially after the character dies

#

both on SP and MP

quasi geode
#

offhand, cant say. been ages since i've played. weird how?

gilded hawk
#

Honestly, I can't figure out why

mint sphinx
gilded hawk
#

yeah, it's only with proframework, and my neuro traits mod

mint sphinx
#

so no other mod is activcated atm hmm interresting

gilded hawk
#

yeah

mint sphinx
#

does it work with no problem if you only run his mod with out yours changes ?

gilded hawk
#

I did not check by only running Proframework

quasi geode
#

if theres a issue with the events triggering, then it wont matter (ie: its not going to be PF related, or related to any other mod, but due to vanilla changes)

mint sphinx
#

fenris do you have any trait added with professionFramework at all ?

quasi geode
#

just did a quick check, didnt seem like OnGameStart triggered after death and respawn, i'll do some quick debugging

gilded hawk
#

Okay, thank you mate

quasi geode
#

looks like dying in SP and and clicking new character triggers the OnNewGame, but not OnGameStart

#

which could cause some issues with some custom defined traits

mint sphinx
#

wonder if it the same problem in multiplayer ^^

quasi geode
#

i'd assume so

mint sphinx
#

might be a "hot fix " the div made in the backend wouldnt be the first time xD. but yea the naming on onGameStart or onNewGame is bad naming in the first place for a freashRespawn with a char

gilded hawk
#

🤔

mint sphinx
#

@keen frost is it going to a long long messenger? or are you just giving up on it ?

keen frost
#

both lol

mint sphinx
#

what is it about ?

keen frost
#

nothing of value to be honest

mint sphinx
#

@quasi geode
also when you here do you have a bare-bones example with foo how to make server and client code for an gameIsoObject ?

mint sphinx
quasi geode
#

not really sure what you mean

mint sphinx
quasi geode
#

eh folders kinda depend..stuff the server wont need (like UI, timed actions etc) goes in client (server wont load these)
if its needed by both then shared, stuff in server can be both for client and server (both will load this but not all is used by clients), but its loaded last in the boot sequence (usually when the world is loading up/after character creation)

tranquil reef
#

I want to create two variations of the plank item, but by creating two separate items. Is there a way to easily keep the crafting stuff of the vanilla plank item for the modded plank?

#

If that's difficult to understand, an example is having the default "Plank" item coexist with a new "BlackPlank" one, but the BlackPlank should still be able to craft stuff like Wooden Crates

willow estuary
tranquil reef
#

So would I just overwrite the original recipes that include the plank?

willow estuary
#

I would just make a duplicate set of new recipes (they can even have the same name) for the mod planks, as that's the simplest, most straightforward solution for the reciupe side of things.

But still be able to craft stuff like Wooden Crates is where it's not going to be a simple thing to implement.

#

building =/= recipes

tranquil reef
#

Ohhh

#

I didn't think about that lol

#

Where are the building files stored? Or are they hardcoded or something

odd notch
#

@quasi geode hello!! hi!!! so i'm a little deep into the pain that is UIs and was wondering if you had any fresh hot tips on how to make a ui into a scrollbox ui

willow estuary
#

It would sort of be this "time and effort consuming detour for little return" situation IMO?

tranquil reef
#

Yeah, I'll just make it so it'll have to be reverted back before it can be used to craft and stuff lol

willow estuary
#

Alternatively, I know commander is making this framework for modding new in building options that might be a less-insane/masochistic way to implement it when he ties that up?

tranquil reef
#

Even then not sure how much time I want to spend to get blue planks to magically make regular brown crates lol

willow estuary
#

Yeah, I don't like to say "that would be an insane waste of time" hereabouts.
But this is one of the instances where I think that. 😉

tranquil reef
#

Lol

quasi geode
odd notch
#

i shall press on o7

#

thank u anyway!!

quasi geode
#

lol gl. personally i hate UI coding in general, but pz's UI code deserves a special place in hell.

odd notch
#

math makes my head hurt CryingRn

gilded hawk
quasi geode
#

yes well this is why i'm a back-end dev 😂

oak rover
#

maybe i shouldn't ask this here, but i'm wondering if anyone is interested in creating a pretty easy mod for commission

willow estuary
oak rover
#

That's fair. I'm looking for someone to make a mod that disables godmode/invis/ghostmode upon new character creation and login by default. there was 1 that existed but it's outdated now

ancient lantern
#

Would anyone be interested in doing a playthrough with me I've got a few mods dm me if u want to looking for some friends its a paid for server so allways up

wooden lodge
#

@ancient lantern Totally wrong channel for that? lol 😂

willow estuary
#

Yeah, I'd suggest posting in whatever lfg (looking for game) channel is appropriate for your location?

hot patrol
#

admittedly a weird quiestion but does anyone have any good high res spiffo images along with the full image of this sticker

#

need it for a mod thing

hot patrol
inner blade
young edge
#

what have I done

inner blade
hot patrol
#

Listen the community asked for it all I did was make it

#

I am a giver. A granter of wishes

#

just waiting for a dev to ban me from the entire game now

young edge
inner blade
#

Actually I'm a furry- That conflicts with my likings.

hot patrol
#

spiffo will never the same for anyone here again

inner blade
#

Also would it be easier to just make an .fbx for the screwdriver and having it's own texture and not having to use the .x file? Been trying to make a mod for different colored screwdrivers but seem to be getting no where.

hot patrol
#

I don't see why it would be. why add a new model when you can use the one that is there?

#

the file type doesn't matter since the game supports both

#

all your mod needs to do it call for that model

inner blade
#

Well I've tried that but seems that either I'm doing something wrong or my files aren't set up correctly.

hot patrol
#

for your mod I would advice looking at the files for other retextureing mods to get an idea for what they did.

#

this one right here might help. once you've done all that you just need to make each color it's own item

inner blade
#

I've gotten that far but it seems when it tries using the model it just shows up as the default blue one.

hot patrol
inner blade
#

From what one of the staff said I just needed to replace the itemname, icon, and texture.

hot patrol
#

the models script should look something like this I think. model Dakimakura1 { mesh = Weapons/2Handed/daki, texture = Weapons/2Handed/daki1,

#

mesh would be the vanilla model and texture would be your texture

inner blade
#

I was told that I wouldn't need the model... sonnva-

hot patrol
#

hmm maybe not

#

i'm not an expert

#

tbf my mod might not be a good example since I added my own model

#

again would be best to look at a like minded mods code

#

but your issue probebly lies in that script I would imagine

inner blade
#

Just thinking it would be easier to just use the in-game without having to use that much effort for a recolor without using my own model.

#

Eh I guess I could try using a model this time.

hot patrol
#

oh no I agree. I would find a way to use the vanilla model

#

not worth adding another for a recolor mod

inner blade
#

Ech, the pain of Lua.

#

Worst coding I've gotten into.

hot patrol
#

yep paint your weapon mod def looks like the mod you should look at

#

it seems to do exactly what you want

#

model RedCrowbar { mesh = weapons/1handed/Crowbar, texture = weapons/1handed/RedCrowbar,

#

see, they use the base crowbar model

#

then their texture

inner blade
#

So what I'm seeing my issue is that I didn't add a mesh to it since I only had a script for the item itself.

#

Sooo I should add another script for the in-game mesh and my texture.

frank rivet
#

So I am wanting to create a mod that allows you to attach weapons, and or other available items to your back from the ground. Which java class would I want to be cross referencing?

hot patrol
inner blade
#

So I had the right idea, just lacking in a single script.

#

Pain

hot patrol
frank rivet
#

When you right click and the text boxes that provide you with different options. Are these considered part of the interface, or are they considered UI?

hot patrol
#

everything else should be as easy as copy pasting everything the vanilla screwdriver has.

#

like spawning

inner blade
#

So I don't need to worry about the distributions or anything like that. Feeew.

hot patrol
#

I think. my only experiece with distribution is very different from how most items spawn

inner blade
#

I looked through a few of distributors and a lot of them are set up different compared to the in-game

inner blade
#

👏

frank rivet
native shore
#

you're looking for context menus, yes?

#

like where you right-click an item and can select to make it into something etc.

#

or open a window

#

so on

frank rivet
#

yes

#

yes

#

lol

native shore
#

yep that's in the ISUI folder in media

#

<zomboid folder>\media\lua\client\ISUI\ISContextMenu.lua

#

the place where you're looking... that's a scary place where "interfaces" means an implementable "outline" (or something like that) for classes to use to build in common functionality

#

only look there, never touch 😄

frank rivet
#

I know. lol. I am reading a guide to help with creating my first mod. "I wasn't going to change in anything in the classes" I was just going to peak inside to see what goes on in them. I am having a pretty rough time trying to create my mod lol. I am new to coding of any kind.

native shore
#

mhm this is a good place to be then 🙂

#

for the Java stuff, you can largely ignore it tbqh

frank rivet
#

Okay well thats good to know! Would you possibly know a good place to start for this stuff.

native shore
#

zombie\Lua{Event.class, LuaManager.class} are all you probably ever need to look at, with a focus on LuaManager

#

yeah I mean... the working mods

#

that's how I've done it so far

#

look at what they did, have the Lua reference open, keep the wiki handy, and TEST TEST TEST

#

the context menus are really weird

frank rivet
#

Yeah something weird to start with. My luck. Haha

native shore
#

😄

#

don't worry, same here lol

#

'course I've been programming since like... 96 or whatever, but still

#

Lua is weird, Zomboid is weird (<3 u devs xoxoxoxo), and context menus are really weird

#

for example, making a new one is apparently not cool; you use get to get the existing and then just jam it full of options and submenus etc.

#

don't ask me why, but that's what works

frank rivet
#

This stuff seems so cool. I wish people would provide visual tutorials to lua modding for pz.

native shore
#

you can be that hero

#

personally I'd just like the documentation to get fleshed out, but one thing at a time 🙂

frank rivet
#

Haha, I have to know what I am doing first!

native shore
#

indeed, but here's the awesome thing: since you're starting from zero, you have a unique perspective that would help someone like you better than anyone else could

#

so yes, build the skills, then do the visual tutorials

#

🙂

#

you and @hot patrol can do them together! 😄

#

I think they were already working on making a video for how to do addons for their mod

hot patrol
#

yep still need to do that. I gave it a go a few days ago. but the pressure to get it all right and in a timely manner kept making me screw up KEKW

native shore
#

oooooof

hot patrol
#

I'm no editor either so I need a little cuts as possible

frank rivet
#

@hot patrol Hell yeah I will be looking forward to that video!

native shore
#

lol intense sweating

hot patrol
#

I really want to get it done so others have an easier go at it. So far onyl one person has made an addon with the given instructions and it's been pretty cool seeing it get attention

#

Especially since I've been neglecting the mod myself. too busy.

#

besides just adding more textures I still really want to find a way to better display the dakimakuras and I also want to expand upon the manga part

#

along with adding more dumb anime things

#

so many ideas yet so little time or know how

native shore
#

What is life, Alex?

#

🤣

wet osprey
frank rivet
#

I want to be able to attach items to my back by right clicking them and clicking "Attach to Back" without it being in my inventory. On the ground, inside of a container, etc. Would someone possible be able to give me a little guidance on how to make this possible?

mighty current
#

I've seen some comments saying the True Music mod is borked

#

is that true?

sinful relic
#

is it possible to make a mod that makes pushes from behind guaranteed to make a zombie fall?

frank rivet
inner blade
#

When editing a mod do I need to close the game entirely or just quit out of the save and reload it?

fast galleon
frank rivet
#

does anyone have experience modding context menus

hot patrol
young edge
#

it's a small world

hot patrol
#

Sure is

tame mulch
midnight mica
#

are there time based events that trigger on real hours and not in-game hours? like Events.EveryDays.Add()

#

made an automatic server restart countdown, but using these game hour events makes it not scale properly with other hours/day settings

native shore
#

hmm, you could do something extra goofy like keep an accumulator on the render tick and divide by FPS 😬

#

the accuracy would probably be pretty sus tho

#

Kahlua doesn't support os.clock

#

😭

north needle
#

Does anyone here have any food modding experience or knows how to fix this (stress going from 50 at uncooked, 65 at cooked to 12 at burnt)

hard valley
#

does anyone know how to save game/shutdown server from a mod?

#

core save and quit corrupts the save game

fast galleon
native shore
#

dunno let's see!

#

oooh yeah down to the nanosecond 😄

hard valley
#

isn't it getTimestamp()?

native shore
#

that's ms resolution, so there's another option

#

plus the GameTime.getServerTime has a bunch of convoluted junk

#

this one is the standard "time since January 1, 1970 UTC"

native shore
#

heh, all I did is suggest a bad idea, then the good ones came 😄

midnight mica
#

was using this to determine minutes till restart, must be similar to the getTimestamp() , just need to make an event around it now

native shore
#

ha, one of the few things Kahlua implements from the os library

hot patrol
#

hey so someone trying to make an addon for one of my mods seems to be having an issue uploading to the workshop and I can't for the life of me understand why. Everything they did seems correct and matches with my work and even the work of another user who made an addon but not so much for them. the error they get it failed to update workshop item, result=2

#

anyone know why this might be? I can upload their work if you want to take a look

native shore
hot patrol
#

I saw this to when I googles the error but it doesn't seem to correlate to this Issue I think

#

at least not in any way I can tell

native shore
#

it's PseudonymousEd asking, which is fun in its own way (this person has lots of deep dives into TIS source)
the response from EnigmaGrey is chefkiss

#

I think the troubleshooting method is probably the best bit

#

it's a solid method for testing where a problem is (good for your buggy mod list, too 🙂 )

#

it doesn't have to be sound files or naming, but something about one of the files is making it break, so to find which one, upload half of them; if it works, the problem is in the other half, if not, half the list again and repeat

#

tried and true

hot patrol
#

sounds good. I will relay this info

#

thank you

north needle
fast galleon
#

Weird using room:getRandomSquare() doesn't work when used on server and getSquares() return empty

sinful vessel
young edge
#

oh ffs

#

so you're telling me it's the same as just taking all the van spawns?

supple anvil
#

hello, just started playing (10 hours more or less), died many times, trying various thing...
are there any mods that you think that are a must have?

hard valley
#

is there any way to contact the devs? need a way to gracefully quit the server and save

#

and idk how to even expose the fact that it does not exist - at least I couldn't find one that doesn't corrupt the save

wooden lodge
#

How does one add a recipe containing an item from another mod to your own mod?
For example I'm currently trying to make the motorcycle tires from Autotsar craftable. But they're not showing up no matter what I do in recipes.

#

`recipe Craft "Standard" Motorcycle Tire
{
IronIngot=100,DenimStrips=30,
keep Needle,

     Result:ATAMotoBMWNormalTire,
     Time:1000.0,
     SkillRequired:Tailoring=4,
     Category:KAELDOR | Vehicle Workshop,
}`

and

`recipe Craft "Standard" Motorcycle Tire
{
IronIngot=100,DenimStrips=30,
keep Needle,

     Result:Autotsar.ATAMotoBMWNormalTire,
     Time:1000.0,
     SkillRequired:Tailoring=4,
     Category:KAELDOR | Vehicle Workshop,
}`

both don't work.

fast galleon
#

oh wait

wooden lodge
#

😝

#

I got tagged, I guess mistakenly?

fast galleon
#

I don't understand what the problem is

#

The recipe is in picture above, so it works?

wooden lodge
#

It does not, that's the issue

#

It doesn't show up no matter how I put the result

#

The recipe shows up but you can't make it / result isn't working

quasi geode
#

your screenshot above shows you dont have the required tailoring skill 🤨

fast galleon
#

also you need to import other mod module?

quasi geode
#

no need to import when using fully qualified names ie: Result:Autotsar.ATAMotoBMWNormalTire, (module included)

wooden lodge
#

Yeah, but it doesn't work, that's the point

#

You guys know how recipes and the result look like ,yes?

#

The result is entirely missing on the recipe

#

You can't make it even with 10 Tailoring

#

And the question is WHY that's the case and how to fix it as both above posted recipes don't work

lunar rock
#

Had a specific question: anyone know where in the base files the code for how refrigeration/freezing works (specifically regarding how it slows down spoilage)? I can't seem to find a reasonable way there.

wet osprey
hot patrol
frank rivet
# tame mulch Yep. What problem?

well a few things. one I need help with creating a mod that allows me to attach items to back from the ground and two. I am also looking for a list of these commands so i can use them when I go to write my first lua.

#

I don't know where to find the blue wordings. Which seem to be commands of sorts.

frank rivet
#

So I am have to decompile the classes?

wooden lodge
tame mulch
wooden lodge
#

Starting there and explaining the issue

tame mulch
wooden lodge
#

And then I copy my recipe into the " .... "?

hybrid palm
#

hello guys, question
is it possible to add or remove mod on PZ multiplayer server after the game has started?

wooden lodge
#

Depends on the mod I'd say, had some bad experience with the Greenfire mod

hybrid palm
#

ohh, it's possible then to add or remove them?

#

i had trouble everytime i done that

wooden lodge
#

It depends, we removed a couple mods before without issues

#

If you use vehicle mods, the vehicles that got removed will be replaced with a rand vanilla vehicle

slate wraith
#

Hi guys.
A young and promising studio of enthusiasts, looking for talented, responsible guys with an average amount of free time to implement not too 🙂 ambitious game projects. The financial component is excluded, all work is built on a voluntary basis.
For more information, please contact me. Thank you.

kindred dagger
#

Is there an easy way to replace an item with another in all loot tables?

frank rivet
#

If you are new to modding like me. You should add me! I am knew as well and we can learn together!

native shore
tranquil reef
#

I'm a monkey and didn't have the foresight to think this through, but I'm making a weapon painting mod, and it uses separate items per weapon color. So basically, I just realized that it probably resets the condition of the weapon when you paint it, is there a way to add a script or something attached to the recipe so it'll keep the previous condition?

willow estuary
# tranquil reef I'm a monkey and didn't have the foresight to think this through, but I'm making...

Here's an example, note that it's for melee weapons that don't have attachments; it's insufficient for firearms.

function OnCreate_MeleeWeaponSwap(items, result, player)
    for i=0,items:size()-1 do
        local item = items:get(i)
        if instanceof(item, "HandWeapon")  then
          result:setCondition(item:getCondition())        
          local modData = result:getModData()
          for k,v in pairs(item:getModData()) do
              modData[k] = v
          end
          result:setBloodLevel(item:getBloodLevel())
          result:setHaveBeenRepaired(item:getHaveBeenRepaired())
          result:setFavorite(item:isFavorite())
        end
    end
end
hybrid palm
opaque ocean
#

Heya my dudes. Anyone happen to know or know how to look for how to add/remove recipes from players in a lua function?

Can't find any documentation on it, but I'm looking for something along the lines of this:
player:getRecipes():AddRecipe/RemoveRecipe()

quasi geode
zealous wing
#

Thoughts? I got a bunch more to make, 6/12/24 packs and trash and the like.

zealous wing
rare flame
#

tis be simple math

zealous wing
#

Oh.

rare flame
#

lol

inner blade
#

So I've only done 3 so far but it's going well on the variety of colors.

agile swallow
late hound
zealous wing
oak light
#

someone know why I enter the game then this part is gone

#

the top of this crashed cars

rustic radish
#

In recipes, some items use an equal sign, and some use a semicolon for the amount
From the base game:

 recipe Make Pie Dough
    {
       Water=2,
       Flour=2,
       Butter/Lard/Margarine;15,
       Salt;2,

       Result:PieDough,
       NeedToBeLearn:true,
       Time:50.0,
       Category:Cooking,
       OnGiveXP:Recipe.OnGiveXP.Cooking10,
    }

What is the difference? They seem to almost be used interchangeably.

willow estuary
rustic radish
#

I see, so the equals is for non-food items that still have an amount that can be drained?

willow estuary
#

If the item is a drainable type item, then the units that will be consumed.
If not a drainable, it should be the number of items.
ie. Axe=2 should be 2 Axes while Flour=2 is 2 units of Flour.

rustic radish
#

Got it, thanks!

willow estuary
#

👍

slow graniteBOT
#
CrazedMichaell#9989 has been warned

Reason: Bad word usage

kindred dagger
#

Is it possible to create a totally new parameter for an item?

#

I'm trying to save the durability of a crafted spear when upgrading it, so I can call it back when removing the spear tip.

shadow geyser
#

if you are using a recipe to do this, it might just be easier to use the oncreate to use a lua function to get the durability of the used item, and apply it to the result item it gives back to you. Not sure about the feasibility of adding a new parameter for an item

kindred dagger
#

It's for attaching and removing blades to spears. I'm trying to get the value of the basic spear to be saved "inside" of the upgraded version, so I can accurately get that same durability spear back when removing the upgrade.

#

So it's something that needs to carry over to two different recipes, I figured the easiest way to do that would be an item parameter, but I simply have no idea how to make a new one from scratch

young edge
smoky meadow
hot patrol
#

How do I pack multiple mods into one like this? I want to use to to add an optinal feature to one of mine

sinful vessel
#

FJ72v2, FJ75v3

#

Literally packing a single release with more than one mod

unique trail
#

Hey, I saw that IntelliJ IDEA is usually used for PZ modding, but can I do it with visual studio while having the same auto completion etc.?

hot patrol
young edge
#

each folder has its own mod info and poster.

as for the main mod, you treat it like a normal mod with workshop.txt and a preview

fleet yarrow
#

Hey folks, are there any mods out there that allow you to quickly switch between clothing sets (without the need to individually equip each clothing item?)

unique trail
solar gust
unique trail
#

No

#

How to implement All the plugins into VS like it's done in IntelliJ

frosty falcon
#

oh no thats vsc

#

what plugins?

pliant mortar
#

probably a stupid question... but I am wanting to create a mod that makes a small tweak to a vanilla file. How do I get the modded file it to replace the vanilla file? If it was just for SP I know I could just change the code (after making backup copies of course!) but this is for a multiplayer server so I need it to replace it (or at least just be used instead of the other)

tame mulch
pliant mortar
tame mulch
pliant mortar
#

Or is just creating the file and adding it through a mod enough?

zealous wing
tame mulch
#

If you want just replace just function - then enough same function name

pliant mortar
solar gust
#

Im intelij-head

unique trail
#

Yeah.. now Im using intelliJ but i come from C# so it's just easier but meh.

solar gust
inner blade
#

Should I replace the in-game screwdriver with my edited one? Imo not a fan of the black dominating the entire model.

rustic radish
#

Does anyone know how drunkeness is calculated? I think it's based on AlcoholPower in the item, but it seems to only care if the item has an AlcoholPower assigned or not. If I set it higher it gives the same amount of drunkeness.

inner blade
#

So how does the distribution work since I never really messed with them all that much?

median sandal
#

is it possible to make a mod for mp where loot respawn time is fixed instead of the count keep resetting every time the container is checked?

midnight mica
#

is there a method to see if a crate is player built or not?