#mod_development
1 messages Β· Page 544 of 1
Ty
Ok so, Im trying to replicate this outfit but the only thing Im missing is the minishorts, all the vanilla shorts look ugly af or way to large and even look fluffy, is there any mod that gives normal looking minishorts? I tried searching in workshop but theres non
hi! since one of the more recent updates, it seems to be not possible anymore to skip the intro showing "this is how you died" when starting a new game. is there a way to make intro-skipping possible again? costs a lot of time when playtesting a mod in the current state...
Try enter game by debug mode
thanks for the hint! i'll give it a try!
Can't tell if I should use the normal Distribution or the Procedural one.
Those grill lights are looking real good, can't wait to see an update to your Kentucky pack
I just posted this question in the other channel, but I hope nobody minds if I ask it here as well:
I've got oodles of mods installed and I'm trying to track down my last, dead character to loot her valuable corpse. But I can't interact with her -- she's lying on the ground, hissing, but I can't hit her or loot her or land any killing blows on her. I was able to hit some invisible hitbox above her for awhile, then the killing Squelch sound came and I couldn't interact with her at all. Any suggestions?
hi! does anyone knows how i can make a clothing item indestructible? and maybe also how to avoid that a clothing item can get wet?
I believe CanHaveHoles = false, in the clothing item script should suffice re destructibility? Not sure offhand re moisture.
ok. thanks! already have this in my script but was not sure. it's quite difficult to find out whether it works properly via playtesting. it seems to work but I want to avoid that the clothing items i am working on could get destroyed by some other strange reasons i have not yet tested or in mind.
Could always get the cheat engine mod so you can just load up a save, spawn in mutliples of them and test any type of damage.
thanks for suggestion. already tested zombie damage and it seems to work as long as it is about zeds. but not sure whether there might be other things which could lower the condition of a clothing item. for example, the zomboid wiki says that some clothing items have a "condition degradation rate". see here for shoes: https://pzwiki.net/wiki/Shoes. but not sure if this is up-to-date and I don't know what this really means...
Probably not, but I'm probably not gonna be much help with that since I haven't touched clothing yet.
Also I'm pretty sure the condition rate is like when an item gets dirty the more dirt is shown.
In that case it would be wet.
But I forgot what the negatives are for wet clothing.
thanks anyway! π
hey would mod the game so its always night time be complicated?
Same
Any news about how close 41.72 unstable is?
yeah I think what you want to do is to use the items modData, to save the variable in the item to be used later. I had initially misunderstood what you wanted. From what Im reading you want to take a half durability spear. Add a blade or something and it would act as a new item. Then if you take the blade off with another recipe, you get back the half durability spear. So if I was doing this, I would use a Oncreate lua function to modify add the values into the modData for the item, then a different Oncreate on the other recipe, that would read the modData, and apply the correct durability to the spear it gives back to you. so to set the a new value, lets call it "spear_dura" in the moddata use:
function recipe_save_dura(items, result, player)
olditem = items:get(1);
newitem = result:get(1)
newitem:getModData().spear_dura = olditem.getCondition();
end
then in the other oncreate where you are removing the blade:
function recipe_apply_dura(items, result, player)
olditem = items:get(1);
newitem = result:get(1)
newitem:setCondition() = olditem:getModData().spear_dura;
end
also this I just wrote this in discord, so there might be some syntax errors/missing stuff you will need to figure out to make it work in PZ. you probably can't just copy paste this, but it will show you the logics
also this saves it only into the client side. If you want it to work in MP, you would need to make modifications so that the moddata is either communicated to the server side, or the data is entirely on the server side of the item.
Hey thanks. I got that to work with mod data yesterday using a similar method
Idk about MP, I mostly play solo
But by adding similar functions to the oncreate it should work maybe?
so modData is saved client side, and recipes that have execute oncreates, will save things on clientside. you need to explicitly send commands to the server from the client, and something on the serverside to receive the commands to tell the server to modify the moddata. Then the oncreate would also need the same commands to the server get the info from the server to be able to get info back tot he client, so it can be used in the oncreate. This is if you want to have it working properly in multiplayer
That sounds like a headache to do lol
in SP you dont need to do all this stuff. it would technically work in MP, if you put in some code to handle nil cases, since other players wont be able to access the modData, because their client doesnt have that info. So you could make it "work" in MP, but it would be abusable. Like one player attaches a blade to an almost broken spear. Gives it to another player, and they remove the blade. Their client doesnt know what to put the durability to, so you have to just have some default value put in
I have a failsafe for nil put in place for when the player loots a spear from a zombie for example
anyone know of an event that triggers right after ur character enters the game? trying to set my accesslevel command automatically after entering a hosted server, but OnGameStart does not trigger it since my character is not logged in yet. EveryTenMinutes seems to work, but it does not look so clean since its a repeated event and requires me to remove the event after firing
does anyone know a mod that if you stab a zombie with a knife he gets bleeding damage?
Somebody make some new military camp grounds, maybe some new campfires like add-ons where you can make a smoker to smoke and preserve meats, the ability to build those campers at the military checkpoint before Louisville, if I could code and do all that stuff I would lol this game is dope
trees and bushes can damage clothes, so that's another thing to test; the thing with shoes is related to running around and/or stomping zombies, gottta keep getting them fresh Jordans!
You could try any of OnConnect, OnLoad or OnCreatePlayer; perhaps one of those will fire when you want.
Check https://pzwiki.net/wiki/Modding:Lua_Events as you might see something I didn't. Or just use the ugly method that works π
also zombie.Lua.LuaEventManager has a private AddEvents that stores all the current events (the Java file)
may or may not be the same as the wiki page
Thanks, i did try a few on the list but without luck, since its only for a testserver, i will go with ugly π
for now, sometimes it's our only hope π
OnTick and remove it once it runs
local function OnTick()
Events.OnTick.Remove(OnTick)
end
Events.OnTick.Add(OnTick)
would only run once the moment you click start and leave the loading screen
sure
nice!
nice, i currently have the exact same with EveryTenMinutes, removing it once it fires, guess that would be much quicker
or maybe not, maybe EveryTenMinutes fires for the first time when OnTick fires 
still, it's cool to know the ticks start when you click, handy info π
EveryTenMinutes fires every 50 seconds on a 2hour/day server, however it does seem to run my command the second i pop in, so not sure why theres no delay
well like I said, maybe the first event pops off right when the game time ticks start
seems legit
Are there any mods that slow down the movement speed of the player?
Any mods that add some good NPCs to the game to kinda fill the world with good or bad ones? I know of a few but have heard some back and forth
@modest lodgehttps://steamcommunity.com/sharedfiles/filedetails/?id=2680488822&searchtext=2+in+1
So uh. Is there any feasibe way for there a way to code in driving cars into trailers?
Does anyone know if there is a mod that can disable the death animation? (the one you scream to death)
Is there a tutorial anywhere on making custom professions and/or traits? Nothing popped up on DDG Google
DDG?
DuckDuckGo.
Hey guys what are some easy things to mod in to learn how to code in lua?
That mod simply does not exist
You can however add your own custom stuff if your willing to get under the hood and do some work
what mod?
A mod that allows you to make custoum professions in game. You can however make it in the games files
Ah ok. Someone will hopfuly get to you on that
He wasn't asking for a mod to allow custom professions, as they are already allowed in the vanilla game (no mod needed for that functionality), but rather to actually make the professions.
There are a few mods out there on the Workshop that already do this, so you might be able to download one and open it's files to see how it works.
sure it does (though you can do it in vanilla also)
@upper hill link above, not exactly a tutorial. but outlines the basic steps using the framework, or by doing it vanilla only
Well I still need my question answered what are easy things to mod in project zomboid for a beginner?
additional items and recipes are most basic
Thanks thats what I thought
hey quick dumb question, seeing a lot of mods that say it supports version 41, that includes 41 and 41.71, right?
not really. kind of a mixed bag. best to just check the date when it was last updated
ty
So I need some help with something. So I am trying to give one of my mods addon capability but one of my files is making so people who make addon overwrite my stuff because of a lua file.
so this file is required to get them spawning the way I have it but it's also the file that caused conflict
I suggested he try renaming his so it is uniqe to mine but he said that just broke it
It is used with this for spawning. so should I just be giving this to them as well?
Congrats on making the team, @willow estuary !
Does anyone know if there is a mod that can disable the death animation? (the one you scream to death)
hey anyone know how to mod it so its always night?
have been messing with the climate debug menu but is not enough
It's not possible. I tried did it in suicide mod
@wet ospreyhttps://steamcommunity.com/sharedfiles/filedetails/?id=2617374908&searchtext=Night
also have this mod, but it just darkens it a bit, I would like straight up night 24/7
still looking 
Swore it was darker when I was watching someone else play it.
wait a second
could it be because I have my night settings to pitch black?
I think it shouldve been default

If a modder were to make it so rotten courpes can get you infected would it be possible to use the same function that makes you sick when theres many cuopses to infect you?
so yea the issue is definitely cause by their addon overwriting my files so how could they go about fixing it?
Hi all,
First time PZ modder, long-time coder. Please be gentle π
I've been tinkering in the LUA console with the stats part of the PAI leanring how the different stats work, which is interesting.
But some of the stats don't behave in an intuitive manner - changing them directly doesn't seem to have any impact to moodles, so clearly I am missing something.
Specifically:
setBoredom(), setFear(), setFitness(), setIdleboredom(), setMorale(), setPain(), setSanity(), setSickness()
If anyone can help me understand how any of these work I'd be very grateful!
make a file with an empty table/json/xml/whatever that your mod always looks for and loads; size changes don't seem to matter to Steam, just missing files
have them add the item defs in there instead
might be a good approach
We seem to have figured it out but your approach might be better. I don't really understand it tho.
not that this will likely be clear to anyone here but doing this seems to have fixed it ```1. Create a folder named "client" inside the "lua" folder.
2. Copy the "DakiArmor.lua" file from the original mod and paste it inside the "client" folder.
3. Rename the file to whatever you want: "DakiArmor.lua" > "EXAMPLE_DakiArmor.lua".
4. Enter the file, and change where it says:
local DakimakuraWeapons = require("DakimakuraList")
the name "DakimakuraList" to your dakimakura list file inside your "shared" folder inside the "lua" folder.
If it's also named "DakimakuraList.lua" change it too: "DakimakuraList.lua" > "EXAMPLE_DakimakuraList.lua", and write the name of the file "YOUR-FILE-HERE": local DakimakuraWeapons = require("YOUR-FILE-HERE") - without the ".lua".
5. If your "DakimakuraOutfitDefinitions.lua" is also named like this, change it.
6. Open the file from before, and where you can read:
AttachedWeaponDefinitions.DakimakuraInBack = {
change the "DakimakuraInBack" word to something else like: "DakimakuraInBack123". Once you change it there you also need to change it where it says:
AttachedWeaponDefinitions.DakimakuraInBack, (at the bottom of the file)
IMPORTANT: Name it the same as before!
7. Remember to leave the chance at 1!
AttachedWeaponDefinitions.attachedWeaponCustomOutfit.Neckbeard = {
chance = 1;
weapons = {
AttachedWeaponDefinitions.DakimakuraInBack1,
},
}
----------------------```
maybe overly complicated maybe not
no clue
coding is foreign to me
this is about the same, except that you put most of the work on the addon implementer π
end of 4:
local DakimakuraWeapons = require("YOUR-FILE-HERE") - without the ".lua"
you do that, except make it just one file with a generic name
then they just add their stuff to it
you always load it
even if it's empty
Something generic:
local DakimakuraWeaponsAddons = require("dwAddons")
then somewhere you do something like
for k, v in pairs(DakimakuraWeaponsAddons)
myCoolListOfStuffThatIAlreadyHaveInPlaceForLoadingIcons[k] = v
end
which inserts the list of items in the addons file one-by-one into your existing list of hot waifu body pillows or whatever π
well at first I didn't think they even needed the file that string is in.
that's why they got it from my mod
mind if I DM you what addon makers are working with?

Or are these indirectly calculated and thus not "really" modifiable? Is there a way to modify Moodle by level in lua? (I see you apparently can in java)
Some of this params updates dynamically (for example by state of all parts of body)
So maybe the physical ones do that? Probably...
setFitness(), setPain(), setSickness()
Of course the non-physicals maybe different?
setBoredom(), setFear(), setIdleboredom(), setMorale(), setSanity()
Any pointers to how I might work with the physicals??
For example, for pain you can use bodypart:setAdditionalPain(x)
but not forget decrease this param after
As I said, most of this params updates dynamically, so just by set you cant change it for long
Try check decompiled java code for understand how work each param
@hot patrol does the name duckling mean anything to you
someone found them asking for support and i remember the name
and i recognized the code XD
yea he had DM'd me with a problem. Me and someone else are in the process of reworkin addon support since i kinda porrly did it
I told them already
@willow estuary congratulations and good luck π
Hey, thanks! Everyone π
I am looking for some assistance with adjusting a mod to my liking. The developer has left the modding scene. FuelAPI https://steamcommunity.com/sharedfiles/filedetails/?id=2688538916 I am trying to adjust the barrels so they do not allow vehicles to pump from them like gas pumps. It needs to be disabled from the context menu but can't figure out where it is being called from. (Ive searched all the files but Im sure I missed it) Here are the mod files. http://workshop8.abcvg.info/archive/108600/2688538916.zip I appreciate any assistance in advance!
would it be possible to make a crafting stydrum out of using parts for funtur?
Like any random part Like a chair and a table and you craft a babrcade?
I've played in the player stats debugger and learnt some things.
Several stats cannot be directly adjusted and the debugger tells you this.
getPlayer():getStats():setPain(1.0);
getPlayer():getStats():setSickness(1.0);
The previous advice on pain/sickness being in body parts probably holds here and that's cool.
Several stat setters do indeed change the stat (this is reflected in the debugger and by calling print with the getter), however there is no moodle impact to this...
getPlayer():getStats():setFear(1.0);
getPlayer():getStats():setFitness(1.0);
getPlayer():getStats():setSanity(1.0);
Morale is a bit different! The debugger tells you it can only be adjusted when stress>0. However, adjusting it when stress is at 50% has no impact on the metric. But from memory you can change it in the debugger.
getPlayer():getStats():setMorale(0);
Finally, there are a couple of stat setters (the Boredom ones) that have no effect at all on the stat. The value does not change. However, it can be adjusted in the player stats debugger.
getPlayer():getStats():setBoredom(1.0);
getPlayer():getStats():setIdleboredom(1.0);
So I guess that leaves me with just one question...
Has anyone had any luck with adjusting Boredom using lua??
there's a mod . you can look at it it should be called boredom tweaks
when did they implement item icons larger than 32x32?
Just curious.
Seems to be valid?
Idk but they dont work well with items that go in hotbar
it will overlap with other icons
should be fine for other stuff tho
Good to know then.
Thanks for the tip mate.
havent looked though that specific code but those world context menu are added typically by adding and event to OnPreFillWorldObjectContextMenu or OnFillWorldObjectContextMenu events. So try using notepad++ to search through all the files for those references, and you can find where the context menu code is
just as a suggestion. you could make a second mod in your workshop item, that would be like a template that people could copy for their own addons. kind of like the example mod vanilla has. ofc the text can be enough to explain things to people, but a template could reduce the chances of someone making a conflicting addon and mistakes in lua. so would be a little extra work now that would reduce potential future headaches.
also love the idea of that mod. really funny. I think im going to try doing a high pop run with the goal to collect them all XD.
That's what I'm doing but I just don't really know how to build the addon to not cause conflicts. My attempt seems to not work as intended. 2 people have already made their own add-ons but they overwrite mine and have other issues that I have been trying to work them through. Thing is I don't know anything about coding and a lot of what I did was total guess work.
If you could help it would be great.
Haha, I've been doing the same. Can't say how many times I have died for the sake of a pillow.
do you need to generate some type of uuid for each line in a tv show?
Thank you! Good to know!
I deeply appreciate your reply and help. I will do that. I wish you a great rest of your day!
I did find that reference in customfuelobject.lua for that mod. I do not see any reference for "Refuel from Gas Pump" context menu but I also was told that if a tile know it has gas, it automatically adds that option as it is integrated in the game that way. Looks like more digging will be needed.
yeah well im not sure exactly what problems you have already discussed with them, but I atleast looked at ducks dakimakura, and they need to be doing table inserts rather than overwriting any files. So one thing that is important is that the filename for all lua and scripts are different. so using ducks dakimakuras as an example, he correctly renamed the weeb_fixing.txt, weeb_models.txt to something new so they wouldn't overwrite your stuff. but he uses the name filename and structure so your DakiArmor.txt is overwritten.
The scripts are easy enough, he just needs to make sure the names are all unique, which will remove the conflicts. For the lua files its slightly more complicated. The file name again needs to be different. but then the lua code also needs to be modified in a way to just add to the tables rather than replacing them. For example in ducks, he entirely redeclares the AttachedWeaponDefinitions.DakimakuraInBack field as well as replacing your lua file. so yours is fine, then in the addons. they need to use:
table.insert(AttachedWeaponDefinitions.DakimakuraInBack.weapons, "Base.yournewdaki")
for every new daki they add instead of redeclaring the AttachedWeaponDefinitions.DakimakuraInBack table. This will add their dakis in without replacing the current table. then ofc it will also need the require statement Angr talked about. That statement makes sure your file will be run first, so that the new tables you create exist before they start to try adding to it.
With regards to making sure they dont replace files you could make a suggestion to them to add a prefix to their lua and scripts files that would make sure the file names are unique.
Then also there is an issue with how you are handling DakimakuraWeapons array in the DakiArmor.lua for spawning in the daki on beds. because it is a local variable, other mods will not be able to add their own dakimakuras to this list so their stuff can't spawn with the same logic. In duck dakimakura addons, he is entirely replacing your array, so your original dakis can't spawn in. You should instead have the variable not be local, so other mods can get it.
You can fix this by modifying the DakimakuraList.lua file by removing the local in front of DakimakuraWeapons. Then you can also remove the return DakimakuraWeapons as it isn't needed. You then just have the require("DakimakuraList") by itself in Dakiarmour.lua. This makes sure DakimakuraWeapons array exists when that lua is run, and you continue to use it in that file. Then other add-on modders will have a lua file that is the following:
require("DakimakuraList")
DakimakuraWeapons:add("yournewdaki")
#repeated for each new daki
This way, add-ons can modify the Arraylist to add in their new items to the list of dakis to be spawned. you could do the same for OpaiZList as well, if people want to add their own magazines too.
oh I see. looks like the context menu is from the vanilla context menu and not from the fuelapi mod. So you would need to overwrite the vanilla context menu to achieve what you want. from what I can tell, the easiest way to do so would be to modify the ISVehiclePartMenu.getNearbyFuelPump function. it goes through the objects and calls getPipedFuelAmount to check if it is an object that has fuel. The easiest way I think to make you change is to add another if conditional, which checks if the object is from the fuelapi, which you can probably do by just adding a field into the CustomFuelObject class which the context menu will check if it exists. and so if the object has the field, it doesn't return that object as a valid object to pump fuel from.
any mod or something to show whether you are 'indoors' or not?
(while playing, not in debug mode)
-------- exampleFile.lua --------
local variable = {}
return variable
------- exampleImport.lua -------
local variable = require("exampleFile")
table.insert(variable, "example") -- will add to the original table
hmm, will that really give the same table to all files the use the require statement? I assumed that it would redeclare a brand new table if another person has another case where they call that table. if we have 3 files, 1 which is your exampleFile.lua, and the other 2 are both using the same mechanism in exampleImport.lua. The 2 other files will ultimately have 2 different tables if they are both adding to it right?
also how did you get those nice code blocks into discord?
No they will get the reference to the exported variable therefore with tables access to the original
Read about lua modules to know about it
huh ok I just read abit more into require, didn't realize it would essentially store it for the next time it is done. thanks
Everything should be localized as much as possible the vanilla code is terrible in this aspect
Like all the actions clogging up the global space
oh cool. thats really nice. I just did a search on discord searching for the code block syntax and only found the basic ` stuff
am I correct to assume this simply isn't possible due to nothing containing relevant 'indoors' code being present in the zomboid media/lua folders and subfolders?
Dont remember the specific function but you can check if a square is indoors
there is square:isOutside(), you would just need to check the square underneath you
goddam I didn't even think to search for 'outside' instead, thanks
Is it possible to insert a mod collection into a third party hosted server?
We've already done it by writing up every ID but it takes a good while to get them all
Especially with our numbers
Thank you!!!
Yeppers.
Does anybody knows, which addon may turn off event with helicopter?
you can turn it off if you play on creative
Are there any resources I can read on the differences of the server/client/shared lua subfolders and how they differ in MP? Naturally I'd assume client means anything done here is strictly client side, and server is hosting side. But then what's the difference between server and shared, if the server actively informs clients? The reason I ask is I'm trying to make a mod leveraging the OnZombieDead event and altering nearby zombies, so I would assume this would need to be done server side.
Thanks!
anyone know how to detect wether the player is moving, when i check for idle state, moving around also seems to trigger it
Try just player:isMoving()
Is there a way to check when a new survivor is made? Currently, i'm using OnNewGame to give items to the survivors, however, if they die, and the player creates a new character on the same save, they will no longer receive anything
Hey hey, anyone know if it's possible to make it so a clothing that is directly painted on the body model (like a t-shirt) uses two different textures for both gender ?
The body model is weird sometimes and a clothing that looks good on one gender will sometimes look distorted on the other and making.
And making two different XMLs for them is not really efficient for it :c
sorry but is it alright if I add you to a dm convo with someone I am working with that is a little more familular with code. I try but I don't really get it.
I sent over your comment but they say if they saw example code they might be able to figure it out
is it possible to update my mod's recipes if I detect another mod is enabled?
is there a way to auto-disable all mods
my game has crashed twice and i think some mods has caused it
I saw that there's a sandbox-options.txt file that RewardingNightCombat used. I made my own file with some similar values to test it, but I don't see the sandbox menu add my mod name. Is there anything else I need to do to get the options to come up to the menu?
yes in lua through the scriptmanager
yeah sure thats fine
I added you as friend pls accept and I'll add you to the convo
Hello, is there a way where I can edit the chance of tripping while vaulting?
For some reason I can't get a reskin mod (for zombies) I made to show up, unsure if Im putting it in the wrong folder, structering is wrong, etc.
Its a vampire reskin for the zombies if anyone is curious
EDIT: I have solved it
Hello, I have this question. Is there a way to add a custom variable to an item script and being readable in lua? Pretty much new in modding and already lost in the Java PZ API.
worked perfectly, thanks!
does anyone know how to update the engine quality client side after changing it?
it changes when i run that line, but i gotta re-login to see it
Any coders wanna make a mod that adds Bethesda style repair?
Don't hate me for this please
anyone awake?
wake da shaq up
A taste of what I'm making.
Can someone kindly tell me how I go about equipping an item in player's hand?
I'm trying the following, but its not correct:
local playerObj: getSpecificPlayer(player)
local item = getScriptManager():FindItem("Base.BlowTorch")
playerObj:equipItem(item)
from vanilla, an example
local screwdriver = player:getInventory():getFirstTagEvalRecurse("Screwdriver", predicateNotBroken)
if screwdriver then
ISInventoryPaneContextMenu.equipWeapon(screwdriver, true, false, player:getPlayerNum());
end
Oh wow, more lines than anticipated!
But probably getFirstType("BlowTorch")
Or :getFirstTypeEvalRecurse("BlowTorch", predicateNotEmpty)
with a local predicateNotEmpty function.
Hello again, it is possible to inject code in any class of the game with lua? 
i need to find the lua used for when an item is created.
does this still work?
Events.OnMakeItem.Add(functionName)
That should be InventoryItemFactory.class in zombie/inventory? So not lua, but the java.
According to https://pzwiki.net/wiki/Modding:Lua_Events/OnMakeItem it's flagged as obsolete?
If you want to modify an item at creation? then I'd suggest trying an OnCreate function such as the ones that fish use
item Pike
{
DisplayName = Pike,
DisplayCategory = Food,
Type = Food,
Weight = 0.4,
Icon = FishPike,
BadCold = true,
BadInMicrowave = true,
DangerousUncooked = TRUE,
GoodHot = true,
IsCookable = true,
OnCreate = Fishing.OnCreateFish,
RemoveUnhappinessWhenCooked = true,
MinutesToCook = 20,
MinutesToBurn = 60,
DaysFresh = 4,
DaysTotallyRotten = 8,
HungerChange = -15,
UnhappyChange = 20,
Calories = 159,
Carbohydrates = 1,
Lipids = 1,
Proteins = 35,
WorldStaticModel = Pike_Ground,
}
i need to be able to grab a user and an item when the item is created.
OnCreate = Fishing.OnCreateFish,
hmmmmmmm
Items are created before they're instanced in the world? They need to be placed in an inventory after creation.
ie no user at creation in the sense that I understand it.
that's what i mean. i want to add mod data to an item as it's created
It looks like OnMakeItem was intended for usage with recipes?
If it's a product of a recipe, than an OnCreate function would get the user.
hmmm... actually i need "OnItemPlaced"
rather than made.
as it would affect a tile.
Yeah, I was looking at the java code. Trying to figure out how to change a food item stat (like unhappiness and boredom) depending on the heat of the container, also checking in the item script a custom param (like GoodCold = true). Only clues I found of this behavior is in the Item.class and Food.class.
Not possible as I understand things?
I see. Then how to replicate the behavior I explained above? Examples of that are the BetterHot and BadCold on food items. Also, it is possible to add custom params in item scripts?
local function OnObjectAdded(object) would this read when i add a tile?
You can make custom parameters using mod data.
Like so, using the Vanilla needle as an example?
item Needle
{
DisplayCategory = Tool,
Weight = 0.1,
Type = Normal,
DisplayName = Needle,
Icon = Needle,
MetalValue = 2,
SurvivalGear = TRUE,
Medical = TRUE,
WorldStaticModel = Needle,
BlairSewing = 5,
}
And if I use this code
-- item is assumed to be a Base.Needle item
local BlairSewing = item:getModData().BlairSewing -- which should == 5
It'll retrieve my custom parameter.
Ok that's a start, thanks! Going to figure out the rest 
I don't have the answer to that, but it seems likely enough that I'd experiment using it?
any1 knows a tutorial to create clothing? the wiki category for clothing is not working
would also be interested in that too
bless
Anyone have a link or mod that does server side calculations, then sends a command to a client? I have an event that runs server side, and I want to send an audio clip to any nearby players from the event source
Does anyone know the exact hours when it is considered night time? I am using a night exp mod and want to sync it to the "Night Active Zombies" sandbox option.
8pm-8am I believe
Apparently they vary with the seasons. I tried looking up in the game files but it might be in a class file that I can't read.
They can vary by season, but I believe the game has a hard coded 8pm-8am for that zombie active setting. No idea why
Well, that makes things a lit easier then.
Thanks a lot
I would have used Night Sprinters, but permanent sprinters at night sounds way too difficult. I'd rather have a mix of all speeds
As in this I mean you don't need duct tape to repair, just using a weapon of the same kind. We might even come up with a way to add jury rigging after repairing a certain number that you can change in sandbox
I believe this is how guns work in vanilla already. You cannibalize one to repair the other
Not just guns, in Bethesda games it works with all weapons
That is how guns work in pz
Doing that would require a lot of changes to the base repair "recipes" but it should be doable
Mhm probably not
Unless you somehow set in the code that any weapon is repaired with the same weapon, unless you have jury rigger, than whatever group the weapon is in, can be repaired by any weapon in that group
It would probably be only the last part that conflicts, but I'm not a coder
Probably not something I can do either, my skills are rather limited
I just don't have any
I just read the news, congrats to blair! π 
Does someone know how to add a custom skin to a vehicle without replacing the original ones?
yo will this work?
The comment might cause an issue. Not certain though.
Its written in lua comment style, but thats not a lua file
i copy pasted from zomboid folder
probably fine then
getSpecificPlayer(number)
thanks
Found the global moddata while looking, which is more appropriate for this data anyways
I was thinking about modify The Only Cure mod and add a new prothese, the chainsaw (A reference to... Probably everyone knows it so I'm going to skip that part)
That's something possible?
(A weapon/accesory for the character that works like AuthenticZ's chainsaw (an axe melee weapon that can destroy trees and slash zeds doing a special animation)
sendChat(n) ugh why you no work.
Any thoughts about my mod? Just more reading diversity, this time for weabos :D
Im still making it
added this panels for the static model
That's pretty nice. But... can add my favourite manga "Golden Kamuy" π π
...please?
Needs some chainsaw man
I was about
hehe
If any of you have suggestions let me know!
Go with the volume 2 power cover ;)
Power best girl
noted

By chance are you the dude that already has the manga mod on workshop? If so it breaks true music and dance magazine spawns. I was using the mod but had to rove it.
π
Anyone know if this is still valid? https://theindiestone.com/forums/index.php?/topic/24278-how-to-edit-vehicle-skins/
- First create a folder structure for your mod, call the first folder something like "MyCarReskinMod". Inside that create a "media" folder, inside your media folder create 2 more folders, one called "textures" and one called "scripts". Inside the texture folder create a folder called "Vehicles" ...
omw to add too
You know I was gonna ad manga to my mod but since you seem to have it handled I came up with a better more degenerate idea befitting my body pillow mod's standards.
Adding actual hentai mags with the sacred sauce digits as the item name.

FUUUUUUUUUUUU
||tbh, i like this idea.||
mwhy can't i get the name of tis STUPID ASS TILE.
I was thinking about doing hentai magazines
thas my territory boi. step off
But your idea seems better to add with the source codes since i dont know a lot
it works provided that it was initally placed in the map.
So its all to you nalmac
but new ones, do not work.,

Already got the spawn local set up
Im trying to do Procedural distributions rn
Someone else was kind enough to get that spawning set up for me. I had no clue what I was doing and considering the chunky code required for it I don't think I ever would have.
any1 can tell me if the item id added on the ProceduralDistributions should be this one?
looks correct to me
Not 100% sure but I have a vague memory... isn't there like some global collection for this? If so, are you adding the new tiles to it?
those are the IDs I used for my spawning https://i.imgur.com/YFsMfRD.png
you use procedural distributions or just the distributions lua?
not sure what catagory it would fall under. I have items spawning in the actual world.
either way tho I imagine that would be the same ID.
the tiles are placed by users.
yeah, i guess. Just that i made a mod previusly but i used the same name for everything so i wasnt sure
Anyway it worked on GenericShelf
nice
But i guess ill need to look for everything book related
I was using LibraryBooks but i couldnt find the manga at the library so idk
make sure to turn the spawn rates way up for testing. I didn't do that for mine initially and like the fool I am I had a very hard time testing 
just realized that, thank hahaah
π
"cannot create recipe for this moveable item" any idea what would be causing this? im working on a mod to make custom flags and the recipe shows up in the menu but when I try and craft it the console has this error and I cant see the flag anywhere
"warning moveable not valid"
and she still doesn't want to become 3d model
what i am doing wrong
maybye converter doesn't work
YESS it works now
Project Zomboid? More like Project Weabo for me
Not sure If I can be of much help but does your model script look like this? model Dakimakura1 { mesh = Weapons/2Handed/daki, texture = Weapons/2Handed/daki1,
mesh is the model
don't follow that file structure exactly. That there is for a weapon
yours would be static/your item
since it is a static item
WorldStaticModel = ```?
{
mesh = static/dakiarmor_ground,
texture = clothes/daki_armor1,
}```
{
imports
{
Base
}
item cirno
{
DisplayCategory = Junk,
Weight = 0.2,
Type = Normal,
DisplayName = Cirno fumo,
Icon = fumo_cirno,
WorldStaticModel = cirno_low,
Tooltip = Tooltip_item_fumo9,
}
model cirno
{
mesh =
texture = junk/cirno_fumo/fumo_cirno,
}
}```
like this?
umm I think it needs to be in it's own text file
I would suggest looking at a similar item in the vanilla game like the spiffo plush
give me a sec and I will find it

I regret being an adult and knowing what that is.
no. ok so make a text file for this portion called like plushitems item cirno { DisplayCategory = Junk, Weight = 0.2, Type = Normal, DisplayName = Cirno fumo, Icon = fumo_cirno, WorldStaticModel = cirno_low, Tooltip = Tooltip_item_fumo9, }
anf then another file for this part model cirno { mesh = texture = junk/cirno_fumo/fumo_cirno, }
both in the scripts folder
name doesn't matter. make it unique
what my scripts folder looks like https://i.imgur.com/2xhXY7U.png
As long as it doesn't override a mod/in-game item it should be fine.
so the item file should actually look more like module Base { item cirno { DisplayCategory = Junk, Weight = 0.2, Type = Normal, DisplayName = Cirno fumo, Icon = fumo_cirno, WorldStaticModel = cirno_low, Tooltip = Tooltip_item_fumo9, } }
you can
Tried doing that for the screwdriver with a blue icon but it didn't seem to change unless I did something wrong.
so the item texture should go in the textures folder like this and have Item_ at the start of the name https://i.imgur.com/inhP0s2.png
one thing then
Figured that but when I did that for the screwdriver it never changed.
the name of the model file
same as wordstaticmodel?
hmm, not sure. what did your code look like? maybe you labeled it wrong
One sec
yes
Jesus
uhhh. I have no clue. I don't think PZ even deals in those kinds of textures.
just the basic one
okay
I mean my item literally just uses this



Power is best girl. What can I say

one question
does shortcut work in mods folfer
because its tiring to always just re-copy-paste it
β item Screwdriver { 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 = ScrewdriverBlue, 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, } β
ICON= NEW_ICON_NAME
put it in textures folder
what he said
is the name that you put the same as the icons file name?
minus the Item_
simple mistake
can someone at TIS update the javadocs they haven't been updated since Mon Jul 13 17:47:27 ADT 2015 π
stuff like that would have me stuck for hours
Days
that to 
for me it made me stuck for half an hour
i didn't realize that its textures
not texture

Well you can use the base texture, just can't use the normals.
Yes that is a normals map
dir name
yep. I mean the game isn't exaclty super detailed
for me its another time to play, oh no back to the lab again

so the model loaded in tho?
no
ah
Is it an fbx or x direct?
Also the mesh path has to be like the texture.
ah because its visual studio code
so mesh is for model or its for texture?
model but you don't have the file structure listed
Mine again for reference model DakiArmor_ground1 { mesh = static/dakiarmor_ground, texture = clothes/daki_armor1, }
okay, thanks
same in worldstaticitem?
okay so PLACED tiles count as thumpables and not isoobjects
you stuff should look similar
wth??
Basically everything after models_x you put as the directory.
exactly
i just wanna check and make sure that it's using my tile ONLY.
Take out the models_x.
wrong. it should be mesh = static\your model name
the model needs to be in a folder called static
as it is for all static models
Unless it's a weapon
yea
basically file structure should match the actual games
oh, thats why it was this way in britas's pack
Ideally you should look at mods that add things like your mod. so rather than a weapon mod you should look at another plush mod or any mod that adds static items. less guess work if you do that.
this way?
will do for future
good but don't forget the last } to close the code
k
FUUUUUUUUUUUUU why is this being so difficult?!
this should be fine now?
not quite. model cirno{ { mesh = Static\cirno_low, texture = WorldItems/cirno_fumo/fumo_cirno, } }
Mom I'm scared
the last bit needs to be at the very start
Skiz is going to erupt.
you mean?
Also for future reference how do you do the block message again?
should i just copy paste this?
just back space the final }
lol
oki
also this might not be right texture = WorldItems/cirno_fumo/fumo_cirno,
should just be texture = WorldItems/fumo_cirno,
so if texture is in another folder just place it in the worlditems folder
Not sure if it actually matters but it is how mine is
and the base game
this one ok?
WorldStaticModel = mesh = Static/cirno_low,
yes i changed ir
so what does it all look like now?
like this
ok so I downloadedthe model one and let me ask are you using notepad?
like normal notepad?
if so this is your problem now https://i.imgur.com/ILmXe5T.png
it is all jacked up
download something like notepad+++
i use visual studio code
well for whatever reason the placement of everything is off
everything you put is right tho. just readjust it
{
model cirno
{
mesh = Static/cirno_low,
texture = WorldItems/fumo_cirno,
}
}```
like that
only I guess rather than module base use FUM
that i lacked module
Is there a mod that lets you spawn near people in multiplayer for servers? Basically I want two options on the server Spawn random or spawn near players
welcome to becoming a chad.
new challenge
every time you do a push up... im gonna eat a cookie
so you better not fail! or i will be very fat!
get a bag i ain't joking m8
oreos den
@hot patrol any idea?
Is that mesh suppose to be in static model?
let me see model code again
{
model cirno
{
{
mesh = Static/cirno_low,
texture = WorldItems/fumo_cirno,
}
}
}```
this is still wrong
oh where?
use the one I made for you module FUM { model cirno { mesh = Static/cirno_low, texture = WorldItems/fumo_cirno, } }
and yea this is wrong
WorldStaticModel = cino_low
no need for the path as it already knows it is a static model
π€

@timid saffron buccle up i think you have 40 cookies to eat
like this WorldStaticModel = cino_low
yea i fixed it now
looks good. didn't work?
yep
best thing I can think of is your using module FUM. I used base
i will try using base
if thats not gonna work that means model is bad
online convertors aren't the best i assume
{
item cirno
{
DisplayCategory = Junk,
Weight = 0.2,
Type = Normal,
DisplayName = Cirno fumo,
Icon = fumo_cirno,
WorldStaticModel = cirno_low,
Tooltip = Tooltip_item_fumo9,
}
}``` ```module Base
{
model cirno
{
mesh = Static/cirno_low,
texture = WorldItems/fumo_cirno,
}
}```
try that exactly as I put it
if that doesn't work my next guess is your file structure is wrong
if so just send me your whole mod and I can look
okay, that will be best case
u have been noticed

150
Six pack of bottled soda, plus reference bottle.
Have I mentioned I don't like doing the distribution?
Hahaha.
They're not as bad as they used to be.
Fair, just don't like the fact I have to scroll, and scroll, and scroll, just to find the stuff I'm looking for.
The procedural distros have grown on me.
Is procedural better then normal dis or no?
You can make a lot more compact distro files using procedural.
So it would be easier to use procedural?
It's mostly procedural now, so sure.
you can also stole discribution from similiar other mods :))))
To be fair I looked at others and the ones I looked at had different ways they did.
I mean, you don't have to type out every last line. you can bulk copy-paste a lot of values as you go along.
I do the opposite, I go through it and delete the ones I don't need.
The most idiot proof way to set up a distro is to use a simple table insert:
table.insert(ProceduralDistributions["list"]["BarCounterMisc"].items, "Cigs.CigsSpawnPackLite"); table.insert(ProceduralDistributions["list"]["BarCounterMisc"].items, 10);
E.g. above.
I often see people writing ridiculous amounts of lua to set up distros and I'm like, "Nah bruh, you doing it stupid."
I've never touched Lua in my life and I've only been messing with it in the past few weeks.
i thought i will never touch blender
but here i am
i don't know how to make UV map
π
It's not to to hard.
Pretty sure there's tutorials for that.
i guess
I know blender better then coding lol
but problem is other
Do you use blender?
you know the blend i am using has 2500 polygons
ye ?
Oke.
later i will just change it using online converter to .x
You got a tab up top called UV editing. Click on that.
You also got a tab called texture paint. you can use that to paint textures onto your uvs.
So texture paint makes the texture, and the uv editor fine tunes the mapping.
I personally DNGAF about the texture painter, because it is even more limited than MSPaint.
Loads of others use it, but they're fucking masochists.
Anyways, with face select in edit mode selected, right click on your model and left click on uv unwrap faces.
its fucking so bad, trash tool
i won't even touch that or i will draw one texture next 5 hlurs
You got a few options in there. Unwrap will let you, well, unwrap the mesh so you can do stuff with it in the UV editor.
I use GIMP for art school shit.
Been using it since fucking high school.
Fuck you Photoshit.
How do I add an item to a crafting recipe but keep the item in the player's inventory, so for example a paint brush wouldn't disappear after painting something lol
the F is this supposed to be anyways? You got a reference pic at least for it?
IDK wtf you are trying to make but that is way too many goddamn polys for PZ.
Serious, 99 percent of those will never render on your screen.
What would you propose
I have already added tool to remove polygons
Remake the model with like 1/10th of the tris.
205polygons?
From the reference pic, you could remake that with a handful of primitives.
Cylinders for the arms/legs, a sphere for the head, etc.
I am very shit in blender, exdee
As you know i donβt know basic uv mapping
Use the in-game spiffo as a reference? It's got like 200 polys tops.
But seriously, aim for less than 400 at the most.
How many polys are the characters/zombies?
i reckon around 2k?
no way...
less than that
I canβt exceed less than 600 polygons before model is beyond recognition (in that case remake would be better thing to do, but i wonβt learn blened that quick)
Less than 1k
But i wonβt go over 600
Thanks, I was wondering
yeah, just remake it. Decimate does weird shit to the geometry.
Did you guesstimate it or check it, Madman? π
Like I said, a few primitives.
Fuckit, imma look at it in blender.
Female body's got 860 tris.
mmmm
OH, silly me
i could have checked that out by myself. relying on others again... tsk
but for now @zealous wing do you think 600polygons gonna be allright?
Less.
Half that.
It can look like absolute low poly trash in the blender view.
In game it will look better.
I presume you're trying to make a plush a la Authentic's backpack stuff?
ye, kinda
i was wondering why there is so many faces after i uv map model
i didn't realise that it takes pre decimated model
14k polygons :)
@zealous wing one thing how do i apply decimate
OKAY I FOUND IT
Hey everyone
i was just wondering if there are tools for making custom challanges
So you could specify the exact spawn, exact loot that you spawn with, etc
If not, how could I go doing this
So I took on a task of poking at the "Super survivors 2 in 1" mod, got the npcs to reconize barricaded doors and windows and to avoid them (at least alot more than they used to) 
But people wasn't joking when they said that the mod really is being held together by lots of duct tape
update
200
any idea why this happens?
what are the possible DamageCategory arguments?
none
alright so if it's not slash i don't use the line at all for the weapon right?
i meant why object doesn't load texture properly
i converted it to .x file
whats with that?
You don't have to have it as an x file.
It can be an fbx, the issue with x files is that they break textures.
What it does it breaks up the entire model into separate faces.
can i save it using blender?
yes
Well the thing is if the model breaks apart it makes a different uv map.
allright
thanks for this
maybye today
i will see fruits of my work
and after 7 hours
i will go to sleep
at 9 am'
:D
good news
@inner blade you where right
changing extension finally fixed my problem
problem? plush is 3 houses wide
Change the model scale to 0.1 or 0.01.
will do
In the code, not the actual model
Well have fun with that, it's late and I need sleep.
sleep well
Example, and apologies. I have tried to resolve the issues myself first. I as an example, have "True actions-Lie for MP" and "The only cure" mods. yet they don't appear to be working. as well as another example. "Skateboard" as I am a server admin. I wanted to test mods n such within the server.
any code monkies awake?
I canβt find someone in general chat to help me.
Could somebody direct to the file that holds the zombie lore, my objective is to change some of the values, mid game.
i donβt like my lack of zombie respawning, horde movements, etc.
the lore?
Try ask in #old_techsupport
I've never used this mod, but it should allow you to change those values mid-game
https://steamcommunity.com/sharedfiles/filedetails/?id=2670674997
where are item icons stored in the game files?
ProjectZomboid\media\texturepacks probably UI2.pack, you would need to use TileZed to view/extract the contents.
anybody have them all saved already? I need the book or magazine
So, dumb question... what do I need for Autotsar's Boat's to reliably work?
Because I don't see boats. I see trailers, but no boats
thank you
Just gotta steal borrow them.

Hello peoples, been curious how to mod this game .. but i'm not finding resources for it
i'm aiming for changing the UI, don't really know where to start
i do prefer reading existing stuff so i can understand how things are made
Hello π which mod category needs the most performance?
I'd like some help please.
already found a solution to your problem? i am wondering since i am doing exactly the same in one of my mods with the OnNewGame event and for me this works fine. players even get the items after they died and create a new character on the same save.
yea found the solution, just used moddata to check if the function ran already
just out of curiosity: does your stuff now works properly with the OnNewGame event?
Anyone know how you add a title to a book like how the new skill books are now? The item name is skill vol. whatever but when you hover on it it shows the old title
ok! π
Could be set in the translation file.
elaborate
what do you mean?
Example, and apologies. I have tried to resolve the issues myself first. I as an example, have "True actions-Lie for MP" and "The only cure" mods. yet they don't appear to be working. as well as another example. "Skateboard" as I am a server admin. I wanted to test mods n such within the server. (but atm I have to reinstall mods on my GTX server) and have other issues now
what in particular do you want to do? UI code is mostly in client/ISUI not that the vanilla ui code is a good guideline
ask in #mod_support
this channel is about making mods not using them
Welp, my buddy and I finally got britas working in multiplayer but with a big issue
When we swap mag types it duplicates the gun
Including the mags, ammo, and upgrades on them.
ik, but i need to see how things are made, where do you find client/ISUI ?
media/lua/client/ISUI
i meant, where ? i know its in media but where should i find the source code ? if there is any
i'm confused about this
?
in the zomboid install dir ?
yes
i have FPS problems with +50 Mods. Which Mod category need the most PC performance
guys how to disable a certain vanilla items to not spawn in the world?
really depends on what the modder did doesnt really matter what "category"
I think this mod does the job https://steamcommunity.com/sharedfiles/filedetails/?id=2812491628
no not in the game i want to disable the spawn of a certain items in the Distribution code.
No idea then.
im about to make a more pixelated version too. ill post it here as well
I've made a mod to replace the scary sound when your char sees a zombie into a gasp
I saw a mod like this but the gasp is literally a deep voiced man
So I tried to made a more unisex gasp
Bc i always use woman char
xD
Are the inventory icons for items and clothing in the "texture" folder on the game's installation folder? I can't seem to find them
I have seen an RV in youtube videos. is there an RV mod that you can actually live in? like a small room on wheels that you could actually have a bed/storage/microwave/minifridge inside?
Yes. You can't actually walk around inside, as it is a vehicle, but it is possible for vehicles to have beds, storage, fridge, etc. In fact, there is a semi truck mod that does this. I've never actively used an RV, so not sure what all those mods have.
Here is the truck mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2759339330&searchtext=W900
@strange sequoia Try looking at the wiki, they have the icons but I'm not sure about the recolors.
where are the icons located in the game?
both in loose files in media/ui or media/textures or packaged in a pack located in media/texturepacks in particular UI and UI2
does anyone know how to disable querySteamWorkshopItemDetails spam in console?
its annoying ^^ and makes the log a spam fest. only way I'm thinking is doing this externally with steam api. but doing it on the server as a mod is great. despite useless, cause there is no saving/restart server function
Anyway to edit X models in blender?
walter whites
theres a mod
there's also one where it has a bed and energy inside
Energy?
@mild marlin you can import them into blender but you can't export them sadly.
Oooh thanks, i didn't think to look there !
it's called motorhome smth
Energy is a motorhome?
A motorhome is also called an RV, but they typically have appliances for long distance traveling. But I think the appliances would run on fuel as well.
no no you confused
motorhome is the mod that you can switch to the 3rd seat and go into a motorhome type place and have a bed functional water etc
You can't import them either lol
At least by default
https://github.com/poikilos/io_import_x after all these years
finally found one that works for 2.8 and above lol
What about 2.9?
I wasn't confused. You said "it's called motorohom" in response to me saying "energy?" rather than replying to the person who originally asked for the mod.
Yeah, works for 2.9 too
I use 2.9 but said 2.8 since that's the update that broke most of these addons lol
hi! when modifying vanilla functions, one can typically use some code like this:
does the same construction also works with functions from other mods? i am currently trying to keep a mod i am working on compatible with some other mods from the workshop and therefore asking
Only if your mod loading after other mod
thanks!
and what determines the load order?
Load by alphabet order by ID name
many thanks!!
damn bro, thank you
No problem lol
Makeprojecthumanoidgreatagain would be a good mod to work on. We could have our own companion mod until npc's come out
now lets figure out how do UV works on the game when editing the original mesh

I've been also working on a upgraded version of the debugging function of it too, so far I get this kind of log spam in console logs (for example)
========================================== SUPER DEBUG ===================================================
----------------------------------------------------------------------------------------------------------
----------------------------------------
Raider Euan Random Solo AIManager1 Enter New Building
^ General Debug Text
----------------------------------------
----------------------------------------
--------- Detailed Debug Information ---
----------------------------------------
Current time - Mon Jun 13 02:53:45 EDT 2022
Raider Euan= *IS* OUTSIDE
Raider Euan= IS *NOT* in front of a UnlootedBuilding
Raider Euan= *CAN* RealCanSee Last Enemey = True
Raider Euan= isInSameRoom(self.LastEnemeySeen) = false
Raider Euan= isInSameRoomWithEnemyAlt = false
Raider Euan= isInSameBuilding(self.LastEnemeySeen) = false
Raider Euan= isInSameBuildingWithEnemyAlt = false
---- Door Information -----
Raider Euan inFrontOfDoor = false
Raider Euan inFrontOfLockedDoor = false
Raider Euan inFrontOfLockedDoorAndIsOutside = false
Raider Euan inFrontOfBarricadedDoor = false
Raider Euan inFrontOfLockedDoorAndIsInside = false
---- Task -----
Raider Euan getCurrentTask = Enter New Building
Raider Euan getGroupRole = Leader
---- More info -----
Raider Euan getBuilding = nil
Raider Euan getRouteID = 0
Raider Euan X/Y/Z = X:11316.3916015625 Y:6735.609375 Z:0
Raider Euan getSneaking = nil
Raider Euan getFacingSquare = zombie.iso.IsoGridSquare@53c45f7e
---- Seperator -----
Raider Euan getSeenCount = 1
Raider Euan getDangerSeenCount = 1
Raider Euan isTooScaredToFight = false
Raider Euan isWalkingPermitted = true
---- Personal Health -----
Raider Euan HasInjury = false
Raider Euan HasMultipleInjury = false
---- Seperator -----
Raider Euan isInCell = true
Raider Euan isInBase = false
Raider Euan isWalking = false
Raider Euan isInAction = true
Raider Euan isOnScreen = true
Raider Euan getAttackRange = closure 0x1378620734
---- Attack Info -----
Raider Euan LastEnemeySeen = zombie.characters.IsoPlayer@4fe470d2
Raider Euan CanAttackAlt = true
Raider Euan HasSwipedState = false
Raider Euan HasFellDown = false
Raider Euan AtkTicks_Countdown = 3
Raider Euan Is_AtkTicksZero = false
Raider Euan IsNOT_AtkTicksZero = true
Raider Euan hasWeapon = zombie.inventory.types.HandWeapon@4d24ce7e
Raider Euan NPC_TaskCheck_EnterLeaveBuilding = false
End of This Debug
----------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------
could be quite useful for future peeps that wish to take the task on further
(though if not debugging it's very much needed to be turned off because with it on, it does add alot of lag lol)
there is no script for traits?
I was wondering if someone can help me understand what exactly canBeAlwaysPlaced is meant to do specific to IsoObject. I've tried to scan the java files for a reference, but it does not seen to exist in any of the Iso class files. The reason I ask is that when the property is set to true you can place objects normally, but setting it to false results in an invalid placement against west walls π€
I think I might have figured it out. It seems to be specific to wall-like object placements, but for some reason it was also set as false for wooden crosses which threw me off as being furniture specific (which its not).
Can i request a mod?
You can turn sunflower seeds into the vanilla oil to use it in crafts
I'll appreciate it really
vanilla oil
I created a new one with a game vehicle model
I haven't seen someone try to make this but it is possible to use furiture parts in crafting?
I think we might be able to make baracades that way
if you guys could keep just one mod to play with, what would it be?
for me, I think I'd have to go with LTS, really makes the game more versatile without adding things that are too artificial to the base game
Does anyone know if there Is there a mod that lets you hit multiple zombies with melee weapons, but only at high skill levels?
is there an equivalent to hasModel() for clothing that just overlays textures?
Tbh my biggest grip with any of the the mods including project humanoid was the massive fps hits especially when it rains
I think it means the xp stored in the book
so the book can only be used once to get back xp
yep
@dim hill This is correct. A one time use journal was requested and this was the best way to do it. This also means you can keep transcribing but you can only recover a specific amount of XP once. The tooltip when hovering over the journal should display a fraction of available/total.
I.e.: you can store 500 XP, recover 500 and it should show 0/500. If you gain more you can store more, for example another 500. Which would be 500/1000.
At the time I don't think there wask anything preventing VHS abuse even in the vanilla game- I think a recent update came out while I was busy. Over the summer I can get back into things.
For the time being you can set a % to not gain back.
where is the zombie spawner in debug mode? I don't seem to see it.
I want to spawn a specific type of zombie
found it
Hello , I created a mods for my server and I would like to know if it is possible to implement it directly on or if I am forced to do it through the workshop?
thx π
How would you distribute mod files to your clients if not via Steam Workshop?
im not sure about dedicated servers, but I think it might be possible as you can have the mod files in the mods folder. Although I haven't ever tried it myself though
Has anyone here used the Immersive Solar Arrays mod? I am interested in it but I'm not sure if it's working for the current build. Kind of hoping someone has some experience with it
what is this?
a vehicle model being rendered in a ui ingame
any coder pros willing to fix the addon support for my mod? I've gotten a lot of help on it but we still can't figure it out and I'm way too clueless.
Is there any good tree planting mod?
is it possible to add game options to the existing list without overwriting the existing function?
Damn, this is quite cool
Anyone know of a mod that lets you dismantle a car frame entirely that works in MP?
beeeautiful
I'm a 3D modeler and i'm interested in making a mod, is there a place I could go to find groups that need assistance or anyone random?
Or places to find out where to make one solo?
Is there a reason why the game just outright won't enable a mod I'm trying to test?
I'll go to options to enable it, whenever for already existing test world or start a new one, but it just gets cancelled.
Like it's there, I can click to enable it, but when I go off like
I'd do for other mods, it just cancels it and doesn't add it.
@zealous wingYo, when you have the time could you help me understand the table.insert stuff for the distribution? Never messed with that and I guarantee if I try I'll screw it up some how lol
if anyone is interested, i'm looking for a very simple mod commission to be completed if you'd like
The function is self-explanatory - it inserts new lines of code to a table. π
Lemme grab an example from an open doc:
table.insert(ProceduralDistributions["list"]["CafeteriaDrinks"].items, "LitteringB41.SodaCanCola"); table.insert(ProceduralDistributions["list"]["CafeteriaDrinks"].items, 0.5);
So these 2 lines will add an item to a part of the procedural definitions table outlined in ProceduralDefinitions.lua.
The 1st dictates what item is being added to a specific container. In this case, "CafeteriaDrinks" is the container. Don't worry about the "list" entry for procedural distros.
The 2nd line indicates the relative spawn chances. Relative in the sense that the actual chances of an item spawning depends on about a dozen or so factors at least. I'd suggest keeping it about the same as the other items in the container.
There's also Distributions.lua and VehicleDistributions.lua, but they've got a little different rules to them.
Yea I was mainly looking at the normal distro.lua and got really overwhelmed with the amount of code there was-
Since it's like every container type.
Bugfixing distros is easy too. if something's broken, the console will actually tell you, down to the line in question.
Those red boxes down in the corner mean a mod did a fucky wucky, by the way.
Where would be a good place to find someone to make a mod with? Any communities besides this place?
Cough Reddit
Actually? lol
I'm only capable of 3D modelling/texturing/animations/etc
That's all you really need.
Instead of the front page of the internet, it should be cancerous tumor of the internet.
At least 4chan is hidden - reddit's out in the open for all to see.
Just coding is left.
My coding skills are trash lol
What are you trying to make?
I'd like to make either pretty cool looking combat clothing or a bow mod with compound bows/other types better than the existing ones
Probably clothing is easiest for me now though, bow one feels a bit ambitious right now lol
There's some hardware limitations in regards to the bow too - specifically in regards to, say, the animated bowstring and the like.
IIRC it would count as a firearm, and the way the game handles the shooty stuff is kinda munted at the moment.
The guy that does the heavy coding technical stuff for PZ had a surgery to not be chronically ill all the time and is back full time, so maybe it'd get reworked at some point.
As for clothing, doing the item entries and distros is easy. In regard to those, just copy from another mod with similar stuff to yours and change the file names to suit you.
change the file names to suit you
imareallycooldude.truefacts
Hmmm yeah, wondering if there is any tutorial anywhere for clothing, since i think the width of the clothing is important in terms of layering it over other existing clothing
I'm honest about it at least. I'm not even joking either.
When it comes to item/recipe scripts, 80-90 percent of the code is copy-paste stuff.
This is pinned to the modeling thread 1 down from this one:
https://cdn.discordapp.com/attachments/869327724504842330/954782175478317136/4KMaskingTutorial.png
Oh yeah, you need to muck around with XMLs and hashes too for the clothing.
sweeet, thanks for that
Is it possible to add a context menu for right clicking zombies?
or does anyone know a mod that does something similar?
Or just show it in the ground right click context menu if a zombie is within distance to the cursor
Any reason this isn't working?
it isn't showing the context menu when right clicking near a zombie
Can we get a mod that lets sprinters jump double high fences
well you see, i dont know
is it only me or is multiplayer modding broken? my games dies when i try to host with mods
have you added the function into the event handler?
Yes
Eventually I got it actually doing something (no context menu still), but it just gave me a ton of errors
The errors were related to "grid" I believe
Hey I have a small question: I wanted to set up a small mod to fix up and edit some distribution both from vanilla and mod files. I already know how they work with chances, etc. I'm just wondering if there's a way to edit only certain parts of the vanilla/modded distributions in some way or do I have to completely override both the vanilla and modded distributions?
Thanks!
then I suggest you add in print statements to look at what the state of grid is during a error
Vanilla <-- Mod <-- Another Mod
In that order
theres a pin in the modelling channel that has most of the clothing models so you can use them as a base
i recommend editing an existing one since it makes it way easier
Alright, thanks. So I have to completely override them? There isn't any way to just edit small chunks of it without overriding the entire file? thanks
If the file names are identical, I suppose you have to override the entire file.
Alright I see, thank you a lot!
Don't believe me until you test it out. π
I think you should be able to edit the distributions without needing to overwrite the file entirely. I think just manipulating the lua tables would work. you just need to make sure to use a require statement to ensure their file is loaded before your file
The thing is, I don't know how to verify if the game uses distribution from which file.
not sure what you mean by that. surely you know what you want to modify from the mod? just find where in the mod that item is being inserted into the distributions, and you can see what you need to modify
I mean if the file names are identical like distributions.lua (mod 1) and distributions.lua (mod 2), the first mod contains 10 lines of code and the second mod contains 2 lines of code.
will the game load the 10 lines first and overwrite them with just selective 2 lines of code (10 <-- 2 = 10 lines), or overwrite the entire file with just those 2 lines? (10 <-- 2 = 2 lines)
anyone know if its possible to mod the chat whisper color, its too dark and hard to read
anyone know how I can add book title to my modded books? https://i.imgur.com/Zig3brJ.png
Probably there is a clue in the translations in lua shared. Notpad++ can search each file under a hierarchy for strings.
I will look, thanks
is there a list somewhere with all objects? like lighting_outdoor_01_0
i'd like to make a mod where i can add objects to the world
like unbreakable fences etc
a m a z i n g
Itβs incredible! π€©
Hello, is it possible to replace zombie's model with this kind of creature ?
let's say even if there is a prototype of the model
is there a way to put comments into a script .txt file?
This is a really, really simple and kind of stupid question, but how do I put another mod down as a dependency for my own mod? Do I put "requires=(modid)" in the mod.info channel, or does that go in the workshop.txt file? Or is it a different syntax from "requires="?
Thank you!
you'd be able to make the necromorph parts into a clothing item the same way that wounds are added to zombies
i think authentic z does something similar so you could check that mod for an example
Hey. Quick question. Is it possible, within the games limitation, to make a mod where your character gets set into a dying state, instead of actually dying directly? Like in Arma or GTA RP, where a medic can "revive" a player?
Not sure how to do it, but I think so, no clue
I know that's possible with zombies but not sure about players
Would be really cool to have a mod like that. I am part of an RP server and its always really annoying if people want to shoot each other, perma killing there character. You guys have any tips on where to start with zomboid modding (well, appart from asking stupid questions in this channel ;D)? I can do a bit of programming but have no idea where to start
You can ask Aiteron, he and some youtuber guy are working on some rp server in project zomboid, so they want to make some rp systems from gta, arma etc.
Is there a way to get the auto select thing options in visual studio while modding
Since the documentation is useless I want to be able to see what options there are for specific things, not sure if I can set that up and have it read the entire game's code or something
how can I make that if you burn logs, they produce charcoal
I can add the recipe to turn logs into charcoal using a campfire, but would rather being able to burn the logs
Is it possible to add custom variables, like ints and booleans, to zombies?
What controls the overall attack speed of a melee weapon? I assumed it was base speed but changing the value to something high doesnβt show any noticeable difference.


