#mod_development

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native shore
inner blade
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Ty

native shore
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someone really should clean all that stuff up 🀣

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123notit

tulip umbra
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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

small topaz
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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...

small topaz
inner blade
verbal oxide
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Those grill lights are looking real good, can't wait to see an update to your Kentucky pack

queen leaf
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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?

small topaz
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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?

willow estuary
small topaz
inner blade
small topaz
# inner blade Could always get the cheat engine mod so you can just load up a save, spawn in m...

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...

inner blade
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Probably not, but I'm probably not gonna be much help with that since I haven't touched clothing yet.

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Also I'm pretty sure the condition rate is like when an item gets dirty the more dirt is shown.

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In that case it would be wet.

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But I forgot what the negatives are for wet clothing.

small topaz
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thanks anyway! πŸ™‚

wet osprey
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hey would mod the game so its always night time be complicated?

fast galleon
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Any news about how close 41.72 unstable is?

shadow geyser
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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

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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.

kindred dagger
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Idk about MP, I mostly play solo

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But by adding similar functions to the oncreate it should work maybe?

shadow geyser
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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

kindred dagger
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That sounds like a headache to do lol

shadow geyser
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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

kindred dagger
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I have a failsafe for nil put in place for when the player loots a spear from a zombie for example

midnight mica
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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

drifting ore
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does anyone know a mod that if you stab a zombie with a knife he gets bleeding damage?

hoary bear
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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

native shore
native shore
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also zombie.Lua.LuaEventManager has a private AddEvents that stores all the current events (the Java file)

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may or may not be the same as the wiki page

midnight mica
native shore
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for now, sometimes it's our only hope 😭

drifting stump
native shore
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zippy πŸ˜„

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same idea but faster

drifting stump
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local function OnTick()
    Events.OnTick.Remove(OnTick)
end

Events.OnTick.Add(OnTick)
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would only run once the moment you click start and leave the loading screen

native shore
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oh but would the player exist yet?

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that's the problem Destroyer is having

drifting stump
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yes?

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you know the black screen this is how you died

native shore
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sure

drifting stump
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once you click youre ingame with a character

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thats when it runs

native shore
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nice!

midnight mica
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nice, i currently have the exact same with EveryTenMinutes, removing it once it fires, guess that would be much quicker

native shore
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or maybe not, maybe EveryTenMinutes fires for the first time when OnTick fires shruganimated

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still, it's cool to know the ticks start when you click, handy info πŸ™‚

midnight mica
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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

native shore
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seems legit

timid saffron
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Are there any mods that slow down the movement speed of the player?

modest lodge
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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

inner blade
magic meteor
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So uh. Is there any feasibe way for there a way to code in driving cars into trailers?

prisma star
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Does anyone know if there is a mod that can disable the death animation? (the one you scream to death)

upper hill
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Is there a tutorial anywhere on making custom professions and/or traits? Nothing popped up on DDG Google

paper steeple
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DDG?

upper hill
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DuckDuckGo.

terse matrix
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Hey guys what are some easy things to mod in to learn how to code in lua?

terse matrix
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You can however add your own custom stuff if your willing to get under the hood and do some work

upper hill
terse matrix
# upper hill what mod?

A mod that allows you to make custoum professions in game. You can however make it in the games files

upper hill
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That's what I'm asking

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I'm asking how I do that

terse matrix
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Ah ok. Someone will hopfuly get to you on that

paper steeple
paper steeple
quasi geode
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@upper hill link above, not exactly a tutorial. but outlines the basic steps using the framework, or by doing it vanilla only

terse matrix
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Well I still need my question answered what are easy things to mod in project zomboid for a beginner?

quasi geode
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additional items and recipes are most basic

terse matrix
main osprey
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hey quick dumb question, seeing a lot of mods that say it supports version 41, that includes 41 and 41.71, right?

quasi geode
main osprey
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ty

hot patrol
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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.

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so this file is required to get them spawning the way I have it but it's also the file that caused conflict

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I suggested he try renaming his so it is uniqe to mine but he said that just broke it

chrome egret
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Congrats on making the team, @willow estuary !

prisma star
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Does anyone know if there is a mod that can disable the death animation? (the one you scream to death)

wet osprey
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hey anyone know how to mod it so its always night?
have been messing with the climate debug menu but is not enough

tame mulch
inner blade
wet osprey
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still looking thinking2

inner blade
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Swore it was darker when I was watching someone else play it.

wet osprey
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wait a second

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could it be because I have my night settings to pitch black?

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I think it shouldve been default

inner blade
terse matrix
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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?

hot patrol
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so yea the issue is definitely cause by their addon overwriting my files so how could they go about fixing it?

lucid spindle
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Hi all,
First time PZ modder, long-time coder. Please be gentle πŸ™‚
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!

native shore
hot patrol
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We seem to have figured it out but your approach might be better. I don't really understand it tho.

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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,
},
}
----------------------```

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maybe overly complicated maybe not

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no clue

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coding is foreign to me

native shore
hot patrol
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ironically I want to do the opposite

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This is how bad I am

native shore
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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

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then they just add their stuff to it

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you always load it

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even if it's empty

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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 πŸ˜„

hot patrol
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that's why they got it from my mod

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mind if I DM you what addon makers are working with?

native shore
lucid spindle
tame mulch
lucid spindle
tame mulch
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but not forget decrease this param after

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As I said, most of this params updates dynamically, so just by set you cant change it for long

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Try check decompiled java code for understand how work each param

drifting stump
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@hot patrol does the name duckling mean anything to you

hot patrol
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yep

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he made an addon for my dakimakura mod

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why?

drifting stump
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someone found them asking for support and i remember the name

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and i recognized the code XD

hot patrol
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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

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I told them already

fast galleon
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@willow estuary congratulations and good luck πŸ‘

willow estuary
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Hey, thanks! Everyone πŸ™‚

dapper hound
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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!

terse matrix
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would it be possible to make a crafting stydrum out of using parts for funtur?

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Like any random part Like a chair and a table and you craft a babrcade?

lucid spindle
# tame mulch For example, for pain you can use bodypart:setAdditionalPain(x)

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);

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So I guess that leaves me with just one question...
Has anyone had any luck with adjusting Boredom using lua??

haughty veldt
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there's a mod . you can look at it it should be called boredom tweaks

zealous wing
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when did they implement item icons larger than 32x32?

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Just curious.

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Seems to be valid?

hollow shadow
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it will overlap with other icons

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should be fine for other stuff tho

zealous wing
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Good to know then.

zealous wing
shadow geyser
shadow geyser
# hot patrol not that this will likely be clear to anyone here but doing this seems to have f...

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.

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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.

hot patrol
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If you could help it would be great.

hot patrol
frosty falcon
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do you need to generate some type of uuid for each line in a tv show?

lucid spindle
dapper hound
dapper hound
shadow geyser
# hot patrol That's what I'm doing but I just don't really know how to build the addon to not...

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.

shadow geyser
# shadow geyser yeah well im not sure exactly what problems you have already discussed with them...

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.

shadow geyser
# dapper hound I did find that reference in customfuelobject.lua for that mod. I do not see any...

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.

frosty falcon
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any mod or something to show whether you are 'indoors' or not?

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(while playing, not in debug mode)

drifting stump
shadow geyser
# drifting stump -------- exampleFile.lua -------- ```lua local variable = {} return variable ``...

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?

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also how did you get those nice code blocks into discord?

drifting stump
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No they will get the reference to the exported variable therefore with tables access to the original

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Read about lua modules to know about it

shadow geyser
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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

drifting stump
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Everything should be localized as much as possible the vanilla code is terrible in this aspect

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Like all the actions clogging up the global space

shadow geyser
# drifting stump

oh cool. thats really nice. I just did a search on discord searching for the code block syntax and only found the basic ` stuff

frosty falcon
drifting stump
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Dont remember the specific function but you can check if a square is indoors

shadow geyser
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there is square:isOutside(), you would just need to check the square underneath you

frosty falcon
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goddam I didn't even think to search for 'outside' instead, thanks

noble iron
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Is it possible to insert a mod collection into a third party hosted server?

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We've already done it by writing up every ID but it takes a good while to get them all

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Especially with our numbers

inner blade
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Yeppers.

torn hare
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Does anybody knows, which addon may turn off event with helicopter?

zinc jewel
wary kettle
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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.

midnight mica
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anyone know how to detect wether the player is moving, when i check for idle state, moving around also seems to trigger it

deft falcon
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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

strange sequoia
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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

hot patrol
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I sent over your comment but they say if they saw example code they might be able to figure it out

flat cipher
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is it possible to update my mod's recipes if I detect another mod is enabled?

rose notch
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is there a way to auto-disable all mods

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my game has crashed twice and i think some mods has caused it

wary kettle
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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?

drifting stump
hot patrol
#

I added you as friend pls accept and I'll add you to the convo

magic schooner
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Hello, is there a way where I can edit the chance of tripping while vaulting?

drifting ore
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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.

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Its a vampire reskin for the zombies if anyone is curious

EDIT: I have solved it

hollow dragon
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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.

flat cipher
midnight mica
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does anyone know how to update the engine quality client side after changing it?

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it changes when i run that line, but i gotta re-login to see it

slender cedar
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Any coders wanna make a mod that adds Bethesda style repair?

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Don't hate me for this please

faint jewel
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anyone awake?

faint jewel
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wake da shaq up

zealous wing
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A taste of what I'm making.

latent orchid
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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)
willow estuary
latent orchid
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Oh wow, more lines than anticipated!

willow estuary
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But probably getFirstType("BlowTorch")

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Or :getFirstTypeEvalRecurse("BlowTorch", predicateNotEmpty)
with a local predicateNotEmpty function.

drifting ore
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working on a craftable (cosmetic only) mask mod

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work so far

hollow dragon
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Hello again, it is possible to inject code in any class of the game with lua? Thonk

faint jewel
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i need to find the lua used for when an item is created.

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does this still work?
Events.OnMakeItem.Add(functionName)

willow estuary
faint jewel
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that's what i'm looking at.

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but i need basically thet.

willow estuary
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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,
    }
faint jewel
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i need to be able to grab a user and an item when the item is created.

willow estuary
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OnCreate = Fishing.OnCreateFish,

faint jewel
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hmmmmmmm

willow estuary
#

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.

faint jewel
#

that's what i mean. i want to add mod data to an item as it's created

willow estuary
#

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.

faint jewel
#

hmmm... actually i need "OnItemPlaced"

#

rather than made.

#

as it would affect a tile.

hollow dragon
#

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.

willow estuary
hollow dragon
#

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?

faint jewel
#

local function OnObjectAdded(object) would this read when i add a tile?

willow estuary
#

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.

hollow dragon
#

Ok that's a start, thanks! Going to figure out the rest bunnydance

willow estuary
faint jewel
#

already am testing lol.

#

damn there's no player.

mild marlin
#

any1 knows a tutorial to create clothing? the wiki category for clothing is not working

dark galleon
#

would also be interested in that too

faint jewel
dark galleon
#

bless

wary kettle
#

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

kindred dagger
#

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.

wary kettle
#

8pm-8am I believe

kindred dagger
#

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.

wary kettle
#

They can vary by season, but I believe the game has a hard coded 8pm-8am for that zombie active setting. No idea why

kindred dagger
#

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

slender cedar
kindred dagger
#

I believe this is how guns work in vanilla already. You cannibalize one to repair the other

slender cedar
#

Not just guns, in Bethesda games it works with all weapons

#

That is how guns work in pz

kindred dagger
#

Doing that would require a lot of changes to the base repair "recipes" but it should be doable

slender cedar
#

It would also probably not work with mods

#

Probably definitely

kindred dagger
#

Mhm probably not

slender cedar
#

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

kindred dagger
#

Probably not something I can do either, my skills are rather limited

slender cedar
#

I just don't have any

gilded hawk
#

I just read the news, congrats to blair! πŸŽ‰ loveyou

wet sandal
#

How can I retrieve a player by their number?

summer acorn
#

Does someone know how to add a custom skin to a vehicle without replacing the original ones?

grim rose
#

yo will this work?

wet sandal
#

The comment might cause an issue. Not certain though.

#

Its written in lua comment style, but thats not a lua file

grim rose
#

i copy pasted from zomboid folder

wet sandal
#

probably fine then

drifting stump
wet sandal
#

thanks

#

Found the global moddata while looking, which is more appropriate for this data anyways

grim rose
#

one thing

#

can i get item if i use item spawner?

#

without doing distributions

wintry stag
#

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)

faint jewel
#

sendChat(n) ugh why you no work.

mild marlin
#

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

viscid kelp
mild marlin
#

hehe

#

If any of you have suggestions let me know!

hot patrol
#

Power best girl

mild marlin
#

noted

hot patrol
hot patrol
# mild marlin 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.

mild marlin
#

Im not

#

im new into modding

hot patrol
#

Gotcha

#

Just making sure

mild marlin
#

πŸ‘Œ

hot patrol
hot patrol
#

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.

faint jewel
#

FUUUUUUUUUUUU

viscid kelp
#

||tbh, i like this idea.||

faint jewel
#

mwhy can't i get the name of tis STUPID ASS TILE.

mild marlin
hot patrol
#

thas my territory boi. step off

mild marlin
#

But your idea seems better to add with the source codes since i dont know a lot

faint jewel
#

it works provided that it was initally placed in the map.

mild marlin
#

So its all to you nalmac

faint jewel
#

but new ones, do not work.,

mild marlin
#

Ill do the light path

#

and you the right path

#

xD

hot patrol
faint jewel
#

fk

hot patrol
mild marlin
#

Im trying to do Procedural distributions rn

hot patrol
#

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.

mild marlin
#

any1 can tell me if the item id added on the ProceduralDistributions should be this one?

hot patrol
#

looks correct to me

native shore
mild marlin
#

you use procedural distributions or just the distributions lua?

hot patrol
#

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.

faint jewel
#

the tiles are placed by users.

mild marlin
#

Anyway it worked on GenericShelf

hot patrol
#

nice

mild marlin
#

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

hot patrol
#

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 aPES_LulLaugh

mild marlin
#

just realized that, thank hahaah

hot patrol
#

πŸ‘

unreal mortar
#

"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"

grim rose
#

and she still doesn't want to become 3d model

#

what i am doing wrong

#

maybye converter doesn't work

hot patrol
#

man these are some top tier mods I am seeing lately

#

doing the lords work

mild marlin
#

YESS it works now

mild marlin
hot patrol
# grim rose

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

grim rose
#

oh thanks

#

i am coping it from britas pack

hot patrol
#

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

grim rose
#
        WorldStaticModel = ```?
hot patrol
#
    {
        mesh = static/dakiarmor_ground,
        texture = clothes/daki_armor1,
    }```
grim rose
#
{
    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?

hot patrol
#

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

inner blade
#

I just decided to take a quick look here and saw stuff about hentai magazines.

hot patrol
inner blade
#

I regret being an adult and knowing what that is.

hot patrol
# grim rose ```module FUM { imports { Base } item cirno ...

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

grim rose
#

okay, how do i call other one>

#

like file?

hot patrol
#

name doesn't matter. make it unique

inner blade
#

As long as it doesn't override a mod/in-game item it should be fine.

hot patrol
#

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, } }

inner blade
#

Also can you not replace the in-game icons?

#

Tried doing that and it no work.

hot patrol
inner blade
#

Tried doing that for the screwdriver with a blue icon but it didn't seem to change unless I did something wrong.

hot patrol
grim rose
#

one thing then

inner blade
#

Figured that but when I did that for the screwdriver it never changed.

grim rose
#

what do i writte in mesh?

#

model?

hot patrol
grim rose
#

same as wordstaticmodel?

hot patrol
inner blade
#

One sec

hot patrol
grim rose
#

good

#

also "my" model come with multiple things , how do i incorpotate them?

inner blade
#

Jesus

hot patrol
#

uhhh. I have no clue. I don't think PZ even deals in those kinds of textures.

#

just the basic one

grim rose
#

okay

hot patrol
#

I mean my item literally just uses this

willow estuary
inner blade
hot patrol
grim rose
#

the irony that i just looked at this guy profile rn

#

xd

#

but hello

hot patrol
#

Power is best girl. What can I say

inner blade
grim rose
#

one question

#

does shortcut work in mods folfer

#

because its tiring to always just re-copy-paste it

inner blade
# hot patrol hmm, not sure. what did your code look like? maybe you labeled it wrong

β€œ 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€œ

grim rose
#

put it in textures folder

hot patrol
#

what he said

#

is the name that you put the same as the icons file name?

#

minus the Item_

inner blade
#

Right there, never changed

hot patrol
#

so it is screwdriver_blue

#

you didn't put the underscore

inner blade
#

Fuckin' ffffffffffffffffff

#

Just noticed that..

hot patrol
#

simple mistake

vocal berry
#

can someone at TIS update the javadocs they haven't been updated since Mon Jul 13 17:47:27 ADT 2015 πŸ™

hot patrol
#

stuff like that would have me stuck for hours

inner blade
#

Days

hot patrol
#

that to aPES_LulLaugh

grim rose
#

i didn't realize that its textures

#

not texture

hot patrol
inner blade
#

Well you can use the base texture, just can't use the normals.

#

Yes that is a normals map

hot patrol
grim rose
#

for me its another time to play, oh no back to the lab again

inner blade
hot patrol
grim rose
#

no

hot patrol
#

ah

grim rose
inner blade
#

Is it an fbx or x direct?

grim rose
#

wait

#

why model hasn't been deleted

#

brb

inner blade
#

Also the mesh path has to be like the texture.

grim rose
#

ah because its visual studio code

grim rose
inner blade
#

mesh is for model.

#

Texture is.. texture.

hot patrol
#

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, }

grim rose
#

okay, thanks

grim rose
hot patrol
#

yes

#

so the file path for my model there is models_x/static

faint jewel
#

okay so PLACED tiles count as thumpables and not isoobjects

hot patrol
#

you stuff should look similar

faint jewel
#

wth??

inner blade
#

Basically everything after models_x you put as the directory.

hot patrol
#

exactly

grim rose
#

mesh = models_X\cirno_low.x\cirno_low,

#

did this way

faint jewel
#

i just wanna check and make sure that it's using my tile ONLY.

inner blade
#

Take out the models_x.

hot patrol
#

the model needs to be in a folder called static

#

as it is for all static models

inner blade
#

Unless it's a weapon

hot patrol
#

basically file structure should match the actual games

grim rose
inner blade
#

I have no idea how britas's pack works (Not my favorite imo)

#

To much ;w;

hot patrol
grim rose
#

this way?

hot patrol
grim rose
#

k

hot patrol
#

look at me being helpful despite not even really knowing what I am talking about.

faint jewel
#

FUUUUUUUUUUUUU why is this being so difficult?!

grim rose
faint jewel
#

v:getObjectName() returns "Thumpable"

#

and i get NOTHING from v:getName()

hot patrol
inner blade
#

Mom I'm scared

hot patrol
#

the last bit needs to be at the very start

inner blade
#

Skiz is going to erupt.

grim rose
inner blade
#

Also for future reference how do you do the block message again?

hot patrol
grim rose
hot patrol
#

" :

#

well crapo

#

3 of these ` at start and end

inner blade
#

Ah

#

Ay

#

Ty

hot patrol
grim rose
#

lol

grim rose
hot patrol
#

also this might not be right texture = WorldItems/cirno_fumo/fumo_cirno,

#

should just be texture = WorldItems/fumo_cirno,

grim rose
#

so i should remove 1 directory>

#

?

hot patrol
#

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

grim rose
#

this one ok?
WorldStaticModel = mesh = Static/cirno_low,

hot patrol
#

mesh is fine

#

it was texture I am talking about

grim rose
#

yes i changed ir

hot patrol
#

so what does it all look like now?

grim rose
hot patrol
#

ok so I downloadedthe model one and let me ask are you using notepad?

#

like normal notepad?

#

it is all jacked up

#

download something like notepad+++

grim rose
hot patrol
#

well for whatever reason the placement of everything is off

#

everything you put is right tho. just readjust it

grim rose
#

eh its still doesn't work

hot patrol
#
{
    model cirno
    {
        mesh = Static/cirno_low,
        texture = WorldItems/fumo_cirno,
    }
}```
#

like that

#

only I guess rather than module base use FUM

grim rose
#

that i lacked module

timid saffron
#

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

grim rose
#

new challenge

#

everytime my mods fail with 3d model im gonna do 10 pushups

faint jewel
#

welcome to becoming a chad.

timid saffron
#

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!

grim rose
grim rose
timid saffron
#

oreos den

grim rose
#

@hot patrol any idea?

hot patrol
inner blade
#

Is that mesh suppose to be in static model?

hot patrol
#

let me see model code again

grim rose
#
{
    model cirno
    {
        {
            mesh = Static/cirno_low,
            texture = WorldItems/fumo_cirno,
        }
    }
}```
hot patrol
grim rose
#

oh where?

hot patrol
#

use the one I made for you module FUM { model cirno { mesh = Static/cirno_low, texture = WorldItems/fumo_cirno, } }

grim rose
#

why do i make...

#

yeah i see it now

hot patrol
#

and yea this is wrong

#

WorldStaticModel = cino_low

#

no need for the path as it already knows it is a static model

grim rose
#

oh okay

#

gotta check

hot patrol
#

🀞

grim rose
#

uh oh here we go again

#

uh oh here we again

hot patrol
#

hmmm

#

post that code again, lol

grim rose
#

ohhh

#

i see

#

wordblablabla = mesh =

inner blade
#

I EVEN SAID IT

#

AHHHHHHHHHHHH

hot patrol
grim rose
#

@timid saffron buccle up i think you have 40 cookies to eat

hot patrol
#

like this WorldStaticModel = cino_low

grim rose
#

yea i fixed it now

hot patrol
#

this is the one

#

it's gonna work

#

100%

grim rose
#

uh oh

#

evrything is now done right

hot patrol
#

looks good. didn't work?

grim rose
hot patrol
#

best thing I can think of is your using module FUM. I used base

grim rose
#

i will try using base

#

if thats not gonna work that means model is bad

#

online convertors aren't the best i assume

hot patrol
#
{
    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

timid saffron
#

molded by it

hot patrol
#

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

grim rose
grim rose
#

@timid saffron i hope you visited grandma recently

#

100

timid saffron
#

lmao!

#

were gonna need a bigger boat!

hot patrol
grim rose
zealous wing
#

Six pack of bottled soda, plus reference bottle.

inner blade
#

Have I mentioned I don't like doing the distribution?

zealous wing
inner blade
#

Fair, just don't like the fact I have to scroll, and scroll, and scroll, just to find the stuff I'm looking for.

zealous wing
#

The procedural distros have grown on me.

inner blade
#

Is procedural better then normal dis or no?

zealous wing
#

You can make a lot more compact distro files using procedural.

inner blade
#

So it would be easier to use procedural?

zealous wing
#

It's mostly procedural now, so sure.

grim rose
#

you can also stole discribution from similiar other mods :))))

inner blade
#

To be fair I looked at others and the ones I looked at had different ways they did.

zealous wing
#

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.

inner blade
#

I do the opposite, I go through it and delete the ones I don't need.

zealous wing
#

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."

inner blade
#

I've never touched Lua in my life and I've only been messing with it in the past few weeks.

grim rose
#

i thought i will never touch blender

#

but here i am

#

i don't know how to make UV map

#

😭

inner blade
#

It's not to to hard.

zealous wing
#

Pretty sure there's tutorials for that.

grim rose
#

i guess

inner blade
#

I know blender better then coding lol

grim rose
#

but problem is other

zealous wing
grim rose
#

you know the blend i am using has 2500 polygons

grim rose
zealous wing
#

Oke.

grim rose
#

later i will just change it using online converter to .x

zealous wing
#

You got a tab up top called UV editing. Click on that.

grim rose
#

i did

zealous wing
#

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.

inner blade
#

Also you don't have to use x files.

#

Fbx works just fine.

zealous wing
#

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.

grim rose
#

i won't even touch that or i will draw one texture next 5 hlurs

zealous wing
#

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.

tranquil reef
#

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

zealous wing
# grim rose

the F is this supposed to be anyways? You got a reference pic at least for it?

grim rose
zealous wing
#

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.

grim rose
#

I have already added tool to remove polygons

zealous wing
#

Remake the model with like 1/10th of the tris.

grim rose
zealous wing
#

From the reference pic, you could remake that with a handful of primitives.

#

Cylinders for the arms/legs, a sphere for the head, etc.

grim rose
#

As you know i don’t know basic uv mapping

zealous wing
#

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.

teal rampart
#

How many polys are the characters/zombies?

#

i reckon around 2k?

#

no way...

#

less than that

grim rose
zealous wing
#

Less than 1k

grim rose
#

But i won’t go over 600

teal rampart
#

Thanks, I was wondering

zealous wing
#

yeah, just remake it. Decimate does weird shit to the geometry.

teal rampart
#

Did you guesstimate it or check it, Madman? πŸ™‚

zealous wing
#

Like I said, a few primitives.

#

Fuckit, imma look at it in blender.

#

Female body's got 860 tris.

teal rampart
#

mmmm

#

OH, silly me

#

i could have checked that out by myself. relying on others again... tsk

grim rose
#

but for now @zealous wing do you think 600polygons gonna be allright?

zealous wing
#

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?

grim rose
#

ye, kinda

grim rose
#

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

fiery hollow
#

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

keen cape
#

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) Thonk
But people wasn't joking when they said that the mod really is being held together by lots of duct tape

grim rose
#

200

#

any idea why this happens?

drifting ore
#

what are the possible DamageCategory arguments?

drifting ore
#

alright so if it's not slash i don't use the line at all for the weapon right?

grim rose
#

i meant why object doesn't load texture properly

inner blade
#

Has to be the uv map.

#

Or did you convert it to an x file?

grim rose
#

whats with that?

inner blade
#

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.

grim rose
#

yes

inner blade
#

Well the thing is if the model breaks apart it makes a different uv map.

grim rose
#

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

inner blade
#

Currently 2 AM for me and I got work at 9 AM.

grim rose
#

good news

#

@inner blade you where right

#

changing extension finally fixed my problem

#

problem? plush is 3 houses wide

inner blade
#

Change the model scale to 0.1 or 0.01.

grim rose
inner blade
#

In the code, not the actual model

grim rose
#

also i still have to rotate it

#

so i will scale down model too

inner blade
#

Well have fun with that, it's late and I need sleep.

grim rose
#

sleep well

mental garden
#

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.

faint jewel
#

any code monkies awake?

cobalt nebula
#

I can’t 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 don’t like my lack of zombie respawning, horde movements, etc.

faint jewel
#

the lore?

hot patrol
#

where are item icons stored in the game files?

willow estuary
#

ProjectZomboid\media\texturepacks probably UI2.pack, you would need to use TileZed to view/extract the contents.

hot patrol
#

anybody have them all saved already? I need the book or magazine

idle river
#

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

inner blade
#

@hot patrol The wiki has the icons.

#

Small 32 x 32.

hot patrol
#

thank you

inner blade
#

Just gotta steal borrow them.

hot patrol
#

of course.

#

"borrow"

inner blade
drifting ore
#

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

rich hare
#

Hello πŸ™‚ which mod category needs the most performance?

mental garden
#

I'd like some help please.

small topaz
deft falcon
#

yea found the solution, just used moddata to check if the function ran already

small topaz
deft falcon
#

umm

#

i dont use onnewgame to give items anymore

hot patrol
#

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

small topaz
late hound
hot patrol
#

looks like you are right.

#

in the tooltips

drifting stump
drifting stump
mental garden
# drifting stump elaborate

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

drifting stump
drifting stump
#

this channel is about making mods not using them

atomic crow
#

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.

drifting ore
drifting stump
#

media/lua/client/ISUI

drifting ore
#

i'm confused about this

drifting stump
#

?

drifting ore
#

in the zomboid install dir ?

drifting stump
#

yes

drifting ore
#

oooo

#

thats was a dumb question sorry xd

#

found it

rich hare
smoky meadow
#

guys how to disable a certain vanilla items to not spawn in the world?

drifting stump
smoky meadow
hollow dragon
#

No idea then.

frank rivet
#

im about to make a more pixelated version too. ill post it here as well

mild marlin
#

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

strange sequoia
#

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

hard crypt
#

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?

paper steeple
inner blade
#

@strange sequoia Try looking at the wiki, they have the icons but I'm not sure about the recolors.

mild marlin
#

where are the icons located in the game?

drifting stump
#

both in loose files in media/ui or media/textures or packaged in a pack located in media/texturepacks in particular UI and UI2

hard valley
#

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

mild marlin
#

Anyway to edit X models in blender?

haughty veldt
paper steeple
#

Energy?

haughty veldt
#

like functional water nd stuff

#

has its own water tank

inner blade
#

@mild marlin you can import them into blender but you can't export them sadly.

strange sequoia
haughty veldt
paper steeple
#

Energy is a motorhome?

inner blade
#

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.

haughty veldt
#

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

tranquil reef
#

At least by default

#

finally found one that works for 2.8 and above lol

fallen thunder
#

What about 2.9?

paper steeple
# haughty veldt no no you confused

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.

tranquil reef
#

I use 2.9 but said 2.8 since that's the update that broke most of these addons lol

small topaz
#

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

tame mulch
small topaz
#

and what determines the load order?

tame mulch
small topaz
#

many thanks!!

mild marlin
tranquil reef
frank rivet
mild marlin
#

now lets figure out how do UV works on the game when editing the original mesh

keen cape
# frank rivet Makeprojecthumanoidgreatagain would be a good mod to work on. We could have our ...

ThonkButCooll
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)

mild marlin
#

there is no script for traits?

rapid linden
#

Is there a modder who could rework Sandbox+ x)

#

So it wont cause a spam of errors

latent orchid
#

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 πŸ€”

#

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).

drifting ore
#

Can i request a mod?
You can turn sunflower seeds into the vanilla oil to use it in crafts

#

I'll appreciate it really

undone crag
#

vanilla oil

summer acorn
terse matrix
#

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

fresh prairie
#

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

timid saffron
#

Does anyone know if there Is there a mod that lets you hit multiple zombies with melee weapons, but only at high skill levels?

sinful relic
#

is there an equivalent to hasModel() for clothing that just overlays textures?

frank rivet
hot patrol
#

I think it means the xp stored in the book

#

so the book can only be used once to get back xp

#

yep

sour island
# hot patrol so the book can only be used once to get back xp

@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.

hot patrol
#

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

sage verge
#

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 πŸ˜‰

cosmic condor
shadow geyser
drifting stump
covert imp
#

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

pearl prism
drifting stump
#

a vehicle model being rendered in a ui ingame

hot patrol
#

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.

devout galleon
#

Is there any good tree planting mod?

midnight mica
#

is it possible to add game options to the existing list without overwriting the existing function?

deft falcon
#

in worldsoundmanager addsound, whats the last 2 numbers for?

#

int4 and int5

gilded hawk
sour island
#

Anyone know of a mod that lets you dismantle a car frame entirely that works in MP?

viral vale
#

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?

tight blade
#

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.

inner blade
#

@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

oak rover
#

if anyone is interested, i'm looking for a very simple mod commission to be completed if you'd like

zealous wing
# inner blade <@534883691676172308>Yo, when you have the time could you help me understand the...

The function is self-explanatory - it inserts new lines of code to a table. πŸ˜„
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.

inner blade
#

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.

zealous wing
#

Coding mods in PZ be like

inner blade
#

Pain

#

Source coding can be picky but good god.

#

Lua is a nightmare.

zealous wing
#

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.

viral vale
#

Where would be a good place to find someone to make a mod with? Any communities besides this place?

inner blade
#

Cough Reddit

viral vale
#

Actually? lol

inner blade
#

Pfft

#

Hell no

#

But I actually don't know, probably steam's discussions.

viral vale
#

I'm only capable of 3D modelling/texturing/animations/etc

inner blade
#

That's all you really need.

zealous wing
inner blade
#

Just coding is left.

viral vale
#

My coding skills are trash lol

zealous wing
viral vale
#

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

zealous wing
#

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.

native shore
#

change the file names to suit you
imareallycooldude.truefacts

viral vale
#

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

zealous wing
#

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.

#

Oh yeah, you need to muck around with XMLs and hashes too for the clothing.

viral vale
#

sweeet, thanks for that

tranquil reef
#

Is it possible to add a context menu for right clicking zombies?

#

or does anyone know a mod that does something similar?

tranquil reef
#

Or just show it in the ground right click context menu if a zombie is within distance to the cursor

tranquil reef
#

Any reason this isn't working?

#

it isn't showing the context menu when right clicking near a zombie

restive ginkgo
#

Can we get a mod that lets sprinters jump double high fences

celest creek
deft coyote
#

is it only me or is multiplayer modding broken? my games dies when i try to host with mods

shadow geyser
tranquil reef
#

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

tired charm
#

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!

shadow geyser
#

then I suggest you add in print statements to look at what the state of grid is during a error

cosmic condor
#

In that order

winter bolt
#

i recommend editing an existing one since it makes it way easier

tired charm
cosmic condor
tired charm
mortal widget
#

is pawlow loot still compatible?

#

long shot

cosmic condor
shadow geyser
cosmic condor
shadow geyser
#

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

cosmic condor
#

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)

midnight mica
#

anyone know if its possible to mod the chat whisper color, its too dark and hard to read

hot patrol
undone crag
#

Probably there is a clue in the translations in lua shared. Notpad++ can search each file under a hierarchy for strings.

hot patrol
#

I will look, thanks

midnight mica
#

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

thorn cipher
fierce rock
#

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

small topaz
#

is there a way to put comments into a script .txt file?

steel locust
#

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="?

thorn cipher
winter bolt
#

i think authentic z does something similar so you could check that mod for an example

cerulean cedar
#

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?

tranquil reef
#

I know that's possible with zombies but not sure about players

cerulean cedar
#

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

fierce rock
tranquil reef
#

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

wet osprey
#

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

tranquil reef
#

Is it possible to add custom variables, like ints and booleans, to zombies?

unborn rover
#

What controls the overall attack speed of a melee weapon? I assumed it was base speed but changing the value to something high doesn’t show any noticeable difference.