#mod_development
1 messages Β· Page 551 of 1
Just use chrome 4head
never heard of it
Have a strange issue when trying to add a mod to a running multiplayer game: When I have the mod in my Zomboid/Workshop folder, adding it to a running mp game works fine. However, when I delete it from there and subscribe to it via the steam workshop, adding it to a running game does not work anymore. Ever heard about such an issue?
Is it possible that in this specific situation, the game handles stuff about overwriting vanilla function and load order of lua code differently? (Not necessarily related but could be an explanation in my case...)
but you should not do that ever lol
not really overwriting. using the typical construction like this:
but this has still the effect that the game should execute vanillaFunction() from the modded code.
better post in #mod_support I have no clue here
hmm???
i think this is the chat for modders asking questions about mod construction?
yes it is, but in case those who encounter this issue can help
maybe a misnderstanding...? it is one of my mods (already published in steam) which cannot be added to a running mp game. now I want to fix the mod so that it has this feature and therefore asking here in the technical/coder channel.
i always thought the mod_support is for people who have questions about using content from other modders...?
oh, it's my fault then
Hi, I'm Spanish. I have a problem, which is that the game is working fine, but when I go to create, after the character attributes, the game closes.
no problem. π
wait what is "running" mean?
I may misunderstood the things you are trying to imply
thanks! but that's not my question. i know how a mod can be added. problem is that a specific mod of mine doesn't work when (correctly) added to a running mp game. does not produce erros but simply has no effect. i am quite sure that this is a technical problem related to my mod (or to the vanilla game itself).
with running I mean that you add it to an already existing world where player run around and so on. so, the world has been created without the mod and then later, the mod is added without restarting the world or so.
what is the function of your mod?
it adds new professions
aka occupations
okay, that's maybe enough information
@small topaz Are you sure that you added your mods in both Workshop ID and Mod ID?
do you have the workshop id for the mod in the server ini? I'm not sure but it might need that
I assume that you said it work earlier. I thought you may have missed this part.
in my experience, adding it to one of them should suffice? but I think tried all variants.
Steam workshop id is important, we just discuss this issue earlier today
workshop id tells the dedicated server to download it for its files, to be used for the serverside.
haven't changed anything on the .ini. maybe should try that. strange thing is that for all other mods, adding it to a running game works without manually editing the .ini file
atleast that is my understanding.
well I expect MP works different from SP as it has to manage file syncing. whereas in SP that isn't a concern
Im not saying that is 100% the solution, im just saying that is something you can try
maybe i repeat my problem: for that specific mod, it works fine to add it to an existing mp game when i manually install the mod by putting it to the Zomboid/workshop folder. but it does not work when I subscribe to the mod in the steam workshop and then try to add it to an existing mp game. and that is quite strange imo...
try edit the workshop list again, it should work
At first, I thought you meant a running game server where players are still playing in the game. lol
I was like... tf how can you do that?
ok. i check again...
yeah I read what you said, and understood the question. What Im saying is to check, did you also add the workshop number into the server ini, and not just the mod id. if you have, please say that, rather than just assuming others are misunderstanding you.
hmm... i think Riko has misunderstood me and is also part of the conversation. but anyway ok π
You should use the word "existing world" instead. lol
what mod is it. Maybe I can try running a world from the workshop and see if it works
many thanks! but i think problem is fixed. checked again with both, the mod id and workshop id, as Riko suggested
how can i test if a item spawns
set higher number in .lua file
then test it
and if it works, lower its number as you want
is there any lua command to check if the player is interacting with the world? like interacting with doors and windows etc
you mean when the player right-clicks the object and opens the context menu?
no, something like if the player opens a door or a window
if theres something that checks like
"player interacted with this object"
or
player has opened a door
more like on the interacting side... let me see if I can find a better example... you know when doors makes sounds when the player interacts with it? or when the player opens a window and it makes the window opening/locked sound? There must be a check for it right? a boolean or something that detects that the player is indeed interacting with x objects
hm, I found getInteract
I wonder if thats it
not sure about that but maybe although I neither find it in the zomboid lua code, nor in the java doc. still possible that this is a function which can be used
alternative: the pz folder projectzomboid/media/lua/client/TimedActions contains a file ISOpenCloseDoor.lua and a similar one for windows. you could also try to use them
those luas usually contain functions which are used when the player is doing something (in this case probably open and close doors and windows)
Hi, so I want to remove the recipes from vanilla for reclaiming weapons from spears. However, when I tried creating a recipe of the same name with "NeedToBeLearn" set to true, all it did was create a duplicate recipe, when I really wanted to overwrite the vanilla one.
Is there a way to overwrite recipes without overwriting a whole file it's contained in? Or would I have to create a copy of the vanilla recipe file and put back EVERYTHING other than the reclaim recipes, and overwrite it all?
hmm indeed seems like that could be it tbh.. I'm trying to make blind zombies.. but after so much messing around seems like no one can help with that, and after looking on camouflage mods and what not, seems like the only way is either ghosting the player or setting the zombies useless.. both has their own issue.. with I think with some messing around with the zombie useless I can get something nice going on.. the problem is that I now have to probably do a check for a lot of things in the game like.. opening doors, sneaking, running, walking, attacking while sneaking
because setting them useless also just well.. disable their AI.. so I need to constantly enable their AI for everything that could potentially make a sound
do not use scripts for changing recipes
use lua for that
I have no library, I'm literally coding with notepad++ and guessing atm lol
so you want to do manually sth like this: when there is a door sound, zombies should react to it...?
I'll be honest, I'm pretty new to this stuff, so I never changed a recipe in Lua before. π Can you point me to a mod that does this as an example, or maybe there's an example you know of elsewhere?
getScriptManager():getRecipe("RecipeName"):setNeedToBeLearn(true)
Ohhhh
ye like "if door sound / window sound" zombie:setUseless to false, and maybe force them to detect the player
You're wonderful, thank you!
i also see that the sandbox options only contain "sight poor" but not "none sight"....
yeah tried that, doesn't work
Is electricity handled over lua or java?
setting to 0 makes no difference throws error I think even
ah sh*t... just thought about trying sth like this....
i recommend this https://github.com/Konijima/PZ-Libraries
itβs by Konijima thatβs here and goes in detail about getting it set up
very useful
will look into it later then
for some reason trying to reset the player target
or making it nil
doesnt work
zombie target*
spotted, target, whatever else doesn't work which makes it not an option either
the TimedAction folder does indeed contain some functions which are used when the player makes an action which makes sound (like door opening and stuff). if you don't find a better solution, you might have a look there. but not sure if everything which makes sound and should attract zombies can be found in TimedActions.
guess it could be quite some work
indeed
are the zombies still following you despite target being nil? or does it just keep setting it back to the player, after you set it to nil
odd question, but say I take the vanilla cop car, and make 2 new skins for it. One with an all-blue lightbar, and another with an all-red. Say I want to keep them in the same script file. As in, as the same vehicle, different skin index. How would I do the "Lightbar" category in the script?
just in case you are interested (and not already know): whether the player is running or sneaking can probably be found out by java methods player:isRunning() and player:isSneaking(). (for running, see here for example: https://zomboid-javadoc.com/41.65/zombie/characters/IsoGameCharacter.html#isRunning() ) don't think that those things are also controlled via timed actions. but not sure..
Javadoc Project Zomboid Modding API declaration: package: zombie.characters, class: IsoGameCharacter
Sorry for interupting
you will probably have better luck asking from the modeling channel. you could also try asking from the filibuster rhymes discord. its pretty active and they know alot about dealing with vehicle models in PZ
alright
Wish it was possible to reinforce player made metal/wood fencing or walls to make them far stronger or even unbreakable by zeds (at a cost fitting to the strategic gain)
I know there is one mod that allows this with metal walls but it doesn't appear to work. I reinforced it with the plates but zombies still break them down.
Anyone know a good mod that might help. Just want to put up chain link fence/gates to fill holes that act like the ones in the world. Like how do the Zeds know the difference from my single segment of chain link from the rest that are apart of the map. I have lvl 10 metal working. If anything my fence should be indistinguishable from the maps fencing next to it ..
Having an issue with the Elbow Pads from Shark's Law Enforcement Overhaul.
The model "spikes" out from the player when you aim with a weapon or gun.
Anyone have this issue at all or even better, found a fix?
whats the mod that makes it so the longer you're exposed to zombies, the less you get panicked?
Yes tyπ
seems like it just keeps setting back to the player
makes sense if the target system is tied to their sight
since they will always see you and target you back if you set to nil
already know that ye thank you tho
Is the sendClientCommand necessary when taking liquids between item and IsoObject on servers? (for example gas pumps, water cooler)
I noticed that taking water calls the command (sendClientCommand(playerObj, 'object', 'takeWater', args)), but taking fuel from a pump does not.
Ask as I am worried that there might be issues in MP if this command is not performed
@thin hornet I'm still interested in doing an allnighter for a script editing software.
hehe
Others I spoke with said this would be a very desirable thing to make.
yeah thats for sure
Also, I was thinking about an idea to make more examples for TypeScript modding with PZ.
More tools is never a bad thing
It would be cool to template this as a wizard plugin for a IDE.
I might get caught up in writing my own SASS
Always happens when I do any web app.
@thin hornet Can you provide me with the scripts you'd be interested in me working with?
A wiki or some list?
I can do insight research on them using Java decompiles I have. Just want to make sure I'm looking at the right ones to start.
Try and make something like this in Typescript
https://github.com/Konijima/PZ-BaseMod
I'll take a look in a bit. Thanks.
Some sort of base mod that can be used to create mod and abstract some stuff that usually needs to be done.
i have to check these global object system
For what?
to learn how to use it
Oh.
What do you want to do?
Calling a global table is also callable as ```lua
local globalVarReference = _G.MyGlobalObject
-- OR
local globalVarReference = _G['MyGlobalObject']
Global is its own table basically.
Usually people require and then call it without the _G.
CGlobalObjectSystem & SGlobalObjectSystem & JSGlobalObjectSystem?
I have yet to discover those two pieces
seem to be used with farming and campfire
Oh something entirely unrelated to Lua global
Finally got my grunt watcher / sass compiler working.
@thin hornet Ever used SASS?
yea but mostly scss
God is it good.
i prefer scss coz of the syntax
Nesting is just the best.
but yeah thats much cleaner than writing your css yourself
Yeah that's the best thing about SCSS.
I mean you are writing your CSS just as a transpilation of it.
mixin and variables π
I'll need to figure out which settings are used for what category.
Anyone know if Cosmic Cat or M13 frequent here?
Hmm I'm not sure if this list is complete: https://github.com/MrBounty/PZ-Mod---Doc/blob/main/Items variables.md
They're both breaking ISReadABook... hopefully they check out their comments before I bypass their mods in favor of mine.
@thin hornet Here's my first work so far.
I'll dig to see what settings are applied to what item types.
Can you use require with a modID? π€
Unless you have the complete path or working relative path, no.
was afraid of that
All files are loaded in a scope that's inside of client, server, and shared.
so if you have a mod with client/myfile.lua, use require 'myfile.
ah i was wondering what you meant there
I'd be making loading & saving item scripts ignore unrelated settings.
well I'll be damned
this guy named his files the exact same thing in two different mods
does that break anything?
Overrides.
=))
Found what I needed
@thin hornet zombie.scripting.objects.Item#InstanceItem(..)
Shows what settings matter for which type.
Already knew that. I was looking in InventoryItem because I had a hunch that the init code for instancing would be there.
I'm right, but it refers to Item's static methods for instantiation.
Now I can toss in the ts fields I manually typed into separate containers.
local crossRefMods = {
["CatsWalkWhileReadMod"]="ReadFasterWhenSitting",
["CatsReadMod"]="ReadFasterWhenSitting",
["CatsReadMod(slower)"]="ReadFasterWhenSitting",
["M13ReadingTweaks"]="M13Reading",
}
local activeModIDs = getActivatedMods()
for i=1, activeModIDs:size() do
local modID = activeModIDs:get(i-1)
if crossRefMods[modID] then require (crossRefMods[modID]) end
end
This should work in order to force load their mods first so I can overwrite them right?
ya
if the path are correct then it would work
do something like
local crossRefMods = {
["CatsWalkWhileReadMod"]="ReadFasterWhenSitting",
["CatsReadMod"]="ReadFasterWhenSitting",
["CatsReadMod(slower)"]="ReadFasterWhenSitting",
["M13ReadingTweaks"]="M13Reading",
}
local loadedModIDs = {};
local activeModIDs = getActivatedMods()
for i=1, activeModIDs:size() do
local modID = activeModIDs:get(i-1)
if crossRefMods[modID] then
require (crossRefMods[modID])
loadedModIDs[modID] = true; -- keep track of which was loaded
end
end```
Is there somewhere in the saves files where I can check what is in which container?
so that you dont have to loop all over again later
ah
Btw, hello everyone
Also, other then checking the containers, is there any file on /media/ folder that has the vanilla loot tables?
Oh, just found them. They are on the media/lua/server/items in the Distributions lua files
Felt like showing progress and what design choices I'm making for the data.
I'll be importing the script format to Json and then writing Json to the script format.
I'll complicate it to have module instances and then maybe template or super item definition attributes as I go forward. Small steps.
It would be cool to have an item extend another and when changing a value that isn't set for the sub item the sub item receives the change.
The rightside is a mod I spent like 3 days on to get right, the one on the left is something I wrote in like 15 minutes.
as is life
alternative moral: always put vin diesel on your mod posters
loool
It's midnight. Making coffee.
haha same
I can push it if you want to see it.
I have the IO code for project file data.
Having a project to store data that will be compiled in any way that losses data needs a project format.
So I know that item extensions isn't supported with script.txt format, but I plan to have extension inheritence support.
So if I want to have two weapons, say baseball_bat and spiked_baseball_bat, I could have the spiked one import values from the basic one and override certain ones.
If I change a value in my editor for the basic baseball bat, then the spiked one also changes for settings it inherits.
Make sense, @thin hornet ?
If I only load and save from the script.txt format, I wouldn't know the next time whether or not the spiked one extends the basic one.
Hence project files. π
make sens yeah
Would be better to modify a base item once than cloned copies x amount of times.
maybe you need to try setting it more often, try using OnZombieUpdate. It probably happens frequent enough to get what you want to happen.
you could make your code "load last" by putting it all into a function which you add into a event. Thats how I made a change to make sure one of my plant compatability codes loads after any and all mods that add crops. it puts a function that is meant to fix all the missing variables into the OnGameStart function. that makes sure that the code runs last. you can probably have a function that redeclares the function you want to override.
its not the best kind of solution, forcing it to load that much later, as maybe in the future, someone else will need to overwrite your stuff, but for now it could work. and its alot easier than writing 100 require statements to make sure that code runs after another mod
im trying to set up base in a modded military outpost but i cant place stuff inside am i not allowed to build in it on purpose or is there a fix pls help
@thin hornet Ok I've made good progress on detailing the codebase for Screwdriver.
Project -> Modules -> Items & Recipes -> Properties that are inheritable or set.
Items & Recipes now have parents and getters for properties checks the set value of the property and then based on that grabs either the parent's value or the set value.
Neat cant wait to try π
Screwdriverβ’οΈ
You'll never know what it can do until you take 3 minutes to read the descriptions.
i hate that the clock only show time minute by ten
00, 10, 20, 30, 40, 50
if a server uses a very slow time speed its not cool to lose precision
Starting to feel tired.
I definitely know that from experience.
I'm now at the part of the project where I'm copying over all properties for base items and specific too.
lol
Its due for next weekend or you are fired
Client is waiting
Almost finished my new mod
Hi all. Would anyone be able to explain to me the difference between adding something to Suburbs distribution and just adding it to procedural?
Procedural does nothing on its own. Procedural are assigned to Suburb distribution
OH. From what I understood from it was that Procedural feeds into the regular Distribution.lua
procedural are lists, and you feed the distribution with it
local distributionTable = {
-- =====================
-- Room List (A-Z)
-- =====================
aesthetic = {
isShop = true,
counter = {
procedural = true,
procList = { <<------------------------------
{name="SalonCounter", min=0, max=99},
}
},
},
Ye I understand that part
So instead of cluttering the distribution with bunch of items you assign them procedural list
But what does the actual SuburbsDistribution.lua do that the regular Distribution doesn't do for it?
Sometimes I see mods do like Table.insert to ProceduralDistribution.list or sometimes that do Table.instert to SuburbsDistribution
so when people add to the procedural, it mean everywhere that procedural is plugged in the suburb it will be there.
lets you create a new mechanic item and want to add it in every mechanic place
instead of adding it to the suburb of each location
you add it to the mechanic procedural
yeah mostly is a container, wether its a zombie or an object
I seee
Because I seen a few mods do the same to Inventory lists, like adding to zombie inventory. They will sometimes do Procedural or do Suburbs
if you want it only on zombies specifically, then dont add it to the procedural cause that procedural might be plugged into other containers
or create your own procedural and plug it into the zombies
np π
you're my hero
OH ANOTHER QUESTION SORRY
How does Zomboid handle loot rarity settings
Does it change the rolls or weight chances
its probably multiply it yeah
Hi guys, do you know about the water freezing in the winter season to be able to drive?
Or a mod to create a raft to transport a car to Kingsmouth Island
Does anyone know how I should go about making my batteries fit in electronics? I can edit RWMPower:verifyItem to recognise them, the box lights green when dragging them in, but letting go of the drag doesn't add the modded battery to the item.
@atomic kiln you might have to verify the java source to see if anything is hardcoded to use the vanilla battery
I am viscerally angry at the mere idea of doing so
daily mod
which that?
that or that that
π
I said though, so it wouldn't be the cheat mod I was talking about
You mean like Unity's LateUpdate() function? Which is called after the Update () function? Is there such a thing for zomboid ?
Ye i saw there's a OnGameStart function which is kind similar to the Awake function on unity i think (which happens before the game starts or a scene is loaded) but what would be the equivalent for the end on zomboid? OnGameEnd? As if now I'm just blindly coding with no library, had no time to set up the things from konijima
I guess? im not so familiar with the Unity. Im not exactly sure exactly when OnGameStart happens. I haven't looked into it. If I had to guess, it probably happens after everything has loaded and you press any key to start the game. But anyways, it happens after all the lua files have been loaded and read, so it works to be able to "delay" the loading of the lua file by rather than actually executing any code on load, it just declares a function that does all that when the lua is loaded, and the function is only executed at OnGameStart
I see, seems pretty similar to awake function.. "Awake is used to initialize any variables or game state before the game starts. Awake is called only once during the lifetime of the script instance."
I guess for the zombies since they seems to reassign the target every frame i need the to reassign the target on the end of every frame to overwrite it.. I'm gonna go look to see if I can find anything
It's also my first time coding lua too, getting used to the differences from c#, I'm not an experienced coder but I think this is not hard enough to make it work
depending where the OnZombieUpdate is triggered inside the internal zombie update
you are out of luck
target is set after OnZombieUpdate
Welp
I guess i could just use setGhostMode, my only problem are the goddamn sounds
Or just switching between zombie useless a lot enough to still make them move by themselves
Go on the forum and post a suggestion to add a PostZombieUpdate event maybe.
Would not there be a way to decompile and recompile the game codes with the new changes ?
Its possible but you cannot have java mods on the workshop
people would have to install the modified files manually and you would have to update the mod every update if anything changes
its not recommended the only java mods worth are for the server side since clients dont need them
I see.. well sometimes there's a price to pay to achieve something good, but i guess i would not go that deep into modding as I don't have the time to learn every single possible bit.. nor enough knowledge on the matter. As of now I will keep trying with whatever was given to work with Lua, and it it works then it works
i think there is a mod that camouflages you from zombies when covering yourself in blood.
might be worth checking what technic been used there
you may have to consider a lot of things; human blood, animal blood, zombie blood
Another idea that isn't lore-friendly, but would be cool to have is an invisible cloak from HP πΉ
Uses set zombie useless
Checked it yesterday
As well as one called stealth camouflage
That one uses ghost mode
perhaps set an active and cooldown time to limit its power
What I'm trying to do is blind zombies really
Something like the last of us
Setting them useless makes them inactive they can't hear or see, but with a bit of coding you can make a "fake hearing system"
Best option would be ghost mode
But it removes all the sounds from the player and doors and windows
Is there a way to load different translation settings, based on client settings for the same translation files?
please elaborate
Think about vhs tapes, where there are mods that add which skill the vhs gives. Like [Carpentry] VHS: Woodcraft E1
I would like to make a client toggle that either shows in the start, or in the end
But I still haven't found an example where it does conditional translating for the same language
The best way I can think of now is to create a mod that contains multiple mods. Each mod contains different translations. LetΒ them choose from there. Since the translation files load when you boot the game up and when you save the mod selection settings.
But that doesnt work for MP, right?
This toggle would be more useful in a server, since different people have different ways to play
I mean, if you want to change translation, you have to quit the session and reload the game
check Named VHS Tapes in workshop
I thank you for your sugestion, but this is not exactly my problem. My problem is 2 different translations for the same language. Where you could choose between [Carpentry] VHS: Woodcraft E1 or VHS: Woodcraft E1 [Carpentry]
2 submods in 1 mod
But can the client choose which submods to use in a server? Or the server sets one fixed?
My problem is not with single player. My problem is multiplayer
as I think there's no way
but I could be wrong
The problem is that translation files are a txt, and not a lua
yea
You can offer those who want the alternate translation to manually download the mod on their local side
Not sure if you are just doing translation or if you are doing the code too
β
But if so you might want to use
%1
getText("My_Text", variable)
but still
doesnt fix the problem
lol
sorry
Ideas are welcome
I know that the vhs "problem" is not a problem per-se and doesnt add much to zomboid
I mean the server has to choose main translation and who prefer other than that, go download the mod to fix the translation
@thin hornet :DoParam on DisplayName works in already running world?
However, if there is a way to change the text of an item dinamically, you could alter things name when a player is drunk, for example
pz doesn't allow to use mods that doesn't exists on server
won't work
i dont think DoParam on item name works
Oh, I'm inexperienced with mp
last time i tried to simply rename the Money to Cash and it would work
if no then there's no way
single way it's rename all items on change settings like
:DoParam(string.format("%s [%s]" or "[%s] %s", item.DisplayNameToFormat, item.VHSCategory))
rip

?
An other way would be to hook into the inventory pane to add some hackish code
override defualt item tooltip? XD
most likely not worth it
yea
Why do I do this with me
I could just iron fist the thing because its for my own server
But nooooo, I have to think about the other users
But for now i have a workshop item that is an amalgamation of little things
In my mod I added button to top left corner where buttons like place objects/health panel and my way does override nothing but I checking other mods that adds buttons to there - they just override these buttons so my button will disappear 
Hard to create mods that can works with other mods

yeah pretty hard to guarantee compatibility
It's funny how lots of players don't bother moving the 'V' button of the clothing UI mod and let it stick to the middle of their screen
xp
lol
Well, I'll leave the translation project for another time
Btw, anyone knows of any example on how to add a custom command that can be triggered with Rcon?
custom command and server chat commands would be dope
without needing to hack into the chat code
I would like to make a createhorde3
Where instead of x,y,z it asks for a player name
D:
It would be fun to spawn a horde of santa's on christmas, for example, via console
did you check out 41.72 admin panel?
Konijima, could you by any means look into the ghost mode ? I want to know what it does to the sounds really, because I wonder if it just stops the sound engine or something and if could be forced back on
41.71 already has the custom horde spawning menu, doesn't it?
I mean, I do have it
Not sure if a Mod added it, but I think not
@thin hornet forgot to tag, and also sorry for the tag
there is no way to bypass it
I see, i was also curious about the documentation saying that setGhostMode has a boolean and a ghost mode mode or something
yeah setGhostMode has a boolean to set it on or off probably
That i know, what i mean is that it's like
setGhostMode (boolean, aGhostMode)
With the description
A ghost mode to be chosen or something like that, let me see it again
I feel like this should be pinned tbh. Would help avoid alot of early issues / let people get the ball rolling.
haha
This is really sad that we are limited by a lot of things
Yeah there is limitations, but its improving with time
if you are stuck with an idea, try to find an other idea until you can come back to it
If you set ghost mode wouldn't everyone be invisible to everyone else?
I think that's invisible mode
Makes your character invisible
Oh, hm
Ghost mode removes the sounds and zombies ignores you afaik
But you are still rendered
Out of curiosity how does very poor eyesight play like? Can you basically walk up to zombies?
I never tested it but a guy here was complaining that they can still see you from a certain distance, he wanted them to be purely blind, and thanks to him i have a desire to make them blind as well
To the point of being able to hit them on their face as long as you are not doing certain actions that supposedly would make sounds
But how does he know he didn't make noise?
var4 *= 1.2F;
if (SandboxOptions.instance.Lore.Sight.getValue() == 1) {
var4 *= 2.5F;
}
if (SandboxOptions.instance.Lore.Sight.getValue() == 3) {
var4 *= 0.45F;
}
if (this.inactive) {
var4 *= 0.25F;
}
var4 *= 0.25F;
if (var1 instanceof IsoPlayer && ((IsoPlayer)var1).Traits.Inconspicuous.isSet()) {
var4 *= 0.5F;
}
if (var1 instanceof IsoPlayer && ((IsoPlayer)var1).Traits.Conspicuous.isSet()) {
var4 *= 2.0F;
}
Even when sneaking people make a little bit of noise
With code limitations i would have to just set zombie to useless with certain actions based on a distance
plus that could count as smelling
I'd look at IzoZombie's public void spotted(IsoMovingObject var1, boolean var2) {
there might be valuable info there
For example if player is sneaking and distance is greater than 1.0 don't set useless to false
But if player is moving and not sneaking and distance is greater than x amount, set to false, reacts
that could work
but what happens when one is sneaking close by and another is screaming like 15 feet away?
My only problem with useless is that they don't move around.. that can be countered by setting useless to false from them off screen or fr a certain distance from the player
you can tie into ZombieUpdate
and compare it's current target to what ever you want and clear the target
So far the code seems to be working per zombie
target is set after OnZombieUpdate
that's good no?
Idk how it works per player even tho I'm getting a player Index and what not
oh I misread
Ye tried to setting the target multiple times even trying to check if the target is back at the player to them change back to nil, not possible
I guess I got lucky as my code was setting faraway targets
What if you set zombies to poor sight and award everyone extra sneaking points?
Not perfect by far
Surprised there isn't a blind setting for zombies
there's a toothless
Does sneaking works on their cone of vision tho ? Because sneaking in front of them still makes them see you
Behind them works great but the problem is on their cone of vision
So far the best option seems to be either ghost or useless.. and it's ironic how both of those 2 options have a huge con
One doesn't play sound and one make them literally useless so they can't even react to sounds
In IsoPlayer setbCouldBeSeenThisFrame
Going to check if this applies to everyone and zombies or just zombies
Uuuh that could be something, alright
Interesting, gonna see if I can experiment with that
seems like it's setting them invisible while logging in in networkAI
which is smart lol
You also have setbSeenThisFrame
you could tie into playerupdate
@thin hornet Btw, have you noticed that global libraries sometimes doesn't work? I've been including the sources into the project libraries.
hum
i never had problem with the global libs yet and i use em in multiple projects
what kind of problem you got?
Just doesn't stick
can't refer to it in scope
once I slap it on project libraries it works right away
Also, do you need EmmyLua in order to generate a lua project?
Talking to M13 atm to help him with his mod
says he doesn't see lua as a generator
i suggest installing the plugin
But you dont have to generate a lua project
i basically make a mod normally and just open that folder in idea
it will generate the .idea dir
then add the libs to the deps
and all should be good
I think the issue may be that you have 'generate lua project' as step 1, and install emmy lua as step 5 π
emmylua probably a good thing for the annotation of lua
hum
let me see
Right
why did i put it so far
hehe
Is there any mod that lets you exit a moving vehicle at low speed
Yes... sort of
You can freely exit/enter a moving car at 5+nimble level
Oh yo
thanks!
all good, I just need it for low speed because of impatience 
car takes a few milliseconds too long after holding space
you have a threshold of 5 to start with
I don't have much experience with zomboid and lua, but if I want to add a boolean here that can be used by 2 functions I can just do
local boolname = 0 and use then set it as 1 and 0 for true or false right?
just to be sure, I'm not used to lua at all, on unity we would just do private or public boolean bool name and false / true and what not
you can use true or false
However, I found sometimes not only works if you're checking with ==
i.e.: if not X when X is false sometimes comes back as true, because it is something
that if not thing is really new to me, I'm used to do if bool / if !bool
@thin hornet I'm still helping with M13, he has a timed action overwrite in server for a timed action found in client - he has to move it over right?
if he overwrite something in server, the overwriting script must be also in server
it wont be able to require it otherwise
That's what I figured
I guess isbSeenThisFrame and isbCouldBeSeenThisFrame doesnt work
or maybe im doing crap anyway, gonna keep trying
did that
I updated the tutorial
Is there a way to add a sandbox option only in single player?
I have an idea, idk if this happens or if this is a glitch but
sometimes, some zombies that are sitting down, they dont go after you even if you walk on their line of sight
I wonder why and I wonder if that could be used for every zombie
does anyone here have any idea if this is a behavior ?
not really but might be worth specifying in the tooltip
Ah well
his mod adds minutes per page as a sandbox option - but I'm worried about user error
wdym
his sandbox option will apply after the vanilla code grabs the server setting
meaning his option will supersede the server setting
I imagine some users won't read carefully, apply changes to the server setting and not his option
equally bothersome is only making his setting SP only
cause people will change it and not see results in MP
Now why someone would install a sandbox option for minutes per page for a mp server....

i do wonder at what step the remote sandbox options are transmited
i know they arent transmitted while creating a character so clearly thats after that
but at the character creation game time is synced with the server game time already
The fact server settings sandbox doesn't get updated when you add mods bugs me
you have to add the mods on the main menu for them to register on the host menu's settings
yeah that part is bugging me too but its alright when you know that lol
the host meny could be improved, like adding mod dependencies when selected in the list
preset i guess also
Also sandbox options in single player in the dev options somewhere
would be great haha
the mod i use for changing sandbox options doesnt register changes sometime so i still have to reload
Alright time to improve that Random Sound Events mod
If I want to supersede an item property, do I need to pass all the old properties too?
Or can I do something like WalkieTalk{weight=0} and call it a day
Via script yes, via lua no
np
Thereβs a mod that Iβm dying to have, but I canβt mod and neither can I find anywhere
Is it possible to make it so that the little icons for shelves/lockers/containers could be color coded
That would solve a lot of head-scratching if I just need to remember that, say, the purple shelf holds boots, the yellow shelf holds jackets, etc
It could even be a little colored background or star or whateverβ done way to distinguish one from the other
can someone tell me how to set items to spawn in gun cases
and how i can find the other containers items can spawn in
to add as spawn locations
I know its not a mod, but if I am not mistaken, you can actually paint wood crates you build
- createhorde3 [player] [amount=[1->500]] [inner_radius=[0->infinity]] [outer_radius=[inner_radius->infinity]]
Is a server mod that creates a generic command, sending all the arguments to a Lua API. That's how that works but it's a thing.
It requires a mod with a Java patch.
I cannot believe there is a mod with exactly what I need haha
And exactly the same command I though
I think I need to search better
It was made for RCON integration for Twitch streamers.
Thats EXACTLY what I need for hahaha
I do stream, and I do have interactions that make zombies show up near me
But for now I am using only the regular createhorde
Well let me know if you need some commands made. I'm in contact with the author. A lot of stuff is locked down in the server's Lua code and a helper is made to expose that to Lua to fix this issue.
Oh yeah. I also have notes on createhorde2
To be fair
I would like a command that interacted with that expanded heli mod
That doesnt use a hotkey to trigger
It's argument syntax is -argName [value].
E.G: /createhorde2 -x 10000 -y 10000 -z 0 -radius 10 -count 40
This spawns 40 zombies in a 10x10 radius at 10000,10000 on the ground level (z=0).
The args are:
-count (integer)
-radius (integer)
-x (integer)
-y (integer)
-z (integer)
-outfit (text ID of outfit)
-crawler (true/false)
-isFallOnFront (true/false)
-isFakeDead (true/false)
-knockedDown (true/false)
-health (decimal value)
Yeah. Not able to make custom commands even with vanilla PZ. Have to patch it.
This patch you mention is another mod, right?
can someone help me with my question?
Yes, but does it change the color of the icons in the loot window?
Thatβs what Iβm looking for, icon changes
Has anyone seen a mod to tie a bandana around your neck?or can anyone make it?
check out these files
it's called riflecase
yeah theres different cases for each type of gun
riflecase1-3
pistolcase1-3
revolvercase1-3
shotguncase1-2
very nice file
it says preview.png format is invalid
check the size if it's 256x256
it was
and still is
its a png and its the right size
not sure whats happening
now its saying there there are unrecognized files
Check TemplateMod?
i need to have contents then mods then my media folder?
check c:\Users\user\Zomboid\Workshop\ModTemplate\
@thin hornet I see your fork haha
figured it out
Working on a sick update for Random Sound Events
Nice.
Rename the mod but not the ID?
nah it will still be random sound events but those sound will have a real effect now
Might not have power today to have the PC to mod. π¦
Would like to get to the UI portion of Screwdriver today.
its this one
Went a bit OTT with this one, great if you like Judge Dredd though https://steamcommunity.com/sharedfiles/filedetails/?id=2834775602
So how would I go about checking the java for something that could be hard coded? I'm not even sure where to start
IntelliJ would let you parse the entire source for terms - not to mention look up class files by name
useful for researching leverage points for complicated mods
Thank you!
Also, I seem to have misunderstood part of the game behaviour when I started making this mod.
I believed that any battery that was drained was automatically deleted, but that only seems to be the case if it's used in a flashlight?
Anybody know if there is a way to make an ISButton object "click-through"? (As in, when you click it, it behaves as if you are clicking on whatever is behind it so that it doesn't block normal game behaviour.)
I think it's hardcoded but not 100% sure.
Maybe the ISButton cancels the click in the Lua side.
why does debug load me into a black screen interface with 4 options on the top left of my screen?
cuz something is throwing an error
It's the debugger, does pressing F11 close it?
I had an issue with this the other day, f11 didn't close it, but verifying files on steam fixed it
I have to press Shift+F11 i believe, since F11 opens my steam overlay, Could be CTRL+F11 though, not sure
Overlay is Shift+Tab for me
On a random sidenote, i wanna thank @sour island for helping me with editing and updating my mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2776874515
I was able to add a new function to the mod and thanks to chuck it should now be more compatible with other mods too! π
my mod is not appearing for me or my friends on the mod page
(the icon is temporary)
https://steamcommunity.com/sharedfiles/filedetails/?id=2834771090
it shows for me, do note that it takes a few minutes after every edit/upload cuz steam is checking your content for phishing/scam crap
A question: If I set to an item ChanceToFall = 80 it will have the 80% of chance of falling, if instead I don't insert the line ChanceToFall at all, it will never fall, correct?

On the left side is a list of the progress on running your command(s). Go up it. It should show you the error.
That's all I see
See the list directly to the left of that terminal output?
I see something above saying zombieVersion
The error is just zomboidVersion non-zero exit value 1
Might be more related to your gradle setup.
I know I had these issues when working with gradle in general.
Mine was more to do with Kotlin. Not sure what your issue might be,
Maybe customize the template for what you've imported to be unique. Maybe double-check libraries?
Also JDK version.
I hate java 
This isn't a Java issue though.
Hope you find out the cause though. Errors with no description can be irritating.
Also you can run a full stack debug flag to gradle when running it.
-S, --full-stacktrace
Print out the full (very verbose) stacktrace for any exceptions. See also logging options.
-s, --stacktrace
Print out the stacktrace also for user exceptions (e.g. compile error). See also logging options.
--scan
Create a build scan with fine-grained information about all aspects of your Gradle build.
Run your command with this.
Might show you your issue.
Hope that helps. Contact the author of the template you're using if you can't find a fix.
Stacktrace just tells me the exact same thing 
Hmm I'd try to help but my gradle files are in kts
@thin hornet Is this your template?
I saw io.pzstorm.capsid
HELLO
Does anyone know if the attached weapon definitions global chance is per list
Or is there 1 file that will define the overall global chance
So
A mod that adds in gender dysphoria as a trait
And it causes stress a lot of the time but has ways it can be mitigated
And throughout the map testosterone and estrogen spawns in hospitals and stuff
And if you take enough it changes your character to whatever you took respectively
This is a dumb idea but whatevs
Hey all. Me and a few friends are working on a 300-years-into-the-future desert/swamp map. If anyone wants to help with mapping, modding, or modeling, please contact me--we have a lot of resources and time available, as we're part of a dedicated community with 550+ players. ^^
ah, and you'll get some rewards. not money, but power π
(money's better but eh)
Almost got my attention heh.
Looks like fallout.
I think I've found how to change the global setting for how much zombies are slowed down by trees but does anyone know how I could give a specific zombie their own tree speed modifier?
I'm looking to make a sprinter special infected that isn't slowed down in the woods
Most things with zombies are hardcoded for AI so I wouldn't be surprised to see this being hardcoded as well.
Ah that'd be a shame :(
I feel like it could really add to the fear of being in the woods at night
You and a lot of other people have asked to have global overrides for zombie behavior for several years. It really would be nice to add custom overrides for zombie behaviors like those that can't be set individually.
Was excited to see & try out night-sprinters recently.
Mods being able to do more with zombie behaviors would be epic. I know we can do some stuff. I don't know the list of things we can do though.
Hopefully more functionality for special zombies will come with the animals update
If they need to keep track of animals even when not loaded that system could be used for keeping track of 'boss' zombies and their stories, which would be brilliant
I'm in the "Firearms" mod code right now. I'm assuming the higher the number the more likely an item of the type is to spawn. Would just like clarification from someone who'd know.
Yeah that's correct, this should explain a bit more
I think the image uploaded a bit lower res than intended so you can also find it here
https://theindiestone.com/forums/index.php?/topic/38165-quick-guide-how-to-mod-the-loot-distribution-system-distributionslua-proceduraldistributionslua/
This is a visual guide for mappers and modders who need to add or modify PZ's loot entries using the new ProceduralDistributions.lua approach. Whilst the ProceduralDistributions.lua file has been in the game for quite a while (i.e. the Gigamart shelves having distinct loot types), TIS will be eve...
Thanks.
Interesting guide.
I just installed the mod, It does what I need and gives me tools to customize to make it the way I want. Thanks for pointing to that direction o/
Has anyone seen a document, tutorial or explanation of how to code so that a mod works in both single player and multi player with things like getPlayer() vs getOnlinePlayers() ??
Or have any advice?
Doesn't getPlayer() give you the player of the client, regardless of SP & MP?
Yes but I need the list of players π¦
getOnlinePlayers() returns a non-arraylist in SP
Yes. If it is a client in multiplayer it returns a list.
return GameClient.bClient ? GameClient.instance.getPlayers() : null;
So to get the "list" of player sin SP I have to put getPlayer() into an ArrayList. I did a warpper function. But now I feel like I am missing all kinds of things π¦
isClient() is a boolean call you can check
You can also make a method to compile a list regardless, say a table.
Yeah I use that and isServer() in my wrapper.
well isServer() would work on the server itself.
This flag is set to true only if loaded as a full server.
if not isClient() and not isServer() then -- executing in SP
function getPlayers()
local table = {}
if isClient() then
local players = getPlayers()
for i=1, players:size(), 1 do
table[i] = players:get(i)
end
else
table[1] = getPlayer()
end
return table
end
Just wrote it here so didn't test it
but could be something you can do if you want to simply have a list for either case.
What I actually have is... lua function GetPlayers() if not isClient() and not isServer() then -- Single player - return getPlayer() as an array list. local retAL=java.util.ArrayList:new() retAL:Add(getPlayer()) return retAL else -- Multi player - return the list of players. return getOnlinePlayers() end end
I guess there's a bunch of places I am missing things like this π¦
At least I have this Discord... er... when people are awake lol
Not exactly what is discussed here but i use this function for getting a specific player
---Get a player object from a username
---@param username string
---@return IsoPlayer
function Utils.GetPlayerFromUsername(username)
if isServer() then
local players = getOnlinePlayers();
for i = 0, players:size() - 1 do
local player = players:get(i);
if player:getUsername() == username then
return player;
end
end
end
return getPlayerFromUsername(username);
end
I'm a Java modder so I get away with so much shit.
Oh, hello GameServer.getAnyPlayerFromUsername(..)
So your code works and mine doesn't. Wish I understood why.
Lol it works? I just typed it directly into Discord.
The logic should work
Just thought maybe I mis-typed something.
I just noticed something funny about the scripts for the game.
So there are commas in the script schema for properties for items.. The last one has a comma too.. I wonder if this is rendered using a private, in-house tool made for TIS developers..
It looks like rendered text because in most languages, a comma for the last line is optional and not written manually.
item Dogfood
{
DisplayName = Dog Food,
DisplayCategory = Food,
Type = Food,
Weight = 0.8,
Icon = Dogfood,
CannedFood = TRUE,
CantEat = TRUE,
Packaged = TRUE,
Calories = 498,
Carbohydrates = 77.56,
Lipids = 12.58,
Proteins = 16.04,
WorldStaticModel = CanClosedDogFood,
}
Just a thought..
Yes I have noticed that before too. It's something humans don't tend to do unless they do it intentionally to copy generated code.
I'm about to write a compiler for it so yeah definitely noticed it.
Curious about the whole in-house software thing.
Can the debugger actually be used for examining variables, etc? It looks like it can but I can't see anyway to do it.
print( myGlobalVariable )
local test = require("myfile"); print(test);
error( { test = "1" } );
I mean like when you put a breakpoint in your code and it breaks in there. How to see what's in the actual variables.
(i.e., including local variables)
use error()
Doesn't the UI for debugging have a stack?
it will open into the F11 debugger and then you can double click the fields to see its value
Yeah I mean in the F11 debugger
I thought you were going to make a joke about user error π
The debugger gets fun when you error out before loading the AngelFont textures.
well its no joke, error( var ) will let you examine an object in the F11 debugger
yeah it look like the matrix
I actually found out how to include my own fonts.
as in a mod? or java mod
The sad part is that PZ locks their ISUI code to use exclusively UIFont enum.
Lua mod.
hum
I think that using UIFont is limiting.
tell me tell me i wanna know everything
It's a bad limitation in the game and personally see it better to use string identifiers instead.
The modder that made the TS stuff, Jab is making a big mod that is Java modded, however uses a custom AngelFont.
In any ISUI object, you can't quickly use it because of UIFont being the parameter passed in most functions.
Overriding those functions are the only option, unless you pass the font itself IIRC.
by AngelFont, you mean a Bitmap font?
im tempted to add fire at the nuke location lol
but that might be a bit too much
whole map going to burn in 5 minute
Is there a reference for the debugger? Trying to figure out the keys for step in, step over, etc.
Check your key mappings in-game via settings.
yes, I made one Thai font mod with this. Just notice the website called angel lol
Still, should we be limited to only using UIFont enums?
Personally I think it should support both the enums and custom font IDs.
Just my opinion.
UI that should be rendered in lua [ LoadingScreen, Watch Clock ] really would be great
That would be a completely new mod. The sound will no longer be the main focus
Oh yeah.. the clock in the top-right is done in Java.
custom loadscreen would be great and that stoopid clock need to show minutes and maybe even year
So there's this thing being worked on called Crowbar that adds to the game's client engine for stuff like login screens.
π
No release yet but it's the mod for that project I just mentioned that'll contain access to modifying GLSL shader uniforms from Lua, music, and things like the login screen.
well im staying away from java mods as i want to have the same experience as the standard users to dev/test mods etc
otherwise i would have made java mods already haha
but java mods are cool and would be great if it was more supported imo
Is this why no one creates custom watch faces mods?
The Java class for the top-right panel uses color gradient OpenGL calls IIRC to create the effect
zombie.ui.Clock
hold key to watch your compass
lol compass in isometric world
clock not showing the minutes -.-
make since with a fast pace game
but when setting Day length to real time it make no sens anymore
Ah I see it now
also could add the year at the end 14/07/22
AngelCodeFont.drawString
You have to handle internal instantiation and manually call methods.
Year should be 1993 right?
i set it to system sync with my mod
local font = AngelCodeFont.new('media/fonts/strong.fnt', 'media/fonts/strong_0.png');
local text_width = font:getWidth('Continue');
font:drawString(
center_x - (text_width / 2.0),
center_y + 150,
'Continue',
1.0,
1.0,
1.0,
alpha
);
This is how you draw your own font.
also GameTime doesnt have a second setter so basically cannot achieve real real time
will always have a couple seconds delay
@thin hornet, you could add that to your tutorials.
what?
The code block I just posted shows how to draw custom AngelFonts.
Ah my tutorial is just about setting up the workspace and decompiling tho
Oh. Thought it was broader.
does this snippet work out of the box?
I use the tool fernflower CLI directly for my decomps btw.
It should work as AngelCodeFont is exposed.
does fernflower generate jar libs?
ah ok
i use capsid cause it does a couple thing out of the box
This creates a JAR and runs an injected environment for servers.
It's built to inject jars as patches.
I agree. Needs one.
also descriptions
It uses a JavaAgent to dynamically inject all native and third-party dependencies for the PZ environment then allows for custom patches by people.
(If you wanted to know)
so that we get a general idea what woodglue and other item name are
instruction unclear. Nuclear missile launched β’οΈ
Hehe. You talking about JARing PZ reminded me of this tool. π
It does that though.
This is what the dir for WoodGlue servers looks like. π
Well without the src folder
i know pzst does offers java patching on the server side plus many other tools
i wonder how hard it would be for my nukes to blow up some random windows
You'd have to locate the windows in the area and calculate the chance, breaking them.
π
BTW why does IsoCell:getWindowsList() only populate for client instances?
Is empty on server. Have to crawl for them manually. π¦
theres alot of stuff that doesnt work on one side or the other
its always unclear what is two sided
@thin hornet I have goodies
This utils is built for server stuff that's missing.
(Alongside other general helper functions)
Works to compensate for the issues regarding server not having lists to access like clients.
I don't think anyone codes Lua for the server folder though.
Not since build 40 probably.
GET OUT OF HER STALKER!
Hello, I need a small help
How can I use base game tiles (let's say, a brick wall)
and use that in a mod?
Question.
If I am making a helmet, is there a way to make it where, when you wear the Helmet, the base game model does not pop through the helmet?
Kind of looking for the same mechanic as what Fallout 3 and New Vegas does where the helmet essentially overwrites the base games biped.
TL;DR If you wanted a small helmet, don't want the base games biped to pop through.
in the .xml script for the helmet clothing item you can add a mask with
<m_Masks>NUMBER</m_Masks>
and you can add multiple of these lines to hide whatever body parts you want
oh i thought there was one that hides the head but i'm not sure
No one to hide the head?
apparently not? I think the full invisible one does hide the head though
I will give it a try, thank you anyway π
Anyone know if theres a mod that stops the saplings from either spawning or slowing down cars?
Mask 0 hides head
can you change zombie scale/height at all?
Sadly no
They use the normal player model mesh
With a different texture and animation set
I think a few people here found a way to kinda spoof it using custom clothing and stuff
ah I see, thanks for explaining
Iβve asked this question before, but Iβm hoping to learn more β is it possible to change the icons for various containers within the game?
I would really, really like to have the option to change the icon of , say, a wooden crate. Give it a green star in the background, or make the crate itself yellow
A little blue square in the corner of the icon
It would appear 16 also crashes my game
why am i still getting partial debug options after disabling debug in the launch options?
@eternal garnet
Ah, I did not see this. Thank you β€οΈ
For WorldEd, is there anything I have to do when setting up mod tools in order for BMP to TMX to work? It will generate the files, but refuse to display them in WorldEd. If I save the world and restart the program, nothing will be shown. If I click on the cell, it will show the generated cell in a new tab.
I tried to do this from scratch on my laptop, but it wouldn't give any different results from my PC.
Edit: I've tried png and BMP file types on paint.net and gimp with no difference.
@winter bolt Sorry to @ you again.
It's just made my characters head "Black"
This is what I have in my code
With some hacks and 3d modeling yeah
this is the code for the spiffo hat which definitely hides the head ingame
it might only work if the item is static?
https://steamcommunity.com/sharedfiles/filedetails/?id=2821231605
New update to anyone that likes the npcs
And to anyone asks No, npcs can't shoot you across the map or through places they can't physically see π
(They may try, but they will miss)
In WorldEd, under View, uncheck "Show Zones in World View". See if that fixes it.
Holy shit you are a genius, thank you so much!
Hi, I want to learn how to make mods for project zomboid but am struggling to find any good tutorials, does anyone have any suggestions for how I can learn?
Have you tried Blackbeard? https://www.youtube.com/channel/UC5icj_xRL_eyTgu-JAGLAxQ/videos
No, Iβll watch him. Thanks
Judging by the comments section of Fashion Montage (https://steamcommunity.com/sharedfiles/filedetails/?id=2020740322) a lot of people still haven't realized that the sandbox settings has an "enable all clothing" option now...
I think part of the reason for the repetitive comments is my fault, though. I only updated the English title and description. So anyone who is using Steam in other regions was still seeing the old info and had no way of knowing that the mod was obsolete, unless they checked the comments.
Rather than just continue hope for the day that the last person eventually figures out that the mod is obsolete, I am now thinking it might be funny to instead update the mod so that literally all it does is automatically check the "select all clothing" option in the sandbox options π€£
I haven't actually done it but I'm considering it
is a mod that lets you return the power and water to the entire map possible? I know the commands exist, but I was thinking something more along the lines of Save Our Station! but to get the utilities back up for a bit
Been talked about A LOT but idk if anyones ever done anything mod wise
DO IT
I mean you can change the options on custom mode
like you can put 0-5 years
this can give you a lot of time to prepare for any time if the power goes out or the water is cut off
Hello, I'm trying to learn to program in lua for the zomboid project, I was trying to configure my INTELLIJ but I got confused in a part where I couldn't find some files, here are some prints (if anyone can help me or point out what I'm doing wrong I'd appreciate it) .
The tutorial
my files
I don't know if this is involved with step five (I didn't do that step because I didn't understand)
Oh I know, I honestly prefer no grid, but itβd be a fun server event, have like a reward of a week grid up before it goes off again after doing a mission to repair something sounds like a good time
Could just do that as admin
Have your players fight off a giant horde at a power station
- Create a directory to keep it organized
Anywhere in your computer, create a directory named zomboid-decompiled.
In that directory create a new directory named with the current version of the game.
Copy the 3 jar files into that new directory and optionally copy the build/generated/sources directory.
You can rename the files to append the version for later.
thank you very much :D., sorry if the question sounded a bit silly, I'm a beginner, thank you very much have a great night or day! (I'll be back)
i'm ready to update my mod but theres an empty slot in my preview image that's going to destroy me if i don't make something to fill it lmao
Do some screenshots of your mod in action and use those?
Its under media/fileGuidTable.xml
Is there a tutorial for this clothing.xml file lol
Literally have no clue what I'm supposed to write in it
So thats for outfits
If you open it you can see how it pulls from the fileGuidTable to get clothes into a outfit category
there is a link in the tutorial that help you to generato the guids
maybe i'm wrong, but I think the guid it's just a random code for identify the object
Thank you, it is
How can I change zombie speeds during run-time
is it even possible in build 41?
If you're using VS Code, use this extension https://marketplace.visualstudio.com/items?itemName=heaths.vscode-guid
Ctrl+Shift+[
save a lot of time
After a week or so of messing around, got my aliens pulse rifle to burst fire and play the sounds from the movie π https://youtu.be/bhz7yyNUALs
From my Project Zomboid pulse rifle mod
why does this error happen?
π
i noticed theres this distinction of lua-based zomboid mods and java mods? are all the pz mods on the workshop purely in lua?
java mods are not common at all, you won't find any on the workshop that's for sure
you may be referring to lua using java functions, lua can call the games public java functions that are exposed
im having a lot of trouble with mods atm. i cant seem to get any to work (only using workshop mods)
mod support channel is more appropriate if you want help
so
this game an interesting result
zombie:postupdate(zombie:setTarget(nil))
not useable tho
still interesting
sometimes they see me sometimes dont and then they move with a weird animation and then stops randomly lol
with no attack animation
it was just me trying to find a way to still set their target to nil anyway
where can i find the vanilla profession names for adding them to a custom map?
or are they the same as in the character creation screen?
should at least get the names here media\lua\server\Professions\Professions.lua
probably a better place too look for but real quick thats what i found
alternative: /home/russoo/.steam/debian-installation/steamapps/common/ProjectZomboid/projectzomboid/media/lua/shared/NPCs/MainCreationMethods.lua in the function DoProfessions. the professions ID is the first string occuring in the addProfession command
for some reason the zombie is spawning naked, it spawns with the Token_Tank item but it's just naked lol
help me
Lol I don't really ever play with any of my mods
can someone help me, i have this crazy bug when you attach some scope to your gun, it get's rejected.
Figured this out, I'm stupid and didn't realize I needed a fileGuidTable.xml file for using vanilla clothing
Now I need to figure out if it's possible for a zombie to give you a fracture once it grabs you lol
try the mod_support channel
https://steamcommunity.com/sharedfiles/filedetails/?id=2835681621
I made a loot box mod that lets you set items and probabilities in real time in the sandbox settings.
People who run servers near me requested this and made it.
Loot Box? Gacha? Random Box? If you need it, please use it a lot.
It looks fun! Nice job π
@thorn cipher
thx
Hello, I'm doing my first mod. It is just adding some popular drinks from my country. But I'm having an issue when I refill with water the emptied bottle. The "Drink" option does not appear in the submenu. Am I missing a property?
are you thirsty?
cause the option doesnt show if not thirsty
make sure u not godmode
not godmode
does a regular water bottle show the option?
yeah lets just discard this possibility
thanks
cause your script look ok to me
Is there a way to do something once a zombie grabs a player
Also I'm assuming there's no way to add custom animations to individual zombies lol
I checked, the character is thirsty and Drink option is still not available, but I took a Water Bottle and the option is not available from that item too, so, I'm overwriting something
I tried setting it as DisplayCategory = Food, testing right now