PZ Dev
  • Content count

  • Joined

  • Last visited

About turbotutone

  • Rank
    Dr. Green Thumb
  • Birthday 01/07/84

Profile Information

  • Gender

Recent Profile Visitors

860 profile views
  1. @GHawkins and @Rari gonna look into the issue asap
  2. @Void, @Crowborn and others having the issue of not seeing anything in the distribution tab, make sure youve got a updated IWBMS on steam like @russafiii mentioned and then it should be working properly. Ill update OP to include a little note concerning this. @thiosk Indeed the distribution panel isnt well suited for bulk insertion operations like that atm. Ideally id like to fix up the entire distibution panel a bit at some point in the near future so the points youve raised work better allong with some more drag and drop improvements. However when doing amounts 250 items this may still result in quite some dragging, depending on how they need to be distributed in the list lua might be a valid option as well. Ive played around with creating a little helper script for that purpose and came up with the following which may be helpful to you: DistributionInsertion The top part has some settings you can modify, the way it works would be to have all the items that you wanna add in bulk to the distribution in a seperate module wich will act as a category. You can set a default spawn chance and add target containers, the nested containers need to be seperated with dots as per example and be aware that the container names are case sensitive. When running the script it will add all the items from the defined module to the targetcontainers, afterwards you can optionally use the right side item filter box to filter on the module name (see img) instead of item name incase you need to override some default spawn chances of some of the items. Additionally ive also created helper script to remove items from the distributions in bulk, it has somewhat similar settings in the top part: DeleteItemsFromDistribution Hope this is usefull, both scripts adjust to the mode youre running the program in (mod or dev), in mod mode the remove script for example will not touch and base game entries. Also, if there might be need for other similar scripts feel free to post a request in this thread! Regards, Turbo
  3. aye, it shows the weight of one tile (part) as Faalagorn suggested, ill adjust it to display something less confusing like "4 x 20" or such for the weight in the panel. The parts are supposed to be quite heavy for most big objects tho.
  4. @thiosk great to hear! As for the questions: Stopping a base item from spawning cannot currently be done via ItemZed (yet), however the recent IWBMS should have lua functionallity already added for it. This would require a lua file to be added to your mod to get it working currently: yourmoddir/media/lua/server/yourfilename.lua when you have created the above file copy paste the following and edit/add accordingly. local function preDistributionMerge() -- param1: a distribution root or subcontainer, Distributions[1] should always contain the entire basegame distribution set without mods. -- param2: Name of the item as it appears in the distributions list (fullname) -- param3: Optionally a chance number can be defined to remove only matching items with that chance, or set to nil to remove all matching items regardless of chance. -- param4: Do recursive or not, if true it will recursivly remove items from all subcontainers. RemoveItemFromDistribution(Distributions[1], "Base.Hammer", nil, true); RemoveItemFromDistribution(Distributions[1], "Base.Nails", nil, true); --etc -- instead of passing the entire Distributions table you can also pass a sub element: RemoveItemFromDistribution(Distributions[1].conveniencestore, "Base.Hammer", nil, true); -- in the above example the hammer will only be removed from containers in the conveniencestore location. end Events.OnPreDistributionMerge.Add(preDistributionMerge); As for the category spawning, that would currently not be possible (unless you add some custom lua that does it to the mod). But i may look into it for a future update of ItemZed if something like that would be feasible to add to the program/gameside. @Crowborn in case you might have missed it, ive dropped you a pm concerning the issue.
  5. great to hear as for the distribution problem, could you perhaps attach a screenshot of that?
  6. changed status to: In Progress.
  7. changed status to: In Progress.
  8. Eya @Crowborn, Not being able to edit existing base game items when modding is correct behaviour for the program, you can however override an existing item in your mod. To do this, in add new object (bottom left) check 'copy' and select for example a apple from the list, give your copy item exactly the same name as the original apple and press 'add'. This copy can be edited and should overwrite the basegame apple once you load the mod ingame. As for adding sprites, you got 2 options: Single file sprites which go into the "media/textures/" folder in your mod dir, or texturepacks which go into "media/texturepacks/" more info on creating texturepacks can be found here. The default icons are in a pack file, however you can use the Lua tab to export them. To do so, go the Lua tab and paste the following script: -- outputs to: ..\output\user\html\img\ function run() for v in DataManager.Objects do if v.IsMod==false and v.ObjectType.Name=="item" then if v.HasKey("Icon") then local icon = v.GetFirstKey("Icon").Value; -- see if icon exists, else try prefixing Item_ if not DataManager.HasImage(icon) then icon = "Item_"..icon; end if DataManager.HasImage(icon) then addIconToExportList(icon); --global function to add icons to export list. end end end end -- global function, this exports all icons added to the export list to html/img/ in the output dir: exportIcons(); end Give the script a name and hit 'Save & Run', this should export all used icons for basegame items to 'output/user/html/img/' One thing to keep in mind about exported icons tho, when it exports it cuts away unused whitespace so their original size was 32x32px but some outputted images will be a tad bit smaller then that due to this cutting of whitespace.
  9. np! and yea those blue and orange timestamps mark the begining and end of a timeslot, a timeslot being the the timeframe in which a broadcast is allowed to start. The big number are the days indeed, relative to the day the script gets queued. As for not being able to change it, could you clarify a bit what youre trying to do? perhaps i can add a few steps here to help achieve it
  10. Also, loading custom made radio files should work with the current IWBMS and beyond. To add them a mod can be used which should have "media/radio/" directory where all the files (xml and final translation txt files) should go. Optionally you can use this simple mod package and edit the mod.info accordingly. RadioTestMod.rar
  11. Eya, should already be able to change a selection of lines to another voice (theres some more info on making selections in the documentation in bottom of main post) with a selection active, changing one of the selected lines voices will apply to the entire selection. To change a color of a section of text within a line try [col=255,255,255]some text[/] (these cannot be nested). I think this should be enabled currently for radio lines as well, if it doesnt work let me know. additionally theres also [img=xxxx] which can add display any icon, or the shorthand [img=music] for music the notes, and [fnt=fontnamehere]some text[/] which can display text in a different font loaded by the game. Timing the broadcasts is a bit tricky, the game can run in various time scales where an hour ingame could be 2.5 minutes or less in real time or it can run where a ingame hour is an actual real time hour. The lines however have to appear at the same pace for good readability. So when setting up broadcasts for a certain timeslot youll have to make sure that amount of lines fit somewhat in whatever the lenght of the timeslot is. Which comes to the second question about the blue and orange numbers, those represent the game time timeslot and they are calculated automatically based on the duration of the broadcast. You should be able to edit the duration via this button: Then change the duration and it'll update the colored times: resulting in a updated time slot: When setting the duration of a broadcast to 2 hours as in the image above, on the fastest time setting it would be about 1.2 real minutes so the amount of lines within the broadcast should more or less be able to be processed within that time frame. If you use the entire day (23:30) as duration you'll have 15 minutes on the fastest time setting. The system will always try to finish the currently playing broadcast once its triggered, once finished it will be free to put a new broadcast on queue. If a certain broadcast takes extremely long to play then it might happen on fast time modes that it overlaps some follow up short duraction timeslots which wont get a chance to be aired as consequence. Hope that clarified a bit, let me know if stuffs still unclear tho, Turbo
  12. Updated the main post with a new ItemZed version 1.1b and a instructions manual (thanks to @Batsphinx and @Rathlord for making it a smoother read!) Also thanks to those testing and posting suggestions! a good bunch have been put in the update. @Rathlord The distributions work for the new version 1.1b, the project zomboid's current IWBMS has the game side code updated as well to make the ItemZed distribution files work. @makkenhoff sorry for getting back at your question a bit late i see you already gotten it working, a tip for future: it may be handy to copy an existing apple and then add stuff like the alcohol to it. For copying existing items you need to untick "show only modded objects" in the filter, then the copy section in the add item groupbox (bottom left) also shows existing game items in the dropdown box. Currently that dropdown box and the objects list both apply the filter settings so it may not have been apparent right away. As for your suggestion about the mod.info, the new version allows you to create a mod from scratch aswell as editing mod.info file of a loaded mod I havent added another way of copy pasting sections of objects contents yet, but ill likely put that in a future update allong with @Butter Bot suggestion of being able to view multiple objects at once in-program, as those suggestions would be very handy indeed.
  13. changed status to: Fix Committed.
  14. Thanks @Rathlord! I've got a update coming up with some fixes and small additions from the earlier suggestions, gonna see if i can add in the ones youve mentioned as well before releasing.
  15. changed status to: Fix Committed.