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Hugo Qwerty

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Everything posted by Hugo Qwerty

  1. Wacky idea, they could reduce character carry capacity to zero, but then increase it based on the number of pockets in their clothes. Could have the ability to add extra pockets (requiring needle, thread, cloth, & tailoring skill), & maybe a small movement penalty to keep it balanced.
  2. Is there anything in C:\Users\<username>\Zomboid\console.txt to indicate the cause of the problem? Pasting the contents of that file, or any error messages, might help to diagnose the problem. You could also try running ProjectZomboid64.bat in: \Steam\steamapps\common\ProjectZomboid\ That might work, and if not you should get a DOS window with an error message. If so, paste that on here.
  3. I noticed this recently, when in combat stance the farming tooltip still appears. If the code checked whether the player was in combat stance I think that would be better. Not now game, I'm busy!
  4. hasTrait doesn't exist, it's HasTrait, although the bigger problem was the code effictively calling <null>:hasTrait("whatever") The best place for modding questions / help is probably the modder's discord: https://discord.com/invite/SReMnbV4V7
  5. As someone who plays on the lowest graphics settings, I can say that any tile that is half water / half land (which is more apparent on the lower settings) is impassable - even to the extent that a wooden floor built on top cannot be walked on. https://theindiestone.com/forums/index.php?/topic/66111-invisible-barrier/
  6. You can't die from being over encumbered (& you can just put it back in a crate).
  7. No idea, the best place to ask is probably the PZ modding discord. [discord.gg] https://discord.com/invite/SReMnbV4V7
  8. Try pressing 'R' (for rotate), that should let you build from inside.
  9. A common issue with Hydrocraft is that there are several versions of the mod, and they all use the same mod id, as a result if someone has more than 1 version of Hydrocraft installed then PZ can get confused. If they have 2 or more versions installed that might be the problem, to fix just remove the all Hydrocraft versions except the one being used on the server.
  10. I think this is caused by a mistake in the evolved recipe definition, possibly because your evolved recipe doesn't have a ResultItem value?
  11. That location is here: & you're tyring to spawn 2 floor up in the air - so unless you've got a modded building at that location it won't work. Z level 0 should work fine though.
  12. Until then, you can use this mod. https://steamcommunity.com/sharedfiles/filedetails/?id=3044807092
  13. Not something I've done, but you probably want to look at: https://zomboid-javadoc.com/41.78/zombie/iso/objects/IsoMannequin.html I assume you create the mannequin using the 2nd constructor, then call addToWorld() You could also look at how this mod does it: https://steamcommunity.com/sharedfiles/filedetails/?id=2866782076&searchtext=fred
  14. Looks like a bug. Strangely, there is a similar such gap at the 'secret' military base (same situation too, 1 tile gap between 2 green pillars)
  15. I know the official discord requires verification, but the PZ modders discord does not - unless that's new? (I got access without a phone number)
  16. Never dealt with models, but for icons you could just try changing the image name to Item_ButterChicken.png (to match the Icon field). If that doesn't work, try the PZ modder discord - someone on there should know. discord.gg/SReMnbV4V7
  17. The PZ modders discord is probably the best place to ask. https://discord.com/invite/SReMnbV4V7
  18. There's a weird feature re building walls, if the game wants you to be on the other side, hit 'R' to rotate and you should be able to build from where you are.
  19. I believe you would call - player:playSound("SoundName"), not sure if you can just drop an audio file into /media/sound/ or whether it is more complicated than that. The PZ modding discord is probably the best place to ask, lots of knowledge people on there. https://discord.com/invite/SReMnbV4V7
  20. The PZ modding Discord might be the best place to ask for help, they have a commission section too. https://discord.com/invite/SReMnbV4V7 You can probably do something with getSafehouseList(), then loop through the arraylist it returns, then check which of them are loaded (which means someone is in the area). https://zomboid-javadoc.com/41.78/zombie/iso/areas/SafeHouse.html#getSafehouseList()
  21. No problem. Someone on the PZ modding discord might know how to make it show that. https://discord.com/invite/SReMnbV4V7
  22. An example from a mod I made. Item definition: item HowToUseGenerators { DisplayCategory = SkillBook, Weight = 0.1, Type = Normal, DisplayName = How to Use Generators, Icon = MagazineElectronics02, StaticModel = Magazine, WorldStaticModel = MagazineElec4Ground, Tooltip = Tooltip_TooComplicated, } \media\lua\shared\Translate\EN\Tooltip_EN.txt: Tooltip_EN = { Tooltip_TooComplicated = "This is too complicated for me, I don't understand what any of this means." } The above file should be created within your mod - so you don't need to touch the vanilla file.
  23. I can't see anything wrong with the code, but I only just woke so I might have missed something obvious. You have set the OnCreate value in the recipe, right? The random calls will only happen once per load, so you may want to move them inside the function. Indie Stone code uses ZombRand, rather than math.random, but I don't see why that would be an issue. Maybe try sticking a few print calls in there to see which of the code is actually running? You may also want to check out the The PZ modding community discord: https://discord.com/invite/SReMnbV4V7
  24. Modus Operandi https://en.wikipedia.org/wiki/Modus_operandi
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