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  1. Hi all. I've made a mod in which killing a zombie spawns two zombies nearby after a short delay unless the original zombie was on fire. There will soon be options for whether fire should stop them respawning, the delay before the new zombies are spawned and the distance they should spawn at. My hope is that this could lead to some interesting gameplay by forcing you to think about whether it's worth killing one zombie now only to have to deal with more in a few seconds. If you have any suggestions or feedback then please do voice them so that I can improve the mod. This works on the latest IWBUMS (as of the 20th of June 2017). To install all one must do is put the zip into their Username/Zomboid/mods/ folder, right-click it and select "Extract All" in the drop-down menu. Download (Full Package) Other versions returning soon... Download (Kill it with Fire {No positional change}) Download (Delay Only {No position change} [No Fire]) Download (No Delay {Or positional change} [Or Fire]) Download (Build 23)
  2. Lewd Literature Mod Renames all skill books and magazines with sexual innuendos and double entendres. I thought that the descriptions like "Fishing for Beginners" and "Intermediate Electricity" were very boring. So I renamed all the book titles to something more... interesting. This mod renames every skill book and skill magazine with a suggestive title, as well as renaming the newspaper, magazine, and comic book. All of the skill books, as well as the newspaper, magazine, and comic book have a mouseover text (tooltip) added as well (but not to skill magazines). Obvious warning for sexual content. Also objectification (of males and females, that's fine, right?) Please let me know if you find any mistakes, if you have suggestions for alternative titles / tooltip text, or if my mod becomes out of date with the latest version of Zomboid. If you have a mod that adds skill-books, I would also be happy to work with you to create a version of this mod that works with yours / incorporate this into your mod. (This is my first mod submitted here! Let me know if I've done things the right way) ---------------- Download Directly: LewdLiteratureMod.zip Download on PZ-Mods: Lewd Literature Link EDIT: New logo (this or something similar will probably be used as the logo in later versions of the mod):
  3. Does anyone have any idea how this could be used by developers? Just the work of these guys looks amazing, but the concept of quiet start of the game at the beginning of the zombie apocalypse does not allow developers to add these sprites ( http://steamcommunity.com/sharedfiles/filedetails/?id=869449336&searchtext= Or do you think it's better to leave it as a mod for someone who wants it? Sorry for my English Yours faithfully, the guy from cold Russia.
  4. I am trying to write a shopping list mod and am having trouble with a key piece. I already have the recipe, UI for editing the list etc complete, but when I was testing with a friend we noticed that when I made changes to a list after it was created he was not able to see the updates. I started looking into sendClientCommand and sendServerCommand and was able to successfully pass my playerIndex to the server, and have the server send a message back to the client.. but I can't for the life of me figure out how to tell the server to update the mod data on the specific item I just updated on the client since sendClientCommand won't accept complex inputs like an InventoryItem. Anything I can think of seems like it would be prone to not working 100% of the time. Like if I were to make sure the item was on the player first (not ideal) and then find it by name, type, category, there are possibilities for the wrong list to be updated. There seems to be quite a few methods around transmitting mod data, but none of them seem to work with an InventoryItem, and I can't find any ways to convert an InventoryItem into something that has any of the mod data transmission methods either. Is this possible to do or am I chasing a unicorn here?
  5. Mod:Direct Download: http://undeniable.info/pz/Survivors.php I would like a way to completely bypass the controls part of the IsoPlayers update class.
  6. Well i tried with this code but nothing happens... Mi still nil ... :/ MI = nil; local mod = getModInfo("mods/morefishingitems/mod.info"); if mod and mod:getId() == "morefishingitems" and mod:isModActive() then MI = true; end
  7. I managed to load my custom tiles into TileZed. I'm trying to add my custom tiles to the building editor. I can find them if I go under the "tiles" tab and browse that way. What I'd like to do is create a new Category and select my tiles from the "ISO" tab instead for building. I went to my .TileZed folder and tried to modify the buildingtiles.txt but it gave me an error after modifying. So I'm obviously missing something......... here's my text But like I said still tossing me an error........ any suggestions?
  8. I've tried to figure out this last weeks on how the food system works in the game. I started with a simple food item, but when I wanted to make a step to step recipe, I noticed that is not as simple as it looks. I'm still complicated to change the display food icon, after testing many times the MinutesToBurn and DaysTotallyRotten parameter, when the item gets root or burned. I'm trying for example to make a cookie recipe Module MoreFood { Recipe Make Cookie Batter { Bowl, Flour=2, Butter;15, Sugar=1, Chocolate, Egg, Yeast, Milk, Result:CookieBatter, Time:50.0, Category:Cooking, OnGiveXP:Give10CookingXP, } Imports { Base, } Item CookieBatter { Weight = 0.3, Type = Normal, DisplayName = Cookie Batter, Icon = MF_CookieBatter, } So after get the ingredients I have this new item ( Cookie Batter) , the next thing is making a Cookie dough Recipe Make Cookie Dough { CookieBatter, Keep RollingPin, Result:CookieDough, Time:50.0, Category:Cooking, OnGiveXP:Give5CookingXP, } item CookieDough { Weight = 0.3, Type = Normal, DisplayName = Cookie Dough, Icon = MF_CookieDough, } The problem here is that I can't get the bowl back when I write "Result: CookieDough;Bowl" , next thing is placing the dough in a baking pan recipe Make Baking Tray With Cookie Dough { BakingTray, CookieDough, Result:BakingTrayCookieDough, Time:50.0, Category:Cooking, OnGiveXP:Give2CookingXP, } item BakingTrayCookieDough { Type = Food, DisplayName = Baking Tray With Cookie Dough, Icon = MF_BakingTrayCookieDough, ReplaceOnCooked = MF.BakingTrayCookieDone, IsCookable = TRUE, MinutesToCook = 20, MinutesToBurn = 40, } Here is where happen the most of the problem, when I put this on an oven after reach the cooking time the item disapears and it says "ItemContainer.Additem: can't find MF.BakingTrayCookie" but the " BakingTrayCookie" is in the item script. My head is almost to blow up hahaha Now what happens when you decide to use a metal cookie mold to place the dough in the baking tray? without burning them recipe Make Baking Tray With Cookie Dough { Keep CookieMetalMold, Keep RollingPin, BakingTray, CookieDough, Result:BakingTrayCookieDough, Time:50.0, Category:Cooking, OnGiveXP:Give10CookingXP, } item BakingTrayCookieDough { Type = Food, DisplayName = Baking Tray With Cookie Dough, Icon = MF_BakingTrayCookieDough, ReplaceOnCooked = MF.BakingTrayCookieDone, IsCookable = TRUE, MinutesToCook = 20, MinutesToBurn = 40, } Once it's done our cookies are ready ,but we need to take them back from the baking tray. I've try many ways to make a functional script without any success, it seems that the "Result: Base.BakingTray; MF.Cookies" can't be an action. recipe Take Cookies from Baking Tray { BakingTrayCookieDone, Result:BakingTray; MF.Cookies, Time:10.0, Category:Cooking, OnGiveXP:Give15CookingXP, } Would someone please give me a hand? I want release this mod before Christmass...
  9. Greetings all! I'm trying to upload a mod which involves adding new items and recipes to the game system, but I'm having troubles making it run. Here is a description of all the mod. The mod folder is located in: UserName>Zomboid>mods>DriedFruits DriedFruits folder contains: -media (folder) -Driedfruitspic.png -mod.lua name=Dried fruit Food poster=Driedfruitpic.png id=none description=test --------------------------------------------------------------------------------------------------------------------------------------------- media (folder) contains: -lua (folder): >server (folder): Loading.lua require "Items/SuburbsDistributions" require "Items/ItemPicker" DFSprites = {} --Ensures exisance of graphics. DFSprites.getSprites = function() -- Food getTexture("Item_DF_BakingTrayFruit.png"); getTexture("Item_DF_DriedFruit.png"); end -- Add items for kitchen SuburbsDistributions["kitchen"] = { { locker ={ rolls = 1, items = { "Base.Base.BakingTray", 25, "Base.Base.BakingTray", 25, "Base.DriedFruit", 25, "Base.DriedFruit", 25, }, }, smallbox ={ rolls = 1, items = { "Base.DriedFruit", 25, "Base.DriedFruit", 25, "Base.DriedFruit", 25, } }, }, }, Events.OnPreMapLoad.Add(DFSprites.getSprites); print("DriedFood: SuburbsDistributions added. "); --------------------------------------------------------------------------------------------------------------------------------------------- -scripts (folder) items.txt module Base { item BakingTrayFruit { HungerChange = -5, Weight = 0.6, Type = Food, DisplayName = Baking Tray With Fruit, Icon = CF_BakingTrayFruit, UnhappyChange = -5, ReplaceOnUse = BakingTray, ReplaceOnCooked = Base.BakingTray;Base.DriedFruit, IsCookable = TRUE, MinutesToCook = 20, MinutesToBurn = 40, BoredomChange = -5, DaysTotallyRotten = 8, DaysFresh = 5, Carbohydrates = 40, Proteins = 2, Lipids = 0, Calories = 168, } item DriedFruit { HungerChange = -5, Weight = 0.3, Type = Food, UnhappyChange = -10, DisplayName = Dried Fruit, Icon = CF_DriedFruit, FoodType = NoExplicit, Carbohydrates = 40, Proteins = 2, Lipids = 0, Calories = 168, Packaged = TRUE, } } -recipes.txt module Base { recipe Make Baking Tray With Chopped Fruit { keep KitchenKnife/ButterKnife/HuntingKnife, Cherry/Orange/Apple/Peach/Pineapple/Strewberrie/Banana, destroy BakingTray, Result:BakingTrayFruit, Time:50.0, Category:Cooking, } recipe Empty Baking Tray With Chopped Fruit { destroy BakingTrayFruit, Result:BakingTray, OnGiveXP:NoXP_OnGiveXP, Time:10.0, Category:Cooking, } -textures (folder) -Item_CF_BakingTrayFruit.png -Item_CF_DriedFruit.png This is all what my mod have, but when I activate it at the menu, the game crashes then I have to erase the original folder to make the game run again. If someone could please tell me what I'm doing wrong... My apologises if I commit any mistake posting, this is the first time I do a post. Also I think I made a mistake posting this on mods>items>help so I'm posting this again.
  10. Hey i just wanted to say that with the introduction of metal and metal working, would the Devs eventually put in canning your own food? It seems like a simple process... I even found a video about it xD There can be canning machines found, (rarely) through out the urban areas, they require electricity so with the addition of the generators and gas it would make a great addition to the game. You would have to start farming early on and then you can make your own food storage for late game. Also i'd also love to see a way to create a makeshift fishing rod from nothing but what you find in the wilderness. That brings up a new way of making string or rope, from vines or just from zombie's clothes. Anyway i'm sure these ideas have been posted before but i'm just bringing it back up.
  11. I almost feel guity posting this, considering how short it is. I've talked with a couple of people, and what I find always lacking is a visual indicator of stamina. I know we have moddles for that, but it'd be nice to have a little white bar pop up near the player when you run / swing your weapon, and so forth. After two or three seconds, if you aren't doing anything strenuous, the stamina bar would vanish. What do you think people? Is it doable? Who else wants this mod?
  12. With this tool you can make Items in your mods change into other items over time. Items will age regardless of where they are, on the ground, in your inventory, in a crate, in a bag in a bag in a bag in a bag in your inventory... Easily add item names to a table and give them a life span where on the expiry of said life span the item turns into another item. for example: ItemTimeTrackerMod["Dog"] = {}; ItemTimeTrackerMod["Dog"]["Life"] = 24.0; ItemTimeTrackerMod["Dog"]["TurnInto"] = "Base.HungryDog"; ItemTimeTrackerMod["HungryDog"] = {}; ItemTimeTrackerMod["HungryDog"]["Life"] = 24.0; ItemTimeTrackerMod["HungryDog"]["TurnInto"] = "Base.StarvingDog"; ItemTimeTrackerMod["StarvingDog"] = {}; ItemTimeTrackerMod["StarvingDog"]["Life"] = 24.0; ItemTimeTrackerMod["StarvingDog"]["TurnInto"] = "Base.DeadDog"; Where Life is the number of IN GAME HOURS the item has before it will expire into the "TurnInto" item. And Obviously you can then add a "Feed Dog" recipe which will change hungry dogs into Normal dogs again. Also this could be used to set time limits on crafts, for example. If there is a recipe to breed dogs to get more dogs then something like this: ItemTimeTrackerMod["TiredDog"] = {}; ItemTimeTrackerMod["TiredDog"]["Life"] = 12.0; ItemTimeTrackerMod["TiredDog"]["TurnInto"] = "Base.Dog"; And the recipe to breed dogs would return a "Tired" Dog rather than a normal dog. Which cannot be used in the breed recipe, until the 12 hours expire and he becomes a normal Dog. You could even make items toggle back and forth into other items eg. ItemTimeTrackerMod["Screwdriver"] = {}; ItemTimeTrackerMod["Screwdriver"]["Life"] = 0.1; ItemTimeTrackerMod["Screwdriver"]["TurnInto"] = "Base.Hammer"; ItemTimeTrackerMod["Hammer"] = {}; ItemTimeTrackerMod["Hammer"]["Life"] = 0.1; ItemTimeTrackerMod["Hammer"]["TurnInto"] = "Base.Screwdriver"; This will make a Hammer change into a Screwdriver every 10 in game minutes, and make the Screwdriver change back into a Hammer 10 Minutes Later. Why would you need to do that?!? I don't know, but now you can if you want to... As you can probably guess, I made this mostly for Hydrocraft but you can use it in your mods too if you want. INSTRUCTIONS: Just put the timetracker.lua and timetracker_definitions.lua in your lua/client/ folder Do not edit timetracker.lua. Just open up the timetracker_definitions.lua and add the items to the table as explained in that file. There are some examples. You will want to delete the examples after you add yours. timetracker.lua timetracker_definitions.lua
  13. Good day everyone! First off I want to say that I know this has been recommended in the past however please hear me out as I think it would be possible thanks to the work done by BigJK with PZTracker. I have been playing Project Zomboid on and off for a while and recently started playing with a group of friends. One thing we have always wanted in game is positional voice chat. This would help with immersion, roleplay, and overall gameplay. I wasn't even sure if this was possible to do until I saw PZTracker by BigJK My idea is to use a similar system of getting player position from the game and allowing Mumble (or another voice chat program) to read it and place the player appropriately. This could possibly be done using mumbles link plugin https://wiki.mumble.info/wiki/Link If done properly this could pull data from an application like BigJK uses for PZTracker and set the players position on mumble. I would also like to see if it would be possible to setup radios in a similar way. Check to see if player has a powered radio -> check frequency of radio -> whisper to all players who are also on the frequency This could be done using the Identity section of mumbles link plugin This could possibly be done for Ham radios / placed radios as well by setting the players identity if they are close enough to a radio but handheld radios would be easier. Let me know what you guys think! Is there any other ideas for voice you would like to see? Do you think you could help make this a reality?
  14. First time poster, joined the forums to ask a simple question. Is the snow determined by temperature & active rain or are there more/independent variables at play here? I'm looking to start development on a game mode similar to the winter survival map but I want to add some twists. This answer seems to be the closest I've come to it so far. But it seems he may have went another route altogether forgoing the mod idea. Thank you in advance for anyone taking the time to respond.
  15. Hey any modders here, capable of making a simple mod, wich contains a usable football? Just as an Item with option to interact with, so when you press e next to it, it moves a few squares? xD Would be a funny addition to the game, since now the european cup is going on. And I would love to have a nice little kick at the muldraugh football pitch with my undead friends xD Thanks, and keep up the hustle, dear modders!!
  16. Hello all. I have made a lamp that can be crafted. This is a moveable type item that once crafted and in your inventory you will click the place button and choose where to put it. You will still have to have the normal electrician of 5 and electronic scrap and a battery to click on the placed object and make the battery connector, and then again to install battery. Considering that you might have some of these things in crates in the wilderness, or may not have picked up a lamp somewhere, this is useful to craft your own makeshift battery powered lamp for base lighting. Thanks and credit goes to Svarog for finding how to do moveable objects as items here: http://theindiestone.com/forums/index.php?/topic/17951-moveables-defined-items-build33/ Click to Download: PortableLights.zip
  17. I am having trouble getting the terminus map to work, when I put it in my mod folder, enable it in game, and try to spawn in Kentucky it gives me an error that says cant spawn player at x, y, z tile is null. So I assume the game is trying to spawn me off map? all of this is in Solo mode btw.
  18. Many Different People Using my mod have often complained that the item does not spawn. I also found that it is not working often. The only times I was able to actually find the item from the mod spawned was when I used the code: table.insert(SuburbsDistributions["gunstore"]["locker"].items, 30); Even though I have many other spawn locations declared as you see below. The only place I was able to ever find a silencer was in the gunstore in westpoint. And that was only when I spesified "locker" as the container . Using "all" as a container or room name has never worked. Never found one anywhere else. So I was hoping someone could show me what is wrong with the spawn code or the mod in question. http://steamcommunity.com/sharedfiles/filedetails/?id=639909479 here is the item spawn lua file: require "Items/SuburbsDistributions" require "Items/ItemPicker" SSilencer = {} SSilencer.getSprites = function() getTexture("Item_Silencer.png"); print("Textures and Sprites Loaded."); end -- Add items for Gun Store all table.insert(SuburbsDistributions["gunstore"]["all"].items, "Silencer.Silencer"); table.insert(SuburbsDistributions["gunstore"]["all"].items, 15); -- Add items for Police Storage table.insert(SuburbsDistributions["policestorage"]["all"].items, "Silencer.Silencer"); table.insert(SuburbsDistributions["policestorage"]["all"].items, 15); table.insert(SuburbsDistributions["hunting"]["all"].items, "Silencer.Silencer"); table.insert(SuburbsDistributions["hunting"]["all"].items, 15); table.insert(SuburbsDistributions["storageunit"]["crate"].items, "Silencer.Silencer"); table.insert(SuburbsDistributions["storageunit"]["crate"].items, 8); -- Avery rare in crates table.insert(SuburbsDistributions["all"]["crate"].items, "Silencer.Silencer"); table.insert(SuburbsDistributions["all"]["crate"].items, 4); table.insert(SuburbsDistributions["all"]["metal_shelves"].items, "Silencer.Silencer"); table.insert(SuburbsDistributions["all"]["metal_shelves"].items, 4); print("SuburbsDistributions added. "); Events.OnPreMapLoad.Add(SSilencer.getSprites); Thank you for your time.
  19. THIS MOD IS NOW A PART OF NecroForge AND NO LONGER BEING WORKED ON! This mod was requested by RicoUK so that a server admin or a player could spawn some Moveable furniture in item form with /additem command to be placed later. It does not allow the player to spawn every single moveable, only the ones that are defined in the script. REMEMEBER: You need a tool that allows you to spawn items from within the game with an /additem command like NecroForge or whatever admins use in MP. Download: PZ-Mods Link Defined Moveables List Defined Moveables Visual List Screenshot
  20. Hello there, I know npcs will eventually come into game, but I am very interested in attempting an npc mod. Can anyone point me in the right direction to do this? I am not new to modding nor LUA. I simply have no real reference materials. tyvm -Winter
  21. Would it be possible to code in a new button config that provides for a "drop all bags" button? After an unfortunate death last night of a good character, I got caught kinda off guard by a couple zeds, which quickly turned into 4 or 5. I had intended to quickly open inventory to drop my overweight dumbness, but that GUI is just too cumbersome to pull that off in the middle of a shove-swing-stomp fiasco. I could have made it out had there been a key that allows you to drop any equipped bags (hence, overloading weight). Granted that any overloading weight on your immediate self would be tantamount to suicide anyway, but being able to drop bags by keystroke (say, ~ or Backspace) could mean the difference between life and zombification.
  22. On Bedford Falls, I'm building a base in the large clearing east of the lake in the middle. With the latest build you can move lights, sinks and TV's etc, but because it isn't an existing house, the game doesn't supply power/ water to them.(yes the water and electricity are still on in game). So is there an easy way to mod the files either with the map editor or manually to make the game see those cells as having water/electricity? - I also want to do this to stop erosion from spawning grass and shrubs inside my base. I don't really expect a mod, just a quick fix until the devs implement this properly, but does anyone know how to edit these parameters in my existing game?
  23. Austerbeatle

    Vehicles?

    When come a vehicle update or a Mod ? I wait for a long time for this but nobody makes a mod like this ? Is Anybody working on this please inform me !!
  24. I have managed to edit the long skirt into a more shorter one, I personally find this too short, but I had to make it shorter to show off the differences between each clothing item. This is still a WIP.
  25. i've added these lines to my testserver.ini file. WorkshopItems=515075184;564350497 Mods=Coordinate;SVNoLuckInMP restarted the server and confirmed it downloaded the mods. they are both not working though. do i have to activate them somehow on the server? cheers
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