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  1. Hello! I want to create mod that will add new skin colors in "Create character" tab, but can't find what method from SurvivorDesc class I should use. It is quite understandable with adding new hair or trouser colors: BaseGameCharacterDetails.DoHairColorNew = function() SurvivorDesc.addHairColor(ColorInfo.new(0.60000000000000000,0.33000000000000000,0.66000000000000000, 1)) SurvivorDesc.addTrouserColor(ColorInfo.new(0.60000000000000000,0.33000000000000000,0.66000000000000000, 1)) end Events.OnGameBoot.Add(BaseGameCharacterDetails.DoHairColorNew); But how c
  2. WordZed Version 1 - download You can add custom radio data to the game via a mod. The radio data including final translation files should go into "media/radio/" within the mod directory. Optionally this simple mod package can be used to get started quickly: RadioTestMod Note: The current version may contain some bugs, which can be posted here when encountered. Some additional info bits: The following spoiler contains a list of channels from the games radio data, if you intend to use wordzed for custom contentavoid these channe
  3. **THIS IS A NEW FEATURE THAT CURRENTLY ONLY WORKS ON THE WEATHER TEST BRANCH, MAKE SURE YOU ARE SUBSCRIBED TO THE WEATHER BETA BRANCH BEFORE TESTING** 1) The first thing you want to do, as with most mods is to create your mods folder structure, use the image below as a reference, replacing MOD_NAME with the name of your mod: Don't worry about the files shown above, you will be creating them as you follow this guide, just make sure to remember, anytime you see "MOD_NAME" in this guide, replace that with the name you chose for your mod. 2) In your "..
  4. Hello and welcome to my tutorial. It covers full workflow of vehicle creation for PZ. If you are a complete beginner in 3D modelling, you'll have to watch/read additional tutorials, I won't cover every aspect of model creation and 'where this button is located'. I divide vehicle creation in these stages: 1) Modelling 2) Wheels texture and modelling 3) Texturing 4) Packing files in folders 5) Editing scripts and .lua 6) In-game editing and tests 7) Workshop publish STAGE 1 - MODELLING Today I am creating a 1960 Ford Falcon
  5. Download and install CartoZed from here: https://theindiestone.com/forums/index.php?/topic/21633-cartozed/ Follow the instructions in the above thread to create a top down image of your map mod (or any map mod), I created a copy of and renamed the default theme and removed all the trees, vegetation and walls options within to create the look I wanted for my map. Try it yourself, create a new theme and add/remove or edit different options to create different looks. Next, create the following file structure (if you are adding the lootable map to your own map mod then
  6. Im making a mod , and when i try to load it into the game it crashes on reloading the lua , this is my first time making a mod and i cant figure what im doing wrong , i attached the mod zip so anyone can check and see what im doing wrong. Armored_contact.zip
  7. Hello everyone, So My wife bought me Project Zomboid a week ago and since I've been playing. Well Today I decided to try to mod in a feature which seams to be missing. What I want to do is be able to put dirty rags and bandages In a washer and dryer so you can wash them like you do dirty clothes. What I'm asking i guess is what files would be the ones to look out
  8. Automatically Click to start option in the settings I don't think I need to say more to describe this addition, this is more of a quality of life addition. Better for recurring players and especially modders when they would like to check if their mod is functional. The implementation would be simple. Settings screen Accessibility tab: Automatically click to start Checkbox = true/false When game is loaded: Automatically send click (or just start, however the game is coded after the loading screen of THIS IS HOW YOU
  9. Greetings! I'm trying to use for modding a cooking recipe similar to the "Disinfect Bandage" like the way of using an item while is hot to craft another, but I can't find the script or code related in the media file to the whole heat system. Is it controled by some Lua code or some item script? I think that the logical way that the heat value works is only because of the WaterSource items like FullKettle or WatterPot. I mean I´ve tried something like a stone for frying an egg for example: recipe Fry egg On Stone { Stone, Egg/WildEgg, Salt;1,
  10. RoboMat's Modding Tutorials - An introduction to modding for Project Zomboid - I - Introduction I1 - Where to start I2 - What is needed I3 - Lua Tutorials I4 - Other Resources II - The first steps II1 - Getting the connection II2 - The entry point: Events III - The first mod III1 - Preparations III1a - Folders III1b - Our mod's identification card III1c - The actual lua script III2 - Adding items to the inventory III3 - Handling keys III4 - Detecting the correct key IV - Custom professions IV1 - Creati
  11. This is very similar to adding foraging zones to your map, (step 6 of this tutorial: https://theindiestone.com/forums/index.php?/topic/21951-the-one-stop-tilezed-mapping-shop/ ) Simply add the following code to your map mods' PZW file the same way as in step 6 of the above guide: <objecttype name="ParkingStall"/> <objectgroup name="ParkingStall" color="#85929e" defaulttype="ParkingStall"/> List of vehicle zone names to use in WorldEd: bad good medium sport farm junkyard trafficjams traffi
  12. Hello survivors ! Since the last big update, the weather update, i was thinking about creating a mod that plays with the actual weather update. What i want to do, is create a mod that make the weather way more dangerous. There is a challenge that makes the weather in winter mode in July, which is a great idea. In 2018, with the climate change, weather is becoming way more extreme and this is exactly what i want to do. The thing is, im trying to read script and files about other mods but the weather files are kinda different. I want to locate how exactly the events in weather (suc
  13. 1) First create a folder structure for your mod, call the first folder something like "MyCarReskinMod". Inside that create a "media" folder, inside your media folder create 2 more folders, one called "textures" and one called "scripts". Inside the texture folder create a folder called "Vehicles" and inside the scripts folder create a folder called "vehicles". Your final folder structure should look like: MyCarReskinMod media textures Vehicles scripts vehicles Don't forge
  14. As the title says, sometimes you want to make it quick to read the text of a sheet of paper or more specifically the post-it notes without having to right click- left click on read and wait for the windows to appear. The tooltip might not show the whole text but a portion. No need to create a whole "tooltip class object" but to reuse the existing one. I would kindly try to make a mod out of it.. But I would need some kickstarter tips Regards
  15. On YouTube I've been making tutorials of the basics of project zomboids Map editor tools. right now I am finishing up with the building editor. if I missed anything let me know and I'll make sure to make tutorial covering it here is part one for more tutorials check out my channel Doge's Creator
  16. How to start modding? is there any website where I can learn to create items? I can not find tutorials on the forum and I would like to learn. I have some nice ideas for items.
  17. Any full tile roof peice that is currently not over a room definition in your building needs a room definition. For any bits that are above an internal room, simply make sure that room has a room definition (all room in buildings should, even hallways etc). If the roof bit is over an outside area (such as a porch) then instead of giving it an internal room definition, which could possibly mess with loot tables etc, use the new room definition made for this situation - emptyoutside. In the example below you can see that this building has a porch roof outside the front do
  18. I suggest adding a method that will allow us to load skinned mesh in game! I replaced the original models of clothes, and it looks good. But unfortunately adding them without replacing the original is impossible, since there is no skinned model load method. :(( Class LuaManager.GlobalObject has a method that allows loading a static model, but it does not allow upload skinned model, because it sends boolean true to ModelLoader.instance.Load
  19. Hey guys I need some help with TileZed's BuildingEd. I just finished a cool building that I worked so hard on, saved it and everything, didn't click on anything out of the ordinary. When I went to WorldEd, I clicked on my building, didn't show a preview image. When I dragged it out onto my Cell, it didn't show a building, neither did it plop a building when I placed it on my map itself. Then I went to BuildingEd to see if I messed something up, and instead I got an error saying, "Error Reading Building - Invalid Object Coordinates (1, -3 Line 2209, Column 72". What does this mean and how can I
  20. Type = Normal,There are various types of items in Project Zomobid, below you will se each of them with a short description. Normal – A basic item. Drainable – An item that has a certain amount of uses before it's destroyed Food – An item that can be consumed by the character Weapon – An item that can serve as an equpable weapon. Container – An item that can store other items inside it. Clothing – Item worn by the player character. Literature – A readable item like a book or a newspaper. Weight = 1,The weight of an item as seen in-game, it should be a sum of weight + size of the item.Typically
  21. Hello to anyone who's reading this. I'm working with Neutz on the Union City map. We'll release a part of it once the Suburban Area is done. What I need from each one of you is an idea for buildings, it can be a shop, a gas station, (no more house ideas, please, unless you made some and want to share them, my brain is mush as this moment from making 200+ houses already) warehouses, small clinics, pet shops, you name it. I just need building ideas. If you want to give some buildings for the upcoming map you're more than welcome to do so. If you want to give ideas, give a small description or a
  22. This is mainly for Single Player use as you can use the "mods=" for server setups. Also on Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=944054233 First you want to subscribe to and/or download the maps that you want to combine. If you subscribe using Steam you will find the downloaded mods in your "Steam\steamapps\workshop\content\108600" folder, each mod with its own unique id number (for example Bedford Falls is 522891356). Now you want to create the following folder structure (on your desktop): Spoiler MyCombinedMaps
  23. I tried with some codes but not working local Player = getSpecificPlayer(0); local Item = Player:getPrimaryHandItem(); if (instanceof(Item, "Food") and Item:getType() == "Bass") then if Item ~= nil and Item:IsRotten() then luautils.okModal("YES", true); else luautils.okModal("NO", true); end end --SOLVED!!!!
  24. Modding Rules & Guidelines The Subforums and their purpose Tutorials & Resources: Tutorials and Tools for modding Project Zomboid should be posted here. Please do NOT ask for help in here. MODS: Gameplay Mods that are in a playable state and mostly bug free, but may still have added more features in the future. WIP: Unfinished mods that are being worked on and open to be tested. HELP: If you seek help with modding Project Zomboid this is the right place to ask. ITEMS: All mods that add or alter items. WIP: Unfinis
  25. The html code "<br>" works really good on translation tooltips. Adding colors codes can be a really good thing for modding, adding directly on translate txt. Like this example: Tooltip_EN = { Tooltip_Pliers = "<RGB:1,0,1> Can be used to trap a rat.", } Or maybe adding directly to scripts.txt Like this example: Tooltip = <RGB:1,0,1>Tooltip_Pliers, Sorry about my language i speak spanish.
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