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  1. Hi. I decided to add a new type of clothing: a hard hat, jacket, and pants. Based on the standard ones: Jacket_Camo Green, Hat_Army, and Trousers_camogreen. Changed textures, drew new icons, and created the necessary files. Here is a list of files and what I wrote in them: Folder: \media\clothing\clothingItems Files: Jacket_CamoMP.xml, MP_Hat_Army.xml, Trousers_CamoMP.xml I changed two lines in each file. The path to the texture: <textureChoices>clothes\jacket\jacket_camomp</textureChoices> <textureChoices>clothes\jacket\jacket_camomp</textureChoices> <textureChoices>armyhelmetmp</textureChoices> and unique GUID for each subject (im use www.guidgenerator.com/online-guid-generator.aspx) <m_GUID>7fde9ae9-a876-46d2-ab46-24da3952c9f5</m_GUID>... and so on Folder: \media\clothing Files: clothing.xml In this file, I registered a new type of zombie spawn and specified the items that appear on it. Specified previously assigned Guids. Assigned a unique Guid to the zombie type. <m_FemaleOutfits> <m_Name>ArmyCamoMP</m_Name> <m_Guid>e9047c42-479b-4d28-975b-7dd1af366f79</m_Guid> <m_Top>false</m_Top> <m_Pants>false</m_Pants> <m_AllowPantsHue>false</m_AllowPantsHue> <m_AllowTopTint>false</m_AllowTopTint> <m_AllowTShirtDecal>false</m_AllowTShirtDecal> <m_items> <itemGUID>7fde9ae9-a876-46d2-ab46-24da3952c9f5</itemGUID> </m_items> <m_items> <itemGUID>5b7f2fb6-953c-4496-91df-0a6a1d0f2273</itemGUID> </m_items> <m_items> <itemGUID>edd70d8d-6f04-4a7b-9162-1f12ef96bb3b</itemGUID> </m_items> <m_items> <itemGUID>b81f298c-cf92-47bf-b854-649308ba17b0</itemGUID> </m_items> <m_items> <itemGUID>19504103-de6a-44bd-ac48-b9079ce0e355</itemGUID> </m_items> <m_items> <itemGUID>1aad0762-7886-4295-be32-448343be62aa</itemGUID> </m_items> <m_items> <itemGUID>1a437dbb-cee9-4013-8e8a-e158acf98b62</itemGUID> </m_items> <m_items> <itemGUID>2b0756ac-57f3-415e-bfed-24b28d1ca4d6</itemGUID> </m_items> <m_items> <itemGUID>fb86bd5f-1931-4b24-a5d7-bd6a43769991</itemGUID> </m_items> <m_items> <itemGUID>cbe793fe-97d9-4585-88e0-bc18be39d714</itemGUID> </m_items> <m_items> <itemGUID>227cb2d5-05a5-44ed-872d-ac4ca16e80bc</itemGUID> </m_items> </m_FemaleOutfits> Folder: media\lua\shared\NPCs Here I specified the probability of spawning a new type of zombie. WPIZombiesZoneDefinition = ZombiesZoneDefinition or {}; WPIZombiesZoneDefinition.Army = { ArmyCamoDesert = { name="ArmyCamoDesert", chance=20, }, ArmyCamoGreen = { name="ArmyCamoGreen", chance=30, }, ArmyCamoMP = { name="ArmyCamoMP", chance=30, }, } WPIZombiesZoneDefinition.SecretBase = { ArmyCamoDesert = { name="ArmyCamoDesert", chance=20, }, ArmyCamoGreen = { name="ArmyCamoGreen", chance=30, }, ArmyCamoMP = { name="ArmyCamoMP", chance=30, }, } -- total chance can be over 100% we don't care as we'll roll on the totalChance and not a 100 (unlike the specific outfits on top of this) WPIZombiesZoneDefinition.Default = ZombiesZoneDefinition.Default or {}; table.insert(WPIZombiesZoneDefinition.Default,{name = "ArmyCamoDesert", chance=3}); table.insert(WPIZombiesZoneDefinition.Default,{name = "ArmyCamoGreen", chance=5}); table.insert(WPIZombiesZoneDefinition.Default,{name = "ArmyCamoMP", chance=5}); Folder: media\lua\shared\Translate - spit Folder: media\scripts\clothing here I specified the item characteristics and icon name item Jacket_CamoMP { Type = Clothing, DisplayName = Military Police Camo Jacket, ClothingItem = Jacket_CamoMP, BodyLocation = Jacket, Icon = JacketCamoMP, BloodLocation = Jacket, RunSpeedModifier = 0.93, CombatSpeedModifier = 0.95, BiteDefense = 40, ScratchDefense = 60, NeckProtectionModifier = 0.5, Insulation = 0.5, WindResistance = 0.35, FabricType = Cotton, WaterResistance = 0.5, Weight = 2, } item Trousers_CamoMP { Type = Clothing, DisplayName = Military Police Camo Pants, ClothingItem = Trousers_CamoMP, BodyLocation = Pants, Icon = TrousersCamoMP, BloodLocation = Trousers, BiteDefense = 20, ScratchDefense =30, Insulation = 0.55, WindResistance = 0.4, WaterResistance = 0.50, FabricType = Cotton, } item MP_Hat_Army { Type = Clothing, DisplayName = Military Police Helmet, ClothingItem = MP_Hat_Army, BodyLocation = Hat, Icon = HelmetArmyMP, CanHaveHoles = false, BloodLocation = Head, BiteDefense = 100, ScratchDefense = 100, ChanceToFall = 10, Insulation = 0.3, WaterResistance = 0.3, } Folder: media\textures here are the icons and texture of the helmet: ArmyHelmet.png Item_HelmetArmyMP.png Item_JacketCamoMP.png Item_TrousersCamoMP.png Folder: media\textures\Clothes\Jacket Texture jacket: Jacket_CamoMP.png Folder: media\textures\Clothes\Trousers_Mesh Texture trousers: Trousers_CamoMP.png I know it's not exactly the right texture and path. camouflage pants are on a different path. I got them mixed up a bit. it doesn't matter now, because it's not just the pants that are the problem. and folder: \media File: FileGuidTable.xml here I re-registered the GUIDs of new items. <?xml version="1.0" encoding="utf-8"?> <fileGuidTable> <files> <path>media/clothing/clothingItems/MP_Hat_Army.xml</path> <guid>5b7f2fb6-953c-4496-91df-0a6a1d0f2273</guid> </files> <files> <path>media/clothing/clothingItems/Jacket_CamoMP.xml</path> <guid>7fde9ae9-a876-46d2-ab46-24da3952c9f5</guid> </files> <files> <path>media/clothing/clothingItems/Trousers_CamoMP.xml</path> <guid>edd70d8d-6f04-4a7b-9162-1f12ef96bb3b</guid> </files> </fileGuidTable> and now the crux of the problem. none of this helped. the desired type of zombie appears, but there are no three new items on it - only those that were originally in the game. what did I forget to do? maybe you will notice the mistake you made? maybe I forgot to add another file or made a mistake with the model? I don't work all three items: helmet, jacket and pants. please help me, I have been struggling with this problem for about a day and tried a lot of things. unfortunately, nothing helps. I know, activity on the forum is low and hints are rarely given. if you understand the essence of the issue-help, do a good deed.
  2. Is there a mod to either select which buttons show on the upper left toolbar? Or perhaps resize and move it? I can't seem to find anything other than Immersive HUD which sounds good in theory but is fairly broken. Cheers!
  3. Is it possible to use the XML markup for probability inside of a subitem branch? <m_items> <itemGUID>cbe793fe-97d9-4585-88e0-bc18be39d714</itemGUID> <subItems> <probability>0.25</probability> <itemGUID>48efaf62-6a65-474a-8773-886e05ea7632</itemGUID> </subItems> </m_items> In the example above, would this work such that one of these items would guarantee to be on the zombie, but Item A (main item GUID) would appear 75% of the time versus Item B (subitem GUID) spawning 25% of the time?
  4. Good day, dear forum users. I recently started making mods (I'm not very familiar with the lua language, but its syntax is not much different from the languages I'm familiar with). I came up with a little idea to create a small mod for the server that adds special alcoholic drinks. These drinks give the player experience or increase his characteristics for a while. I was able to easily implement gaining experience when using it, but I have not yet figured out how to temporarily increase the player’s characteristics. As for me, adding an event listener for each tick, checking the condition and removing it will not be very effective in saving resources. Maybe someone has already encountered a similar problem and successfully implemented it? I would be grateful for links or references to posts/sources where I can obtain the necessary knowledge on this issue.
  5. I'm having trouble getting my mod to work. The poster is selected in the mod.info but it refuses to display it, after enabling the mod the professions do not show up in character creation menu even after a restart. I looked over the file organization and code it all looked right but I'm not even close to being experienced in modding any help would be greatly appreciated thank you in advance! ZNGO.zip
  6. I'm looking forward to dive into PZ modding, and I want to be able to do everything from scripting to animating. I want to know about it now so I can organize the tutorials I have, so it's easier to keep a pace when learning, jumping from a learning phase to another without losing days trying to find a north to the next step. Tanks!
  7. I am making custom buildings in the building editor at the moment, and I would like to add a double door to one of them, but I can only make it so that two individual left opening doors are side by side. I would like a proper double door that has two doors in one frame, rather than two separate doors side by side. How can I achieve this?
  8. Hello! I would like to create a replica map of my hometown from real life into Project Zomboid. I would like to know what 1 pixel in the game map would be equal to in real life. How many feet/meters is 1 pixel equal to?
  9. Hi, Do you think I should continue to call getTexture within the render loop or is it worth the added work/complexity to store getTexture to minimise thoses calls. 1/ keep it simple s. function ISUICustom:render() self:drawTexture(getTexture("MyPrettyPic.png"), 0, 0, 1, 1, 1, 1); end 2/ preload getTexture function ISUICustom:render() self:drawTexture(self.texture, 0, 0, 1, 1, 1, 1); end function ISUICustom:new() self.texture = getTexture("MyPrettyPic.png"); end
  10. Hi there, Can someone from the dev team provide some clarifications on the meaning for the Zombies statistics? The server has wild performance differences and does so crazy Swings in zombie population. For example, just a few minutes ago, went from normal stable 4k zombies to 13k out of no where, tanking the server responsiveness hard. Most of them marked as "Unauthorized" for a few minutes later, to switch them to "Reusable". Would be great if some explanation on what each statistic here means. (the more technical the better btw) Lastly, the FPS section. I understand that in terms of "Main" fps, it's the server tick rate, where the target is 10. What about networking? What does it represent and what is considered to be healthy values? I've seen a big variation here, from having 150 fps on Networking, to be as low as 10 or less. Thank you.
  11. I've been thinking about this for a bit but do you think amputations would be more viable then just giving up and drinking bleach.
  12. Is there a way to change the zombies spawn settings in a game that has already started? or do I have to restart the world? This will not affect anything? I want to change the Zombie spawns in a coop game so idk
  13. So I have found the game VIA a meme, and I bought it. I LOVE the game so far, so I wanted to add elements to it for people who enjoy COD zombies. I go ahead and upload the mod, but it can't be found in the mod menu in game. I checked my files, and the example mod has a mod.info file, while my mod lacks it. How do I aquire this file?
  14. i honestly have no clue if i need to do something before that, but i guess i just have to upload buildings i make if i want to, right? thanks in advance
  15. It looks cool in the challenge: House in the Woods - Last Stand Accumulator Anyone can make it as a watch like items?
  16. In EN/IG_UI_EN.txt line 40 IGUI_ContainerTitle_corn = "Corn", Is that mean ? Or something container I never seem?
  17. Going to keep this brief. How big are the world cells? How many "cells" would the current Zomboid build's map be? Can new cells be easily added onto an existing map, or should I give myself ample room to expand? When new builds come out, can our custom maps easily be transferred? Thank you in advance.
  18. Hello, I have some troubles to setup correctly the option i want on the server. I would like the possibility to : (correct it if i'm wrong plz) Activate the fire but not possible to be spread on the map so i done : Nofire=false (option.ini) SpreadFire=false (Sandbox) (Do we able to burn zombies horde ?) Loot respawn every month IG : LootRespawn=4 SeenHoursPreventLootRespawn=0 Remove item on the ground when the player leave the zone in hour IG or server restart, but on the server, items don't be removed, not working i dunno why. HoursForWorldItemRemoval=4.0 Thanks for the help ^^ Hoshiko
  19. Hi all, Please can you let me know what this setting does? The default is set to 500. What is better higher number or lower number? M700N
  20. 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.
  21. So some of you might have a problem from time to time with your map loading cells looking like this: If that's the case here's something to try. Go to WorldEd Preferences Tilesets Directory - Then point it at your Tiles folder (wherever you downloaded the Tilesets too). Make sure to select Tiles not the folder inside it. Mine is saved too C:\Users\0\Downloads\tiles So I picked Tile Directory as that. When it's set and fixed it should look normal again like this: If for some reason you cant find your Tiles folder go here : https://theindiestone.com/forums/index.php?/topic/23217-latest-tilezed-worlded-and-tilesets/ and download where it says Tiles - Tileset Images. Make note of where you save/extract it too, as that is the destination you should direct WorldEd too. Hopefully this helps people in the future when they have problems like this! Happy Mapping!
  22. Hi all. I know this probably quite a simple problem and I have tried to find a solution on https://projectzomboid.com/modding/ but haven't had any luck just yet. Quite a while ago I could do it like this: z = getVirtualZombieManager():createRealZombieNow(X, Y, Z); But sometime in the past few years that stopped working. What's the new method (and what's the best way to find out for myself in the future)? Edit: Okay I may have found it already myself (I could have found it sooner if Google hadn't decided to hide the majority of my search results on the topic for some reason). Testing now. For anybody trying to solve the same problem in future new code is z = createZombie(dupeX, dupeY, dupeZ, nil, 0, IsoDirections.E);
  23. How hard would it be to make Neo Scavengoid once NPCs are added? I like a lot of things about Neo Scavenger, and I like nearly everything about Project Zomboid except the infection. So, instead of making this game's default mechanic nil, why not turn the game into something else? Make the excellent healing system and okay combat work with a game with a (slightly) higher tolerance for failure? A procedurally generated map would be nice, but not strictly necessary. Hostile and friendly NPCs, especially nonhuman ones, are necessary. New recipes would be called for, and possibly some altered mechanics. Finally, a wide variety of ruins would be called for, and the addition of rubble objects. Is it feasible? And if so, how difficult would it be?
  24. Currently, the heat source is only used for make the food changing from "uncooked" to "cooked" (or "burned") .But the heat source can do better in real life. It supposed to have the ability to change item A to item B. For example, you put bread dough into fire, it should come out with bread (if it wasn't over cooked), not cooked bread dough. So, is it possible, right now, to make a mod to allow the heat source to change a item to a completely new item?
  25. Hi, I have been looking into lua and the mod tutorials and am just about to try to do some simple modding. But my question is, how moddable is PZ? Can you do a total conversion mod and make it into a completely different game? or are the mods more "cheats" and new items?
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