Trink_Reiniger Posted December 13, 2015 Share Posted December 13, 2015 Hey guys,i would like change the requirements for moving furniture, but i cant find the file.If s.o. could tell me, i would be very happy. If changing the requirements is as easy, as changing other parameters in the .lua files, it should not be a problem for me. Link to comment Share on other sites More sharing options...
Svarog Posted December 13, 2015 Share Posted December 13, 2015 C:\Steam\steamapps\common\ProjectZomboid\media\lua\client\Moveables\ISMoveableDefinitions.luaEverything you need is in this part of the code as far as I can tell. -- _name, _items, _perk, _baseActionTime, _sound, _isWav moveableDefinitions.addToolDefinition( "Hammer", {"Hammer","HammerStone"}, Perks.Woodwork, 75, "PZ_Hammer", true ); moveableDefinitions.addToolDefinition( "Crowbar", {"Crowbar"}, Perks.Woodwork, 150, "PZ_Hammer", true ); moveableDefinitions.addToolDefinition( "Electrician", {"Screwdriver"}, Perks.Electricity, 100, "PZ_Hammer", true ); moveableDefinitions.addToolDefinition( "Cutter", {"KitchenKnife","Scissors","HuntingKnife","SharpedStone"}, Perks.Woodwork, 50, "PZ_Hammer", true ); moveableDefinitions.addToolDefinition( "Shovel", {"Shovel","HandShovel"}, Perks.Farming, 100, "bushes", false ); Link to comment Share on other sites More sharing options...
Trink_Reiniger Posted December 16, 2015 Author Share Posted December 16, 2015 Thanks Svarog!I looked at the file, before i posted this, but oversaw the part you pointed out. Oh the shame. The only thing you need to move furniture and fridges is strength, exept for ovens, which have 3 phases, 1 neurtal, and 1 "earthcable". (Thats In germany). Knowing what colour is what is very basic electricityknowledge.I may open a suggestion-thread to lower the requirements. Link to comment Share on other sites More sharing options...
Trink_Reiniger Posted January 5, 2016 Author Share Posted January 5, 2016 Hey.So i found time to play around with that part of the code that Svarog pointed out: C:\Steam\steamapps\common\ProjectZomboid\media\lua\client\Moveables\ISMoveableDefinitions.luaEverything you need is in this part of the code as far as I can tell. -- _name, _items, _perk, _baseActionTime, _sound, _isWav moveableDefinitions.addToolDefinition( "Hammer", {"Hammer","HammerStone"}, Perks.Woodwork, 75, "PZ_Hammer", true ); moveableDefinitions.addToolDefinition( "Crowbar", {"Crowbar"}, Perks.Woodwork, 150, "PZ_Hammer", true ); moveableDefinitions.addToolDefinition( "Electrician", {"Screwdriver"}, Perks.Electricity, 100, "PZ_Hammer", true ); moveableDefinitions.addToolDefinition( "Cutter", {"KitchenKnife","Scissors","HuntingKnife","SharpedStone"}, Perks.Woodwork, 50, "PZ_Hammer", true ); moveableDefinitions.addToolDefinition( "Shovel", {"Shovel","HandShovel"}, Perks.Farming, 100, "bushes", false ); , but it had no noticable effect. (My char. is no Electrician, so i could not check, if the changed file had any effect.)I replaced the definitions with the first row, but nothing happened. like "Electrician" to "Hammer", and "Screwdriver" to "Hammer","HammerStone". My guess is, that there is a file with the furniture definitions. Like Fridge uses Electrician, Table uses Crowbar, and so on. So my problem is still there. Link to comment Share on other sites More sharing options...
Svarog Posted January 5, 2016 Share Posted January 5, 2016 snipThat's becasue you changed the Name, read the thingy above the thingy_name, _items, _perk.What you changed has no effect because it is just the name (That appears in the menu, it's nothing more than Text), it is followed by the tool(s) that is/are used and finally, the skill (perk) required to do whatever.I might be wrong, I'm just guessing based on the code and what you said.Edit: That being said, most of the stuff related to moving furniture (I believe) is in the TileDefinitions and I know no easy way to modify those, maybe with TileZed but I could never get into using that tool. Link to comment Share on other sites More sharing options...
Trink_Reiniger Posted January 5, 2016 Author Share Posted January 5, 2016 snipThat's becasue you changed the Name, read the thingy above the thingy_name, _items, _perk. No, i changed: _name, _items, _perk. I did not change: _baseActionTime, _sound, _isWav I will look into the tiledefinitions, but i asume that will be over my head. If i get any result, ill post it here. May take a while. Thanks for your help and insantanious reply. Link to comment Share on other sites More sharing options...
Svarog Posted January 5, 2016 Share Posted January 5, 2016 snipWell I just changed it myself, I changed the requirement to pick up carpentry stuff to required _item Screwdriver and proceeded removed some Wooden Floor with a screwdriver.Edit: moveableDefinitions.addToolDefinition( "MENUNAME", {"ITEMNAME","ITEMNAME2"}, Perks.PERKNAME, 75, "SOUNDNAME", true ); moveableDefinitions.addToolDefinition( "Hammer", {"Screwdriver"}, Perks.Woodwork, 75, "PZ_Hammer", true );The above is a template, the below worked as described way above. Link to comment Share on other sites More sharing options...
Trink_Reiniger Posted January 6, 2016 Author Share Posted January 6, 2016 That's becasue you changed the Name, read the thingy above the thingy No, i changed: _name, _items, _perk. I did not change: _baseActionTime, _sound, _isWav I dont know where i screwed up there, because i deleted the old changed file.Just tried again, and it worked. Now i am able to move fridges with the woodwork-skill.Like this: -- _name, _items, _perk, _baseActionTime, _sound, _isWav moveableDefinitions.addToolDefinition( "Hammer", {"Hammer","HammerStone"}, Perks.Woodwork, 75, "PZ_Hammer", true ); moveableDefinitions.addToolDefinition( "Crowbar", {"Crowbar"}, Perks.Woodwork, 150, "PZ_Hammer", true ); moveableDefinitions.addToolDefinition( "Electrician", {"Hammer","HammerStone"}, Perks.Woodwork, 100, "PZ_Hammer", true ); moveableDefinitions.addToolDefinition( "Cutter", {"KitchenKnife","Scissors","HuntingKnife","SharpedStone"}, Perks.Woodwork, 50, "PZ_Hammer", true ); moveableDefinitions.addToolDefinition( "Shovel", {"Shovel","HandShovel"}, Perks.Farming, 100, "bushes", false ); My guess is, that i also changed _name, and that broke it. Thanks for your help and patience, Svarog. Link to comment Share on other sites More sharing options...
Svarog Posted January 6, 2016 Share Posted January 6, 2016 snipAnytime. Also I did open newtiledefinistions.tiles file in Notepad++ and as I suspected, most of the specific stuff related to moveable furniture is defined in there, stuff like weight after it is picked up, what level of what perk is required, if it is a container when placed etc.I didn't try to modify that, I don't really know if you can just change stuff with notepad, save it and have it keep working but hey, thought I'd let you know.Example of some stuff from that file.CustomNameOvenFacingWGroupNameGreyIsLowIsMoveAbleIsoTypeIsoStovePickUpLevel3PickUpToolElectricianPickUpWeight200PlaceToolElectriciancontainerstovesolidtrans Link to comment Share on other sites More sharing options...
ProjectSky Posted January 7, 2016 Share Posted January 7, 2016 EDIT:Duplicate data Link to comment Share on other sites More sharing options...
ProjectSky Posted January 7, 2016 Share Posted January 7, 2016 snipAnytime. Also I did open newtiledefinistions.tiles file in Notepad++ and as I suspected, most of the specific stuff related to moveable furniture is defined in there, stuff like weight after it is picked up, what level of what perk is required, if it is a container when placed etc.I didn't try to modify that, I don't really know if you can just change stuff with notepad, save it and have it keep working but hey, thought I'd let you know.Example of some stuff from that file.CustomNameOvenFacingWGroupNameGreyIsLowIsMoveAbleIsoTypeIsoStovePickUpLevel3PickUpToolElectricianPickUpWeight200PlaceToolElectriciancontainerstovesolidtransMany definitions exist in the.Tiles file(Use tiled-tools-tile properties edit .Tiles file)Many new definitions are missing, but you can edit TileProperties.txt to add a new definition. Movable state = IsMoveAble Link to comment Share on other sites More sharing options...
Trink_Reiniger Posted January 7, 2016 Author Share Posted January 7, 2016 snip?snip? Awesome!It looks like i can change the "_perk," to strength, and than choose the level using the program shown in the post above. May make a small mod out of this. How exciting, that would be my first mod. I will be gone for some days, so no Zomboid in that time. I will use that snippy-thing i just learned to let you know, when i made progress. Link to comment Share on other sites More sharing options...
turbotutone Posted January 7, 2016 Share Posted January 7, 2016 Eya guys, i see Sky_Orc mentioned the tile definitions and TileProperties.txtIf anyone wants to mess about with it, heres the properties added for movables (and one or two radio):property{ Type = Integer Name = Surface ShortName = Min = 0 Max = 128 Default = 0}property{ Type = Boolean Name = IsSurfaceOffset ShortName = Default = false ReverseLogic = false}separator{}property{ Type = Boolean Name = IsMoveAble ShortName = Default = false ReverseLogic = false}property{ Type = Enum Name = MoveType ShortName = Enums { Normal = Object WallObject = WallObject WindowObject = WindowObject Window = Window FloorTile = FloorTile FloorRug = FloorRug Vegitation = Vegitation } Default = Normal ValueAsPropertyName = false}property{ Type = String Name = CustomName ShortName = Default = CustomName}property{ Type = Enum Name = PickUpTool ShortName = Enums { None = Hammer = Hammer Crowbar = Crowbar Electrician = Electrician Cutter = Cutter Shovel = Shovel } Default = None ValueAsPropertyName = false}property{ Type = Enum Name = PlaceTool ShortName = Enums { None = Hammer = Hammer Crowbar = Crowbar Electrician = Electrician Cutter = Cutter Shovel = Shovel } Default = None ValueAsPropertyName = false}property{ Type = Integer Name = PickUpLevel ShortName = Min = 0 Max = 5 Default = 0}property{ Type = Integer Name = PickUpWeight ShortName = Min = 0 Max = 1000 Default = 0}property{ Type = Boolean Name = CanBreak ShortName = Default = false ReverseLogic = false}property{ Type = Boolean Name = IsClosedState ShortName = Default = false ReverseLogic = false}property{ Type = String Name = GroupName ShortName = Default =}property{ Type = Enum Name = Facing ShortName = Enums { None = none North = N West = W South = S East = E } Default = None ValueAsPropertyName = false}property{ Type = Integer Name = LinkedOffset ShortName = Min = -1000 Max = 1000 Default = 0}property{ Type = Enum Name = LinkedLocIs ShortName = Enums { North = N West = W South = S East = E } Default = North ValueAsPropertyName = false}property{ Type = Enum Name = IsoType ShortName = Enums { IsoObject = IsoObject IsoBarbecue = IsoBarbecue IsoRadio = IsoRadio IsoJukebox = IsoJukebox IsoStove = IsoStove IsoTelevision = IsoTelevision } Default = IsoObject ValueAsPropertyName = false}property{ Type = String Name = Item (full name) ShortName = CustomItem Default =}separator{}property{ Type = Boolean Name = BlocksPlacement ShortName = Default = false ReverseLogic = false}property{ Type = Enum Name = Material ShortName = Enums { Undefined = Undefined Wood = Wood Steel = Steel Plumbing = Plumbing Electric = Electric Fabric = Fabric Leather = Leather Natural = Natural Brick = Brick Plastic = Plastic } Default = Undefined ValueAsPropertyName = false}property{ Type = Boolean Name = IsHigh (only occupies upper half) ShortName = IsHigh Default = false ReverseLogic = false}property{ Type = Boolean Name = IsLow (only occupies lower half) ShortName = IsLow Default = false ReverseLogic = false}property{ Type = Boolean Name = IsTable ShortName = Default = false ReverseLogic = false}property{ Type = Boolean Name = IsTableTop ShortName = Default = false ReverseLogic = false}property{ Type = Enum Name = signal ShortName = Enums { none = none Radio Device = radio Television Device = tv } Default = none ValueAsPropertyName = false} Link to comment Share on other sites More sharing options...
Trink_Reiniger Posted January 12, 2016 Author Share Posted January 12, 2016 Tried TileZed for 15 min. with no result. Too tired from work, to deal with this. Wont do a mod.Thanks again for your help Link to comment Share on other sites More sharing options...
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