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== '''License Info''' ==
{{Header|Modding}}
{{Page version|41.78.16}}
[[File:SpiffosWorkshop.png|link=https://steamcommunity.com/app/108600/workshop/|frame|right|Spiffo's Workshop is the home of [[Project Zomboid]] mods on [[Steam]].]]


'''By purchasing Project Zomboid, you are permitted to:'''
=='''Terms & Conditions'''==
By playing Project Zomboid, you agree to the '''[https://projectzomboid.com/blog/support/terms-conditions/ Terms & Conditions]'''.


*Change the base files in any way you like, provided that those changes do not result in the game being playable without purchasing.
By modding Project Zomboid, you also agree with the '''[https://projectzomboid.com/blog/modding-policy/ Modding Policy]'''.
*Distribute the files in any way as you like, providing the files you distribute are not useable by themselves, or accompanied with freely available downloadable files, to play the game without purchasing.
*Use art, music, video footage or intellectual property of Project Zomboid for creative purposes in any way you like, providing the end result is related in some way to Project Zomboid, states Project Zomboid as its influence and origin, and is for non-commercial use only.


'''You are not permitted to:'''
===Key restrictions===
*The Indie Stone reserves the right to implement any features in the game irrespective of whether mods exist that accomplish the same goal.
*Modders are solely responsible for their mod, including (but not limited to compliance with any hosting platforms (such as Steam Workshop). They are also responsible for obtaining third party consents for any third party materials in the mod. Legally, we have to ask that modders to ‘represent and warrant’ (i.e. promise legally) that their mod is their own original work and any third party contents are fully and properly licensed by the modder.
*Creation of mods is subject to our [https://projectzomboid.com/blog/modding-policy/ modding policy], which may be updated from time to time with any technical requirements regarding how PZ mods must work.
*Project Zomboid modders are free to receive monetary/gift donations from the players who use their releases, and appreciate the time and effort put into them. However, having mods created exclusively for those who choose to donate (or separate ‘in-mod’ content and bonuses) is not allowed. Mod creators cannot sell modifications to Project Zomboid.


*Modify the demo in any way beyond cosmetic graphical/sound/musical changes.
==Installing and using mods==
*Modify the base files to include malicious code.
*[[Installing mods]] - how to install mods for [[Steam]] or [[GOG]] version of the game.
*[[Using mods]] - how to enable and configure mods.
*[[Mod problems solution]] - what to do if mods do not work well or break the game.
*[[Testing mods in multiplayer]] - guide about setting up the mod to work on the server.
<span style="font-size: 120%; font-weight: bold; color: green;">Tip: </span> join [https://discord.gg/theindiestone The Indie Stone Discord server] for get access to '''#mod_support''' channel, where you can ask question about using mods.


== Specifics ==
To start a mod up, first make sure the mod is installed in the correct directory. Once you have done this, start up Project Zomboid. Once you get to the main menu, down at the bottom of the screen when you see menu options you will also find a menu option called MODS. Click on it, which will then lead you to the mod menu.


=== List of Item Parameters ===  
In there you should see the list of mods that you have installed. Double click on the mod you wish to start and a green tick should appear next to the mod.
Much of this information was supplied by forum member InnocentSam.<ref> http://theindiestone.com/community/viewtopic.php?f=27&t=3654 </ref>
 
{| class="wikitable"
Next thing to do is shut down Project Zomboid and start it up again. Once started your mod should now be ready to go. Instructions on using the mod are usually contained in README's or information in the thread.
!style="background:#dbdbdb;"|Parameter Name
 
!style="background:#dbdbdb;"|Effect / Description
==Current mods==
!style="background:#dbdbdb;"|Example
{{Main|Mods}}
*[https://steamcommunity.com/app/108600/workshop/ Spiffo's Workshop]
*[https://theindiestone.com/forums/index.php?/forum/58-mods/ Completed mods]
*[https://theindiestone.com/forums/index.php?/forum/59-wip/ Work-in-Progress mods]
 
==Creating mods==
In modding for PZ, there are several main directions:
*'''Changing scripts''' - scripts in the game describe the parameters of items, recipes, and vehicles. Making a mod that changes the values ​​of items, vehicles, a recipe, or adds a new item is not a difficult task. This does not require programming knowledge; any text editor may be used. Scripts are in .txt files and have a specific structure.
*'''Writing Lua code''' - the main direction in PZ modding. Most mods contain Lua code. PZ is developed mainly in Java and Lua, so using Lua code in mods is closely related to the exploration of Java and Lua game code. When creating more complex mods, you will have to dive into the decompiled Java code of the game. We will cover the basics of the Lua language, but you should be familiar with the basics of programming. A general understanding of the syntax of the Java language is also desirable, as it may be necessary to explore the game code to figure out how some functions work.
*'''Creating 3D models''' - at the moment, with the help of mods, you can add new models of vehicles, weapons, ordinary items, and clothes to the game. The game uses 2 model formats - .X and .FBX. For us to create mods with models, the .FBX format will be enough.
*'''Creating animations''' - creating animations for the character. Includes creating an animation file and integrating it into the game.
*'''Creating textures, pictures and icons''' - this direction complements the others. Models will need textures, items will need icons, the interface will need certain images, and maps will need textures for new tiles (new objects to be placed on the map).
*'''Map creation''' - creating locations, buildings, and general environments for the game. See [[#Mapping]].
*'''Translations''' - translating the game to various languages, see [[Translations]].
 
<span style="font-size: 120%; font-weight: bold; color: green;">Tip: </span> Join [https://discord.gg/theindiestone The Indie Stone Discord server] to access the '''#mod_development''' channel, where you can ask any question about creating Project Zomboid mods.
 
===Working tools===
*'''Text editor''' - used to edit scripts and write code. Preferably, use editors with Lua syntax highlighting - like [https://notepad-plus-plus.org Notepad++] or [https://code.visualstudio.com/ VS Code].
*'''Image editor''' - used to create icons, textures for items and tiles. For example: [https://www.gimp.org/ GIMP].
*'''3D modeling''' - used to work on 3D models. For example: [https://store.steampowered.com/app/365670/Blender Blender].
*Latest [https://theindiestone.com/forums/index.php?/topic/59675-latest-tilezed-worlded-and-tilesets-september-8-2022/ TileZed, WorldEd, and tilesets] – TileZed can also be downloaded and compiled from [https://github.com/timbaker/tiled the source code on GitHub], or they can be installed (currently only for Windows), as [https://steamdb.info/app/380880/ Project Zomboid Modding Tools] if the game is owned on Steam.
 
====Modding tools====
*[https://github.com/Konijima/PZ-Libraries Decompiling & setting up auto-complete/intellisense in IDEA IntelliJ]
*[https://www.guidgenerator.com/ Free Online GUID Generator: for making GUIDs for modded clothing and outfits.]
 
===Resources===
*[[Lua]] - introduction and guide to using Lua language.
**[[Lua Functions]]
**[[Lua Events]]
**[[Lua Objects]]
*[[Debug mode]] - explanation how to run the game in the debug (developer) mode and how to use it.
*[[Startup parameters]] - startup parameters to launch the game with.
*[[Mod structure]] - explanation how the mod works and how to create a template for it.
*[[Folders structure]] - description of files and folders that will be useful when developing mods.
*[[File formats]] - documentation of file formats.
*[[Tile properties]] - explanation of [[tile]] properties.
*[[Room definitions and item spawns]] - explanation of room definitions, used mainly for loot distribution.
*[[Vehicle zones]] - explanation of vehicle zones.
*[[Procedural distributions]] – list of procedural distributions.
*[[Game time]] - explanation about how time in game works and GameTime class.
*[[Decompiling game code]] - guide how to study the Java source code of the game.
*[[Adding new tiles]] - guide to making new tiles.
*[[Scripts guide]] - guide for scripts (.txt files) for items, recipes, and translations.
*[[How to make a clothing mod]] - guide on how to add clothing mods.
*[[List of Tiledefs in use by mods]]
 
==Mapping==
{{Main|Mapping}}
{| class="wikitable theme-blue sortable" style="width: 50%;"
! style="width: 60%;" | Tutorial
! style="width: 20%;" | Author
! style="width: 20%;" | Last updated
|-
|-
!colspan=3|General
| [https://theindiestone.com/forums/index.php?/topic/21951-the-one-stop-tilezed-mapping-shop/&tab=comments#comment-251715 The One Stop TileZed Mapping Shop]
| RingoD123
| January 30, 2017
|-
|-
|Type
| [https://theindiestone.com/forums/index.php?/topic/22576-how-to-combine-map-mods/&tab=comments#comment-257834 How to Combine Map Mods]
|Item-type, describes how the item behaves. Includes 'Food', 'Weapon', 'Drainable', 'Literature', 'Clothing' and 'Normal'.
| RingoD123
|Food ([[steak]])
| June 11, 2017
|-
|-
|Display Name
| [https://theindiestone.com/forums/index.php?/topic/5461-full-list-of-current-room-definitions/&tab=comments#comment-73574 Full list of current Room Definitions]
|The item's name as it appears displayed to the player.
| RingoD123
|Axe ([[axe]])
| February 7, 2014
|-
|-
|Icon
| [https://theindiestone.com/forums/index.php?/topic/5461-full-list-of-current-room-definitions/&page=3&tab=comments#comment-257787 Making new room definitions]
|The item's icon as it appears displayed to the player. This parameter looks inside "media/texturepacks/ui.txt" and will call any sprite with the prefix "Item_".
| RingoD123
|Molotov ([[molotov cocktail]])
| June 10, 2017
|-
|-
|Weight
| [https://theindiestone.com/forums/index.php?/topic/14109-thuztors-mapping-tutorial-videos/&tab=comments#comment-176301 Mapping Tutorial's and Videos]
|Item's weight, used for encumbrance.
| Thuztor
|0.1 ([[painkillers]])
| April 20, 2015
|-
|-
|OtherHandRequire
| [https://theindiestone.com/forums/index.php?/topic/14109-thuztors-mapping-tutorial-videos/&tab=comments#comment-176301 Mapping Tutorial's and Videos] <small>(Outdated)</small>
|Requires a specified item to be held by the player in their second quick-slot before the item may be used.
| Thuztor
|Lighter ([[molotov cocktail]])
| September 12, 2017
|-
|-
|CanBarricade
| [https://theindiestone.com/forums/index.php?/topic/21932-project-zomboid-mapping-instructions-vegmap-to-testing-custom-map/&tab=comments#comment-251579 VegMap to Testing Custom Map]
|Whether the item may be used like the hammer to barricade doors and windows.
| Cpt_Paradox
|Boolean (false or true)
| January 28, 2017
|-
|-
|Count
| [https://theindiestone.com/forums/index.php?/topic/23264-making-rooms-with-the-place-wall-tool-item-spawns-ortho-and-more/&tab=comments#comment-265065 Making rooms with the place wall tool, item spawns, ortho and more!]
|The number of items which may ever be used in the game world.
| Cpt_Paradox
|8 ([[ripped sheet]])
| November 30, 2017
|-
|-
|UseWhileEquipped
| [https://theindiestone.com/forums/index.php?/topic/23263-sliding-glass-doors-new-textures-heres-how/&tab=comments#comment-265063 Sliding Glass Doors, New Textures, Here's How!]
|Whether the item is used over time while it is equipped.
| Cpt_Paradox
|Boolean (false or true)
| November 30, 2017
|-
|-
|UseDelta
| [https://theindiestone.com/forums/index.php?/topic/21943-how-to-make-a-map-start-to-finish-full-video-tutorial/&tab=comments#comment-251657 How to make a map Start to Finish Full Video Tutorial]
|Numerical value associated with how quickly the item drains.
| BlackBeard
|0.0009 ([[torch]])
| January 30, 2017
|-
|-
|ReplaceOnUse
| [https://theindiestone.com/forums/index.php?/topic/22018-all-player-made-building-archives-verison-2-532019/&tab=comments#comment-252207 All player made Building Archives]
|Name of the item which replaces the current item after use.
| BlackBeard
|Pot ([[pot of soup]])
| May 31, 2019
|-
|-
!colspan=3|Consumables
| [https://theindiestone.com/forums/index.php?/topic/8790-custom-texture-packs-and-tile-definitions/&tab=comments#comment-113526 Custom texture packs and tile definitions]
| EasyPickins
| June 5, 2014
|-
|-
|IsCookable
| [https://theindiestone.com/forums/index.php?/topic/22127-cards-tutorial-for-terrain-generation/&tab=comments#comment-252998 Card's Tutorial for Terrain Generation]
|Whether the item can be cooked.
| Cardenaglo
|Boolean (false or true)
| February 22, 2017
|-
|-
|MinutesToCook
| [https://theindiestone.com/forums/index.php?/topic/18084-video-tutorials-mapping-atox-warrior/&tab=comments#comment-221862 Video Tutorials mapping]
|How many in-game minutes the item must be in an oven for it to cook.
| Atoxwarrior
|50 ([[pot of soup]])
| June 26, 2016
|-
|-
|MinutesToBurn
|}
|Length of time the item must be in an oven for it to be burnt. Usually double the value of 'MinutesToCook'.
 
|150 ([[steak]])
====Mapping resources====
|-
*[https://www.pztiles.com/home PZ Tiles and a comprehensive selection of other mapping and tile making resources.]
|HungerChange
*[https://drive.google.com/drive/folders/12jQxlDlyC-fACV45oCWshZb60QHoQ6kf The build 41 base and vegetation maps for PZ.]
|Value applied to player's current hunger points. Positive increases hunger.
*[https://theindiestone.com/forums/index.php?/topic/25742-project-zomboid-basemap/ The build 40 base and vegetation maps for PZ.]
|<nowiki>-</nowiki>20 ([[crisps]])
*[https://drive.google.com/file/d/1zvjxsjLi2KGwU7SVbLoH2m32UuSgCxcw/view?usp=sharing An app for replacing the zombie layers on cells.]
|-
*[https://drive.google.com/file/d/1PRsZfmE3Ov7U9Nc_mSBv62fMFROpIIct/view?usp=sharing An app for moving the cells in maps.]
|DaysFresh
*[https://discord.com/channels/136501320340209664/279303619277488128/946017802647658586 A more recent base map for PZ.]
|How many days it takes for a food item to begin rotting.
*[https://github.com/geromet/PZTools Distribution Explorer. Super "early access"]
|2 ([[steak]])
 
|-
==Notes==
|DaysTotallyRotten
===A note regarding optimization and timestamps===
|How many days it takes for a food item to become entirely rotten.
This numerical information in the console.txt output log is a timestamp, such as in "LOG  : General    , 1669904231941"
|7 ([[carrots]])
If you need to evaluate the runtime impact of code it is a good metric.
|-
 
|DangerousUncooked
===A note regarding updating and/or changing mods===
|Whether the food item will negatively affect the player in an uncooked state.
Removing .txt and .lua files from a mod before updating them to the steam workshop may result in file mismatch errors etc. on account of steam not automatically removing said files from clients and/or servers.
|Boolean (false or true)
One solution is manually deleting these files from the installation directories of the server and/or clients.
|-
As well modders can avoid this issue by keeping those files, instead of removing them, but editing those files so they are empty instead of having any functional content. Including commented text explaining the reason for this in the files is also a good practice.
|RequireInHandOrInventory
 
|Requires a specified item to be inside the player's inventory before the item may be used.
===A note regarding Mac, Linux and case sensitivity===
|CanOpener ([[canned soup]])
Note that, unlike Windows, Mac and Linux OS are case-sensitive regarding file and directory names.
|-
Although people playing PZ on Linux is uncommon, it's far more common with server hosting services.
|Alcoholic
To avoid issues, make sure and follow the vanilla PZ capitalization conventions for file and directory names.
|Whether the item effects the player in a similar way to [[Whiskey]].
 
|Boolean (false or true)
For example: with clothing mods fileguidtable.xml works for Windows and Mac, but will cause serious issue for Linux as it will be looking for "fileGuidTable.xml", as that is how the vanilla PZ file is capitalized. Although Client, Server, and Shared will work for the lua directories for non-Linux systems. it won't work for Linux; consequently use the vanilla capitalization, "client", "server" and "shared" for those.
|-
 
|UseSelf
==See also==
|Whether the item is consumed after use.
*[[Mods]]
|Boolean (false or true)
*[[Talk:Modding]] – for some raw guides to extracting images. The text needs to be cleaned up.
|-
 
!colspan=3|Weapons
==External resources==
|-
{| class="wikitable theme-blue sortable" style="width: 50%;"
|MinAngle
! style="width: 60%;" | Tutorial
|Requires more research.
! style="width: 20%;" | Author
|0.88 ([[shotgun]])
! style="width: 20%;" | Last updated
|-
|MinDamage
|Minimum damage the weapon will inflict.
|0.7 ([[baseball bat]])
|-
|MaxDamage
|Maximum damage the weapon may ever inflict.
|1.0 ([[baseball bat]])
|-
|MaxRange
|Maximum range the weapon is effective.
|1.5 ([[spiked baseball bat]])
|-
|MaxHitCount
|Maximum amount of enemies the weapon will hit at one time.
|1 ([[hammer]])
|-
|PhysicsObject
|Physics object used as a projectile.
|MolotovCocktail ([[molotov cocktail]])
|-
|SwingAnim
|Name of animation which is ran when the weapon is fired/swung.
|Bat ([[baseball bat]])
|-
|WeaponSprite
|Name of sprite, the image used to display the weapon.
|axe ([[axe]])
|-
|DoorDamage
|Damage inflicted by the item on doors.
|10 ([[spiked baseball bat]])
|-
|MinimumSwingTime
|Requires more research.
|15 ([[baseball bat]])
|-
|SwingAmountBeforeImpact
|Requires more research.
|0.2 ([[spiked baseball bat]])
|-
|PushBackMod
|Distance that enemies are pushed back.
|4.5 ([[wood planks]])
|-
|-
|KnockBackOnNoDeath
| [https://github.com/FWolfe/Zomboid-Modding-Guide Project Zomboid Modding Guide] (WIP)
|Whether enemies are pushed back if they are not killed.
| Fenris Wolf
|Boolean (false or true)
| January 22, 2023
|-
|-
|SplatNumber
| [https://theindiestone.com/forums/index.php?/topic/61-robomats-modding-tutorials-updated-12112013/ RoboMat's Tutorials]
|Blood effects used when an enemy is injured by the weapon.
| RoboMat
|5 ([[shotgun]])
| July 24, 2013
|-
|-
|SplatBloodOnNoDeath
| [https://www.projectzomboid.com/modtools/ModdingGuide2.rtf Java Scripting Guide (very out of date, only the item and recipe sections seems to be applicable to current builds)]
|Whether an enemy injured by the weapon will bleed if they are not killed
| Lemmy101
|Boolean (false or true)
| July 24, 2013
|-
|ImpactSound
|Name of sound used on impact.
|splat1 ([[axe]])
|-
|SwingSound
|Name of sound used when firing/swinging weapon.
|shotgun ([[shotgun]])
|-
|SoundVolume
|Defines the volume of a chosen sound.
|40 ([[shotgun]])
|-
|SoundRadius
|Radius in which the sound may be heard in the game world from it's point of origin.
|50 ([[shotgun]])
|-
|ToHitModifier
|Requires more research.
|1.5 ([[shotgun]])
|-
|NPCSoundBoost
|Requires more research.
|1.5 ([[shotgun]])
|-
|RangeFalloff
|Requires more research.
|Boolean (false or true)
|-
|UseEndurance
|Whether the weapon causes exhaustion.
|Boolean (false or true)
|-
|ShareDamage
|Requires more research.
|Boolean (false or true)
|-
|AmmoType
|Item required to fire the weapon.
|ShotgunShells ([[shotgun]])
|-
!colspan=3|Clothing
|-
|Palettes
|Defines the clothing item's colors.
|Trousers_Blue/Trousers_Brown/Trousers_Grey/Trousers_White ([[trousers]])
|-
|PalettesStart
|Defines the clothing item's palette prefix.
|Shirt_ ([[sweater]])
|-
|BodyLocation
|Where the clothing item is worn.
|Bottoms ([[trousers]])
|-
|SpriteName
|Defines the sprite displayed on the player.
|Shoes1 ([[shoes]])
|-
!colspan=3|Literature
|-
|StressChange
|Value applied to player's current stress points. Positive makes the player become more stressed.
|<nowiki>-</nowiki>10 ([[newspaper]])
|-
|BoredomChange
|Value applied to player's current boredom points. Positive increases player's boredom.
|<nowiki>-</nowiki>50 ([[book]])
|}
|}


==References==
===Javadoc reference to Project Zomboid codebase===
*[https://zomboid-javadoc.com/41.78/ Project Zomboid Java documentation v41.78 (Unofficial)]
*[https://projectzomboid.com/modding/ Project Zomboid Java documentation v41.77]<!--Previous/Outdated: "https://theindiestone.com/zomboidjavadocs/"-->
*[https://zomboid-javadoc.com/41.65/ Project Zomboid Java documentation v41.65 (Unofficial)]
*[https://zomboid-javadoc.com/40.43/ Project Zomboid Java documentation v40.43 (Unofficial)]
*[https://zomboid-javadoc.com/39.67/ Project Zomboid Java documentation v39.67 (Unofficial)]
*[https://zomboid-javadoc.com/38.30/ Project Zomboid Java documentation v38.30 (Unofficial)]
 
===Typescript modding===
You can now use Typescript language to write your mods which are then compiled into lua. However it is not necessary to use Typescript to write mods.
*[https://github.com/asledgehammer/PipeWrench/wiki PipeWrench - Wiki]
*[https://github.com/asledgehammer/PipeWrench PipeWrench - Typing]
*[https://github.com/Konijima/pzpw PZPW - NodeJS Command-line Tool]
 
===Important additional modding resources===
*[https://discord.com/channels/136501320340209664/232196827577974784/901629291274575883 Setting up the mod.info file: a link to a post on TIS Discord explaining how.]
*[https://theindiestone.com/forums/index.php?/topic/9799-key-code-reference/ PZ Keycode references.]
*[https://github.com/MrBounty/PZ-Mod---Doc/blob/main/Items%20variables.md Variables to use when creating an item.]
*[https://github.com/MrBounty/PZ-Mod---Doc/blob/main/Make%20a%20custom%20skill%20or%20perk.md Guide for adding a new Skill/Perk, add XP and find all perks names.]
*[https://github.com/MrBounty/PZ-Mod---Doc/blob/main/How%20to%20make%20a%20custom%20trait.md Guide for adding a custom trait.]
 
===General additional modding resources===
*[https://steamcommunity.com/sharedfiles/filedetails/?id=3035712003 How To Create an Animation.]
*[https://steamcommunity.com/sharedfiles/filedetails/?id=2721464487 Guide to make a hair mod.]
*[https://www.youtube.com/playlist?list=PLwV27NP3RkJl27tveCa9EMMvAdjmGXZsf A YouTube playlist with Blackbeard's modding tutorials.]
*[https://discord.com/channels/136501320340209664/279303619277488128/864229655867031572 Photoshop Masks used for making and editing tile sprites, a link to a post on TIS Discord with the file.]
*[https://github.com/MrBounty/PZ-Mod---Doc/blob/main/How%20to%20use%20global%20modData.md Global Mod Data: How to use this powerful tool for tracking global mod data.]
*[https://github.com/MrBounty/PZ-Mod---Doc/blob/main/How%20to%20make%20a%20custom%20timed%20actions.md Guide to make a custom Timed Action.]
*[https://github.com/MrBounty/PZ-Mod---Doc/blob/main/Animation%20list.md A list of all the animation variables used in timed actions.]
*[https://github.com/Poltergeistzx/Project-Zomboid/blob/main/docs/TimedActions%20Flow%20Chart.pdf A flow chart for the Timed Actions]
*[https://github.com/Konijima/PZ-Community-API/tree/master/Contents/mods/CommunityAPI/media/lua/client/SpawnerAPI  SpawnerAPI: Allows for pending the spawns of vehicles, items, zombies in order to spawn things anywhere in the world. Upon loading the cell in question the item becomes spawned in.]
*[https://discord.com/channels/136501320340209664/232196827577974784/864843709900128278 Guide to how PZ loot distribution works on TIS Discord.]
*[https://discord.com/channels/136501320340209664/232196827577974784/899479292088569906 Spawning a tile from it's name: a link to a post on TIS Discord explaining how.]
*[https://discord.com/channels/136501320340209664/232196827577974784/891769429543759883 How to spawn loot on specific zombie outfit corpses: a link to a post on TIS Discord explaining how.]
*[https://discord.com/channels/136501320340209664/232196827577974784/890921284379246613 Item spawning examples that work: a link to a post on TIS Discord explaining how.]
*[https://discord.com/channels/136501320340209664/232196827577974784/867969619749666866 An archive with files demonstrating how to add modded sandbox options: a link to a post on TIS Discord.]
*[https://discord.com/channels/136501320340209664/232196827577974784/887879308473933884 A tool for dumping distro table contents to console.txt: a lint to a post on TIS Discord with the code.]
*[https://discord.com/channels/136501320340209664/232196827577974784/931744932656451645 How to use read/write with files in mods, useful for server ini files: a link to a post on TIS Discord explaining how.]
*[https://discord.com/channels/136501320340209664/232196827577974784/940523841027964948 A post on TIS discord with code to serialize lua table into json and vice versa.]
*[https://steamcommunity.com/sharedfiles/filedetails/?id=2474838710 A guide on how to change Zomboid's in-game music and sound effects.]
*[https://discord.com/channels/136501320340209664/232196827577974784/869049443117314128 Looking for Error messages in the console log, a short guide on TIS Discord.]
*[https://github.com/asledgehammer/Candle Candle - EmmyLua Support for PZ's Java API.]
*[https://github.com/pzstorm/capsid pzstorm/capsid - Project Zomboid mod development framework for Gradle. Apparently abandoned?]
*[https://www.youtube.com/watch?v=iv7N7gmowWU WordZed tutorial on YouTube.]
*[https://theindiestone.com/forums/index.php?/topic/28633-complete-vehicle-modding-tutorial/  Complete Vehicle Modding Tutorial on TIS forum.]
*[https://github.com/MrBounty/PZ-Mod---Doc/blob/main/Useful%20links.md Useful links.]
*[https://theindiestone.com/forums/index.php?/topic/38165-quick-guide-how-to-mod-the-loot-distribution-system-distributionslua-proceduraldistributionslua/ How To Mod The Loot Distribution System.]
*[https://github.com/demiurgeQuantified/PZEventDoc/blob/develop/docs/Events.md An up-to-date (41.78) reference to events and hooks.]
*[https://github.com/demiurgeQuantified/PZEventStubs PZEventStubs: Lua stubs for events and hooks.]
*[https://github.com/demiurgeQuantified/PZModdingGuides/blob/main/guides/SandboxOptions.md A reference for adding custom sandbox options.]
*[https://github.com/demiurgeQuantified/PZModdingGuides/blob/main/guides/GameTime.md GameTime and deltas: An explanation of time deltas and their applications in modding.]
*[https://github.com/demiurgeQuantified/PZModdingGuides/blob/main/guides/ScriptFunctions.md Documentation on functions linked to item/recipe/vehicle scripts.]
 
===Clothing modding resources===
*[https://steamcommunity.com/sharedfiles/filedetails/?id=3025955520/ Guide for adding new clothing items with modding for build 41.]
*[https://discord.com/channels/136501320340209664/232196827577974784/945412454521913385 A list of Blood Locations used for Clothing Modding; a post on TIS Discord.]
*[https://discord.com/channels/136501320340209664/869327724504842330/931152156805955625 A list of Mask IDs used for Clothing Modding; a post on TIS Discord.]
*[https://discord.com/channels/136501320340209664/869327724504842330/954782177067937832 A Graphic to explain the masking system for clothing in PZ; a post on TIS Discord.]


<references/>
===Old and more specific additional modding resources===
*[https://github.com/Konijima/PZ-Community-API/blob/master/Contents/mods/CommunityAPI/media/lua/shared/CommunityAPI/IsoUtils.lua  isoRangeScan: This is an utility function meant for large scale scans of isoGridSquares around a given IsoObject. The scans are done fractally - that is to say from a center (or centers) outward to fill a larger area.]
*[https://theindiestone.com/forums/index.php?/topic/21923-itemzed-updated-11b/ ItemZed: for editing Item scripts and distribution files (out of date, needs to be updated to work properly with build 41)]


[[Category:Modding]]
{{Navbox modding}}

Latest revision as of 13:33, 15 March 2024

ModdingModding
UI Tick.png
This page has been revised for the current stable version (41.78.16).
Help by adding any missing content. [edit]
Spiffo's Workshop is the home of Project Zomboid mods on Steam.

Terms & Conditions

By playing Project Zomboid, you agree to the Terms & Conditions.

By modding Project Zomboid, you also agree with the Modding Policy.

Key restrictions

  • The Indie Stone reserves the right to implement any features in the game irrespective of whether mods exist that accomplish the same goal.
  • Modders are solely responsible for their mod, including (but not limited to compliance with any hosting platforms (such as Steam Workshop). They are also responsible for obtaining third party consents for any third party materials in the mod. Legally, we have to ask that modders to ‘represent and warrant’ (i.e. promise legally) that their mod is their own original work and any third party contents are fully and properly licensed by the modder.
  • Creation of mods is subject to our modding policy, which may be updated from time to time with any technical requirements regarding how PZ mods must work.
  • Project Zomboid modders are free to receive monetary/gift donations from the players who use their releases, and appreciate the time and effort put into them. However, having mods created exclusively for those who choose to donate (or separate ‘in-mod’ content and bonuses) is not allowed. Mod creators cannot sell modifications to Project Zomboid.

Installing and using mods

Tip: join The Indie Stone Discord server for get access to #mod_support channel, where you can ask question about using mods.

To start a mod up, first make sure the mod is installed in the correct directory. Once you have done this, start up Project Zomboid. Once you get to the main menu, down at the bottom of the screen when you see menu options you will also find a menu option called MODS. Click on it, which will then lead you to the mod menu.

In there you should see the list of mods that you have installed. Double click on the mod you wish to start and a green tick should appear next to the mod.

Next thing to do is shut down Project Zomboid and start it up again. Once started your mod should now be ready to go. Instructions on using the mod are usually contained in README's or information in the thread.

Current mods

Main article: Mods

Creating mods

In modding for PZ, there are several main directions:

  • Changing scripts - scripts in the game describe the parameters of items, recipes, and vehicles. Making a mod that changes the values ​​of items, vehicles, a recipe, or adds a new item is not a difficult task. This does not require programming knowledge; any text editor may be used. Scripts are in .txt files and have a specific structure.
  • Writing Lua code - the main direction in PZ modding. Most mods contain Lua code. PZ is developed mainly in Java and Lua, so using Lua code in mods is closely related to the exploration of Java and Lua game code. When creating more complex mods, you will have to dive into the decompiled Java code of the game. We will cover the basics of the Lua language, but you should be familiar with the basics of programming. A general understanding of the syntax of the Java language is also desirable, as it may be necessary to explore the game code to figure out how some functions work.
  • Creating 3D models - at the moment, with the help of mods, you can add new models of vehicles, weapons, ordinary items, and clothes to the game. The game uses 2 model formats - .X and .FBX. For us to create mods with models, the .FBX format will be enough.
  • Creating animations - creating animations for the character. Includes creating an animation file and integrating it into the game.
  • Creating textures, pictures and icons - this direction complements the others. Models will need textures, items will need icons, the interface will need certain images, and maps will need textures for new tiles (new objects to be placed on the map).
  • Map creation - creating locations, buildings, and general environments for the game. See #Mapping.
  • Translations - translating the game to various languages, see Translations.

Tip: Join The Indie Stone Discord server to access the #mod_development channel, where you can ask any question about creating Project Zomboid mods.

Working tools

Modding tools

Resources

Mapping

Main article: Mapping
Tutorial Author Last updated
The One Stop TileZed Mapping Shop RingoD123 January 30, 2017
How to Combine Map Mods RingoD123 June 11, 2017
Full list of current Room Definitions RingoD123 February 7, 2014
Making new room definitions RingoD123 June 10, 2017
Mapping Tutorial's and Videos Thuztor April 20, 2015
Mapping Tutorial's and Videos (Outdated) Thuztor September 12, 2017
VegMap to Testing Custom Map Cpt_Paradox January 28, 2017
Making rooms with the place wall tool, item spawns, ortho and more! Cpt_Paradox November 30, 2017
Sliding Glass Doors, New Textures, Here's How! Cpt_Paradox November 30, 2017
How to make a map Start to Finish Full Video Tutorial BlackBeard January 30, 2017
All player made Building Archives BlackBeard May 31, 2019
Custom texture packs and tile definitions EasyPickins June 5, 2014
Card's Tutorial for Terrain Generation Cardenaglo February 22, 2017
Video Tutorials mapping Atoxwarrior June 26, 2016

Mapping resources

Notes

A note regarding optimization and timestamps

This numerical information in the console.txt output log is a timestamp, such as in "LOG  : General , 1669904231941" If you need to evaluate the runtime impact of code it is a good metric.

A note regarding updating and/or changing mods

Removing .txt and .lua files from a mod before updating them to the steam workshop may result in file mismatch errors etc. on account of steam not automatically removing said files from clients and/or servers. One solution is manually deleting these files from the installation directories of the server and/or clients. As well modders can avoid this issue by keeping those files, instead of removing them, but editing those files so they are empty instead of having any functional content. Including commented text explaining the reason for this in the files is also a good practice.

A note regarding Mac, Linux and case sensitivity

Note that, unlike Windows, Mac and Linux OS are case-sensitive regarding file and directory names. Although people playing PZ on Linux is uncommon, it's far more common with server hosting services. To avoid issues, make sure and follow the vanilla PZ capitalization conventions for file and directory names.

For example: with clothing mods fileguidtable.xml works for Windows and Mac, but will cause serious issue for Linux as it will be looking for "fileGuidTable.xml", as that is how the vanilla PZ file is capitalized. Although Client, Server, and Shared will work for the lua directories for non-Linux systems. it won't work for Linux; consequently use the vanilla capitalization, "client", "server" and "shared" for those.

See also

  • Mods
  • Talk:Modding – for some raw guides to extracting images. The text needs to be cleaned up.

External resources

Tutorial Author Last updated
Project Zomboid Modding Guide (WIP) Fenris Wolf January 22, 2023
RoboMat's Tutorials RoboMat July 24, 2013
Java Scripting Guide (very out of date, only the item and recipe sections seems to be applicable to current builds) Lemmy101 July 24, 2013

Javadoc reference to Project Zomboid codebase

Typescript modding

You can now use Typescript language to write your mods which are then compiled into lua. However it is not necessary to use Typescript to write mods.

Important additional modding resources

General additional modding resources

Clothing modding resources

Old and more specific additional modding resources