Project Zomboid

Project Zomboid

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TchernoLib
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File Size
Posted
Updated
181.815 KB
8 Jun, 2023 @ 10:43am
1 Apr @ 11:57am
23 Change Notes ( view )

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TchernoLib

In 5 collections by Tchernobill
PZ Build 41
26 items
Taste of Vanilla B41
35 items
Modder Tools
5 items
Tchernobill's Animations
7 items
Crossovers
8 items
Description
Features and tools with high reuse potential.

Global Object
  • Simple interface to add your own Global Objects to the game.
  • Details here.
see Portal Gun mod for example.


Spawn
  • Spawn a specific item in a specific container.
  • Spawn a specific item from a right click + action on a specific square.
  • Details here.
see Portal Gun mod for example.


Sandbox Options
see Portal Gun and Battle Royale mods for examples.


Spectate
  • Simple interface for spectating in multiplayer.
  • Spectating remove all interactions.
  • Spectating makes invisible.
  • Spectating allows to follow other player's medical state from any distance.
see Battle Royale mod for example.


Player Variables
  • Simple interface for spreading player variables in multiplayer.
  • Adds IsoPlayer Flags to player variables.
  • Corrects ZombiesDontAttack flag. Inspired by Camouflage from the awesome Braven.
  • Player variables are (mainly) used for animations.
  • Adds isCmdReady(). A function to know when sendClientCommand can be safely used in MP.
see Infected Player mod for example.


Movement control
  • Simple interface for movement control.
  • Simple interface for teleport.
  • Vanilla movement speed recomputed with lua.
  • Tuning options for movement speed.
see No Limping mod for example.


World Chat
see NPC Baelin The Fisherman mod for example.


UI
  • Simple interface for custom keybinds. Credits to Star.
  • Simple interface for adding a new tab to Character Info window.
  • Adds Player ModData Debug to Debug Dev menu (below Global Mod Data Debug).
  • Draw circles on world (better than vanilla).
  • Draw lines (better than vanilla). [Not always displayed]
  • Shows modded icon in Item List. Thx to Notloc.
see Battle Royale mod for drawing example.


Geometry
  • Detects point inclusion in triangle.
  • Detects point inclusion in rectangle.
  • Detects intersecting point of two segments.
see Battle Royale mod for example.


Targeting
  • Adds getPlayerMouseSquare(player,goThroughWindow). Detects the square under the mouse, including lower levels.
see Portal Gun mod for example.


luautils
  • Deep lua table copy.
  • Transform square to table for data storage.
  • Formatting table, square, player for easy debug.
see Portal Gun and Battle Royale mods for examples.


FAQ
  • Safe to add midgame.
  • Safe to remove midgame (items may be lost).
  • Works in solo and multiplayer.
  • Untested for splitscreen.
  • Untested for joypad.


Ask for permission[theindiestone.com]
This mod can only be added to and extended with the express permission from the original creator. Having received permission, credit must be given to the original creator, both within the files of the mod and wherever the mod roams online.

If no permission is received you may not alter the mod.

You wanna support? A nice word is always welcome. Constructive feedback too. Else you can
[ko-fi.com] or use donate on paypal[www.paypal.com].

Workshop ID: 2986578314
Mod ID: TchernoLib
Popular Discussions View All (7)
6
11 Jun, 2023 @ 8:14am
Spawn Interface
Tchernobill
4
8 Jun, 2023 @ 8:15pm
Global Object simple interface
Tchernobill
1
30 Mar @ 8:34am
Bug Report
KodeMan
25 Comments
Tchernobill  [author] 30 Aug @ 11:28am 
@El1oN getOnlinePlayers() is always valid and not null in MP.
if it was the problem it would be line 9 error not line 10.
line ten means the online player within the online player valid range is not valid
El1oN 30 Aug @ 11:25am 
getOnlinePlayers() was not working only for admins ? iirc it returns empty for non-admins or non-server for security reasons. And why it would be very broken ?
Tchernobill  [author] 30 Aug @ 10:34am 
@El1oN afaik, there is no possibility to get an error there unless the server is already broken, VERY broken.
TechSpartan 14 Aug @ 3:32pm 
Hello Tchernobill,

I hope you're doing well! I'm currently putting together a modpack for a Project Zomboid server called "Infected Chronicles," which is focused on creating a unique and immersive experience for our community through rp! (if anyone is interested reach out to me via messages). Your mod would be a perfect fit for the atmosphere we're aiming to build. I'd like to ask for your permission to include it in our modpack. Of course, full credit will be given to you, and I'll be sure to follow any guidelines you have. Thank you for considering my request!

Best regards,
Techspartan
Arikahika 2 Jul @ 5:24pm 
hi, I have a problem (ERROR) with your house, where can I leave more detailed information console.txt ?
Tchernobill  [author] 1 Apr @ 12:00pm 
version 1.22 is out that improves on Global Object handling.
Burryaga 5 Mar @ 1:34pm 
Minor correction to King White Wolf's explanation; the mod that is required for another to work is called the dependency. Dependencies are not called dependencies because they are dependent... they are called dependencies because other things depend on them.
King White Wolf 5 Jan @ 6:52pm 
@Tnaz.v Also, about my previous post: I am not the author of this mod, I just figured I could save them the time of answering the question since I just happen to know the answer.
King White Wolf 5 Jan @ 6:50pm 
@Tnaz.v

It is a library/framework of custom tools/features/etc which grant extended functionality to the game.

These tools are of most interest to mod authors and probably server admins, but there are plenty of other use-case scenarios too.

For the average user, this mod is simply a prerequisite to any mod they might want to use that is a dependency of this one.

Any mod which builds off of or is reliant on this mods functionality (or any component of it) is considered a dependency of it. Meaning this mod must be installed and enabled in order for the dependency mod to function (or to function properly, at least).