Project Zomboid

Project Zomboid

ST Survival Tailor
66 Comments
marshmallow justice 6 Apr @ 12:14pm 
ERROR: General , 1743958168753> 0> RecipeManager.LoadedAfterLua> no such function LuaGiveXP = "GiveTailoringXP" in recipe "Hem Skirt"
ERROR: General , 1743958168769> 0> LuaManager.getFunctionObject> no such function "stAdd5TailoringXP"
ERROR: General , 1743958168769> 0> RecipeManager.LoadedAfterLua> no such function LuaGiveXP = "stAdd5TailoringXP" in recipe "Twist Twine into Rope"

do these lines matter anything? or insignificant
Антон789 28 Feb @ 1:02pm 
thanks, now i can sew backpacks and belly bags to carry needles and tools because i have tetris inventory...
Zac 5 Feb @ 3:50am 
oh im still on 41 man. but thank you for confirming man. I'll try to reinstall then uninstall later
Spar10Tech  [author] 4 Feb @ 5:31pm 
@Zac I'm not sure, could be an issue with the new update or possible another mod. Hopefully I can test the current workshop release tomorrow. I haven't really played the new .42 release myself. I checked the workshop release of the mod files and capacity is still defined as 5 for the utility pack.
Zac 3 Feb @ 11:58pm 
hey bro thanks for the reply, I appreciate it. I did have the rebalanced disabled, but it still shows 19. I also tried to disable the other one too and enable the rebalanced one but still same. I wonder what's wrong..
Spar10Tech  [author] 3 Feb @ 4:58pm 
@Zac, In the base mod version the Capacity should be 5, but if you have the 'Rebalanced' mod enable it make all the pack hold a lot more. I suspect you probably have the Rebalanced enabled, just use the ST Survival Tailor and items will be more vanilla friendly.
Zac 3 Feb @ 8:09am 
hey man, it says that the utility pack's capacity is 6, but I crafted one and it shows 19. is this something I can adjust in game? thanks bro
Spar10Tech  [author] 29 Nov, 2024 @ 6:47am 
@Raven Thanks for the info. I've run into this myself in some playthroughs and has to do with the 'gunbelt' having a weapon slot and storage for ammo. From my testing the game runs my storage check code on the vanilla items because they use the same body equip slot.

I'm hoping with the next update and the mod changes I'll be able to fix this. I'll probably end up refactoring the lua code for the update changes anyway.
Raven 28 Nov, 2024 @ 5:01pm 
once I made the utility belt and gun belt, there's errors any time I hover over the vanilla belt and double holster items and their tooltip is broken, only minor thing though since they still seem to function like normal it's just slightly annoying
BakTheSloth 10 Oct, 2024 @ 7:26pm 
I accidentally unsubscribed everything and found it again after THREE DAYS searching WTF!
I will never let you go again !
Dr. Berry 20 Jun, 2024 @ 2:27am 
I wanna commision an update and an upgrade to this mod! how much Do I have to pay???
zayden 24 Dec, 2023 @ 12:27am 
damn, this is a hard mod to search for. never shows up when i put it in the search bar.
retr0l0gy 19 Nov, 2023 @ 2:20pm 
it just duplicated thread for me tbh
Spar10Tech  [author] 19 Nov, 2023 @ 2:05pm 
"Merge Thread" tries merge all thread pieces into whole threads. Before they added the combine feature in game you had to merge each piece individually.
retr0l0gy 15 Nov, 2023 @ 9:03am 
what does "merge thread"? doesn't seem to do much for me either way i dont need it but just curious
Spar10Tech  [author] 13 Mar, 2023 @ 3:33pm 
@Trithian I actually already have a sack recipe in my test build. I'm currently going back over the project. It's been a while since I have worked with lua. I looking to add a few more recipes including sacks, bandages, needles, and towels.
Trithian Xiaxis 12 Mar, 2023 @ 7:33am 
Would you consider adding sack to the craftable items? I am using a mod that adds just crafting sacks so they can be used to store produce or turn zombies into fertilizer. Feel like it would fit in nicely with this mod.
Spar10Tech  [author] 2 Jan, 2023 @ 1:46pm 
@Burjak Yes I still support the mod. I have not made many changes lately, been waiting on next release that changes modding support. I'll add a translations discussion if you want to post the info in there. I'm hoping to do some project organization and add a github project for it.
Burjak 31 Dec, 2022 @ 8:50am 
is the mod supported? I would like to translate it into Italian for everyone
pooley 23 Dec, 2022 @ 4:20pm 
dude thank you i think it is the arsenal 26 mod as it has different ammo pics one is classed as ammo and one is classed with gun ammo if i remember right hope this helps and i thank you very much for responding to my message thumbs up mate :)
Spar10Tech  [author] 20 Dec, 2022 @ 3:34pm 
@pooley I'll take a look at it. They are probably using a custom class for their ammo items. I might be able to just add them to the allow check on the belt.
pooley 19 Dec, 2022 @ 4:07pm 
hi could you make the gun belt compatible with the ammo from britas mod as his ammo will not go in the gun belt please
Flat 28 Sep, 2022 @ 2:46pm 
The crude backpack should have its capacity and weight reduction lowered, it is too strong for how little materials it requires.
Spar10Tech  [author] 19 Sep, 2022 @ 4:32pm 
@Zyros Thanks for the info, I'll have to check the Clothing Preset mod. If that mod is defining unique named slots like I do it's interesting they would not work together.
Zyros 19 Sep, 2022 @ 11:40am 
Hey bud, just thought I'd let you know I found some errors when attempting to equip containers from ST Survival Tailor with the Clothing Preset mod. Here's the items I've confirmed don't work (trying to equip these containers with Clothing Preset will simply delete the containers):

* Lg Utility Pack (Front)
* Lg Utility Pack (Back)
* Utility Satchel XL
* Utility Belt
* Gun Belt

Unequipping these items with Clothing Preset works just fine, it's only equipping them that deletes the item.

I tested Clothing Preset with the Clothes Box Redux mod, and their modded containers appear to be working just fine with Clothing Preset - even the Bank Robber Chest Rig, which AFAIK also uses a custom slot like your Utility Satchel XL does (idk if that helps lol). Hope it's possible to make these two mods work together because I love the containers from ST.
x7tech 19 Sep, 2022 @ 10:10am 
Is it possible to make a thermic pack ? One that would let you keep items cool/hot longer ?
pgames-food 17 Sep, 2022 @ 6:48pm 
ah ok thanks,
yeah in my mind i was sort of thinking about sticking the 2 ends of the cap together like a hinge (where the adjustable strap or ponytail slot is) which becomes the bottom of the carrying area
and then making a hole for a sheet rope, into the harder/visor area to become the top of the bag where it closes and we carry it from :) but yeah anything you can do to use them in some way will be cool :)
Spar10Tech  [author] 17 Sep, 2022 @ 1:11am 
@pgames-food Interesting idea. Not sure if its practical to make an entire bag of them, but maybe use them to make extra pockets or to strengthen the structure of a pack.
pgames-food 15 Sep, 2022 @ 8:22pm 
hi would it be possible to add a recipe which can use up all the spare Baseball Caps/hats we find, with some thread, to make a Baseball Cap Bag? :) it could be cool :)
Simsimix 13 Sep, 2022 @ 7:27am 
Can you split the clothing recipes into another mod? they're so good they deserve their own page.
Tahvohck 1 Sep, 2022 @ 6:23pm 
The utility packs feel a bit OP compared to the vanilla fanny pack. Maybe they should be toned down a bit?
La__fonzi 22 Jun, 2022 @ 9:24pm 
you could ask the community if someone would be interested in doing the 3d modelling for you. different tared armour for both leather and metal would be awesome. im not a fan of the patch work quilt looking crap we currently have
RG 21 Jun, 2022 @ 2:36pm 
Deprived is from the more traits mod and it makes you spawn with no items at all (including belt)
Spar10Tech  [author] 21 Jun, 2022 @ 8:39am 
@King Terry the Terrible -- So does the deprived trait make crafted items worse than normal? Guess I never really looked at that trait and how it worked.

@thine_pale_one -- I will have to look at the durability mod and see if I can add an option if that mod is also installed. I like the idea of durability increasing the higher you skill. As far as the leather armor or padding armor, I would love to add something like this but I don't really have the 3d modelling skill to create to clothing. Once the bigger animals are part of the game, the ability to make armor/clothing from their hides would be fun.
RG 20 Jun, 2022 @ 8:21am 
Would be nice if there was a lvl 0 belt that is maybe slightly worse than the standard belt. For using the "deprived" trait.
La__fonzi 17 Jun, 2022 @ 7:04pm 
with the ability to make backpacks, there is a mod that has backpack durability so the heavier the loot in the pack the higher the damage to the backpack i think that mod would work wonders with this mod especially if you plan to implement a work bench like the metalworking one like using the bench to repair or make could increase the backpacks durability and the higher your tailoring skill the higher the durability. this could be a passive fix to levelling tailoring needing to repair or maintain clothing. one more thing please can you make some leather armour that looks dope as fuck haha
Title Fight Enjoyer 16 Apr, 2022 @ 10:19am 
Crude backpack, and the belt, were the only items i tried crafting
Spar10Tech  [author] 16 Apr, 2022 @ 9:53am 
@sword game enjoyer Could you provide some more information. Which item were you trying to craft?
Title Fight Enjoyer 16 Apr, 2022 @ 8:16am 
error whenever I try to craft something and doesnt let me craft it
Spar10Tech  [author] 7 Apr, 2022 @ 9:28pm 
@脑子是个好东西 Thank you for the feedback. Your recommendation to use getName looks like a better solution. DisplayName is altered with the translation files and would potentially not work as intended for anyone using another language. I'll make the change and publish the update.
脑子是个好东西 6 Apr, 2022 @ 8:39pm 
I could not be able to put nails in to stSurvTlr.stBelt_Util. It seems should use objItem:getScriptItem(): getName () instead of objItem:getScriptItem():getDisplayName().

I dumped the inventory item data:
{
name = "钉子",
displayName = "钉子",
type = "Nails",
fullType = "Base.Nails",
category = "Item",
displayCategory = "Material",
scriptItem = {
name = "Nails",
fullName = "Base.Nails",
displayName = "钉子",
typeString = "Normal",
displayCategory = "Material"
}
}
Zucchini King 4 Apr, 2022 @ 4:37pm 
Nice, look forward to testing the update next time I play, just waiting on a friend since we are both in a bit of a bind at fort redstone. I'll report back here if there are any issues.
Spar10Tech  [author] 4 Apr, 2022 @ 4:35pm 
Released a minor update to fix the misspelling on denim items. Also add the Better Sorting 'Weapon Magazine' category to the allow list on Gun Belts.

To fix any existing denim backpacks or gun belts run the repair recipes on them to convert to the updated items.
Zucchini King 4 Apr, 2022 @ 3:01pm 
Has to better sorting, didnt even think about that.
Spar10Tech  [author] 4 Apr, 2022 @ 12:49pm 
@Zucchini King I checked and all the 'vanilla' magazines/clips have a category of Ammo. Are you also running a mod that changes the item categories? There are a couple popular ones like 'Better Sorting' that might be changing the category of gun magazines. If I knew what they were using I could add it to the exception list.
Spar10Tech  [author] 4 Apr, 2022 @ 12:31pm 
@Alkol Thanks for the feedback. I'll get that corrected. Glad your are enjoying it.

I'm actually working on adding other language support so I have to add all the items names in again for the localization files.
Spar10Tech  [author] 4 Apr, 2022 @ 12:25pm 
@Zucchini King I'll have to look at the item descriptions of the mags. The input script is only checking the item category of 'ammo'. My guess is the mags might have a generic weapon category. I might have to allow them by item name if that is the case.

Thanks for the feedback.
Alkol 4 Apr, 2022 @ 10:59am 
Just a small typo on the smallest denim backpack (denin backpack), otherwise really enjoying the expansion to tailoring!
Zucchini King 3 Apr, 2022 @ 7:06pm 
Liking this mod so far but i noticed the gun holster only accepts loose ammo and their boxed versions but not mags (tested with m9 and m14 mags), which is ok for shotguns and revolvers but not so much for basically everything else, still gotta carry my spare M9 mags in main inventory when in use and stash em in a bag (using XL satchel right now) when they are not.
Spar10Tech  [author] 1 Apr, 2022 @ 6:50am 
With that last update I accidentally released my first version of the optional re-balanced mod. I haven't really had a chance to test the settings, but I'm going to leave it for now if you want to try it out.