Project Zomboid

Project Zomboid

[B42] monstersauce simple mod
44 Comments
PuzzyDiztroier 12 Jul @ 3:33am 
keys function throws errors with CleanUI mod. Mb you can disable it by default?
PuzzyDiztroier 12 Jul @ 1:35am 
STACK TRACE
-----------------------------------------
function: attachEvent -- file: ms.keys.lua line # 53 | MOD: msauce simple mods
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@7f396227
function: refreshBackpacks -- file: ISInventoryPage.lua line # 1187 | MOD: CleanUI
function: createChildren -- file: ISInventoryPage.lua line # 296 | MOD: CleanUI
function: createChildren -- file: EquipmentUi_InventoryPage.lua line # 6 | MOD: Equipment UI
function: instantiate -- file: ISUIElement.lua line # 926 | Vanilla
function: setUIName -- file: ISUIElement.lua line # 1838 | Vanilla
function: createInventoryInterface -- file: ISPlayerDataObject.lua line # 57 | Vanilla
function: createInventoryInterface -- file: ISPlayerDataTuning.lua line # 24 | MOD: Tsar's Common Library v.2.07
function: createPlayerData -- file: ISPlayerData.lua line # 196 | Vanilla
Snowstar837 20 Jun @ 1:09pm 
Thank you! I definitely understand needing to get into a coding mood aha.

I do notice, your mod causes an error when right clicking on trailers. I was able to fix it by adding a check for if the vehicle has an engine in ms.car-dismantle.lua:

local enginePart = vehicle:getPartById("Engine")
if enginePart and not(string.match(vehicle:getScript():getName(), "Burnt") or string.match(vehicle:getScript():getName(), "Smashed")) and
enginePart:getCondition() < 11 then
MonsterSauce  [author] 4 Jun @ 11:35am 
yes, I will start on making smaller repacked of this mod.
we'll have to be patient cause, real life isnt allowing me to crunch code as much as i'd used to.
I'm glad to see that we have more mod hobbyist coming to zomboid.
Snowstar837 30 May @ 6:05pm 
Would you ever consider splitting this into modular optional files (such as "ui changes", "qol gameplay changes", and "inventory changes"), or forking off the most popular components?
Dotan 24 May @ 12:22am 
Is this compatible with CleanUI?
Cyber_D 21 May @ 11:52am 
It looks like the changes in 42.8 broke your mods (simple and loot) =( The mods stopped displaying in the settings in the mods tab.
p6kocka 4 May @ 1:24pm 
Hello. I was using your mods back with version 41. thank you for porting this mod to 42. One question. There was a mod in v41 where you could decide where to put a looted item after right- clicking it. Something like "Put it in the inventory" and " Put it in the backpack" and " Put it in the fanny pack" etc. So you didn' t have to click the individual containers in the left inventory panel. I think it was your mod, wasn' t it? I miss it very much. It' s such a QOL mod. Or maybe you know what mod was it,?
Preman Kampung 1 Apr @ 1:31pm 
Nice! Can't wait, it really helpful when playing with a controller. Also if I may suggest that maybe you can add like save & load preset for the sorting function?

Or maybe just copy setting for easy changing to new bag/backpack?
MonsterSauce  [author] 31 Mar @ 1:09pm 
@Preman Kampung

yes. sort function will come, that is for sure. aint got no time to pick up items one at a time.
Preman Kampung 21 Mar @ 5:12pm 
Any plan for sort function?
MonsterSauce  [author] 17 Mar @ 2:14pm 
@Klade

there is no plans for food. tho spices like ketchup is coming.
MonsterSauce  [author] 17 Mar @ 10:45am 
Ah, thanks. Ill patch it now
hi117 17 Mar @ 10:26am 
@MonsterSauce
Got a new error: ms.keys.lua:64. Error is `java.lang.RuntimeException: No implementation found`. I think this is due to `getDisplayName()` not being implemeted for some items, though I can't find a good alternative for the function.
Sarunax 16 Mar @ 2:38pm 
Does the item merge work for food? I have 40 -2 hunger potatoes. Thanks!
MonsterSauce  [author] 14 Mar @ 4:15am 
I was able to get your exact error, this is now fixed. thank you for your report.
BeeBro 14 Mar @ 2:39am 
@MonsterSauce,
thank you for your fast checking and fixing mate. Unfortunatly it isn't fix completly. The right click context works now but the error popups still exist and they rise fast when any inventory is open:
https://pastecode.io/s/w2d7rcyn
MonsterSauce  [author] 13 Mar @ 4:21pm 
@anis,

no it does not need any order.
check modoption? it might be off.
sometimes, re applying the option fixes things.
MonsterSauce  [author] 13 Mar @ 4:19pm 
@BeeBro

Ug, right that can happen. I have patched it. sorry.
BeeBro 13 Mar @ 3:42pm 
@MonsterSauce
since your last update I got the following error popups continuously:
https://pastecode.io/s/96xe9fkq
I also cant open "right click" context menu on inventory items if it helps.
Æɴɪsᴏ 13 Mar @ 9:21am 
Does this have to be anywhere in specific in the load order?

I don't get fast car hood openings.
BeeBro 13 Mar @ 2:39am 
Thanks for your explanation. I now understand your idea behind the item marker :) And thanks for adding my proposal on your "maybe add" list. Looking forward :)
MonsterSauce  [author] 12 Mar @ 12:25pm 
@BeeBro

the intent of item marker was, simple. I get way too many tools, like screwdrivers, so, i just use them to poke zombies and realize.. i used the last one..
i would have just used the "favorite" option, BUT, if you favorite an item, like screwdriver... then... that items will be invisible to crafting.. which is not what i wanted. thus, i'll just draw on the item, a marker.

I was thinking of having stuff that is marked, auto sort into containers with the same symbols.. but, that is a future update. i havent had much time to flesh out the details. but yes, i can add your suggestion for now.
BeeBro 12 Mar @ 11:32am 
Hey @MonsterSauce I like this mod because it includeds many need mods in one :)
One thing: Your item marker - whats the intention behind it? i hoped that it allows me to mark an item like a specific tool, so i know that I allready looted one and don't need another one. But your marker only mark this one item. Could it be possible to show it on all the same items? Like "have been read" mod does for books?
Tarrax Ironwolf 28 Feb @ 9:38pm 
Okay, thank you for the quick response.
MonsterSauce  [author] 28 Feb @ 7:05pm 
The thing is, each mod, is so small, that doing the paper work to push them out would take longer than implementing them. so, adding to a collection like this is faster. you can always disable a feature; and any code related will not run.
Tarrax Ironwolf 28 Feb @ 4:33pm 
Is it possible to make these as à la carte options instead of all-or-nothing?
XOXANA 18 Feb @ 10:24am 
modular options?
TeeJay 12 Jan @ 9:26am 
Appreciate the effort! Bet TIS is gonna iron this one out pretty fast
MonsterSauce  [author] 12 Jan @ 5:33am 
i have tried to make a "keep" container option. but due to the bug, it would always delete the item when empty. so, not much I can do there.
TeeJay 11 Jan @ 11:09pm 
If only i had managed to read your post from des 30th before posting :lunar2019laughingpig: Cheers!
MonsterSauce  [author] 11 Jan @ 7:06am 
seems to be a b42 thing, there are other mods trying to fix this issue.
hopefully this issue is fixed in the future updates. for now, i have added consolidate and keep container menu item, and a work around until patch.
TeeJay 11 Jan @ 2:38am 
Does the update delete empty car batteries as well? uninstalling empty car batteries from cars just removes them from the game.. been having that issue as of late after starting a new game.
MonsterSauce  [author] 5 Jan @ 12:07pm 
i made an update to item merge that can help remove those ghost items. i hope.
MonsterSauce  [author] 4 Jan @ 8:23pm 
sandbox options are now in modOptions. you wont need the sandbox option mod anymore.
Cyber_D 30 Dec, 2024 @ 2:59am 
Double checked. You are right. "floor" container is empty, but proximity inventory showing empty items. wierd.
Anyway. Have a nice holiday.
MonsterSauce  [author] 29 Dec, 2024 @ 6:54pm 
Wow. that is wierd. I dropped a thread. you can see it on the floor. and when i adjust it to be empty. run around. i see the thread on the floor. and it doesnt appear in the loot window.

this is not something that i did. looks like a build 42 thing.
MonsterSauce  [author] 29 Dec, 2024 @ 3:13pm 
Ah, thanks. Ill have more time soon. To test. Holidays been too busy
Cyber_D 29 Dec, 2024 @ 2:31pm 
It's like i don't know how to play PZ without your mods. Thanks!
Some strange things happening with empty items (thread, battery, meds etc). If they are in container and i'm trying to move them, then they are dissapearing. and that's ok, i guess. But if they are on the floor, i can't do anything to them. So, now there is some items on the floor of my base laying like a junk. But i think it's 42 build thing. I don't know. Just telling=)
Partis 26 Dec, 2024 @ 11:12pm 
Item Merging is finally here.
You can now merge fragmented items back together!
MonsterSauce  [author] 26 Dec, 2024 @ 5:45pm 
Should be on. What is not working?
You can disable or enable in sandbox options. There are mods to edit sandbox options,even if the game is in progress.
Aang741 26 Dec, 2024 @ 4:27pm 
how can i activate this mod? i activated in mod list but i cant find any option
G-t01l3t. 24 Dec, 2024 @ 5:48pm 
^ upvote upvote
MonsterSauce  [author] 19 Dec, 2024 @ 9:08pm 
Work is progressing...

next up is, inventory/corpse filtering and sac