Project Zomboid

Project Zomboid

blindcoders Modding Utility
61 Comments
Steve Popcorn 9 Jul @ 11:26pm 
BzoukHotbarnew mod uses this mod too
Sneezingprince 5 Jul @ 7:00am 
Edit, I figured out, its the "Spray Paint" mod for B41 that uses this mod
Sneezingprince 5 Jul @ 6:55am 
I have this mod installed but dont remember why, does someone know what exactly it is used for and how to check which of my other mods uses this framework?
samuel BELLAKO 10 May @ 6:54pm 
hi
pimatstudio 16 Feb @ 11:44am 
Can one force-update it for B42 without functionality loss?
EK 28 Dec, 2024 @ 9:15pm 
Hi, great mod, when u can, can updated to B42 pls? ty a lot! :steamthumbsup:
thesimphany 28 Dec, 2024 @ 4:13pm 
Please consider to keep a build 41 Version for those of us That will be remaining on Build 41 And the servers and files we have used for Years
Positivi_Tea 17 Nov, 2023 @ 4:08pm 
Blindcoder! Funny seeing you here while I'm scrolling through haha
blindcoder  [author] 4 Sep, 2022 @ 11:05pm 
@Orc: Oh, thanks. I'll fix that!
Orc 4 Sep, 2022 @ 4:30pm 
Just in case you were unaware, you have been uploading your entire git history within the workshop mod.
LilArtPuppers 9 Jul, 2022 @ 12:45pm 
i tried to use this and the spraypaint mod on my server but don't think it is compatible with the Hydrocraft mod
blindcoder  [author] 3 Feb, 2022 @ 11:53pm 
Thank you :) :spiffo:

@Kable: That'd be possible except for the Moodlets. They are so deep in Java code that it hurts. I've heard it said that that IS on the TODO list for TIS, just pretty deep down.
Tchernobill 3 Feb, 2022 @ 11:45am 
@blindcoder it's not said enough that you rock.
Kable 7 Jan, 2022 @ 3:26pm 
@blindcoder is it possible to mod a toggle option to move the GUI around? I play on a 2160p resolution and the moodlets are so tiny.
blindcoder  [author] 3 Jul, 2021 @ 11:13am 
@sf:
That's interesting. I'll investigate this! PZ is using kahlua, which is actually slightly different from "normal" Lua in some areas.This might be such an area, or it might be a genuine bug that "just happened to work". I'll check it out!
sf 3 Jul, 2021 @ 12:28am 
sorry to interrupt again, but this is prob last time for this one.
I just felt compelled to at least report it (coder's duty). Pls ignore where applicable.

The escape thing I told you about? I think I wasn't clear before. You were talking about escaping the regex expression. I was actually referring to escaping the in-code string itself (for the lua parser) which seems to require changing the "\." in the regex string to "\\." to work with some lua implementations (actually just using Lua 5.2 on windows). It seems to report error no matter using dofile or require until I added escaped "\".

PZ may be using a more relaxed parser which means it does not really matter practically (nobody complained, so prob nothing needs to be done). Would be bad if PZ is actually doing something different completely (e.g. "properly" escaping the string actually breaks it in PZ) which I am hoping is not the case.

sf 2 Jul, 2021 @ 12:28pm 
Yeah I think the problem is with the lua interpreter I am using, that reads the file in "as is" (I was using dothis("filename") ). It prob won't have problem in a "native" executing environment, e.g. directly being executed by the binary. I was just using an command prompt to pick up the language faster by dynamically examining the variables and trying out commands.

Thanks for the reply and sorry for troubling you over such inconsequential matter.
blindcoder  [author] 2 Jul, 2021 @ 11:32am 
@sf:
It's not the backslash that's escaped, but the "." (dot). In this case, it's to escape the special meaning of "." in regular expressions. In regular expressions a "." means "any character, once", whereas "\." (escaped dot) means a literal dot character.
sf 2 Jul, 2021 @ 8:32am 
sorry to disturb

Just wondering about bcUtils.lua:181 and similar :209
[code]
currentCat = string.match(line, "[a-zA-Z0-9/ \.]+");
[/code]

Is there a need to escape the backslash? I got an error when trying to load the file in a normal lua interpreter (picking up lua). I never seen that problem with PZ itself, so I don't know if it will cause any problem.
jUG_05 2 Apr, 2021 @ 10:52am 
good stuff, man!
blindcoder  [author] 2 Apr, 2021 @ 10:42am 
@JUGO5: Hell yes, it did! Why update it when it's not broken ;)
Just added a new readINI function to read files from mod directories to support my Mod Release Notes mod.
jUG_05 1 Apr, 2021 @ 12:37pm 
holy fuck this updated after like 6 years lol
blindcoder  [author] 8 Jul, 2020 @ 6:37am 
Can you bring that up with Hydro? This mod uses its own namespace and doesn't interact with functions outside that namespace.
TheIdiot 7 Jul, 2020 @ 1:34pm 
Devin L - yeah, I'm experiencing the same issue as well. I have nearly 40 other mods, but turning this on breaks Hydrocraft 41's item spawns.
Doober 26 Jun, 2020 @ 6:59pm 
Having a kind of odd issue here, I was attempting to use this as it is required by another mod, but, doing so seems to cause items from Hydrocraft 41 not to spawn on start up. I did attempt it with just this utility started to ensure it was the other mod I was trying to use. Any one else having this issue?
blindcoder  [author] 2 Feb, 2020 @ 5:43am 
@total_ty: That's an intended feature. I use it so I reload some things on the fly without the debug menu or restarting the game. It's actually a feature of the mod, not of the game itself.
Островський 1 Feb, 2020 @ 6:18pm 
I have noticed when this mod is enabled, the button 'Forcereload LUA' appears at the top right of the screen in main menu, is this an intended feature or caused by error?
blindcoder  [author] 13 Nov, 2019 @ 4:51am 
that... would be weird. I'll look into it.
MasterOfBacon 12 Nov, 2019 @ 11:18am 
on the build 41 (iwlllbackupmysave) beta
MasterOfBacon 12 Nov, 2019 @ 11:18am 
mod makes character disappear :(
blindcoder  [author] 11 Mar, 2019 @ 11:05am 
@Starman
I don't have a "tool" or someting like that. Inserting maps to a running server will always require - at least a partial - reset. I can tell you more on the discord server, contact me there.
Starman 11 Mar, 2019 @ 8:49am 
Hi, I was pointed in your direction @blindcoder. I have a community server, been running for a few months now. I am trying to insert maps that apparently need a reset. I was told you have a method or a tool that can help insert a map without need for reset. Any chance you can share? A couple examples of such maps.. Stonehill Apartments and Over The River. I am pretty experienced with the game, admining etc. I even have my own scripts for resetting commercial area, restart etc.
pgames-food 29 Sep, 2017 @ 11:47am 
btw i found a necroforge mod that sounds like it can remove traits, so we'll try that on friends server as a test, as in case the functionality is already existing in a mod
pgames-food 28 Sep, 2017 @ 1:56pm 
hi blindcoder, i was wondering if there is a way to do something with this mod (sorry am not an expert coder) :)

is there a way to check if a player has a skill?
like bcUtils.hasStreet (though in this case, hasSkill)?
and then swap a skill already in place?

Scenario:
the basic problem that leads me to ask this, is that a friend and i play on his server, and have made some progress so far including with hydrocraft.
but, we chose "all thumbs" LOL

bascally, we realise that this is considerably slowing down our actions, since hydrocraft is full of items, and because we dont have that much time to play, is there a way to swap a skill by an admin, so that we are not technically cheating, but instead able to use our limited playing time more efficiently, without having to make a fresh new character from the start?
blindcoder  [author] 22 May, 2017 @ 1:00pm 
The Workshop number is 503640135 and the mod ID is bcUtils
☯ Icy ᚱᛖᛞ ᛊᛟᛞᚨ▲ 22 May, 2017 @ 12:18pm 
What is this mods workshop number and ID?
Oldie Wan 6 May, 2017 @ 11:34am 
Good stuff! I am learning SO much about this game and workshop features! I am impressed with your work sir! I hope to learn learn learn, and start to do some of my own things! Right now I am just playing around with the game, and mods.. Your stuff will help me put some order to all this!
Sigma Male™ 28 Apr, 2017 @ 5:31pm 
quite epic
guoyuanning 13 Apr, 2017 @ 3:12am 
其他MOD的底层支持程序
blindcoder  [author] 17 Feb, 2017 @ 10:20am 
@Woldren
503640135
Woldren 16 Feb, 2017 @ 2:18pm 
what is the ID workshop of this?
blindcoder  [author] 8 Apr, 2016 @ 10:35am 
addItem?

Maybe you should head over to the PZ modding forum, there's a lot of helpful people there, too:
http://theindiestone.com/forums/index.php?/forum/45-pz-modding/
ProjectSky 8 Apr, 2016 @ 3:47am 
Encountered some new problems

If I use "addItem"

Get the number of items will be the value of "numberToRemove"


local inv = getPlayer():getInventory();
local numberToRemove = 5;
local itemToRemove = "Base.Nails";
for i=1,numberToRemove do
local it = inv:FindAndReturn(itemToRemove);
if it then inv:Remove(it); end
end

inv:AddItem("Base.Axe"); --There should be only 1 axe, but I got 5 axe
ProjectSky 8 Apr, 2016 @ 2:44am 
It works

Thank you for your help:steamhappy:
blindcoder  [author] 7 Apr, 2016 @ 11:27pm 
@Dreamofnight:
There's nothing specifically about that in this toolkit, but something like this should work:

local inv = getPlayer():getInventory();
local numberToRemove = 5;
local itemToRemove = "Base.Nails";
for i=1,numberToRemove do
local it = inv:FindAndReturn(itemToRemove);
if it then inv:Remove(it); end
end
ProjectSky 7 Apr, 2016 @ 7:16pm 
Can you access the player's inventory and remove the set number of items?
blindcoder  [author] 12 Jan, 2016 @ 12:25pm 
You're welcome :-)
Zachary Gamble 12 Jan, 2016 @ 12:23pm 
DUDE I GOT IT WORKING THANKS TO YOU! I FUCKING LOVE U MAAAN!
Zachary Gamble 12 Jan, 2016 @ 12:09pm 
Thank you! i was missing the Semicolons!
blindcoder  [author] 12 Jan, 2016 @ 12:05pm 
ah, right, the toolbar and hotbar mods need this one. Just separate the relevant workshop item IDs by semicolons ; and you should be set. There's a lot of information about adding workshop items on the Zomboid forums, too.