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Code for one of my moodles:
local moodle = MF.getMoodle("dtemcaffeine", player:getPlayerNum())
if moodle ~= nil then
if player:getModData().DTEMcaffeineOnBody > 0 and player:HasTrait("AddictedToCaffeine") then
moodle:setValue(0.6);
moodle:setBackground(moodle:getGoodBadNeutral(), moodle:getLevel(), getTexture("media/ui/dtemcaffeine.png"))
--print("Moodle 1 positive")
elseif player:getModData().DTEMtimeSinceLastCaffeine > 1440 and player:HasTrait("AddictedToCaffeine") then
moodle:setValue(0.4);
moodle:setBackground(moodle:getGoodBadNeutral(), moodle:getLevel(), getTexture("media/ui/dtemcaffeine.png"))
--print("Moodle 1 negative")
else
moodle:setValue(0.5);
--print("No Moodle")
end
end
I still can't see the red/green background circle in the moodle. It just displays the icon
Aside, if your mod is not hybrid B41/42, I suggest you link to B42 version of this. (not both)
Question. I had my Moodles working all good but now, my image is being displayed but the green/red circle behind the Moodle icon is not displayed anymore, do I need to add an additional line of code for that? Did something related to that changed in the latest update?
I uploaded a B42 only version with higher update frequency here . It already includes minors updates and is likely to include more in the future.
Here is a screenshot with the ProteinsMoodle
I don't think that overwriting the MF.ISMoodle.render by 3-rd patrty mods is the best solution to fix that
For example neonMoodleIndicatorVertical vertical version is 128x138 px size or other mods where background is wider
So the aspect ratio scaling is needed to respect that.
To get the propper width you can use:
finalWidth = round(texture:getWidth() * moodleSize / texture:getHeight(), 0)
And you can calculate ratio only when:
texture:getWidth() ~= texture:getHeight()
@Additive yes. you can check mods tags for that
There is supposed to be nothing done on your side for resize. If you got the moodle, you're supposed to get the resize.
I guess you are not manipulating MF.scale. (it is not supposed to be manipulated from outside MoodleFramework)
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
I don't know if it's this or one of my other 110 mods but something causes moodles to just sometimes vanish until I re-host the server.
ERROR: General , 1715596533514> LuaManager.getFunctionObject> no such function "DG70.ContainerAccess.Roofrack"
Throws a bunch of errors when the game loads new cars, my guess the errors are related to optional upgrades, but can't say for sure because of lack of knowledge, spent several hours just to figure out what i said above
Other than that, mod works just fine with Medicine Moodles, even when TDL desperately cries in log, thumbs up
Client mods need to update their use of this mod to deliver the split screen compatibility to users.
>remove ghost moodles bug. (unexpected empty space between moodles)
I know I already commented about splitscreen incompatibility, but I'd like to add that the ghost moodles exist for player 2, so that bug still exists. Also, if both players have the same trait with a moodle that uses this framework, then the moodle for the trait will duplicate on player 2's screen, as it shows moodles for player 1 and player 2 on just player 2's screen. This makes it hard to tell who's moodle could be who's when only one is showing in the moment.
Improved Sneak and True Crawl both use your moodle framework that have moodles visible all the time.
My mod creates a moodle that tracks an effect over a duration, when it ends I set the value to 0 and suspend/disable the moodle, it dissapears but it leaves a gap between the two other moodles where it used to be. Im assuming its still in place just hidden but not sure how I go about completely removing it or pushing it to the bottom of the moodle list
Autotsar Tuning Atelier - Chevalier Samara [TUNING 2.0]
Server crashes saying no script for the car, not sure what the fix is as i redownloaded mod but still instant crashes World dictionary error with no script for above mod, so ya. Mystery solved.