Project Zomboid

Project Zomboid

Quick Item Action
120 Comments
SJZ-BB-LONG Sep 25 @ 4:30pm 
42.12这个模组还需要吗
marty Sep 13 @ 9:19pm 
@co ahh i see, ah well, maybe some day :)
co`  [author] Sep 13 @ 4:48am 
@marty: Hi, yeah it's a limitation I'm aware of, I never found a way to make the keys go straight into the keyring. Basically the keys need to be in the inventory for the double-click to work.
marty Sep 12 @ 10:05pm 
Hi @co, great mod, thanks for making it. When I double click a key on the ground or on a zombie it goes straight into my inventory and not onto my keyring. I'm also using the mod [B42]weightless keys so not sure if it's conflicting.
Cosmo Jul 22 @ 8:51am 
Hey @co` have following:
Key from ground or main inventory goes to the backpack not a key ring.
Cans doesn't open by double click
Same with seeds
Same cigarettes
Same garbage bags
Same with tissue
Same with medicine
Working fine 41.78 on hosted server and was added mid-save!
Gerdo Mar 16 @ 1:43am 
I love lottery tickets. There is nothing better then winning $10 in post-apocalypse. Most of my characters have some kind of twinky goal like lottery tickets, money, porn magazines, underpants, gold and dice.

Someone should make a mod for this. Could work like the smoker trait for consumables or the well-fed mood for useables. Or just make numbers go up for flex and dopamine.
yayie Feb 17 @ 2:56pm 
Not exactly but its alright.
co`  [author] Feb 17 @ 2:34pm 
yayie: does that serve any purpose? ^^'
yayie Feb 16 @ 6:03pm 
Double click to scratch "Lottery Ticket".
co`  [author] Feb 4 @ 12:15pm 
@Mason I doubt this mod is responsible for the problem you describe because it only triggers actions that don't exist when double clicking. In all cases the vanilla code that handles double clicks is still running.
Mason Feb 4 @ 12:03pm 
@co`
it seems this mod conflict with tetris inventory
double click doesn't work on anything!
Preman Kampung Feb 1 @ 1:03pm 
Maybe if you can make a sample for making a patch so I can patch it my self?
Preman Kampung Feb 1 @ 1:00pm 
Yes, it was Rain's Firearm & Gun Parts. Maybe it change because I use mod that change categories? I'm using organizedCategories: Core mod.
co`  [author] Feb 1 @ 5:27am 
@Preman Kampung: I couldn't find a mod called "Rain's weapon." The closest matches I found were "Rain's Firearms & Gun Parts" and "B42 Rain's Firearms & Gun Parts." I tested both, and I was able to find the "Box of .45 ACP Rounds" and the "Box of 7.62x51 Rounds." However, in both cases, the display category was "Ammo," meaning the mod works as expected without any issues.

Are these the mods you were referring to? If so, it looks like the author updated them to align with vanilla display categories. If not, could you share a link to the specific mod you're talking about?
Preman Kampung Jan 30 @ 3:39pm 
Here the Lua output from opening 2 different ammo box from Rain's weapon mod

DEBUG: Name:Box of.45 ACP Rounds
DEBUG: Type:Bullets45Box
DEBUG: EatType:nil
DEBUG: Category:Normal
DEBUG: DisplayCategory:ammunitionFirearm
DEBUG: Name:Box of 7.62x51 Rounds
DEBUG: Тype:762Bоx
DEBUG: EatType:nil
DEBUG: Category:Normal
DEBUG: DisplayCategory:ammunitionFirearm
Preman Kampung Jan 30 @ 2:38pm 
Ok will do that. I'll report back later.
co`  [author] Jan 30 @ 10:31am 
@Preman Kampung: It depends on the display category of the item. If it's "Ammo", there's a good chance it will work out of the box. If not, I'm willing to make it work. In that case I'll need you to run the game in debug mode, and share the Lua console output when you double-click said ammo. The output should look something like:
```
DEBUG: Name:...
DEBUG: Type:...
DEBUG: EatType:...
DEBUG: Category:...
DEBUG: DisplayCategory:...
```
Preman Kampung Jan 29 @ 9:34pm 
Can it open ammo box from mods?
co`  [author] Jan 26 @ 9:13am 
New release to open canned food ;)
aliiidelfani Jan 19 @ 11:08pm 
you're a hero
co`  [author] Jan 19 @ 6:03pm 
Alright, new release is up, it fixes a regression in B41 after update for B42.
Sorry for the trouble ^^'
co`  [author] Jan 19 @ 6:00pm 
Ok I found a bug when using specific actions. Clearly there's an error (like a red square), but nothing like a full game crash. I'll push a new version in a few minutes, please let me know if that fixes the issue for you
co`  [author] Jan 19 @ 5:26pm 
also if you can share the steps to reproduce the crash that could be helpful
co`  [author] Jan 19 @ 5:25pm 
@Afanickton: I'm not able to reproduce the issue you describe on B41. Can you share the console.txt after the crash occurs?
Afanickton Jan 19 @ 5:08pm 
Can confirm this just crashes the game on Build 41. Causes a Lua error before just crashing the game entirely.
The Oreo Jan 19 @ 3:56pm 
Yes
co`  [author] Jan 19 @ 3:48pm 
Are you on discord?
co`  [author] Jan 19 @ 3:48pm 
Alas no
The Oreo Jan 19 @ 3:21pm 
Did you get to see the link before it was removed?
co`  [author] Jan 19 @ 3:03pm 
hum, I don't see anything in there that would point to this mod. Do you have something about QuickItemAction.lua in your console.txt? If yes please share a few lines before and after
The Oreo Jan 19 @ 3:00pm 
The Oreo Jan 19 @ 2:39pm 
[19-01-25 17:06:24.292] ERROR: General , 1737324384292> 344,921,203> DebugLogStream.printException> Stack trace:.
[19-01-25 17:06:24.302] ERROR: General , 1737324384302> 344,921,213> ExceptionLogger.logException> Exception thrown java.lang.NullPointerException: Cannot assign field "type" because "<parameter1>" is null at TextureDraw.glLoadIdentity line:860..
The Oreo Jan 19 @ 2:27pm 
Sorry I'm still trying to figure out what that means
co`  [author] Jan 19 @ 2:16pm 
Oops, sorry ^^'
Would you mind sharing the stack trace from your console.txt? Or simply uploading your Zomboid/console.txt somewhere
The Oreo Jan 19 @ 2:08pm 
on build 41
The Oreo Jan 19 @ 2:08pm 
game keeps crashing after updating :(
co`  [author] Jan 19 @ 1:53pm 
Also I probably forgot some actions that would be easy to add, just let me know!
co`  [author] Jan 19 @ 1:46pm 
Hi, I'm pleased to announce a new release for B42!
Also added new actions, see change notes for details.
I've tried to be careful not to break B41 but I haven't tested.
Please let me know if you encounter any issue!
Enjoy ;)
co`  [author] Jan 19 @ 1:44pm 
@Mitchel Vories: Well I'm already on this discord since the begining, but no clue here either. But the good news is I finally managed to get it working for B42 ;D
irrelevantredundancy Jan 18 @ 1:08pm 
Have you tried the PZ Modding Community Discord. I lurk on there and the thing those people talk about makes it feel like they might know a little bit.

https://discord.gg/gZnxBE3H
co`  [author] Jan 16 @ 9:51am 
@Mitchel Vories: Thank you. The problem is not about the new layout for B42, it's about how to achieve the same features from Lua code. Most actions supported by this mod, such as opening box of nails, seed packages etc are just recipes. In B41 it's easy to use a recipe from Lua code, but in B42 I can't figure out how to do it. I've been asking on PZ discord server but it seems noone has a clue :/
irrelevantredundancy Jan 14 @ 11:20am 
I had a link...can't find it. But the way I understood it, minimally it involves creating two new folders, one stays empty, the other receives (copy/paste) the contents of a folder that already exists. I don't know if my uneducated summary of an article I saw once give you any motivation, but I thought I'd offer it anyways. lol
co`  [author] Jan 10 @ 10:00am 
I'd love to update it for B42 but I have no clue how to do it. TIS completely changed the way recipes are handled. It might take a while for me to figure it out.
Klaarturo Dec 20, 2024 @ 10:18am 
Hopefully this mod will be updated for Build 42, it is one of my favorite mods. Please, when possible, I would love you to update it :)
UnrealVenn Dec 17, 2024 @ 4:34pm 
just going through my subscribed list because of the b42. when update for b42? tats all
=Добро и позитив= Aug 28, 2024 @ 11:51pm 
Js thanks. u r right.
we have -- Pills
elseif itemDisplayCategory == 'FirstAid' and pillsTypes[itemType] ~= nil then
ISInventoryPaneContextMenu.takePill(item, 0)
remove the first condition
-- Pills
elseif itemDisplayCategory == 'FirstAid' and pillsTypes[itemType] ~= nil then
ISInventoryPaneContextMenu.takePill(item, 0)
ma pills work now.
=Добро и позитив= Aug 28, 2024 @ 2:44am 
Thank you. Maybe it doesn't work for me.
co`  [author] Aug 27, 2024 @ 11:35am 
@=Добро и позитив= : It's already there, last item from the feature list ;)
=Добро и позитив= Aug 26, 2024 @ 10:16am 
is it so difficlt to add Take pills?