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TheCommander

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  1. This is a visual guide for mappers and modders who need to add or modify PZ's loot entries using the new ProceduralDistributions.lua approach. Whilst the ProceduralDistributions.lua file has been in the game for quite a while (i.e. the Gigamart shelves having distinct loot types), TIS will be eventually using this file to populate containers with loot in all its building 'room definitions' (Build 41.51 onward). So What's Changed? For those familiar with adding loot to PZ's loot tables, the old approach to editing lua files involved adding items directly to the tables named after room definitions in the Distribution.lua file. The downside of this was that loot tended to be a hodge-podge collection of items rather than a logical or thematic grouping of items like you would find in a store's shelves. The new approach use the ProceduralDistribution.lua to maintain the same loot tables, but classifies them by some distinct purpose or category rather than room definition. For example: BakeryBread, BakeryCake, BakeryPie are all new loot tables in this file, and each will ensure a distinct set of bakery items appear in a container. Using this new approach, the Distributions.lua file no longer needs a massive list of items under each room definition, but instead randomly roles against a list of ProceduralDistribution loo tables to populate each container. This the above bakery example, it ensures a Bakery with multiple display cases has a good chance of spawning either bread, cakes or pies in each rather than all of these bakery items jumbled together. Of course there are many other positives to this new approach which most experience modders will figure out as they look and play around with the files. Important Note For Mods Designed Before Build 41.51? Now there is one down side to this new (and fantastic) change...it will break alot of loot related mods on the PZ Workshop designed for earlier builds than 41.51. This unfortunately means players will need to be patient until their favorite loot-related mods are updated. This may also mean some classics that are no longer updated may need to be put to rest (mercifully un-ticked from your mod list ). In any instance, players should always be mindful that modders are not obligated to update their mods, nor should they be harassed to do so....play nice and treat others the way you expect them to respond to you. So How Does This New Loot System Work? Here is a visual guide on how to link all the necessary elements of each file depending on the room definition:
  2. Not specifically as this issue is expected behavior not working (ie poster coming off the wall when doing a pickup on east walls), where as the signs over smashed windows has always been a thing given the game treats the window and wallfurniture layers separate. I don't want to talk on behalf of the devs on your topic, but it looks like a case of adding code that removes (destroys?) any wall furniture over the window when smashed.
  3. Observed Behavior of Issue: If you attempt to 'pick up' any custom made wall object from any east wall (south facing), it will put the item in the players inventory but fail to remove the object visually (ie still on wall). Seems this only affects objects placed via the editor. You can repeat this on an east wall and end up with multiple copies of the same object. If you replace the same object from your inventory onto an east wall, it then works fine removing and placing it like any other wall object! This does not occur for west (east facing) or corner walls This does not occur for vanilla wall objects such as existing painting This does not occur for custom made double tile objects At first I thought it might have been an error on my part with the editor tools, but after alot of testing a double checking this seems to be an ingame bug. As you can see from the pre and after pickup screenshots, I have picked up all 3 posters, but the east wall poster is still visible on the wall even though I have 2 of them in my inventory
  4. Based on my own mapping experiences, here's what I have observed... NAV = Used on road system of map. Dictates where the random 'scenes' can spawn such as broken down cars, police roadblocks Farm = Not 100% certain but may have something to do with foraging. Possible that this may be a future update use FarmLand = Like 'farm' not 100% Townzone = Opposite to forage zones, dictates where urban areas are on the map. This likely influences horde migration when set between urban focus Trailerpark = Used to define poor areas of town. When certain loot tables generate things, there are conditions that check if its a poor part of town (via this I think) and thus spawn 'poor people' clothing versus more luxury type clothing.
  5. Recently noticed strange issue with wall corners in latest version. Might be the new update changes to the cut-away/wall hiding changes. 1. Corner trim will not show even though it displays correctly in BuildingEd. As example, the wall below is a straight forward interior wall & interior wall trim choice for the room def section. 2. Same corner displays in the incorrect ordering with the player being able to either walk partially or completely behind the texture as if the corner has higher priority in display order.
  6. this is awesome. thx devs
  7. It could also be related to the game generating loot/lot specific info for new cells you are traveling into for the first time.
  8. This also happens when using certain natural floor type tiles when building lots IN BuildingEd and placing them in the world. My sense is that its a graphics glitch specific to the tile blending for certain soil/dirt tiles in game. I had to replace a specific soil type tile with a different one and it resolved the same looking issue above.
  9. If its the doors not opening..then yes I have the same issue
  10. Confirm this happened twice to me as well using the riverside warehouse as a base, first time recovered after exiting and reentering save, second time i went to bed and slept a long time but sleep moodle went red hot, woke and went terminal! Clueless and frustrated at first, but glad to see its a thing reported here.
  11. Noticed a repeated issue where I can't remove a car key from a corpse's inventory once I kill it. If I drag/drop the key to my keyring, it does nothing. The workaround seems to be to grab and drop the corpse and then you can take the key from its inventory.
  12. On the topic of gas can weight, I also noticed this odd behavior when i had 2 crates full of completely filled cans and one crate held more than the other!
  13. Just checking if the devs confirm this as an issue as I noticed the exact same location with the issue was posted on reddit by another user along with similar posts in other locations involving 2nd+ levels of buildings. EDIT: Changed title to 41.27 as issue still exists
  14. Had the same issue in my run yesterday with zombies really noticing me from quite the distance even when sneaking. Pretty sure something changed as I haven;'t touched my settings and could atleast manage to get past a few zombies whilst sneaking. It was worse when I managed to get into a vehicle to hotwire and suddenly some random zombie from nearby trees a good distance starts approaching (not wondering, but actually moving towards me perfectly as in spotted)
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