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chromarict

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  1. chromarict

    Map help

    I actually had no idea that was a feature on the big tanks. I don't think I've ever bothered trying to right-click one in-game before. It might just automatically work if you place the big tank tiles as a group then, since some other special tiles seem to just work as expected when you place them in BuildingEd without extra setup.
  2. chromarict

    Map help

    Do you mean the gas pumps or like actual storage tanks? For the pumps, you can find them under Location - Shop - Fossoil and Location - Shop - Gas2Go in Iso mode. For the tanks, there are some large multi-part storage tanks in the industry_02 tileset you can manually assemble in Tile mode, but I'm not sure if those are what you're looking for or whether they'll automatically act as gas storage.
  3. chromarict

    Map help

    You're welcome! Hopefully the rest of your modding will go a lot more smoothly.
  4. I think they're either unreleased or simply unimplemented tilesets. I could be wrong, but I don't think they're actually intended to have tiles since I remember having a few like that for the last couple releases of the tileset definitions. You can set up your building's room definitions to pull from one of the predefined loot tables as described here: I'm not sure which room definition handles VHS tapes specifically, but you can probably look at Distributions.lua and ProceduralDistributions.lua in Zomboid's media/lua/server/items folder to find out. You can also create custom room definitions to fully customize the loot that spawns there using this guide:
  5. chromarict

    Map help

    I just had a thought, actually. I think you mentioned earlier you don't have a custom spawn point, but you did generate a spawnpoints.lua file and had spawnregions.lua set up. Since your spawnpoints.lua has no spawn points, the spawn region file basically does nothing. So maybe that's causing problems when it loads the spawn points or regions for Raven Creek and Bedford Falls and it realizes your map has added a null spawn point/region to the list and then it crashes trying to add the other mod's data. Try removing your spawnpoints.lua and spawnregions.lua and see if you can load your map before the ones that were making it crash.
  6. chromarict

    Map help

    At least changing the load order was an easy fix. I was worried you'd have to end up moving your map to a different area to avoid the conflict.
  7. chromarict

    Map help

    Maybe try only having your mod and any tileset mods it needs enabled. It might be some compatibility issue with other map mods that you also have active.
  8. chromarict

    Map help

    So it looks like it isn't loading any tiles where you're trying to spawn. Did you add a custom spawn point to your map or are you just trying to spawn at the vanilla ones? If you did, maybe you need to run the File -> Write Spawn Points command again in WorldEd to update spawnpoints.lua. Also if you previously had a spawn point you were just using for testing, but removed it and didn't regenerate spawnpoints.lua, it might be trying to load a spawn point that doesn't exist anymore and that could be causing the issue. Although, with it having so many warnings about spawn points that are pretty far apart based on the coordinates, maybe for some reason the server is trying to load your map by itself instead of placing it on top of the vanilla map. Then it's still loading the spawn points for Muldraugh, Rosewood, etc. even though they're in unloaded / empty cells, causing these warnings and the crash. Is there a server setting somewhere, separate from the main mod list, where you list the maps it should load?
  9. chromarict

    Map help

    Alright, I just wanted to make sure you were using the same version in both tests. Hopefully the log will shed some light on this because I'm out of ideas.
  10. chromarict

    Map help

    Your best bet is probably to run the dedicated server again when you're able to, let it crash intentionally, and get the error message in the console.txt file so you can get more accurate info on what's causing it. When you do the local host test, are you using the locally installed version the modding tutorial says to put in C:/Users/<username>/Zomboid/mods, or did you remove that so you can force the game to use the Workshop version? If the local one is still in the mods folder, it might be taking priority when loading and ignoring the Workshop version during your local host test so it works fine, while the dedicated server is only set up to use the Workshop version. If that's the case, there's probably something wrong with the Workshop version since only the dedicated server is crashing.
  11. chromarict

    Map help

    I think a good place to look into adding custom building colors would be the custom lootable map tutorial: You don't need to do all the setup for making the map item itself unless you want a lootable map item that reveals the area around the base. I'm not sure if it will even work, but if I understand it correctly, the important part you need is to set up a custom MyModMapDefinition.lua file in your mod's media/lua/client/ISUI/Maps folder and take the first lua code spoiler content in that tutorial, the one that starts with "require ISMapDefinitions", and just modify the MapUtils.InitDefaultStyleV1() function to add your new color layer after where it has the block of code to handle RetailAndCommerical coloration. You shouldn't need the second lua code spoiler contents that he says to add after the "-----" line, that stuff just sets up the custom map item and has nothing to do with handling the custom building colors as far as I can tell. I haven't tried it myself, but I believe it will work since a comment in the code says "Add data from highest priority (mods) to lowest priority (vanilla)", which I assume means your mod's map layer definitions will overwrite the vanilla in-game map features, thus expanding the color definitions to support any new building types you add. I do think you need to keep the vanilla color definitions though, since it's overwriting instead of combining, and removing the vanilla colors would probably make the built-in building types not show up in your map mod's cells. When you place the LootZone object type in WorldEd, you need to select it and the rename it to "army" in the Objects panel on the left. If you select it with the select/move object tool, it should automatically highlight it in the list. If it doesn't and you have multiple, you can select one in the Objects panel and the main view should focus on it so you can tell which one you're editing more easily. Then you can click (or maybe double-click, I don't recall which) where it says "<no name>" and it should turn into a text field you can type the name of the loot type in. Well, did you read the console.txt file? Jokes aside, what details about the error were in the console.txt file? And are you sure you put the mod in the proper folder for the server? I haven't actually run a dedicated server myself, so I don't know if you need to put them in the server folder to load properly or if it'll just read them from the local user mod folder like singleplayer does. And just to be certain, is the test server up-to-date and on the main build 41 release branch? If it's outdated, it might be crashing if there's some sort of compatibility issue for older versions of the game loading maps made in the latest version of WorldEd.
  12. chromarict

    Map help

    There are some two-piece door frames in the fixtures_doors_frames_01 tileset that should cover the gap. You can manually draw the fences in using the rectangle tool like with the roads, you just need to add the building properties instead of the road properties. For that you want the key to be "building" and value can be any of the building types you can set in BuildingEd, like "RetailAndCommercial" for green, "Medical" for blue, etc., or if you want it to be the default orange building color you can just set the value to "yes", which is what the Generate Building Features button uses if you didn't assign a building type in BuildingEd. Also I just learned the hard way, WorldEd doesn't automatically load your in-game map data from worldmap.xml when you close and reopen it. So if you restart WorldEd, make sure you use InGameMap -> Read XML Features before you start adding new shapes. Otherwise, using Write XML Features will just erase your old work. I noticed this because I was testing the manual setup for custom building shapes, and my water and road shapes disappeared from the map in-game since I forgot to read the existing data before I added my test shapes.
  13. chromarict

    Map help

    I forgot that guide doesn't make it very clear how to get to the Legend settings in BuildingEd. You have to click the Welcome tab on the left, then over in the file browser on the right select your building file and use the dropdown that says <NONE> by default to change the building type, which affects what color it is on the map. If you leave it on <NONE> I think the building won't show up on the map at all. Then in WorldEd using the InGameMap buttons on the far right of the toolbar you should be able to set up shapes for roads and you can generate building, tree, and water shapes automatically using the InGameMap menu at the top between the Cell and Help menus. If you don't have any of those buttons, you need to update to the latest version of WorldEd. Finally, using WorldEd's InGameMap -> Write XML Features menu to export the in-game map data to whatever folder you put your map.info and exported lot data in will make the in-game map show your new map data.
  14. chromarict

    Map help

    Oh to get it to show the new stuff, I think you just need to follow the official tutorial on setting up your map for the in-game map system. You can find that here: I would assume since your map is loaded after the original map, the in-game map data you generate through WorldEd will just overwrite those cells in the original in-game map/minimap. As for getting it to work with someone else's minimap mod, I have no idea. You'll probably have to find the documentation for that mod and see if it explains how to add your own map data to it. There doesn't seem to be any actual mechanic for double doors from what I can tell. There are a few doors that have versions with the handles and hinges on opposite sides so you can make them look like double doors if you place them next to each other and remove the door frames, but I don't think there's any way to link them so they both open/close when you interact with one of them. The only doors I've found in BuildingEd's Iso mode that have both the left- and right-side handle variants for double doors are the black metal/glass doors and grey metal doors in fixtures_doors_02 and the white wooden doors in location_community_church_small_01. In Tile mode, there are a bunch of gate-style doors that line up perfectly as double doors in fixtures_doors_fences_01, but if you're trying to make them part of a building instead of a fence they may not look very good.
  15. chromarict

    Map help

    You might have to switch to Tile mode and erase that trim piece from the trim layer (assuming it's in the correct layer). Worst case scenario, you can use the checkboxes to hide layers until you figure out which one the trim piece is in. Holding control and left-clicking tiles should erase them from the selected layer in BuildingEd. I'm not sure about the slanted grass. Maybe it needs to be in a specific layer to count as solid? Try putting them in the wall layer if they aren't already there. Also don't worry about asking so many questions, that's like the main purpose of the modding forums anyway.
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