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traindoc

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  1. I think that branch doesn't exist anymore because these have been largely merged into the game.
  2. I've added all I could possibly think of at this point and will be putting this project down. The project is FOSS so feel free to contribute and or fork as needed. https://github.com/TrainDoctor/PZModScraper
  3. It parses all mod ids from a mod page. It's up to you to pick the Mod ID's you don't want and to remove them from the output. If I get around to it I'll make a config setup that allows you to automatically filter mod IDs from being spit out in the output.
  4. I'm well aware, this is for server operators primarily working on a config level.
  5. As a follow-up to this suggestion, I've actually put together a python script that uses the Steam WebAPI to accomplish the nitty gritty layed out in this post! Server Admins/Operators rejoice! You no longer have to spend a bunch of time collecting workshop IDs and Mod IDs in case of a catastrophic failure or something going wrong. Enjoy. https://github.com/TrainDoctor/PZModScraper
  6. Well, then if you're unwilling to hear me out on the fact that after reading your post multiple times I cannot in fact actually understand what the core issue is and I am unsure how to assist you, I will point you to the guidelines on how to format a bug report: I am responding because I am acting in good faith and would like to assist you, but you're tone in the original post and your responses to me betray a lack of desire to actually do what is needed on your end so you can be helped with the issue. With that in mind I won't waste my time if you are going to be hostile towards me. I wish you luck in determining the nature of the issue and how to fix it.
  7. I can tell you this, I have tried to read the majority of your post but there is so much complaining and waffling that I cannot actually understand the issue or how to help you effectively. Condense this down to the bare bones with repeatable steps and clear order of operations and someone might be able to help you.
  8. You have missed a critical detail, this is not how the game functions, but is a function of the Steam workshop. And Steam can update mods in the background. Update goes up to the workshop for a mod, it then gets distributed to all steam clients. Servers only update their mods after a restart, thus the frequent mismatches. Ask Valve and Steam to allow finer control over mod updates and there wouldn't be this problem. This also isn't a bug report it's a suggestion bordering on an unhelpful complaint. Also, unless you are the one controlling the server and it's restarts, you cannot know whether the server did or did not restart. Please understand what you're talking about before you go to the developers who may have no control over the very problem you're complaining about.
  9. traindoc

    Holy Cow

    Mods exist man, us you can disable safehouses in Sandbox settings. That's up to your server operators. This game isn't dayz and shouldn't be treated as such.
  10. This one is very simple, provide an option that allows server operators/admins the ability to specify a collection of mods using a workshop collection id: Which would appear in the config file like this: Which would automatically grab all of the associated workshop ids for the mods in the collection and ensure they are downloaded to the server (and or updated etc). I would love to gauge the interest of actual server operators/admins like myself, amongst how players feel about this. Apparently Garry's mod already has workshop collection functionality and I would feel it's only right for a game so supportive of mods like Zomboid to provide a similar functionality. This remaining section is for the technical devs at indie-stone and their contractors etc. Some of this might be interesting to the more technical people around here but I highly doubt it. It's highly Steam Web API focused and boring af imo but hey to each their own. Cheers!
  11. I think this will be likely addressed by the coming changes in Build 42 with dynamic lighting etc. Here's the video of that in action from this news post.
  12. I don't think we will ever see mods directly implemented into the game, especially since without the modder's consent that's not the best idea. The "Auto-" stuff will likely never be in the game as (in my personal opinion) do not fit the core balance of the game. These mods exist as separate mods from the base game for a reason, they don't fit the core game for a reason and as big mod enthusiast I don't think it's a good idea to "just add" a mod into the game. Especially those that have features which would be better suited to implementation via java code rather than lua scripts etc.
  13. Fair point, I picked the wrong choice of words when using the phrase "working as intended". I should have said that it was simply a poorly named variable, regardless you're more than likely correct and the information I read was on a guide from some time ago and is now likely outdated. Apologies for the distraction/unhelpful response.
  14. As I discovered after making this bug report and communicating with users in the PZ discord, when players/admins can claim safehouses (this is independent of the glitch fixed in 41.66 where going over 596 in game hours caused a safehouse to be declaimed) the information that they will need to have all players that want/are needed to respawn at that safehouse to check the "respawn at safe-house" button in the right-click safehouse menu. A simple tool-tip for claimants or any/all players when selecting/hovering over the "respawn at safehouse" checkbox that informs the player that they will need all other players to enable respawn at safehouse in order to have all desired players respawn at the safehouse would do the trick. Alternatively there could be another server option that allows a faction leader to determine whether faction members spawn at a specific safehouse etc. I am in no way attached to this suggestion, I just feel like it would greatly assist end-users and admins/owners a lot and save them some headaches. Side-note: I have this issue corroborated by the same members who helped me with the bug report above, but how many other users have experienced the respawn at safehouse checkbox being disabled after relogging etc? I've had this happen to me once to my knowledge but this is a known issue to server admins according to those that assisted me. Apologies if I missed any requirements for submitting a suggestion, I read the guide on making a suggestion so I believe this should meet that criteria!
  15. Love this but I run on linux on my primary install. Is there a chance for a Linux native build? Doesn't need to have a distribution friendly package, just a .tar.gz archive with the native files in there. Much appreciated if you are willing to do so.
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