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Everything posted by RingoD123
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Those floor tiles are in Floors_exterior_tilesandstone_01 and the white lines are in street_trafficlines_01
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If your mod isnt showing at all then there may be something wrong with your mod.info file, maybe you saved it as a text file instead? A good way to check your folder structure and files are correct etc is to subscribe to another map mod on steam and check their folders/files in their folders inside of the steamapps\workshop\content\108600 folder.
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There is a guide here on how to mod loot distribution: The list in this thread is the most up to date list of vanilla definitions, you can always check the distributions.lua and proceduraldistributions.lua files in your games "media\lua\server\items" folder to see if there has been any more additions.
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Large Trees are placed automatically by the game when there is a tree from the "vegetation_trees_01" tilesheet placed on a dirt or grass tile and inside of a "Forest" or "Deepforest" scavenging zone.
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Latest TileZed, WorldEd, and Tilesets (April 7 2021)
RingoD123 replied to EasyPickins's topic in Mapping
Looks like you havnt set up the tiles properly. In Tilezed you need to click on Tools and then Tilesets and then make sure the Tiles Folder is pointed at the Tiles folder you downloaded and not the 2x folder inside of it. -
Latest TileZed, WorldEd, and Tilesets (April 7 2021)
RingoD123 replied to EasyPickins's topic in Mapping
Make sure you have downloaded and set up the tiles folder in both TileZed and WorldEd. If you are trying to open the vanilla map then you are out of luck. Any/all map mods need to be created from scratch. -
Havnt tried with raven but have tried with bedford, both before and after yours and it works fine as long as you dont try and use your map as the spawn location.
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Just taken a look at your map mod on steam and I have no load order errors, only error that occurs is if I try to use your map as a spawn location, it then errors out and closes to dekstop, looking at your spawnpoints.lua its blank, if you dont want it to be a spawn option just remove your spawnpoints.lua.
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It does work, you just need to have a look at the distributions.lua file to see that it requires specific lockers otherwise it will pull from the all "definition", remember you can also make custom definitions if the vanilla one isnt doing what you want it to.
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You most likely do not have a veg image, you need both your base image and your _veg image before you can drag your image into worlded. The one stop guide goes over how to make the 3 images needed (including the zombie spawn map) before going over how to import them into worlded.
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@BigZombieMonkey This is actually fixed by removing all trims from interior and exterior walls from the right hand side of the screen before placing them, bit of a bug. You can then add trim back to walls you have placed without this error occuring. Use the draw room tool as much as possible and only use the draw wall tool to add additional walls or to remove walls. But yes also make sure you are using walls that have the correct tiles for walls/windows etc to be placed. Interior walls should only be visible when the interior of the building is visible, exterior walls are the same. ie North and West walls will almost always be interior walls and South and East walls will almost always be external, you can look at vanilla buildings for reference.
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Help Adding Extra Cells to WorldEd while in a WIP (Solved)
RingoD123 replied to Felony XIXI's topic in Help
If you are already far enough along on your map then using the world offset when exporting your map should be all that is needed when exporting your first and subsequent maps. ie, if your first map was just a single cell placed at the co-ordinates 30x30 and you then wanted to add another single cell joining directly to the west of it you can just create a new world and give it the world offset of 29x30. -
As stated in the original post, the new tiles will be released some time after the new year.
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You can't edit existing cells but you can overwrite them with new cells that you have made. You can use this website to check the cell numbers of the vanilla map and to line up roads with roads on your mod: https://map.projectzomboid.com/ The guide above explains how to add your mod to the vanilla game world.
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Looks like your trying to follow old instructions, hopefully this thread might help: You want to be using the distributions.lua and/or proceduraldistributions.lua files to add new items.
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Your mod.info file is a mod.info.txt file. You need to open it, then save as, then select "all files" and then name it mod.info - When you see it in your folder the "type" should be INFO file not Text Document.
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How to Create Lootable Maps for Build 41.6+
RingoD123 replied to RingoD123's topic in Tutorials & Resources
Updated this tutorial to work with the new in game mapping system. -
Yes, but for now there is a seperate guide on updating your map mod to work with the new in game map system:
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First off, make sure you are using the latest TileZed and WorldEd, found here: https://theindiestone.com/forums/index.php?/forum/64-mapping/ Now, In BuildingEd there is a new "Legend" feature that shows up on the right hand side underneath your list of buildings. For each of your buildings, select it in the list and then click on the Legend drop down and select the most appropriate option, this will make the building be coloured correctly when being displayed on the new in game mapping system. If you're making changes to buildings already placed on your map then don't forget to "generate lots" again in WorldEd! Next up, to get roads to be displayed on your map using the new in game mapping system you need to open your cell in WorldEd and draw a poly over your road with the new tools (the rectangle tool is the main one to use unless you have curved roads), then on the left of the window, in the "ingamemap" tab click on your new poly then click on the add button just below to open a key/value window, in key type "highway" and in value use either "primary", "secondary" or "tertiary" or "trail". You can then use the copy and paste buttons to the right of the "add" button to speed things up. Once all roads have been added then go to world view and select all cells, then in the "ingamemap" option at the top of the screen select "generate building features", once done do the same for "genereate water features" and "generate tree features". The above pic shows a cell which has had it building, tree and water features generated as well as having the highways added using the new "ingamemap" poly tools. Once all of these are done you can select the "Write features XML" option, select the same folder you export your map files to as these new xml and xml.bin files that are created will need to be put in the same folder as all of your bin and lotheader files. As long as you inlcude your worldmap.xml and worldmap.xml.bin alongside your maps lotheader and bin files then your maps buildings and roads should be displayed using the new in game map system. Here are a couple of in game examples of Bedford Falls using the above method and the new in game map system:
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answered Help needed with overriding specific loot containers.
RingoD123 replied to NightScale5755's topic in Help
Just checked the building in question, the room that uses the "policestorage" roomdef is 2-3 rooms to the right with multiple types of lockers in them, the room you are in has the roomdef "locker" which does not exist as a roomdef currently in the distributions.lua file so it will pull its loot from the locker definition within the "all" room definition. So in short, if you check the room a few rooms to the right you should be seeing your loot in those lockers, if you want them in the lockers in the room in the pic then create a distribution entry for a "locker" roomdef that points to your proceduraldistribution definition.