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  1. I'm playing with friends and we want to survive to/trough winter but I just realise that it will be too much real time and some propably will get bored with playing so I wanna skip 1 month or more but without time warping, just change date with all zombies, loots erosion same like we started month later. Maybe there is a config with server time, I cannot find something like it. Thanks
  2. So I've heard that the NPCs are mainly being scripted in numerous timelines from various backgrounds, traits, and other conditions that are essentially being hand-made. Which I can absolutely respect as that would allow more "human" responses in comparison to AI. I understand the idea of event chains that act like a logic system in a way, but I can't fathom anything short of a small army of writers to make it possible. Atleast without years of development. So I propose the following; why not let us, the community and gamers help write scripts or events? I'm sure we've all been through a number of situations and reacted to them differently depending on our own character builds or goals. If they allow the player base to contribute to this end, it would allow the devs to focus on the mechanics end to aid in speeding up the final release of NPCs. Not only that but it would allow some great diversity in the PZ world as of course, not every writer is the same. This could be accomplished by giving the community some form of template and maybe bracket it into categories of responses, reactions, or goals. Or a similar tool to properly and effectively integrate it seamlessly into the game. Essentially give us the guidelines and a relatively basic tool to help create the NPCs you, the devs, envisioned. Because trust me, we the players would love deep, lore rich NPCs. One way I could think of implementing this is breaking it down by traits or prebuilt classes. This way we could formulate different NPC reactions and goals that could potentially mesh together with other traits depending on their capabilities or limitations. Maybe even adding in reliance on other NPCs (such as potential family members) for negative traits such as deaf, weak ect or vice versa for bonus traits. Maybe have npc cops, firefighters, soldiers ect try to do their jobs at first and maintain the crumbling civilization. The possibilities are endless. A way to allow us access to this could be a form of massive logic chains. Where inputs from the beginning of the game could be handmade by thousands of players. Such as family members, goals, occupation, and some background information such as preferences, relationships ect. Perhaps even slap on a labeling system such as traits, personality ect to easily organize and piece together multiple chains. Finally a team of moderators to accept or decline certain inputs/outputs or entire chains for rating purposes or feasibility. It could be something as simple as a blog similar to this one, or more complex as a plug-in or game extension. Or even a bit of basic coding. Anything that would allow us to effectively help the core game.
  3. Hello there fellow non-brains eaters! Please let me introduce myself, my name is salvixd I'm 23, i've been playing project zomboid for about 280~hours now. After playing for a long time i decied to try and make a mod. Have you ever struggled to go out scavenging, exploring, travelling...etc. Leaving your base with your generator running and once you are back you are out of fuel and all your food is wasted. It happened to me and after looking a lot. I have not found any mod that allows me to connect fuel barrels to generators. So i will try to do it by myself so others survivors won't have that issue. The problem is that... I don't know which script is the one that i need to copy and modify for it. I supose the one that allows you to connect the barrels to sinks, but where is it? I don't know. Could some of you please tell me where to look? I would really appreciate it! Thanks in advance, looking forward your replies Salvixd
  4. If your BuildingEd screen often looks like this, and you don't know why - make sure you select the correct layers often. The layer you've got selected (and checked or unchecked) will impact the way your tiles render as you create your building.
  5. Hello, I am a long time Zomboid player and a couple days ago I started learning the mapping tools, at first things went smoothly, the image to vegetation map on WorldEd is intuitive and smart, the BuildingEd is powerful and I was having a good time. But since yesterday it has been a slow descent into madness as I tried to make more complex stuff. I thought to myself "hey wouldn't it be nice if I put a big radio tower there" or "hey let's put some military stuff over there for narrative purposes" and I was deeply disturbed by the fact that a lot of furniture is unavailable in the Iso mode of the BuildingEd. So I checked more tutorials, dug into the editor and the tilesets stuff. Apparently a lot of furniture is straight up not available as furniture but only as a bunch of tiles and I have to manually assign and assemble them as furniture in the furniture window. Needless to say that this is incredibly tedious. But even worse is the fact that some stuff like radio towers is straight up not doable in this window since some parts are meant to be on the same tile but different layers which is not possible there. So I thought "maybe I am meant to draw it manually in Tile mode, make it a tbx and place it in WorldEd instead of as furniture" which would be fine if I wasn't faced with this issue: I tried everything, drawing on different layers, different floors, make part of it furniture and part of it tiles but I CANT GET THIS DAMN RED BEAM UNDERNATH THE WHITE ONE, and it's driving me crazy, it's like it's automatically drawn on top or underneath other tiles depending on it's position on the x/y axis regardless of the layers. Aside from that, am I the only one finding it weird that a lot of stuff is not available as furniture? Like I can understand that a huge radio tower that can be assembled in different ways isn't available as just "furniture" but what about the military crates, industrial vats, tent walls etc? Also, if anyone has a BuildingFurniture.txt or something to give me those missing furniture I'd be forever grateful.
  6. Good Morning all, I am having some performance issues with my gtxgaming dedicated server. This issue only occurs when there are a lot of my friends in the server and while either fighting hordes of zombies or while traversing around the hordes in vehicles. Quick Info about the server; Slots = 12 (Average 10/11 slots used at peak time) Memory allocation =12GB Hard drive = SSD CPU = 4.6ghz (8Cores/16Threads) Currents Mods on Server All of KI5 Vehicles, 5x XP from Exercise Admin More Tiles, Organized Literature Mod Arsenal(26) GF Mod, Authentic Z AutoStar MotorClub AutoStar Trailers,Autostar Tuning Bus Autostar Tuning Atelier -[Dadge Steals, Fjord Mustard and Jaap Wrungel] Playable Guitar Mod Become Desensitized Bedford Falls - [MAP addon] Befs professions and traits Better belts Better sorting Better Towing Blackwood - [MAP addon] Brita's Weapon Pack Brita's Armor Pack Combat Text Containers Crematorium Daddy Dirkie tiles Danger Moodes [Cold and Flu) Danger Moodles (insanity) Dragon Slayer Dylans Tiles Pack Easy Config Chucked Ekron - [MAP addon] eris_minimap Extra Map Symbols Fix XP View (Build41) Fort Benning - [MAP addon] Grapeseed - [MAP addon] Invisible Clothing Patches Item Tweaker API - Still Works in Build 41.65 Jump Through Windows Just throw them out the window Ladders Lone Wanderers saving grace Map Legends UI Map Symbols Size Slider Minimal Display Bars Mod Manager Mod Options (Build 41) Moodle Fractions Moonshine More Seats (Van and Stepvans) More Traits NightVision API Night Vision Goggles Pitstop - [MAP addon] Player Traps Mod Profession Framework Rain Wash Raven Creek - [MAP Addon] Repair any clothes Repair metal weapons Rifle sling fix Save out station Scooby Doo mystery machine Share your map symbols Simple playable pianos Snow is water Soul Flichers Building time Soul Flichers Cooking time Soul Flichers Exploring time Soul Flichers Drinking time Soul Flichers Farming time Soul Flichers Foraging time Soul Flichers Learning time Soul Flighers Turning time Spear Traps Tactical Weapons 41.65 Teha's Zomboid Expansion The only Cure BETA - UI update The workshop Throttlekittys tiles Time to cook True Actions - Dancing Tsars Common Library [MP updated] Undead Survivor Vilesprings M113a1 [B41] Weapons Condition Indicator [41.60+] Wringout Clothing Zombie Cure medical cocktail [41.65+] Alternative Crosshair Cheat Menu V2.9.1 Skill Recovery Jornal 1993 American Vehicle Pack fhqwhgads Vehicle Pack - The motor Zone Professional Framework Build 41 Patch Reliant Robin Mk2 STALKER Armour Pack Behicle Spawn Zones Expanded UH-60 Black Hawk Better Lockpicking GEAR - Graphic Equipment Appearance Rig Mod Manager: Server Two Weapons on Back Two Weapons on Back With Brita's Armour Pack Over the River - [MAP Addon] Over the River second route - [MAP addon] More Builds Random Zombies Server settings Zombie amount = Very high Population multiplier = 3.0 Population start multiplier = 2.0 Population peak multiplier = 2.0 Respawn hours = 30.0 Respawn unseen Hours = 16.0 I am unsure whether the server does not have enough RAM to support 11 players with all these mods running and the high zombie settings. I have searched through the browser console with not much luck. Any ideas would be greatly appreciated and if you require any further info I shall try my best to get it. Many thanks, Hunter
  7. I just experienced an event, going to loot in another city I found a road closed by two police cars and four policemen, I kill them and leave the useful things dropped on the ground so that they can pick them up on the way back, including pistols, shotguns, helmets and bulletproof vests. It turns out that after two days in the game, I went back along the same road to pick up the loot and I realized that the helmets weren't there, they had disappeared (at all this I checked my entire truck to see if I hadn't already picked them up, but no), only weapons and bulletproof vests were found. I did something quite strange since the objects do not usually disappear from the ground (the game is in sandbox but remember I did not modify anything about the objects that are on the ground disappearing). To all this I remember that in a house near my refuge he had killed other policemen who were wearing police motorcycle helmets, so I went back there to verify if they had disappeared or not and it turns out that they also disappeared. I don't know if this is a bug in my game or someone else has already happened to it, I currently have some mods in use but none that modify the game's clothing, I remember only one that adds a sling for weapons. For now I only noticed it with police motorcycle helmets and riot helmets, I don't know if it happens or it happened with some other object since at this point in the game I usually drop several things on the ground but I don't think I've ever had a problem like this. ps: there may be spelling errors, I'm translating from google translate hehe. Greetings from Argentina and I hope you can give me a hand to clarify this issue. ps2: - 41.71 - Singleplayer - I have mods - It happened in an already created game, I don't remember if it was in version 41.69 or 41.71 - kill a zombie with a helmet throw his helmet on the ground go somewhere else far away for +48 hours go back to the zombie and the helmet on the ground disappeared logs.zip ps3: I just tried this error in debug mode. I first did the test in a new world with the mods I have, it turns out that the problem with the helmets is still present. then I did the test without the mods in another new world, again the helmets disappear again when I walk away for about 48 hours.
  8. skeples_

    mods not working

    So I'm playing on a multiplayer server and it requires you to have the "Cheat Menu: Rebirth" mod installed. The problem is that when subscribed to on steam, it doesn't show up in my mod folder or in my game files. If you have any information about this happening please let me know ASAP.
  9. Regret

    Modding issue

    I am trying to make a mod that makes you vomit on throwup I have an idea of everything, but my problem is with checking if the player has ate a food item that is (Rotten) or (Uncooked) Is there a method that allows me to check that under a boolean? Am I using the constructor wrong? here is my novice code: for playerIndex = 0, getNumActivePlayers() - 1 do local player = getSpecificPlayer(playerIndex) local food = Eat("Peach (Rotten)") if food then player:Say("I'm gonna be sick") end end
  10. Go to your Library and then select "Tools". Scroll until you see "Project Zomboid Dedicated Server" and download/install it like you would with a game. Once downloaded, you start it. Start the game from the host option in PZ Did that. So I started a server earlier today as a test. Just to see if it would work. I went through the settings to configure a quick game setup. Played around in game a bit. I had invited someone to see if they could get in but at the time they were busy. Hours later I wanted to run another test. I can not host a game. It tries to load the game but then stops at the point when it says loading map. I went through and created a new server. Still not able to get in. I tried deleting the old server. NP there. Created new game settings and still nothing. I went through searching public games and I found 1 that let me in. However thats about as far as I can get.
  11. Animal

    Not-Walkable box

    Hey there I am trying to make a new box with different capacity(a bigger one), and for now I am able to use option "place on floor" - My problem is that i can walk through them and that they not glue to exact square(randomly moves a little like a dropped item) The problem looks like in screenshot I got file structure like this: scripts/SneakyBOX.txt and lua file ISSneakyBox.lua which is test copy of ProjectZomboid\media\lua\server\BuildingObjects\ISWoodenContainer Did i miss something? - Please any advice or help I am stuck on this.
  12. Connecting one cell is easy, but when i try connecting a 2x2 cells i have a big problem. I rly dont know how, i am stupid or what? i try everything, but still something is missing. I feel like i search all the internet for one anwser about it. so my question is easy for (i think) all people who making custom maps: How snap more than one cell? I would be grateful for a thorough explanation
  13. I'm new to modding. I'm trying to get the specific player's IsoPlayer by the author name of a chat message. For now, the only way I think up is to compare the author name with all player's username. Is there better method? Edit: Seems like I was referencing old javadoc... There is actually getUserName() in the new version. By the way, I haven't got a idea how to create a sound on the world space with lua code. I'm figuring it out.
  14. Salve, ho bisogno di un aiuto, non riesco a far partire il gioco da quando si e aggiornato alla 41.66 cosa posso fare ??? Hi, I need help, I can't start the game since it updated to 41.66 what can I do ???
  15. Me and my friends are thinking about starting an mp server and a big question that came up on my side was how we will prevent loot cycling. For those that don't know, loot cycling is when people throw all the stuff from containers on the ground and leave it there. Many people doing this over and over again will greatly hurt server performance in the long run (we want the world to be persistent). Now what I thought off was to add items that are usually dumped to the ground (books, tools, trash items) to the removal list (thats a setting the game provides) so that the game will automatically delete those after some time. The problem with that approach is that this will also remove player based items in bases and thus limit the ability of players to decorate their base with items. Does anybody know a mod or some other way to effectively counter loot cycling like a server plugin or setting etc.? We will, of course, also make a rule that disallows loot cycling and would, if we decide to add items to the removal list, tell people about which items specifically on our discord. But you know how people are sometimes... Some will not follow it because they don't care and it's hard to catch them in the moment they do this so we really need a solution for that problem.
  16. I have a ground layer and a foliage layer in my drawing tool (Currently Using Krita = https://krita.org/en/ = and OR Paint.Net = https://www.getpaint.net/download.html = ) and have been following various tutorials of how to export the images to WorldEd ( Tutorial Video Below) I get to the point where I am saving the file in Krita/Paint.Net and selecting .PNG files. However, files with multiple layers are defaulted to "Flatten" and is reduced to one layer, completely getting rid of either foliage or ground layer. I am inept at all this but very intrigued and want to learn. Any tips on what I can do to get passed this essential first step?
  17. So I'm new to the forums but I am not new to modding (at least for other games). I've created modpacks for FO4 mostly and a few for Stellaris. So when I was asked to make a custom modpack for the server I play on I figured why not it cant be that hard. Enter a week of agonizing troubleshooting and restructuring of a modpack and still it fails to work. After reading countless forums and tutorials I simply can't figure out why the modpack content won't actually function as intended. If anyone has any input here is the modpack that I uploaded to the steam workshop. https://steamcommunity.com/sharedfiles/filedetails/?id=2718274137 I've looked through other modpacks and mine is structured identically to them. At this point I'm considering doing a merger style pack instead of the way I've been doing it but I want some other insight to maybe getting to to function as is so I can spend time to actually play instead of working on this.
  18. I`m so exhausted. Since I started a new project in the WorldEditor it doesn`t open anymore. All I get is an error (pic related) when I`m trying to open TileZed or WorldEditor. I`ve reinstalled it, deleted all the files, checked "Tilesets.txt", but there`s nothing about this tile and there is no such tile, because I deleted it a while ago. I can`t check anything in the program itself, because every time I press Ok it shuts down. The only two things I haven`t done yet is reinstalling the game itself (which I think is unrelated) and checking for corrupted regedit`s files (but what exactly should I check?). What`s your opinion about this? Also, I didn`t find anything about this error.
  19. Hey there folks! Im new to the Community and the Game, i really love the game but you guys & girls have to help me out here: I made a simple Hat mod. i made the Model in Blender and exported it as an .fbx, imported the texture to the mod-folder, wrote the script and .xml up to this point everything worked great BUT now comes the Problem: if the Hat gets Dirty or Damaged the texture will get mixed up and wont return to normal until its cleaned. i really cant figure it out.. Anyone of you got some ideas? Im thankful for any advice! Greetings from Germany -Mooreiche
  20. So there is a function call SendCommandToServer(), which is used in "client" side to call admin command from server. The problem is, some client player doesn't have admin access, which fails to run the command. I tried using sendClientCommand() to access server side, but turns out server side just can't call SendCommandToServer(), I guess it's only client side. So this is a weird roundabout problem, only client can call SendCommandToServer(), but client doesn't has admin access, server has admin access, but it doesn't have function to run admin command in lua. So what do we do, how do we run admin command in lua?
  21. me and my friend are both non steam users but when we try to join each others servers then either we connect to some different server or we do not enter the server
  22. Hi all, Has anyone got all the explanations of the Sandboxvars file? I have the below for my server with the explanations I know, Please can someone fill in the blanks?; SandboxVars = { VERSION = 3, Zombies = 4, (How many zombies when the server starts, 1 is insane amount, 5 is none) Distribution = 1, (Where the zombies gravitate to, 1 is urban (in cities), 2 is uniform (everywhere)) DayLength = 3, (1 is 15 minutes, 2 is 30 minutes, 3 is 1 hour, 4 is 2 hours, 5 is 3 hours, 6 is 4 hours, 7 is 5 hours, 8 is 12 hours, 9 is real-time) StartYear = 1, (1 is the 1st year etc) StartMonth = 4, (1 is Jan, 12 is Dec) StartDay = 1, (1 is the 1st of the month etc) StartTime = 2, (1 is 7AM, 2 is 9AM, 3 is 12PM, 4 is 2PM, 5 is 5PM, 6 is 9PM, 7 is 12AM, 8 is 2AM, 9 is 5AM) WaterShut = 7, (1=instant, 2=0-30days, 3=0-2month, 4=0-6month, 5=0-1years, 6=0-5years, 7=2-6month, 7=6-12month) ElecShut = 7, (1=instant, 2=0-30days, 3=0-2month, 4=0-6month, 5=0-1years, 6=0-5years, 7=2-6month, 7=6-12month) WaterShutModifier = 500, (the number of days before water is shut off -1 mean instant) ElecShutModifier = 480, (the number of days before electricity is shut off -1 mean instant) FoodLoot = 4, (1 is extremely rare, 5 is abundant) WeaponLoot = 2, (1 is extremely rare, 5 is abundant) OtherLoot = 3, (1 is extremely rare, 5 is abundant) Temperature = 3, (1 is very cold, 5 is very hot) Rain = 3, (How often it rains, 1 is very dry, 5 is is very rainy) ErosionSpeed = 5, (How fast erosion occurs, 1 is very fast (20 days), 5 is very slow (500 days)) XpMultiplier = 15.0, (Obvious) Farming = 1, (How fast crops grow, 1 is very fast, 5 is very slow) CompostTime = 1 Determines how long it will take for food to decay in a composter. (1Week=1 2Weeks=2 3Weeks=3 4Weeks=4 6Weeks=5 8Weeks=6 10Weeks=7 12Weeks=8) StatsDecrease = 4, (How fast Stats Decrease when not being used, 1 is very fast, 5 is very slow) NatureAbundance = 3, (1 is very poor, 5 is very abundant) Alarm = 6, (How often houses are alarmed, 1 is never, 6 is very often) LockedHouses = 6, (How often houses are locked, 1 is never, 6 is very often) StarterKit = false, (To start with some basic essentials) Nutrition = false, (To enable the Nutrition system, calorie intake etc) FoodRotSpeed = 5, (How fast food rots, 1 is very fast, 5 is very slow) FridgeFactor = 5, (How effective refrigeration is, 1 is very low, 5 is very high) LootRespawn = 3, (How often loot respawns, 1 is none, 2 is every day, 3 is every week, 4 is every month, 5 is every two months) SeenHoursPreventLootRespawn = 0 This value is an integer defining the number of hours. When >0, loot will not respawn in zones that have been visited within this number of hours. [Default=0] TimeSinceApo = 1, (How many days since the start of the Apocalypse) PlantResilience = 3, (Plants resilience against disease/weather. 1 is very low, 5 is very high) PlantAbundance = 3, (How much farm plants produce. 1 is very poor, 5 is very abundant) EndRegen = 3, (Endurance regeneration (how fast you regain endurance). 1 is very fast, 5 is very slow) Helicopter = 3, (how regularly helicopters pass over the event zone. 1=never, 2 =once, 3=sometimes, 4=often) MetaEvent = 2, (how often zombie attacking meta-game events like distant gunshots will occur. 1=never, 2=sometimes, 3=often) SleepingEvent = 2, (governs night-time meta-game events during the player's sleep. 1=never, 2=sometimes, 3=often) GeneratorSpawning = 3, (increase/decrease the chance of electrical generators spawning on the map. 1=very low, 2=low, 3=normal, 4=high, 5=very high) GeneratorFuelConsumption = 1.0, (impacts how much fuel is consumed by generators. No fuel required= 0 . Minimum = 0, Maximum=100) SurvivorHouseChance = 3, (increase/decrease probability of discovering randomized safe houses on the map: either burnt out, containing loot stashes, dead survivor bodies etc. 1=never, 2=extremly rare, 3=rare, 4=sometimes, 5=often, 6=very often) AnnotatedMapChance = 4, (impacts on how often a looted map will have annotations marked on it by deceased survivors. 1=never, 2=extremely rare, 3=rare, 4=sometimes, 5=often, 6=very often) CharacterFreePoints = 10, (adds free traits points during character creation) ConstructionBonusPoints = 3, (Player-built construction strength. 1=very low, 2=low, 3=normal, 4=high, 5=very high) NightDarkness = 2, (Darkness during night. 1=pitch black, 2=dark, 3=normal, 4=bright) InjurySeverity = 2, (increases and decreases the impact injuries on your body, and their healing time. 1=low, 2=normal, 3=high) BoneFracture = true, (False=no fractures, true=bones can break) HoursForCorpseRemoval = 72, (number of in-game hours before zombies corpses are automatically removed from the map) DecayingCorpseHealthImpact = 3, (governs impact that nearby decaying bodies has on the player's health and emotions. 1=none 2=low, 3=normal, 4=high) BloodLevel = 4, (how much blood spatter when getting injured or killing zombies. will 1=none 2=low, 3=normal, 4=high, 5=ultra gore) ClothingDegradation = 2, (governs how quickly clothing degrades, becomes dirty and bloodied. 1=disabled, 2=slow, 3=normal, 4=fast) FireSpread = false, (fire can spread or not. false=off, true=on) DaysForRottenFoodRemoval = 4, (number of in game days before rotten food is removed from the map. -1 means that rotten food is never removed.) AllowExteriorGenerator = true This allows generators to power exterior tiles, and for example can get gas pumps working after the electricity has turned off. (True or False) ZombieAttractionMultiplier = 1 Use this to multiply or reduce engine general loudness. [Minimum=0] [Maximum=100] [Default=1] CarSpawnRate = 2 (Low=1 Normal=2 High=3) ChanceHasGas = 1 Governs the chances of finding vehicles with gas in the tank. (Low=1 Normal=2 High=3) InitialGas = 2 Governs how full gas tanks will be in discovered cars. (VeryLow=1 Low=2 Normal=3 High=4 VeryHigh=5 Full=6) CarGasConsumption = 1.0 The rate in which vehicles will consume fuel. [Minimum=0.0] [Maximum=100] [Default=1.0]. LockedCar = 4 How frequent the doors of a vehicle will be locked. (Never=1 ExtremelyRare=2 Rare=3 Sometimes=4 Often=5 VeryOften=6) CarGeneralCondition = 2 In what condition new cars will spawn. (VeryLow=1 Low=2 Normal=3 High=4 VeryHigh=5) CarDamageOnImpact = 3 Governs how much damage a vehicle will take after collisions. (VeryLow=1 Low=2 Normal=3 High=4 VeryHigh=5) TrafficJam = true Enable or disable traffic jams that spawn on the main roads of the map. (True or False) CarAlarm = 4 The frequency in which a car alarm will be triggered when opening a door. This will attract zombies to the vehicle's position. (Never=1 ExtremelyRare=2 Rare=3 Sometimes=4 Often=5 VeryOften=6) PlayerDamageFromCrash = true Enable or disable player getting damage from being in a car accident. (True or False) SirenShutoffHours = 1 Number of hours before the siren sound of a car alarm will stop playing. 0.0 means it will play until the car battery is dead. [Minimum=0] [Maximum=168] [Default=0] RecentlySurvivorVehicles = 1 Governs whether the player can discover a car that has been maintained and cared for after the infection struck, i.e. is still in working order. (Low=1 Normal=2 High=3) EnableVehicles = true Enable or disable vehicles from spawning into the game. (True or False) VehicleEasyUse = false If true, cars will all be unlocked with a full gas tank and low engine loudness. (True or False) ZombieLore = { Speed = 3, (1 is sprinters (fastest), 2 is fast shamblers, 3 is shamblers (slowest)) Strength = 3, (1 is superhuman, 2 is normal, 3 is weak) Toughness = 3, (1 is tough, 2 is normal, 3 is fragile) Transmission = 1, (1 is blood/saliva, 2 is everyone is infected, 3 is no transmission) Mortality = 6, (This governs how deadly infection is. 1 is instant, 6 is 1 to 2 weeks) Reanimate = 1, (How fast zombies come back to life...again. 1 is instant, 6 is 1 to 2 weeks) Cognition = 3, (How smart zombies are. 1 is Navigate/Use Doors, 3 is basic navigation only) Memory = 2, (How much zombies will remember. 1 is long, 4 is none) Decomp = 1, (1 is slows/weakens them, 4 is no effect) Sight = 2, (How well zombies can see. 1 is eagle-eyed, 3 is poor) Hearing = 2, (How well zombies can hear. 1 is pinpoint, 3 is poor) Smell = 2, (How well zombies can smell. 1 is bloodhound, 3 is poor) ThumpNoChasing = false, (environmental attacks. zombies that have not seen/heard a player can attack doors and constructions while roaming. true=on, false=off) ThumpOnConstruction = true, (damage construction. governs whether or not zombies can destroy player constructions and defences. true=on, false=off) ActiveOnly = 1, (governs whether zombies are more active during the day, or whether they act more nocturnally. Inactive zombies will be slower and tend not to give a chase. 1=both, 2=night, 3=day) TriggerHouseAlarm = true Allows zombies to trigger house alarms when breaking through windows and doors. Enabling this option will cause zombies to constantly be movie around populated areas, making the early game much more difficult. (True or False) }, ZombieConfig = { PopulationMultiplier = 0.5, (Depends on "Zombies" in the SandboxVars. population multiplier: (old var. "zombie intensity") set how many zombies you want to begin with) Minimum=0,Maximum=4,Default=1) PopulationStartMultiplier = 1.0, (Adjusts the desired population at the start of the game. it's a start multiplier: how much of the "population multiplier" you want at game start (it will slowly increase) Minimum=0,Maximum=4,Default=1) PopulationPeakMultiplier = 2.0, (Adjusts the desired population on the peak day. Set how many zombies you want at X days (and forever after) Minimum=0,Maximum=4,Default=1) PopulationPeakDay = 100, (The day when the population reaches it's peak. Minimum=1, Maximum=365, Default=28) RespawnHours = 96, (The number of in-game hours that must pass before zombies may respawn in a cell. If zero spawning is disabled. Minimum=0, Maximum=8760, Default=72) RespawnUnseenHours = 10, (The number of in-game hours that a chunk must be unseen before zombies may re-spawn in it. Minimum=0, Maximum=8760, Default=16) RespawnMultiplier = 0.1, (The fraction of a cells desired population that may re-spawn every RespawnHours. Minimum=0, Maximum=1, Default=0.1) RedistributeHours = 12.0, (The number of in-game hours that must pass before zombies migrate to empty parts of the same cell. If zero, migration is disabled. Minimum=0, Maximum=8760, Default=12) FollowSoundDistance = 200, (The distance a virtual zombie will try to walk towards the last sound it heard. Minimum=10, Maximum=1000, Default=100) RallyGroupSize = 20, (The size of groups real zombies form when idle. Zero means zombies don't form groups. Groups don't form inside buildings or forest zones. Minimum=5, Maximum=1000, Default=20) RallyTravelDistance = 30, (The distance real zombies travel to from groups when idle. Minimum=5, Maximum=50, Default=20) RallyGroupSeparation = 15, (The distance between zombie groups. Minimum=5, Maximum=25, Default=15) RallyGroupRadius = 4, (How close members of a group stay to the group's leader. Minimum=1, Maximum=10, Default=3) }, } This I am sure will help a lot of people out too. I also have the settings for the servertest.ini file with the explinations that I know... nightlengthmodifier=1.0 (Length of the night, 0.5 would make the night go twice as fast) PVP=false (False is PvE, True is PvP) PauseEmpty=true (time in game pauses when the server is empty) GlobalChat=true (Enables in game chat) Open=true (Allows anyone to join) ServerWelcomeMessage= <RGB:0,0,0> To chat locally press 't', to global chat press 'y' or add '/all' before chatting <LINE> Type '/help' to have a list of available commands <LINE> <RGB:0,0,0> (Message that is displayed when joining the server) LogLocalChat=true (Logs all local chat for server admins to view) AutoCreateUserInWhiteList=true (Adds user to Whitelist when they join the server) DisplayUserName=true (Displays player’s usernames in game) SpawnPoint=0,0,0 (Use this to define a custom spawn point instead of the random one from character creation) SafetySystem=true (Allow the user to change their safety (if false and if PVP=true, then the safety will always be off) ShowSafety=true (Allow the players to see if someone have his safety off with the skull icon) SafetyToggleTimer=100 (When the player disable safety it take some times before HE enable it (tho the other players see it instantly), define it here) SafetyCooldownTimer=120 (Every time you hit someone in safety off, add this timer to the cool down before you can actually toggle safety off) SpawnItems= (Define specific items for everyone to spawn with) DefaultPort=16261 (Your server game port) ResetID= (Leave alone) Mods=Hydrocraft (Mods added to server) Map=Muldraugh, KY (Maps added to server) DoLuaChecksum=true (Do the lua checksum. Players with modified Lua files that differ from the server files will not be able to connect. true=Lua check, false=no lua check) Public=true (Everyone can see the server in the server list) PublicName= (Name of the server) PublicDescription= (Description of the server that is displayed in the server list) MaxPlayers=64 (Max number of players for the server) PingFrequency=10 (How often to ping clients in seconds) PingLimit=400 (Max ping in ms, if client exceeds this amount they will be kicked) HoursForLootRespawn=2 (How many in-game hours for loot to re-spawn) MaxItemsForLootRespawn=6 (Max items to spawn in each container) ConstructionPreventsLootRespawn=true (If you start building on a house for example, loot will stop respawning in that house) DropOffWhiteListAfterDeath=false (Takes you off the Whitelist if you die) NoFireSpread=true (Fire doesn’t spread) NoFire=true (No Fire) AnnounceDeath=true (Death is announced to all players) MinutesPerPage=1.0 (How long books take to read. Lower number faster, higher number slower) HoursForCorpseRemoval=2.0 (How many in-game hours before corpses disappear) SaveWorldEveryMinutes=10 (How often to save the server in minutes) PlayerSafehouse=true (Allows players and Admins to claim houses etc as safehouses) AdminSafehouse=false (Allows only Admins to claim safehouses) SafehouseAllowTrepass=false (Allow players to trespass through other players safehouses) SafehouseAllowFire=false (Allow fire in safehouses) SafehouseAllowLoot=false (Allow players to loot other players safehouses) SafehouseAllowRespawn=true (Allow owner of safehouse to respawn in their safehouse) SafehouseDaySurvivedToClaim=1 (How many days you need to survive before you can claim a safehouse) SafeHouseRemovalTime=144 (If you do not visit your safehouse in this many game days it will be released) AllowDestructionBySledgehammer=true (Allow walls to be knocked down with the Sledgehammer) KickFastPlayers=false (Kick players that appear to be moving faster than is possible. May be buggy -- use with caution) ServerPlayerID= (Leave alone) RCONPort=27015 (Port for RCON) RCONPassword= (Password for RCON) Password= (Password for server. Leave blank if you want anyone to join your server) MaxAccountsPerUser=0 (Limits the number of different accounts a single Steam unser may create on this server. Ignored when using the hosts button) SleepAllowed=false (Enable sleep) SleepNeeded=false (If true you will need to sleep when exhausted) SteamPort1=8766 (Leave alone) SteamPort2=8767 (Leave alone) WorkshopItems= (MOD IDs - When you run the server with these ID's in the Mods will auto update) SteamScoreboard=true (show steam usernames and avatars in the player list. true=visible to everyone, false=visible to no one, admin=visible to admins) SteamVAC=true (Steam anti cheat) UPnP=true (attempt to configure a UPnP-enabled internet gateway to automatically setup port forwarding rules. The server will fall back to default ports if this fails) UPnPLeaseTime=86400 (port lease time in seconds (86400 == 24 hours). This should not be changed) UPnPZeroLeaseTimeFallback=true (retry with zero lease time if port-mapping fails (helps with some routers). This should not be changed.) UPnPForce=true (remove existing port mappings. This should not be changed) CoopServerLaunchTimeout=20 CoopMasterPingTimeout=60 VoiceEnable=true (In game Voip) VoiceComplexity=5 VoicePeriod=20 VoiceSampleRate=24000 VoiceBuffering=8000 VoiceMinDistance=1.0 VoiceMaxDistance=50.0 Voice3D=true server_browser_announced_ip= UseTCPForMapDownloads=false PlayerRespawnWithSelf=false PlayerRespawnWithOther=false FastForwardMultiplier=40.0 PlayerSaveOnDamage=true SaveTransactionID=false DisableSafehouseWhenPlayerConnected=false Faction=true (enable Factions) FactionDaySurvivedToCreate=2 (How many days you must survive to create a Faction) FactionPlayersRequiredForTag=1 AllowTradeUI=true (Allows you to trade among players) HoursForWorldItemRemoval=0.0 WorldItemRemovalList=Base.Vest,Base.Shirt,Base.Blouse,Base.Skirt,Base.Shoes ItemRemovalListBlacklistToggle=false DisableRadioStaff=false DisableRadioAdmin=true DisableRadioGM=true DisableRadioOverseer=false DisableRadioModerator=false DisableRadioInvisible=true ClientCommandFilter=-vehicle.*;+vehicle.damageWindow;+vehicle.fixPart;+vehicle.installPart;+vehicle.uninstallPart ItemNumbersLimitPerContainer=0 If anyone can fill in the gaps, I and i'm sure the whole community would be very thankful. Cheers all, M700N
  23. I have experiences in 3d software like blender, and I know how to modelling and animating them. The problem is how to add them into a mod. I saw a couple of mods have new animations in them, like that cart mod. I wonder how do you do that, saw no tutorial or post talking about this process.
  24. My windows dedicated server (steamCMD instantiated) has not been keeping up with the most current versions and as a result my server doesn't display with the default filters in the join server lobby for players. I validate game files for PZ main, PZ dedicated server, and the app validation through steamCMD. The only thing that seems to work is deleting the workshop files but even then it's inconsistent. what is the primary method of keeping server game versions current?
  25. Hello, i have been experiencing black screens when playing the game, they mostly happen when i was playing with mods and mp. Is there anything i should try to do? Thank you
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