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Extended Building Options


SiderisAnon

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Extended Building Options

Welcome to the Extended Building Options mod forum thread. This mod came into being because I am the type of person who loves to have more things to build in any sandbox game I play. When I looked for existing mods that would allow this, the ones I found were not working because update 30 had changed how world objects are built, breaking those mods.

I sat down to learn about Project Zomboid modding and to try and get one of those mods working for my own play. In doing so, I discovered that it would in many ways be more interesting to simply create a building mod from scratch. As I both put a lot of work into this mod and figured that other players would enjoy having more building options, I decided to share this mod with the Project Zomboid community.

This mod is inspired by the "Building Mod Reloaded" mod by Gaunti12, which was in turn based on the "Building Mod" mod by Badtrix. I have added additional buildable objects to what those mods provided; not all of their objects were included. Some of my inspiration and education also came from the "Handmade Wooden Dowels" mod by Onkeen.

The metal and metal scraps concepts are taken from "Building Mod Reloaded". Their implementation here is my own. The components for the two mods are not compatible with each other.

The "Building Mod" had digging for clay. My clay and brick are not compatible with whatever was produced by that mod. (I never looked closely, so I am unsure whether that mod produced bricks or how.)

This mod would have been impossible without the tile splitting ability of the UnPacker utility from the Project Zomboid forum.

Current Download

April 9, 2015: Extended Building Options mod version 1.4 for Project Zomboid version 31.10.

Update History:

Update: Extended Building Options v1.4

April 9, 2015: Extended Building Options mod version 1.4 for Project Zomboid version 31.10.

  • Updated the mod to work with the underlying recipe code changes in Project Zomboid v31, which had caused some of this mod's recipes to not work properly.
  • Adjusted brick shaping and un-shaping so that crafting experience is not gained.
  • Adjusted putting pieces of metal into a pan and taking them out again so that crafting experience is not gained.
  • Adjusted sawing branches into twigs so that this generates the same experience as sawing logs for planks.
Update: Extended Building Options v1.3

March 28, 2015: Extended Building Options mod version 1.3 for Project Zomboid version 31.10.

  • Accidentially left the cheat/debug mode on in version 1.2. Fixed this.
Update: Extended Building Options v1.2

March 27, 2015: Extended Building Options mod version 1.2 for Project Zomboid version 31.10.

  • Added log wall post and fence post that match the default Project Zomboid wall/fence. Look under Other -> Missing PZ Corners.
  • New inventory item art provided to me by Svarog and Onkeen.
  • Change the Carpentry values to be more in line with Release 31.
  • Updated door creation code to use the new key-assigned doorknobs.
  • Keys and locks were intentionally left not able to be scrapped. (At least for now.)
  • Removed "Dark Brown Wooden Stairs" and "Medium Brown Wooden Stairs" as these are now part of the base Project Zomboid construction options.
  • Added tin cans to the new Canned Carrots, Canned Corn, Canned Corned Beef, Canned Mushroom Soup, Canned Peas, Canned Potato, Canned Sardines, and Canned Tomato. This does not affect any vegetables you can 'can' with a jar and vinegar.
Update: Extended Building Options v1.1

February 20, 2015: Extended Building Options mod version 1.1 for Project Zomboid version 30.16.

  • Corrected the wrong required materials were being shown in the tooltip for beds, chairs, and couches.
  • Added a nicer images for tin cans, both with and without water.
Update: Extended Building Options v1.0

February 16, 2015: Extended Building Options mod version 1.00 for Project Zomboid version 30.16.

  • Initial release.

What You Can Build

This mod includes walls, floors, containers, tables, chairs, beds, light posts, and a variety of decorative elements. The current full menu listing is in the spoiler block below.

The list is pretty extensive because I went a little crazy in adding lots of buildable items into the game. When it came to floors, I probably went too far, but I was trying to see just how many different floor types could be added.

I used the base Project Zomboid files for anything that was built, so they will interact with the world just like any normal object. They can also be deconstructed just like any of the default items you can build.

Screenshots Can Be Found Here

 Extended Building Options	Architecture		Wall Styles			Light Brown Wood			Dark Brown Wood			Gray Plaster			Gray Wood			Red Barnwood			White Plaster			White Wood			Brown Cinderblock			Gray Cinderblock			White Cinderblock			Red Brick		Doors			Wooden Doors			Panel Doors			Industrial Doors			Exterior Doors			Other Doors		More Fences		More Fence Posts		Stairs		Floors			Location Carpets			General Carpets 1			General Carpets 2			Metal			Stone			Roofing Styles			Location Tiles			Interior Tiles 1			Interior Tiles 2			Interior Tiles 3			Exterior Tiles			Wooden Flooring			Other			Industrial	Furniture		Small Tables		Large Tables		Chairs			Benches			Wooden Chairs			Simple Chairs			Padded Chairs			Upholstered Chairs			Stools		Couches			Front Side Views			Back Side Views		Beds	Containers		Dressers		Counter Elements		Other Furniture		Metal Lockers		Crates		Improvised		Trash Cans	Decorations		Roadway		Signs		Wall Hangings			Restaurant			Medical			Movie			Papers			Paintings			Other	Other		Flower Beds		Light Posts		Missing PZ Corners

Getting Started In Game

Depending on what you want to build, you will need some kind of a tool. Wood requires a hammer or stone hammer, metal a screwdriver, and brick a masonry trowel.

I primarily based the materials required on the objects you can already build in Project Zomboid. For most things, you need planks and nails. For metal objects, you will need metal plates and screws. For stone objects, brick and clay. Wall hangings are generally a piece of paper and a nail.

Just use a right-click like you would for normal building. The menu will be called "Extended Building Options".

New Items Added

  • Small Piece of Metal: Created by hammering various metal items.
  • Sheet of Metal: Found in the world or crafted from metal pieces.
  • Empty Can: When you empty a can of food or soda can. Fill it with water or hammer it into metal pieces.
  • Masonry Trowel: Found in the world or crafted from a gardening trowel.
  • Lump of Clay: Dug up from sand or gravel. Shovel required.
  • Raw Brick: Shaped from Clay.
  • Brick: Bake a raw brick.

New Recipes Added

Many in-game items can be hammered into metal pieces. Put twenty metal pieces in a baking pan or roasting pan, cook it, and you end up with a metal sheet.

You can hammer a standard trowel out flat into a masonry trowel.

With a shovel, you can dig in sand or gravel to find clay. Shape the clay into a brick. Cook the raw brick to get a brick you can use to build. As long as the brick is still "raw", it can be shaped back into clay.

In case you want a lot of flower beds, you can now cut tree branches into twigs with a saw.

Things To Keep In Mind

  • Some objects can be rotated to change their appearance. This should be noted at the bottom of that object's tooltip.
  • You can mix and match wall styles however you want.
  • Same with fences.
  • Fences can be jumped over and will not stop zombies; they work just like the fences you can build in the default game.
  • Any door frame section can hold any door.
  • All of the floors work identically. Even if it is called "carpet", it will support your weight or keep the rain out. You do not need to build a wooden floor and then lay carpet over it.
  • The flower beds are also floors. Yes, you can build an upper story out of them and walk around on your flower garden.
  • Everything in the "containers" menu holds the normal inventory size of fifty.
  • I figured out how to give the containers icons other than the default crate, so that should make mass storage a bit more interesting.
  • The "Mini Fridge" is buildable for humor value. It functions as a container, but do not expect it to keep your food cold even if I did give it the refrigerator icon.
  • You can sleep in the beds, couches, and chairs as normal.
  • The "Wall Hangings" must be placed against a wall.
  • The "Light Posts" work just like the current lamp on a pillar you can build; mine just look nicer. You will need a flashlight to build them.

Object Stength

Game objects start with a base health, then add 50 health per point of Carpentry. The Handy trait adds 100 health. This allows for a maximum health amount of [base] + ((Carpentry * 50) + Handy.

  • Stone walls (300 base) are stronger than a plank wall (100 base), but not as strong as a log wall (400 base).
  • Metal walls are just as strong as a log wall.
  • Fences and posts are technically walls in Project Zomboid. There are no metal "walls" in the mod, but there are metal "fences".
  • Metal stairs are the same strength as the wooden ones.
  • Stone Containers (200 base) are stronger than wooden ones (100 base).
  • Metal containers, including the lockers, are much stronger (400 base).
  • Wall decorations have very little health (40 base, no bonus for Carpentry).

Some Side Notes

I have tried to comment the code enough so that others can learn from my mod as I have from previous mods. I have also done this in case at some point another programmer has to update this mod for a later version of Project Zomboid. Hopefully I did not go so far in my explanations that the code becomes unreadable.

If you want to run testing on this mod, uncomment the "ISBuildMenu.cheat = true;" line in "EBOBuildMenu.lua". This will allow you to build any item in the mod without tools or materials. It will also allow you to build the base Project Zomboid buildable objects without tools or materials as well.

Artwork

The item sprites I am using were provided by Svarog and Onkeen, some of which are based off of sprites already in Project Zomboid. These look much better than what I was originally using. Thank you!

Future Plans

Currently, my workload is a bit high, so I am not going to make any promises on additions to the mod for a bit. I will monitor this thread so I can fix any bugs that crop up.

I do still have a list of things I want to do, just not the time allocation currently.

I can say that things like generators or solar panels for refrigerators and lights are not going to happen because they are outside the scope of this mod. Working stoves have also been requested, but I know another modder stated they were working on those, so I do not have any plans to dig into that code and will leave it to other minds than mine.

Feedback

I would appreciate feedback on the mod, how it plays, whether you think the material and Carpentry requirements are reasonable, and how it works in your game.

If you find any bugs, please let me know.

Also please let me know if any tooltips need to be changed; by now they all kind of blur together for me.

Credit

Credit Where Credit Is Due

MODS_02.png

Edited by SiderisAnon
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In hammering various things into pieces of metal, it doesn't remove the item (i.e. Sledgehammer), also, once you hammer one type of item, you cannot hammer more of the same item.

 

Edit: Seems it only happens when you are hammering an item that is also used to create the Small Pieces of Metal. (Hammer or Sledgehammer)

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In hammering various things into pieces of metal, it doesn't remove the item (i.e. Sledgehammer), also, once you hammer one type of item, you cannot hammer more of the same item.

 

Edit: Seems it only happens when you are hammering an item that is also used to create the Small Pieces of Metal. (Hammer or Sledgehammer)

The Hammer isn't removed because you aren't hammering the Hammer or Sledgehammer into metal pieces; you are hammering some other item in your inventory into metal pieces instead.

Neither the Hammer nor the Sledgehammer can be hammered into metal pieces because I was getting some odd results when I had that allowed. However, because they are the ingredient in a recipe, you can right-click on them to use that recipe. You can do the same type of thing if you right-click a Screwdriver and choose "Drill Plank". (Assuming you have a plank or log in inventory.)

Can you give me some example items that you cannot hammer more than one of, please? I just tested against multiple Forks and Kitchen Knives looted normally and I could hammer them all. I was also able to right-click on a stack of two Golfclubs and then right-click and queue up the second bit of hammering while the first recipe was still running.

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In hammering various things into pieces of metal, it doesn't remove the item (i.e. Sledgehammer), also, once you hammer one type of item, you cannot hammer more of the same item.

 

Edit: Seems it only happens when you are hammering an item that is also used to create the Small Pieces of Metal. (Hammer or Sledgehammer)

The Hammer isn't removed because you aren't hammering the Hammer or Sledgehammer into metal pieces; you are hammering some other item in your inventory into metal pieces instead.

Neither the Hammer nor the Sledgehammer can be hammered into metal pieces because I was getting some odd results when I had that allowed. However, because they are the ingredient in a recipe, you can right-click on them to use that recipe. You can do the same type of thing if you right-click a Screwdriver and choose "Drill Plank". (Assuming you have a plank or log in inventory.)

Can you give me some example items that you cannot hammer more than one of, please? I just tested against multiple Forks and Kitchen Knives looted normally and I could hammer them all. I was also able to right-click on a stack of two Golfclubs and then right-click and queue up the second bit of hammering while the first recipe was still running.

 

For some reason, I can hammer out Hammers and Sledgehammers themselves still. Everything else functions normally when smashing them to bits or flattening them out.

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Question: Are crafted Brick/Cinderblock walls just as strong as their original counterparts?

Sorry, I should have noted that.

When considering the health of an object, the base Project Zomboid code starts with a base number, then adds a set amount of health for every level of Carpentry you have. The Handy trait effectively counts as an additional level of Carpentry. This allows for a maximum health amount of [base] + ((Carpentry + Handy) * 100). I only adjusted the base health, so you still get the Carpentry and Handy bonus even with stone or metal.

  • Stone walls (300 base) are stronger than a plank wall (100 base), but not as strong as a log wall (400 base).
  • Metal walls are just as strong as a log wall.
  • Fences and posts are technically walls in Project Zomboid. There are no metal "walls" in the mod, but there are metal "fences".
  • Metal stairs are the same strength as the wooden ones.
  • Stone Containers (200 base) are stronger than wooden ones (100 base).
  • Metal containers, including the lockers, are much stronger (400 base).
  • Wall decorations have very little health (40 base, no bonus for Carpentry).
There is some minor variation because I used unique numbers for my base health to make search and replace easier if I wanted to make adjustments.

Just in case the above wasn't clear, here are two examples of max health at different Carpentry levels zero through five. (Handy would add 100 to these numbers.)

Default Wooden Wall: 100/200/300/400/500/600

Default Log Wall: 500/600/700/800/900/1000

Edited by SiderisAnon
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For some reason, I can hammer out Hammers and Sledgehammers themselves still. Everything else functions normally when smashing them to bits or flattening them out.

Are you certain you don't have any other items in inventory that can be hammered into pieces? I just tested with a hammer and a sledgehammer as my only inventory besides clothing, and do not get the option to hammer anything into pieces.

I also double-checked the recipe listings themselves. There is no recipe that will allow you to turn a hammer or sledgehammer into metal pieces. The only thing I can think of is that I missed a "Drainable" item when making a recipe list and you have that item in your inventory. Because "Drainable" items are not used up the same way in recipes, they have to be specifically marked as "destroy". (i.e. The recipe that breaks up a flashlight has the line "destroy Torch," in it.)

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I wouldn't rule out inter-mod conflicts on my end. I've got a huge mish-mash of stuff, and I really need to go though and create a clean testing environment.

 

So far, it's been a base-builders dream with this mod. And amazingly documented through all of the code. It's really helping me a lot personally to get to learn the language!

My only two requests, would be more shelving options. If even just those nifty single/doube small wall hanging metal shelves. And a very high skill/material working fridge that works only when the power is on. Hell, I'd settle with just being able to move an existing fridge. :D

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My only two requests, would be more shelving options. If even just those nifty single/doube small wall hanging metal shelves. And a very high skill/material working fridge that works only when the power is on. Hell, I'd settle with just being able to move an existing fridge. :D

The addition of shelves is very likely. I have a list of sprites marked as possibles, but I ran out of time. Shelves, medicine cabinets, and two-tile clothing wardrobes are some of the features that got cut in order to "ship" this version of the mod.

As for the working fridge, that is unlikely. If I did refrigeration, it would probably be a separate stand-alone mod. Plus, I haven't a clue where that comes in within the base code. I at least have read the code for wells and saw where the campfire code was. :)

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Awesome mod, i was really miss some more options for my base !

 

Actually, the only bug i met is that i can't build any beds or couches. A half is clear and the other half is red, of course i got all items needed and tools. Did i miss something ? I haven't try with matress, maybe it's the problem ?

 

Edit : i also can't build some chairs and stools, i haven't tried them all but all i test cant be build... And i never find sand wich can be dig for clay.

 

I play with the french version, with Marijuana Mod, NCawMod, NCCivMod, additionnal skill books, dirtywater and RMNotEnoughBags. Maybe one of them is not compatible, but i need help to know wich one xD

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Actually, the only bug i met is that i can't build any beds or couches. A half is clear and the other half is red, of course i got all items needed and tools. Did i miss something ? I haven't try with matress, maybe it's the problem ?

Crud monkeys. This is my fault. The tooltips for chairs/stools, beds, and couches all have their materials listed incorrectly. With so many items, I unfortunately did not notice that while the code for actually building the item was using the correct materials, the tooltip materials list was incorrect.

I will work on patched version of the mod this evening. In the mean time, you can still build these items with the proper amount of materials. The differences are marked below:

For a chair, you will need five planks and four nails. (The same ingredients as the default PZ chair, not the one plank and one nail listed in my tooltip.)

For a bed, you will need six planks, four nails, and one mattress. (The same ingredients as the default PZ bed.)

For a couch, you will need six planks, four nails, and one sheet.

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Update: Extended Building Options v1.1

February 20, 2015: Extended Building Options mod version 1.1 for Project Zomboid version 30.16.

This is a bugfix. The wrong required materials were being shown in the tooltip for beds, chairs, and couches. However, they used the correct materials to build, which made things very confusing.

One small addition. There are much nicer tin can images thanks to Svarog providing me with images to use based on ones already within Project Zomboid. Everything produces a generic can now, but when I have some time I now have separate images specifically for tuna, soup, and beans to give the empty cans more variety. Each variation has both empty and full images.

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It's a bit cheap, but if you spill some sand from a Sand Bag on the ground, you can dig clay from that.

That makes sense, since digging for clay does not remove the sand tile. I may have to change that later, but then the idea of building a clay pit of your very own at your fortress site is nice too. :)

The mod looks for any of the floor sprites where you would be able to dig for sand or gravel. That means that anywhere you could dig up sand or gravel and put it in a bag, you can get clay.

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One small request: Would it be possible to add a Log Wall Pillar? Those open corner spaces really aggravate my architectural building sense.

In looking at the PZ tiles, it looks like there is a sprite that might work. I will add it to my notes and test it when I have time to add some new items to the mod.

I can't guarantee anything as some PZ sprites just don't line up correctly when used. I had to remove some fences I originally planed to use for this reason.

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After a clean purge and re-install, I'm still getting the option to hammer out Hammers and Sledgehammers into pieces of metal. The only thing I could possibly see doing this, would be the CraftHelper mod conflicting in some way, but I could be absolutely wrong here. :huh:

 

Current list of mods I'm running:

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One small request: Would it be possible to add a Log Wall Pillar? Those open corner spaces really aggravate my architectural building sense.

In looking at the PZ tiles, it looks like there is a sprite that might work. I will add it to my notes and test it when I have time to add some new items to the mod.

I can't guarantee anything as some PZ sprites just don't line up correctly when used. I had to remove some fences I originally planed to use for this reason.

 

I once managed to add Log Pillar into the game and it lines up correctly as far as I could tell, would work well for corners if you ask me but I had some weird bug where half of it was constantly "lit", it looked dreadful at night, might be a reason why it's not buildable by default.

There is also a sprite for default fence pillar in the game files and that one works correctly when placed, great for fence corners. In the game files it's called carpentry_02_51.png

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