Project Zomboid

Project Zomboid

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Restore Utilities - BETA
   
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17 Jan @ 3:24pm
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Restore Utilities - BETA

Description
RESTORE UTILITIES IN B42

This is a simple port of Restore Utilities to B42, on a separate branch to hopefully make things less chaotic as this port is missing a critical feature of the mod

THERE ARE NO AREAS TO REPAIR AT BY DEFAULT

The official mapping tools have not yet been updated for B42, so the map part of this mod will not be brought over to B42 for now.

HOW DO I REPAIR NOW THAT THERE IS NO MAP?

The same admin/debug menu as before still works for you to place and delete repair zones as you see fit.

However, you may not want to use debug mode if you're doing a serious playthrough, so I added 2 new items that will let you place either of the utilities at a place of your choosing. They require level 1 electrical and 10 electronic scrap to craft, once you have one you can right-click any square in the world to mark it as an area you can do repairs for the utility of your choosing. This works exactly the same as placing one in admin mode behind the scenes (meaning you can use debug mode to remove the spot).

It should be noted these new items are single-use, once placed they will be consumed and you'll need to make another to place another repair square. The repair square can also ONLY be removed in debug mode by right-clicking it and using the admin menu. Also without a coil fuse, repairs are... kinda loud. So do repairs from the comfort of your base at your own peril, you have been warned.

WHAT HAPPENS NEXT?

Other than fixing any bugs that pop up, nothing. I'll wait for the official B42 mapping tools to come out and remaster the original Rosewood and Muldraugh repair buildings, then once that update is stable I'll push this B42 update to the main mod and set this beta build to private.

Afterwards I'll start working on Restore Utilities 2.0... >:)

Workshop ID: 3409422147
Mod ID: 2986067947/restore_utilities
Popular Discussions View All (1)
4
23 Jan @ 12:46am
Regional Power And Water.
Jack Rossman
25 Comments
Jackd44  [author] 28 Apr @ 10:10pm 
appreciate the suggestions but I'm too lazy (and also tied up with uni tbf) to make changes atm, plus ppl may not want repair areas there, whether for difficulty concerns or conflicting that area of the map with their own additions etc

however! you can 100% code a little mini-mod that will automatically add these squares (or any others you'd like to define), and it'd just work on every playthrough without you needing to change anything! on the main mods page in the discussions there is a guide on how to do that, it SHOULD just work for b42 but lemme know if you have issues :)
JustinDaniels 28 Apr @ 7:27pm 
Plus making the station near Muldraugh usable to repair the Electricity would make it easier to deal with the electrical shutoff, and makes it no longer an issue in the long-run. By forcing it onto Louisville, it means going through a huge risk, but also makes it a much more rewarding experience to deal with in the end. Makes you feel like you've really EARNED your power, y'know? ^-^
JustinDaniels 28 Apr @ 7:24pm 
So hey, I've checked out the b42 map, and noticed that PZ actually HAS a few facilities already in-game. Is it possible to simply code the treatment zones into the coordinates via their coordinates?

IE: There's a machine at 8045x15360, Layer 0, for the Water Treatment Plant just south of Rosewood.

There's also a machine similar to it at 14733x4083, Layer 0, for the Electrical Substation near Louisville.

Though Muldraugh has an Electrical Substation near it as well, there are none of those advanced-looking computers, which means it wouldn't be able to be used to power the whole county.

But in any case, though... would it be possible to just code the substations in without the need of a map tool, just by simply using those coordinates?
Jackd44  [author] 11 Mar @ 9:14pm 
oh thatd make sense i suppose, never played 6 months later, myself

when i get a free moment ill take a look if its something i can get around or not
Lionheart 11 Mar @ 8:30pm 
I've done some testing with no other mods and it was still happening. What I discovered is that it works on every sandbox preset except six months later. I was initially playing in CDDA which basically has the same preset as Six Months Later. I tried tweaking the sandbox settings for anything to do with electricity and water in sandbox but it did not do anything. I am guessing its some setting that is hard coded to Six Months Later and CDDA and can not be tweaked from sandbox.
Jackd44  [author] 10 Mar @ 8:56pm 
just gave it a test on 42.4.1 with only the restore utilities beta and it seemed to be working as intended, so a mod incompatibility is almost certainly the culprit i'm afraid.
Lionheart 10 Mar @ 9:37am 
Is anyone else experiencing nothing happening when you restore power. I have not tried the water yet but I put down a repair spot and successfully repaired it according to the power spot, but I have not found working power anywhere yet. Maybe one of the new updates broke it or maybe its a mod incompatibility, but I wanted to know if anybody else has had this happen.
Jackd44  [author] 30 Jan @ 2:02pm 
im not entirely sure what youre asking, there are sandbox options to set how long theyll be on before they shut off

i know you said theres a bug rn where you cant enable debug, but in debug you can repair a utility for a day/3 days/7 days/etc

otherwise actual repairs scale on a formula which is approximately 1 week repaired per lvl in electrical skill, theres a sandbox option to modify that formula
FloweyGaming 30 Jan @ 4:31am 
is there any way to set up how long the water and power stays on?
Jackd44  [author] 30 Jan @ 2:24am 
youre good, it happens :p