Project Zomboid

Project Zomboid

[B41 MP only] bikinitools: Server Edition
Showing 31-40 of 135 entries
< 1  2  3  4  5  6 ... 14 >
Update: 19 Jan, 2023 @ 8:07am

Global:
- corrected a handful of sandbox options tooltips not being shown

PARPBase:
- the admin tools menu is now shown for rank gm+, not overseer+
- unified code regarding some world object specific hooks
- added new hooks, checks and optimizations for tile protection in preparation of upcoming features

PARPChat:
- added detection and check for animations before executing talking emotes when typing. this should help not to interrupt poses and/or dancing
- added new sandbox option to convert quoted text in action commands to the /say color, meaning you have the purple emote text with white quoted text inside. off by default, may change later.
- some of the prepacked "talking" animations are not looped anymore
- fixed reward groups not allowing numbers

PARPLocks:
- added new sandbox var to define 2 (in words: TWO) sprites to be used as wall instead of any of the other options (grate or jail wall). use this option at your own risk. order of the sprites by orientation: /;\
- changed the way wall tiles are removed on unlock

PARPEconomy:
- fixed an issue that prevented bank statements to be printed when every entry was a bounty

PARPCurrencyExamples:
- this mod currently has a weird naming with the rebranding to BTSE coming up, but this also contains a custom crop definition example now
- files in here are now not loaded by default anymore. people seem to include this mod for whatever reason and it leads to weird commands as a result
- expanded examples for commands, chat and radio

BTSE_Farming: (WAIT UNTIL I CONFIRM IT WORKS AS EXPECTED BEFORE USING IT)
new farming framework. it automatically detects common error sources and either skips the broken objects or repairs them. this framework does not overhaul vanilla crops, nor does it come with preconfigured crops. instead it is intended to give a safer platform for communities using my server tools who want their in-house modders to add crops more easily. highlights:
- error resistant, as much as it is possible within the vanilla farming system
- add crops easily just by supplying a configuration. every parameter that is not entered has a sensible default value taken from the humble potato plant
- new farming context menu that supports grouping of items
- reverting to a growth stage after harvesting on a per-crop basis is just an option away
- optimized growing function that is used by default for custom crops
- forced sprite updates on square load, if necessary
- get started by loading this mod, then loading your own farming mod afterwards. you can add a file lua/server/YourFarmingMod.lua and use the BTSE.Farming:addNewCrop() function to add everything you want. check the example mod for a basic crop definition!

USE THIS AS DEPENDENCY AND ADD YOUR CROPS LIKE IN THE EXAMPLE MOD!

Update: 31 Dec, 2022 @ 11:39am

PARPChat:
- added check if item id is valid before adding them to rewards lists
- reward list entries with invalid items are now omitted automatically
- added sandbox option to treat /all as an alternative command to /radio instead of the red staff locked "important" message

Update: 26 Dec, 2022 @ 10:00am

IMPORTANT: removed PARPAdjustments, PARPWeird and PARPTemp, which nobody was supposed to use anyway.

PARPBase:
- added notification about upcoming mod id changes, shown only to staff members. do what the messages say and you'll be fine. the log is also dumped into Userdata\Zomboid\Lua\parp_debug.log on client side, when logged in with debug mode

PARPChat:
- added sandbox option to show people typing as emote animations. if enabled it will show a randomized emote from a list. different settings to customize have been added.
- added sandbox option to enable a semicolon separated list of "talking" emotes, preset with the a good amount of animations
- added sandbox option for typing inactivity timeout (seconds)
- added sandbox option for how often talking emotes can be shown (seconds)
- changed default value of sandbox option for reverting to tab defaults on non defaultAfter = false commands to true
- hopefully fixed an issue that caused the eavesdropping message to spill over through the radio with star color markup in front of it. this means when you have a radio equipped and are using a channel other than general it won't show eavesdrop messages anymore. vanilla walkie talkie mechanics are super weird so i try to leave them alone.
- vanilla radio messages will now flash in the general tab again. apparently the sender is the player themselves so i added a frequency check into the "no blinking" logic.
- if enabled, the player "say" color will now also be respected with shortcut commands for the main command "say"
- added experimental sandbox option to evaluate playing a sound in addition to doing gestures during typing. don't count on it existing in the future.

PARPEconomy:
- changed the way individual user bank statements are saved, so the old ones are invalid now. you can remove (on the server) Zomboid/Lua/parp_bank/statements/
- consecutive zombie bounties are now summed up in bank statements
- negative balances will now be shown
- fixed an issue with undefined skipFees and skipTaxes params in PARP.Commands.Currency:moveMoney()
- when choosing a currency the player is eligible to pay with, the internal names of the currencies in the balance are now re-sorted alphanumerically, prioritizing cash again

PARPQOL:
- added new command /killallzombies, doing exactly that. the kills are throttled so the server can catch up. useful in zpop cancer situations where a "kill" needs to happen. refer to the commands guide.

Update: 9 Dec, 2022 @ 10:59am

PARPChat:
- added sandbox option to enable reverting to a tab's default command after sending a non talking command (ex.: you use /me and revert to /say automatically instead of continuing with /me). option is disabled by default, but might change later.
- added new option "defaultAfter" for PARP.Chat:registerCommand() which will change the "last used" command to the default for the active tab
- all commands not explicitly setting "defaultAfter = false" will revert to defaults. this impacts among others the variants of /me and /do (if the above mentioned sandbox option for it is active)
- /whois will now return the steam profile id of the user, if it was logged
- corrected distance shown in help texts for /mefar and /dofar. they worked with the correct distance but the help text used the wrong var.
- fixed whispers using the shout text template. yes. that.
- corrected help texts for /mefar and /dofar

PARPLocks:
- setting a password to a door now always adds this door to the known locks
- removed keypad debug context menu entries for admins

PARPBase:
- some changes around the timestamp detection in PARP:translateIfNeeded()

Update: 3 Dec, 2022 @ 8:44am

PARPChat:
- fixed issue with player:Say hook not working when only the message param is given
- lightened the /me color a bit

Update: 2 Dec, 2022 @ 8:57am

PARPChat:
- changed the color values of some "action" color things (like /me, /do and so on) to a stronger color
- added command /whisper as a short range version of /say
- added /meclose and /doclose as well as /mefar and /dofar as ranged versions of the respective commands. the "quieter" a command is, the lighter the color
- added sandbox option so players use the color defined in their game options for /say messages
- added sandbox option to prefer rp (first / last) name wherever possible (on by default, same as currently)
- changed the output of rpnames from depending on the sandbox option to enable rp chat features to depending on the above mentioned option where applicable
- added sandbox option to automatically replace usernames in messages given to the player:Say() method, disabled by default as it can have unintended consequences
- added new command registration param range, measured in tiles. if you add range dependent commands make sure they have a unique color as it is used as identifier.
- added sandbox option to enable range based commands (on by default, needs client relog)
- added sandbox option for short chat distances (default: 5 tiles)
- added sandbox option for long chat distances (default: 30 tiles)
- moved sandbox option "log rewards redemption" to the logging tab, duh.
- moved a few economy based sandbox options around to more fitting places

PARPLocks:
- added sandbox option forcing players to know the code to a door to be able to lock them. disabled by default as in reality most security doors lock when you close them.

PARPQOL:
- added sandbox setting to prohibit vehicle skins on a per-script basis. the sandbox option tooltip has explanations. this option, once configured, will be processed once per vehicle script name. you can then change skins manually and they will stay that way. automatic changes are logged on the server in Lua/parp_misc/vehicle_skin_change.log example: Base.92nissanGTR:8,9,10,11

PARPBase:
- if you for some reason loaded this mod in single player you won't get an error when right clicking anymore

Global:
- renamed sandbox category "Player compensation" to "Player goodies"

Update: 13 Nov, 2022 @ 11:10am

PARPChat:
- fixed /rewardonline not working

Update: 12 Nov, 2022 @ 10:19am

PARPLocks:
- removed the password being shown in the "change password" context menu entry text. you can still see it in the tooltip of that entry.

PARPChat:
- added command to reward everybody currently online: /rewardonline -item=Base.Spiffo
- the sandbox option "Hide entered commands in chat history" should now work again

PARPEconomy:
- refrigerated vending machines are now available to be placed as the power consumption issues should be fixed. the mother of all spaghetti codes during power calculation for devices was responsible for the issues.

PARPQOL:
- added sandbox option to allow users to have multiple safehouses (disabled by default, needs relog of clients)
- added admin context menu entries for backup and restore functions
- added sandbox options to combat a dupe exploit with clothes that have special "wear" options (if the player is over a certain inventory weight, usage of the wear option leads to one item worn and the old item dropped on the ground). they are enabled by default and preconfigured to account for the most common actions (spongie's for example) and the preset maximum weight is 40. if you don't want it, set the limit to a higher number. staff members are exempt

Update: 2 Nov, 2022 @ 3:49pm

PARPLocks:
- added a sandbox option to rebuild garage doors before the user can notice that the vanilla game screwed up the door segment transmission. if a door was locked recently (wall contains backup data) then the rebuild recreates the door from scratch.
- code cleanup and refactoring

PARPQOL:
- added new sandbox option to report vehicle script mismatches (only when the option "save original vehicle scripts" is active) in a log file

Update: 30 Oct, 2022 @ 2:07pm

PARPBase:
- PARP:addModDataContextMenu now shows the data recursively in submenus
- various new helpers and doodads

PARPChat:
- added new rewards system. please refer to the commands guide under "goodies" for examples and parameters
- users get greeted with a message telling them which rewards are waiting for them, if any
- staff can sort users into groups and add item rewards to each of them. users can be assigned to many groups at once, so you could create a group for specific things like "plushiecollectors" or "backers"
- added command /rewardgroup to create a new or delete an existing group
- added command /rewardgroupmember to add / remove a user to / from an existing group
- added command /reward to add / remove a reward (full item id) to / from a group
- added command /redeem for users to redeem the rewards they have
- if a reward is added to a user's reward pool, the user is informed about it immediately
- renamed sandbox category "compensation" to "player goodies"
- added sandbox option to log rewards redemption. errors will be logged regardless. the logs are in the folder Lua/parp_misc/rewards as redemption.log and error.log
- restructuring of some parts, code cleanup, refactoring

PARPLocks:
- the wall segments now carry a copy of the moddata
- garage walls can now try to rebuild themselves if the vanilla game desynced segments of them. rebuild can only happen if the wall segment behind it was left intact and contains backup data (was locked after this update)
- added sandbox option to attempt automatic garage door repair (see above)
- added sandbox option to log repair attempts on the server (Lua/parp_misc/door_repair.log)
- added sandbox option to control if unlocking opens doors automatically or not