Project Zomboid

Project Zomboid

[B41 MP only] bikinitools: Server Edition
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Update: 27 Oct, 2022 @ 2:44am

PARPLocks:
- fixed SKLocks migration issue with random users gaining access to the migrated password
- password migrated locks will now automatically lock themselves
- staff can now unlock any door without password
- improved lock state detection under desync conditions
- when a door has a keypad installed, the vanilla "lock door" and "unlock door" options will be disabled
- when a door is considered locked by keypad the vanilla "open door" and "close door" options will be disabled
- added additional hooks for the ISLockDoor action so it is stopped when a door is locked with keypad

Update: 26 Oct, 2022 @ 7:40am

PARPLocks:
- SK migration has been made a sandbox option, disabled by default, until i figure out why the keypads are still marked as "known" for some of the data migrating persons

Update: 26 Oct, 2022 @ 6:48am

PARPLocks:
- fix for migrated passwords being added to the "known passwords" list
- fix for staff still needing a keypad lock in inventory to install, even if it is not consumed

Update: 26 Oct, 2022 @ 5:33am

PARPLocks
- adds keypad lock items (credit for model and icon: KI5) that can be crafted and installed on doors
- sandbox options allow to set the maximum time needed to install, uninstall, set password or lock / unlock
- sandbox option allows to use either mall security grates (default) or jail cell walls
- existing passwords from the SK keypad locks are carried over to the new keypad automatically the first time you interact with the door. there is also backward compatibility for the iron bars, which means to remove the iron bars you just have to lock and unlock the gate one time. it's that easy.

- keypad lock items can be put onto closed doors. the user needs to have one somewhere in their inventory or bags. staff members do not need keypad items and get none on removal.
- when a lock has been added to a door you can set a passcode with a minimum length of 5 (sandbox default) characters
- removing a keypad lock is allowed if any of these requirements is met: user is staff member OR the password is known already OR there is no password and the player is the one who installed the lock
- locking the keypad needs the door to be closed first. it will lock the doors with a vanilla game key id that the game can't generate on its own, as security precaution
- locking the keypad creates an indestructible mall security fence on the spot (sandbox option, enabled by default)
- staff and users who already unlocked a keypad can change the password or erase it
- hovering over the "change password" option shows the current password
- once a keypad has been unlocked the keypad is remembered and can be opened without having to enter the code again
- the user changing a password gets the saved authorization updated automatically. after change no re-entry of the password is necessary to unlock
- unlocking a keypad locked door will automatically open it after a short time
- when a keypad lock is removed the door is automatically unlocked to prevent griefing
- keypad lock items can be returned after removal (sandbox option, enabled by default)

- staff has an additional context menu entry with all the relevant metadata, including who installed it when, who changed it last and when and a few other things for later features
- another batch of additional infos is available to admins and when logged in with debug mode

PARPEconomy:
- renamed the timed action for adding a price tag from SetVendingPrice to PASetVendingPrice

Update: 23 Oct, 2022 @ 10:25am

- preparation for an upcoming update

Update: 22 Oct, 2022 @ 10:29am

PARPBase:
- internal changes and shortcuts, refactoring

PARPEconomy:
- you can now get bank statements at ATMs (context menu under "balance"). the statements will be received as a document. only the transactions since your last statement are printed. it is a bit rough around the edges and i will be revisiting the way transactions are logged in the future. until then this is a "good enough" solution
- fixed bug with zero prefixed account numbers being shown to the user without the zero, leading to invalid bank account numbers

PARPQOL:
- removed the sandbox setting for "experimental generator features" and made it the default.

Update: 16 Oct, 2022 @ 12:56pm

PARPBase:
- messages processed by PARP:processServerTextMessage that were sent in non table format will now be checked for translations too
- added new admin tool (context menu item) to batch spawn items

PARPQOL:
- vehicle location data is not stored locally (in addition to the server) anymore

Update: 10 Oct, 2022 @ 6:14am

PARPChat:
- corrected commands button tooltip for ranked commands
- added the guide info and example texts for the /listvehicles command

PAPRQOL:
- added an additional check for restoring safehouses without members
- added new command /preheatsh which will teleport you to all safehouses, wait 10 seconds for the chunks to be loaded and move on. intended usage is restoring safehouse zones from backup and using this to generate the chunks after a wipe so the server isn't as clogged on login as it would be.

Update: 8 Oct, 2022 @ 1:19pm

PARPBase:
- the main method of processing text received from server (PARP:translateIfNeeded) is now able to recognize timestamps and convert them to local times automatically

PARPChat:
- new command /listvehicles that is only bound when "save vehicle locations" from PARPQOL sandbox option is enabled. allows you to list all last known vehicle positions by script name and when they were last seen. example: /listvehicles Base.92amgeneralM998
- changed access level needed for /prunevehicles: admin -> staff
- some command outputs with longer lists will now print smaller text
- the command helper guide text will now show if a command is restricted

PARPQOL:
- vehicle location logging now also creates index files for easier reading via /listvehicles command
- added new commands /restore and /backup when chat is enabled. both accept the parameters "safehouses" and "factions" (no quotes). safehouse backup and restore does not save chunks, but the info, zoning and members of them. use at your own risk.
- /backup factions|safehouses dumps the info into a local ini file in Zomboid/Lua/parp_backup
- /restore factions|safehouses restores the existing backup anywhere you have sufficient access rights. /restore safehouses removes all safehouses beforehand and /restore factions only removes the existing factions that are also in the backup. other factions are untouched.

Update: 6 Oct, 2022 @ 9:31am

PARPBase:
- moved data migration log from parp_migration.log to parp_misc/migration.log
- lots of new functionality under the hood
- the internal file reader wrapper can now replace {timestamp} in file names with a current millisecond timestamp
- the admin menu is now visible at overseer plus, but not all tools in it are

PARPEconomy:
- added "deposit / withdraw all" context menu entries in the cash menu of ATMs. withdrawing all will withdraw the sum possible sans taxes and fees, if they apply. example: if you "withdraw all" and have 10 in the account, 1% tax and 1% fee it will withdraw 9.80
- fixed wrong placement of the vending machine / atm moddata debug menu
- currency amounts below 1 are suppressed in balance statements

PARPQOL:
- changed the code to save original vehicle scripts to account for more tasks and parts
- in addition to the short script name, the full one is now also saved
- added sandbox option (off by default) to save the last known location of vehicles by vehicle script. the locations are in parp_misc/vehicle_locations/vehicleScriptName/vehicleSqlId.txt

Global:
- changed a ton of file and folder path variable names. i tested most things after the change and they worked fine, so fingers crossed i didn't break one.
- corrected another batch of require statements that went nowhere

In testing:
- backup and restore commands for factions and safehouses