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I've posted a discussion on how to fix the red errors at the mod manager window with step by stpe run through of how to fix it, it looks like a lot, but it's actually pretty simple, hopefully that helps you all.
id=cryocompound
name=Safe-Tech Cryogenic Facility
poster=poster.png
description=A secure cryogenics research compound
require=tkTiles_01,DylansTiles
There was also a rogue space after the "poster=poster.png" text, which has also been removed in the above lines. Ran into this on another map, can't recall if it was the hierarchy of the lines or if it was also a rogue space after the png.
I do not have active plans to update these maps any further.
I have just tested it. The map is functioning correctly, the issue is with your system or settings. If you find it is missing the most likely cause is a map conflict, or load order error. Double check both, if you continue to have trouble I suggest you try asking in the Project Zomboid Discord for more help troubleshooting the error.
Yes, it does.
I had misunderstood what to put in the "Map="-line. I thought it was the mod ID, not the name of the folder.
Rebooting server now to check if it works :)
Oh, and no worries mate, I never expected your mod to be the issue, I was certain I was doing something wrong, and was just looking for help troubleshooting :D
Sorry to hear my map is causing you some frustrations. Load order can be a little funny in zomboid based on my own experiences. I have had to unload and reload a mod to get it to work before for an unknown reason.
I am still very new to map making for Zomboid and am not an expert in the subject. If you have not already, try uninstalling the map, make sure that the folder named "2838577147" is deleted from your server and then reinstall the mod.
If you still have trouble with it there is a Project Zomboid Discord [discord.gg] that has some very smart and helpful people that may be better able to help you troubleshoot this.
Any help you can offer troubleshooting this would be greatly appreciated.
I just uploaded Version 1.4, the errors have been resolved.
It should be that in those coordinates the tiles have no properties I believe, however I have others if you want I will send you the list of coordinates
Thanks for taking the time to let me know about this bug. I don't know what that error means yet, but I will look into it and try to repair it as soon as I can.
.
LOG : General , 1661103680361> 8,433,880,563> ERROR: WaterZone missing properties in media/maps/Cryo Compound/objects.lua
at 10083,6973,0
Practically, this facility does not have independent power as that is not a feature in the game I am aware of. If it was, I would definitely have some sort of long term, low maintenance power system in place. As it stands, there is a high probability of a generator spawning in at least one of the storage lockers.
It does have a lake for fresh water. Due to game limitations there is no pump&filter system in the lake, but I would have one if there was.
The role-play reason I choose to imagine is you wake up as the result of the power system failing and the auto-thaw protocol activating.
I mean, one of the possible roleplaying reasons to start in this place is to say that your character was woken up - a number of years later - from cryogenic sleep... right? And how would that be possible without power to keep people frozen all this time?
A casual internet search did not reveal whether, IRL, cryogenic facilities typically have things like nuclear Microreactors or Small Modular Reactors (SMRs). But I would think they would at least have fuel cells, generators, solar, wind turbines or something to keep their 'patients' frozen long term even in the case of severe power outages.
Fixed, it should fit on any aspect ratio now.
Thank you very much for trying out my mod, and I really appreciate the feedback.
The bedrooms are set to have the unoccupied motel room as their loot spawn table, the 'lore' being they were for the use of the cryo service users and are there for unused when you first thaw out.
There will probably be a large number of car parts, given the mechanic rooms loot tables. I tend to play with some other pretty car heavy users and so I catered the map around that. That is also why there is a gas pump in the facility, it's designed to be used as a community centre for a multiplayer server.
There is a gate in the fence in the north east corner, it is likely locked as well though. I play the game with a lockpicking mod.
I had actually originally put windows in the lobby, but ended up changing my mind and going for a secure military style build in the end.
If you would like a second version of the map without the fuel pump I could create one.
Loot wise I noticed a lot of car parts spawning. Not a major concern. I did only come out of the whole place with three tins of food, but chalk that up to low spawn settings. I noticed that the bedrooms only spawned books in their shelves - which I guess is fine if they're supposed to have been unused. Oh, and all the outside garages were locked so I can't speak for loot there.
That was what I originally created it for. I wanted a spawn point and community building for my "After the collapse" style multiplayer game.
Thank you for pointing out that oversight to me. I have fixed it.
Yes, it is located in cell 33,23 which was empty forest outside of West Point