Project Zomboid

Project Zomboid

Visible Generator Range
161 Comments
korzhyk.m1 10 Jul @ 2:39pm 
really. How do I turn off this overlay?
aruk 8 Jul @ 5:06am 
Hey is there a way to hide the overlay? I need to see it only one time just to make sure everything is powered.
d4n13lus 25 Jun @ 5:29pm 
ahora que se puede aumentar el rango del generador en sandbox... se podria hacer que el mod detecte tu configuracion?
guid 8 Jun @ 7:44am 
good
AlexKonig 28 May @ 4:02pm 
el mod me encannta pero estaria bueno un md que reduzca el sonido del generador como un 25% o 50% o 75% menos de ruido
ethanp89 26 May @ 3:51pm 
Does the generator tile range change when you change the tile range in the Sandbox Settings?
IL1ckC|1t5 (Elodi Rakota) 18 May @ 11:34am 
good
scout 4 May @ 4:39am 
@pwrcosmic, I have also encountered the same problem, when I check the information of the generator, it displays a large range, and it will not disappear when I leave, which seems to be permanent unless I move the generator
Noisy Koi 3 May @ 3:28pm 
is there any way for this to not be so performance intensive? pulling up the generator info absolutely tanked my performance. maybe if it just showed an outline of its range?
Rusty #DopeRust 11 Apr @ 7:03pm 
@Cleep, you really must be thirsty for attention, for coming here commenting on a 10+ days old comment.

Cheers.
Cleep 11 Apr @ 6:44pm 
@Rusty #DopeRust Nobody cares about your modlist so quit being so passive aggressive
Ryan 7 Apr @ 2:00pm 
shows up as ?????? maybe encoding problem?
Rusty #DopeRust 31 Mar @ 2:25pm 
@pwrcosmic, okay, thanks for the quick reply.

Cheers.
pwrcosmic  [author] 31 Mar @ 2:16pm 
@Rusty I honestly have no idea when I'll get some decent time to work on it that isn't within my leisurely hours since school is starting to get rough. I'd recommend removing for now until I can get around to a proper patch or someone makes a community-based one.

Sorry for the hold-up.
Rusty #DopeRust 31 Mar @ 12:54pm 
@pwrcosmic, do you have any update on the progress? Have you found out a solution and you pretend to release it, or you still trying to figure it out? And if you pretend to release it, do you have any ideia when?

I'm asking because i need to finish the testing on the modlist i'm preparing, and i'm awaiting for you because of what you said, if you dont reply, i will remove it, like i said.

Thanks for your work one more time.

Cheers.
Rusty #DopeRust 20 Mar @ 4:52am 
@pwrcosmic, glad to know that my insight was somewhat helpfull, and i'm happy you "may" have a clue how to fix it, hope to get news in the near future then, will be keeping tabs, if this keeps happening i will have to not use it for now, since is a huge FPS loss.

Thank you for trying to fix it, and keep the awesome work.

Cheers.
ROD REIS 18 Mar @ 1:33pm 
Mod perfeito .. uma ótima qualidade de vida !:steamhappy:
pwrcosmic  [author] 14 Mar @ 8:46pm 
I will admit, I originally gave up on trying to find a solution, but now I may have a slight hunch as to what *might* be causing it. I'll experiment when I do have time (which may unfortunately be limited during the day), though it may have something to do with the system attempting to cache tiles so it's not constantly recalculating. This was originally a performance feature, but it could be having the opposite effect. I could be wrong, and it may very well still be an engine-level issue, but we'll see. Thank you for the valuable insight.
Rusty #DopeRust 14 Mar @ 4:31pm 
@pwrcosmic, firstly, thank you for your amazing mod, and for keeping it update for the current build.

Second i wanted to report/give feedback, as some users already said, when i drop the generator it "creates" a "shadow" around it, when that happens i have a FPS drop of 50 to 60 FPS, even if you remove the generator, the shadow stay there, and the FPS dont comeback.

This was tested with 99 more mods, none are incompatible, i dont have any errors in the Error Magnifier mod, and this happened with the new yellow generator and the old, only tested with these two, in the most recent patch 42.5.1.

Hope to have a solution, because i want to keep the mod in my modlist.

Cheers.
PKPenguin 23 Feb @ 6:09pm 
It's permanent until the generator is moved and then the shadow is moved with it. Had the same issue with this mod in b42 and had to disable it.
Amroth 23 Feb @ 2:47am 
@CrackHeadMonkey69 I have the exact same issue. Not sure if it's a B42 thing or specifically caused by this mod :/

The shadow actually makes a circle around the generator when placed, which remains dark and becomes pitch black in the evenings.. and the worst of all: it seems permanent even when removing the generator.
CrackHeadMonkey69 21 Feb @ 9:45am 
why does this mod provoke wierd shadows around generators even if i have the ui for the generator stats off
≫ Dasfer 5 Feb @ 11:20am 
how to turn off the range indicator after I turned it on? only way i've been able to do it is to take the generator off the ground
xTRACKERx 28 Jan @ 8:30am 
thank you :)
justanother*****client 26 Jan @ 6:40pm 
Great mod, very nice QOL.
Fenrir 24 Jan @ 3:22pm 
B42.1.1 fixed the underground range bug. so you can proablaby remove that info
[+| CL rautamiekka 19 Jan @ 9:54am 
@Woodrow

Sure.
Woodrow 18 Jan @ 4:19pm 
Hello! Does it work with an existing save?
Linben 10 Jan @ 5:38am 
hello pwrcosmic... just got time to play with pz again lol... have any updates on the issue yet?
gamerpoets 9 Jan @ 11:25am 
Very helpful mod. I showed it off a little in a video I made. Thank you very much = ) https://www.youtube.com/watch?v=JBm6fo0EkDI
pwrcosmic  [author] 7 Jan @ 10:57am 
PKPenguin Is that one the lua side? I only saw the java side. If that's the case then I do apologize.
PKPenguin 7 Jan @ 10:57am 
Different generators actually do lose durability at different rates. Yellow is the best, blue is the worst
pwrcosmic  [author] 7 Jan @ 9:35am 
@Primedew As of the current update, yes. Every generator type is effectively a reskin. I assume the developers are planning to add different stats to different generators down the line, as indicated by the Thursoids, and when that comes along I'll be updating again.
Primedew 7 Jan @ 8:07am 
@pwrcosmic do all the generators have the same range? just asking cause you would have the most idea
Beetlejuice 31 Dec, 2024 @ 11:31am 
All works fine now, thank you :)
Divine 30 Dec, 2024 @ 2:54am 
@pwrcosmic

Yay i can see that the mod now works. The green circle shows up in my LV penthouse. I also have multiple generators mod as you guessed :)
pwrcosmic  [author] 29 Dec, 2024 @ 2:36pm 
I do apologize for the frequent updates as of late, just been trying to solve issues that have been reported so we can get the mod more "stable" and into a state where it doesn't need to update this frequently to begin with.

I've ran servers before, I know it's annoying, and I do apologize. Assuming this latest patch worked, it should be the last one for a while.
PKPenguin 29 Dec, 2024 @ 2:18pm 
A real man never complains about receiving free mod updates
Lazlo 29 Dec, 2024 @ 1:43pm 
every time i try to join my freind i find out this mod has been updated an hour ago i am screaming
Jebus oTO 29 Dec, 2024 @ 1:03pm 
Cheers pwrcosmic, nice work!
pwrcosmic  [author] 29 Dec, 2024 @ 12:34pm 
@Bettlejuice Thank you for your report and discovery! I hope this will assist @Divine as well, as I assume they were also using Multiple Generators.

The Multiple Generators patch should now be live. Testing seems to show it's working, but I sometimes miss a few things, so please feel free to report anything that seems off (aside from the lighting errors that I'm already aware of in B42.)

I also pushed a fix to Immersive Solar Arrays that should make it correctly account for the "Exterior Generators" sandbox setting, much like the main part of the mod. I hope that didn't break anything since I dislike having to flip between versions constantly just to test things.
pwrcosmic  [author] 29 Dec, 2024 @ 11:01am 
Some news, Multiple Generators seems to overwrite the entire generator menu, and the fact that I'm using pre-render specifically is causing issues with it.

Will be releasing what is - hopefully - the last patch for a while soon enough. Assuming I can patch it that is.
pwrcosmic  [author] 29 Dec, 2024 @ 9:55am 
Actually it seems like it's a Generator Time Remaining and Multiple Generators incompatibility? I'll test it all in my own time to confirm.
pwrcosmic  [author] 29 Dec, 2024 @ 9:52am 
..though it also seems people were experiencing errors with it prior to even that. I'm not sure if it's worth it. I'll add it to an incompatibility list. I appreciate you making this discovery.
pwrcosmic  [author] 29 Dec, 2024 @ 9:49am 
Apparently Multiple Generators may have had compatibility patches on their end that appears to have broke with the updated systems. I'll probably add compatibility given time.
pwrcosmic  [author] 29 Dec, 2024 @ 9:45am 
Yeah, I updated it so it'd use green fields so you can see the specific squares it's powering. Keep in mind this uses accessibility settings, so if you have the "Good" color set to green then it'll be green, and the same applies for "Bad" color setting to red by default.

I'll be adding "Multiple Generators" to a list of incompats for the time being, unless I can get around to making a patch, which I imagine people would like.
Beetlejuice 29 Dec, 2024 @ 9:42am 
I turned off now multiple generators mod and I dont have the errors, but I dont see the circle of range now, but the green area, so I think it works now, you updated it for the green fields instead of circle as before?
pwrcosmic  [author] 29 Dec, 2024 @ 9:40am 
Looks like there may have been an issue with me using prerender instead of the update function like legacy did. I didn't figure this would cause issues, but it seems it did. I'll revert this particular change and see if it changes anything (hopefully it does!)
pwrcosmic  [author] 29 Dec, 2024 @ 9:34am 
Regardless, I might see a logic error in my code. I'll see if it's the issue and patch it shortly.
pwrcosmic  [author] 29 Dec, 2024 @ 9:33am 
I've heard Multiple Generators can be a bit finicky from some other people, try without that mod specifically and see if anything changes.