Project Zomboid

Project Zomboid

Visible Generator Range
162 kommentarer
nana For 20 timer siden 
if this work with multiplayer pls add information about if multiplayer is working or not
korzhyk.m1 10. juli kl. 14:39 
really. How do I turn off this overlay?
aruk 8. juli kl. 5:06 
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. juni kl. 17:29 
ahora que se puede aumentar el rango del generador en sandbox... se podria hacer que el mod detecte tu configuracion?
guid 8. juni kl. 7:44 
good
AlexKonig 28. maj kl. 16:02 
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. maj kl. 15:51 
Does the generator tile range change when you change the tile range in the Sandbox Settings?
IL1ckC|1t5 (Elodi Rakota) 18. maj kl. 11:34 
good
scout 4. maj kl. 4:39 
@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. maj kl. 15:28 
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. kl. 19:03 
@Cleep, you really must be thirsty for attention, for coming here commenting on a 10+ days old comment.

Cheers.
Cleep 11. apr. kl. 18:44 
@Rusty #DopeRust Nobody cares about your modlist so quit being so passive aggressive
Ryan 7. apr. kl. 14:00 
shows up as ?????? maybe encoding problem?
Rusty #DopeRust 31. mar. kl. 14:25 
@pwrcosmic, okay, thanks for the quick reply.

Cheers.
pwrcosmic  [ophavsmand] 31. mar. kl. 14:16 
@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. kl. 12:54 
@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. kl. 4:52 
@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. kl. 13:33 
Mod perfeito .. uma ótima qualidade de vida !:steamhappy:
pwrcosmic  [ophavsmand] 14. mar. kl. 20:46 
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. kl. 16:31 
@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. kl. 18:09 
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. kl. 2:47 
@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. kl. 9:45 
why does this mod provoke wierd shadows around generators even if i have the ui for the generator stats off
≫ Dasfer 5. feb. kl. 11:20 
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. kl. 8:30 
thank you :)
justanother*****client 26. jan. kl. 18:40 
Great mod, very nice QOL.
Fenrir 24. jan. kl. 15:22 
B42.1.1 fixed the underground range bug. so you can proablaby remove that info
[+| CL rautamiekka 19. jan. kl. 9:54 
@Woodrow

Sure.
Woodrow 18. jan. kl. 16:19 
Hello! Does it work with an existing save?
Linben 10. jan. kl. 5:38 
hello pwrcosmic... just got time to play with pz again lol... have any updates on the issue yet?
gamerpoets 9. jan. kl. 11:25 
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  [ophavsmand] 7. jan. kl. 10:57 
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. kl. 10:57 
Different generators actually do lose durability at different rates. Yellow is the best, blue is the worst
pwrcosmic  [ophavsmand] 7. jan. kl. 9:35 
@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. kl. 8:07 
@pwrcosmic do all the generators have the same range? just asking cause you would have the most idea
Beetlejuice 31. dec. 2024 kl. 11:31 
All works fine now, thank you :)
Divine 30. dec. 2024 kl. 2:54 
@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  [ophavsmand] 29. dec. 2024 kl. 14:36 
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 kl. 14:18 
A real man never complains about receiving free mod updates
Lazlo 29. dec. 2024 kl. 13:43 
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 kl. 13:03 
Cheers pwrcosmic, nice work!
pwrcosmic  [ophavsmand] 29. dec. 2024 kl. 12:34 
@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  [ophavsmand] 29. dec. 2024 kl. 11:01 
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  [ophavsmand] 29. dec. 2024 kl. 9:55 
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  [ophavsmand] 29. dec. 2024 kl. 9:52 
..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  [ophavsmand] 29. dec. 2024 kl. 9:49 
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  [ophavsmand] 29. dec. 2024 kl. 9:45 
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 kl. 9:42 
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  [ophavsmand] 29. dec. 2024 kl. 9:40 
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  [ophavsmand] 29. dec. 2024 kl. 9:34 
Regardless, I might see a logic error in my code. I'll see if it's the issue and patch it shortly.