Project Zomboid

Project Zomboid

[B42] Diagonal Floors & Roads
53 Comments
RedChili  [author] 6 Jul @ 3:36am 
Hmm they should be, but the last update did indeed change some stuff, so I'll take a deeper look.
DirtyCurt 6 Jul @ 1:16am 
not sure if its because the recent update broke the mod but im getting grass and plants growing on my blended gravel tiles. are the tiles able to stop tree regrowth?
RedChili  [author] 30 Jun @ 6:46am 
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RedChili  [author] 30 Jun @ 6:39am 
42.10 broke this mod, it will throw an error and new tiles will behave a bit weird. Working on a fix
gobiasthegreat 25 Jun @ 5:00am 
will animals eat the "grass" tiles from this mod?
Vasi 29 May @ 12:58am 
hope this doesnt sound harsh, want to genuinely help :3
Vasi 29 May @ 12:54am 
Ive checked that func, and it seems to be search for gravel and sand path when that path doesnt have soil under it (nor enough dirt to take), but for some reason it interferes with other modded world context menu, so ive just deleted it and it seems to work fine, tho still need some troubleshooting
mod conflict was with hobbies's jukebox @RedChili
RedChili  [author] 28 May @ 6:59am 
@Tank5168 Looks like a bit of a mod conflict, I'll see what I can do to fix on my end
Tank5168 28 May @ 6:58am 
function: GetDirtGravelSand -- file: CustomContextMenu.lua line # 317 | MOD: [B42] Diagonal Floors & Roads
function: fetch -- file: ISWorldObjectContextMenu.lua line # 367 | Vanilla
function: fetch -- file: SpectateRemoveContext.lua line # 63 | MOD: TchernoLib
function: createMenu -- file: ISWorldObjectContextMenu.lua line # 630 | Vanilla
function: createMenu -- file: ShowAttackDistance_ContextMenu.lua line # 39 | MOD: Show Attack Distance
function: createMenu -- file: ISMenuContextWorld.lua line # 50 | Vanilla
function: createWorldMenu -- file: ISContextManager.lua line # 28 | Vanilla
function: doRClick -- file: ISObjectClickHandler.lua line # 63 | Vanilla
function: onObjectRightMouseButtonUp -- file: ISObjectClickHandler.lua line # 429 | Vanilla

ERROR: General f:699579, t:1748440615374> ExceptionLogger.logException> Exception thrown
java.lang.RuntimeException: attempted index: find of non-table: null at KahluaThread.tableget(KahluaThread.java:1667).
mad-rooky 13 May @ 7:32am 
@RedChili Thx!
RedChili  [author] 13 May @ 5:44am 
Pushed an update now, it will work just like vanilla, you use the shovel submenu to pick it up and you'll get the green marker and everything.
RedChili  [author] 13 May @ 4:05am 
Don't even worry about it I'll just fix it so it uses the vanilla system, this mod has been long overdue for a refactoring tbh
RedChili  [author] 13 May @ 4:02am 
@OxTailSafu This is not showing when you have a shovel, and a sack with space? https://i.imgur.com/42mBETP.jpeg
Does it throw any errors when you right click?
OxTailSafu 12 May @ 5:26pm 
And as I've stated before, there's no option when you right click the tile lol.
mad-rooky 12 May @ 3:25pm 
@ OxTailSafu As I pointed out before, the option to pick up the custom gravel tiles is not in the sub menu of the shovel, its a direct option in the main layer of the context menu when you right click one of those tiles. Its easy to miss, took me a while until I found it.
OxTailSafu 12 May @ 2:20pm 
@mad-rooky So specifically I can pick up the gravel floors just fine, I see the option to "Take some Gravel" which allows me to clear it. It's the gravel path's which show the soft edges that can't be interacted with in any way.
mad-rooky 12 May @ 1:22pm 
@ OxTailSafu It works for me. You got an empty sack? And which ones, the one for a small path? I am sure I had placed those accidentally and was ably to pick them up again. The only ones I did not try was the inner edges.
OxTailSafu 12 May @ 10:42am 
@mad-rooky Right clicking on those specific Gravel Path (Sides) tiles doesn't bring up the option to pick them up, unlike the regular gravel floors.
mad-rooky 12 May @ 12:21am 
@ OxTailSafu right click directly on the tile! There is no cursor pick up for these.
OxTailSafu 11 May @ 5:44pm 
So just curious, how exactly does one pick up gravel from gravel paths with the smooth edge? I can do so just fine with the gravel floor, but for Gravel Path (Sides) the option to pick up the gravel doesn't appear even with a shovel equipped.
RedChili  [author] 8 May @ 1:07pm 
@mad-rooky Yeah I wasn't able to figure out how to group it under the shovel, I can probably fix that now though, I've learned a lot since making this mod. I will make an overhaul at some point soon hopefully
mad-rooky 8 May @ 10:07am 
Okay, the thing is the "pick up gravel path" option for your tiles is not grouped in the shovel submenu but in the main layer of the context menu. Perhaps it has to be separated from the vanilla gravel option but its a bit confusing^^
mad-rooky 8 May @ 9:05am 
Nope, I dont even get the option to pick up gravel over your tiles, and when i pick the option on vanilla gravel tiles the selection box is red over yours.

About the "round" corners, just look at the map, there are plenty corners with "roundish" shape, your mod only provides one 45° angle, the one I mean in a flat triangle+angled square if that makes sense. I think they shouldn't be any harder to make than the current ones.
RedChili  [author] 8 May @ 6:20am 
@mad-rooky Hmm that's odd, you should be able to pick the tiles up again as long as you have a shovel, and a sack that can fit the gravel/sand you want to pick up. The only one that can't be picked up again is the grass.

Could you upload a screenshot of the rounded corner you mention? I can see if it's an easy tile to make
mad-rooky 8 May @ 6:17am 
I just realised that once one of these tiles is placed, they cant be picked up again. So I messed up my parking lot a bit and can't fix it. Pretty bad.
Also the vanilla tiles did not have changed, right? So when laying out a road 3 tiles wide, the middle vanilla strip is still affected by erosion and plant growth?
Also there is a need for another type of tiles to match round corners. I have a dirt road leading to my house and with the available tiles I simply can't cover the existing path on the corners properly.
mad-rooky 6 May @ 4:03pm 
Very nice mod, and I like the custom sprite approach. And I am so dumb, I did not read that your gravel path is not affected by erosion, so I started to plant wooden floor on the way before the gravel, and then I noticed that your custom gravel tiles do not change the sound when you put them over wooden tiles, so foot step sounds remain like on wooden floor, the vanilla tiles change the sound.
Anyways, that might be something you could improve, there might be a not so dumb usecase to put gravel on hard ground tiles. The sound effect wont make any difference if one uses them on grass or dirt i guess.
Thiophi 22 Apr @ 11:01pm 
Would you consider adding a version for dirt? For us gardening nerds
RiLo 6 Apr @ 3:45pm 
Hi, im still in b41. Is this mod for b41?
RedChili  [author] 6 Apr @ 1:52pm 
I definitely want to do that yeah!
Mushroom Cloud 5 Apr @ 6:30am 
*mixer
Mushroom Cloud 5 Apr @ 6:30am 
When you get to the recipes for crafting gravel and sand can you include the small yellow cement fixer found in the world?
RedChili  [author] 25 Mar @ 2:03pm 
@golgepapaz Ah nice, good to hear it's working now! Let me know if you bump into any other issues
golgepapaz 25 Mar @ 8:13am 
Unsub and Subbed again .Last update date and bug is fixed . KUTGW
golgepapaz 25 Mar @ 8:07am 
Nevermind it apparently did not . it is still showing last updated 20 march.there should be a way to enforce this I guess
golgepapaz 25 Mar @ 8:04am 
Nothing changed for me. I assume steam updates mods at starting PZ.
RedChili  [author] 25 Mar @ 7:14am 
@golgepapaz That bug should be fixed now, but you might have to fully empty existing bags first before it takes effect
RedChili  [author] 22 Mar @ 11:35am 
@golgepapaz that is odd, but it should be fixable, so I'll try and get a fix out on Monday with some other tweaks. Thanks for letting me know!
golgepapaz 22 Mar @ 7:58am 
If you set gravel amount used to 0.1 the sack can only hold 9 units of gravel and refuses to add another and appears not completely filled. Is there something you can do or is this 0.1 can not be exactly represented by floating numbers kind of error. :)
NalMac 22 Mar @ 4:13am 
@redchili thanks for the detailed response. I actually found myself wanting a mod like this so badly recently due to where I decided to base up in my build 42 run. Saplings are the bane of my existence but the gravel road I had been busting my ass to lay down looked terrible. So thanks a lot for releasing this!
RedChili  [author] 22 Mar @ 2:44am 
@NalMac I took a look at that mod to see how they do it, and I could do something similar, but it would take a while to make it all work nicely and you can visually achieve pretty much the same result with my current implementation.

Theirs won't blend on all types of floors because they are adding the blended edge based on the tile they are on (it's a very smart system, but a bit more limiting). Mine blends wherever you put it because the sprite itself has blended edges, so you can put gravel on streets/dirt/sand/anything and it will blend, but with their system it only blends if it detects specific tiles.

The way I did it (using custom sprites) means that I can add/remove and tweak features much easier and have more control over how they're placed/removed etc. as well.
If you think the blended edges need to be adjusted a bit just let me know and I can definitely tweak the sprites to blend better.
NalMac 22 Mar @ 12:01am 
Is there no way for you to make the paths automatically blend nicely like it does using the road builder mod?
RedChili  [author] 21 Mar @ 6:22am 
I have made another mod that aims to make building bases a nicer experience, check it out and let me know what you think!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3448915927
RedChili  [author] 19 Mar @ 8:44am 
Fixed a bunch of issues, see change notes for full details.
I think it's in a pretty good place now so updates will slow down a bit. I'm gonna actually play the game again lol

Please let me know if you bump into any issues though and I'll do my best to fix asap
RedChili  [author] 18 Mar @ 4:35pm 
@Burr Thanks!

I have now added sand as another option, with diagonal, corner and path options.
Also added full square buildable grass floors in 3 different colors, they require grass cuttings to place.
Burr 18 Mar @ 1:20pm 
Wow so cool!
RedChili  [author] 18 Mar @ 10:42am 
Okay it's in a pretty good place now, so I'm gonna add sand and dirt options, and also make buildable grass tiles so it's possible to "repair" patches if you've put down gravel floors and then removed.
RedChili  [author] 18 Mar @ 6:23am 
I have now replaced the "Remove diagonal/corner floor" menu option with "Pick up diagonal/corner floor" which will put the gravel back in your sack. This means you will have to have a sack with enough space in order to remove it, just like vanilla gravel floors.

The shovel is also automatically equipped, but there's no digging animation playing, will work on that later since it's purely cosmetic.

Next up is to add 2 new types of gravel floors, one is a version of the vanilla gravel floor, but instead of clean straight edges it will have the same blended edges as the diagonal/corner floors.
The other one is a different type of corner which will allow for even more flexibility when making paths and roads.

After those are added and tested then I will start adding more types of floors with sand being the first.
RedChili  [author] 17 Mar @ 2:36pm 
@luca thank you! I have now also fixed and tested erosion, it will behave like on vanilla gravel floors, so no new saplings or trees will grow on them.
Also fixed so that when placing a new diagonal/corner floor it will remove any bushes/grass, just like vanilla gravel floors.

This will only take effect on new floors placed though, any existing ones will still have erosion unfortunately.

Next up is to make it so that removing a corner/diagonal floor gives the gravel back, and also auto equip the shovel before removing (and also fix the shovel detection so it will work with most modded shovels)
luca 17 Mar @ 10:56am 
nice, now people can make driveways to their deep in the forest bases to block tree growth, and it won't look so unnatural with hard corners

good work
RedChili  [author] 17 Mar @ 6:11am 
Some good news and some bad news.

Good news is that with help from Erika in the mapping discord the issue with corners clipping has been resolved! If you have placed any "Gravel Floor Corner" then you will have to place them again ("Gravel Floor Diagonal" is not affected)

The bad news is that making a b41 version seems more difficult than I anticipated, and I'd rather keep working on the b42 version since there's already other mods that can help with building these corners and diagonals. I have updated the name of the mod to reflect this.

If anyone wants to use my custom corner tiles (floorCorners.tiles and floorCorners.pack) and make their own version for b41 then please feel free to do so