Project Zomboid

Project Zomboid

[B41 MP only] bikinitools: Server Edition
 This topic has been pinned, so it's probably important
bikinihorst  [developer] 14 Feb, 2023 @ 1:18am
General FAQ / How do I ...?
A reminder: for the whole mod to work, BTSE_Base is required to be loaded before the rest. It is assumed to be the case here.

When I write "create a new empty mod" I assume you are starting from scratch, making an unlisted mod for your own server that uses and requires BTSE. If you already have some mod with adjustments, assets and so on running on your server that will do fine as host body.

If you are creating a new mod to hold the prices, kits, pictures or changed translations and so on, don't forget to make it unlisted so it does not clog up the workshop like the usual suspects.

These tutorials show how to customize features and content within BTSE so you do not have to modify, reupload and/or distribute the mod. I explicitly do not allow reuploading my stuff, especially if somebody did not read the instructions (or the mod page for that matter).
Last edited by bikinihorst; 28 Sep, 2023 @ 10:52am
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bikinihorst  [developer] 14 Feb, 2023 @ 1:18am 
How to configure the item and vehicle shop as well as set what people can exchange for money at ATMs

Required mod in the mod line: BTSE_Economy

  • create a new empty mod (or reuse your server adjustments mod)
  • open the folder for BTSE_Examples and copy
    lua/shared/ValuesAndPrices.lua
    to your new mod under the same path
  • open the copied lua file and follow the comments in it
  • upload your mod containing the copied and adjusted price list to the workshop
  • load the mod containing it after BTSE_Economy

If you modify this file locally and want to "test" the prices and items, keep in mind that the server validates transactions when you try to buy something. This is so it can't be modified on the client side for an attacker to gain an advantage. If the server is not aware of your changes the transactions will fail.

How to add pictures to the vehicle shop?

You can do this in the same mod you used already, or your server adjustments mod.

The pictures are expected to be under the path
media/ui/vehicle_shop/NamespacedVehicleScriptName.png
so for example a file named Base.92amgeneralM998.png will be associated with the vehicle to be spawned automatically.

The pictures are resized to accommodate the width of the tooltip but shouldn't be wider than 400px to not bloat the file size.

During the next updates vehicle pictures of most vanilla cars and at least the KI5 vehicle collection will be included.
Last edited by bikinihorst; 22 Mar, 2023 @ 5:15am
bikinihorst  [developer] 14 Feb, 2023 @ 1:20am 
How to configure starter kits

Required mod in the mod line: BTSE_Chat

  • create a new empty mod (or reuse your server adjustments mod)
  • open the folder for BTSE_Examples and copy
    lua/shared/StarterKits.lua
    to your new mod under the same path
  • open the copied lua file and follow the comments in it
  • upload your mod containing the copied starter kit list to the workshop
  • load the mod containing it after BTSE_Chat

If you modify this file locally and want to "test" the starter kits, keep in mind that the server validates the info in this list and does the spawning. This is so it can't be modified on the client side for an attacker to gain an advantage. If the server is not aware of your changes you will not receive the correct items and/or the kit will not be known.

How to reset starter kit claims

Remove, on the server, the folder
Zomboid/Lua/parp_misc/starterkits/
Last edited by bikinihorst; 12 Jul, 2023 @ 1:22am
bikinihorst  [developer] 10 Apr, 2023 @ 9:15am 
How to use a custom welcome message image

Required mod in the mod line: BTSE_Chat

  • create a new empty mod (or reuse your server adjustments mod)
  • put the image you want (which should ideally be smaller, better wide than tall) into a folder there. I would suggest using "ui" as folder.
  • upload / update the mod carrying the file
  • open the sandbox settings on your server, go to the chat settings
  • add the path to the sandbox setting for the welcome image. The path is not absolute and should be entered like this: media/ui/your_image.png
bikinihorst  [developer] 13 Apr, 2023 @ 1:55am 
How to change the chat command output format

Required mod in the mod line: BTSE_Chat

First, as before, you need to create a new empty mod (or reuse your server adjustments mod) and load it after BTSE_Chat.

Depending on what you want to do there is an easy way and 2 brutal ones.

Method 1 (overriding translations - preferred safest way)

Create a translation file in your mod (media\lua\shared\Translate\EN\IG_UI_EN.txt) and override these strings to your liking. The string does not need to contain both placeholders.
%1 is the username (or rpname depending on sandbox settings)
%2 is the message

IGUI_PARP_C_CmdSayTpl = "%1: %2", IGUI_PARP_C_CmdShoutTpl = "** %1 shouts: %2 **", IGUI_PARP_C_CmdFactionTpl = "** [%1] %2: %3 **", IGUI_PARP_C_CmdAdminTpl = "[%1] %2: %3", IGUI_PARP_C_CmdMeTpl = "** %1 %2 **", IGUI_PARP_C_CmdDoTpl = "** %1 ** *%2*", IGUI_PARP_C_CmdOocTpl = "OOC (( %1: %2 ))", IGUI_PARP_C_CmdEmoteTpl = "** %1 **", IGUI_PARP_C_CmdHelpTpl = "%1: %2", IGUI_PARP_C_CmdGOOCTpl = "%1: %2", IGUI_PARP_C_CmdRadioTpl = "** %1: %2 **", IGUI_PARP_C_CmdEventTpl = "** %1: %2 **", IGUI_PARP_C_CmdStaffTpl = "** [%1] %2: %3 **",

Sandbox option "simpler formatting" uses these:
IGUI_PARP_C_CmdSayTplNoRP = "%1: %2", IGUI_PARP_C_CmdShoutTplNoRP = "%1: %2", IGUI_PARP_C_CmdFactionTplNoRP = "[%1] %2: %3", IGUI_PARP_C_CmdEmoteTplNoRP = "* %1 *", IGUI_PARP_C_CmdRadioTplNoRP = "%1: %2", IGUI_PARP_C_CmdEventTplNoRP = "%1: %2", IGUI_PARP_C_CmdStaffTplNoRP = "[%1] %2: %3",

The other methods. Don't come to me and complain about things if you used these.

Method 2: redeclaring the command, not recommended

If for some reason the solution above was not sufficient you can redeclare commands just by naming them the same way existing ones are named. See the commands example in BTSE_Examples.

Method 3: copying and overriding the commands files

This is the most oafish method. Override the files you want within BTSE_Chat\media\lua\client\CustomCommands
Last edited by bikinihorst; 13 Apr, 2023 @ 10:34am
bikinihorst  [developer] 29 Sep, 2023 @ 4:59am 
How do i use the sandbox option to restrict an area for safehouse claims?

Required mod: BTSE_Tools

You can define *zones* not houses or other things, which is why i write in xy pairs of 1,2,3,4 for a total of 2 declared zones. A zone has 2 orientation points drawing a rectangle. The format is explained as follows:

x1,y1:x2,y2;x3,y3:x4,y4

Point 1 is x1,y1 - let's say top middle of the rectangle
-> then a colon, think of it like saying "until"
Point 2 is x2,y2 - the bottom middle of the rectangle

You draw an imaginary line between those points and you have the "not claimable" zone within the rectangle area.

Then you can list another zone delimited by a semicolon:
Point 3 is x3,y3, colon, point 4 is x4,y4

You can list as many of these rectangles as you want.

Proper usage would look like this, to exclude a large area and 3 smaller ones:
11983,900:13987,3458;12726,3964:12712,3977;12741,3965:12750,3965;14520,4024:14546,4008
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