Project Zomboid

Project Zomboid

Basement : add Options - Admin tools [NEW: set free basement and auto auto-repair of missing hatches]
mthoms 7 Aug, 2023 @ 1:27pm
Possible additional feature?
So (as requested by Aud in comments) heres the idea:

Admin can choose a room or building as XYZ coordinates of a basement 'teleport to' point. This way we can have custom basements and can have more than the limit the original mod has BUT it means admins would build/assign them.

I hope this makes more sense than my comment!
< >
Showing 1-15 of 18 comments
AuD  [developer] 7 Aug, 2023 @ 11:01pm 
ok I understand better, but as I said, it would be necessary to create other basements to increase the limit, because each basement has its own place on the map, it is not generated, it is the work of a mapper, and I'm not^^.

if you have free basements left, with this mod you can already manually place/remove a hatch in admin mode, in order to assign a free or non-free base.
mthoms 8 Aug, 2023 @ 9:33am 
i understand its not generated... i mean that if an admin built a room for example, could that be added to the basements list manually (not premade by the mod but premade by the user and then using the mod, assign it as a basement via admin context menu like your assign option)
mthoms 8 Aug, 2023 @ 9:35am 
like u have for example basement #140... lets imagine that was the max number currently of basements... could we be able to add #141 by assigning a room as a new basement to that list via a future feature of this mod
AuD  [developer] 8 Aug, 2023 @ 9:48am 
ok, I figured out your idea, you would have to recreate a category, and a new tile, it would be a lot of work, you would have to do a separate code, it would almost be a mod on its own, but it's a good one idea.

your better do the mapping, and declare it in the basement mod , i think, that would be easier.
mthoms 8 Aug, 2023 @ 10:01am 
thanks Aud! Also - love your mods and hope u keep at it!
AuD  [developer] 8 Aug, 2023 @ 11:24pm 
What mods do you like for exemple?
Anyway, I'll think about it, if I ever find a simple way without having to modify the basement mod, the goal is to never rewrite the basement mod.
AuD  [developer] 8 Aug, 2023 @ 11:24pm 
you have a mp server?
mthoms 9 Aug, 2023 @ 7:18am 
yes sir - the issue weve had is that as we have an active community, the basements limit is reached rather quickly! We have on server an admin tile shop thing so players can pay (nomad buckz - a fake, no real life money) for a reassignment of the basement - so we're not constantly adminning them basically... I had a concept where, if you could build a basement and assign a portal to it, you could make event-like basements (ones with multiple floors and players would need to fight their way through the levels to get to better loot - kinda like stardewvalley's mining system)... However a mod dropped yesterday by Monkey that involves something similar (i believe it was called Dungeons)

On server we use all your sound mods for better immersion (like add sounds to mechanic etc).... im sure we prolly use around 8 of your mods at least
AuD  [developer] 9 Aug, 2023 @ 10:01am 
nice ;)
I went to look at the "basement mod" code, I think I have a fairly simple solution, using 90% of the "basement mod" code, so that's good news, for now, the only easy solution I've found is is the installation of two hatches, one for the entrance, and one for the arrival/return.

In the way of doing it, I thought of this:

the administrator must pose two hatches with the tool brush.
then, the administrator will have to select a hatch, in turn, with a usual contextual menu, with an option called "hatch target", it will be enough to target, in turn, the hatches between it, basically, they will have to be assigned manually, one by one, between it, you know what I mean?

it might seem complicated, but it isn't, it will be just to declare them to each other, and it will be ok.
mthoms 9 Aug, 2023 @ 10:47am 
it isnt complicated when thinking from an admin perspective - i guess basically the ladder out is basically the hatch return u mentioned above and the idea u describe was more or less what i had in mind... If you had this feature on this mod, this mod would blow up in terms of popularity lol - i cant imagine any server that runs basements mod NOT needing this feature!
AuD  [developer] 23 Aug, 2023 @ 1:14am 
mthoms 23 Aug, 2023 @ 1:24am 
Originally posted by AuD:
it's done !

https://youtu.be/1ZTf7B-bYvA

yup! I'm supporting all your youtube videos you've been releasing!
AuD  [developer] 23 Aug, 2023 @ 3:01am 
ok it's you on youtube ;), I'm counting on you, if you encounter any errors, or inconsistencies, could you let me know, thank you. and good game to you
mthoms 23 Aug, 2023 @ 5:12am 
I have a small team of beginner modders - we are working together to learn and produce our own maps… one of the key things is that we’ll require your mod as dependency and make a more complex sewer system with spare areas shud other servers wish to use it (using ur mod they can customise the exits and entrances to their own modded map configurations/needs)… reason being is that Zeds will attack brush tooled wall tiles and id prefer Zeds to spawn down there too! We’ll also put in a small abandoned community shop area so that role players or servers in general can have a centralised shop area.. obviously the whole thing is months away from us but I figure it will do you well mentally, knowing that ur mod has inspired further creativity in game and out.
AuD  [developer] 23 Aug, 2023 @ 5:25am 
I was thinking of adding invincible/indestructible tiles by zombie/players attack (walls/floors etc) like the sewer walls that I already put in f_AuD_basement.

I'm curious how are you going to build the basments/sewer for your server? because it is very important to create indestructible tiles.
Last edited by AuD; 23 Aug, 2023 @ 5:26am
< >
Showing 1-15 of 18 comments
Per page: 1530 50