Project Zomboid

Project Zomboid

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[B42] Barricaded World - Extended Erosion (Error Fix)
   
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77.649 KB
19 Jul @ 6:35am
19 Jul @ 7:15am
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[B42] Barricaded World - Extended Erosion (Error Fix)

Description
Original Mod by Onkeen, with fixes included thanks to Amenophis . You do not need the original to use this.
This version also exposes sandbox options for tweaking chances. It also adds a chance for garages to be broken that can be changed.

NOTE: Garages sometimes don't fully break, only parts of the garage door break, I'm not knowledgeable enough on Zomboids lua api yet to figure out whats going on.

See original mod for description. Some default values have been changed, check the sandbox options for updated defaults.


Workshop ID: 3529472651
Mod ID: BarricadedWorld
24 Comments
glermz 27 Oct @ 8:44am 
Is this mod working as of 42.12 patch?!
Daevinski 25 Oct @ 9:09am 
Any way to adjust the Sandbox Options to improve performance? Maybe reducing the number of barricades?
Cap 5 Oct @ 2:38pm 
Won't lie, I figured sense the original mod was for build41/42 this would also be, and didn't read the tags mb lol.
Hope to see a version of this or something similar for build41 sometime.
VexyWexy  [author] 3 Oct @ 11:43am 
@Cap mod should be called "[B42] Barricaded World - Extended Erosion" in mod list, when enabled you should find the sandbox options under the "Barricaded World" menu.

If you don't see it in the mod list you might be running on version B41 of zomboid? this is B42 only
Cap 3 Oct @ 12:59am 
also when i get/have this enabled where will it show in the sandbox options?
Cap 3 Oct @ 12:57am 
what is this called in the select mod list, trying to find it to see if i have it enabled and cant find it
unlockk 21 Sep @ 3:57am 
@VexyWexy
Thanks a lot, yeah I would have tried to do something myself but I'm not experienced with modding these specific functions/aspects of the game. It's one of the biggest bottlenecks of OnGridSquareLoad with regards to performance. I agree with you on the 10 years later, but yeah, playing the vanilla start date myself, and I would welcome the sandbox toggle. Thanks.
VexyWexy  [author] 21 Sep @ 1:02am 
@unlockk got it yeah it might actually help with performance a little if a check happens for ground level first before any other logic. I agree with your point on only those windows being broken from zombies but in a "10 years later" play-through it actually makes sense that all z level windows would be deteriorated/broken, at least I think. I'll look into adding a sandbox toggle for it, been quite busy recently but I'll try to make time for it.
unlockk 8 Sep @ 5:03am 
if you think about it, the damage would come from zombies and people trying to break in, it wouldn't make too much sense to have an apartment building have all windows at all floors equally damaged unless there was a massive firefight or large scale vandalism or something.
unlockk 8 Sep @ 5:02am 
@VexyWexy
yes, I think that would be nice. Also it might possibly reduce the OnGridSquareLoad lag if each z level counts as a different square and you just simply ignore all loaded squares above a certain z level for any checks that this mod does - but I don't know if each z level counts as a different square, I just looked through the code here.