Project Zomboid

Project Zomboid

[B41 MP only] bikinitools: Server Edition - new vehicle ownership submod out!
Wyświetlanie 41-50 z 141 pozycji
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Aktualizacja: 3 grudnia 2022 o godz. 8:44

PARPChat:
- fixed issue with player:Say hook not working when only the message param is given
- lightened the /me color a bit

Aktualizacja: 2 grudnia 2022 o godz. 8:57

PARPChat:
- changed the color values of some "action" color things (like /me, /do and so on) to a stronger color
- added command /whisper as a short range version of /say
- added /meclose and /doclose as well as /mefar and /dofar as ranged versions of the respective commands. the "quieter" a command is, the lighter the color
- added sandbox option so players use the color defined in their game options for /say messages
- added sandbox option to prefer rp (first / last) name wherever possible (on by default, same as currently)
- changed the output of rpnames from depending on the sandbox option to enable rp chat features to depending on the above mentioned option where applicable
- added sandbox option to automatically replace usernames in messages given to the player:Say() method, disabled by default as it can have unintended consequences
- added new command registration param range, measured in tiles. if you add range dependent commands make sure they have a unique color as it is used as identifier.
- added sandbox option to enable range based commands (on by default, needs client relog)
- added sandbox option for short chat distances (default: 5 tiles)
- added sandbox option for long chat distances (default: 30 tiles)
- moved sandbox option "log rewards redemption" to the logging tab, duh.
- moved a few economy based sandbox options around to more fitting places

PARPLocks:
- added sandbox option forcing players to know the code to a door to be able to lock them. disabled by default as in reality most security doors lock when you close them.

PARPQOL:
- added sandbox setting to prohibit vehicle skins on a per-script basis. the sandbox option tooltip has explanations. this option, once configured, will be processed once per vehicle script name. you can then change skins manually and they will stay that way. automatic changes are logged on the server in Lua/parp_misc/vehicle_skin_change.log example: Base.92nissanGTR:8,9,10,11

PARPBase:
- if you for some reason loaded this mod in single player you won't get an error when right clicking anymore

Global:
- renamed sandbox category "Player compensation" to "Player goodies"

Aktualizacja: 13 listopada 2022 o godz. 11:10

PARPChat:
- fixed /rewardonline not working

Aktualizacja: 12 listopada 2022 o godz. 10:19

PARPLocks:
- removed the password being shown in the "change password" context menu entry text. you can still see it in the tooltip of that entry.

PARPChat:
- added command to reward everybody currently online: /rewardonline -item=Base.Spiffo
- the sandbox option "Hide entered commands in chat history" should now work again

PARPEconomy:
- refrigerated vending machines are now available to be placed as the power consumption issues should be fixed. the mother of all spaghetti codes during power calculation for devices was responsible for the issues.

PARPQOL:
- added sandbox option to allow users to have multiple safehouses (disabled by default, needs relog of clients)
- added admin context menu entries for backup and restore functions
- added sandbox options to combat a dupe exploit with clothes that have special "wear" options (if the player is over a certain inventory weight, usage of the wear option leads to one item worn and the old item dropped on the ground). they are enabled by default and preconfigured to account for the most common actions (spongie's for example) and the preset maximum weight is 40. if you don't want it, set the limit to a higher number. staff members are exempt

Aktualizacja: 2 listopada 2022 o godz. 15:49

PARPLocks:
- added a sandbox option to rebuild garage doors before the user can notice that the vanilla game screwed up the door segment transmission. if a door was locked recently (wall contains backup data) then the rebuild recreates the door from scratch.
- code cleanup and refactoring

PARPQOL:
- added new sandbox option to report vehicle script mismatches (only when the option "save original vehicle scripts" is active) in a log file

Aktualizacja: 30 października 2022 o godz. 14:07

PARPBase:
- PARP:addModDataContextMenu now shows the data recursively in submenus
- various new helpers and doodads

PARPChat:
- added new rewards system. please refer to the commands guide under "goodies" for examples and parameters
- users get greeted with a message telling them which rewards are waiting for them, if any
- staff can sort users into groups and add item rewards to each of them. users can be assigned to many groups at once, so you could create a group for specific things like "plushiecollectors" or "backers"
- added command /rewardgroup to create a new or delete an existing group
- added command /rewardgroupmember to add / remove a user to / from an existing group
- added command /reward to add / remove a reward (full item id) to / from a group
- added command /redeem for users to redeem the rewards they have
- if a reward is added to a user's reward pool, the user is informed about it immediately
- renamed sandbox category "compensation" to "player goodies"
- added sandbox option to log rewards redemption. errors will be logged regardless. the logs are in the folder Lua/parp_misc/rewards as redemption.log and error.log
- restructuring of some parts, code cleanup, refactoring

PARPLocks:
- the wall segments now carry a copy of the moddata
- garage walls can now try to rebuild themselves if the vanilla game desynced segments of them. rebuild can only happen if the wall segment behind it was left intact and contains backup data (was locked after this update)
- added sandbox option to attempt automatic garage door repair (see above)
- added sandbox option to log repair attempts on the server (Lua/parp_misc/door_repair.log)
- added sandbox option to control if unlocking opens doors automatically or not

Aktualizacja: 27 października 2022 o godz. 2:44

PARPLocks:
- fixed SKLocks migration issue with random users gaining access to the migrated password
- password migrated locks will now automatically lock themselves
- staff can now unlock any door without password
- improved lock state detection under desync conditions
- when a door has a keypad installed, the vanilla "lock door" and "unlock door" options will be disabled
- when a door is considered locked by keypad the vanilla "open door" and "close door" options will be disabled
- added additional hooks for the ISLockDoor action so it is stopped when a door is locked with keypad

Aktualizacja: 26 października 2022 o godz. 7:40

PARPLocks:
- SK migration has been made a sandbox option, disabled by default, until i figure out why the keypads are still marked as "known" for some of the data migrating persons

Aktualizacja: 26 października 2022 o godz. 6:48

PARPLocks:
- fix for migrated passwords being added to the "known passwords" list
- fix for staff still needing a keypad lock in inventory to install, even if it is not consumed

Aktualizacja: 26 października 2022 o godz. 5:33

PARPLocks
- adds keypad lock items (credit for model and icon: KI5) that can be crafted and installed on doors
- sandbox options allow to set the maximum time needed to install, uninstall, set password or lock / unlock
- sandbox option allows to use either mall security grates (default) or jail cell walls
- existing passwords from the SK keypad locks are carried over to the new keypad automatically the first time you interact with the door. there is also backward compatibility for the iron bars, which means to remove the iron bars you just have to lock and unlock the gate one time. it's that easy.

- keypad lock items can be put onto closed doors. the user needs to have one somewhere in their inventory or bags. staff members do not need keypad items and get none on removal.
- when a lock has been added to a door you can set a passcode with a minimum length of 5 (sandbox default) characters
- removing a keypad lock is allowed if any of these requirements is met: user is staff member OR the password is known already OR there is no password and the player is the one who installed the lock
- locking the keypad needs the door to be closed first. it will lock the doors with a vanilla game key id that the game can't generate on its own, as security precaution
- locking the keypad creates an indestructible mall security fence on the spot (sandbox option, enabled by default)
- staff and users who already unlocked a keypad can change the password or erase it
- hovering over the "change password" option shows the current password
- once a keypad has been unlocked the keypad is remembered and can be opened without having to enter the code again
- the user changing a password gets the saved authorization updated automatically. after change no re-entry of the password is necessary to unlock
- unlocking a keypad locked door will automatically open it after a short time
- when a keypad lock is removed the door is automatically unlocked to prevent griefing
- keypad lock items can be returned after removal (sandbox option, enabled by default)

- staff has an additional context menu entry with all the relevant metadata, including who installed it when, who changed it last and when and a few other things for later features
- another batch of additional infos is available to admins and when logged in with debug mode

PARPEconomy:
- renamed the timed action for adding a price tag from SetVendingPrice to PASetVendingPrice