Project Zomboid

Project Zomboid

[B41 MP only] bikinitools: Server Edition - new vehicle protection submod out!
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Update: 2 Nov, 2022 @ 3:49pm

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

Update: 30 Oct, 2022 @ 2:07pm

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

Update: 27 Oct, 2022 @ 2:44am

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

Update: 26 Oct, 2022 @ 7:40am

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

Update: 26 Oct, 2022 @ 6:48am

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

Update: 26 Oct, 2022 @ 5:33am

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

Update: 23 Oct, 2022 @ 10:25am

- preparation for an upcoming update

Update: 22 Oct, 2022 @ 10:29am

PARPBase:
- internal changes and shortcuts, refactoring

PARPEconomy:
- you can now get bank statements at ATMs (context menu under "balance"). the statements will be received as a document. only the transactions since your last statement are printed. it is a bit rough around the edges and i will be revisiting the way transactions are logged in the future. until then this is a "good enough" solution
- fixed bug with zero prefixed account numbers being shown to the user without the zero, leading to invalid bank account numbers

PARPQOL:
- removed the sandbox setting for "experimental generator features" and made it the default.

Update: 16 Oct, 2022 @ 12:56pm

PARPBase:
- messages processed by PARP:processServerTextMessage that were sent in non table format will now be checked for translations too
- added new admin tool (context menu item) to batch spawn items

PARPQOL:
- vehicle location data is not stored locally (in addition to the server) anymore

Update: 10 Oct, 2022 @ 6:14am

PARPChat:
- corrected commands button tooltip for ranked commands
- added the guide info and example texts for the /listvehicles command

PAPRQOL:
- added an additional check for restoring safehouses without members
- added new command /preheatsh which will teleport you to all safehouses, wait 10 seconds for the chunks to be loaded and move on. intended usage is restoring safehouse zones from backup and using this to generate the chunks after a wipe so the server isn't as clogged on login as it would be.