Project Zomboid

Project Zomboid

Save Our Station!
667 Comments
exBeNN 13 Aug @ 7:21pm 
That's crazy, I saw the Reddit post about Dandelion Void a while back and I just realized you guys are the devs, very cool! Wishing you the best of lucks and a smooth launch! Already wish listed
HardyRalf 4 Aug @ 5:33am 
Please consider placing a new station near the private boarding school north of Echo Creek when you guys are doing b42! It is such a fabulous base location, the surrounding area makes sense, and it would be incredibly cool to restore the school as a safehouse and have a (logically) close by station to take care of that would add strategic value to the location :))
Name reminds me of save our ship
Save our ship
YoshiWoof22  [author] 11 Jul @ 8:58am 
@AmoryBlaine

Honestly, couldn't tell you. I think the ladders we have are from vanilla. Unsure though.
AmoryBlaine 10 Jul @ 12:42pm 
wait, nevermind, it is- or this mod natively has it
AmoryBlaine 10 Jul @ 12:41pm 
Wish the ladders were compatible with the ladder mod, amazing mod regardless
Inverspe 5 Jul @ 9:36pm 
Good luck on your game
YoshiWoof22  [author] 29 Jun @ 6:03am 
@υηкησωη

Doing "Map before Code" makes little sense for SOS, because the code only needs minimal changes for B42 anyways. The issue is primarily the map, and it will need quite a lot of work to port over.

There are still no stable/official map tools, and B42 itself is also still not stable enough state for us to consider porting right now, so I'm afraid I cannot give a good timeframe.

However, Brian/Spacew00t has assured me that we'll buckle down on the update once official tooling materialises and B42 starts approaching stability.
υηкησωη 28 Jun @ 9:40pm 
Im primarily interested in the base locations rather than the radio features of this mod. Would it be possible to get a version of the mod thats just the map before the b42 build is finished for people like me who want the map?
YoshiWoof22  [author] 27 Jun @ 2:49am 
@number1millipedefan

Probably, but don't take my word for it - compatibility really just depends on how they modify the radio, and whether their method is compatible with the small changes we apply.

Your best bet is to make a test save to check, and let us know if it works or doesn't. If it doesn't work, a patch would be needed on TMR's end.
number1millipedefan 26 Jun @ 4:05pm 
is this compatible with True Music Radio?
YoshiWoof22  [author] 20 Jun @ 1:58am 
@jermany (He/Him)

Not currently, but we intend to redo the vehicles in the future, so splitting the vehicles into their own sub-mod is already planned for eventual SOS B42 update.
jermany (He/Him) 19 Jun @ 8:12pm 
Can you disable the new vehicles? I'm using 10 years later vehicles and the textures won't work on modded vehicles
Tsel Elohim 16 Jun @ 11:10am 
We have arrived in orbit, Any survivors this com station is safe.
YoshiWoof22  [author] 15 Jun @ 2:40pm 
@Yawahoo

KnoxCountry ist der Map-Teil der Mod, welcher die neuen Wetterstations-Gebäude sowie die relevanten Items (Karten, usw.) hinzufügt.

Core enthält den ganzen Code für die AEBS-Systemausfälle und die Reparatur-Mechanik (also das, wofür man die Mod ja eigentlich nutzt). Core braucht deshalb auch zwingend die KnoxCountry-Map.

Die Mod ist extra so aufgeteilt dass man die Möglichkeit hat, nur die neuen Gebäude und Items zu haben, ohne die ganzen System-/Reparatur-aspekte der Mod. Man kann somit auch Core also jederzeit später hinzufügen oder auch wieder entfernen, wie es einem passt ^^
Yawahoo 15 Jun @ 6:40am 
Was ist der Unterschied zwischen SaveOurStation_Core und SaveOurStation_KnoxCountry?
OnyxGuardian1337 31 May @ 9:05am 
mildly embarrassed to admit that I mainly used this mod for the Junkyard location it adds across from Muldraugh lol.
YoshiWoof22  [author] 25 Mar @ 3:44pm 
@The_Real_Christopher_Biggins

Power repair is probably the most common question we get asked here in the comments.

Our usual stance on it so far has been "No, because its logically & realistically infeasible for a single everyday-person to restart an entire power grid from a total blackout, let alone maintain it and the substations".

Its also really difficult to balance it for actual gameplay, and far beyond the scope of my maintainer coding abilities or this mod in general.

If someone else wants to take up the mantle of making a mod for power or water repair, by all means go ahead - though I don't know if I would recommend using the SoS codebase for it.
Could this a be used as a base to to do a power system using the new Electrical substations in build 42.? i have thought about this mod for a long time as i'm sure have others.
Yes.
Xan Kriegor 19 Mar @ 4:04pm 
Does Weird Al own the station?
YoshiWoof22  [author] 18 Mar @ 4:17am 
@Stolas Suzie
All good, glad to hear it wasn't some obscure bug in the end lol.
Stolas Suzie 18 Mar @ 4:05am 
Its back on my bad just didn't realize it was stillllllllll restarting during that 24 hour period worried it was stuck in a loop from a mod conflict
YoshiWoof22  [author] 18 Mar @ 3:48am 
@Stolas Suzie

How long did you wait?
That message shows up after an interruption/outage and, depending on your Time Multiplier, usually stays for a while the network "restarts". The default time is around 24 in-game hours.

A report showing on just the first hour after server start is a side effect of how Save Our Station initialises its data, because we can't override the weather broadcasts until an hour has passed or PZ will have a stroke.
Stolas Suzie 18 Mar @ 3:41am 
Have an odd bug where the broadcast is stuck on a repeating message "Network outage restored, initializing systems" but it just keeps repeating every hour. I quit and started the server again and did get a weather report and report on the electric grid being offline. But then after that one report its back to that same repeating message. This is also in clear weather if that matters. Does this mean I missed a repair and the network is permanently down now???
YoshiWoof22  [author] 4 Mar @ 4:30am 
@Lu5ck
Yeah we noticed that during our general code review while we were preparing for B42.

It's already fixed internally, but we're still in a code freeze until B42 modding (specifically map reworking) is stable enough.

Shouldn't cause any issues in B41 though (at least nobody reported any).
Lu5ck 3 Mar @ 8:43am 
In your distribution, there are duplicate entries

inventorymale = {
items = {
SWWS_Distributions.itemRegister, 0.05,
SWWS_Distributions.itemRegisterAnnotated, 0.05,
SWWS_Distributions.itemDiagnosticManual, 0.01,
SWWS_Distributions.itemWswuCard, 0.01,
}
},
inventorymale = {
items = {
SWWS_Distributions.itemRegister, 0.05,
SWWS_Distributions.itemRegisterAnnotated, 0.05,
SWWS_Distributions.itemDiagnosticManual, 0.01,
SWWS_Distributions.itemWswuCard, 0.01,
}
}
Blkbeard 19 Feb @ 12:00pm 
Can't wait for "Save Our Grid!" lol
Verbal 19 Feb @ 11:53am 
@YoshiWoof22

Hey again, yeh I'm not sure what happened, my 'EledShutMod' was set to -1, default being 14. I switched it back to default in the hopes that the game continues and the power will shut off normally so that the mod works normally.

Also, I think I misunderstood the mod, I thought it was in regards to fixing the power grid so that you can keep the grid up.
YoshiWoof22  [author] 19 Feb @ 5:54am 
@Verbal
I'm not sure I understand what exactly you're asking? Save Our Station does not touch the power grid system or make it fail early.

With the default settings, stations can only start experiencing interruptions/faults after the power grid has failed (blackout).

You also don't need for a station to fully shut down before you can fix it.
Verbal 18 Feb @ 6:15pm 
Hey quick question, is the power supposed to be off day one until I wait for the broadcast to go fix it?
Valargent 24 Jan @ 4:21pm 
Thank you for the awesome work, looking forward tk have it for build 42, it's a needed mod for me, can't wait to get it back!
YoshiWoof22  [author] 17 Jan @ 6:19am 
@Snek - Theres been some unofficial tools going around, but we've not heard anything from the devs yet. Will update the post in the description once we know and/or have them.
Snek 16 Jan @ 9:29am 
Have the Devs gave any ETA on the map tools being updated?
Alpha Gamer 12 Jan @ 7:13am 
please please please b42 update please
YoshiWoof22  [author] 9 Jan @ 3:09am 
@davidfaul0204

Please make an issue on the GitHub, we'll need things like the full log, modlist & whatever else you can provide, as just what you posted isn't enough to conclude its an SOS issue.
davidfaul0204 8 Jan @ 1:02pm 
"Operation is not valid due to the current state of the object."

This pops up every time I try to install it on the dedicated server we have. No idea why this happens, but it is only happening with this mod. Just a heads up.
Seizure Salad 4 Jan @ 7:29am 
thanks for continuing to support this mod. I agree with Ictiv. The whole concept of this mod is probably one of the best on the entire workshop.
Ictiv 3 Jan @ 8:21am 
No rush, but wanted to say that this is probably my favourite mod concept in the entire game, and I'm really glad to see you're still working on it.

Honestly, one of my biggest hopes for the distant future of Project Zomboid, is that the devs introduce systems like this into the game, where players can help restart and maintain infrastructures. Imagine people on a multiplayer server putting together a task force to clear out the water treatment plant in the south of the map and get it up and running again, to reverse the water shutoff, and stuff like that.
The idea of being able to work towards something bigger than character's personal survival, and trying to (mostly hopelessly) try to draw a line in the sand on the apocalypse breaking things down and saying 'no further' to the end times is great.

Good luck to all of you, and thanks for continuing your work!
IBMental 30 Dec, 2024 @ 5:35pm 
This is one of my favorite mods, hands down. I look forward to discovering all the new stuff you have planned for your b42 release :D Itll be a long road, but well worth it.
YoshiWoof22  [author] 27 Dec, 2024 @ 4:28am 
@-Den-Bla-Gripen-

Scroll down, I have answered this already in a previous reply ^^

We're still waiting on the official release of the mapping tools currently. But we have plans for B42, just waiting on that really.
-Den-Bla-Gripen- 27 Dec, 2024 @ 4:19am 
I hope you guys release this for b42, it would be amazing
exBeNN 26 Dec, 2024 @ 9:39pm 
Man, just dropping by to appreciate the work you guys do. This is a really underrated mod imo (even with 300k downloads) that always keeps me moving even in the late game. It's just so high quality compared to the usual mods (no shade here).

Thank you for all your work, I will be waiting patiently for the update. Hope you had a great holiday!
YoshiWoof22  [author] 25 Dec, 2024 @ 3:55am 
@DirtyCurt

It's been suggested to us at least 20 times over the last 1.5 years, so yes.

However, it's certainly out of the scope for SOS, or mine/Spacew00t's abilities.
Even then, from our point of view it just doesn't really check out from a "plausible realism" perspective that we're trying to aim for.

It is physically impossible for one single (presumably inexperienced) survivor to be able to learn the knowledge to singlehandedly repair & restart an entire power grid from a total blackout, then maintain and also keep running it.

Repairing the power grid would also be unbalanced - there should just be more ways of generating power locally other than generators (e.g. water wheels, solar, wind).
Especially now that PZ is leaning towards a post-apocalyptic theme with more primitive tools, this is way more logical in our eyes.

Hope you understand, but we currently have no plans for a power grid.
DirtyCurt 25 Dec, 2024 @ 3:27am 
Have you ever considered doing a mod where you can fix the power grid?
Kerakin 21 Dec, 2024 @ 12:42pm 
Gotcha, thanks for the reply. I did not know if it would have just been a matter of dropping the location into B42 and being done, or if there would be more to it.
YoshiWoof22  [author] 21 Dec, 2024 @ 3:51am 
@Kerakin

With PZ B41, you can already load just the SOS Knox Country map when making your world, without having to add the Core mod that adds the functionality. This is specifically for the scenario you outlined ^^

Alternatively, you could add both the Core & Map (like you would when playing with SOS normally), then disable Faults & Interruptions within our Sandbox Options. That would let you re-enable them later, should you change your mind.

With PZ B42, the Mapping Tools we need to update/export our map to B42 have not been released yet. The SOS B42 Development Roadmap will be published once we have access to those - I will update the description accordingly when they become available.
Kerakin 20 Dec, 2024 @ 8:39pm 
I know nothing about modding, so this may be a dumb question, but is it easier/quicker to release a version that is just the locations, but does not have the repair aspects functioning? The Riverside station has become one of my all time favorite bases for b41. I don't know if that would add more work, or if its just a matter of putting up the locations without the scripts.
YoshiWoof22  [author] 17 Dec, 2024 @ 10:28pm 
@UnrealVenn

We've already started porting it over internally.
We're currently waiting on TIS to give us the mapping tools to make the map B42 Compatible (and so we can add basements).

I'll most likely release a "bleeding edge" beta build of SOS that we can active update throughout B42. No ETA yet as we still need the tools mentioned above.