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Honestly, couldn't tell you. I think the ladders we have are from vanilla. Unsure though.
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.
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.
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.
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 ^^
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.
All good, glad to hear it wasn't some obscure bug in the end lol.
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.
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).
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,
}
}
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.
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.
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.
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.
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!
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.
Thank you for all your work, I will be waiting patiently for the update. Hope you had a great holiday!
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.
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.
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.