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回報翻譯問題
https://www.reddit.com/r/projectzomboid/comments/1lyw5ww/psa_for_all_server_owners_who_is_facing_steam_mod
My server has a similar name, but it’s not the top 1 server. Hahaha
Best regards, I’ll be sharing the translation files soon.
if you mean that you want to repack my work and slap a "PTBR" label on top then it is a definite no. i already know your servers are not keen on adhering to modders' wishes by seeing your mod list on battlemetrics though.
I'd like to know if I can translate the new add-on to PTBR. I have a server and would love to translate the mod.
https://www.reddit.com/r/projectzomboid/comments/1lyw5ww/psa_for_all_server_owners_who_is_facing_steam_mod
[19-08-25 20:19:54.231] LOG : General , 1755631194231> 591 625 596> Workshop: DownloadPending GetItemState()=Installed|NeedsUpdate|Downloading|DownloadPending ID=2784972075.
[19-08-25 20:19:54.232] LOG : General , 1755631194232> 591 625 596> Workshop: download 91638688/111663968 ID=2784972075.
[19-08-25 20:19:54.321] LOG : General , 1755631194321> 591 625 685> Workshop: onItemNotDownloaded itemID=2784972075 result=2.
[19-08-25 20:19:54.322] LOG : General , 1755631194322> 591 625 686> Workshop: item state DownloadPending -> Fail ID=2784972075.
the description of the new vehicle ownership submod can also be found there.
A mod that adds a configurable random delay before activating Safehouse protection after the last member of a faction logs out. While any member is online, the base remains unprotected — just like with the default setting DisableSafehouseWhenPlayerConnected=true.
The difference is that even after all faction members log off, protection does not activate immediately. Instead, it only kicks in after a random delay between 15 and 40 minutes (fully configurable).
The goal is to prevent abuse such as “tactical logout” or “combat logging”, where players disconnect to avoid having their base attacked.
This system helps create a fairer PvP environment by introducing a realistic window of vulnerability after players leave the server.
The owner disconect and reconnect and that work well :)
There's the default PZ part of this, with the keylocks having issues staying locked - what Bikinitools does is that it adds a cage to insure that the door is impassible when locked.
@Black Flag Forge
Yes, it's in the Economy Mod settings, and you have to add it to your submod.
If the traits that unlock the skill cap were restored first, all skill points would be recovered correctly!
I hope my explanation is clear.
Thank you so much for the mod, I use it on every server!
@LilithEve i added a function that will check if the ui would be too big to fit on screen one or two updates ago, it would usually reset your settings to the smallest one when the ui is opened. if that fails (which it seems it did), close pz, go to C:\Users\*YOU*\Zomboid\Lua\ and delete btse_config.ini, then restart pz
Is there any way to counter that ?
@DropHit has nothing to do with this mod. here's a link from 2021 explaining the issue and solutions https://theindiestone.com/forums/index.php?/topic/42925-how-to-fix-updated-mods-in-build-41-multiplayer/
@[BRE] Julien/Rich if you have tile protection via btse active it will by default always protect containers. this can be toggled off, but not on. there are multiple options to allow container interaction that destroy the loot spawns in the process
@RegularPlayer you can enable paychecks for ingame hours played or interest applied automatically in the sandbox options. if you want lua code to modify balances you can use this one on the server: BTSE.Commands.Economy:modifyUserAccountBalance(username, currency, amount) where amount would be positive or negative.
one of your "png" files is a renamed jpeg and the other one has a lowercase "b" for the module. names are case sensitive and the game does not like the whole jpg thing
@Alirexza
the examples mod was not meant to be copied exactly as it is because it is full of things that can interfere with normal server operations. i figured that was pretty clear since each file says you are to copy the individual file, not the whole example mod. your mod should be loaded somewhere after btse_economy and if there are issues during the process it logs those. check on the server the file Zomboid/Lua/btse_economy/shop_errors.log
with media\UI\vehicle_shop\base.vehiclename.png just as in the btse economy folder and a small size within range but still doesnt show. I have my mod loading after btse.
They're called modules, not integrated or mandatory, for a reason.
the thumbnail is usually chosen by the vehicle id itself, that means you do not even have to define it if it is not a special variant. it needs to be named with full namespace, like the car itself: "Base.SmallCar02". additionally - when working with images the game will cache them even between reloads so a full game restart is needed when a faulty file path was given once.
btse_economy does not depend on the chat in any way.
the text field not being writable will be fixed next updat. for text amounts like this please use a discussion next time.
If I enable Context menu's instead of the GUI then i am able to select the mayor option and type into the box it gives then. I have not tested out whether that player is actually receiving tax income. But ill pop over to my main server and start configuring it and see if it actually works from there
In your first question, the addSpecialParts, skinIndex, and thumbnailPath can't be blank, you have to actually add values to all of those and for the thumbnail there has to be a picture that you provide for that.
I don't have an exact answer to your second question, I haven't used the tax/mayor system. If I remember correctly, there can only be one bank zone and one mayor for that zone not multiples. I could be wrong about that.
Could this be due to not having the bank/shop coordinates set, or due to not having the submod btse_chat
example of current code, This currently causes just the vehicle shop to error out:
BTSE.Economy:addVehicleShopEntry("Base.SmallCar02", {
["cash_primary"] = 499.99,
["primary"] = 574.99,
repairAllParts = true,
addSpecialParts = {
[""] = "",
[""] = "",
[""] = "",
},
description = "",
skinIndex = "",
thumbnailPath = "media/ui/vehicle_shop/SmallCar02.png",
});
Where with this line, the cars all register, everything works fine. BUT the Thumbnail image does not load.
BTSE.Economy:addVehicleShopEntry("Base.SmallCar02", {
["cash_primary"] = 499.99,
["primary"] = 574.99,
}, {
repairAllParts = true,
thumbnailPath = "media/ui/example/SmallCar02.png",
});