Project Zomboid

Project Zomboid

Shops and Traders
953 Comments
unknown 26 Aug @ 10:08am 
What’s missing for the mod to be perfect is the ability to organize the order of items in the shop, for example, dragging the last item to the top. Also, in the future, it would be great if a single shop could access multiple product categories.
unknown 26 Aug @ 10:03am 
Hello, Dev! In the next update, could you save the translations I sent in ANSI? I mistakenly sent them in the wrong format UTF-8. This fix applies to both PTBR and PT, so that accents and special characters like 'ç' display correctly.
Inboundfish 24 Aug @ 3:21pm 
the best way i can describe is when I click the + to confirm the settings for that item, another appears with the chosen settings but the one I was changing reverts back to the default 'Free, 0%, 0/0) etc.and im left with 2 items for sale yet neither work
Inboundfish 24 Aug @ 3:20pm 
i have tried doing it one by one, that doesnt stop the item from duplicating into 2 separate sale options in the window
Chuckleberry Finn  [author] 24 Aug @ 3:15pm 
You could include both ID types.
Inboundfish 24 Aug @ 2:38pm 
is there any work around for it?
Chuckleberry Finn  [author] 24 Aug @ 2:32pm 
Jewelry items are a bit strange as there's an id for both left and right (or other wearable locations)
Inboundfish 24 Aug @ 1:30pm 
i cant seem to get traders to accept some jewellry items, the way i have set up the trader is i can sell various jewellry items and also greenfire mod items to a shady trader. then take that money to other traders at a camp to buy goods.

currently when i set up trades for the silver ring, gold ring, silver bangle, diamond on both silver and gold rings, it creates a second trade option at the bottom of the list with the chosen settings and leaves the original item with its default settings.

i think this is making those items unable to be sold.
Chuckleberry Finn  [author] 24 Aug @ 10:34am 
That would be an interesting thing to attempt.
bioinformer 24 Aug @ 6:42am 
Thanks for the updates recently! So far - players on our server are loving the updates.

I have a suggestion: dynamic pricing option would be really cool. What I mean is the following:

Store owners can set a limit on how many items they want to buy back, and then control what happens to the buyback price once that limit is reached. This could be used in a variety of cool ways. For example:

1. Server stores could have a bounty on items. i.e. until a inventory threshold is reached, the store is paying % of the sell price, and then once it's stocking what it needs, the buyback price drops by %% or by $$ per additional item... this could eventually drop to zero
2. The server could use this as a "bounty" system for competitions - ie first player who finds a rare item sells it for a big payout, but afterwards, the buyback price drops to $0

loads of other fun things could be done with this as well.
unknown 21 Aug @ 6:27pm 
Hello, Dev! In the next update, could you save the translations I sent in ANSI? I mistakenly sent them in the wrong format UTF-8. This fix applies to both PTBR and PT, so that accents and special characters like 'ç' display correctly.
Primedew 21 Aug @ 10:28am 
above and beyond...thanks for the update on a theoretical what if question...made our mod transition smooth as butter
Primedew 20 Aug @ 3:32pm 
thanx...i know it's good (in some cases) but no player shops
Chuckleberry Finn  [author] 20 Aug @ 3:10pm 
Before preferably, but it shouldn't matter. Also, Immersive Shops is a good mod. :(
Primedew 20 Aug @ 3:07pm 
thanks a lot....now we can finally ditch that unrealistic trade mode....btw we currently have "shops and traders" last on our load order..should "immersive currency" be loaded before "shops and traders" or after?
Chuckleberry Finn  [author] 19 Aug @ 4:13pm 
The config option shows all shops, I'd have to see what you're seeing.
BabaYaga 19 Aug @ 4:12pm 
Sorry for bothering but I'm still having the issue I wrote about before. The config only shows me the file of the shop I'm currently interacting with. Is there a place where the txt files for all the shops are stored? The ones I'm trying to get rid of, are physically inaccessible. When I press on them, there's no "apply store" or "shop" options available, despite the shop marker being there.
bioinformer 19 Aug @ 4:09pm 
This is amazing. You rock. Donating now.
unknown 19 Aug @ 3:40pm 
The dev is referring to the Immersive Currency mod from the link below!
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2929712315
Chuckleberry Finn  [author] 19 Aug @ 2:36pm 
Added support for Immersive Currency.
Chuckleberry Finn  [author] 18 Aug @ 5:09pm 
I've been on it for a few hours, I think I got all the money behaviors sorted. I'll test it more tomorrow.

If you and your friends/community want to visit my Kofi I also include stickers with donations. :)
Kuma Khan 18 Aug @ 4:00pm 
Please let me know Chuckleberry, don't mind sending some money your way!
Chuckleberry Finn  [author] 18 Aug @ 1:41pm 
I've been looking into and it does seem feasible.
Kuma Khan 18 Aug @ 2:07am 
Like bioinformer, I'd love to be able to use IC with Shops & Traders if that's possible! Willing to pay for compatibility.
Chuckleberry Finn  [author] 17 Aug @ 5:18pm 
The config menu applies to all shops regardless of where you access it.
Chuckleberry Finn  [author] 17 Aug @ 5:18pm 
Your right click can't reach it?
BabaYaga 17 Aug @ 5:14pm 
The problem is that I can't open "assign a shop" because my right click doesn't seem to be able to reach it and there's no container that I could click on either
Chuckleberry Finn  [author] 17 Aug @ 3:53pm 
If you go to assign a shop you can select configure to modify things.

You'll have to export the games stores, edit the text, and load them back into the game.
BabaYaga 17 Aug @ 3:35pm 
Sorry if this is a dumb question but I spent multiple hours and just couldn't find anyone else asking or answering this question. I have attached a shop to a tile that doesn't seem to be available anymore. When I right click on it, the shopping just doesn't show up as an option, so I can't even remove it from that area. Is there any way I could detach the shop remotely, as an admin? Is there a txt file that has all the shop information in my "user" that I could edit manually perhaps?
Chuckleberry Finn  [author] 17 Aug @ 2:27am 
Not to my knowledge, I'd have too look into IC. The main reason I avoided other currency mods was due to the fact PZ item stacks aren't true stacks. Even in the inventory you're actually dealing with hundreds of items - which is why you crash.
bioinformer 16 Aug @ 9:40pm 
Chuckleberry - so... do you know of a mod that is like Immersive Currency, but that works with Shops & Traders? We were using IC and S&T together, I had set the "money item min and max" to $1, which seems to work well due to the way IC produces stacks of money with random values... but... sometimes we could crack a safe with like $4000 and we would get 4000 $1 bills, which when added to the S&T wallet would crash people's PZ client. hard crash... like.. no error logs.

plus.. when they logged in, sometimes (inconsistently) it woudl result in a dupe of the stack. Soo... as server admin, I was like "nope nope nope" - and I've removed IC from our server. But... the players loved using both - mainly bc the IC mod allows for people to crack safes, ATMs, vaults, and cash registers to get money out. So now we're looking for something that does that but that will "play nice" with S&T's code base.

Any suggestions?
bioinformer 15 Aug @ 9:56am 
OMG the markers feature... ROCKING! I'm logging into our server on my lunch break to check this out. LOL...
Chuckleberry Finn  [author] 15 Aug @ 7:03am 
Update:
- Tweak: Selecting shops follow vanilla 'isBlocked' check logic.
- Click on container to browse shop fixed.
- Shops now show markers (system developed from Last Stand Together).
Chuckleberry Finn  [author] 13 Aug @ 10:55am 
Update:
- Added PTBR/PT translations. Credit: Seeker.
- Tweak: Clicking containers browses the store.
- Fix: Store-Assignment requires the object to be a valid container.
Chuckleberry Finn  [author] 13 Aug @ 5:26am 
Currently no, but I do have something in Last Stand Together for this purpose -- I've been mulling over how to implement it better here.
bioinformer 13 Aug @ 5:09am 
Chuckleberry - Are you aware of any mods that we could use that would add a popup or sign or something over the stores to make them a bit more obvious for players to find? Currently we're using grafiti mods to write on the walls next to the stores, but it looks pretty jank. A nice pop up on hover like TICS: Total Immersive Chat System would be sweet - but I don't think anything like that exists
Bucky Barnes 11 Aug @ 9:05am 
any video demo for the mods? tia.
Chuckleberry Finn  [author] 11 Aug @ 7:25am 
Correct, "loading" is from text, and overwrites what's in the servers' data.

Export/edit pushes the data to the file and open the text.

This was all done due to limitations in PZ's text edit window.

I don't have an type of utility, sorry.
bioinformer 11 Aug @ 7:17am 
this would mean that I could edit the exportedStores.txt to my heart's content - and as long as the formatting was correct - it might be a far easier way to update store inventories. Would this be right?

how do you manage huge store inventories? do you have any utilities scripts you use for this?
bioinformer 11 Aug @ 7:13am 
yes - we're up to date.

i think i figured out what I was doing wrong. #headsmack... the "LOAD" button I was think I was "loading" the list of stores from the server-side and then exporting it. But Load - if i unstand correctly - means in this context: pull the exportedStores.txt file from the client and replace whatever is stored on the server. Correct?
Chuckleberry Finn  [author] 11 Aug @ 6:55am 
A good way to confirm you were using the latest version is if the loading step shows the shop names now.
Chuckleberry Finn  [author] 11 Aug @ 6:51am 
The text file is actually just a 'lua' table's contents.
Chuckleberry Finn  [author] 11 Aug @ 6:50am 
Did this issue occur recently? I updated the mod 7 days ago due to issues with loading/saving in Single Player that created issues like this.

The way the system works is utilizing in-game data tables, the text file is entirely backup/not-live.
So exporting pulls the in-game data to text, and loading pulls the data from the text file.
bioinformer 11 Aug @ 6:48am 
OK - i see this in your code:

local exportedShops = _internal.tableToString(CLIENT_STORES)

so the CLIENT_STORES table is an internal DB your basically stringifying for the exportedShops.txt file. Is that DB something we can directly edit when the server is shut down? I'll look for that...
bioinformer 11 Aug @ 6:46am 
i guess - another way to ask would be: is there a local configfile that I can edit server-side directly that is always in sync? where does your mod save it's store inventories? I can't seem to find it
bioinformer 11 Aug @ 6:44am 
chuck - love this mod, have for a long time. Question: something seems to be behaving different though. While in game as admin, I'm trying to manually update the exportedShop.txt file client side. After editing the file and saving it locally, i click LOAD and then EXIT in the in game UI, correct? This seems to work, but after I've done this - when I edit the store inventory using the game UI, and then (re)LOAD the config for that store - the exportedShop.txt file doesn't update. The result is that if I try to LOAD / EDIT the config again - it erases my updates and replaces it with the version that is saved locally. This is sort of confusing and (twice... argh) i lost a bunch of manual work making a server store have the inventory configured how we wanted.

Question: whats the best way to update a shop with potentially hundreds of items? Do you have a script to convert tables to the JSON like format you're using or something?
Chuckleberry Finn  [author] 5 Aug @ 12:53pm 
Added sanity check for splitting $0.01 to $0.
Chuckleberry Finn  [author] 5 Aug @ 7:14am 
Good find. 👍
Naup 5 Aug @ 7:08am 
The module is excellent, but I’ve encountered an issue.

While the module allows setting the smallest unit for bill generation to 0.01, it’s currently possible to right-click on a 0.01 bill and split it into bills with a value of 0.00.

These 0.00 bills have no actual function, but they are still treated as items. As a result, in multiplayer environments, players can duplicate an unlimited number of these items, which may cause lag for other players due to the excessive number of objects.

I would like to kindly ask if it would be possible to make the "split" function optionally disableable, or alternatively, prevent 0.01 bills from being split?
Iopy 4 Aug @ 4:33pm 
Yea understandable! Really hoping B42 MP comes soon!