Project Zomboid

Project Zomboid

Architect
65 Comments
Arz 8 Sep @ 2:19am 
will this copy a pool too?
Liarzax 31 Aug @ 7:06am 
FFFFFffoooouuUUURRRTTYyyyyyeeeee TTTTdeeewwwwwww pliz!
kittysmuggler 10 Jun @ 4:08pm 
i pray for build 42
PUNISHED SNAKE 17 May @ 8:32pm 
:steamthumbsup:Please make a version of this mod for the B42
T6XXX 28 Feb @ 6:32am 
pls b42
Alex 8 Feb @ 8:46pm 
@Tchernobill out of curiousity is the functionality of this stuff limited to those with admin by chance?
ganesh_stk 1 Feb @ 6:32am 
Please make a version of this mod for the B42
Makarov 31 Jan @ 11:34pm 
wooooooooooooooooooo esta coool tanks bro
Texas Red 20 Jan @ 8:28am 
please add to b42
Paciente zero 17 Jan @ 9:05am 
Please make a version of this mod for the B42
Netdigger 14 Jan @ 4:42pm 
Hope it will work on B42
™®稲妻®™ 14 Jan @ 10:05am 
is this work on B42 ?
caydemlebahtiyar 12 Dec, 2024 @ 3:02pm 
All good, forgot to read the description yesterday and tried it like an idiot. I couldn't change it to no-cost though trying it like this "Base.Plank:0;Base.Nails:0"
Tchernobill  [author] 12 Dec, 2024 @ 2:57pm 
@woof There is no plan to do so: the resulting building cannot be differentiated from anything you would have built manually (set aside the fact that some vanilla building tiles cannot be built obviously :steamhappy: )
caydemlebahtiyar 12 Dec, 2024 @ 2:53pm 
Playing claustrophobic, knocking down walls on a prebuilt house with rooms not merging and still getting panicked this helps with the copy and paste on edited pre-built houses. Kinda ruined my base trying this out on my save lol(Pasted it on the built house im a dummy). A delete feature would be amazing idk if you are plan to do so in the future.
Tchernobill  [author] 12 Dec, 2024 @ 2:42pm 
version 1.5 aka Rising On A Storm
adds peripheral doors to preview to help placement.
corrects an error when previewing a building with the cursor on an unloaded square.
small preview drawing quality upgrade.
Tchernobill  [author] 10 Dec, 2024 @ 12:58pm 
@woof. Yes [projectzomboid.com], I had that luck and it boosted the visibility of my mods. Not all modders had that chance.
caydemlebahtiyar 10 Dec, 2024 @ 12:43pm 
Did you ever get approached by IS with the mods you have put out so far? thank you
Tchernobill  [author] 9 Dec, 2024 @ 2:34pm 
version 1.4 aka Preview is out
adds a sandbox option to visualize a rectangle around the target building, allowing to visualize its location.
adds a sandbox option to adjust the location of a building with the mouse position, for the time of the build action (left click to validate).
Tchernobill  [author] 9 Dec, 2024 @ 12:43pm 
@Mikaze it is nice of you to come back after fact-checking. :spiffo:
Mikaze 9 Dec, 2024 @ 12:23pm 
my mistake. the temperature is also stable in self-built bases until the power fails. i haven't played in self-built bases for a long time, but i just tested it again and read up on the forum previously.
Tchernobill  [author] 8 Dec, 2024 @ 11:51am 
version 1.3 aka Pay4It is out
adds sandbox options for material cost.
changes the roof detection algorithm. (e.g. corrects 10888x9942 roof over bed).
character turns onto the target when building.
Tchernobill  [author] 7 Dec, 2024 @ 4:13am 
@haddenj true
haddenj 7 Dec, 2024 @ 12:15am 
wish there was some grid like indicator thing that would should show where the building would be when you place it. It's kinda hard to determine and I placed half a house on the road..
Потужнiй 5 Dec, 2024 @ 5:16pm 
How to delete building?
domxav 5 Dec, 2024 @ 2:02pm 
puts that we can destroy the houses that we place and those already in the world and we are in business
CachorroPitocoNoMundoDosGames_07 4 Dec, 2024 @ 5:43pm 
:deadrat::spiffo::pillow::cherrypie::bleach:
Paddy ‘The Pintman’ Losty 4 Dec, 2024 @ 3:18am 
Absolutely genius! Well done.

Absolutely not asking for it as you mentioned the difficult, but having to create a 'loot pile' of the required materials nearby would be delicious and if you ask me would revolutionise the vanilla game
Mikaze 3 Dec, 2024 @ 2:48pm 
works perfectly. i love it! i've thought so many times that i'd like to have different houses in different locations, and i've already rebuilt some ingame in debug mode or in private maps, but that always turned out to be difficult with various details.
i had to touch up a few little things. the hallway had an outside temperature due to the stairs. but no major problems.
the cloned houses seem to behave like self-built ones. no electricity, no water. but the temperature is the same as in prebuilt houses with electricity. does that change after the power cut? i haven't gotten that far in the new save yet.
Tchernobill  [author] 3 Dec, 2024 @ 12:19pm 
@iDestin no, you needs debug mod or a sledgehammer.
iDestin 3 Dec, 2024 @ 11:47am 
Can you delete everything after building?
Medic 2 Dec, 2024 @ 4:51pm 
hmm.
Real Civil Engineer will be hearing about this.
Mikaze 1 Dec, 2024 @ 1:24pm 
o.m.g. ! :cherrypie::spiffo::steamthumbsup:
Goran™ 1 Dec, 2024 @ 1:14pm 
This mood is really cool but to cheap to buil house 1 pencil and 1 sheets of papers:/
Tchernobill  [author] 1 Dec, 2024 @ 1:04pm 
@norby007 thx for report.
I just create a thread for this.
Map building decorations are gonna be visible out of vanilla buildings, it is part of the diffrerences between map buildings and rebuilt stuff.
For missing roof cases, I'm interested with the coordinates of the reference house.
norby007 1 Dec, 2024 @ 12:09pm 
found some odd issues with roofing but it seems to work with small structures okay. The biggest roof issues I see is that they don't cutaway to see the player character moving below them or they don't get built at all on a flat roof. A way to test this is to copy the building and then go inside and try to teleport to the roof. In one case I saw stairs not show up and flooring on a second floor show up where it was supposed to be open without floors. Neat idea though.
catinthebox 1 Dec, 2024 @ 8:53am 
It is regrettable that there is (hopefully, currently) no way to add resource costs but this mod is nevertheless quite brilliant. Also, does it work for modded tiles/houses using modded tiles?
Nimdok 30 Nov, 2024 @ 9:49pm 
virgin print
HeLLDaN 30 Nov, 2024 @ 4:16pm 
And if you can't add resource consumption when cloning, can you at least add a requirement for the construction level for cloning?
Tchernobill  [author] 30 Nov, 2024 @ 2:54pm 
@Soda if you ever do it: I wanna see the video
Floor_Mat95 30 Nov, 2024 @ 1:51pm 
i have evil plans that involve cloning muldraugh and remaking this new muldraugh on the otherside of the highway and call it, muldraugh but better
Tchernobill  [author] 30 Nov, 2024 @ 11:20am 
NO MALL BLUEPRINT ! (prepare the alt F4)
Jimrambit 30 Nov, 2024 @ 10:48am 
Everyone Gangsta Ti'll Someone Makes A Blueprint Of Louisville Mall
Floor_Mat95 30 Nov, 2024 @ 9:34am 
go go gadget, clone that domicile!
Tchernobill  [author] 30 Nov, 2024 @ 7:33am 
Version 1.23 of TchernoLib should solve the mod loading errors.
Sorry for the outburst, it was poor handling on my part.
Tchernobill  [author] 30 Nov, 2024 @ 7:28am 
@iforest, my bad: TchernoLib must be updated.
iforest 30 Nov, 2024 @ 7:14am 
After re-subscribe and re-download, It's still not work neither vanilla game nor with other mods , and there is 3 bugs:

`function: CArchitectTile2POD.lua -- file: CArchitectTile2POD.lua line # 5 | MOD: Architect
java.lang.RuntimeException: Object tried to call nil in CArchitectTile2POD.lua

`function: CArchitectSave.lua -- file: CArchitectSave.lua line # 74 | MOD: Architect
java.lang.RuntimeException: Object tried to call nil in CArchitectSave.lua

`function: CArchitectBlueprintItemHandling.lua -- file: CArchitectBlueprintItemHandling.lua line # 11 | MOD: Architect
java.lang.RuntimeException: Object tried to call nil in CArchitectBlueprintItemHandling.lua
JulesAndromeda 30 Nov, 2024 @ 3:05am 
Same here.Took all my mods affecting context menu out of the modlist. Still persists.
Vic The Metahuman 30 Nov, 2024 @ 2:15am 
Has anyone been able to run this mod correctly, I ask, because I have not been able to run it in started games, nor in new games, and the game log always gives me an error with the “addSavemenu” function.
Mr Darkness 29 Nov, 2024 @ 6:22pm 
im having an error every time i boot up the mod