Project Zomboid

Project Zomboid

[B42] Barricaded World - Extended Erosion (Error Fix)
24 Comments
glermz 27 Oct @ 8:44am 
Is this mod working as of 42.12 patch?!
Daevinski 25 Oct @ 9:09am 
Any way to adjust the Sandbox Options to improve performance? Maybe reducing the number of barricades?
Cap 5 Oct @ 2:38pm 
Won't lie, I figured sense the original mod was for build41/42 this would also be, and didn't read the tags mb lol.
Hope to see a version of this or something similar for build41 sometime.
VexyWexy  [author] 3 Oct @ 11:43am 
@Cap mod should be called "[B42] Barricaded World - Extended Erosion" in mod list, when enabled you should find the sandbox options under the "Barricaded World" menu.

If you don't see it in the mod list you might be running on version B41 of zomboid? this is B42 only
Cap 3 Oct @ 12:59am 
also when i get/have this enabled where will it show in the sandbox options?
Cap 3 Oct @ 12:57am 
what is this called in the select mod list, trying to find it to see if i have it enabled and cant find it
unlockk 21 Sep @ 3:57am 
@VexyWexy
Thanks a lot, yeah I would have tried to do something myself but I'm not experienced with modding these specific functions/aspects of the game. It's one of the biggest bottlenecks of OnGridSquareLoad with regards to performance. I agree with you on the 10 years later, but yeah, playing the vanilla start date myself, and I would welcome the sandbox toggle. Thanks.
VexyWexy  [author] 21 Sep @ 1:02am 
@unlockk got it yeah it might actually help with performance a little if a check happens for ground level first before any other logic. I agree with your point on only those windows being broken from zombies but in a "10 years later" play-through it actually makes sense that all z level windows would be deteriorated/broken, at least I think. I'll look into adding a sandbox toggle for it, been quite busy recently but I'll try to make time for it.
unlockk 8 Sep @ 5:03am 
if you think about it, the damage would come from zombies and people trying to break in, it wouldn't make too much sense to have an apartment building have all windows at all floors equally damaged unless there was a massive firefight or large scale vandalism or something.
unlockk 8 Sep @ 5:02am 
@VexyWexy
yes, I think that would be nice. Also it might possibly reduce the OnGridSquareLoad lag if each z level counts as a different square and you just simply ignore all loaded squares above a certain z level for any checks that this mod does - but I don't know if each z level counts as a different square, I just looked through the code here.
VexyWexy  [author] 8 Sep @ 1:38am 
@JesusChristIsLord yes, see my comment below, it will run on load and break/barricaded things around you

@unlockk I can take a look at exposing something like that when I get a chance, so you want windows above a set z level to not be broken?
JesusChristIsLord 7 Sep @ 6:51pm 
save game compatiable?
Plom_bir 25 Aug @ 6:35am 
норм
unlockk 10 Aug @ 10:13am 
Good to see this mod working again. I've got a suggestion, could you please try and do: add an option for maximum z coordinates for windows to be broken (since you already have a check for barricades to be placed at z=0 only). Thanks!
VexyWexy  [author] 8 Aug @ 6:00am 
@jaemissesmobo this is standalone, you do not need the original
󠀡󠀡󠁳󠀡󠀡 8 Aug @ 12:17am 
is this standalone? or do i need the original
VexyWexy  [author] 25 Jul @ 11:05am 
@Intequr you should be able to yes, the code only runs when tiles load so it should be safe to add after the game starts, I recommend making a backup of your save though just in case.
Intequr 23 Jul @ 10:35pm 
can you add this after a game starts
VexyWexy  [author] 23 Jul @ 6:06am 
Yeah unfortunately performance is pretty bad cause it's checking every window/door around you when a grid square loads, which when driving fast can get quite laggy. There could be a quick and dirty way of somehow storing which zones have been processed and not run at all in those zones, but you'll still get bad performance going through unexplored zones.

I might take a look at improving it myself sometime, but as stated I have almost no knowledge of PZ's mod api lol.
Slav3106 23 Jul @ 4:10am 
Shame. I really like the idea of this mod but the last time I tried it it horribly tanked the performance (which already isn't at its greatest). Anyway, thanks for the response (and still thanks for the mod as I appreciate the work).
Stomno 23 Jul @ 3:09am 
Bad. Don't ever use mods that change everything in the map.
Slav3106 22 Jul @ 1:16pm 
How's performance impact ladies and gents ?
igor 22 Jul @ 10:12am 
cool
asmathebaned 22 Jul @ 8:49am 
cool ass mod bro keep up the good work