Project Zomboid

Project Zomboid

Monkey's PZ Dungeons Framework
54 条留言
Abe 2024 年 8 月 8 日 上午 11:16 
@Monkey, Amazing mod. Can you give the name of the mod you use on your demo video to see the map cells grid? im having trouble setting up the dungeons.
Ginseng 2024 年 4 月 12 日 上午 8:27 
Hey man, im looking to open a server and wanted to ask you about your services. I've sent a friend request on discord - my name there is ginseng
TIJE 2024 年 1 月 31 日 下午 1:04 
Hi @Monkey, love this mod but I'm using Eerie Country map, is this incompatible 100%?
Dismellion 2023 年 12 月 26 日 上午 3:33 
So, from what I got reading the codebase there is no any sort of map generator for dungeons and you have to manually create and add map chunks and manually reset them by replacing/deleting them with server restart? What's the point of some parameters like square sizes, distances between instances if its static anyways and can be defined by just one square as entry point?
涛哥IMBA 2023 年 12 月 10 日 下午 8:39 
Hello @Monkey :) How to set up entrances and exits
TancredTerror 2023 年 11 月 15 日 上午 3:10 
Hello @Monkey :)
What about vehicles on this project and framework ?
If there is vehicles into the instance which will be reseted, vehicles will be reseted too ?
Hydmonger 2023 年 11 月 10 日 下午 3:55 
Instead of a red circle why not have an infected survivor NPC named Preston asking us if we want to help clear a failed settlement ;)
老约翰 2023 年 10 月 25 日 上午 6:38 
Normally, it won't drop the frame

Drop frame only starts when you enter the maps once
Monkey  [作者] 2023 年 10 月 25 日 上午 6:35 
I see, I'll keep that in mind. Thanks.
老约翰 2023 年 10 月 25 日 上午 6:33 
@Monkey
The operation is indeed good with only a small amount of MOD added. In MP online, adding PZDungeons with over 200MOD will result in very low FPS, which is related to the distance between map blocks
Monkey  [作者] 2023 年 10 月 21 日 下午 1:59 
Idk what you're talking about. Demo map works well.
老约翰 2023 年 10 月 21 日 上午 2:39 
Block 100 is too far away, FPS frame dropout is very severe in MP mode. It is recommended to empty cell X2 and change the block to around 24,56 for reference only

PZD_CONFIG.RegisterDungeon("dungeon1", 2,2,2,24,56,4,4)
PZD_CONFIG.RegisterDungeon("dungeon2", 2,2,2,12,56,4,4)
老约翰 2023 年 10 月 21 日 上午 12:17 
STACK TRACE
-----------------------------------------
function: getNextInstance -- file: PZD_InstanceManager.lua line # 150 | MOD: PZ Dungeons Framework
function: EveryTenMinutes -- file: PZD_InstanceCycler.lua line # 16 | MOD: PZ Dungeons Framework
老约翰 2023 年 10 月 19 日 下午 9:15 
38_ 30. lotheader

Chunkdata_ 38_ 30. bin

World_ 38_ 30. lotpack

This is a useless block, he will reset some houses in West Point Town

Very influential in MP

This block may be for testing purposes?

I hope to delete him or reduce him to the size of a house
Saul Tenuts 2023 年 9 月 25 日 下午 4:14 
@Monkey Damn, fair enough! Really cool mod and tool nevertheless! Love what you're doing <3
Monkey  [作者] 2023 年 9 月 25 日 上午 7:38 
Yes, just have one instance of the dungeon map.
elilugz3715 2023 年 9 月 25 日 上午 7:27 
So curious, is it possible to make create a base within the dungeon? like is there a way to make it to where the dungeon does not refresh/reset?
Monkey  [作者] 2023 年 9 月 25 日 上午 12:49 
@Saul Yeah you'd have to disable anti-cheat

@vibo Entrances are pre-determined by yourself.
Saul Tenuts 2023 年 9 月 24 日 下午 7:35 
Since this is teleporting players around, does this require server side anti-cheat disabled?
vibo 2023 年 9 月 16 日 上午 8:08 
hi! mod looks really cool i can't wait to try it. I was wondering if the dungeon entrance locations are static as in pre-determined by yourself or if they are somehow randomly generated and placed out? Does this mod only work for the vanilla map and locations?
Monkey  [作者] 2023 年 9 月 12 日 下午 12:58 
Please reach out on discord if you want to discuss this in more detail.
Nemo of Utopia 2023 年 9 月 12 日 上午 11:01 
(Oh, and not-only can players enter/exit freely, but so can the zombies...)
Nemo of Utopia 2023 年 9 月 12 日 上午 11:00 
How much would it cost to have you make a few updates to this? In specific I want dungeons that never change layout after initial load but their CONTENTS reset: and CAN be chained together into deeper-and-deeper layers...
Monkey  [作者] 2023 年 9 月 10 日 下午 4:11 
If you need help just hit me up on discord!
Inconsistent714pp 2023 年 9 月 10 日 下午 3:28 
@Monkey

alright then just gotta figure out how to do that xD
Monkey  [作者] 2023 年 9 月 10 日 下午 2:36 
@Inconsistent714pp

Yeah it should if you configure the dungeon instances well.
Inconsistent714pp 2023 年 9 月 10 日 下午 2:19 
quick question does this work on hosted mp worlds if the mod was installed after server was started?
Monkey  [作者] 2023 年 9 月 3 日 上午 6:44 
@grey meat eater Yep should work the same in SP and MP

@Blaquestone
1) As of right now, instances can be linked to the main world. You can't link dungeon instances to another dungeon instances in terms of teleport.

2) You can simply create a dungeon setup with one instance and that will remain permanently. Ofc zombies and loot will respawn depending on the sandbox options, and environment damage won't be cleaned up.

3) Indeed, but there's also a feature to limit how often a player can revisit a dungeon. Use this in tandem with the respawn timer to not allow the player to re-enter until a new dungeon instance is cycled

4) Right now there's no need for this as per the commissioner of this mod (MrAtomicDuck), however this could definitely be expanded on, provided someone's willing to commission the work for it.
Rhasmoth 2023 年 9 月 2 日 下午 9:23 
Super exciting mod! I've got some questions/suggestions:

Can you create instances inside of instances to link smaller maps into multi-level areas?

Is it possible to set all instances to remain permanently? It could be neat to use this system as a way to expand PZ's map to include a certain level of random generation and underground complexes (a variation to the current basements mod).

It seems like, if a player leaves an instance and returns before the reset timer ends, they will return to the same instance (making return trips for looting possible). It also seems like multiple players can raid an instance together. That all correct?

Ground Control's question and your response... Would it be possible to include an option for using in-game time instead of real time to base instances on? Also, possibly set a time range they remain open? It could allow modders to create time-sensitive custom events at certain locations.
#4 alaskan chiv 2 player 2023 年 8 月 29 日 下午 2:11 
is the setup the same for singleplayer?
Monkey  [作者] 2023 年 8 月 29 日 上午 1:50 
Yeah
Rodion Raskolnikov 2023 年 8 月 29 日 上午 1:28 
Can i add this mod to exist world on MP?
Ssaulabby 2023 年 8 月 28 日 上午 6:23 
Ah oki thank you for clarification :)
Monkey  [作者] 2023 年 8 月 28 日 上午 6:05 
You still need to delete the .bin stuff but you don't have to manually execute the reset command in the LUA console after each restart, to reinitialise the instance references in the code and global mod data. Something that I missed initially.
Ssaulabby 2023 年 8 月 27 日 下午 10:19 
Hey, monkey I have a question about the new update "reset" does this mean after server restart, I don't have to delete the map_x_y.bin anymore to reset the instances? or This is only with the demo maps and custom ones are still needed to be reset manually?
Monkey  [作者] 2023 年 8 月 22 日 上午 2:54 
Yes it also works in singleplayer.
alexdb19 2023 年 8 月 21 日 下午 6:21 
Am i able to use this amazing mod while playing a solo game???
Monkey  [作者] 2023 年 8 月 20 日 上午 7:15 
Since instance duration is usually determined by server up time (reset after each server restart), I thought it's better to have it set as real time.
Ground Control 2023 年 8 月 19 日 下午 8:05 
I am wondering, is there any way to potentially get this on in game time instead? Making for stable dungeon times so that players know that at, say, 12 midnight in game time, the dungeon moves on to a new instance. This would be something to allow multiple players to plan and avoid accidentally ending up in different instances because someone went in after an instance change.
Monkey  [作者] 2023 年 8 月 14 日 上午 12:18 
Nope. The player will just spawn in a new dungeon instance (zombies will also respawn). Anything that the player might have dropped on the ground will be lost. One of the limitations.
El1oN 2023 年 8 月 14 日 上午 12:13 
First of all, I want to say that I appreciate what you did! It will bring a lot of new content to the servers. I wanted to ask you, if a player is in a dungeon when the server is restarting and it's doing a cleanup of the dungeons, will that player's character be reset as well?
Monkey  [作者] 2023 年 8 月 13 日 上午 6:26 
This is a framework mainly aimed at MP servers.
Bosterk 2023 年 8 月 12 日 下午 4:22 
friend, I want to play it in a solo game, how can I activate those dungeons? and where on the map should I go?
Monkey  [作者] 2023 年 8 月 10 日 下午 1:03 
Yep exactly. I wish I could write better documentation (something I plan to do) but I've been very busy with IRL stuff and issues lately. However I added the below comment to the description to help other people. Again, thanks for pointing it out.
Ssaulabby 2023 年 8 月 10 日 上午 5:38 
@Monkey Ah, I understand. and If I am correct, this "new instance creation minute" is editable from the sandbox setting right? Thank you for clarifying it :)
Monkey  [作者] 2023 年 8 月 10 日 上午 5:31 
Yeah, so I should clarify the documentation for this, thanks for the heads up.

How it works is that every X minutes (realtime, not ingame) that pass on the server, a new dungeon instance is set as active. That means that an instance of a dungeon won't be "created" for each player, rather it will be "created" every X amount of minutes. The idea is to reset and environmental damage and zombie kills done.

So if the cycle time is set to 10 minutes:
Player A can only enter Instance 1 @ minute 1
Player B can only enter Instance 1 @ minute 9
Player C can only enter Instance 2 @ minute 11

If Player A exits Instance 1 @ minute 15 and re-enters the dungeon straight away, he will be taken to Instance 2 instead.
Ssaulabby 2023 年 8 月 10 日 上午 5:25 
@Monkey, Thank you for your reply. Alright so no loot spawning in Mr.Atomics is normal. I'll reinstall everything and see if that solves the problem with the "demo" map then. Thanks again. One another question. Since the dungeon is suppose to be an instance, if a player enters 1 dungeon from location 1, and player #2 enters the same location like.. 1 min later, do they end up at the same dungeon? I have read your tutorial but it didn't help me to clarify this question.
Monkey  [作者] 2023 年 8 月 10 日 上午 4:20 
Just wanted to also note that on the original maps of MrAtomicDuck's dungeons, there's no loot either. Loot shouldn't be affected by this framework.
Monkey  [作者] 2023 年 8 月 10 日 上午 4:13 
Hey Ssaulabby. On the demo I'm getting loot to spawn normally as shown here [imgur.com] (also confirmed through LootZed). However on the MrAtomicDuck's maps, I'm not getting loot to spawn. I am not sure if this is intentional as I am not the creator of the maps themselves.
Ssaulabby 2023 年 8 月 9 日 下午 5:56 
Heya @Monkey, I want to start my sentences with an appreciation for your work. I really wanted this mod. I've been resetting my dungeons manually each week for my community. You made my life whole lot easier. Thank you. One question though, not sure if this is a problem on my side only, but all the dungeon instances that are spawned (this demo and the one from mr.atomic) does not produce any items in the crates and containers in the map. Is this normal? or a bug? Do they suppose to contain items that are indicated in the map item procedure file??