Project Zomboid

Project Zomboid

Restore Utilities
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Update: Apr 12 @ 5:22pm

1.4.3

- Updated item name translation files to the modern standard for both EN and PTBR translations

Update: Apr 11 @ 8:10pm

1.4.2

- Added Brazilian Portuguese translation, thanks to Breno for the translation!

Update: Nov 26, 2024 @ 10:22pm

1.4.1 - aye aye, Captain Price o7

- Added 2 new sandbox preset options for loot rarity, ultra rare (0.05x) and insanely rare (0.01x), these should make coming across restore utilities items VERY infrequent, so use at your own risk
- Changed the display names of the presets for 0.5x and 0.25x from low and very low -> rare and very rare
- The new sandbox options were added at the bottom of the list as slot 7 and 8, if you don't know what this means don't worry, it basically just means your sandbox settings in ongoing saves won't be impacted :)

Update: Nov 13, 2024 @ 9:49pm

1.4 Coldfix

- Removed some prints that could spam your output log when vanilla vehicles are removed
- Some other minor changes to prints to help with troubleshooting for server owners adding and removing their own zones

That's it, sorry. No big patch here until *at least* B42 :(

Update: Sep 6, 2024 @ 4:58pm

1.4 Hotfix

- Removed debug print messages that were spamming up the console (forgot to remove these before I uploaded 1.4, whoops!)

Update: Sep 6, 2024 @ 3:58pm

1.4

- Added some new admin commands (these can be used in debug mode if you're playing singleplayer)
- Force shutdown a utility (it won't come back on by itself, but it will now be repairable through the usual methods)
- Force repair a utility, this will add extra days to the current utility shutoff if it's already repaired
- Force repair can be done in increments of 1/7/14/30/90/365 days

Update: Jun 3, 2024 @ 7:19pm

1.3.1

- Hopefully fixed items spawning in containers even when their linked sandbox option was set to 0x spawn rates, should now completely remove the possibility of them spawning

Update: May 16, 2024 @ 3:17am

1.3 - The de-scuffening

Did a decent clean-up to the mod which should hopefully bring benefits, and only benefits. I have given this update a decent bit of testing but I am only 1 man, please let me know if you find something I've broken and I'll try my best to fix it. :)

- Cleaned up code a bit, should hopefully bring very slightly better performance but more importantly should hopefully increase compatibility (Big thanks to Burryaga for the help!!)
- Speaking of compatibility, the Blackouts mod should now be 100% compatible with this mod without causing any weirdness where your power repairs were reverting
- Added a new sandbox option that lets you scale how effective repairs are, you can edit this anywhere between 0.1x and 10x. This scale applies after all other calculations, so it will also modify the fuses that change repair efficiency!!
- Added a new warning text when inspecting a utility's info or repair text boxes during a blackout from the Blackouts mod
- Disabled the ability to repair a utility during a blackout from the Blackouts mod
- During a blackout from the Blackouts mod, utilities will now try to show how long until their permanent shutdown instead of showing as OFFLINE for the duration of the blackout
- Fixed a tiny thing where the info text box on a utility would be longer than it needed to be when looking at it while your electrical skill was level 8 or higher and the utility was offline

Update: Apr 30, 2024 @ 10:32pm

1.2.0

- Added code support for the admin tools that let you add/remove custom squares, this lets you write code that automatically adds squares where you can repair either utility. Good for if you don't want to use debug or admin mode and teleport over to where you want repairs to be possible every time you start a new save. :)
- Also added a template file to show you how to use this new functionality, I tried my best to lay it out in a way that you can figure out how to use it even with 0 coding experience :)
- Added extra info to the repair tooltip when using the Marked Components fuse, it will now show your bonus electrical skill next to your current electrical skill
- Fixed repair tooltip showing electrical skill in red if under the required skill level, but you actually meet the requirements with the bonus from the Marked Components fuse (repairs were always possible, the tooltip would just lead you to believe otherwise)

Update: Apr 22, 2024 @ 2:34am

1.1.2

- Fixed repair costs having decimal places in (and potentially being buggy) if the repair cost sandbox option was set to an odd number and a spare parts fuse was used, it will now round down to the nearest whole number