Project Zomboid

Project Zomboid

Restore Utilities
423 Comments
Jackd44  [author] Apr 15 @ 8:12pm 
very odd, the only reports i've had of it not syncing are when running "sandbox settings sync fix", but that would just revert the repairs on a server restart, so i'm thinking this is something weird

the log entries also just show up for any timed action that fails its checks either before or during the timed action i'm pretty sure (i.e. if you were to try and craft something without the required materials in your inventory, i think it'll throw the same error.)

would love to hear if you find anything else on this, tho!
Herr Jordel Apr 15 @ 7:47pm 
howdy! we're currently having an issue with the mod in a dedicated server.
When trying to repair the electrical grid, the action gets bugged. Some players will see the power go on, but others won't. For some reason there's an issue when trying to sync.
There isn't any conventional errors, but in debug mode i see a log stating: Bugged action: Cleared queue Ru_RepairAction
We're also using a whole list of mods and i'm thinking it may be an incompatibility with something else...
I will do some more testing and get back to ya.
If i find what mod is making it act up we can make a patch pretty easily
Jackd44  [author] Apr 11 @ 7:27pm 
gonna need more info on your issue @Breno, i'm running both restore utilities and bikinitools on my test build and i can spawn and remove vehicles just fine with no errors
Jackd44  [author] Apr 8 @ 1:56pm 
thanks for the heads up, I'll take a look when I get some free time this weekend
Breno Apr 8 @ 6:55am 
give conflicts with bikinitools when vehicle is removed
Jackd44  [author] Mar 29 @ 2:23pm 
if you're using the blackouts mod and there is currently a blackout, then that's intentional

if there's not then the mod thinks there is because the blackouts mod is saying so
CSMK | PhysiksTV Mar 28 @ 7:40pm 
Rolling Blackout in Progress.... We cant repair
Jackd44  [author] Mar 26 @ 5:53pm 
pretend i haven't seen what? :D

haha it's all good, we all goof from time to time. enjoy!
Testest Mar 26 @ 5:21am 
Meh, just pretend you haven't seen that, thanks for the awesome mod ;)
Jackd44  [author] Mar 25 @ 2:51pm 
this is gonna sound wild I'm sorry, but could you double check you have the main restore utilities mod installed? (if you can see the sandbox options you're good)
Testest Mar 25 @ 11:14am 
Hello, im having a problem im not getting the RU options on the right click menu, not even as admin
Jackd44  [author] Mar 16 @ 5:59pm 
shouldn't do, if it does anything itd just make some of the items uncraftable i think

as long as you can craft all the fuses and the advanced electronic scrap u should be fine :)
marshmallow justice Mar 16 @ 5:50pm 
Does an error like this mean anything"?

WARN : Recipe , 1742151554077> 0> RecipeManager.resolveItemModuleDotType> WARNING: module "RestoreUtilities" may have forgot to import module Base

I see it on a few of my mods durinig loading, but it just says Warning so not sure
Jackd44  [author] Mar 15 @ 1:29am 
that's exactly who it is, i think it was from a video where it was steamed hams but using the models of the hit and run characters lmao :D
Stolas Suzie Mar 15 @ 1:25am 
Yeah I'm kinda lucky the random utilities shutoff let me know so soon that it wasn't working 12 days isn't long after the initial tv broadcasts so I'm fine restarting. Also nice profile picture looks like Principal Skinner from Simpsons Hit And Run good fucking game ^_^
Jackd44  [author] Mar 15 @ 1:14am 
huh, i wasn't actually sure if load order mattered for maps (especially load order vs the base map), so thats good to know!

glad you ended up getting it sorted though, hopefully it works for your ongoing playthru but if not, better to find out 12 days into it rather than like 60 days into it i guess :)
Stolas Suzie Mar 15 @ 1:09am 
I seem to have fixed it I moved it up in the list under Maps
RU_MulSubstation
RU_ROSWaterTreatment
Muldraugh,KY

By default they're below Muldraugh not sure what difference that even makes but whatever it works now. Its also been a long time for me too hosting a server with in game menu on my pc. Just got admin working again from youtube video and slid over to the water utilities. Gonna slide over to power now. My hope is I can get these to show up in my 12 day playthrough but probably just have to restart that's ok though.
Jackd44  [author] Mar 15 @ 12:34am 
i wish i could help u but tbh it's been ages since i've played zomboid too so i don't remember how to enable admin mode either lmao. i THINK it's possible that it can spawn in-world but not on the map, or the other way round, can't remember which way but i'm certain i've had it happen before.

and yeah unsubbing from everything can never hurt, you never know when steam or zomboid will play up and make stuff weird.

from what i remember (i've also not setup a zomboid server in about 2 years lol) your server settings sound right though, yes.
Stolas Suzie Mar 15 @ 12:30am 
Does it sound good with the server settings under Map and Spawn Regions though?
Stolas Suzie Mar 15 @ 12:29am 
I'll keep messing around with it and on other builds. Its been awhile since last played need to figure out how to re enable admin powers. Any chance it could in fact be there while not actually appearing on the map screen? On my last playthrough it wasn't there but maybe it is and just not on the map. May as well try unsubbing my collection and just these mods to be safe. Even though I'm certain the only enabled mods are the Utilities ones.
Jackd44  [author] Mar 15 @ 12:18am 
weird, it should be showing up then. could you use admin mode to reveal the full map and see if the water or power show up there? (the mod pictures should give you an idea of where you're looking if you're unsure) try teleporting yourself over to where the power station is while you're at it i suppose, just so we can check if that one's working or not too
Stolas Suzie Mar 15 @ 12:14am 
First thing I checked was disable all map mods. Now I'm on a new test server with no other mods installed aside from random power shutoff. Its the water treatment one I'm looking at haven't checked the power sub station just yet.
Jackd44  [author] Mar 15 @ 12:09am 
might sound silly but always worth checking and making sure, do you have any map conflicts that would also be overwriting that area?

maybe worth checking if the power station spawns or not too, if it does spawn its probably a map conflict, if it doesn't it might be something else
Stolas Suzie Mar 15 @ 12:07am 
I can't seem to get the map part of the mod to work correctly. That water utility outside rosewood isn't showing up on the map. Are there any additional things I need to do? I did add
RU_MulSubstation
RU_ROSWaterTreatment
to the Map section in server settings it also shows up in the spawn regions section automatically but still can't get the map part of the mod to show up
this is on build Legacy_41_78_7 if that's important
Jackd44  [author] Mar 13 @ 6:03pm 
sounds like fun! hope everything works properly for you but if it doesn't feel free to come let me know :)
marshmallow justice Mar 13 @ 6:39am 
okay good news is, the new maps have shown up in my existing world that i hadn't visited the cells. so no need for a new map! yay

haven't experienced blackouts yet - and it is added mid-save which it doesnt say anything about - so maybe that might not work... but yes i am loading it before your mod. Heres hoping. I love the idea of periodic blackouts as the day goes on, then using that mods setting for more frequent blackouts as the power goes out --- to warn us to go now use YOUR mod & maps, and start prepping to restore power.
Jackd44  [author] Mar 13 @ 3:54am 
gonna be completely honest, ive never touched load order in this game and everything has worked alright

i would assume its fine either way, but if it doesnt work try loading blackouts before this mod (im assuming thats how i've always tried to run it)

same goes for the maps, ive never actually tried so uuuh.. let me know what happens? :D
marshmallow justice Mar 13 @ 3:51am 
and does it matter if the supported maps load first or should the maps load after restore utilities too?
marshmallow justice Mar 13 @ 3:51am 
okay, ill try it out in existing world and then if not we can try restart its ok

i saw Blackouts is compatible, does Blackouts load after or before this ? thank you
Jackd44  [author] Mar 13 @ 3:36am 
from what I understand, you _should_ be fine? but obviously yeah if its not there then you'll have to make a new save, or manually add somewhere you can repair.

i have heard there is a way to regenerate chunks in an ongoing save? but i'm not sure how to do that, sorry (but that's only if the buildings aren't there already)
marshmallow justice Mar 13 @ 3:31am 
hello if i have an existing world but i have not explored those areas is it ok to add still? or must i start over
Jackd44  [author] Feb 21 @ 3:36pm 
probably not, the options are automatically added based on a custom room name, which cant (i don't think) be modified in-game

so to do that i'd have to completely remake the area, which potentially brings map compatibility issues and stuff

you can, of course, set it up manually if you'd like repairs to be possible there. the guide has more info about that
Bayrain Feb 21 @ 11:25am 
Any chance that the power grid option will be added to Louievillies power substation located to the south of Valley station?
UburGeek Feb 11 @ 12:28pm 
@1Kill2, I don't know of a way you can have isolated areas with utilities. Its pretty much an all or nothing (at least in B41)
Jackd44  [author] Feb 8 @ 3:56pm 
your assumption is correct, yes. and sadly no, the repairs are map-wide because doing it otherwise would basically require making an entire new mod
1kili2 Feb 8 @ 3:49pm 
From my understanding this mod restores the entire power or water grid, and adding additional repair zones just gives you more places to restore the entire grid, but im wondering if theres a way to like only restore power to a singular town or maybe even just a neighborhood?
Jackd44  [author] Feb 1 @ 2:48pm 
and then because, by default, the injury chance is 110%. your repairs at elec lvl 2 will ALWAYS have a chance for a burn at 20%, and so a deep wound at 30% and scratch at 50%

your injury risk goes down by 10% for each level you are over the required minimum, so at elec lvl 3 in default sandbox settings, your injury risk, and the probability of each type of injury, are the same as elec lvl 2

increasing the sandbox setting for injury chance basically just means you need to have more levels over the required minimum to not have the full chance of injury (and so, the chance of burns and deep wounds)

sorry this ended up being wordy and not super concise, but id be lying if i said i was good at getting to the point lmao
Jackd44  [author] Feb 1 @ 2:43pm 
oh you can't, sorry

there is a chance for a burn, deep wound or scratch, but they're hard-coded to certain chances, but me being me, i didnt code it to just be a simple roll to check if injured, then a roll to check if its a burn, it works a bit differently

the easiest way to describe it is that if you have between 100% to 80% chance of injury, there is a 20% to 0% chance of it being a burn (i.e if it was a 90% chance of injury, it'd be a 10% chance of a burn)

same rules for deep wounds except its from 100% to 50%, so if you had a 90% chance of injury it'd be 10% for a burn/30% deep wound/50% scratch
Dj / Booce Feb 1 @ 2:36pm 
I'm having a bit of an issue understanding like how to make injuries more severe
Jackd44  [author] Feb 1 @ 1:47pm 
tbh i don't really know how i'd make it clearer, sorry. could you explain what parts of it you're not getting? so i can try and clarify those parts to you

but the main jist of it is higher number = more chance of injury, or inversely for the repair modifier, lower number = less time repaired (a value of 0.5 there is basically like saying you'd only get 50% of days that a repair would otherwise give you, 0.25 would be 25%, 2.0 would be 200%, etc)
Dj / Booce Feb 1 @ 6:42am 
Can you have a guide explaining the values in sandbox a little more clearer? Like I'm trying to make people with low electric skill have a higher value to injure themselves or not repair it for as long, but I genuinely can't find out how to without messing something up.
Jackd44  [author] Feb 1 @ 1:43am 
in admin (mp) or debug (sp), you can right-click somewhere to set where you can repair, it will mark the square you click on so it can be done (or at least, should be able to) in player made buildings

here's the guide for a bit more detail
Hideo Kojima Jan 31 @ 11:46pm 
Any way to get the restored utilities to work on player made buildings?
Bayrain Jan 31 @ 10:37am 
I wasn't seeing a sandbox settings sync fix, I'll go through and check again
Wrath of the North Jan 31 @ 6:14am 
Power rolls on and off fine on my MP server.
Jackd44  [author] Jan 31 @ 1:50am 
weird, pretty sure it was fixed for a good long while

uuh obligatory question of are you running sandbox settings sync fix? if no, do you get the same behaviour to occur if you run just restore utilities and blackouts with no other mods?
Bayrain Jan 30 @ 9:39pm 
Looks like Blackouts is still being wonky. Once the blackout hits the power doesn't come back on until the game is exited
Wrath of the North Jan 23 @ 12:47pm 
I should've surmised that it wasn't a simple drag/drop process. :)

Ah! That's wonderful and good to know!
Jackd44  [author] Jan 23 @ 12:41pm 
sadly even just moving it a single square basically means remaking it from scratch, because you have to realign all the roads and the power poles and the foraging maps and a bunch of stuff

the good news is that people have said you can run this with fort redstone anyway, the fort redstone cell it clashes with is just a forest area
Wrath of the North Jan 21 @ 9:35am 
I'd love if you'd consider moving the RW pump station either a grid north or west as not to conflict with Fort Redstone, given its popularity. Just something to consider. :(