Project Zomboid

Project Zomboid

Monkey's PZ Dungeons Framework
54 Comments
Abe Aug 8, 2024 @ 11:16am 
@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 Apr 12, 2024 @ 8:27am 
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 Jan 31, 2024 @ 1:04pm 
Hi @Monkey, love this mod but I'm using Eerie Country map, is this incompatible 100%?
Dismellion Dec 26, 2023 @ 3:33am 
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 Dec 10, 2023 @ 8:39pm 
Hello @Monkey :) How to set up entrances and exits
TancredTerror Nov 15, 2023 @ 3:10am 
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 Nov 10, 2023 @ 3:55pm 
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 Oct 25, 2023 @ 6:38am 
Normally, it won't drop the frame

Drop frame only starts when you enter the maps once
Monkey  [author] Oct 25, 2023 @ 6:35am 
I see, I'll keep that in mind. Thanks.
老约翰 Oct 25, 2023 @ 6:33am 
@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  [author] Oct 21, 2023 @ 1:59pm 
Idk what you're talking about. Demo map works well.
老约翰 Oct 21, 2023 @ 2:39am 
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 Oct 21, 2023 @ 12:17am 
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 Oct 19, 2023 @ 9:15pm 
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 Sep 25, 2023 @ 4:14pm 
@Monkey Damn, fair enough! Really cool mod and tool nevertheless! Love what you're doing <3
Monkey  [author] Sep 25, 2023 @ 7:38am 
Yes, just have one instance of the dungeon map.
elilugz3715 Sep 25, 2023 @ 7:27am 
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  [author] Sep 25, 2023 @ 12:49am 
@Saul Yeah you'd have to disable anti-cheat

@vibo Entrances are pre-determined by yourself.
Saul Tenuts Sep 24, 2023 @ 7:35pm 
Since this is teleporting players around, does this require server side anti-cheat disabled?
vibo Sep 16, 2023 @ 8:08am 
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  [author] Sep 12, 2023 @ 12:58pm 
Please reach out on discord if you want to discuss this in more detail.
Nemo of Utopia Sep 12, 2023 @ 11:01am 
(Oh, and not-only can players enter/exit freely, but so can the zombies...)
Nemo of Utopia Sep 12, 2023 @ 11:00am 
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  [author] Sep 10, 2023 @ 4:11pm 
If you need help just hit me up on discord!
Inconsistent714pp Sep 10, 2023 @ 3:28pm 
@Monkey

alright then just gotta figure out how to do that xD
Monkey  [author] Sep 10, 2023 @ 2:36pm 
@Inconsistent714pp

Yeah it should if you configure the dungeon instances well.
Inconsistent714pp Sep 10, 2023 @ 2:19pm 
quick question does this work on hosted mp worlds if the mod was installed after server was started?
Monkey  [author] Sep 3, 2023 @ 6:44am 
@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 Sep 2, 2023 @ 9:23pm 
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 Aug 29, 2023 @ 2:11pm 
is the setup the same for singleplayer?
Monkey  [author] Aug 29, 2023 @ 1:50am 
Yeah
Rodion Raskolnikov Aug 29, 2023 @ 1:28am 
Can i add this mod to exist world on MP?
Ssaulabby Aug 28, 2023 @ 6:23am 
Ah oki thank you for clarification :)
Monkey  [author] Aug 28, 2023 @ 6:05am 
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 Aug 27, 2023 @ 10:19pm 
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  [author] Aug 22, 2023 @ 2:54am 
Yes it also works in singleplayer.
alexdb19 Aug 21, 2023 @ 6:21pm 
Am i able to use this amazing mod while playing a solo game???
Monkey  [author] Aug 20, 2023 @ 7:15am 
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 Aug 19, 2023 @ 8:05pm 
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  [author] Aug 14, 2023 @ 12:18am 
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 Aug 14, 2023 @ 12:13am 
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  [author] Aug 13, 2023 @ 6:26am 
This is a framework mainly aimed at MP servers.
Bosterk Aug 12, 2023 @ 4:22pm 
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  [author] Aug 10, 2023 @ 1:03pm 
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 Aug 10, 2023 @ 5:38am 
@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  [author] Aug 10, 2023 @ 5:31am 
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 Aug 10, 2023 @ 5:25am 
@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  [author] Aug 10, 2023 @ 4:20am 
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  [author] Aug 10, 2023 @ 4:13am 
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 Aug 9, 2023 @ 5:56pm 
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??