Project Zomboid

Project Zomboid

Industrial Revolution B42
81 Comments
FxH Aug 20 @ 1:07pm 
The industrial revolution and it's consequences have been a disaster for the human race.
B~Shep Aug 14 @ 7:52am 
I haven't used this mod yet, but I've noticed you all talking about how many hour days. I set mine 3 hour days, it might seem long to other people. I think these will be fun to try.
norby007  [author] Jun 9 @ 5:13pm 
@Lazy Invincible General May 28 @ 1:38pm
"I've been using the default time setting of 1 hour days, have not yet tried increasing the time setting yet (I've tried decreasing it once and did not like it) but if they are supposed to appear and then be removed then its fine"

Hoping 42 redesigns this to be vanilla or a better way to remove it.
norby007  [author] Jun 9 @ 5:12pm 
@Amenophis May 28 @ 7:36am
"Is there a way to disable all generators from automatically starting by default? I can't explore large buildings because the generator starts automatically and fills the building with fumes."

Sandbox setting "auto power on chance"
Lazy Invincible General May 28 @ 1:38pm 
I've been using the default time setting of 1 hour days, have not yet tried increasing the time setting yet (I've tried decreasing it once and did not like it) but if they are supposed to appear and then be removed then its fine
Amenophis May 28 @ 7:36am 
Is there a way to disable all generators from automatically starting by default? I can't explore large buildings because the generator starts automatically and fills the building with fumes.
norby007  [author] May 25 @ 6:16pm 
@Stage 2 hours ago
"Hi there!
I don't know if this is intended, a bug or a mod interaction:
All "boilers" in my game are converted to silo generators."

That is a feature but you can disable them in the sandbox.
norby007  [author] May 25 @ 6:14pm 
@Bohusu May 10 @ 8:05pm
"Hello, could anyone point me to a guide or help me here? I'm wondering if it's possible to use the saw on its own to cut logs and feeding it manually"

Not in this mod, but there is a mod that will offer things like that in b41 https://steamcommunity.com/sharedfiles/filedetails/?id=3372547930

Alternatively you can set up a saw and a box after it and drop the logs right in the saw container and it will spit it out into a box.
norby007  [author] May 25 @ 6:10pm 
@Lazy Invincible General Apr 27 @ 11:25pm
"so, I read from the comments section in functional appliances that the silo gen was moved here for b42. as for my question, do you know any reason why the game would occasionally decide that the silo generator was filling the building with fumes then switch its mind to its not making fumes? (for reference I do not have a exhaust fan since it said it already had a exhaust)"

Out of curiosity what timing do you use for the game. 1hr/day is the default. Basically the fumes return and I have a tick that checks and turns it back off. Hoping the new generator options will help this as they build more in 42. Unfortunately this is the only way right now to deactivate the fumes but I will look into a better option if available.
norby007  [author] May 25 @ 6:06pm 
sorry for the delay in responding... I have been offline for some time with life. Will start updating again today and tomorrow and go through the questions.
Stage May 25 @ 4:01pm 
Hi there!
I don't know if this is intended, a bug or a mod interaction:
All "boilers" in my game are converted to silo generators.
Bohusu May 10 @ 8:05pm 
Hello, could anyone point me to a guide or help me here? I'm wondering if it's possible to use the saw on its own to cut logs and feeding it manually
Lazy Invincible General Apr 27 @ 11:25pm 
so, I read from the comments section in functional appliances that the silo gen was moved here for b42. as for my question, do you know any reason why the game would occasionally decide that the silo generator was filling the building with fumes then switch its mind to its not making fumes? (for reference I do not have a exhaust fan since it said it already had a exhaust)
norby007  [author] Apr 19 @ 4:05pm 
@Almahr Apr 18 @ 1:26pm
"Hey, would you be able to add compatibility"

I have an idea that should work and make my mod future compatible with all mods... Its tricky but it means building a dummy sprite duplicated from the vanilla to a texture pack and then after it is built have it revert back to the original vanilla sprite version. It will take some time to code and test. Stay tuned...
norby007  [author] Apr 18 @ 9:09pm 
@Almahr 7 hours ago
"Hey, would you be able to add compatibility with https://steamcommunity.com/sharedfiles/filedetails/?id=3463117260&searchtext= ? I've read that every "Factory Pieces"-based addon will cause a CTD on start-up when using both of them. Appreciate your hard work!"

Just for clarity... I was under the impression that Building Menu was not updating to B42. So I completely recoded what I had to get there myself. The error is because more than one mod is trying to add a buildable item to the same vanilla menu. This can happen in vanilla as well so I don't add things that are already added. As far as compatibility, not sure it is even possible. Somehow in the scripting system it would need to be checked for each item and you can't in the scripting system. Elyon is smart, maybe they will find a way.
Almahr Apr 18 @ 1:26pm 
Hey, would you be able to add compatibility with https://steamcommunity.com/sharedfiles/filedetails/?id=3463117260&searchtext= ? I've read that every "Factory Pieces"-based addon will cause a CTD on start-up when using both of them. Appreciate your hard work!
norby007  [author] Apr 6 @ 8:13pm 
Update B42
Corpse saw recipe returns so that they can be cut up into meat again (use the robotic arms to move the bodies or the mod that allows you to pick up the bodies in 42 like we did in 41)
The repair robotics ability is now much better as you gain electrical and mechanical XP levels, 4 times the old values
Robotic claws are now repairable and have a health system like the auto butcher
Robotic claws no longer tear up bodies, they still kill zombies and empty their inventories but now they load corpses into the containers instead tearing them into meat, once there the corpses can be moved like they did in 41
norby007  [author] Mar 31 @ 7:56pm 
https://youtu.be/MhHh-kHEwkw The Auto Butcher launch...
Update for B42
Claws pick up drop and sort into multiple containers in the same square
Claws turn zombie corpses into zombie meat
Deconstruct and saws turn tainted meat chunks into zombie meat
Zombified foods now available in the base game
The Auto Butcher is now killing zombies and animals that wander near, packing their parts neatly into containers including adding their blood to a fluid container to the west of them.
norby007  [author] Mar 29 @ 7:55am 
@Gio Mar 26 @ 7:06am
"Since yesterday when I use the mod the game map icon is deleted and it also doesn't let me open the map"

Appears to be working locally for me. Any errors? This mod doesn't do anything with the map.
Stickninja1520 Mar 28 @ 5:23pm 
Just realized you're the guy that does Functional appliances. Love your mods! glad to have function to the big generators in b42
Gio Mar 26 @ 7:06am 
Since yesterday when I use the mod the game map icon is deleted and it also doesn't let me open the map
norby007  [author] Mar 23 @ 4:06pm 
@drshahramanvariazar 44 minutes ago
"can you add compability to uncle dave was a prepper mod please so generators of silo dont overlap with eachother"

Might want to take this up with that mod, they are already removing the 41 version with Functional Appliances.
norby007  [author] Mar 23 @ 4:03pm 
@drshahramanvariazar 40 minutes ago
"can you add compability to uncle dave was a prepper mod please so generators of silo dont overlap with eachother"

I can look into changing functionality but at this point its a buying decision. I don't even know what that mod is at the moment.
drshahramanvariazar Mar 23 @ 3:21pm 
can you add compability to uncle dave was a prepper mod please so generators of silo dont overlap with eachother
norby007  [author] Mar 23 @ 12:06pm 
@Aristotel Mar 21 @ 6:21am
"Does the ability to use big silo generators come from this mod or your other Useful Appliances mod? Regardless, it said on the Useful Appliance mod page that the silos can be picked up and moved now, but I can't seem to do it. Sorry If I am asking on the wrong mods page"

No worries. If you are playing 41, Functional Appliances is needed to make them work and Building Menu Factory Pieces to make new ones. In B42 Factory Pieces is used to make new ones and Industrial Revolution B42 is used to make them function.
norby007  [author] Mar 23 @ 12:03pm 
Update
Added a guardrail to stop items from throwing an error on creation when the item doesn't exist.
Added support for add-ons to show the recipes in a submenu for each add-on
Aristotel Mar 21 @ 6:21am 
Does the ability to use big silo generators come from this mod or your other Useful Appliances mod? Regardless, it said on the Useful Appliance mod page that the silos can be picked up and moved now, but I can't seem to do it. Sorry If I am asking on the wrong mods page
norby007  [author] Mar 18 @ 8:33pm 
@Hx Mar 15 @ 1:55am
"Could you modify the "addOption" section in the following files:
"IndustrialRevolutionMillingMachine.lua,"
"IndustrialRevolutionTerminal.lua,"
"IndustrialRevolutionRoboticClaw,"
"IndustrialRevolutionTrackLifter,"
"IndustrialRevolutionUniversalProductionMachine,
to use the values from "IndustrialRevolution.translation" instead of plain text, so that localization can be applied?"

I definitely want to make this language friendly, some of it is done some not, partly because I was not certain that the context menus would be the same for very long. I will try and make that a priority now that it is fairly stable in b42.
norby007  [author] Mar 18 @ 8:31pm 
@Aymira Mar 13 @ 12:25am
"How i can plumb metal barrels to milling machines ?"

Not yet implemented but working on it soon. :)
Hx Mar 15 @ 1:55am 
Could you modify the "addOption" section in the following files:
"IndustrialRevolutionMillingMachine.lua,"
"IndustrialRevolutionTerminal.lua,"
"IndustrialRevolutionRoboticClaw,"
"IndustrialRevolutionTrackLifter,"
"IndustrialRevolutionUniversalProductionMachine,
to use the values from "IndustrialRevolution.translation" instead of plain text, so that localization can be applied?


For example, in the "IndustrialRevolutionTrackLifter.lua" file, on line 105, the option:

menu:addOption("Output Direction [" .. getText("IGUI_Direction_" .. TrackLifter:getModData()['IROutputDirection1']) .. "]: ")

can be modified to:

menu:addOption(getText("UI_IndustrialRevolution_outputdirection", getText("IGUI_Direction_" .. TrackLifter:getModData()['IROutputDirection1'])))

Where UI_IndustrialRevolution_outputdirection = "Output Direction [%1]" is defined.
Aymira Mar 13 @ 12:25am 
How i can plumb metal barrels to milling machines ?
norby007  [author] Mar 4 @ 6:12pm 
Update - Water issues fixed, milling machines will now process from the built in plumbed source again after 42.4.0
norby007  [author] Mar 4 @ 11:27am 
Bug fix - Due to the 42.4.0 update the water amount in sprite machines has changed. For now you will need to have a container of water in the machine extensions to get usage to work until I can find the way around it. This patch is to suppress the errors.
norby007  [author] Feb 15 @ 11:20am 
@Marads~Yuuka 21 hours ago
"Been busy for a while, thank you for adding the volume slider."

Honestly just glad I was able to figure it out. It required completely changing the sound functions. I did not even know it was possible as the other function had no volume settings. I think we got lucky. :)
Marads~Yuuka Feb 14 @ 1:38pm 
Been busy for a while, thank you for adding the volume slider.
norby007  [author] Feb 13 @ 4:44pm 
@JAMMY Feb 11 @ 5:30pm
"WARN : Script f:0, t:1739323014592> ScriptModule.CreateFromTokenPP > unknown script object "," in 'media/scripts/industrialrevolution_sounds.txt'
I think some commas were added in by accident?"

Thank you for letting me know, just fixed it and uploading it now.
norby007  [author] Feb 13 @ 4:36pm 
B42 Update to make it compatible with the 42.3.1 changes with water in the milling machines.
Jams [29th ID] Feb 11 @ 5:30pm 
WARN : Script f:0, t:1739323014592> ScriptModule.CreateFromTokenPP > unknown script object "," in 'media/scripts/industrialrevolution_sounds.txt'
WARN : Script f:0, t:1739323014592> ScriptModule.CreateFromTokenPP > unknown script object "," in 'media/scripts/industrialrevolution_sounds.txt'
WARN : Script f:0, t:1739323014593> ScriptModule.CreateFromTokenPP > unknown script object "," in 'media/scripts/industrialrevolution_sounds.txt'
WARN : Script f:0, t:1739323014593> ScriptModule.CreateFromTokenPP > unknown script object "," in 'media/scripts/industrialrevolution_sounds.txt'


I think some commas were added in by accident?
bueno saberlo
norby007  [author] Feb 7 @ 4:43pm 
Yeah right now the bodies will just be removed, but there will be changes made soon.
menudo pedazo de mecanica me a echo reir y todo ahora las maquinas skinet esta de parte de la humanidad y ataca a los zombies con ese brazo mecanico le quita todo los objetos a los zombies y destruyen el cuerpo

a pensado que con los zombies podrian crear con su cuerpo material de combustion bio combustible y estaria genial poder meter a los cuerpos de los zombies dentro de barriles como en la pelicula de 1985 el dia de los muertos si el barril trioxin 2.45 un nuevo barril y elemento en el juego

y con que objetivo pues eso depende ya de el creador de el mod quiza por que somos cientificos locos para mas inmersion oh quiza por alguna nueva fuente de combustible fosil y bio horganica en el juego la verdad que fue buena idea lo de que la industria ataque a los zombies ya estamos un pasado mas en el juego en el poder industrial en la defensa
norby007  [author] Feb 7 @ 2:22pm 
Update: A volume slider was added into the mod options menu for the machines. Also the claw arms now attack zombies that wander into the square they are set to pull from. They will strip the zombie of any items and drop them into the next target container and dispose of the body.
norby007  [author] Jan 29 @ 8:20pm 
Since I got the barrels working as fluid containers, the next big push is getting a fluid container filler and emptying machine.
norby007  [author] Jan 29 @ 8:19pm 
@FuckingUselessRodent 9 hours ago
"Hi it just says correct placeholder item for fluid being added, what does that mean? I've added a lot of random water containers trying to find the one you're referencing but they keep being spat out of the machine before crafting anything, everything else works perfectly for me though and the mod is really good, I'm just a little stuck haha"

Hop on the discord if you get stuck, between myself and others we can get you an answer quicker. I assume you are designing recipes. In order to make fluids compatible for input I created a placeholder item type for each fluid. So if the recipe needs water use IndustrialRevolution.FluidWater as the item. For gas it would be: IndustrialRevolution.FluidPetrol etc... I can add additional fluid types and we can add them in the add-on packs as needed.
norby007  [author] Jan 29 @ 8:14pm 
@thatonewh_recoldy Jan 27 @ 1:13am
"thank you for the mod. will be sending a few dollars your way as apprecation."

Thank you, not required but always appreciated. :)
Hi it just says correct placeholder item for fluid being added, what does that mean? I've added a lot of random water containers trying to find the one you're referencing but they keep being spat out of the machine before crafting anything, everything else works perfectly for me though and the mod is really good, I'm just a little stuck haha
thatonewh_recoldy Jan 27 @ 1:13am 
thank you for the mod. will be sending a few dollars your way as apprecation.
norby007  [author] Jan 26 @ 8:41am 
Updating to fix a water consumption bug in the milling machines, added a jar and lid recipe, and lowered the water needed for canning and jarring foods to 1 liter each.
norby007  [author] Jan 25 @ 9:31pm 
Updated for B42 Better Sorting categories in the UPM sorting systems.
norby007  [author] Jan 25 @ 8:27pm 
Updated to add repair options for the Katana and Machete as requested.