Project Zomboid

Project Zomboid

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Functional Car Lift
   
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935.298 KB
Apr 15 @ 12:12pm
Apr 28 @ 10:41am
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Functional Car Lift

Description
Makes the carshop lifts functional, removing the need for a jack when the car is near the lift.

Move the lift to your own car shop!
Enabling the option to convert the vanilla tiles, you will be able to pick-up the world car lifts and place them on your own base. It requires a screwdriver and Electrical Level 3, and will result in four heavy parts. Be careful, it can break! Improve your chances with more Electrical level.
(Mechanical or Metalworking requirements were not possible with how moveable tiles work.)

Sandbox options
- Range: The distance range from the vehicle where the car lift operates.
- Require Power: Indicates if the car lift requires available power to operate, whether it is from hydro (world power) or a generator.
- Convert to Movable Tiles: Convert vanilla tiles into moveable tiles. This process can be undone with the revert option.
- Revert to Vanilla Tiles: Revert moveable car lift tiles into vanilla tiles. To succesfully revert, this option must be kept enabled until ALL tiles are reverted.

Frequently Asked Questions
- Why a screwdriver and electrical skill for picking up?
- Well, how moveable system works is by using tiles created in TileZed. These tiles have properties, and in those properties you select the tool required to pick it up from a list, and that tool also carries the required skill (you cannot pick a wrench with carpentry skill). So, unfortunately the wrench has no skill associated, and I didn't want to make it easy to pick up. So screwdriver, which has electrical skill requirement attached, was the second best choice. FOUND A WAY! Now you can pick-up and place the lift parts with a Wrench and Mechanics skill.

- Why does my vehicle don't fit in the lift?
- Some vanilla car lift on small repair shops have only 2 squares without hitboxes, so the fit is TIGHT. Big repair shops' lifts are wider (3 squares without hitboxes), and you can build your own custom width car lift.

Roadmap
- B42 support
- Craftable lift
- Lift animation

Public repository
https://github.com/marianorenzi/pz-FunctionalCarLift

Thanks
I would like to thank to the mod development channel on the official Project Zomboid Discord server, specially to @jimbeamdiablo, @DrStalker, @albion and @melo's_tiles for their help.

Workshop ID: 3464551542
Mod ID: FunctionalCarLift

Workshop ID: 3464551542
Mod ID: FunctionalCarLift
67 Comments
Greenjack Jun 5 @ 8:53pm 
little mods like this make feel this game a little more complete, bit by bit
Thank you for your work @manoplin
manoplin  [author] May 21 @ 12:40pm 
If you don't enable the "Convert tiles" option on the mod, you can still use the lifts found in-game (you just won't be able to move them). And yes, after the power shuts down, you can use a generator on those too.

Even if you don't enable that option, you can still craft your own lifts, though. You just need to find the right magazine and meet the level requirements.
Crankyッ May 21 @ 11:30am 
Is the tile zed thing only for if you want to move it or for it work (if i dont want to mess with tile zed can I just slap a generator down and the lift will work )
Rusty #DopeRust May 11 @ 4:15pm 
@manoplin, after further testing and after reading your elaborated explanation, thank you for taking time to do that, i managed to make it work, so i must have a mod that somehow its reverting or blocking the changes made by yours, i will try to find it, because i just moved your moved from the top of my vehicle category to the building one, and after that is started working, so its a mod between this categorys that is messing with him, if you want i can give you more info on discord, i think it will be easier to "chat" there, to not fill the comment section with this.

Cheers.
manoplin  [author] May 11 @ 3:47pm 
When a car lift is replaced with custom tiles, again the mod just looks for these tiles nearby the car square. Additionally, the mod looks for a complete lift structure (two columns and at least one center piece, all correctly placed). This allows you to create super wide lifts (in vanilla, small shops have 4-wide lifts, and big shops have 5-wide lifts).

These tiles are individually pickable and placeable, and they have a chance to fail while picking them up. This will result in scrap pieces, or none at all... If you success at picking the piece up, it will result in an item in your inventory.
manoplin  [author] May 11 @ 3:47pm 
Hello Rusty. Without the replace option enabled, the mod just looks for a Car Lift sprite in the nearby squares (configurable radius starting from the vehicle square). If a car lift sprite is found, then the requirement for a jack is removed.

When the replace option is enabled, every time the world is loaded (cell by cell, square by square), the original car lift sprite tiles are replaced with custom ones. The tiles are the objects that hold the ability of being moved, placed, destroyed, repaired, etc...
Rusty #DopeRust May 9 @ 2:49am 
@manoplin, firstly, thank you for sharing your work with the community of PZ, your mods brings realism to the game, awesome work.

Secondly, i would like to ask for some "insight", i have tested the mod alone and with a modlist, when used alone it works as it should, but when i use it with a modlist(custom one, with a custom load order), i'm unable to craft or pick-up the existent car lifts in the world, when crafting them it does the animation, but doesnt craft nothing, when i try to pick it up, it simple doesnt show nothing to pick up, its like the "tiles" dont exist, and i have the convert option enabled.

The stranges part is a dont have any error popping, so i would love any insight you may have, if you prefer to talk via discord, please let me know, and i can even screenshare for you to see it live.

Cheers.
ProGee Apr 28 @ 6:23pm 
Thx manoplin
manoplin  [author] Apr 28 @ 3:14pm 
Well, that's completely effed up. Sounds like the chunk files have been erased and those cells just resetted. I'll be looking closely to other reports in case there are more cases like yours.
ProGee Apr 28 @ 3:00pm 
your actual update, from the previous one i wasnt playing. Just all my stuff and loot is gone and the base is resetted, suddenly zombies appeared. I can not say why that happened, no other mod updated during my last playthrough. I can not reproduce the error, i am sorry. I guess we have to stay that way. But it doesnt matter. Maybe it was because of build 42, and the mod update together, and something internally went wrong. The Error Magnifier didnt reported any issues.