#pzwiki_editing

1 messages Β· Page 16 of 1

lucid junco
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Standardized names help search up things easier

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Im curious if there will be a feature to change logo pics with theme change

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I want to avoid this thing

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Every other logos have transparent bg don't they

languid kayak
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This, I guess the straight logos will be redone at one point of time; the current ones are not straightended enough and have bad transparency.

We have a guide on straightening them and exporting with tilezed, but they are loose on talk pages and need cleanups and bringing to main pages such as https://pzwiki.net/wiki/TileZed

The video by Pohly is here: https://www.youtube.com/watch?v=29ZULSS6gvk

This video is supposed to give a demonstration on how to make the "diagonal" signs from the Zomboid game files intro straight-facing signs instead.

β–Ά Play video
languid kayak
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Our infoboxes should get some tweaks though, as they rely on javascript now and without that (and in preview) it's not shown

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But the current multi-image implementaition in the location infobox is a bit lackluster, as the tooltips aren't supported

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nah, just the images

languid kayak
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btw minor nit, but maybe it should be "safe house" and not "safehouse"? Technically both are correct, but "safe house" seems to be more common spelling
https://books.google.com/ngrams/graph?content=safehouse%2Csafe+house&year_start=1800&year_end=2019&corpus=en-2019&smoothing=3
https://en.wikipedia.org/wiki/Safe_house

A safe house (also spelled safehouse) is a dwelling place or building whose unassuming appearance makes it an inconspicuous location where one can hide out, take shelter, or conduct clandestine activities.

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There's currently both "safehouse" and "safe house" spellings used

robust latch
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I think safehouse feels better.

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Although in Turkish its seperate πŸ˜„

languid kayak
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lua/shared/Translate/EN/News_EN.txt:5178:Added confirmation before releasing a safe house
lua/shared/Translate/EN/News_EN.txt:5346:Fixed when a non-owner player quits a safe house, other players also getting kicked.
lua/shared/Translate/EN/Sandbox_EN.txt:432: Sandbox_SurvivorHouseChance_tooltip = "Increase/decrease probability of discovering randomized safe houses on the map: either burnt out, containing loot stashes, dead survivor bodies etc.",

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but this in multiplayer πŸ˜„

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All the tooltips are also "safehouse"

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oh well, gonna change it all to "safehouse" potential and then if we ever settle on something else and/or it changes in game, we can change it back.

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That or I can wait for more feedback πŸ˜„ It all can be botted anyway, gonna add it to tasks on whatever we decide

languid kayak
naive imp
languid kayak
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(unless you spot anything; feel free to edit)

naive imp
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Seems good to me! I don't see anything wrong with it

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Thanks Faalagorn, you're a legend. Crazy to think that me editing a pickup truck page turned into all this lol

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I'm happy to stay though πŸ’š

languid kayak
languid kayak
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btw, for those not up to speed, I went through all the locations, added all captions, removed all the useless periods, removed the video headers and added tooltips for the galleries that missed it with minor changes/renames along the way. All locations now unfold the header too.

Probably took more than needed especially as some changes could be made by bot, but at least I did get the occasion to go though all of these pagues manually lol

languid kayak
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Also, you'll have to wait a day more at least for the project Ksilem πŸ˜„ Unless someone beats me with the project creation, I sidetracked too much this weekend πŸ˜›

proud cobalt
proud cobalt
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These distribution files are a nightmare, there's no consistency

lucid junco
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It doesnt even have a link to the tilezeddrunk

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And no at least basic steps to start

languid kayak
lucid junco
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Its a b42 thing

robust latch
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Let me know which is the best, or if you have a better format in mind please do share.

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Or edit the page as Transcrip 4 and add your format for everyone to see

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First one is honoring Fuberti's format

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The other two i tried to utilize the template

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Also, most importantly, @elder estuary has made a script to tremendously ease the process of adding texts for us.

lucid junco
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Awesome

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Absolutely no icon variations

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Really good when you have to show that there are 4 different plates that can spawntired

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I either have to photoshop them to look distinct, or just say that there are 4 variants without showing them

robust latch
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I think just say that there are 4 variants?

lucid junco
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Yes, but its still underwhelming

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Rand Next 0,5
Has only 3 items in the list?

flat sun
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that just means 40% chance to spawn nothing

lucid junco
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I see

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So "20% to spawn each item, with 40% to spawn nothing"

lucid junco
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Are they called every time it spaws food or only once per story?

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How bout beverages?

proud cobalt
proud cobalt
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Are there any experts on foraging here? Anyone that can explain how this file works. I can get the basics but like, what does bonusMonths itemSizeModifier etc do?

dusk yew
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anybody know how the body location templates are made? {{Body location|body_location=Dress}} is looking like a common body location, but doesn't have a corresponding loadout

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so all the dress or similar items have no body location or a {{Body location|body_location=Dress}} that yields a blank template

lucid junco
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I a bit confused.. again

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How can 3 functions share same var and still work

lucid junco
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And how is it called, since there is only one instance of var 2 being called outside of these with int var2

languid kayak
dusk yew
languid kayak
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Speaking of which, should I know focus on updating these three boilerplates now:

Though these pages have headers that are exclusive to them, such as repairing for weapons, body location for clothing or evolved recipes for food

languid kayak
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It might look a little bland/too much text to be beginner-firendly, so idk πŸ€”. @sleek elk you mentioned it last time; mind taking a look? Any suggestions? I'll try to take a look at other pages and places you suggested it might be visible, too.

languid kayak
languid kayak
languid kayak
languid kayak
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Well, did some catching up finally. Maybe I'll be able to get back into items to finally give a final push to the navboxes, items and boilerplates tasks, starting with weapons and https://pzwiki.net/wiki/Help:Boilerplate_weapon if we'll be going that way.

One more thing when it comes to the obsolete items, I think we should draw the line at when something is totally not present in the code (not even in obsolete tag), it should be merged to the existing pages. With that in mind, I'll probably clean up some of the forgotten/cluttering pages that are terrible to maintain in https://pzwiki.net/wiki/Category:Obsolete_items (or add some obsolete items).

TBF though, obsolete items are pretty much just the replacement for the 2 versions nowadays; I gotta see what happens when you try to spawn them in debug mode though πŸ€”

digital helm
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I.e. you can replace and reuse the same variables once you no longer need its value

proud cobalt
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Sneak peak

lucid junco
lucid junco
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Thanks both of you for an explanationspiffo @quartz bear@digital helm

lucid junco
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Is.. this Gas 2 Go?

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Wiki says it is, but there are no indications that it is

lucid reef
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I wouldn't assume so, it doesn't use the gas 2 go tile pack apart from the gas pump area

lucid junco
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Red tape isnt exclusive to gas 2 go

lucid reef
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And the tiles for the pump are used in other gas stations that isn't gas 2 go

lucid reef
lucid junco
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Pretty much every station uses red tape

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Those that do have concrete pump station

lucid reef
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Hm I've only ever seen the gas 2 go pumps and wall tiles be used

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Never concrete so that's interesting

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Didn't know that was a thing

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But again I would assume its not gas 2 go as there are no clear signs to point to it being g2g

lucid junco
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The concrete ones are used here

lucid junco
lucid reef
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Did I word it bad lol?

lucid junco
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Nah

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Anyway, should probably name it "Unnamed Gas Station(Doe Valley)"

robust latch
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That can be Thunder Gas station

lucid junco
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Well, no signs that it is

lucid junco
naive imp
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I vaguely remember seeing a zombie around there with a gas 2 go t shirt on after I killed it

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But that may have been a different gas station

lucid reef
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That arnt fossoil or thunder gas

robust latch
lucid reef
naive imp
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Well no because thunder gas has their t shirts too. That's how I distinguished the no signage ones on the thunder gas page

proud cobalt
lucid junco
lucid reef
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Ita not changes in uh like nearly a year

robust latch
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what are the coordinates

lucid junco
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Just like with every other chain

robust latch
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i am still trying to find it on wiki lol

lucid junco
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Rosewood, Fallas Lake

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West Point

robust latch
naive imp
naive imp
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Ohhhh you posted the map picture and I got confused

lucid junco
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Its wiki pic

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Not related

robust latch
lucid junco
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5475x9711

lucid reef
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So some can't

lucid junco
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Why cant our character just.. turn around

robust latch
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Its probably thunder gas

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i am checking tho

proud cobalt
lucid junco
lucid junco
naive imp
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Yeah thay may have been a different station. I vaguely remember one gas station being categorized like that so I thought it may have been that one

lucid junco
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It doesnt belong to any of them

robust latch
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Its Gas N More

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double snack shelves

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red yellow outline but not over the top like fossoil

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two phones

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and only these two that are Gas N More, have 2 snack shelves

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and 2 phones

lucid junco
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Two phones are a regular occurrence

robust latch
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martins essentials have 2 phones aswell but that march ridge

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location

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does not have double shelves for snacks

lucid junco
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True

robust latch
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Thunder doesnt have it

lucid junco
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Riverside fossoil has them

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And rosewood busstop one

robust latch
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Its definetely not fossoil or gas2go though

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because those two have flashy shit on top * correction

lucid junco
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True

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But every gas n more is a wooden building with a proper roof

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None of that concrete, brutalist shit

robust latch
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ajhah

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actually good point

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they are wooden-like

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even the ground beneath pumps are wooden

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hmm

lucid junco
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The walls are alike, but really differently themed

robust latch
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maybe its an exception?

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i mean if we were to consider being woodenlike is the primary variable, then i guess our location is martins essentials?

lucid junco
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To put more salt on the wound, martins essentials also have double snacks and two phones

robust latch
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they have two phones but

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not two rectangular snack shelves no

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they are generic

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check gas n more shelves

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both of em

lucid junco
robust latch
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the tall ones ye

lucid junco
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Im not so sure, to me every one of them has the around same interior

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And it has roughly the same amount of similarities to both GasNMore and Essentials

robust latch
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Martins essentials have different stripes though

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like wayy different

robust latch
lucid junco
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Id call its unnamed, not enough proof that its gas N more

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On the same note..

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How can you tell that its Gas 2 Go :P

robust latch
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idk

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i would have to look

lucid junco
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There is literally no indication that its gas 2 go

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Maybe it was said in one of the patch notes or something, but there is literally no evidence that its gas 2 go

robust latch
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Yeah maybe keep it for the time being

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Until you are sure its something else

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I made up my mind with Gas N More πŸ˜„ whatchya think it is

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if you had to guess

lucid junco
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Independent :P

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Like Gas or Ruby's

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||Who tf names gas station GAS||

robust latch
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Gas do seem like its owned by some random guy who is running that for 40 years

robust latch
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Like some old dog

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Ruby doesnt have phones or the tall rectangular snack shalves that i mentioned

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and its woody as fuck

lucid junco
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I mean, every independent station is unlike others

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So there is a chance that its an independent station

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There are only 2 Gas Stations : Fossoil and gas station

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Every other stations are mental disorders

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It doesnt

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However its listed

naive imp
lucid junco
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But Im still waiting for others to yay or nay this idea

quick sentinel
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Server up?

naive imp
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That's why I mentioned unless you get around to it first πŸ˜€

quick sentinel
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Ip?

lucid junco
quick sentinel
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Heard

lucid junco
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Some? You mean only Ruby's?:P

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Were they green?

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If yes - its thunder's

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Thunder's has two stations with bed

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Its every building that is looking west πŸ˜„

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Thats where every Unnamed X comes from

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Done

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Unnamed_gun_store(Doe_Valley) my beloved

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:)

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Ive named it like other Unnamed gun stores

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Shit

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Ive named it Unnamed gun store(Doe Valley) not Unnamed gun store (Doe Valley)

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I see

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My bad

restive adder
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Cos noone's abused it so we haven't locked the move perms down

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Apparently not! The only perm changes I've applied have been related to captchas

robust latch
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Also how do you approach making distribution tables anyway?

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Where do you start, after opening procedural.distr lua, and typing in vhs_retail

languid kayak
languid kayak
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I think it is locked only if you are overriting a page

languid kayak
languid kayak
lucid junco
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Thats.. So fucking ridiculous

languid kayak
lucid junco
languid kayak
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I'd take it with a grain of salt though, the zombie spawns were most likely added aferrtwards unlike the mapper's idea (assuming it was trhought-out), and may change in the future

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it will spawn zombies with gas 2 go outfit though πŸ€”

lucid junco
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Maybe thats just oddity of an independent gas stations

languid kayak
languid kayak
lucid junco
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Im gonna loose my fucking mind, it doesn't even closely resemble Gas 2 Go

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The theme consistency is in shambles

languid kayak
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If you are sure it's wrong, I guess it could be reported as a bug (which it might as well be), though no fixes till b42 for sure so may take a while to confirm πŸ€”

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we can note that on wiki till then, too

lucid junco
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By theme - it isnt gas 2 go, not even slightest resemblance

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I dont believe that devs would ruin theme consistency that much

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But by code is a Gas 2 Go

languid kayak
lucid junco
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Page created, now without title error :P

languid kayak
restive adder
lucid junco
restive adder
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I approved it now, should show up shortly:)

lucid junco
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Dont think that something horrible will happen if we dont get the answer whether its a gas 2 go or not

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Maybe I should have included the burned one, but there is no shot that its a Gas2Go

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It would have had at least a resemblance of the chain, and/or Gas 2 Go Zed type all around it

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And Gas 2 Go (nor any other Gas Station in fact) doesn't have a Camping Store within it, unlike this one

languid kayak
lucid junco
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Yep

languid kayak
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@proud cobalt I guess this approach is better than having one distribution similar to how code is hidden? Not saying it's wrong, just asking πŸ˜› I guess it may be better with two separate headers anyway (beside me not lacking pages with too many items on them; I'll probably be doing some splits eventually anyway)

lucid junco
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@languid kayak One more question, should notable locations with no name be called "Unnamed 'location' (Area)" or just "'location' (Area)"

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Since there are both variations present in wiki

languid kayak
naive imp
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Thanks for pointing that out @lucid junco

languid kayak
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like pointing to approx sublocation

languid kayak
languid kayak
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Okay, gonna go to sleep for the day, but I've started messing with the https://pzwiki.net/wiki/Items finally, starting with weapons and legend now – I briefly mentioned it in tasks and with Vail, but I want to replace the text with icons now that we have legends – anyone have idea for a nice icon for knockdown and knockback?

proud cobalt
lucid junco
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Should have asked it before creating unnamed gun store and unnamed camping store, but oh well

lucid junco
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Hey, is GAS station within Riverside outskirts or not?

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Same for Tanglewood(CGE corp) and couple of small businesses near them

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General Store, Bait & Tackle, Beef roundup and most importantly.. Public restroom

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They are "Far west of the riverside", and funnily enough, have Riverside listed in their category

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Yet none of them are present, nor acknowledged anywhere in the riverside page

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Looks like an oversight to me, but maybe some wiki mastermind is planning to add them in as an outskirts of the upcoming city ;P

naive imp
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You can ask @languid kayak it was really bad when I first started

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Did quite a bit in "livening up the place" so to speak

lucid junco
naive imp
languid kayak
lucid junco
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Its a radio station, yea?

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Relay station, to be more precise

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Thats.. really lacking

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There is a big issue with the list

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It uses transportation for gas stations

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While others(this one is West point) Put them into utilities, along with Auto services and Laundromat

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(March ridge)

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I think putting Gas station with auto shop into utilities is fine

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Then auto and gas to transportation and laundromat to..

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Services?

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@languid kayak @naive imp

lucid junco
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Umm

digital helm
# lucid junco Then auto and gas to transportation and laundromat to..

The gta wiki was my reference when first doing the businesses page https://gta.fandom.com/wiki/Businesses_in_GTA_V
They have gas stations under utilities. And repair shops under garages

Here's the old businesses page https://pzwiki.net/w/index.php?title=Businesses&oldid=198931

GTA Wiki

This is the list of businesses in San Andreas in Grand Theft Auto V. Stocks for some businesses are listed on either the BAWSAQ or LCN stock markets.

lucid junco
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Everything thats related to government - service
Other - Utilities (?)

digital helm
lucid junco
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Whats your idea then

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Though I really find Others being a dumpster for notable features really bad

languid kayak
# lucid junco Old business page is good actually

we had one editor doing some mess before sadly having to be blocked for behaviour by our moderators and it was left in unfinished state sadly; Vail brought it a little up to date and @naive imp was thinking about overhaling it

lucid junco
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...

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Huh

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So simple yet really nice

languid kayak
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Keep in mind me and ThinkDock can add and update marks to the map, we just never had occasion to get to it πŸ˜„

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Not sure about the actual categories, but can ask Blindcoder, he's usually busy though so may not be instantenous

lucid junco
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I get it, I think thats a pretty good idea

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And it resebles the game as much as possible

languid kayak
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ooh, that's good idea, forgot about them

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You weren't around that's why πŸ˜„

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topohraphy as in iso/regular? If the latter, the in-game map allows you to switch both now (which is nice)

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the map map, not map item πŸ˜„

lucid junco
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Is everyone fine that Auto shops are now Industrial buildings? :P

digital helm
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I'm fine with this. Saves us having to think so hard

lucid junco
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Alright then :)

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Is this a church or a chapel?

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If its church, then it can be called a graveyard by definition, if not - its Chapel and Cementery

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In the meantime, I had found another unnamed Gas station

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To cut the chase short, It has a gas 2 go zombie type attached to it

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I was even able to find zed with a gas 2 go logo

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As some of you can see, its about as close to the Gas 2 Go as Fossoil to Gas, so Im really confident that its just another wrongly typed Gas Station

naive imp
# lucid junco I get it, I think thats a pretty good idea

I personally think it's a little too vague, which is why I'm working on something better for the future. However, finishing all the location articles takes precident so the business page is on the back burner for me.

If you guys want to improve it a bit in the meantime as an ad-hoc solution feel free to, but I am gonna overhaul it in the future

languid kayak
languid kayak
lucid junco
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I really hope that bug hunting in b42 will be like this, and not something that everyone will notice/experience :)

languid kayak
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(but better to have clear guidelines, so folks know how to add it)

lucid junco
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Back To The Nurture Chiropractic Services
Retail & Commercial

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Small amount of trolling

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Some of them are categorized by.. intuition

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Mainly the car salvage field

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And some of them(Sweet Pea restaraunt, Pharmahug) were categorized by their title/other buildings

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Because devs didnt bother with splitting building colors

lucid junco
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Had started standardizing Doe Valley Businesses, will probably finish when Im back home

restive adder
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Broken heavy load moodle deleted

digital helm
lucid junco
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I personally do agree that "Other" was fucking ridiculous :p

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Pretty much a dumpster of landmarks, industrial buildings, communities, prisons, theaters(the list goes on)

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Having general, yet legible lists is better than having more descriptive, yet illegible ones

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And dont forget that readers can sort the list by descriptions

proud cobalt
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Ok distribution tables are finally deploying. Ive watched the first 150 with no issues apart from some minor manual fixes caused by the old distribution tables having some errors. I'll be up for another hour or so, but let me know if you see any issues.

Any articles starting with A or B will have incorrect chance columns, these have to be redone tomorrow (hopefully)

robust latch
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Most excellent news bruv

flat sun
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is it cool if i redo the cooking page? it seems really rough πŸ˜…

proud cobalt
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Ok there's no more instances of the old distribution table on english pages which is all im getting the bot to do right now. Please flag any articles missing distribution pages with
[[Category:Articles requiring distribution tables]]

proud cobalt
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@digital helm @languid kayak Should we add notpageimage to infobox models? i think the icons would make better popups, smaller file size, and more recognisible for players

lucid junco
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Some issues with Grocery stalls and Pony Roam O

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  1. Is it okay to name them "Grocery stalls" or should we give them a different name?
  2. Pony Roam O isnt present on the map, so I put it into the Entertainment category, if anyone thinks that it should go into some other category - tell me
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On the side note, seeing how many buildings have no name is painful to me

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It feels like Indie Stone left some places unnamed just to troll on people people, who wanted to categorize them in the future

robust latch
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You mean as in residential buildings?

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Many of the businesses have names as far as i saw

lucid junco
robust latch
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Some dont though you are right

lucid junco
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Like come on, we can see the front of this ice-cream shop

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Why it has no name

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Why do I have to write "Ice cream shop"
Instead of "Billy's popsicles" or whatever unhappy

lucid junco
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Or 8 if you count controversial gas station

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And 14 named

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1:2 ratio in the least business dense region of the map

languid kayak
languid kayak
languid kayak
digital helm
# proud cobalt <@109658126805905408> <@270429416155250690> Should we add notpageimage to infobo...

I agree with Faal, the models are fine to me. Problem with the image selection is that each image is given a score, with images less than 119px rated highly negatively.
https://m.mediawiki.org/wiki/Extension:PageImages#Image_choice

MediaWiki

The PageImages extension collects information about images used on a page.
Its aim is to return the single most appropriate thumbnail associated with an article.
PageImages also provides OpenGraph protocol metadata for articles on the wiki for 3rd parties like Facebook to extract.

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So any other image will likely be chosen over the icons

proud cobalt
lucid junco
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I mean, thats better than being "Ice cream shop", at least some people could become interested in the funny named shop

manic ledge
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love that place

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Always eat there

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I just love billy’s popsicles

lucid junco
lucid junco
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We can give them fake names untill indie stone notices

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But it would be already too late, since everyone will refer to them by the old name

lucid junco
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Thought Im personally not a fan of intentionally gaslighting people :P

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Billy's popsicles is the only one that Im fine with

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Also wdym, Billy's popsicles is the official business in the Doe Valley πŸ˜‰

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Is this location within Riverside area

thin cloud
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Also there's still a lot of fan fiction going on in the Knox Event timeline for the <bzzt>ed tweets

proud cobalt
proud cobalt
flat sun
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i had a quick look out of curiosity and. come on man

languid kayak
proud cobalt
thin cloud
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For the lore characters in general, their main pic shouldn't be those outfits, the outfits should just be a picture at the bottom

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For the tweet stuff, anything not directly mentioned in a tweet should be removed. If there's not enough info in the tweet, remove the reference. This includes stuff like the "... billions..." and the Saint Mont Michel reference

proud cobalt
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Pinging @robust latch for future reference

proud cobalt
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Pat is a writer

restive adder
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You know I'm an indie stone employee right? I'm just sneaky πŸ˜‰

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I can pass on requests

lucid junco
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I was thrown off a bit πŸ˜…

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How can you look at this station and go "Yep, that Gas 2 Go"

robust latch
lucid junco
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It wasnt as bad as Riverside and Doe Valley

lucid junco
languid kayak
# thin cloud For the lore characters in general, their main pic shouldn't be those outfits, t...

Yeah, except we don't have anything else sadly 😦 Can go back to placeholder images, though IMHO something is better than nothing I guess? Though I did note the hairstyles and facial features are undefined.

We had a brief discussion here too, but that didn't spark the interest back then, will gladly get back to it though now that you sparked interest, especially as we got a https://pzwiki.net/wiki/PZwiki:Project_Lore freshly set up πŸ˜›

Pinging @robust latch for that too and maybe @digital helm in case we'd have to adjust the infoboxes for that (we also don't have survivor navbox)

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Either way, I fixed the John one, thanks!

proud cobalt
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Wiki working for you rn @languid kayak ?

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@restive adder Getting 404d atm

languid kayak
#

so seems it is for me

restive adder
proud cobalt
#

We're back

languid kayak
languid kayak
lucid junco
# lucid junco :P

I was a bit thrown off to see Mormix McFudgington's on the side facing coffee shop

#

It turn out to be another gaslight

#

Its Seahorse Coffee

lucid junco
#

3 Unnamed Gas stations is too much for my liking

proud cobalt
#

Back down for me at least, i guess thatll do for tonight

#

Different cloudflare error, 525 SSL handshake failed

languid kayak
robust latch
#

I am currently trying to figure out;

1- How to add proper wiki-like tooltips (mood, xp) in Thing II's script to the transcript template part. For now all i managed to extract from the script is FRM+1 and not something like Farming {{mood|+1}}. Boredom shouldnt be included as every line in every vhs reduces boredom by 5.

2- How to (maybe) add tooltips to infobox in the script. This one can get confusing because not every line always give same amount of panic&stress&fear etc. Maybe its best to hand write this information to the infobox.

3- Somehow identify each individual just like Vaileasys's output. Achieving this would extremely ease the editors life.

#

{{tooltip|Dig some earth.|FRM+1}}

proud cobalt
#

I think we should avoid tooltips, they cant be viewed on mobile

naive imp
proud cobalt
naive imp
#

As for that Seahorse Coffee I believe I caught that one in kts article

lucid junco
#

@languid kayak@naive impDoes this look alright?

#

Giga mall gas station?

#

Damn, I really suck without autocorrection πŸ˜…

lucid junco
#

So the Giga Mart can now be considered as a Gas Station? :P

#

Unmentioned gas station

robust latch
lucid junco
robust latch
#

Why are they in gas stations?

restive adder
#

@quartz bear Dev suggests;

They can use the chunk debugger tool to see the room definitions in a building, you can even see those on the online map, and that could be used to make reasonable deductions

#

Re west facing unknown buildings

lucid junco
#

As shown previously

lucid junco
lucid junco
lucid junco
#

In the f11 menu?

restive adder
restive adder
#

Or the debugger:

lucid junco
proud cobalt
restive adder
robust latch
#

Or make it applicable to mobile

proud cobalt
lucid junco
#

Well.. I dont need master's degree to figure out that this is a gas station

robust latch
#

or gas stations

lucid junco
lucid junco
proud cobalt
robust latch
#

PRESS ALL THE RED BUTTONS

proud cobalt
#

Looks like this confirms that we should split all the recipe magazines @languid kayak

#

The second requires something a little more complicated: the recipe system allowing for dynamic result items so that a single recipe can handle packing or unpacking for several different item types. In 41 each recipe could only have a fixed item as the result: for example when opening canned food we needed one recipe for each canned food type. With the changes we’re making we can have a single β€œopen canned food” recipe for everything, and the recipe will create the proper result item.

This will simplify things which is nice, there will be some changes to recipe list made

restive adder
#

So yeah, some West facing buildings just don't have names

lucid junco
restive adder
languid kayak
languid kayak
languid kayak
languid kayak
languid kayak
#

Though this allowed us to spot some few rooms, yeah

#

The one on map is really handy

lucid junco
languid kayak
lucid junco
#

I think that the gas station page is about done then

#

We have found and written about every gas station currently within the game

#

Its now just a matter of creating a page for each unnamed one and linking them

languid kayak
languid kayak
# proud cobalt

otoh

Spears have been rethought, and many of the spears that you may be used to in B41 have been removed. However, there are also many new spears – and many different ways to make a spear compared to what’s out there currently.

#

Also interesting bit for you @proud cobalt for recipes:

The second requires something a little more complicated: the recipe system allowing for dynamic result items so that a single recipe can handle packing or unpacking for several different item types. In 41 each recipe could only have a fixed item as the result: for example when opening canned food we needed one recipe for each canned food type. With the changes we’re making we can have a single β€œopen canned food” recipe for everything, and the recipe will create the proper result item.

languid kayak
#

oh, missed that πŸ˜„

burnt crypt
languid kayak
#

wrong chat?

#

@proud cobalt relevant from Sarah in case you missed it, not sure it's all translatable yet?

robust latch
#

I think the effect part in the infobox is redundant, we already have tooltips in transcript template. Also the moodle icons dont feel like they belong there. If we ever feel the urge to specify the effects further, a solution may be to include additinoal vague information about it in overview. I really need your ideas about this.

#

Changed the Usage to Overview, feels beter

dusk yew
#

folks have an opinion on the distribution section for clothing items with the new tables? should we still put the vehicles, foraging, and building sections under the table when all that info is already in the table? The npc section stays for obvious reasons, but I don't wanna duplicate work if its not necessary

#

or keep adding them since the spawn table is for containers, and not locations? though that would only apply to buildings, the cars are kind of self explanatory

naive imp
#

They're all fairly similar

#

Each chain has a page for their own chain, make more sense to group all the Unnamed ones together

proud cobalt
proud cobalt
proud cobalt
proud cobalt
lucid junco
proud cobalt
#

@digital helm @languid kayak Navbox items is noticeably causing increased loading times, its about 90,000 nodes and I'm pretty sure its because of ll usage. It may be best to have separate language pages particularly with wildly increased item numbers in B42. Thoughts? It would mean every single item would have to be maintained for that language.

digital helm
# proud cobalt <@109658126805905408> <@270429416155250690> Navbox items is noticeably causing i...

Sounds like the way things used to be. The problem was that there was a massive disconnect between English and other languages, so as English got updated, other languages became more and more outdated. The use of ll and tt (i.e. have a single core template that every language refers to) was supposed to make it easier to update each language with each new update (update in 1 place).

So, that's the history, but if it's becoming a load time problem (Vibrance advised against merging the item navboxes for this reason) I guess we can either go back to splitting the navboxes, or go back to having a separate Navbox for each language. πŸ€”

#

Since the wiki is more active these days, I guess we could go with the latter? Different Navbox for each language. Although it'll still be difficult for an English editor to update

proud cobalt
#

This is with navbox items

#

This is without... same page

digital helm
digital helm
digital helm
languid kayak
#

in the actual distribution template

languid kayak
#

Without sacrifices

proud cobalt
languid kayak
#

Are you sure it's not the template?

#

But yeah, that's the table in the template, but I think we moved out from having to copy the whole template and instead on just translating the specific bits in question?

proud cobalt
#

Oh this is crafting not distribution

#

Let me have a look

#

I havn't looked at translatability at all for it. But i think if the translator just copies the whole includeonly and then translates the headers

! Ingredients
! Tools
! Requirements
! Workstation
! XP```
and uses the english recipe names to call them
```{{Crafting/sandbox2/pt-br
|plank
|flashlight
}}```
That would work. @digital helm Does that seem sane?
proud cobalt
digital helm
proud cobalt
#

It's just a wikitable

#

Sounds good, I'll tell Sarah on the talk page

languid kayak
robust latch
#

I think editors will have to manually add that information to the pages

#

I can "try" to add xp arguments to infobox, if we are agreeing on this.

robust latch
#

Maybe we can add "Author" arg to the infobox for CD's?,

robust latch
#

Also i decided to remove RecMedia from infobox, feels way too technical

digital helm
#

And author

digital helm
robust latch
digital helm
#

ah, I see it was changed to RecMedia

robust latch
#

Only the itemDisplayName is useful, it has same value with github, and also same with recordedmedia.en.txt

digital helm
#

what do you mean with github?

robust latch
robust latch
digital helm
robust latch
#

Honestly it felt like the only useful piece of code to me

#

I can add recmedia back, if you think its important

robust latch
# digital helm And author

I need a second opinion for that, does the current format of this new cd i just shared please the eye? Is it awkward?

digital helm
#

to me it just seems like the all encompassing id for it, whereas the other's are just the strings. Either way, not a big deal which we choose, I just think the terminology "Media ID" is more recognisable πŸ˜„

robust latch
#

Ok i am changing itemdisplayname to Media ID

digital helm
#

Thoughts on the positioning of the transcript section? Should that go above or below "Distirbution"? I feel like it should be above

robust latch
#

Could be better, yeah. Lemme try like that

#

If its not a big deal i am keeping the translation id then, (naming it Media ID)

robust latch
robust latch
# digital helm And author

Author and Production can be added to infobox. We can also have the info beneath the transcript with paper icon just like back cover of retail vhs's.

robust latch
#

I think i shouldnt add {{clear}}to the script, if the outcome is bad, editors can manually add {{Clear}}. Because tapes and vhs's that dont require {{Clear}} is good as is and is ruined upon the addition of the template.

digital helm
proud cobalt
#

All Template:ll does is add the /language to the end of a link right? @digital helm

proud cobalt
# digital helm that's right

So if i remove all the language stuff from navbox items, then write a simple script that would take the english navbox and add the language to the end of each [[link]], that would reduce nodes by ~70,000 and help with maintenence. thoughts and @languid kayak too

digital helm
#

(sorry for always being devil's advocate πŸ˜† )

proud cobalt
#

Keep all the titles with translatability so titles dont have to be manually translated every time too? the list of title translations would stay at the top?

proud cobalt
#

This would kind of fix renamed links too. Assuming every item gets added quickly to the English navbox, it would only have to be done once per stable build

digital helm
#

I'm happy with it

proud cobalt
# digital helm I'm happy with it

Ill investigate then, Pretty consistently getting .5 second faster server response in browser debug, and .5-.8 seconds faster cpu usage time in article parser after removing ll links

digital helm
proud cobalt
digital helm
proud cobalt
#

1300 ll template calls in one template

languid kayak
digital helm
#

because of the way templates work in mediawiki, it increase the node count, which slows down page load times

proud cobalt
#

No idea, all i know is it doubles cpu use time and increases page load time for users

#

Writing a custom solution isnt the problem

digital helm
#

I'm starting to think more and more like the translate extension will be the solution to our problems. It'd likely remove the need for ll. I imagine we have a similar problem with the items page. I remember that taking a while to load, which I'm sure ll has made worse

#

I guess everything we're doing now is a temporary solution?

proud cobalt
digital helm
#

keeps track of the differences between english and other languages. Each line is translated separately, which the wiki keeps track of

proud cobalt
#

Other than title translation which i havnt really looked at

digital helm
proud cobalt
proud cobalt
digital helm
digital helm
#

also, since it changes a lot, he was going to set up a test mediawiki environment

proud cobalt
#

@digital helm Any idea how i can get the tt in titles to grab the translations from the same page the template is on. For example,

Im on Template:Navbox items/sandbox/tr
i want both the template and the translations to be on Template:Navbox items/sandbox/tr
And i want to call {{Navbox items/sandbox/tr}} in the article

Here's the current page, maybe i'm going about it the wrong way
https://pzwiki.net/wiki/Template:Navbox_items/sandbox/tr

Tr
#

Hang on

#

I might have an idea

digital helm
#

I don't either, but it's above my head 🀷

proud cobalt
digital helm
#

That's right. It's still in a template, just means translating the navboxes will be a little more manual

#

Here's more info on the node count issue if you want to read about it https://en.wikipedia.org/wiki/Help:Template_limits

The MediaWiki software that powers Wikipedia has several parameters that limit the complexity of a page, and the amount of data that can be included. These limits mainly concern data that is transcluded or substituted during expansion of a page, as opposed to data directly in the source of the page itself. This page explains how and why these li...

#

I think Calvy's set for that. Just need to update the templates from referencing the parent, instead of being used for translating

proud cobalt
#

Yeah its not really about hardcoding it, that's the very last option

#

Thats why we're investigating it

robust latch
naive imp
#

Interesting details I found in the latest thursdoid

#

Read it if you haven't already it's a good and juicy one

#

Different kinds of generators too

#

Weapon balancing implications too, should add all this to b42 prep project

#

Also want to maybe make the existing weapon pages easily expandable and set up infrastructure too

#

Just a thought

robust latch
robust latch
languid kayak
# proud cobalt Looks like theres more that have custom recipe uses https://pzwiki.net/wiki/Bori...

Mods and obsolete items are kinda things we're undecided, I think I'll remove some of those old items, but not initially, I want to move as much info to relevant pages first and maybe keep some obsolete items that can still be spawned in debug / found in the files now.

As far as mods goes, I don't really mind hosting the pages (could be interesting to see mod authors being active and using it as documentation IMO), though that's not the case and they get into mainteneance burden area pretty soon.

somber jolt
#

Currently compiling info from the lua and java files regarding statics on vehicles. Is this something that the wiki team would be interested in adding to the wiki?

#

for example wiki doesn't show maxSpeed of vehicles which is something im sure people will be interested in

#

same for steering efficiency and damage protection

robust latch
#

That sounds like something that could go into a code section or infobox. Maybe a new section called "Statistics", "Vehicle Properties" etc. would have to be made for each vehicle.

#

Although despite project being complete, i think it'd be definetely nice to be added to wiki

naive imp
digital helm
digital helm
# robust latch Pinging <@109658126805905408> for this, thoughts?

I'm not fully understanding all this. Is this about the moodles and skills from media? For displaying that in the body of the page, I don't think an icon is necessary. If a tooltip for the line isn't sufficient, you could add it beneath the transcript. I'd like to see it in the infobox too though, totalling the moodle and skill changes.

robust latch
#

Ok, final decision: We only add icons of moods and xp's to infoboxes. No text or section will specify effects or amount of skill xp gained.

#

Transcripts as usual will have tooltips.

proud cobalt
somber jolt
#

I also took the existing wiki chart and added a few extra columns (ignore the tierlist part)

There are some details about cars that can be ignored. It's easier to have a simple statement about glove compartments (heavy duty is 20, sports and standard is 10)

somber jolt
#

I know people cared about it more with the 6-seater but, again, large seats aren't a thing anymore and 6-seater is the slowest car in the game
(Sorry I meant to reply to the post above)

languid kayak
languid kayak
languid kayak
#

BTW guys, we've been discussing weapon durability with Vail internally, but gonna move it to the chat – the mechanics are explained in https://pzwiki.net/wiki/Durability but currently there are two properties that define that:

  • condition_max – indicating the weapon condition/durability in points
  • condition_lower_chance – a chance (1 in condition_lower_chance at level 0 maintenance and weapon skill) that the weapon will drop a point from condition_max

Since the values were hard to directly compare to, @digital helm came with a new property back then, base_durability. This property is explained in https://pzwiki.net/wiki/Durability#Base_durability and used only on the wiki. This is a property that is calculated at level 0 of maintenance and weapon skill by simply multiplying both values.

I was thinking of unifying the look of tables at https://pzwiki.net/wiki/Weapons and https://pzwiki.net/wiki/Template:Infobox_item and when it comes to weapons reducing the amount of tables (we currently have three for a durability)

Now, a few questions:

  • How useful is the calculated value? Is it indeed better than listing condition_max and condition_lower_chance separately?
  • If it is, how about the renaming it? The "Base" part in the name is a bit confusing IMO, I thought of either simply naming it "durability" or more descriptive "Hits to break" and explain details (average, as it's still RNG and assumes level 0 maint + skill within the formula). It seems people are using "base durability" to explain something else already, e.g., https://www.reddit.com/r/projectzomboid/comments/nanqvs/how_is_durability_of_crafted_weapons_such_as/ – the term is used exclusively for the wiki
languid kayak
#

On the other hand, I've been thinking how much useful is the base durability after all; it is really simple to calculate knowing both conditon_max and condition_lower_chance which are right beside it, so it seems redundant (and troublesome to update/maintain when changed, prone to errors), though there are still issues with having to research how it works and not so easy to compare.

digital helm
languid kayak
languid kayak
#

I also watched some deep-dive videos about combat in https://www.youtube.com/@Trombonaut/videos I'd love to get all that into the wiki at one point, though that might take a while πŸ˜›

languid kayak
#

There's less accurate version in Steam forums at https://steamcommunity.com/app/108600/discussions/0/3415432483391552578/ too but it does list the actual modifiers for the damage (22.5x for melee and 105x for firearms), other videos include zombie health, we don't cover both on wiki

In the wiki it lists the damage output for weapons these typically range from 0.1 to 3, but if you use a mod to display damage you'll see that zombies have between 140 and 170 health, and weapons do way more damage than the values stated in the WIKI. I wanted to write up how this woks since I couldn't find anyone explaining it anywhere else. The...

robust latch
robust latch
#

Thing II just added each individual person to script but there are still couple things left to decide or wait, before we mass produce 333 recorded medias:
1- We can make all, some or none of the media coloured. This will require some changes to Transcript Template in wiki. The script has values for colors, ready to be used.
2- The Infobox Item will have new moodle and skills changes. These moodles and skill changes can be easily added by editors by hand to infobox, as all they will have to do is look at tooltips. For boredom they have to multiply line count with -25.
3- Vaileasys's solution to buggy lengthy sentences. I believe he is looking for a fix. I brought up manually adding {{clear}} while editing (script wont have {{clear}}) if there are any issues.
4- Is current format good, assuming the above 3 topics have been agreed upon or done?

#

I personally have a set mind with the format, but i am open to suggestions.

robust latch
#

I did get some inspiration by Roudrick's "Back Cover" section.

flint pivot
#

yo

languid kayak
# robust latch Thing II just added each individual person to script but there are still couple ...

Colored as in the actual text in transcripts? Though keep in mind we had that before, it can be hard to read sometimes. Other than that it seems fine πŸ‘Œ.

As far as Vail works, he's on a break this weekend, so may not be right now, but indeed the clear functionality should ideally be added to the template. I probably won't look at that myself, as I'm focusing on items now (weapons currently), but the template should be up for editing if anyone wants, if not, let me know, I'll take a look

flat sun
#

had a quick look, definitely seems deprecated

languid kayak
#

Actually, it should be condition – that's the actual wording in-game (and in code too)

#

With that in mind that's another argument to actually get rid of base durability IMO πŸ˜„ And with things like comparing damage not being 1 to 1 anyway, do we really need a simplified formula for condition/durability?

languid kayak
languid kayak
#

Okay, I updated the https://pzwiki.net/wiki/Weapons page with the legend, starting with the https://pzwiki.net/wiki/Weapons#Axes

Other than some icons being placeholders, I think it'd be best to remove the base durability altogether for now. Maybe someday in the future we will add calculated values to the table, but right now, it seems extra maintenance to update manually, especially as it's not accurate and the name is simply wrong. Pinging @digital helm for thoughts.

Also pinging @proud cobalt for the legend and table on mobile and @robust latch for tooltip explanation under the table in case you were looking for something like that in transcripts. πŸ™‚

lucid junco
#

@languid kayak Should I apply categories to smaller communities like for big cities

#

Some (Dixie as an example) have too few info to make it look good

#

But others (Fallas lake as an example) have every building category

languid kayak
#

a week or so when we added the lore project?

lucid junco
languid kayak
lucid junco
#

Since Dixie doesn't have that many businesses, It would be like :
Entertainment & Restaurants :

  • Diner
    Commercial and retail:
    Pretty much every other business
lucid junco
#

The point isnt wether I should include a business, but rather should I categorize businesses within Dixie in a categories like before

languid kayak
lucid junco
#

Its like, two categories in there, I dont know if two different tables are necessary there

#

Only for the sake of standardizing every page

lucid junco
#

Idk, but there was a suggestion to do this only in core locations, so Im just reasking

#

These subtowns either have too many on the one category, or too many scattered, so Idk if It would look good though

#

Maybe, I should actually do it as a wip instead of bragging about it :P

robust latch
robust latch
languid kayak
#

oh, I think I get it now. Yeah, the core maps are the only ones with these categories, but I guess it can be made in other pages too

languid kayak
#

Blunt weapons table should be done now πŸŽ‰

Few minor things

  • I think I'll follow up the removal of base durability for the reasons I explained before, at worst we can revert that in the future, but that will lighten the page a little more and will give us less maintenenance. I'll also take care of durability page I'll redirect to condition now
  • some icons are placeholders, they will be updated,
  • I think the tooltip explanation should be repeated for each table for clarity, though *Limited impact when used one-handed. is repeated a few times.
  • I'm not 100% sure about https://pzwiki.net/wiki/Weapons#Improvised knockback, the crit seems to be explained in https://youtu.be/8iniNs5wEyA?feature=shared&t=28 though the video is a year old now and I'm not sure it's up to date, if it's not, do fix me
  • The description are not sections; I wanted to avoid that as we don't have a general "Blunt" and "Blade" now, but the drawback is that they can't be linked to. Alternative would be splitting the descriptions to Short Blunt and Short Blade and include it below the table (I'll think about it) Now only short/long blade needs splitting and verification

Combat in Project Zomboid is all about critical hits, so whether you're a beginner, intermediate, or advanced player, fighting with guns or melee, check out this video for *everything there is to know about critical hit combat strategies and mechanics.

*There is SO much going on here so if I missed something, let us know in a comment and I wil...

β–Ά Play video
proud cobalt
#

At a guess you're using a % for the width?

languid kayak
#

nvm, it had width 50% πŸ˜„

lucid junco
#

@languid kayak@naive imp Is this Medical Building a "Doctor's office" or a "Medical clinic"?

#

Check the wiki page on it - clinic
Check the Doe Valley buisnesses page - Doctors
Fallas Lake page - clinic
Pz map - Doctors

languid kayak
#

btw @proud cobalt since you are adding distribution tables everywhere now, what do you think of shuffling the header order a little and moving trivia higher and distribution lower so that both code and distribution are closer together? I had that issue yesterday, but forgot to ping you, IMO pages look weird with two collapsed tables and text in between πŸ˜„

lucid junco
languid kayak
#

The priority when it comes to naming is In-game map items (if labeled) β†’Β Wiki (based on the info we have β†’Β PZmap (it's all community-based as well, but some things were accepted as canon)

#

I though it was doctor's office, but I'm not sure

lucid junco
lucid junco
#

And "Pharmacy storage"

languid kayak
#

huh, indeed. Looks a little like doctor's office, as it has separate bedroom (I think it does, right? In the corner) and a TV + kitchen, though might as well be it's for the doctor's residing it and it's just small for the town. Though I guess it's all oversimplificates when it comes to room and zombie types, different people focusing on different stuff πŸ˜› (mappers, and then people adding loot and zombies on top)

lucid junco
#

Thought its called bluntly "medical"

languid kayak
lucid junco
#

And by the look its more like a clinic with rows of seats and waiting room

#

So I think it would be appropriate to call this a clinic

lucid junco
#

Why is it called "Self storage" if there is a Big sign that says "Clark storage"

languid kayak
languid kayak
#

or will this message get overriten by the script?

#

@proud cobalt is it possible to list pages that have {{Navbox locations}} verbatim? (as in no added pipe after locations? That'd allow me to list locations that are not added to navbox yet, and it seems there are some πŸ€”.

Regular search and API seems to ignore the { signs

lucid junco
#

Muldraugh page is a mess :(

#

For some reson its categorized differently

languid kayak
lucid junco
#

Yes

languid kayak
#

They were being done at different times by different persons over time, guess that's why. WEll, more work to you then I guess πŸ˜„

#

If so, I'll rename it in the infobox

lucid junco
#

Personally think thats its an doctors office while the other is medical clinic

#

This case is more of "Which definition does it fit better"

languid kayak
#

Welp, so far I uniformly made it Medical clinic; if we change our minds we can rename it later πŸ˜„

#

That, or build 42 brings something new

#

(or some blog posts)

#

(or tweets or confirmations from devs or whatever :P)

lucid junco
#

Alright

#

I will finish Muldraugh page and then its pretty much over.. for main area of the game

#

Im a bit afraid to look at Louisville page πŸ˜…

proud cobalt
#

What do we want to do with pages using crafting header that no longer have a recipe in game. Such as old items like boring food etc. @languid kayak

languid kayak
# proud cobalt What do we want to do with pages using crafting header that no longer have a rec...

Doodle will stay, it might be repurposed in the future, not sure about the recipe, we decided not to include it in the template, but can keep that for historical purposes (same goes to all Pens and Pencils) some of the old recipes like Boring/Tasty/Simple salads/soups should be merged with respective pages since code isn't there and they aren't to maintain, same with whiskey bottle – can be marked for removal but not instantly removed; I'll hopefully get to them when I'll do food, but that will be a while 😩.

The Boilerplates will be revamped in the order weapon→clothing→food.

The Squid Calamari and Kindling is something I'd have to check

The regional variants of irrelevant pages should probably be looked upon, at worst we can remove the non-translated bits or comment them out

The Greenfire mods is similar to Hydrocraft, kept for historical reasons, but always creeps with those lists πŸ€”, that's the discussion we have here and then πŸ˜†

proud cobalt
languid kayak
#

as in with <nowiki>, just gotta remember and do that at one point :D. Probably worth sticking {{Improve}} to it too

proud cobalt
languid kayak
proud cobalt
languid kayak
#

well, I guess it can be like that for now, we'll have to solve it manually anyway. Just stick improve on that so we don't forget and hopefully get over that eventually

#

The weapon boilerplate I'll do right after I finish browsing recent changes πŸ˜›

#

(at least I plan to :D)

#

Lease we can stuff "only" till then πŸ€”

proud cobalt
#

Yeah maybe a comment in the distribution section would be best. That or only

robust latch
#

Is the distribution table due to be changed further? Despite having containers/tr, links are red

languid kayak
robust latch
#

OK. I ll be on my safe locations island 🏝️ .

lucid junco
#

There is a secret drug lab in Muldraugh?

proud cobalt
#

Yes

proud cobalt
proud cobalt
#

But that comes with the issue of redirect names

lucid junco
#

It doesn't have a page in wiki though

#

Nor does the abandoned village in the eastern part of the Muldraugh

lucid junco
#

@languid kayak@naive imp How do we deal with multiple unnamed buildings?

#

There is this "Autoshop Muldraugh"

languid kayak
# proud cobalt Here ya go

Okay, can you run the script again when you will have time? Seems I tackled them all, the only remaining should be generic pages and radio stations, I'll think what to do about them later.

lucid junco
lucid junco
#

"Autoshop Muldraugh Western Outskits" aight

languid kayak
#

is it on the west?

#

Also, Autoshop Muldraugh isn't the actual name I think?

naive imp
#

Same for the office buildings there too

lucid junco
#

Not page, I mean splitting Factories into Factories and Autoshop in the businesses category

languid kayak
#

Also, something for later, but I just changed every description to "Isometric view of XXX" but I've been thinking whether they should all be called "Exterior view of the XXX", as I see the galleries have it. Should be relatively easily botted, pinging @naive imp for that but I have to take a nap now πŸ˜„

Going through all the recent changes you guys did was huge, you are all active a lot lately πŸ˜„

lucid junco
#

Have a nice one :)

naive imp
lucid junco
#

Okay

languid kayak
#

I already moved it back, added logo and updated the list πŸ™‚

lucid junco
#

Oh, nice, didnt notice It πŸ˜…

lucid junco
#

Thats what we call quality

languid kayak
#

Well, the logos do require remaking at one point, though till then, I use the ones we already have

robust latch
#

Are we ever going to make police station articles?

languid kayak
languid kayak
robust latch
#

Its just everything else is so throughly covered, except this one topic

robust latch
#

Maybe we can add task to locations project, or is it redundant to add them?

lucid junco
#

The more I look at locations, the more it looks like a swiss cheese

#

So police stations arent the only one to be left out

robust latch
lucid junco
lucid junco
robust latch
#

I agree

#

(we both wont do anything about it)

#

Or we can?

lucid junco
languid kayak
# proud cobalt Yeah I don't mind this

Actually, on a second though, I guess it's best not to touch it, as people would probably like to know how to get the item before delving into trivia. My issue was with the table being full width and auto-generated, similar to the code one.

With that in mind, however, there are a few things, we'd still all have to discuss and solve eventually:

The auto-generated table is nice, as it's easy to generate and update and free of errors, but we'd have to think how understandable it is by casual wiki users / new/casual Zomboid players browsing the wiki. So far, the most clear for me is LootZed in-game, though I believe percentages are hard to calculate and can change depending on lucky/unlucky/sandbox/multiplayer settings? For starters, I think some explanation for casual users would be nice, I guess. Either link to an article explaining it, or explain how rolls and chances are calculated side by side.

I also think whether a collapsed by default table like code is readable enough, or will be skipped – maybe we can come up with something like what we have on https://pzwiki.net/wiki/Seed_Bag#Usage eventually? I guess we can modify the script for that. Pinging @digital helm for brainstorming whenever there'll be time (though anyone's free to throw their two cents).

The links to furniture items are nice, I hope they will be more complete when we touch SYF. πŸ™‚ I guess it'd be possible to have them changed to a human-readable tile names, then? Though I know now, all tiles have their names. Something we'll probably solve down the road.

I also wonder, I've been removing the descriptive texts like "Can be found on shelves in grocery stores", I guess that's a right way since we have more accurate script now?

Finally, unless I'm mistaken, the scripts don't take into account items found on zombies (clothing, embedded spears/knives/katanas and no random stories (houses, vehicles, survivor, annotated maps))? If so, we'd still have to include them in distribution I guess?

#

I just realized that for seed bag we already had a table for vehicles previously; was the previous one added by hand? It seems a little bit more clear to read I guess? (Albeit less technical for modders and power users)

lucid junco
#

@languid kayak @naive imp Is there a page about abandoned village near Muldraugh?

naive imp
naive imp
#

I mean there isn't much there to note though? The antique oven is really the only thing that stands out to me

lucid junco
#

Always wanted to make a base thereπŸ˜„

#

Its more of a notable place in general, like Tanglewood

naive imp
#

Well we have abandoned town so I don't see why there shouldn't be a page?

#

Yeah was thinking the same thing

#

And yeah most business articles are up to date. There are some important places that are better placed in general articles imo, like police and fire stations, as a lot of these are very similar to each other and I'm trying to avoid bloat.

However, once I get through with standardizing Louisville and finishing up Doe Valley and Valley Station I do want to change how we list Unnamed locations

#

I've got an idea working in my head but don't have quite enough for a proof of concept yet

lucid junco
#

Also, does anyone know why Abandoned town in Riverside is referred by many as "Tanglewood"?

naive imp
#

Can't remember off the top of my head

lucid junco
#

I read on wiki that its because of the graffiti, but it isn't the only place where this graffiti is painted

naive imp
#

Idk

lucid junco
#

Clark storage has Tanglewood graffiti

#

But its in Muldraugh

naive imp
#

Yeah the name like that didn't really hold up to me either but I suppose it's worth mentioning? Or maybe not?

If you want to remove that notion I don't see any harm in it

lucid junco
#

Being honest, Im already attached to the name, so Id personally just correct the trivia to it

lucid junco
naive imp
# lucid junco Since you are working on Louisville, should I standardize the business category,...

Well personally I'm still finishing up Valley Station and Crossroads Mall, but Louisville I think is the one town that may require a bit of a different approach.

What @proud cobalt has already set up I think is great, it's more so all the individual articles that need standardizing based on established formats.

Essentially all that needs to be done is the removal of safehouse potential on the vast majority of articles and updates to syntax and a bit of formatting

#

If you're looking for a project though Doe Valley could use some love

#

Page has been a bit abandoned since it's creation and I haven't had time to get back to it

lucid junco
naive imp
#

What's wrong with muldraugh and Riverside exactly? I hadn't noticed anything when I updated them but I may have missed some things

languid kayak
#

I also found this https://www.youtube.com/watch?v=PTc8X_TJqoM but the Reddit post was before that IIRC

Heya Planeteers!

It is time for some good old fashioned builder survival. Say hello to Bob Bunn, a construction worker that wakes up in Riverside with the idea to rebuild the entire destroyed town to the west, Tanglewood.

Can we build a safe zone, a new start and give some kittens and dogs a new home? (Thats right, we have kitten and dog mods ...

β–Ά Play video
lucid junco
lucid junco
#

Ive passed it so many times in my playthrough that I feel that its a crime to leave it out :P

languid kayak
#

Okay, going out for a while, will be back in an hour or so πŸ™‚

lucid junco
#

At least as a key location in the outskirts, since it takes a good portion of the map around it

naive imp
lucid junco
#

I usually finish what Ive started unless It becomes too unbearable. Looking at you table stories

lucid junco
naive imp
naive imp
lucid junco
naive imp
#

Feel free to work your table magic I like what you're doing

lucid junco
#

Eg. Retail & Stores -> Retail & Commercials
Moving medical businesses to a separate medical

lucid junco
lucid junco
#

I feel like its too empty and too bloated at the same time :P

robust latch
#

I dont think its a village..? Maps says its camping grounds and it could be true.

languid kayak
languid kayak
#

oh right, I think it is

#

Or a settlement maybe

#

It's been there for a while on the official map too, I'm not sure we ever got any foreshadowing/backstory bits about it at all

#

The most interesting thing about this settlement is that it has a graveyard

somber jolt
#

Did some testing and I found out a few things about the speed of cars in this game:

Ranger version of the Nyalia is noticibly slower than the regular and taxi versions (90 vs 70 speed)

Masterson Horizon is NOT the same as the Dart. Engine power and loudness are the same but the Horizon is significantly faster (90 vs 70 speed)

Spiffo Van, while having higher engine power as the normal Valuline is actually 10 speed slower than the Oil version. So tier looks something like Normal < Spiffo < Oil < Ambulance

#

Also spent about 2 hours last night verifying the formula of car speed. The stat definitely affects it so it's active in the source code

#

the snippet in https://pzwiki.net/wiki/Engine slightly misaligns with my tests
In the same testing environment, Valuline 6 seat with 260 hp reached 60 mph in 17 seconds and max speed around 70 mph, while Valuline Ambulance with 490 hp reached 60 mph in only 4.6 seconds and max speed around 85 mph.
Wiki reports 70 and 85
My top speeds were 65 and 85 respectively

#

Also, the given speed stat in the lua files dont necessarily reflect top speed in-game but it definitely represents the minimum top speed it will reach.

examples:
Dart maxSpeed = 70. In-game speed reaches 88
Chevalier Nyalia Police maxSpeed = 100, in-game speed was 117
Franklin All-Terrain maxSpeed = 90, in-game speed was 100
6-seater Valuline maxSpeed = 65, in-game speed was 65
Chevalier Cossette maxSpeed = 120, in-game speed was 120 (max)

somber jolt
robust latch
#

D for death good one.

somber jolt
#

ignore my tierlist. That's mainly for me and my friends πŸ˜‚

#

although I should re-evaulate them now. Dash Elite seems a lot more appealing now that I know it doesn't go any faster than a Masterson Horizon

robust latch
#

Step Van. One and only.

#

247 total capacity with organized

somber jolt
#

yep. the only downside is that it is large.

#

I think this vehicleDistributions deserves it's own page

languid kayak
#

Yeah, I think vehicles will need some love somewhere down the line too. Pinging @naive imp again for that just in case, though if someone want to steps in with the vehicles, be my guest too πŸ˜›

robust latch
#

I think Delta can step in and edit? We can also help&contribute along the way

languid kayak
#

BTW, I've been nibbling the item infobox a little, and I've been wondering whether the "Function" is really needed there – it's hard to keep it consistent and item functionality are already explained by category, tags and general page content.

For example most axes are "Chop tress" but this one is "Chopping trees" https://pzwiki.net/wiki/Wood_Axe and while most items don't list being weapons, this one does: https://pzwiki.net/wiki/Kitchen_Knife

Pinging @digital helm for that too

robust latch
#

Yeah we can remove that why not. The info it gives is extremely basic anyway

languid kayak
#

Going further; we have attack_speed as well as base_speed πŸ€”. Seems to be the same

robust latch
#

I remember reading there are two kinds of weapon attack speed

#

One of them is actual data in files, the other value depends on weapon type, so that not every 1 attack speed weapon does have same attack speed. Something like that

#

#attack speed differences in Weapons

languid kayak
#

combat speed vs attack speed πŸ€”

The note you are referencing is the Attack speed differences in https://pzwiki.net/wiki/Weapons

But yeah, the attack speed differ by animation, but in script files there's only one value, not sure why infobox has two; I really dout someone actually measured animation frames or something along the lines

#

nvm, combat speed is for clothing CombatSpeedModifier

#

But the fun fact is that filling attack_speed fills Combat speed πŸ˜„

robust latch
#

tired Bruh

languid kayak
#
-->{{#if:{{{combat_speed|}}}{{{attack_speed|}}} | {{Infobox/sandbox/row
    |{{tt|name=Infobox item|default=Combat speed|arg1=combat_speed}}
    |{{#if:{{{combat_speed|}}}
      |{{#iferror:{{#ifexpr:1 >= {{{combat_speed}}}
          |{{#expr:{{{combat_speed}}} * 100 round 0}}% <!-- 1 or less -->
          |{{{combat_speed}}} <!-- greater than 1 -->
        }}
        |{{{combat_speed}}} <!-- error -->
      }}
      |{{{attack_speed}}}
    }}
}}}}<!--
#

so yeah, combat_speed or attack_speed πŸ˜„

#

or is it and?

Anyway, below it's

-->{{#if:{{{base_speed|}}}{{{atack_speed|}}} | {{Infobox/sandbox/row
    |{{tt|name=Infobox item|default=Attack speed|arg1=attack_speed}}
    |{{#ifeq:N/A|{{{base_speed|{{{atack_speed|}}}}}}|{{tooltip|N/A|Attacks are near instant, and not influenced by a speed stat}}|{{{base_speed|{{{atack_speed|}}}}}}}}
}}}}<!--
robust latch
#

So, no problems afterall?

#

Both have actual values in game

languid kayak
robust latch
#

I wonder if they would fix this so that there would be a universal attack speed

#

where weapon types doesnt affect anything

#

in b42 i mean

languid kayak
#

Not sure how the attack speed works, I didn't seem to find (or search for) videos tackling that aspect tbh though

lucid junco
#

And the room types

languid kayak
#

Anyway, I deployed a slightly modified infobox at https://pzwiki.net/wiki/Axe (with no function, and no knockback since it was deprecated, though their functionality isn't straight out removed)

Here are the parameters that are not in the infobox (not marked with ! or _ (deprecated or not verbatim included)

!    item Axe
    {
!        DisplayCategory = ToolWeapon,
!        MaxRange    =    1.2,
_        WeaponSprite    =    FireAxe,
        MinAngle    =    0.72,
_        Type    =    Weapon,
        MinimumSwingTime    =    3.0,
        KnockBackOnNoDeath    =    TRUE,
        SwingAmountBeforeImpact    =    0.002,
!        Categories    =    Axe,
!        ConditionLowerChanceOneIn    =    35,
!        Weight    =    3,
        SplatNumber    =    3,
!        PushBackMod    =    0.3,
_        SubCategory    =    Swinging,
!        ConditionMax    =    13,
        MaxHitCount    =    2,
!        DoorDamage    =    35,
        IdleAnim    =    Idle_Weapon2,
        SwingAnim    =    Bat,
!        DisplayName    =    Axe,
!        MinRange    =    0.61,
_        SwingTime    =    3.0,
        HitAngleMod    =    -30,
        SplatSize    =    5,
_        KnockdownMod    =    2,
        SplatBloodOnNoDeath    =    TRUE,
!        Icon    =    Axe,
        RunAnim    =    Run_Weapon2,
!       TwoHandWeapon = TRUE,
        DoorHitSound = AxeHit,
        HitSound = AxeHit,
        HitFloorSound = AxeHit,
        SwingSound = AxeSwing,
        BreakSound  =   AxeBreak,
!       TreeDamage  =   35,
!       MetalValue = 120,
!       CriticalChance    =    20,
!       CritDmgMultiplier = 5,
!       BaseSpeed = 1,
!       MinDamage    =    0.8,
!       MaxDamage    =    2,
        WeaponLength = 0.38,
!        DamageCategory = Slash,
        DamageMakeHole = TRUE,
!        AttachmentType = BigWeapon,
!        Tags = ChopTree;CutPlant,
    }
#

(discord broke some formatting)

#

Probably the most interesting not included on the infobox is WeaponLength https://pzwiki.net/wiki/Scripts_guide/Item_Script_Parameters/WeaponLength

But there's also the ones that involve multi-hit: MaxHitCount https://pzwiki.net/wiki/Scripts_guide/Item_Script_Parameters/MaxHitCount and MinAngle https://pzwiki.net/wiki/Scripts_guide/Item_Script_Parameters/MinAngle and HitAngleMod https://pzwiki.net/wiki/Scripts_guide/Item_Script_Parameters/HitAngleMod (at least I understand the MinAngle and HitAngleMod are for multi hit only)

robust latch
languid kayak
#

(SwingAmountBeforeImpact should be excluded too, it's deprecated)

robust latch
#

And there are no ground to grow crops in or shelter the livestock

languid kayak
#

There's animal stables(?) too

robust latch
#

Actually yeah i might be on wrong here

#

Doesnt look like dressing rooms, the one building on west

#

A s*it ton of loot on the shelves of western cabin

#

A lot of ammo-> correction just ammo. no guns

#

But the alaturca public toilets are there, also ammo is just openly on the shelves in that western cabin

#

found some recipe magazines in this, one of them is a hunter magazine (could be a considence)

lucid junco
#

Its just that the building had a living room type all over it, so it spawns Items like in living room

robust latch
#

Also this "hide" on ground

#

Or crack?

#

Could be a crack

languid kayak
#

crack πŸ˜„

#

room definitions are interesting tough

#

So a pig sty, a church and a hunting storage room. The rest are regular homes (hunting cabins?) with bathrooms

robust latch
#

If i didnt see the western cabin with its public toilets and ammo shelves

languid kayak
#

I wonder why this is classified as livingroom though I guess it might as well be a bug

robust latch
#

i would give up and say its some old, old village

#

But i cant unlook that cabin

languid kayak
#

This one's weird building too, but probably the damaged/unfinished construction

#

Funny how there's no zombies there too

languid kayak
proud cobalt
proud cobalt
#

I prefer the collapsed table. If someone's looking for it they will find it. But if they're not it's easy to skip it, unlike a list of up to hundreds of locations

Only reason the descriptive lines still exist is because it's too hard to determine what to keep and what not to with a bot.

It does not include items found on zombies. I don't know how that works

Other table format could be done, would just require more work

proud cobalt
somber jolt
#

Can I just directly edit the vehicles page?

#

and add maxSpeed and brakingForce

#

and somewhere else in the same page, summarize Glove Compartment sizes and have a general statement about brakingForce vs maxSpeed

#

I would like to remove mentions is 'horsepower' as the game doesn't really use that as a measurement.

somber jolt
#

I hope people like this format more

lucid junco
#

And also the overgrown path to it :P

#

I think there is more evidence that its a village, than the camping grounds. Though I think the best way to definitively find out is asking devs

lucid junco
#

Also good morning nerds

languid kayak
#

And for the rest there's https://pzwiki.net/wiki/Help:Contents – I tried it to be accurate, but if there's something missing (other than old screenshots; we changed the default theme, but you can swap them in preferences after logging), let me know!

somber jolt
#

thanks for the resources

proud cobalt
#

@languid kayak I merged your requests, also i think i figured out spawning give me some time and i might have an example ready

proud cobalt
proud cobalt
#

New image after some tweaks

#

Updated -> Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the [[lucky]] and [[unlucky]] traits

digital helm
digital helm
digital helm
lucid junco
#

Hi Vaileasysspiffo

digital helm
# languid kayak kinda relevant video, but that predated the condition lower in chance as well as...

I think you know I liked the 'base durability' stat for the reason this video even exists. "Durability/Condition is overly complicated". Base durability was the average number of hits it would take for a weapon to break, at level 0 in maintenance and that weapon type. Which to me was far easier for comparing weapons, since that's what actually mattered to the reader. Otherwise the reader needs to do some mental maths themselves to determine what that value is. Since trying to compare weapon's "Max condition" or "Condition lower chance" doesn't tell anything on their own. A weapon can have a high max condition, but low condition lower chance, and vice versa. So the only value, in my view, that the reader would care about, is combining those values for an average (something that they can actually compare with each other)

lucid junco
#

@languid kayak@naive imp What do we do with businesses/brands that arent technically present within the game

#

Like Citr-8 Wave

#

And should we call this "Hidden drug lab" or just "Drug lab"?

#

Two separate questions :P