#pzwiki_editing
1 messages Β· Page 47 of 1
These reasons are why Calvy and I have moved to generating lists for a lot of things, rather than including them in text π it sucks... every update something minor could change and you don't really have a way of knowing where. Plus the time required to change them 
A lot of things visually (front-end) we can change, regardless of whether it's mediawiki or not. It's the back-end things that we can't really do, for the reason Calvy mentioned, but also a lot of the features they develop are proprietary. They have entire teams to maintain things, we have Kirrus π
But anything that looks neat and you'd like to add it, we might be able to find a workaround. Especially once we can start using lua
We still suffer the location table being the right one and text being often outdated. Doesn't help we don't have (yet) anyone doing the changes an masse.
Will have to automate navboxes too, for items, but it's all lagging behind π
I think usage is something hard to keep standardized too I guess π€
Yeah navboxes are rough, the more updates the worse it gets, but trying to update that first feels wrong too
We're still sorting through splitting pages too. Which I'm also worried about, since we've created so many new item pages, that the navbox is going to be huge
can split them to smaller navboxes back again π But yeah, we're slowly hitting the vanilla MediaWiki limitations
There's clipping issues with <div class="list-columns">
The problem is definitely the point before, I guess I should remove it
fml, some objects share the same line
nvm I need the bullet point
If that happens you can modify the width with style="column-width:250px; max-width:900px;"
Default is 200px and 800px
It should line break though instead of clipping π€ so not entirely sure why that's happening
Bcs it's a whole single word I'd guess
Oh true. Didn't notice
That seems to do it yea
First look at construction recipes. Doing it in sandbox even though the main page doesnt exist, for simplicity. Still a fair bit of work to be done on this side of things, not to mention the bugs im sure its created on the recipe side.
It looks like none of those need a workstation. If that is the case, is it worth keeping a column for that? (It could be just a note under the required tool maybe?)
Or maybe, we could use for requirements the same idea of the "each of" / "one of": sometimes you need a skill at certain level + a workstation (each of), sometimes you need a certain skill level to learn something or learn it by a magazine (one of). Maybe that could help reduce the column amount need for the list (but the cons of potentially increasing the row height). Anyways, food for thought
It's just based off the crafting template, i probably wont rewrite specially for this
I did a small update on the Bateman office building (https://pzwiki.net/wiki/Bateman_Office_Building) trying to describe the content of floors (mostly offices) and discovered that the penthouse is some sort of mob office (since the type of zombies that spawn there are categorized as mob). Should that be marked as spoiler or plain text is fine?
Plain text is fine
Its more of a trivia item though
btw @proud cobalt now that Lucky and Unlucky seems to be removed (marked as such in the navbox), should we remove the bit from the location table?
Leave it for now, let me investigate
Omg sledgehammers are so much rarer now
Loot in general is significantly rarer due to a change in zombie density
Sledgehammer usually sat at around 2.1% for most places, now it is down to as low as 0.08%
I have removed them now
That's wild. Validates a lot of the complaints a bit more
ig itβs kinda balanced out now that you can craft them but yeah i noticed in my playthrough how much rarer they are
Yeah it was so low I thought it had to be wrong. Verified about a hundred items and it was scarily accurate. Zombie density seems to be uniform across the entire map now, not sure if a bug or not.
At least the zombie density value used to spawn items, which is baked into the map itself. In B41 it varied based on cell, not actually based on zombies.
In B42 it's the same across the entire map
That's good to know. I was wondering how to work with that for junk tables. But if it's all the same I guess it doesn't matter
Junk ignores zombie density I believe
That's right! The other way around then π I just remembered there was something special about it
No it just means more loot
meant to be more loot, but its not actually more zombies, its baked into the map per cell, but it doesnt work in B42
Whatβs up guys
Any guide on how to get started helping with this wiki transition?
Nevermind I just checked Pinned
https://ggservers.com/blog/project-zomboid-lore-timeline/ not sure if anything new, but it was good to see it in a single-compiled place
Ai is taking over 
lol, as if
Ai images ^^^ and news articles area specifically
that article is entirely AI
you can tell by the use of β between sentences lol
and the lists
@proud cobalt @languid kayak Did you guys make a script which goes through every script recipes automatically ?
<@&671452400221159444>
Deleted
@proud cobalt did as part of https://github.com/Vaileasys/pz-wiki_parser
Extracts, processes, and formats Project Zomboid data for PZwiki integration. - Vaileasys/pz-wiki_parser
Is it the script parser ?
Recipe parser
Script parser is an old one that only parses the fixing now
π
Do you know how to counter the dogshit import system of Python ? I've been trying to figure this fucking shit for a few months now
The python script will just not find the import paths
Traceback (most recent call last):
File "c:\Users\simon\Documents\Perso\Jeux\Zomboid\Wiki\pz-wiki_parser\scripts\parser\recipe_parser.py", line 2, in <module>
from scripts.core import utility, version
ModuleNotFoundError: No module named 'scripts.core'
it's better to use relative imports because of stuff like this
if you open your terminal to the root folder of the project and then run python from there it should be able to resolve them
any python ide will probably let you do this too
I run them in VSCode
i've only got experience with python in pycharm unfortunately
Had to move the file up so it can pick it up
i'm sure vscode lets you set the working directory somewhere but i wouldn't know where
I swear this shit makes me want to fucking die so hard its horrible to manage
PS C:\Users\simon\Documents\Perso\Jeux\Zomboid\Wiki\pz-wiki_parser> & c:/Users/simon/AppData/Local/Programs/Python/Python312/python.exe c:/Users/simon/Documents/Perso/Jeux/Zomboid/Wiki/pz-wiki_parser/scripts/parser/recipe_parser.py
Traceback (most recent call last):
File "c:\Users\simon\Documents\Perso\Jeux\Zomboid\Wiki\pz-wiki_parser\scripts\parser\recipe_parser.py", line 2, in <module>
from scripts.core import utility, version
ModuleNotFoundError: No module named 'scripts'
This how it runs
I've lost so many hours in my life having to find hacky bits to deal with this bullshit when coding in Python
Makes me go insane
just works in pycharm π
if you opened cmd to the root folder and then did python scripts/parser/recipe_parser.py it should work
yeah nvm that doesn't work
This is the kind of hacky bits I end up doing in my python scripts to have modules
just use relative imports
Even that just doesn't work
I tried a lot of stuff in my python scripts and even relative imports, from my understanding of them and things I tested, just doesn't even work either
At work right now, so I can't check. But I think I add the root directory to PYTHONPATH in a .env file in the root directory
Given me plenty of headaches too
i got timed out for ten minutes for trying to post python code (π) so we moved to dms but we worked out that you're meant to run it through main.py
i think pycharm automatically adds the root folder of any open projects to PYTHONPATH for that environment which is why that sort of thing typically works for me
Yeah main.py is the proper way
It'll also save the data to a json file so you can use it for what you need it for
Yea I got it working
Any solution to not having the codeblock completely eat up the entire table size ?
I tried forcing the column width to a specific percentage but that didn't seem to work
Tables redirects here; for information about database table structure, see Manual:Database layout .
Tables may be created in wiki pages.
As a general rule, it is best to avoid using a table unless you need one.
Table markup often complicates page editing.
π€ Try max-width or set a pixel width
max-width in styling ?
Yeah
Main or per cell ?
The same as width
Per cell
You could probably try for the main table element
I'm thinking you may need to manually add the line breaks
In percentage ?
Percentage is preferred, but try px if it doesn't work
π
Percentage not preferred for the main table element though
Can I even line break in code blocks ?
I mean with enter/return not <br> π
If you send a link I can take a look
I've never tried using code block in a table
In pixel it seems to work
Excellent!
It will regardless, because the table is a wide one
All tables are pretty bad on mobile tbh
π
That's way cleaner thx
In case you want to see the table on your side
The other one I'm currently creating the page
The recipe parser seems to be picking up commented out recipes @proud cobalt
Interesting it specifically is designed to not do that
Though, unpushed
I've put the readme back too, which might have saved you some headache
π
I need to fix this in the item parser too. Comments outside an item block are ignored. Just haven't gotten around to it yet
Is it allowed that I edit some part of wiki and push it first? I will finish soon, however, I don't have enough time to finish at the same day.
So there will be EN and KO both in KO wiki page until I finish the translation. or should I copy & paste somewhere and push when it's done?
Sorry if its a dumb question, but I haven't edited wiki in my life π
Yes you can save it and come back to it again
New image category thanks to @digital helm pointing out where the images are π
https://pzwiki.net/wiki/Category:Recipe_icons
@languid kayak
Do we think the entity icons should go in there too?
Yeah i would say so
I'd say a different one, though might be a subcategory
These might be good for workstation too
(also sorry guys, but couldn't wrap my head around lately over much stuff; will catch up on the summaty over the weekend I guess) π
What are these ?
A bit presumptive currently, but part of the crafting that's still to be added. Couldn't find the video, but these recipes were shown as demonstrations https://pzwiki.net/wiki/User:Vaileasys/Crafting
Minecraft techmod-style crafting
You're good π
Looks like we already had a category π https://pzwiki.net/wiki/Category:Crafting_icons
Aaaah I see
I imagine wires and pipes to connect machines
No problem π I've spent the past 4 days updating items to B42, I'm up to items starting with D
π
Yeah from what I remember in thursdoids there's still a lot to come from Crafting! Energy production and wiring and all kinds
Can't wait for it to totally break the parser 

Hopefully anything new will just be in addition π€
Found the video https://www.youtube.com/watch?v=RA6gewj2PDU
My first thursdoid I ever read!
So I wonder if generators will need to be hooked up with cables to the power cords on every house that @languid kayak pointed out ages ago. Because there's no 'generator' seen in the video. Obviously it's alpha placeholder testing, but still lots to come
'Generator' in the video was the steam boiler
We may still have the 'electricty source nearby'. The cabling may just be when there's no electricty source nearby. But we have no idea π
There's hope, considering this was August 2023
Everything seen in this vid was put together with minimal specific code β and largely relied on existing components put together within the machines in the PZ script files along with new items and recipes.
https://projectzomboid.com/blog/news/2023/08/the-connection-is-made/
Hey everyone. Jumping straight in with an update on the new and improved crafting system this time around if thatβs okay with yβall. As weβve talked about in previous Thursdoids, a large part of the crafting overhaul revolves around creating a unified, powerful and expansive system for machines, crafting stations and appliances. This covers all ...
hi guys, the Steel factory close to Echo Creek is marked as "Lumber Mill". Not sure where to inform about it so I come here, since the map is made by wiki volunteers.
coords: x1928 y10858
(idk how to share a link with coords lol)
Thanks! @proud cobalt maintains it. Just need to add ?1928x10858 to the end of the url to link to it π https://b42map.com/?1928x10858
always happy to help β€οΈ
Yeah i think it should be alright, maybe janky though if its force fit to recipes
Check the pinned messages
I've been going like slog with the blog posts that way π
I assume it's for b42? https://pzwiki.net/w/index.php?title=Red_Dot_Sight&curid=6041&diff=822835&oldid=813985
I do remember reading some mondoids π΄
Why is there a limit to the number of about you can have 
{{Header|Project Zomboid|Game mechanics|Character}}
{{Page version|41.78.16}}
{{Infobox character
|name=Player
|image=Player Character.png
|image_caption=Customized player character
|sex=Male or female (player's choice)
|occupation=Player's choice, see [[occupation]]
|traits=Player's choice, see [[trait]]
|location=[[Muldraugh]]<br>[[Riverside]]<br>[[Rosewood]]<br>[[West Point]]
}}
{{About|the playable character and is not applicable to the story|the old protagonist|Bob Smith|tutorial character|Jane Doe|java object defining the playable character|IsoPlayer}}
The '''player''', also referred to as the '''[[survivor]]''', is a character that can be controlled in [[Project Zomboid]], and refers to both singleplayer and [[multiplayer]].
java object defining the playable character|IsoPlayer
Doesn't appear
so if Im reading it correctly, for Polish translations currently 1483 articles have been auto-translated and haven't been checked, yes?
here is the whole table
i just looked at github and theyre all 3+ years old lol
yup
you mean the handchecked articles or translations?
i may help with this if I find some free time ngl. How do I learn more about what to do? On wiki the discussion page is dead
(im a native)
The translations are indded from b41.78.16, and community ones won't be updated as porfessional studio was hired for them, see pins in #translations
not exactly sure, let me screenshot the github for u
its the translations page i guess
yeah, this one's most active π I'm native too, but I'm busy lazy. Hard to say where's best to start, most languages translate the templates first, the pages. Basically have to be redone, but even English one too
Yeah, those are in-game translations, and as wiki moves to b42 nowadays, we're waiting for official Polish one which I believe isn't out yet?
But we can translate templates in the meantime
π€ as in?
also, I take it it would be wiser to wait for the official Polish for b42 and go from there?
Any info about that please ?
like https://pzwiki.net/wiki/Template:Infobox_item/pl for example (should be translated roughly), or others
for item names and recipes, yeah
@tulip kiln still watching but already there are some useful Easter Egg stuff here https://www.youtube.com/watch?v=Rj-lm0RKV_M β namely graffiti, but some names are butchered), I didn't realized Afekay has a graffiti; not sure we have it in the wiki? I'd have to check
Who would've thought I could come up with even more useless facts? With Build 42 already here, I might just find even more of them... who knows. Strange how the title says 11 minutes, but the video is 19 minutes long, right? Guess you'll have to watch it to see why that is.
Animations made in Blender.
-------------------------------------------...
381 businessess in b41; I wonder if we got them all π Pinging @naive imp for that too
It also features a shoutout to pzwiki π https://youtu.be/Rj-lm0RKV_M?feature=shared&t=444
Who would've thought I could come up with even more useless facts? With Build 42 already here, I might just find even more of them... who knows. Strange how the title says 11 minutes, but the video is 19 minutes long, right? Guess you'll have to watch it to see why that is.
Animations made in Blender.
-------------------------------------------...
I guess we could add more. The idea though is that if there's more than 2, a disambiguation should be created instead. So, for the second one: |other uses|Player (disambiguation)
Hmm...
It seems you're confused between the wiki translations and the games translations. For wiki translations start here
The parser for crafting names the quantity of each items required as index, perhaps better to rename that to quantity or some shit
Yeah stuff like that will come when it's finished
I've added up to 3 articles to the about template. https://pzwiki.net/wiki/Template:About
And also added IsoPlayer to the Player page https://pzwiki.net/wiki/Player
3 here seems a bit too many to me π€ I'm thinking maybe just have IsoPlayer and a disambig link for 'other uses'. Let me know what you all think
I'm fine with it being in a disambig link, as long as it's properly mentioned that there's other pages similar to this one
Or
The whole about section could be reformed in a more readable way, but that's just an idea
Was a bit painful to watch the Sinsilla/Music festival part when he says that we dont know bands that were meant to play on it
When we now have a flier that lists all of the bands that were meant to play
Also... soon
@digital helm @languid kayak Im curious with how we will use new videos of locations and challenges, if at all
New ui uses videos to show them, though there are images for each video
For example
True; for me I wasn't aware Sinsilla was mentioned in b41 though; I totally missed it but I saw enthusiasm when we got their logo in b42
@tulip kiln you think the name on the brass plate, "Daryl Cranlon" might be a reference to something? https://pzwiki.net/wiki/Brass_Nameplate
Also @proud cobalt I bumped vhe version on it: https://pzwiki.net/wiki/Brass_Nameplate β it still has usage to be filled, and I only left one see also, but is just looking to the page warranting bumping the version? See https://pzwiki.net/w/index.php?title=Brass_Nameplate&type=revision&diff=872039&oldid=855965
Probably wouldn't want to stray too far from the way Wikipedia does it, since it's what people would be used to be https://en.wikipedia.org/wiki/Template:About
Unless it was exceptional
Currently not really a way to use them, other than uploading to YouTube and linking to them. So an image may just be better. Unless, since they're just static images, we cycled between them, like we do with tags https://pzwiki.net/wiki/Template:Tag_Hammer
Not an issue with auto-generated pages imo. So long as all the existing content is up-to-date
Project zomboid wikipedia
Anything bottable yet
Or source code related
I know I was superseded like 2 years ago but I can still try
probably a lot of things we can't formulate, so yeah π
@flint vapor is https://pzwiki.net/wiki/ItemVisual and https://pzwiki.net/wiki/HumanVisual a Java object to be put on the navbox? Seeing the navbox's there
Should they be added to the navbox ? Yes
I mean basically every objects defined in the Java objects category
Is that something I can do myself ?
Could make your life easier to manage
you can, yeah, see https://pzwiki.net/w/index.php?title=Template%3ANavbox_Java_objects&type=revision&diff=872159&oldid=822559 (where I added the missing two and alphabetized the rest)
Alright
I suppose it's a thing indeed? https://pzwiki.net/wiki/Moodle#Bad_Smell
I need to remember that shit lmao
@serene sage for https://pzwiki.net/w/index.php?title=PawsTV&diff=next&oldid=823123 do we assume it's 41.78.16 still? Has anything changed in 42.x?
seems the same to me? haven't checked for sure yet
any tips on how to cure sickness in b42?
better ask at #pz_b42_chat
I don't think it's an easter egg, so it'd just be referencing Daryl Cranton, a reporter for GBC https://pzwiki.net/wiki/GBC
Added
Traits
They've definitely changed some of them and added in new ones
And we still don't know how or what
And we expect more to come
B42 construction recipes have gone up on item pages, lots of redlinks still obviously
aoqia wants this thingy edited but neither of us can edit it right now so someone else here can do it if theyβre available, just change ZomboidAssetExtractor to ZomboidAssetConverter
Done
@naive imp Spawn points on town pages will need to be updated BTW, not sure if it's been started
Updater is also configured to update construction now too
Lots of work to do overall. I'll be at my PC in a few hours to bang out some more locations. At the moment I'm more focused on getting individual location pages up to date, but I do know that that one person who did spawn locations for build 41 may be interested in doing it again? I'll reach out to them via talk page, not sure if they had a discord
I don't think videos fit well with locations imo. Maybe as more of a strategy guide to show good ways of clearing zeds from populated locations? We had some YouTube videos by Ikip that nobody really cared about and we decided on removing them
If readers want to look at a location without going there in-game there's always the online map
We could always parse it. Here's the json output for Riverside
Using the lua_helper from the wiki parser, this is just:
lua_runtime = load_lua_file("spawnpoints.lua")
lua_runtime.execute("points = SpawnPoints()")
parsed_data = parse_lua_tables(lua_runtime)
utility.save_cache(parsed_data, "spawnpoints.json")
I agree. Using videos to show off locations would be a bit pointless
Ooooooh this could be a good opportunity for me to start understanding shit like this
Happy to help, if you need
Also couldnt upload the videos because they are in .bik
And I still didnt download any video editing software yet I couldnt make it into mp4
But here is how it is in the game files
Where do you find them exactly? π€
They're in the map folders e.g., \media\maps\Riverside, KY\spawnpoints.lua
Actually worked out well renaming "locations" to "regions", the game's code seems to refer to them as regions too π
All Thumbs and Dextrous traits manipulate the chance to unjam a gun (this is not documented):
That piece of code gives me brain damage
Also affects this piece of code (All Thumbs => hasAwkwardHands = true, only used here)
Certain traits and occupations affect rope climbing speed.
Climb faster: Dextrous, Burglar, Gymnast
Climb slower: All Thumbs, Overweight, Obese, Heavy Load
(either this is not documented or not documented universally - I checked the Rope page and some of the trait pages)
lmao what
there's a 1% chance if you're lucky to have a rabbit foot keyring and then a 50% chance to have it be a clover keyring instead
also, although the game refers to the Obese trait as "Very High Weight" now (according to the wiki), the codename for this trait remains "Obese"
there are pillows in project zomboid? since when
Shame the lucky trait can't be chosen anymore. So it'll never happen
since the tech demo in 2011 π
wtf π
99% of features now π
it makes sense
i18n is a lie
everything must be perceived in codenames
how can i tell which traits are new and which ones aren't lmao
and oh god
to address the "fast metabolism" and "slow metabolism" traits you need an entire page dedicated to nutrition
we do π and it doesn't even mention fast and slow metabolism https://pzwiki.net/wiki/Nutrition
actually you do
they nerfed High Thirst so hard wtf
+1 points only
either way I don't see any "new" traits
only the fast metabolism and slow metabolism ones, which correspond to "weight loss" and "weight gain" respectively
which should probably be documented on this page and on the traits' respective pages
also, why search no worky
Good find. I'll change that to the trait names
And smoker is still on the top
Ive heard people say that now you cough or something like that
But it is exactly the same
not a big deal when all we do is Q around
I also feel like they've nerfed window opening
They break 10 times as fast as I remember them to
elaborate
you mean they break more often when you try to open them from the outside?
we can check that
argh
why did they call these dumb rectangles with information on them "windows"
windows is what you look through to determine if the world has come to an end yet or not
didn't look into occupations
just the traits
uh
apparently if you're panicking too hard you cannot open windows
opening a window will smash it
no matter what option you choose
I know, ever character I've ever had is so much weaker now
guess i'll have to switch from high thirst to smoker
nah pz world interaction code is so cursed
i cant work with it
@lucid junco in b42, there is a 10% chance to break a window lock (5% with burglar)
in b41... im kinda lazy to roll back to stable
actually i can still check
haven't updated my dedicated server
nope
exactly the same thing in b41
@quartz bear can you or anyone verify that graceful and clumsy traits don't affect trip chance when vaulting? I was adding it and noticed it was recently removed, along with stating they "only affect sound" (which in itself is false)
https://pzwiki.net/w/index.php?title=Graceful&type=revision&diff=850403&oldid=651499
https://pzwiki.net/w/index.php?title=Clumsy&type=revision&diff=850399&oldid=649905
As far as I can tell they add +10 and -10 to the chance in ClimbOverFenceState.class
private boolean shouldFallAfterVaultOver(IsoGameCharacter isoGameCharacter) {
~snip~
if (isoGameCharacter.Traits.Clumsy.isSet()) {
_float += 10.0F;
}
if (isoGameCharacter.Traits.Graceful.isSet()) {
_float -= 10.0F;
}
~snip~
}
you mean, "used to add"?
Want to make sure I'm reading it right. And that they are +10 and -10 now
oh cool
i didn't know that in order to fall over you had to be running or sprinting
but yeah, +10% chance for clumsy and -10% for graceful
Thanks
I wonder why they thought it didn't affect it π€ they've made a lot of other edits to traits
Is gas cap side indicator vanilla now?
Because water is everywhere
yes and that's the fact I made use of when making my op builds
and you took it from me!
GOOD
nevermind that I haven't played the game for over a year!
see the point about smoker though
as cars evolve, so does project zombobid...
this is kinda triggering me though
Not ideal
@quartz bear If you are still into checking traits, can you check how coughing while smoking a cig works
is it even implemented yet?
not useful information in itself huh
And there is a cigar
With 66.7% for non smokers and 20% for smokers
Which is realistic because holy shit do cuban cigars hit on your throat
lmao project zomboid reality check
yes indeed the wiki is right
50% for non-smoker and 10% for smoker
50% for non-smoker and 20% for smoker in case of cigarillos
66.7% for non-smoker and 20% for smoker in case of cigars
it's in Lua so no big deal
recipecode.lua
For some reason I cant get Fossoil Out of gas and Gas 2 Go out of gas signs to spawn
And both of them cant spawn as a loot
I know that you cant work with it
But I gotta know what are the chances that gas pump is empty upon world creation
Gas 2 Go is loosing grounds
What used to be their station
Now is empty
Take that, corporation
(the sign is still there, its just not visible)
uhh is this like super necessary
im doing other stuff rn
Oh well
uhh, well
that's a world generator setting?
d is the final amount of gas here
seems to be uniform rng so if you have min. fuel amount set to 0 then you might as well get that
there's also something related to there being no-gas zones
but idk if that is anyhow related to actual gas stations or not
I'll try to investigate
there doesn't seem to be a no-gas flag in the zone generator
I'll check lua
nope, nothing there
seems to be obsolete or mod-exclusive
so this is the only thing you should worry about
the chance is configurable
Alright, thanks again
@naive imp Which one do you think would be better for a page?
Graffiti is bigger/higher res
But the sign is 100% correct since its all connected together
The graffiti was in parts, so Im not sure if thats close to the original
Either way they should be straightened but I'd say include both. Just put the sign in the infobox and the graffiti in the gallery
Since nearly every other business has a sign in the infobox
So the clearer descriptions is correct?
You start off with high weight, but still have the higher calorie cap to gain weight
And also
HUGE smoker nerf
You can no longer be Athletic and smoke a pack a day
It's that the calories required to start gaining weight is lower for slow metabolism, and higher for fast. But it's only if weight is above 90 or less than 70, respectively. So when you start the game, your metabolism will be normal until you lose some weight, since you start at 95 with slow metabolism
There's also this which I haven't looked into in detail yet, but seems to be related to weight loss
if (this.parent.Traits.WeightGain.isSet()) {
float2 = -200.0F;
}
if (this.parent.Traits.WeightLoss.isSet()) {
float2 = 200.0F;
}
that part doesn't work, you can ignore it
they reassign the value right afterwards, so this block of code is essentially pointless
Ah, thanks. That'd be why it's missing on the wiki
if (this.parent.Traits.WeightGain.isSet()) {
float2 = -200.0F;
}
if (this.parent.Traits.WeightLoss.isSet()) {
float2 = 200.0F;
}
// irrelevant code removed for demonstration
float2 = (float)((this.getWeight() - 70.0) * 30.0);
I missed that part
Gotta love all the commented out or overwritten code
To keep us on our toes
Video policy https://pzwiki.net/wiki/PZwiki:Video_policy and style guide https://pzwiki.net/wiki/Help:Style_guide#Videos added.
As mentioned before, this remains open to changes if needed. #pzwiki_editing message
@proud cobalt @digital helm (or anyone), I've been going through Carina's models, and found https://pzwiki.net/wiki/File:MugClayFired_Model.png yet the https://pzwiki.net/wiki/PZwiki:Item_list only list unfired items; why's that?
Speaking of style guide changes, I've been adding construction as a new section, rather than a subsection. This coincides with the splitting of construction out of the Crafting template, and its rework in game. Are we happy for this to be added to the style guide? It would be inserted directly below Crafting, and has the same subheader names How it's made and What it makes
@languid kayak @digital helm @naive imp and editors
At a quick glance, when fired it's name is mug, and the mug article name is taken, so it would need to be integrated into the article, or a new seperate page made
These should probably be split too, for https://pzwiki.net/wiki/File:TrophyGold_Model.png and https://pzwiki.net/wiki/File:TrophySilver_Model.png
I don't think it's called "fired" just "clay" https://pzwiki.net/wiki/Mug_(ceramic)
is this this model though? https://pzwiki.net/wiki/File:MugClayFired_Model.png
The current one links to https://pzwiki.net/w/index.php?title=Special:Upload&wpDestFile=MugClay_Model.png
I agree. But I think it should be Building instead of Construction. Since we have "Crafting" and "Building" in-game
Oh that's probably better than, construction was already in use as a subheader, id be happy to sort out the changeover for that
I don't know if it's that model, but it should be called MugClay_Model
model MugClay
{
mesh = Mug,
texture = WorldItems/Mug_Fired,
attachment Bip01_Prop2
{
offset = 0.0169 0.0412 -0.0369,
rotate = 170.7252 46.9881 -167.2955,
scale = 0.7920,
}
}
Yeah, any tile that was 'placed' was called construction, since we had nothing in-game
There you go, we've made a page for it, might have to look at doing something with the item Id dictionary for recipes like that
Oh, yeah, just noticed the product just links to Mug
Oh another thing, we need concensus on whether about should go before or after the Infobox. Personally I prefer it under, same with the quote template.
@digital helm @languid kayak @naive imp and editors again π
I think under. Same as quote
@sage badge maybe you could verify? I want to add the https://pzwiki.net/wiki/File:MugClayFired_Model.png to the page and it seems it'd be https://pzwiki.net/wiki/Mug_(ceramic) but the name of a model slightly differs?
also some talk just popped, I don't think we need an infobox for that? https://pzwiki.net/wiki/PZwiki_talk:Userboxes @digital helm
Activity is subjective, and they'de become outdated really quick
Not entirely sure how you're currently do it, but you can do:
name = utility.get_name(item_id, item_data) #item_data is optional here, so add it if known
page = utility.get_page(item_id, name) #name is optional, it's a fallback if the page can't be found
link = utlity.format_link(name, page)
Then just use link in the output. format_link() formats it as [[page|name]] or [[page]] if page == name, and also adds language_code to page if language_code isn't en
For this reason I don't think it's needed. There are ways to automate it by looking at if they've edited recently (would need to look into if that can be checked in-wiki), otherwise use a bot. Could be useful, but you can also just check their edits to see if they're active
@proud cobalt trendsetter
These are my changes. Building template redlink right now for obvious reasons
https://pzwiki.net/w/index.php?title=Help:Style_guide&diff=874007&oldid=873933
What can I say

I think it's a given if you have an edit you are a wiki editor. No need to segregate 'active' editors. Everyone who contributes is a part of the community.
Looks good. I've swapped the order of about and quote, since quote would be part of the content
Thanks, was debating on that
40k edits by next week that's the goal πͺ B42 got nothing on me
You'll be overtaking @languid kayak soon
That should be right, I must've just forgotten about the page for the ceramic mug when uploading that, so the picture just needs a name change
Ah, looks like the wrong mesh. Uses Mug_Tin.fbx instead of Mug.X. So it's the mesh for metal mugs
Here's Mug.X. Notice the handle. Unfired and Fired
I think Faal meant the texture, but I noticed this when checking π
I must've just not noticed the .x file, the two different filetypes is so annoying sometimes
I have a todo list of models I need to make renders for, I can replace it with the proper model when I get back to making renders if someone else doesn't get it before
I'll do it now, I've got it open
Also the mug textures in 2 different folders π©
the file organization is very confusing sometimes, just the nature of building off of updates without reorganizing things properly I guess
I'll get back to doing model renders soon aswell, got sidetracked with a lot of stuff and my own personal blender projects
but I have the bot too!
(oh wait)
Still great work on models. I categorized them all, it's nice seeing them on the wiki, especially as I wasn't really putting much time into b42 yet π Playing on a controller with wife or alone is not that fun π
I've added a list of hotbar slots https://pzwiki.net/wiki/AttachmentsProvided which has the attachments that use it, and a list of items that provide it. Each slot can be linked to
Also a list of the attachment types https://pzwiki.net/wiki/AttachmentType which has the hotbar slot they're used in and the items that use it. Each attachment can be linked to
I think a dedicated Hotbar page would be ideal, but for now it's on the item script parameter pages, and redirects to AttachmentsProvided.
I'll also update the item infobox a bit to link to these
Yeah CalvyBot recently hit 50% of all edits on the wiki 
Bruh
To improve this, table rows that are linked to will now be highlighted (anywhere, not just here).
To do this, just add the id attribute to the table row marks |-
E.g. |- id="some-row" then link to it with an anchor link, like: [[Some page#some-row]]
Makes this page a lot easier to navigate https://pzwiki.net/wiki/BodyLocation#Jacket_Down
That's sick
We could do the same for tag page
I'll do that now
This page should probably be moved back to Tags at some point too. Would need to update some automated links first though
Any objections if I go ahead and respond to them and delete the pages? @languid kayak too
Not from me
Ai taking our jobs 
Maybe? Though the more we go into auto-generated tables based on the game files, what about Item list and Tile list? Those are kinda similar to Items and Furniture (ex Tiles) pages.
Oh, no, the reason was because Tags is the item script parameter. I think keeping Item and Tile/Furniture is fine
ah, that's why. Okay
@flint vapor is the (Modding project) part in each of these names of pages in https://pzwiki.net/wiki/Modding_projects even needed? I think we won't have collisions for most if not all pages? And PZEventDoc and PZEventStubs already lack it.
Actually I had done that for DebugMenu
Figured some of these would be very confusing and so I added the descriptor to all of them
Some would possibly clash with potentially official stuff
So I had made that so at there is 0 confusing with things within the game
Done
All of these can basically clash with potential officially named stuff
imo
The events one will clash with the API events
Things with script will clash with [[Scripts]]
Mod Manager is fairly obvious why it will clash
So maybe not all of them need it but a massive part of those do
I think they should have descriptors, but maybe just (modding) would suffice?
Well no
That's the whole point I made
This clashes with modding related stuff
All this I just described right above your message ...
Are these the names of different community modding projects? I don't think that came across very well. I thought you were naming them for the wiki modding project
These are modding projects by the community
Especially because one of them is called "Community modding projects (modding project)"
Yea well I can't do shit about that lol
If you got better naming, go on
But Modding projects describes perfectly what these are
Community Modding Project is a Modding Project made by Chuck
Starlit is by Albion
Doggy's API is an API I made for me and other modders
Project Zomboid Script Support is a tool developped by a guy to help writing mods
Same with Zed Script and Umbrella
These are not official projects, they are projects by the community for the community
Or big projects that are more or less open but introduce something for other modders
It's ok bud, it's not a personal attack. I don't know the modding scene so I don't know they are names of projects by different people. Hence I asked a simple question
I'm explaining what these are, never took it as a personal attack
Maybe, also should it be Modding or modding?
Anyway, I added them all toe {{Navbox modding}} too, but I don't get an idea when something is a modding project? I know you went through that before, but I was tired enough to barely grasp it π Maybe I should go over that message and re-read it again
For your first question idk 
The descriptor should be low case ?
Capital if it's a proper noun, lowercase if it's a common noun
it's common then
I was confused too. I think modding project makes the msot sense with this
π
The whole idea is that some of these projects get mentioned quite a few times because of how useful and how used they are by the community, such as Umbrella and some functionalities which are custom events added by some mods that get listed in Lua events
So like we did for the Java documentation, instead of making copies over and over of things we keep mentioning, those pages are here to not have one place with the same informations that we link. But I figured instead of making pages just for Umbrella or the Community Modding Projects for example then we should simply make pages in general that come and document any community projects
So it's half modding half history pages in a way
At least for now these are projects that are active or currently used
Maybe in the future (in a long time) some of these pages might need to be recategorized if no longer accurate to the modding as they become unusable ?
btw @flint vapor you can use the {{Note}} template for notes like here https://pzwiki.net/wiki/Community_Modding_Projects_(Modding_project)
Saves you having to do the styling.
Hell yeah I was sure something existed for that but I never took the time to look for it
I also use "Important !" in red, is there something similar too ?
Thank you for sharing that anyway
Oh wait
I just read the page π
Ok there's a warn nice
That's cool
Just changed it so you don't need to include content. So {{Note|This is content of the Note.}} instead of {{Note|content=This is content of the Note.}}
Umbrella is kinda covered in https://pzwiki.net/wiki/Visual_Studio_Code though, isn't it?
Also, I kinda guess that "modding projects" while may be mods, are more like frameworks to build another mods for and/or tools created by community?
Keep in mind that some now official PZ tools started as community ones too kinda π
Yeah, makes style more uniform I guess too π
No that's in fact the reason why I made the modding project for Umbrella, because it was starting to get mentioned in different places, and also linking it to people involved linking this specific section
So the addons in the VSCode page are instead listed in an Addons section now
Long overdue I guess; was so simple fix and I always sufferent that too π I think there are some othee mboxes that could use the same
There's also the problem that technically Umbrella was usable in other IDEs
And yes Modding projects are useless to players, they are only useful to modders
oh, that's neat then. I don't mind having Umbrella being a proper tool page, like TileZed or WorldEd
Which is why in comparison to discussions we had about making pages for specific mods was a problem, this here is more okay. And it's also why I had asked for the opinion of people about it, here and the modding Discord because I was against pages for specific mods
TileZed and WorldEd are official tools no ?
yeah
Then they aren't the same thing imo
Umbrella is community driven
While official tools are developped by TIS
TileZed is a fork of Tiled, and WorldEd was done by a core TIS devs from the beginning I think
Tho sometimes have forks
Yea
I think forks should be modding project
I think we should make the distinction between things that are official and those that are community driven is important
but tools that are no longer relevant, sometimes had different origins. Like TranslationZed was done by Connall while ItemZed was a side tool done by Turbo (as a TIS employee, but still)

We had other tools that are no longer relevant, like CostumeEd that was used in the beginning by Binky
I don't know shit about the mapping tools that's the problem. But I get why it's thin line between being official tools but also community ones
Still available on http://projectzomboid.com/tools/CostumeEdv1.zip it seems
Not sure anyone uses it tho now, especially as there are pixel art tools already out there
not really, no
I'm still waiting for the mapping community to start documenting shit tbf 
That would help greatly
Also, as modding as a project evolved as much, you could also utilize subprojects on the modding project itself, similar to how other projects evolved
I'm not sure I understood that sorry
Yeah, wanted to link to examples but was too lazy to look for them π
See https://pzwiki.net/wiki/PZwiki:Project_Lore#Subprojects https://pzwiki.net/wiki/PZwiki:Project_History#Subprojects or https://pzwiki.net/wiki/PZwiki:Project_Build_42_Update#Subprojects
Didn't we make the decision to move Hydrocraft into Project History ?
I was pretty sure we had moved pages about specific mods elsewhere
So I'm quite confused, perhaps we didn't ?
Because I was writing a section about it on the summary, checked and realized that we actually didn't do that
And yet I remember us discussing doing that
It's in https://pzwiki.net/wiki/PZwiki:Project_History tasks, but no one got to actually reworking it
Though keep in mind that Hydrocraft still does see some limited activity, so someone might actually pick it up to work with b42, at least there were some folks discussing that on their Discord
Literally no one works on Hydrocraft. The only mod I've seen linked to it is the wood cart or whatever it's called
Its assets are so old now that it's better to start over for any mods
It's B40 ... like come on
It switched hands, it was updated to b41, and saw some discussion about b42 #963714784564498444 message (for those who are on the Discord)
I'm fairly certain @flat sun mentioned the mod having being updated to B41 but it's an old version
The mod doesn't work at all in the stable version
https://github.com/robotex140/Hydrocraft (it's linked in the page)
Contribute to robotex140/Hydrocraft development by creating an account on GitHub.
as far as i know no version of it is really that well maintained, but there is basically always someone making some effort for it
And out of fairness, I still do not agree with it being in a section about mods. I don't think I need to bring up the argument of what makes it fair for Hydrocraft to be on the wiki while no other mods. And even then how is that fair to chose x y z mod and how do you even define the limit of which mod is accepted
I agree the history part of it, if the mod was what quickstarted something, like Rimworld with the Vanilla Expanded mods or whatever it's called I remember these mods being massive and quickstarting a whole genre of mod creation
But that's it
The page should not be about the newly maintened versions even if there actually is one, it should just mention it
Like for the Modding projects even that I do not agree with using the wiki to explain how to use the mod. You can but the point of it is to document tools and projects FOR modders
Seems it was played with 41.78 https://www.youtube.com/watch?v=FRBnUyMH3ac
Project Zomboid 10 Years Later, CDDA Zombies, Ridiculously Rare Loot, Worse Vehicle Condition, Hydrocraft, Britas, Raven Creek - A few of many mods in this series!
10 Years After the zombie apocalypse began, and nearly 10 years since Joseph Caldwell discovered the cure to the zombie plague, Elle Sullivan is thrust back into Raven Creek to study...
basically that's the current stage of the page π
Also that's 2 to 3 years old
Just a link to a most recent repo on top
well, so is 41.78 π€·ββοΈ
yup
Nvm lol
Nothing much to be done with Hydrocraft at this point, the page is not using any old templates, not using much screenshot and if someone's bored, can revamp it if needed. Currently a lowest task in the project history π
Will probably stay as is with the note for a while, the info on wiki may not be up to date with the b41 fork
But the page shouldn't be in Mods !!!
It shouldn't be in Modding !
The page does not bring any informations for modders !
It's the problem I have with it
Welp, there's nothing else in https://pzwiki.net/wiki/Category:Mods
It is not a tool, it is not informational on mod creation
Yes, that category should not exist in mods
We though of many getting rid of the category, which may as well do if everyone agreeds. The old mods are gone now (Silent Hill/ru, Greenfire and Modded Armor/Weapons)
Modding*
Changed to https://pzwiki.net/wiki/Category:PZwiki then, the same category https://pzwiki.net/wiki/Undeniable.info and https://pzwiki.net/wiki/Project_Zomboid_Map_Project are (not ideal, but we don't really have idea what else to keep them for now)
btw @flint vapor do we want a page for Texture? https://pzwiki.net/wiki/Special:WhatLinksHere/Texture
Texture is a java object
Sooooo
If you want we can have a descriptor in the name
nah, if it's a java object then fine, and if there's no collision, we'd have to set up a redirect anyway, so best to not have a descriptor
https://pzwiki.net/wiki/GrapplerLetGo https://pzwiki.net/wiki/GrappleGrabCollisionCheck https://pzwiki.net/wiki/OnStopGrapple What are these @flint vapor? Lua objects? Java objects? Something else? I'd add them to appropriate navbox
Events
Lua events
Thanks! and in https://pzwiki.net/wiki/CraftRecipe_(scripts) anything to prevent it simply being called CraftRecipe?
oh right, we don't have a navbox for those yet π
There are still pages in https://pzwiki.net/wiki/Category:Lua_Events (spread between https://pzwiki.net/wiki/Category:Obsolete_Lua_Events and https://pzwiki.net/wiki/Category:Current_Lua_Events) βΒ what are we gonna do with them? Update manually? Remove?
@proud cobalt I noticed the Electric Wires were removed from non-English page, was it a name change or an old page cleanups to make space for new ones? Either way; should we remove the redirects too then? https://pzwiki.net/wiki/Special:BrokenRedirects
imo these pages are of no value, a couple are duplicates that we have newer pages for and the rest were not even events to begin with but hooks (i don't think the original event bot author even knew about hooks and got confused)
I don't know if we should ? That's a lot of pages so idk, maybe ?
Yeah we can delete them I guess
the two duplicates are there because the original author typo'd their names π
yeah, since there's a lot, that's why I didn't yet so far
Thanks! So just remove them altogether?
that's what i'd recommend
Wait what duplicate ?
The obsolete ones I think that's fine
@flint vapor please check if anything is worth in the old pages; if no I'll just remove the two indeed
I'll check that out but most of these pages seem to be empty for the most part
Or at least there doesn't seem to be descriptions and shit
Yea
Nothing of interest in the obsolete events
Well, for these two, they are mostly the same, they just link to javadocs and descriptions are different
So the 8 pages from https://pzwiki.net/wiki/Category:Obsolete_Lua_Events are good to go too?
Yea tho I'm confused as this isn't the category with all the obsolete events that I thought we were talking about
https://pzwiki.net/wiki/Category:Obsolete_Lua_events
Thought we were talking about these no ?
Yeah, those are 8 + 2 pages that weren't covered by your pages you sent to create to Calvy last month or so
oh my god, the capitalisation is different π
Lmao
Bcs these are hooks yeah
They aren't events that's why they aren't defined
https://pzwiki.net/wiki/AddXP this one seems to have links to JavaDocs for example I see, do we want to keep the links from https://pzwiki.net/wiki/OnMultiTriggerNPCEvents and https://pzwiki.net/wiki/OnMultiTriggerNPCEvents moved to the proper pages?
I'm not sure what you mean
yeah, maybe confusing example, sometimes the pages link to JavaDocs or other docs, not sure if we want to keep the links in the proper pages?
if not, I'll just remove the duplicates
i didn't link lua primitive types (string and table here) since there aren't really pages like that for lua and linking the java ones (as they do here) doesn't really give much relevant information (especially for KahluaTable, literally nothing on that linked page is relevant to lua)
if doggy wants to link them though that's fine, but as i gave him the links it currently uses that's the justification for them being omitted
Eh idk
I guess at worst you can add them later on, so I'll just go and remove the two mispells then. Not sure we need a redirect?
Speaking of, not sure when I'll get to it but these redirects are probably due to be removed by now https://pzwiki.net/wiki/Special:AllPages?from=Modding%3A&to=Modding%3B&namespace=0 and https://pzwiki.net/wiki/Special:AllPages?from=Lua+Events%2F&to=Lua+Events\&namespace=0
Should probably be bottable for @proud cobalt?
Not sure what I'm looking at ngl
the list of redirects? Those are old pages redirecting from Modding: and Lua Events/ subpages
Anyway, I changed the two to redirect now, so it's just 8 obsolete ones remaining https://pzwiki.net/wiki/Category:Lua_Events (or https://pzwiki.net/wiki/Category:Obsolete_Lua_Events) is listing them. Either they have to be removed, or manually changed. These seems to not be a typo, but some are apparently hooks, right?
these are all hooks, except OnPlayerCancelTimedAction which is not in any version of the code i've seen, so i don't know what it is (probably removed before my time)
added on 23 November 2021 apparently: https://pzwiki.net/w/index.php?title=Lua_Events/OnPlayerCancelTimedAction&action=history
that's interesting, i think b41 was already stable by then so i'm surprised to see something from that time removed: i was modding at that time but don't think i was diving that deep yet
but it was deprecated even back then I think https://github.com/quarantin/pzwiki/blob/main/data/txt/41.65/deprecated.txt#L20
Name changes in B42 + Double redirect fixer. I'll get rid of them
What exactly needs to be done?
Yeah, noticed that the double redirects are fixed, figured it'd be you π
I think at that point these are just good to be removed? There's an edit history that was not moved since you did the renames by copy-pasting as you didn't have the admin rights for the bot, but these are not really relevant anymore.
as I go through changes for tomorrow's summary, are these enough to warrant bumping version to b42? https://pzwiki.net/w/index.php?title=Red_Dot_Sight&curid=6041&diff=822835&oldid=813985 and https://pzwiki.net/w/index.php?title=Long_Blade&curid=37663&diff=826727&oldid=435503 (this one is judgding by description)?
RDS please leave, i will update it when i get to R. For long blade i wouldn't even include the prior to build 42 or anything after it.
Yes. Although I don't think we need to include 'prior to build 42', I think we can just rephrase that
Do we want to split these? https://pzwiki.net/wiki/Christmas_Ornament
I've just included the item id in the infobox for now @proud cobalt
This is one where i dont think so, all same name, all same stats. Only downside is all the location, code, history, on the same page
Maybe eventually we can get all that info combined in some way to look nicer, but that'll be fine for now. This is a very minor item that won't get many visits
Template:Construction moved to Template:Building
Template:Construction list moved to Template:Building list
Thanks, I'll update in the summary
Just as a heads up, I've been reformatting the evolved recipe template to be more standardised, like the Infobox. E.g.
Old: {{Template|1|2|3}}
New: {{Template |1 |2 |3 }}
This will also coinside with evolved recipes being added to the auto updater, but no ETA on that
Yeah, kinda the point of us splitting π But maybe indeed we'll come to something nice browsable along the way
At this point we basically only miss from the things that are autoparsed
- Evolved recipe
- Moveables
- Outfits
and that'd be it currently? Other than maybe parsing more item lists Vail's been working on?
Moveables should get its own updater, will come after B42 tiles are sorted out.
Outfits I hadn't thought of
I'll see that in game later, but I think the icons for https://pzwiki.net/wiki/Fast_Metabolism and https://pzwiki.net/wiki/Slow_Metabolism should be different? Does it even have an icon?
@flat sun was it removed in Build 42? https://pzwiki.net/w/index.php?title=Trait&curid=851&diff=850407&oldid=850405
yeah, they donβt have any icons. i left those there as placeholders when i created the page as i wasnβt sure what should go there
I removed the icon then, similar to https://pzwiki.net/wiki/Custom_Occupation (which should be updated to b42 too :D)
Though OTOH https://pzwiki.net/w/index.php?title=Graceful&type=revision&diff=873221&oldid=850403 @digital helm?
Doesn't
https://pzwiki.net/w/index.php?title=Metagame&curid=2875&diff=850575&oldid=788795 β is this b41 feature or b42?
same here https://pzwiki.net/w/index.php?title=Building_stories&curid=49587&diff=850577&oldid=649335
Also pinging @serene sage
mood
@proud cobalt can https://pzwiki.net/wiki/DriedFood_(tag) be bumped to b42? Iassume it exists there
Both are B42 features
Weird, it should have been done in 42.3.0. I'm at work, @digital helm might have them.
https://pzwiki.net/w/index.php?title=Equipment/it&action=edit https://pzwiki.net/w/index.php?title=Container&curid=11394&diff=850983&oldid=822181 links are all sadly all wrongly formatted π© Not sure I'll fix it immediately, so leaving for now @digital helm @proud cobalt FYI
oh nvm, container was reverted
Lol I just went through the container changes from then until correct, it's a story to follow
What's wrong with equipment/it? Other than it doesn't link to the Italian pages?
@digital helm might be a question you might have answer to? https://pzwiki.net/w/index.php?title=Template_talk%3AInfobox_location&type=revision&diff=864979&oldid=418515
links
{{:Contenitori d'acqua}}
{{:Sorgenti luminose}}
{{:Tools}}
{{:Household}}
{{:Camping}}
{{:Trappole}}
{{:Comunicazioni}}
and below
*{{ll|Carpenteria}}
*{{ll|Contenitore}}
*{{ll|Cucina}}
*{{ll|ElettricitΓ }}
*{{ll|Primo Soccorso}}
*{{ll|Pesca}}
*{{ll|Chiavi}}
*{{ll|Mecccanica}}
*{{ll|Metallurgia}}
*{{ll|Trapping}}
Also kinda shame where I find folks translated pages that are scheduled to be overhauled at one point π
I reworded https://pzwiki.net/wiki/Moodle#Bad_Smell but what is actual name in the game and I think it should be moved to the current ones?
Updated
Not sure. I think I just added a bunch of parameters from https://en.wikipedia.org/wiki/Template:Infobox_building that seemed like they could've been useful, and left it up to @naive imp and others as to which ones were actually used.
I guess it could be the classification from the map key?
For the others, their explanation is mentioned in the doc https://pzwiki.net/wiki/Template:Infobox_location#General
Thoughts on this, then I can reply
https://pzwiki.net/w/index.php?title=Vehicle&curid=10651&diff=873225&oldid=822573 holy crap, I didn't realize the Build 42 finally added cig lighter to vehicles! IIRC it was one of the early features I requested back when vehicles were added
Updated them. They'll all be automated eventually
Should call Build 42 the smoking update with all the smoking changes
yet no Fire
code name is NoxiousSmell
"Bad Smell" is just level 1
-- NoxiousSmell
Moodles_NoxiousSmell_lvl1 = "Bad Smell",
Moodles_NoxiousSmell_lvl2 = "Awful Odor",
Moodles_NoxiousSmell_lvl3 = "Overwhelming Stench",
Moodles_NoxiousSmell_lvl4 = "Deadly Fumes",
Moodles_NoxiousSmell_desc_lvl1 = "Pee-ew. Something smells.",
Moodles_NoxiousSmell_desc_lvl2 = "Eurgh. Something smells awful.",
Moodles_NoxiousSmell_desc_lvl3 = "A vile stink makes you feel ill.",
Moodles_NoxiousSmell_desc_lvl4 = "You can't breathe. Get away from here!",
I gotta add info about this to appropriate clothing items too
Is toxic gas added yet?
I see it's also used for corpse sickness
Don't think so. Just corpse sickness
Could be for generator smoke though? Havnt checked
Oh, maybe
public boolean isProtectedFromToxic(boolean _boolean) {
for (int _int = 0; _int < this.getWornItems().size(); _int++) {
if (this.getWornItems().getItemByIndex(_int) instanceof Clothing clothing) {
if (clothing.hasTag("SCBA") && clothing.isActivated() && clothing.hasTank() && clothing.getUsedDelta() > 0.0F) {
return true;
}
if (clothing.hasTag("GasMask") && clothing.hasFilter() && clothing.getUsedDelta() > 0.0F) {
if (_boolean) {
clothing.drainGasMask(0.01F);
}
return true;
}
}
}
return false;
}
Yeah, generator. Sets a building to toxic
IsoGenerator
if (!this.getSquare().getProperties().Is(IsoFlagType.exterior) && this.getSquare().getBuilding() != null) {
this.getSquare().getBuilding().setToxic(false);
this.getSquare().getBuilding().setToxic(this.isActivated());
}
And the Noxious smell page
neat!
working on it now btw
Renamed to Noxious Smell and moved to active moodles. It's a little confusing because it's a unique moodle with 2 'types', so I rewrote for clarity. A lot of this may eventually be able to get moved to the Noxious Smell page
both are B42 pretty sure
neat. Is there any new moodle that is still missing from the page? If not, only the dedicated page would be made, a gallery of old ones added and version bumped.
@languid kayak @serene sage Been thinking long about it, should we now update knox event/ ingame story timeline?
yeah we should, we got some more lore from the new radio/tv channels
We have sport events, celebrations, music festival, ect
Mall shooting
4th of July
You kbow
Regular American stuff
Im puzzled on how we should handle it though
Maybe something like
Section with stuff before the event
Section with stuff during the event(maybe make days separate?)
So mad that tis had the opportunity to call it Jerrys bait shop
You know the place
And they didnt
Okay <@&1205891296565268520> β there was no Thursdoid this month, but the monthly wiki summary fills the gap again! We may get a summary from @naive imp later on as well, so do check it up later as well, but till then, here's the link to the current one! https://pzwiki.net/wiki/PZwiki:News#February_2025_summary
It fills the thursdoid-sized gap in our hearts
Good
it looks like the effect on the chance to trip after vaulting was removed, but the increased/decreased chance to trip from a lunging zombie is still there
actually my bad, i still see code for even that: i know people were talking about this change so maybe this code is unused
the animation code like this can be pretty difficult to analyse since a lot of it isn't actually directly triggered by code - but it still looks used to me
I'm going back to this (yet again), are Hooks documented on the wiki? https://github.com/demiurgeQuantified/PZEventDoc gemerates hooks and https://pzwiki.net/wiki/PZEventDoc says it was the tool used to generate Lua Events.
Other than that, indeed searching for https://pzwiki.net/wiki/OnPlayerCancelTimedAction yeilds no results on Google, but the page looks similar to how other deprecated event looks like https://pzwiki.net/wiki/OnPlayerSetSafehouse
If it'd be a typo, then I can't find a similar oneβ¦
strictly pzeventdoc wasn't used to generate the wiki pages, doggy wrote a separate script for it, it just uses my data - i don't think doggy did anything with the hooks data, which is fair because (despite being a feature specifically added to support mods) they are really not very useful
It's deprecated in 41.56 https://github.com/quarantin/pzwiki/blob/main/data/txt/41.56/deprecated.txt#L17 but not the previous version listed there https://github.com/quarantin/pzwiki/blob/main/data/txt/40.43/deprecated.txt β it's listed https://github.com/quarantin/pzwiki/blob/main/data/txt/40.43/events.txt#L109 and in another txt data from the repo
A wiki for the game Project Zomboid. Contribute to quarantin/pzwiki development by creating an account on GitHub.
A wiki for the game Project Zomboid. Contribute to quarantin/pzwiki development by creating an account on GitHub.
so hooks are not listed in the wiki anyway? So these could be removed then?
https://pzwiki.net/wiki/Attack
https://pzwiki.net/wiki/AutoDrink
https://pzwiki.net/wiki/CalculateStats
https://pzwiki.net/wiki/UseItem
https://pzwiki.net/wiki/WeaponHitCharacter
https://pzwiki.net/wiki/WeaponSwing
https://pzwiki.net/wiki/WeaponSwingHitPoint
as you said these are all hooks and wiki doesn't have all other hooks covered anyway?
These four pages link to each other btw:
https://pzwiki.net/wiki/Special:WhatLinksHere/Attack
https://pzwiki.net/wiki/Special:WhatLinksHere/WeaponHitCharacter
https://pzwiki.net/wiki/Special:WhatLinksHere/WeaponSwing
https://pzwiki.net/wiki/Special:WhatLinksHere/WeaponSwingHitPoint
All were probably from pre animation update, so not relevant starting from b41 anyway
I mean, we should cover hooks anyway tbf
yeah, they're presented as events here so they're misleading (the code blocks are not valid code at all)
you may want hook pages on the wiki but i can definitely see why doggy didn't bother with them, it would make sense to delete the current ones imo but if you wanted to keep them in the meantime instead i wouldn't really care either way
One day we'll have to cover these hooks anyway
i agree but i don't think the pages as they are really have anything worth preserving
They should either be deleted or better yet, reworked especially if we cover https://pzwiki.net/wiki/Category:Obsolete_Lua_events but if they don't exist in the current code I assume they can't be generated by @flint vapor's tools.
Maybe @proud cobalt could provide a relevant old build? Though we'd have to know which one they are from π
I wonder if they were wrong though? The previous editor got those names from somewhere after all, judging by the repo
Maybe I can manually update them then, to update to the new format and categories at least and just slap {{Verify}} to them?
what's weird is they aren't actually obsolete, i don't know why they're marked as such
actually i reckon they used some script to gather the event names + check obsolete
all hooks would come up in a search for addEvent(name) (the devs definitely copy pasted the events code and forgot to change the name) but they would not come up in search for triggerEvent since that one is properly renamed
those would be reasonable ways to detect all events + detect if an event is obsolete or not
What can I do is to manually update them so at least they match the new format (syntax highlight and categories mostly), I'm not touching the comments and slapping {{Unverified}} plus marking the version as 41.65 on it https://pzwiki.net/w/index.php?title=OnPlayerCancelTimedAction&type=revision&diff=875033&oldid=528065 until we figure out what to do with them further
These can be found under https://pzwiki.net/wiki/Category:Version_41.65 now unless someone finds a way/script to update them
as that was the last known version they were from
and have to be manually updated in case something changes again, but at least they use the new format and categories for now
Some still are 42.0.2 so they'd be bumped eventually I think anyway https://pzwiki.net/wiki/AcceptedFactionInvite
me
this part fucking kills me, it's almost like i didn't do that voluntarily
Sorry π wanted to give some credit to @lucid junco too
no need for an apology
it wasn't offensive, just entertaining
after all, he does need some recognition on that matter
if it wasn't for him I might have as well died from boredom
Maybe he deserves even more credit then
technically I never finished the little code adventure
if I were to dig through every single trait there is I could possibly find a few more undocumented effects of some of them
but is that really necessary?
of course!
Though TBF, traits are a whole big mistery
I learned from I think Retanaru that unconspicious might not work at all, not sure if that's was true and is/was fixed yet. Also a lot of people skip keen Eagle Eye as the visibility effects are (were?) barely noticable, though it's all based of one maybe two videos off of YouTube
π
But yeah, it was all different things I couldn't (well, didn't want to) slap together π
Now that's an old version π
"barely noticeable" would go a long way if the math said otherwise
which... I can only really advocate for math
regarding unconspicious, I can look into that I guess
but I'm going to sleep and someone will surely beat me to it by the time I wake up
and I'm not perfect, the trait might not work but still be used in code.
I won't know
just swap the 2 and the 4 and it becomes up to date, easy π
Oops
If you are still dying from it, there are some things that would require digging through code to confirm
From what I can tell, if inconspicuous doesn't work or has no noticeable effect, then conspicuous probably doesn't either, since one is -0.2 and the other is +0.2 for a multiplier. Not about to start diving into all of that maths though
Free trait imo, never noticed a difference with it
That's purely feels though
in b42 it doesn't feel like anything but cover matters at all anymore
it sounded like from the thursdoids that the whole new stealth system was added in the last couple weeks before release and wasn't even planned at all so it wouldn't surprise me that it's not super robust
Stonks
also for some reason I get 3 nightmares per 12 days I survive, which is a whole lot more than I got in b41, which was near 0 per all of my playthrough
I actually noticed that too, though I wasn't sure as I played MP with wife with sleep disabled
The only reason I found out about petting is getting a nightmare out of the blue while sleeping in sheep shed or how its called
So there are definitely some shenanigans happening with chances
Just wanted to share how satisfying the image fits here
Wait so we have a video template now right ?
Ah yeah found it
Sadly I can't use thumb in that case because the images might not align with the corresponding issues. If you guys have better solutions, don't hesitate to share
Also funny that it literally can't render the caption on the image that I need to have a caption on 
Oh man that page is going to be annoying to format lmao
the skill book list could use with some tidying up. it's not the easiest to find from a glance without using Ctrl-F
it would also be helpful to separate the Make Set of book recipes into individual skills instead of listing each one. the collapsible recipe is a tad too cumbersome. this would be a good spot to use gifs here instead
on that note, the category page for skill books is nice, easily readable
The item navbox will need to be reworked. It hasn't been updated to build 42 yet (other than the names), which is why this is a lot harder to read. The book names are a lot longer and not as simple as they used to be.
Definitely something we'll need to look at. There's also more than twice as many items in build 42 than there were in build 41, which will need to be added.
The recipes are still very new and a wip. They're currently just at a 'working' state, pending some backend changes. Definitely something I agree with and is on our radar (or mine at least)
Appreciate the feedback
If you spot anything that would be nice to have for the video template, please let me know. Currently there's no working example other than the one on the template doc, so I'm not entirely sure of its usage
suggestion, have all each skill books in one page, where a certain skill, like carpentry, will have info for each skill book lvl in same page
so the skill book list on that navbox would just be all of the skill names, and clicking on it would link to a page containing info for it
I fear that'd be an unnecessary duplication of information, as we currently have them listed here https://pzwiki.net/wiki/Skill_books and on the individual item's page https://pzwiki.net/wiki/Agriculture_IV:_"The_Science_of_Crop_Genetics_and_Yields"#Variants
We could do something similar with the navbox itself though, having a subsection, otherwise shorten the names to just the beginning "Agriculture I".
We were hoping to get it automated, but page names are still changing along with higher priority tasks needing to be done. This'll all need to be noted for once we end up doing it
huh.. i just randomly got a tracking level while fighting zombies. need to look into that skill and create the page for it as im now very intrigued lol
All* of the logos are now extracted and Ill soon post the straightened version
ah i see tracking is mostly unfinished for right now which makes sense. ill do a very bare-bones page of whats currently out there but itll need to be updated a lot im sure
Maybe you accidentally stepped in some animal poop while fighting π€·
Videos are in the old blog posts, I added them there
Oh cool π
Live examples are most easily found by finding these in https://pzwiki.net/wiki/Category:Video_thumbnails
The only issue for me is unable to center them properly π In the end I didn't bother, but when I did try to center them, the text got centered as well
And if we'd want to mimic YouTube (or similar sites) embeed behaviour, I think then the names wouldn't be centered either
I had that trouble too when trying to get them to look nice on mobile. Ended up just making them scale 100% when below a certain screen width
Not sure what you mean here π€
Oh, nevermind. When you center the video, the text gets centered too, is what you were referring to?
I haven't used it actually π«
There's a place with a video in the animation guide I believe
I'll try to use the new template there if I remember to do so lol
yeah tried that in https://pzwiki.net/w/index.php?title=First_Ever_In-Game_Footage!&oldid=825607 and https://pzwiki.net/w/index.php?title=First_Ever_In-Game_Footage!&oldid=825609 but I changed the name of the files since
keep in mind that thumbnail currently has to be manually downloaded, I use yt-dlp to get them
uhh
PZ uses "Cellular Automaton RNG" from Uncommons
All they say about it is that it's "fast"
Is it uniform? Fuck knows
I would assume so
Is code different from b41?
getting the demo to run turned out to be very ass to do
let's see
There is definitely a difference in how rare it feels
And Im a bit lazy and don't want to sleep 100 times
Do we have about it on wiki? π
about the n argument: idfk
I would assume not
Well, thats another accidental trait check
looks like having the Desensitized trait gives you a +5% chance to get a chance to roll for nightmare
(what a dumb system)
right, I never checked the helicopter event
You get more nightmares with desensitized?
starting with b42, yes
Lets goo, even less reasons to pick veteranπ₯
well if you disable sleep then nothing changes
Ptsd is real
how cute
I never knew that the helicopter's name is Chopper
now I know
ok so first of all, it looks like the helicopter doesn't have proper manners
and will just teleport near the target
and then conveniently fly to it
idk how far 1000 units is on the map
but it teleports
Does it instantly lock onto you?
it teleports 1414 units away from you
then makes its way over to you
So it will be around you even if you hide
right?
It has to choose you as the target first
the helicopter can find you anywhere on the map unless you're indoors or in a forest
also
it looks like the helicopter can generally just find you anywhere
it knows where you are
You can be selected as its target even if you're indoors or in a forest, and it will arrive to you and hover over you for MAX_UNSEEN_SECONDS seconds, even if it doesn't "see" you
So, when it spawns, it tries to see for the player target, and if its hidden, it just flies away, and if its not it will teleport to it and hover over?
I'll try to explain algorithmically
1. Find any target player on the map
2. Teleport 1414 units away from the target player
3. Move towards the target player (my most default behavior)
4. Did my target die or disappear? Have I been hovering and searching for too long (MAX_BOTHER_SECONDS)? Do some cursed shit related to movement or deactivate if there is no one to be targeted
5. Am I close enough to the target? Hover over it even if I don't see it (I just magically know if I'm close enough or not)
6. I haven't seen the target for MAX_UNSEEN_SECONDS after beginning to hover? Start searching for it
7. When I'm searching, I hover over the spot where I last saw my target and not actively follow it (also refer to step 4)
TL;DR: The helicopter will hover over you even if it doesn't see you for at least MAX_UNSEEN_SECONDS.
It just knows.
For context, MAX_UNSEEN_SECONDS = 15
And MAX_BOTHER_SECONDS = 60
So that line is just bollocks
I guess so? It depends on what they tried to say
fast??? π that thing is directly responsible for like half of the game's framerate issues
it's not used here though, Rand.Next is java's standard rng which is a lot faster
It doesn't store any kind of information about any of its previous targets, if there's no one to find (i.e. no one is on the server, or everyone is farther than 1 million units away from the helicopter), it will fuck off immediately
I have no idea how far 1 million units is
But it sounds like that's an impossible condition
actually i'm misremembering - i think rand.next is cellular
i'd expect it to be unreasonably uniform
it's not the kind of thing that's meant to be used for rng in video games, it's designed for security and casinos and crap
that's why it runs so slow
But there must be something that changes the helicopter's state externally
Which I didn't research yet
Im curious if units is either coords or grid squares
or some obscure pz unit that was not brought to light
it should be coords
grid squares wouldn't allow for this kind of precision I would assume
I would assume
it gets the target player's coords
so it should be coords
logic
1414 units is then relatively enough
mm, well, actually
that doesn't seem to be a flat out lie
But still I thought that it travels all the way from the corner of the map to the player
not teleport
if (this.NightsSurvived == this.HelicopterDay1 && this.TimeOfDay > this.HelicopterTime1Start && this.TimeOfDay < this.HelicopterTime1End && !IsoWorld.instance.helicopter.isActive() && Rand.Next((int)(800.0f * this.getInvMultiplier())) == 0) {
this.HelicopterTime1Start += (int)0.5f;
IsoWorld.instance.helicopter.pickRandomTarget();
}
there IS a chance the helicopter will come back on the same day
at least an hour later
depending on how "unlucky" you are
(if you roll the shitty Rand.Next)
I would assume 0.5 is an hour
also don't mind the cast to int here, that's just a fucked up decompile
vf yields this.HelicopterTime1Start = (int)((float)this.HelicopterTime1Start + 0.5F); which is correct
(About 4 big chunks away)
So 1 million units is impossible... yet
Maybe we will get an entire rural kentucky one day
And this will be possible
so the helicopter will track everyone on the map
And everyone outside of the map
Since map boundaries are now larger and seemingly will generate random terrain
Outside of the official defined map
idk what kind of time units are used here
maybe 0.5 is half an hour
but that's that
What kind of units are usually used?
usually, milliseconds π
in pz, fuck knows
most times are in game hours
so after "leaving", the helicoper can technically come back after at least 30 ingame minutes
depending on if you're unlucky enough to roll for it
So its
Find any player
Teleport to them
Move to the player
Check for target's death or evaporation(Fly away)
Check for how close I am
Search for target if I lost it
Hover the spot I saw the target
....
Come back >half an hour later
Repeat if you suck
"come back >half an hour later if you suck", rather
Ill try putting it on paper now then
here's the demo for cellular automaton
for comparsion, this is Java Random
not very clear at 10k values
at 1 million, I'd say CA is about as uniform as Java RNG
Max seconds is in real life seconds?
appears so, yes
That means speeding up the game does nothing
not necessarily
GameTime.getInstance().getRealworldSecondsSinceLastUpdate()
ok
appears like the speeding game does nothing lol

but also I may just be shit at reading the code
Lemme just check it
never discard that piece of information
ok yeah it looks like speeding the game up indeed does nothing
So nice of devs to give us a chopper spawning button
that's hilarious considering how unbelievably slower it is
i couldn't figure out why they'd used it before and now i'm really perplexed
Uhh
Forgot where to activate the noise view
Found it
Testing one more time, now with stopwatch
And yeah, ~60 seconds on times 1 speed
Huh
@quartz bear It seems like its 60 seconds with 1x speed, but much less with 40
And also chopper can see though the invisibility cheat
Not even my god powers can protect me from the US chopper
replace the second part of that sentence with what you actually meant to say
Shit
I meant 40x speed
the clock times speed
Thats weird
chopper means just "helicopter" so yeah π
The chopper stays for roughly the same time
There is a small difference between it seeing you and not seeing you(timewise)
"unless"? So there is a way to skip heli event? I always assumed being indoors makes no difference, but I heard different stances
ah, makes sense
that message is obsolete
I asume one hour in-game at default time? Seems the heli times are based off of real second no matter the game time?
7249 unseen vs 9000 seen
Or in my human and likely flawed stopwatch test, 3:07 vs 3:10
I never tried going out of bounds in b42 but isn't out of bounds area procedurally generated now? Also maps mods.
It is
I was very confused at first because there was a boundary before b42
But now anything out of bound of the original map is generated
Which is cool ig
Speaking in vanilla
