#pzwiki_editing
1 messages · Page 53 of 1
information is good, but its inconsistent. which translates to - difficult to find
exactly reason i start to dig into lua files
from same example of flax, as per my message above, there is 0 indication it can be grown. If i look at this page first time - I assume it is one of those plants that grow in wild only
The page needs a rework, it's still largely based on b41 still
hence my proposal
Flax is in that list though, and there's a page for the crop. The item page hasn't been updated yet, so it doesn't link to the crop yet, as it still only has the autogenerated template.
If information is hard to find we can also create redirects to that info. But I think the agriculture page needs a rework first
well, my initial point is simmple, i offer list of all vegetables with all bells and whistles, like how many grow min max, bes montsh worst months, etc.
it could be a nice table
i just need to know in what format to provide information
i need example
every vegetable is one row in table with all data from lua file
something like that?
again i really ought to look at this python app
but time to work, time to play actually and... i fucking hurt myself today
was in emergency services etc
😄
cut myself with tin can, hit the fuckign nerve
can you imagine that?
I see the benefit. Like how we have the item list and tile list pages https://pzwiki.net/wiki/Weapon
Still unsure whether it gets its own page or goes into the agriculture page. Going back to the agriculture page needing a rework
i looked at python generator app
it uses pip libraries, things i have small idea about, in fact i am concerned they are not safe to use potentially
i am NOT implying its not safe, its just I PERSONALLY am not feeling secure with it
main application appears to be rather small and readable(which is good)
aaaand i was wrong, script is not small, it was first impression anyway
There's a fair bit of redundant code since we're in the middle of a transition
Hahaha on my PC i looked at the page and it was in English. I didn't know Vivaldi auto translate web pages 😆
It uses 4 of the most popular python libraries ever made
i was looking into that. there is another issue with it, i need to learn those libraries too now
You don't need to learn any of it to use it
i suspect it does parcing of the data.
It's called pz-wiki_parser 😄
hm, maybe it's sane to add a new column next to the actual icon with the actual name of the icon used on the wiki? Or will it add too much complexity/load time/width?
But yeah, right now the icons has to be either clicked and copied, or copied from edit (when logged)/view source (when not logged) window.
You can click on the icon to open the image in the item list, where it should be named the same as in game
For this reason is specifically why I didn't include the page link in the icon
Originally I had just the file name. But I think this is the best middle ground
It has come in exteoidinarily helpful actually
Good to see that even with all this automation it still retains some of its original purpose 😄
No, columns don't really slow it down. The bigger problem is the number of tables. Each table adds about 3 divs and a bunch of js functions
Bigger problem is width, especially with all the items with multiple icons
Still don't know what we do about that, it comes to my brain every now and then. I was hoping we could do something tricky with lua but it's kind of built into the skin
Tbf I don't think it's expected to have that many tables on one page. But I feel like there should still be a way to "turn it off" when it's not needed
ah, good to know. But yeah, width may be issue 🤔 So I guess how useful would it be to people I guess. Not sure about the modding folk?
Honestly, I don't think it's that bad. Just follow the link or right click copy link. It's what I do
yeah, maybe I was overhinking it 😄 Though I'm open for other people suggestions 😄
didn't mention this earlier but I revised the Characteristics section for the radio van article, just wondering if it's improved enough to be considered done: https://pzwiki.net/wiki/Radio_Van#Characteristics
Was looking at the building pages about the crafting stations (i know they're probably going to change the way they work again anyway) and I couldn't help but notice the two categories for buildings are carpentry and metalworking, shouldn't all the metalworking items be moved to welding now for 42?
just notice that as well
I believe that for some reason the navbox is always changed last
things like the items navbox still haven't really been updated despite the articles being created
oh shoot you meant categories
well same thing anyway
i almost just went and changed the names of the categories but i am unsure as to how many pages i'd have to change to make that happen so i didn't
are you referring to the box with the categories and the links to other articles (navboxes)?
yes
those are only changed once in their main template page, the changes are automatically pushed to every article that contains it
right
yeah it's kinda organized confusingly
seems to me that the current metalworking category is supposed to be welding stuff, but it is still called metalworking and links to the blacksmithing stuff
yeah i think it is like that
maybe i can just change the names then and split up the furnaces and forges from the welding buildings
what sone maul is used for?
i cant seem to cut trees with it
is it for fire wood?
to split logs?
It's a maul, like a big hammer. There's recipes on its page
For crushing ores and rocks
Looks good. I think so
Thanks. That'd save me a lot of time 😄
We touched on those categories briefly recently. Categories haven't really had any changes since b42 went to unstable, so metalworking is still referring to the old metalworking build menu from b41. Category would need to be changed for every page individually
I think I had a stroke trying to process the metalworking category today
along with the navbox
yeah it took me explaining it to my brother in a fit of passion to really fully understand what i was looking at
it doesn't seem like it would take too long to move em over so i might do that later if i get bored
Does build 52 have multiplayer yet
No
😦
Probably yeah, may be done manually but may be better with bot. Not sure if @proud cobalt has any immediate plans to refresh the pages though?
Nope
navboxes are in bad shape, yeah. Some manual fixes were done, but generally not much though was given as, especially for items, we got really lot of those and got occupied with other areas first.
I think I overslept 10 major builds 👀 /joke - but yeah, as Calvy said.
Actually it depends what they're referring to. I am working on transferring the tile parser into the wiki parser, which will result in pages being made or updated, but not navboxes which was the main discussion
Navboxes would be nice to do soon, if we automate them we could consider having multiple. I know minecraft have multiple, E.g. For an iron pickaxe you'd have navboxes for
Tools
Iron
Items
As three different templates
Will probably move navboxes to lua too
This would obviously only work for things we parse automatically, items, fluids, maybe vehicles. Tiles is hard, any categorization automatically would be arbitrary
That's new. I guess their items navbox got too unwieldly.
Maybe start with items then see from there. It'll be huge...
Nah they just put all three and say have at it 😂
But they also have countless times more editors
Somehow independant fallout wiki cover even more 🤯 Those guys are crazy @past glacier
Oh I know, it's mental. Somehow it's so well organised too
The SS13 wiki has probably the best navbox system I’ve ever worked with tbh
I’d model it after that since SS13 ALSO auto parses everything
Hell yea we need that
fell for it again award
wow so real
this one must be real
mmm me want it now
Now I have 150$
zomboid dollars
finally my big break
oh no, it's Horde Fake Steam Gift Link Night
I think it wqs about the categories initially?
Wikipedia does so too
It was, eventually probably have categories for each type like we do for carpentry and welding
Could have it auto fill the categories navbox based on the categories the item falls under
navbox parser sounds like fun actually
We could add the category it's in to the item Id dictionary, then use that to output a Navbox, thoughts @digital helm
have had this in the back of my head for a while now, are randomized basements technically randomized stories (therefore an integral part of Project Lore)?
or in general has anything even been done about basements on the wiki yet?
Where is the item id dictionary?
There's a versioned version on the wiki parser
https://github.com/Vaileasys/pz-wiki_parser/blob/main/resources/item_id_dictionary.csv
Practically 0. There's not even a basement page
lmao yeah tried searching for something on the wiki but there's absolutely nothing
sigh time to go back to the mines wiki
Feel free to work on it, even if not exclusively 'lore'
it's proably going to be lumped into the Project Lore work on the randomized stories
since I feel like they technically are
definitely feels more like the center in the venn diagram for Project Lore and Project Locations and Maps though
I am gonna have to learn python now smh
oh well
Yo! I was reading the zombie page of the pz wiki and it is badddddd. Alot of the information is phrased weirdly, missing, AI generated, or just bloody false. Anyone whos free please help fix it :),
I’ll take a look later
I already did but I didn’t really pay much attention
doubt any part of it is AI, but it definitely reads weird
Yeah idk. It mightve just been one part that i just fixed, either way it does read weird
like the part you removed about the nature of the zomboids seems pretty redundant
like everyone has seen their corpse reanimating
also the constant use of the term “prey” seems odd
kinda true I think?
shouldn't be anything AI-generated, but there migjht be some info from 2011 on those pages
Heck yeah we love the mines!!
For navboxes we use dpl so they update automatically, otherwise it would be too crazy 🤪
holy crap we got lore coverage from Wow Such Gaming:https://www.youtube.com/watch?v=OEPWTY8eF2I
Go to buyraycon.com/WOWSUCHGAMIN to get 15% off sitewide!
What happens when the air gets infected after tainted burgers and most, if not everyone is a zombie? To quote Lisa Simpson "Well, duh."
Edited by @QuickFlixYT
Social Media!
Discord: https://discord.gg/TsDGEcCcRA
Twitter: https://twitter.com/Wow_Such_Gaming
PATREON: http://bit....
Yea saw that, I need to watch that video !
Was thinking about this too. Would be nice if we had the DynamicPageList extension that Kate mentioned. But this is a good alternative. We wanted to move to json anyway, so this would be a good time
Good changes overall. Still room for improvement. I think a lot of it was from 2011-2012 😄 zombies haven't changed much, so hasn't really been given much attention
the zombie page doesn't even get the honor of CalvyBot strolling by every so often
FAKE NEWS! It fixed see also in July 2024 😆
But yeah this is one of those pages the bot cant do anything on
Had a quick look and this article could use a full rewrite
yeah it’s one of those articles with nothing to automate
the section on crawlers is massive for some reason
just a full on yapfest about them
I’ll see what I can do in the morning then
I've added rework mbox recommending a full rewrite to bring it up to our standards and have a cohesive article
It has a very casual conversational tone
Yeah we work with what we've got 😄 I agree about adding this with the move to json
Oh god, you're right. It's as if someone had to reach a word count 😄
Ayee, glad they did their research on how insanely unsurvivable PZ would be.
20 minutes and the answer would obviously be no
Because of an airborne knox virus
Like apocalypse things aside (food/water/general supply shortage that will starve millions, raiding and bandits that will also kill millions, zeds themselves)
The main reason the human population died is because of an airborne virus
did anyone see in LUA files recepies for various items?
Craft recipes are in txt script files
thanks.
very interesting, thanks!
@ruby parrot you've edited this page which is about an item that's no longer in the game. https://pzwiki.net/wiki/Flint
What item is this intended for?
Also, to keep things consistent, we have specific sections that should be used. If it's not listed as a h2 heading (==...==) then there's probably already an existing heading. https://pzwiki.net/wiki/Help:Style_guide#Article_layout
Please also don't refer to the reader directly, with the use of you. https://pzwiki.net/wiki/Help:Style_guide#Writing
E.g. instead of You can forage it raw. just say It can be foraged raw.
Appreciate the contributions though
not sure what do you mean. flint exists in the game. and i put description how it can be gathered
Do you know the item id? Or name?
of what? mineral or flint?
That's what I'm trying to determine. What are you referring to in the edit? Because the item that article is about is an old item removed in b42, with item id camping.flint. So either it needs to be changed to state it is in the game, or your edits moved to another page
Flint Nodule
Base.FlintNodule
doesn't seem to exist in wiki
Thanks. Should be here then https://pzwiki.net/wiki/Flint_Nodule
figured outby playing with URL
There's a link at the top of the page that lists everything related to flint
I'm not sure what you mean
in search menu, if you seek for flint you only get old article as result
but you cant seek flint string
Searching the string 'flint' shows the Obsolete page
I have additionally to the disambig, clarified the Obsolete mbox
We haven't done a batch of lowercase redirects yet for b42, which would fix this. For this reason though, was why I added the about notice, to link to pages people may be looking for instead
I fixed it now, as well as redirects, I also removed outdated: https://pzwiki.net/wiki/Fishing#Bait – was manual, so may be errors, but should not I hope 🤞
Recomended mods?
Ask in #mod_support or #pz_b42_chat / #pz_b41_chat
beginning rewrite of the Zombie article in a sandbox: https://pzwiki.net/wiki/User:Mid/zombie
decided to keep the first paragraph relatively intact because I kinda like it
they're not made of cash
but they're princes of various nations with no official monarchy
how are links to specific sections of an article look like the normal links?
like this
turns into an external reference
ok that was a terrible crop
ok nevermind I'm stupid
Bro whoever did the section on crawlers was tryna reach a word count on a high school essay omg
Wdym lol ?
crawler yapfest
just one of the many things I need to sift through in order to rewrite them
zamn
I kinda want to get back to rewriting core articles at one point, like, the "Project Zomboid" page is so outdated, yet it is one of the most prominent links and is often translated
like the article about the game?
damn, I look at the edit history and page 1 of that goes all the way back to 2017
hasn't been edited since B42 released too
I think it wasn't for b41 either 😄
and oldest was 2012 https://pzwiki.net/w/index.php?title=Project_Zomboid&oldid=8539
also we have a lot of new accounts on the wiki
whose usernames are just some first and last name combined with some numbers
wait a minute
They're spam bots, they're being captured by a combination of the spam and abuse filter
I see, yeah typical spam bot behavior
seems like a lot of them have been made in the last few days
I don't think I can give too many details away, but with the wiki update something changed that's allowing them to make accounts, Kirrus is working to stop it like we had before.
In the meantime we're on high alert in case any sneak through the filters
interesting
I haven't actually noticed any sort of media effects for the new B42 TV/radio stations
the pre-B42 channels behave like normal
could it be possible that the effects just don't exist (hence why they're not in the media parser output)?
Yeah, I had a look at them a while ago, and they didn't have any
Actually pretty funny how the section about a zombie with both of their legs broken is MUCH longer than the section about the crackhead sprinter zombies.
Crawlers are annoying
I’ve never seen a sprinter
Maybe that’s why
That's because sprinters are exclusive to sandbox.
sprinters are silly creatures
That explains it ig
ye I more meant how funny it was how big the section was for a zombie that's just had both their legs shattered compared to runners tho, you know?
sprinters: they’re fast and scary, quick get to the fences
crawlers: the crawler is a symbol about how people with disabilities are often at a disadvantage compared to the rest of society. much like the strife experienced by people with disabilities, the circumstances in which crawlers are disabled the vast majority of the time are completely out of their control. when a cruel survivor encounters a zombie and mercilessly takes away the zombie’s innate right to mobility, and spares them, their plight will have only begun. without the freedom associated with bipedal movement, they crawl at an excruciatingly slow speed, forever confined to the slow speed and maneuverability of their forsaken body against their will. when a particularly tasty survivor comes around, often only the undead able to get to them quickly can feast on the visceral of the survivor, while the crawler struggles to keep pace with them, and as a result can not access these amenities easily and with such stride as a walker. unable to have a fair chance at human flesh and confined to having half their view covered with low-lying foliage, they are easily forgotten and disregarded by their peers. such is the life of a crawler, whose resolve for a comparatively equal life to the rest of zombiekind parallels those forgotten by human society. they are the left behind, the less fortunate, and we must strive to treat them with respect they deserve.
That is a good dichotomy
So I see mention on here about performance problems relating to the recipes from b42 because of the sheer quantity
I don’t like to just randomly shill extensions I’ve used in the past, you guys have an incredibly robust wiki already, but I know some wikis have used cargo tables to get around the overhead of that much transclusion
Would pulling all that info from a table be even slower than it is currently? It kind of seems like it would be now that I think about it..
The problem with recipes I believe is largely resolved. The problem was that we were hitting the template transclusion limit, which has now been moved over to lua, with all the data saved in lua tables. So it's essentially just calling a single template now with 200 recipes, rather than 200+ templates. @proud cobalt would be able to clarify and shed more light
Appreciate the suggestion though
yeah after i looked a bit further and saw the lua stuff you guys were doing i kind of realized that was probably way more complicated and optimized than some really big tables
glad you guys solved it already i'm excited to see how fast all the recipes load up on one page
Actually, I don't think it's fully resolved, but on the way 🤔 still early days with using lua on the wiki
They are basically just big tables tbh, but we are very limited with extensions as they have to be added by TIS
Moving to lua not only helped with the exclude/node size but also load times
For anyone interested, here's a list of all vehicle spawns https://pzwiki.net/w/index.php?oldid=988815
And filtered for only specialised vehicles https://pzwiki.net/w/index.php?oldid=988819
wah my phone’s browser is frozen now
oops... should've mentioned it's a long list 😅
Page created
Page created
huh
weird
@digital helm @languid kayak Apparently having sub paragraphs(see the image) breaks the text boundary on the Vector theme
Though only on standart
Looking into it
https://pzwiki.net/wiki/Build_42.7.0 (page in context)
seems to be for all text if there's no breaking character. So it would affect wide too if the string was long enough
Should be fixed now. Thanks
looks like the original vector is the same
is there a difference in Police and police for example? Also I know it's a placeholder, but it would be nice to have it alphabetized 😄
I think that's becasuse there's no space in the list?
Also it seems it's * followed by ***?
The patch notes are sadly often a mess when it comes to the formatting 😄 I often just do some simple regex replaces
They are available in three places, I usually take them off of forums, but they are posted on Steam and Discord as well. Sometimes as a text file (and internally I believe they are like that, pulled out of game commits)
I'm still deciphering how the spawning actually works, but it looks like they don't. It's case insensitive, which I'll add to any final output
vehicle articles rework is finished now
still unsure about the articles about the Primani and the Elite but they should be pretty fine now anyway
тяжело
currently reworking the agriculture article, I see people posted screenshots with visible modded content as reference material for the article
is that allowed?
allowed as we won't generally take it down or hunt for it, but it should ideally be replaced with a vanilla screenshot down the line
asking because I want to post my own and I'm modded out the wazoo
ok nice thanks for clarifying
you could put yourself in debug mode and spawn stuff in in a dev scenario
even with a shitload of modded stuff if all the sprites are vanilla in the screenshot nobody would know
Wrong channel? 😄
yes.
Any testing should idealy come from a non-modded world, you never know what might interact
@digital helm (or anyone for the matter), is that correct? https://pzwiki.net/w/index.php?title=Life_and_Living_TV&curid=12748&diff=988375&oldid=987755
I know there are some intricacies due to the game's start date
Also this https://pzwiki.net/w/index.php?title=Life_and_Living_TV&curid=12748&diff=988377&oldid=988375
I think it has not changed between b41 and b42?
The recipes could definitely be checked though https://pzwiki.net/w/index.php?title=Life_and_Living_TV&curid=12748&diff=988379&oldid=988377 – especially with all the changes in b42 and with the page being one of the highest traffic ones
The timestamp is the number of minutes #pzwiki_editing message
Radio broadcasts are in blocks, so anytime within a block, you can watch a show. So for the first day, it's 6am to 12pm is the block, it's just that you start the game at 9am. So, no it's not accurate. The show block starts at 6am and finishes at 12pm
I was planning on remaking the radio parser so it can be reused for stuff like this. One day
Yes I tested in debug mode
I guess debug mode doesn't matter, but I tested on a new save
Unchanged, probably doesn't need to be stated
So I guess both are to re reverted? Or maybe reworded at least 🤔.
I'll take a look later if none of you does that before me 😄
I moved that to note https://pzwiki.net/w/index.php?title=Life_and_Living_TV&diff=989067&oldid=987755 so far
Doubted myself so I double-checked. Exposure survival show plays between 12AM and 6AM, and cook show plays between 6AM and 12PM.
I guess the recipes would need to be double checked, but is this still accurate? (the note) https://pzwiki.net/wiki/Life_and_Living_TV#cite_ref-Note04_4-0
would a “strategy” section of sorts make sense on the Zombie page? I think a dedicated section for that would help new players while not bloating the earlier informational sections
Well technically yeah
but not sure if its fixed in game
I had a look at them and it doesn't look like the recipes have changed in b42 yet
While we avoid the section altogether, I think it could be beneficial there @languid kayak @proud cobalt
yeah, just somewhere to put the age-old advice of "you can outwalk the zeds"
I agree
those TV shows are something that still need love 😄 We still have the test ones referencing fear and such and while at least capped now, the Life and Living early at game meta is still unbalanced (prioritizing Carpentry), and can be stacked with the VHS still afterwards.
as in while we avoid them elsewhere? I guess meta pages like that are different branch, so exception are surely welcome
My view on it is that it's mostly subjective, and invites a guide style of writing, which doesn't always fit the neutral and factual style of the wiki. They often feel forced or dry, such as on location pages, where there's not much to say that isn't obvious or already covered. So I think it should be used sparingly, and only where critical information would be lost without it, such as to describe mechanics that aren't intuitive. Zombies are a good example of that.
Rework done for the fuel page https://pzwiki.net/wiki/Fuel
Sections could probably be improved, but this was simplest. Just used the Type and combined some.
unsure how to write the subsection about hordes, this is what I've got so far: https://pzwiki.net/wiki/User:Mid/zombie#Hordes
sorry for ranting but the more I read the source code of the farming script the harder it becomes for me to write the agriculture article
there's so much stuff that is simply not implemented, some crops make no sense, such as barley not being cold hardy, so it will always die during winter, except it has a growth time that exceeds its planting season and necessitates going into winter
greenhouses and houseplant tags doing nothing, not a single crop having a water maximum, so the whole "overwatering" mechanic is not implemented yet
I'll have to rewrite so much of the article while updating it every time they patch the game
if that's the case overwatering might have been intentionally removed?
there were a couple crops in b41 that could be overwatered and it basically just made them worthless
Hey folks, can you see discussion, bottom of page please?
i left some info there, would be nice if someone else could look at it
i am hitting the sack
good night boys and girls
From my understanding, the game uses Celsius for the temperature. Looks like there's no direct connection to time of year, however it only gets to certain temperatures at certain times of the year. E.g. you won't see 40°C in the winter, or 0°C in the summer.
I think that's pretty good. The main points for me are:
- Zombies group up following a horde 'leader'
- Multiple zombies is more dangerous than one - this was the core design goal for zombies
Not sure if you want to also maybe mention loud noises could create larger hordes
probably
Hahaha welcome to the wiki, this is a regular occurance
I was starting on agriculture before B42 came out but focus on Items and tiles now. I did notice there's a few crops like barley. I think flax was one too, at least on 42.0.0
are we suppose to manually fix them, or will it be overritten by a script?
I think the house plants teased in the blog are not implemented either?
this is likely, there's even a comment in the code that says they don't need watermax atm
there is a tag in the code named IsFlower but it doesn't seem to do anything atm, I need to do a lot of ingame testing
@digital helm seeing you did some cleaning for Life and Living, but didn't touch this – had a brief discussion and I remember you(?) saying the recipes didn't change, does it mean that https://pzwiki.net/w/index.php?title=Life_and_Living_TV&curid=12748&diff=988379&oldid=988377 should be reverted and Cake Batter recipe is still technically given by the show?
It would be overwritten, yes. Saves having to manually add any new ones/update existing.
If you have suggestions for how to organise, I'm open to it. As I said, this was just done quickly. I didn't want to sit on it basically done
Er, I'd have to check. From what I could tell the source code was unchanged, but there was definitely cake batter and pie dough, somewhere, just not sure when.. should be simple enough to test in-game too
It could be that it was originally mixed up with initial infection, because that I think had cake batter too, which doesn't play anymore.
anyways, the agriculture article is "done", it will require testing as most of the info I added was from reading the source code
problem ofc is that testing agriculture is hard
but hopefully it will help demystify the whole system
Probably best to slap autogenerated on it then. I was wondering about containers category; can containers having items be burnt? If so, does it make the items simply disappear, no matter what was inside, not giving extra time?
Hollow books seems to be categorized as literature in https://pzwiki.net/wiki/PZwiki:Item_list too
I'm not sure about adding autogenerated tbh. It'd deter people from editing the actual page, which is fine, it's just the tables that'll be overwritten. Which won't need to be updated manually anyway. There's a bot flag comment at the start and end of the tables anyway
I think they needed to be empty. Same for fluids containers
Also can't burn an item thats favourited
Hollow books seems to be categorized as literature
This is because the DisplayCategory is "Literature" whereas the Type is Container. The latter is a technical flag, whereas the former is purely for how it's displayed in the inventory.
I can play around with it more to use that instead of Type
Looks really good. There's a lot of info there. You've done a great job, thanks!
Most of the info before was likely from the source code anyway. We can at least verify as we go. Much easier to remove/modify than add new
Hello all, I've been workshopping the style guide changes for the item rework, now just looking for consensus and any feedback. Below is a link to a sandboxed version of the style guide, the only part with changes currently is the "Article Sections".
The main takeaways are:
Usage becomes the main header for every kind of usage, and related sections are now sub-sections of usage. This includes sections like Body part, Consumable properties, and arguably the largest change, Crafting.
Crafting will no longer be it's own section, instead the What it makes section will go directly under crafting in usage. The How it's made section will now be a Recipes in the Obtaining section.
Location will be replaced by Obtaining, which will have all ways it can be obtained. Standard subheaders are Recipes for crafting recipes, an Loot for generated loot (currently known as location tables).
The last major change is the addition of a Navigation section, that holds the navbox and potentially multiple navboxes in the future. This splits the navbox from the article when particularly when there is no See also section.
https://pzwiki.net/wiki/Help:Style_guide/sandbox#Article_sections
ah, good point
if the bot flag is clear, then editors will still need it
probably worth noting then
I cleaned up https://pzwiki.net/w/index.php?title=Carving&diff=990301&oldid=988523 a little btw, but it could use further improvements probably
that's why I downgraded it down to Improve
Also, not sure when I'd do that, but I'll be going through https://pzwiki.net/wiki/Category:Site_maintenance basically clearing wip/underconstruction, outdated, improve and stub.
Basically WIP/underconstruction will be replaced by stub if there's more than a month or so of inactivity, while outdated will be used uniformly for pages that are marked as b42 and feature b41 info.
Sounds good, maybe an exception for templates I probably have some to come back to
What's the length of a tile? Tryna find out what melee weapons have the range of at least 1 tile
as in pixels?
Whatever the weapons page uses for min-max range on melee weapons
i haven't checked that specifically, but pretty much every distance in the game is in tiles
what gives me strength boost?
there is no trait or occupation that gives strength xp boost.(char is angler)
starting with 3 or more strength
it means nothing, it's just that it applies to other non strength/fitness skills
I posted it in wrong chat, i apologize. with that said, where is 125% boost is coming from?
it says 125% boost but you don't get any boost
the 125% is false and does nothing
this is just what happens when any other skill starts at lv3 or more, those skills get 125%
but not strength
right, so its a bug
yeah it's just an unnecessary tooltip
in software language it is still a bug.
Yep. There's definitely general info to add to that page. It's just data for now
The style guide has been updated.
I will begin implementing this for items. I have no idea how long it will take
What distance can coughs/sneezes be heard?
hi guys
how can i exit this page
that's open when i press "e" when debug is on
but this is not mapped ''e'' in the key config :/
Arrow pointing to the right on the top pad.
The rightmost button. An arrow without a line.
ok thanks but why this screen appear when i press "e" or "g"
i already often use debug mod i never had this befor
I don’t even know here, maybe you accidentally bind the keys... but maybe it’s something else, I’m not an expert.
i think you're in the wrong channel but this is the debugger screen, it is showing because a mod you have installed is erroring when you press e
when i press the arrow i see the game 1sec and the window reopen and i see 1 error
i only have week one and bandit 😢
you can press f11 to hide it, if it keeps showing up again untick break on error at the top
You can just turn off the debug mode if you use it as cheats
Mods often cause errors, this cannot be avoided
Hello, so on the help page for editing on the wiki it says to press edit, however I do not see it I could just be oblivious, could someone help me?
Make an account
And log in
It's a pencil icon at the top right. The help pages haven't been updated yet to the new skin. It used to say edit
I know tiles are to be rewirtten, but the sleep quality wording in beds is meh 😛
https://pzwiki.net/wiki/Simple_Bed#Usage
It has a quality of good.
I think we should update it actually 😄 I had it in the back of the head, but never did after we changed the skin 😄
That's only autogenerated lol
I know, yeah 😄 but the wording is odd
@serene sage so leaving oven for too long will never cause fire now? Or is it just if some food that can be burnt is left? As per https://pzwiki.net/w/index.php?title=Fire&curid=48&diff=988695&oldid=988693
it needs something to burn
just leaving it on with nothing inside has never started fires
and yeah, has to be food
I don't see the problem
Honestly, it's awesome.
We should keep it like this forever
For the comedic effect
oh yeah, I didn't get to get back to the verify pages, but did we get the exact values for foraging for moodles yet?
@lucid junco shouldn't it be just Bait Shop? We used to assume signs are proper nouns before https://pzwiki.net/wiki/Bait_shop_(Dark_Wallow_Lake)
oops looks like I deleted too much of that sentence, gonna add it back in
wait no

I found that the "Appliance" section already had info on heat sources so I removed it from "Weapons"
Thats just in case we plan on having Bait shop as a page
but are we?
I think I'll move it then, simpler name, and proper noun for now (can change mind later if we want; though we assumed Burgers is a proper noun too)
Style guide changes are complete, there's bound to be a mistake or two over 4500 articles so if you see something fix it up pls
@proud cobalt can it be foraged indeed? If so, then I guess we miss the distribution table? https://pzwiki.net/w/index.php?title=Animal_Teeth&curid=126995&diff=988893&oldid=973249
Just got to work so can't check, but I added pretty much all the distribution tables so I doubt it
leaving it unpatrolled till we figute though 😛
@proud cobalt looks like there's a new foraging category with it called Bones in Bones.lua. Probably don't check that lua file yet
That would explain it
Good to be back editing again. How exactly is Lua being integrated into the wiki?
It's replacing some core templates for speed and more complex logic usage
Crafting is already using it, along with some (all? @digital helm) of the language templates.
Core templates meaning what exactly? Can you give examples? Im not exactly a template wizard
Crafting, infoboxes, navboxes
It won't have any effect on usage in articles
So navbox locations will require knowledge of Lua to edit properly? At least to some extent?
Or no
We're both still learning a lot about how it works and best practices for implementation. On the items side it's probably going to move into more automated navboxes, we have 4500 items now.
Neither of us have looked at the implementation of navboxes yet, adding locations won't require any knowledge of lua itself, whether then data is stored in a lua table or in a template has yet to have been discussed. User friendliness for manual templates like locations would be a priority
My best assumption would be that it would work very similarly to editing the navbox now. You don't have to have any knowledge in parser to copy paste a new location
Good to hear that you are thinking if your resident manual input masochist
Good to hear. I appreciate the thorough explanation
Feel free to ping me if you want my input on stuff, my hiatus can be considered over now lol
Any time
Happy to have you back
When did you get your own emojiis what
I appreciate the sentiment.
I got a couple made by the person that did my pfp and cover photo 
Lua progress is slow atm, me and Vail focusing on other tasks. There was also a style guide change mostly for items, in case you didn't see it. There were some small changes for vehicles, Vail has been working on vehicle lists and articles
https://pzwiki.net/wiki/User:Vaileasys/sandbox_4
https://pzwiki.net/w/index.php?title=User:Vaileasys/sandbox_4&oldid=986653
He's also done some cool work on linking to vehicle spawn locations on the map, but that's very experimental atm iirc
Wait
That's not what you meant lol ?
Wait so that Lua editing type got implemented in the wiki ?
was thinking what you are up to as well 😛 Good to have you back indeed 🙂
we have scribunto extension thanks to kirrus, mostly admin stuff that Vail and Calvy were digging into
@languid kayak no idea about that one haha
https://pzwiki.net/w/index.php?title=Mod.info&curid=146615&diff=997735&oldid=988873
But probably yea if macOS is case sensible
Damn yall think about me that much? Lol
macOS is still unix so I'd say so 🙂
Yea
As Calvy said, for now it'd just be the core navbox template, not the variants: location, vehicle, stats, etc. some of these, like items, might end up being automated, but I don't see this ever being the case for locations.
It's just those core templates we'll be looking at, at least in the short to mid-term. Once we have things in place, we'll likely put some kind of guide together, especially if the implementation changes drastically
Haven't done anything with language templates since my last update. I expect these to be in Lua though, at least the core functionality.
Turns out theres like 6 new foraging files
long denim shorts article could use a fixup in the intro
can’t edit it now but wanted to point that out
particularly the ending
like ankle flashing isn’t even a thing in the game
sadly
or to display socks
👀
I reworked https://pzwiki.net/w/index.php?title=Strength&diff=prev&oldid=990307 and added it as a trivia in https://pzwiki.net/wiki/Strength#Trivia and https://pzwiki.net/wiki/Fitness#Trivia – the page is still marked as 41.78.16 but is it still the case in Build 42? If so, I guess it should be noted as a bug?
@quartz bear
ok lads we're probably gonna need a funny gif of zombies ragdolling after being hit by a car
perfect for the zombie page
Are you a reader at least
We need some backing to if athletic + strength xp gain is affected by boosts
the only bug is that the boost is displayed
whether the boost is applied is a sandbox option and is off by default
I see
Added three new basements
Do we have a basement page yet 
Added retrigger last action with LMB on doors.
Took only 8 updates to fix the damn canceling upon opening/closing doors thing
When performing actions like taking pills, reading items, using a lighter or matches to light a cigarette, drinking from a container, or eating part of a food item, if the item is not in the player's main inventory, the character will try to return it afterward. Does not work for characters that have the Disorganized trait.
Should be mentioned in the Disorganized page
Water containing tiles, such as sinks and toilets, in rooms that have "derelict" in their room definition name, or are in a no-water map zone, will not have any water in them.
Can be mentioned in the Sunderland hills page
When eating food and an eating utensils such as a spoon, fork or spork would change the eating animation/speed/benefits, the timed action code will search the player's inventory recursively through all bags for a utensil versus just the primary inventory. I.e. you can keep your spork in your fanny pack or backpack and still use it.
Huh
Never knew that utensils change anything when eating
Added a Tailor profession.
- Added toy capgun pistols and rifles, and their ammunition. These still need custom sounds, and currently use the .38 Special Revolver sound effects as placeholders.
The Handy trait, Carpenter profession, Repairman profession, and Engineer profession receive a +1 skill level in Masonry.
- The Cook trait, Hunter trait, and Chef profession receive a +1 skill level in Butchering; it is intentional that the Burger Flipper profession does not provide any benefit in Butchering.
@languid kayak Fixed character with Deaf trait hearing ambient sounds.
One of two quirks of Deaf trait is out
Now what's left is the ability to hear other players
Fixed typo on LV Police car.
Didn't someone report it here?
yeah I think I remember someone mentioning that a while back
yessir gonna add one to the draft I have for the rewrite of the page
the most important of all the sections
Didn't notice any difference to be honest 😕
Btw, was that the only one updated? I usually check the last modified files, but I haven't PZ installed before this morning (new pc) so I lost what is new (and there is too many fliers to manually check)
It was the only one to be update as far as my reports go
The new ones were uploaded btw, then linked to their business pages, with addresses and phone number pages updated as well
Hmm, can that space above Infobox be removed somehow ?
Most likely due to an interaction between Infobox and Main ?
Any reason why Startup parameters is in the category Multiplayer ?
It should be elsewhere, that's for sure, but should it be in modding ? It applies to users too so eh
Maybe just in Project Zomboid ?
I saw them briefly, I think there are three new https://pzwiki.net/wiki/Phone_numbers and some new streets for @hushed bobcat?
We have more things like that, burnt town, abandoned settlement, "tanglewood", camps…
that was a b41 thing, but it only changed animations 😄 Vail made a GIF iirc way back there
this was one of my favorite pieces of media on the wiki back when I just joined the wiki
mid's fun facts
yeah, icons were added in 42.7.0 🙂
(for cap guns and toy rifles, as well as the ammo)
that would be me 😄 https://pzwiki.net/wiki/Phone_numbers#Phone_numbers needs to be updated
@flint vapor shouldn't it be called ModOptions (no space)? https://pzwiki.net/wiki/Mod_Options
also are we gonna make this page? https://pzwiki.net/wiki/Special:WhatLinksHere/PZAPI
Yea, it was one of the first Lua object page created and so the naming back then wasn't set yet
Yea, most likely. It's an API in the Lua which notably has the ModOptions
But if I remember right it has other bits
It was added very recently, which is why documenting it wasn't pressing because there isn't much for it, for now
it has the new UI
Ah yea that
tbh i don't know what you'd put on that page
it just contains things that would need their own pages anyway
It would list available tools from it I guess
Yea
What's weird is the fact this PZAPI thing even exists in the first place ...
Like every single tools that are Lua sided were all developped in their globals, never directly inside a generic API table or some shit
And for some reasons, now that thing appeared out of nowhere, for things that could still follow the rest of the code
yeah i don't really get it either
it'd make sense if it contained stuff specifically meant for modding but the new ui isn't
Yea, and there's a fuck ton of other things related to modding that aren't inside it either
just more inconsistency in the game's style really 😅
Exactly
Moved to https://pzwiki.net/wiki/ModOptions then 👌
I stuck {{Improve}} as there are some warnings that could be replaced with {{Note}}, I didn't read the whole page to see if anything else needs fixing, but saw you took care of the page, so feel free to remove improve if you update the warnings and there's nothing else to fix 🙂
This too while at it 😛 Slapped {{Improve}} for now https://pzwiki.net/wiki/Sandbox_options
Sure
Done, left an improve for bugs that need confirmation
for later versions
Also
There needs to be something done regarding this page and Custom sandbox
Because the both of them blend together
Modders end up finding Custom sandbox because they search Custom sandbox, and people who look for informations regarding sandbox informations look for Sandbox first
So I think what I'm gonna do is rename the modding page to Custom sandbox (modding)
perhaps 'custom sandbox options'
the topic is sandbox options, 'custom sandbox' is a gamemode
Imo this doesn't fix the problem lmao
'custom sandbox (modding)' as a title doesn't accurately describe what the page is even about imo
I meant to use that because of the Custom sandbox page
To have in the title a proper differenciation between the user page and the modding page
You see the problem ?
Custom Sandbox is a guide to sandbox options
Sandbox options is a guide to making sandbox options
So either we go with something where both have the same name, and have a (modding) in the title so it's clear what is what OR there's a general rename for BOTH pages to properly differentiate the pages
This is a subject I've brought up in the past and I would really appreciate actions being taken regarding it
tbh it would make more sense for the non-modding page to be called Sandbox Options
That's my option
99% of that page is just sandbox options, the actual description of the gamemode is just a single paragraph which the other game modes have on the Game modes page
i don't really know what the modding page should be called though, i think we moved away from names styled like 'adding sandbox options'
sounds sane, probably more logical too. I see {{About}} is set for both, so it'd just be less confusing that way
infact, the paragraph is copied exactly to that page anyway 😅
That could work too, as indeed Custom Sandbox is a game mode verbatim (at least was when I last checked)
The issue is that both of these pages are refered at different places
And switching names
Is going to cause a lot of issues
yeah i think if any page is going to be called 'custom sandbox' verbatim it has to be the current page, otherwise the literal exact name of the game mode goes to an unrelated page
I might be late. But putting the main template beneath the infobox should fix it
I'll test that thank you
That did it thank you
Furniture sandbox pages merged into main namespace, i did my best to preserve written info. Tables will evolve over the span of unstable due to the nature of development. e.g. 87 Grey lamps atm
@restive adder @proud cobalt Uuuh
Doesnt look like it moved West Point Gun Range and Hunting Center to Stendo's Firearms Emporium
https://pzwiki.net/wiki/Greengrocer_Dry_Goods
page created
https://pzwiki.net/wiki/Sheriff#Interior
Page created
See a tool store
Look inside
No tools but a bunch of junk

such a scam
Even anvil isnt real
@naive imp should it be called just coalfield
Or Historic Coalfield
Or coalfield Kentucky
https://pzwiki.net/wiki/Miss_Honey's_Beauty_Parlor
Page created
https://pzwiki.net/wiki/Iron_West_Hardware
Page created
I moved it now
kids might have hurt themselves
we had this discussion, opted to just Coalfield (I think Pat confirmed it?)
Although I see virtually everyone calling it "Historic Coalfield"
(relevant discussion)
so there's a check related to time
an animlal has to be inside the hutch for some (unspecified) time for the thing to roll
normal chance is 1/150, if the animal is a baby it's 1/45, if it's a female then it's 1/90
that's about it yeah
Thanks everyone who compiled the street names, I secretly knew I could rely on you to do that!!!
@hushed bobcat ☝️
and yet no appreciation of the phone numbers, despite finding and fixing the issue with 991 on the back of the car 😛 /s
Speaking of which, I think 55 is an error in https://pzwiki.net/w/images/5/57/StepVan_SouthEasternHosp_Model.png
But yeah, all @hushed bobcat's work, who also added the new phone numbers from 42.8.0 as well https://pzwiki.net/w/index.php?title=Phone_numbers&diff=1000931&oldid=984025
That also!
Referred to as just Coalfield multiple times in the writing
@languid kayak , while the 943 area code nowadays covers a portion of the state of Georgia (as you pointed), it was non existent until 2022. SO..... depending on when the first reference was introduced, we can even say PZ has the rights on it 😛
oh, good point!
Obviously wiki wouldnt lie about facts
Or would it
@quartz bear Id like some code to confirm that zeds dont get slowed down by cold and have lower vision in the blizzard
But my experience should be enough to say that someone is making things up
it's a long-standing myth because there was a sandbox option for it
they removed it years ago because it didn't do anything
So I don't need to do anything, right?
How are you managing to help without any code
And also
I think winter is coming
is a reference to a certain media
Something to do with games and thrones
hmm
Um, can you translate the gamecode
if getGameTime():getWorldAgeHours()-2 >= 4*24 then --WorldAgeHours has 2 subtracted from it to delay the storm's start from 7 am to 9 am
getCore():setForceSnow(true);
forceSnowCheck();
end
if getGameTime():getWorldAgeHours()+2 >=3*24 and getGameTime():getWorldAgeHours()-2 <=4*24 then
getClimateManager():triggerWinterIsComingStorm();
end
if getGameTime():getDay() == 8 and getGameTime():getTimeOfDay() == 9 then
local modal = ISModalRichText:new(getCore():getScreenWidth()/2 - 100, getCore():getScreenHeight()/2 - 50, 200, 100, getText("Challenge_WinterIsComingInfoBox"), false, nil, nil, 0);
modal:initialise();
modal:addToUIManager();
if JoypadState.players[1] then
JoypadState.players[1].focus = modal
end
end
end
Id like to compress it and write it down on the page
if getGameTime():getWorldAgeHours()+2 >=4*24 then
getCore():setForceSnow(true);
end
if getGameTime():getWorldAgeHours()-2 >=3*24 and getGameTime():getWorldAgeHours()-2 <=4*24 then
getClimateManager():triggerWinterIsComingStorm();
end
end
fuckin
Thanks
I aint know shit bout coding, but I know that anything green means its unimplemented/commentary
So those are the only used code related to the challenge
chess?
after 3 days and 2 hours, a storm will start, and 20 hours after that, permanent snow will be enabled
but it kinda looks like they fucked up the checks in different places 😅
the every hour check has slightly different timings than the game start check
and they had commented out a lot of things
But overall this is it, yeah?
yeah that's the idea
Id guess they use apocalypse settings
With slight exeption of insane zombie pop
SandboxVars.ZombieConfig.PopulationMultiplier = ZombiePopulationMultiplier.Insane
You know what is also tis coding?
Lets define spawn point that will be overwritten by another defined spawnpoint
but for some reason its written as a math equation
asks ChatGPT what is 1 + 2.5
it's pretty reasonable here
the multiplication by 300 is converting cell co-ordinates to real co-ordinates
I see
well I have no clue why they just didn't add an API call to OpenAI for that but okie 👍
But why is it in cell coordinates while other coords are in regular coordinates
those aren't great yeah
and why did they bother with coordinates if it overwrites them
great question for the future TIS-PZWiki interview
coming soon(TM)
but yeah probably just legacy code they didn't throw out
Just like that lighting code
where the lighting randomness doesnt change
since halflife one
like what the challenge looks like?
Yes
I see
I think there was a mod that brought it back
unsure
hmmm
looks like an actual mod: https://theindiestone.com/forums/index.php?/topic/1434-insomnia/
This is a pure gameplay mod, no new items or weapons or the like. The gameplay goes like this: You don't sleep. You don't even get tired.You start with a hiking bag, a flashlight, some batteries, a hammer and some nails.During the day, zombies are blinded. You can walk right past them. They will ...
a very old one though
wow what a cool recipe
Hopefully this is fixed the next time i run the updater... Otherwise i might have to find out why it broke 😄
Can we get a tis code check on this one
did they really wrote the same code to set spawn point 3 times
only for a single one to overwrite it
is that pre-b42 or b42 only? As new challenges were teased
ah, I see
btw, do we get these errors reported in site maintainteance? I think it'd be doable
The same happens in https://pzwiki.net/wiki/Primitive_Forge#Building
On that note, surprisingly a lot of challenges have updated thumbnails
Apart from The Opening Days
So challenges that are already in the game have 3 thumbnails
The video, the image of the video and the square thumbnail that is different
That first one doesn't write at all
There's an if false
So it never runs
No idea why they wouldn't just comment that part if they want to deactivate it...
This one is an error from the user, not updater, i've fixed
https://pzwiki.net/w/index.php?title=Primitive_Forge&oldid=1009863
yeah, though so, though would be nice for that kind of errors to be reported (placed in a category)
Done, it's filling now, wait for cache.
https://pzwiki.net/wiki/Category:Pages_with_incorrect_crafting_usage
https://pzwiki.net/w/index.php?title=Category:Site_maintenance&diff=prev&oldid=1009869
Something has obviously gone wrong with the latest recipe update, i have added it to my to-do, likely tomorrow
https://pzwiki.net/w/index.php?title=Clay&curid=119399&diff=999603&oldid=992275 – is there a tag to link to that allows picking clay? As it seems to be shovels only but not trowels?
I guess it's https://pzwiki.net/wiki/TakeDirt_(tag) ?
I have no idea
@quartz bear can you check whether https://pzwiki.net/wiki/TakeDirt_(tag) is what's required to pick up (dig) clay? I'd assume so
Not home rn but ill remember if i remember
would be nice to have a way to chceck tags as I'm (still) planning to going througgh them manually eventually 😄 But I bet they are all over the place, if it's Java I'd have to decompile the game, lua I can at least search through easily
Decompiling is really simple now with the modding decompiler
I checked this a little while ago, iirc each item is hardcoded, or a tag is used for mining
Never mind, the entire file is commented since 42.7, and I can't really look into it for now
You're right. It's just the TakeDirt tag
local function predicateTakeDirt(item)
return not item:isBroken() and item:hasTag("TakeDirt")
end
Which is the same for sand, gravel and dirt
is it even possible for a zed to give the player a deep wound?
it says so in the current zombie article but I have never seen this
I've only ever seen or heard of a scratch, laceration, or bite. Never a deep wound. Maybe a relic of old pz or someone getting laceration and deep wound mixed
yeah that's impossible afaik
damn actual factually wrong info on the wiki
Nope
Deep wounds are only possible by falling or stepping on glass
Or getting led thrown at you very fast
What will we do with metalworking?
Currently Axe Head or Firefighter Axe Heads have no recipes
What do you mean?
Nvm
It just poorly scales on phones
The list is collapsed
Or by being the object going very fast and hitting a wall 😂
.
server/Farming/farming_vegetableconf_herbs.lua- timeToGrow = 484,
server/Farming/farming_vegetableconf_herbs.lua:farming_vegetableconf.props.Basil = {
from seed pack - 60 days
i fail to see how 484 translates into 60 days
may be its IRL ammount of minutes or smth?
Hmmm
An in-game day is 1 hour right ?
Check the other seeds perhaps ?
And compare if you get the same value ?
292.0/60
4.866666666666666
turnip
1444.0/60
24.066666666666666
ROSEMARY
180 days
half year give or take
one day is not half year
month or two, may be
i am too tired
you need to look at the harvestLevel too
timeToGrow is the number of hours per stage, harvestLevel is how many stages until you can harvest
so 484 * 3 / 24 = 60 days
@proud cobalt I just found some diamonds in the puch, inside of a duffel bag full of money with another one containing robbing gear. I think diamond distribution needs updating
And it isnt a randomized story
Probably just coalfield imo but if it's been changed already nbd
@digital helm did anything ever come of collapsible page headers and sections? I remember us talking about it a while ago
I assume not?
@quartz bear Can we get some numbers on how wide each generator sound radius is?
Its in tiles
But its for the base generator
Since I know that its sound radius is 20
Yeah I'm looking for the rest rn
going through some epic tis coding rn
Generator - 20 * 1
Premium Technologies - 20 * 1
ValuTech - 23 * 1
Old - 25 * 1
Radius * Volume
It's in items_electric.txt
thanks
Nothing has happened. I created the template https://pzwiki.net/wiki/Template:ToggleHeading but nothing other than that. Because of the nature of a template, you will have issues with things like tables. So I'm thinking it may not be ideal. Basically every instance of | will need to be replaced with {{!}}, and = with {{=}}
So I made some changes, primarily because this page feels really off
@languid kayak @naive imp @digital helm
Needs some reviewing and discussion
I'll take a proper look now, but one thing I noticed was the spawning. Vehicle spawning is by vehicle, rather than the type
Note that this is just the beginning, Im inclined to change the Controls section
Elaborate?
Oh, I see
Yeah
I should probably reword it
Oh fucking hell
{{Code|lang=bash|-agentlib:jdwp=transport=dt_socket,server=y,suspend=n,address=*:5005 -- -debug}}
How do I write that down without the template thinking that text is a custom argument
Ok got it, writting down 1=
@languid kayak is there a specific way we should add graphs to the wiki ? Currently I've used a shitty png python graph but is there a specific style we should follow ?
You can replace pipes with {{!}}
The reason I'm asking is because I thought about making this graph transparent the same way wikipedia does (https://en.wikipedia.org/wiki/Linear_equation#/media/File:X_is_a.svg) , but idk how that would even render on dark mode. In Wikipedia the darkmode doesn't seem to cause issues with the graphs
Jesus wtf is this embed
that's not even showing the right graph!
Sorry I misunderstood the issue. {{!}} fixes issues with pipes, but in this it's the = so if you replaced every instance of = with {{=}} it would work. But your solution of defining the params is simpler
{{Code|lang=bash|-agentlib:jdwp{{=}}transport{{=}}dt_socket,server{{=}}y,suspend{{=}}n,address{{=}}*:5005 -- -debug}}
Ah yea thank you for pointing it out anyway, I knew I had this issue before and there was a solution, but yea the one I used is definitely simpler in this case 😅
Np, magic words come in handy for building tables inside templates and such, though still an absolute nightmare 😄
yea 😢
On my Todo to investigate
When I rewrote the generate article it hadn't been implemented yet. Has it been implemented now? I havnt kept up with patch notes
is 0424 need sleep. will look at it tmrw
gn yall
Yeah, there's different vehicle zones. Then there's a lua file that defines which vehicles spawn in them. Then there's another lua file that has a chance of a vehicle id being swapped out for another one, which can be based on the region (e.g. Muldraugh). This is for things like police and business variants
Here's the mccoy vehicle zone https://pzwiki.net/wiki/User:Vaileasys/sandbox_5
I don't think vehicle spawning should be mentioned in the types at all. They're unrelated mechanics. Vehicle type is only related to vehicle mechanics, i.e. the type of parts that can be used, and the skill required.
Because spawning is relatively in-depth, it might be worth having a separate section for it. I was also considering having a different page per vehicle zone, but idk. (one for each of these https://pzwiki.net/w/index.php?title=User:Vaileasys/sandbox_4&oldid=988815)
Like, in 42.4
New business vehicle Base.StepVan_Propane
Fixed the vehicle lighting
Much better
I like it. There's a few little grammar mistakes here and there but I like the direction you're going with this.
I particularly like the table of vehicles and their stats
I'll experiment with it. I don't see magic words being too big of a deal.
It's more so if someone else wants to add something. It kind of limits the ability of the layman to contribute
I guess. I'd imagine they'd figure it out though. That's what I did. Just looked at how things were formatted and learned by doing
But yeah some people may not see it that way
It's not a big deal. Just something to be mindful of
I'm definitely against whole sections being wrapped in templates. Collapsing headers is a native feature of citizen which is our default skin
We could request lower level headings being collapsible, they were pretty fast on Faals requests
So exactly not what I worked on

Oh I thought that was you I just checked history with author lol
But yeah I definitely agree your wording made it more clear
That was before me and thats the only thing Im not planning to change
When I wrote it originally I was kinda rushing so it was a bit bad
And I didn't know what would be better
Currently thinking on how to reword Controls thing
Its not a bad thing that we include explanations to how refuel cars, radial menus, car jacking
And dash board
But it can be done in a better style
might be the new distributin files Calvy turned out not to pares? Not sure about the stories
oh nvm, just reread
isnt
Good that you got it, sometimes you have to resort to use {{=}} instead too, see https://pzwiki.net/wiki/Template:=
I think MathML and LateX is disabled and so are SVG, but if we get more like that, maybe we can take a look
Transparent PNG might be preferred. If it's made for light mode, we have logo-dark CSS class to invert the colours
so [[File:Example.png|class=logo-dark]]
(in hindsight, probably should've just been called invert or something)
Controls is probably the main thing that needs a look at. It was merged without much thought. If you want, we could move the more basic controls to the Controls page. But other than that, I'm not sure how to improve it
Wikipedia issue, showing first gragphic that loads 😄
https://commons.wikimedia.org/wiki/File:X_is_a.svg
noticed as well :). I think there's no new phones and adresses on any of them though (IIRC there's no vehicles with addresses, at all, right? For @hushed bobcat)
yeah, definitely!
Well, I did put some through for it, but both controls on the vehicle and https://pzwiki.net/wiki/Controls are outdated and definitely could use more cleanups
Trhere's also some some possible duplication on https://pzwiki.net/wiki/Options though I remember going through it back before b42 briefly
Then there's https://pzwiki.net/w/index.php?title=Keybinds&redirect=no that redircts to the modding page; not sure if it's appropriate?
Some {{About}}s to them all could be useful as well
@digital helm I started with the TakeDirt tag; is that something we generally want out of these articles? https://pzwiki.net/w/index.php?title=TakeDirt_(tag)&diff=1011827&oldid=962703 – especially the usage section format? Or would we rather want a plain list instead? Filling it would ideally be through looking through code, whith I might eventually do, but no ETA 😛
I did not try bumping them to 42.8.0 manually in case you'd want to run an updated script again (not sure if that's a thng?)
I also switched see also's to use {{ll}} instead; and IIRC we discussed that the autogenerated see also's will no longer be a thing?
Might be more relevant for controls/options?
yeah, my though too, as that was the keyword I was searching for 😄 I'll change it
That was the original purpose, yeah. So players and modders alike could see where it's used. The relevant files could be referenced too I guess
Hmm, tho I'm scared the graph will look dogshit in darkmode but I'll try that thx !
files yeah, will you be bumping version with a script or should it be done mnaually too? And I suppose ll for see alsos now is right?
I think my script did update it. But if the version was the only change it skipped it
Finally rolling out vehicle variants. I didn't finish locations, but it was taking too long, so I'll come back to it later
https://pzwiki.net/wiki/Taxi
https://pzwiki.net/wiki/Burnt_Ambulance
https://pzwiki.net/wiki/Muldraugh_Police_Chevalier_Nyala
See also has been removed from my generated scripts afaik
ah, that makes sense then 🙂
I doubt we got any new tags since we skipped adding see also though (or are we not skipping it anymore? I remember it was going to be the case with Calvy's autogenerated furniture going forward?)
yeah that 😄
Items was removed, but tags kept it. To me, tags seemed more likely to be accurate, and harder for a human to know them to add
looks nice; do we still need a [Hide] for variants if we can hide headers in the Citizen skin? Is it for non-Citizen skins? Can't hide Parts though.
I suppose the Variants is better as a table instead instead of a simple item lists similar to items? https://pzwiki.net/wiki/T-shirt#Variants
I think I tackled that too, but I supposed we will eventually create https://pzwiki.net/w/index.php?title=Lightbar&redirect=no as a dedicated page, right? (Right now it's a redirect to unusable(?) lightbar items that can be found lying around; I think we had this discussion but I forgot what was the answer?)
Also, I'm not sure, but there are lighbars with no siren in-game, right? As in service vehicles?
As per Police's Nyala
features a lightbar, which includes a siren.
Also, English is not my native language, but shouldn't it be (as in sounding better) "The table below", in that order? In this:
The below table shows a list of parts this vehicle can have and the requirements to install/uninstall.
Finally, I guess the loot that can spawn in the vehicles is independent of the vehicle type? I really like the unique key rings, parts, and outfits though!
But yeah, all those are nits 😄
yeah, I'll be replacing them by hand as I see fit then, but best to replace the script to use {{ll}} for See alsos in the future I guess 🙂
Google Ngrams: "the table below", "the below table", 1800-2022
True, but you can't in other skins. No harm adding it I figured (also it uses the same script as the list in the vehicle article, so it's just a carry-over)
The table was used so you could compare the stats, otherwise we'd have to list all 233 on the vehicle article
Having a dedicated page for lightbar I figured might be good, but idk. The lightbar items are kinda separate to the lightbar mechanic (especially now since they have no function).
I thought so too, but I checked the lightbars, from what I could find if they had a lightbar, they had a siren. There's no has_siren check, only a has_lightbar check.
table below may have been better here, but neither is wrong, it just comes down to how it sounds and personal preference. below table is just more formal.
loot spawning will be something I'll come back to, along with locations
right now lightbar dedicates to itam disambig so it should definitely be changed 😄
As far as that, I wondered whether "which includes a siren" might be redundant, as every vehicle would have it 🤔. I wonder if some update for that is planned though, no idea if we can have a glipse with no thurstoids for a while though 😩.
And yeah, I know both are correct and indeed "below table" sounds a bit too formal I think?
I added it explicitly to avoid confusion, as we both thought they didn't all have it 😄
I'll think about running a script to change it... think about it 😛
Nah, let's keep it as is I guess (if you are referring to lightbar), especially if we end up with having vehicles just like it 😄
first line was about lightbar, second line was about below table 😄
ah 😄
Agreed.
For keybinds involving a click, should I just use "left click" or there's something like Template:Key ?
Wait, what about { and } ?
I guess I just did {{Code|} }} and it worked
We don't have anything yet, I was going to add something for it with Key, like this https://barotraumagame.com/wiki/Template:Key
I think we have Keyboard
But not Key
Uh ?
That sounds good !
That's not what I'm talking about 😅
I'm talking about the Key template
Which writes keyboard keys in a nice way
I see
our of curiosity, I looked up PCGW, seems they also have just keys? https://www.pcgamingwiki.com/wiki/Template:Key
I've always been typing |2= and realized just | is enough after Doggy's edit 😄 https://pzwiki.net/w/index.php?title=Startup_parameters&diff=1000951&oldid=1000949
@proud cobalt for that since you botted the most oldids 😛
I prefer |2= much easier for the bot
makes sense
@flint vapor Would it make sense to put https://pzwiki.net/wiki/Startup_parameters to Modding similar as https://pzwiki.net/wiki/Debug_mode is there? Right now it's sitting in https://pzwiki.net/wiki/Category:Project_Zomboid (not an issue, just wondering)
We kinda did have a rule of one (internal) trait, even if they are the same, technically we can merge them, but it's like that for everything else
Why shouldnt we merge both and just say "Can be chosen as a perk, or comes with Fitness instructor occupation"
I see
Sidenote
Checking the illiterate occupation trait effects and uhh
Annotated maps are illegible
Cool way to convey information while being trait accurate. Way better than the lazy way of just popping up "I can't read this"
I think it's just for consistency, since some can have different effects. I think the amateur mechanic was one
And Keen Cook
And Blacksmith
Yeah those ones
I thought about it but figured Startup parameters are also used by normal users, to set ram usage for example
So I don't think it should
But I'm not sure tbf
It's at an in-between
And considering debug mode being modding tho can still be used by users... yea
Maybe technical things should be blue overall, I thought about it for items too
The ID of items
that's neat!
But I don't think you can modify the section color in infobox ?
as in mixed in the infobox? Not sure that'd look nice? @digital helm is a person to ask for layout stuff generally nowadays 😄
yeah, seems I could take Brave and the perk that allows you to run faster when panicked (forgot the name), not sure if intentional?
Brave is not exclusive with adrenaline junkie
Since its not imbalanced, or broken literally
Adrenaline junkie is exclusive with cowardly, agora- and claustro- -phobic
As well as desensitized since that wont work
Yea idk tbf
Red = main game features, Blue = Everything else (used to just be community related things)
We used to have a mix of colours, but it didn't look great, so stuck with the 1 colour for everything based on the article topic
i don't think that would make sense, most of the launch parameters aren't related to modding at all, they're used more often by server operators than modders
I've added the mouse icons https://pzwiki.net/wiki/Template:Key e.g., {{Key|mouse|left}}
Thanks for bringing it up, found this on my to-do and the files saved since 2021 😄
Maybe the other way around then? Putting debug mode out of modding?
All pretty small nits though 🙂
Nice !
Thx for adding it
I'll add it where I needed that
gonna have to dial back on the wiki work again
finals month is rapidly approaching
will still be around somewhat though, just no major wiki work for the month
Ive seen you on tis forums

last time it was ThinkDock working on renaming them 😛
was ages since i've been active on the forums 👉 👈
Its been a day since Ive posted something on forums
And all of my posts are bug reports
Except from one suggestion
I used to be very active with reporting bugs on forums, a little less now that I'm mostly occupied with wiki on the free time 😄
Mainly reporting bugs as I go along the mapping project
Nothing new per se, but an overview of Zomobid's history: https://www.youtube.com/watch?v=cdHzQupxK8M
pre alpha tech demo W
Build 42 L
If you enjoyed this video please like and subscribe :D
Project Zomboid is an open-world isometric survival horror video game in development by British and Canadian independent developer The Indie Stone. The game is set in a post-apocalyptic, zombie-infested world where the player is challenged to survive for a...
Zomobid
Yeah and I'm very grateful for the help tbh.
Tedious
This one is a doozy. Metalworking is the core crafting technologies of Zomboid right now. Ultimately the other crafting skills will compliment it. You don't know what you are missing until you can craft any tool you want.
B42.8.1 Metalworking Flowchart:
https://imgur.com/a/jIDVvSa
https://www.twitch.tv/retanaru
https://ko-fi.com/retanaru
Musi...
These damn things.
Subscribe for weekly short films.
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If I remember correctly zomboid universe doesn't have "zombies" or "zeds"
I think we had this discussion somewhere here already?
.
Fun fact, I wasn't aware (well, realistically forgot), that we have {{Code}} template 😄 https://pzwiki.net/w/index.php?title=Outputs&curid=144759&diff=1012165&oldid=1012163
I use it all the time for template docs. it uses the syntaxhighlight extension too, so more customisable than just <code>
hello friends im new to this channel and want to help with the wiki. I noticed a lot of it isn't updated to b42 yet and wanna make it better for everyone
We'd love some help. We have some help guides to get started with wiki editing, then check out our B42 community project.
https://pzwiki.net/wiki/Help:Contents
https://pzwiki.net/wiki/PZwiki:Project_Build_42_Update
Is the pz wiki associated with the b42 map? I'd like to add some POIs i discovered while playing in Echo Creek
I manage the B42 map, i'm about to go to bed but let me know and i'll look at adding them
Map is made by wiki contributors
And by that I mean one guy made it and everyone takes contributions
in here?
Here or dm me I don't mind
I've edited a few pages, adding use cases and context to a few of the new items
off work.... time to edit more pages

