Project Zomboid

Project Zomboid

[B41 MP only] bikinitools: Server Edition
465 Comments
Isin Dule 19 May @ 5:32am 
how do i reset the UI sscale, somehow it went to 500% and i cannot use this, also cannot see the top right gear as its now offscreen.
Cody 21 Apr @ 5:43am 
what setting is causing it to say "this isn't my home" i just want ppl in the safehouses to be able to do what they want in a safehouse once it's claimed. not just the owner
Coot 13 Apr @ 9:54am 
Looks like I'll need to add a lot more than expected to get the paycheck system to pay out with different settings to my alt currency. Fingers crossed!
Cat 9 Apr @ 1:11pm 
@Trimbo Slice

There's the default PZ part of this, with the keylocks having issues staying locked - what Bikinitools does is that it adds a cage to insure that the door is impassible when locked.

@Black Flag Forge

Yes, it's in the Economy Mod settings, and you have to add it to your submod.
Coot 9 Apr @ 1:55am 
Is there any chance I can add a secondary currency to the paycheck system?
Trimbo Slice 23 Mar @ 12:24am 
To be clear about my last post. The doors being locked by this mod are interior doors.
Trimbo Slice 23 Mar @ 12:13am 
Keypad locks cause a lot of doors to appear locked (only when using left-click or right-click menu to try to open) that otherwise wouldn't be locked in the interior of houses. Disabling this mod allows interior doors to be opened again. Additionally, opening door with 'e' key still works as it should. Once the door is open, clicking then works from that point onward to open the door.
DekinHaX 21 Mar @ 10:53pm 
Add the possibility for players (and for admins) to dump their data in the pod and selecting the option to do so, instead of just dying.
Scimmia 12 Mar @ 9:08am 
Hi! Could you make the BTSE_RestorePods function compatible with the Skillcap system? Right now, when you use a pod, traits are restored last, which means that skills get capped before the traits that unlock their full potential are applied.
If the traits that unlock the skill cap were restored first, all skill points would be recovered correctly!
I hope my explanation is clear.

Thank you so much for the mod, I use it on every server!
Nark0t1k 8 Mar @ 6:13am 
@bikinihorst i try some but with metal gate even if i use "wall wall sprite" to lock or "no sprite" Zombie keep avoiding the door :( and player can hit through walls
Lowkey Single 6 Mar @ 5:57pm 
Is there a place to upload and download custom Blue prints?
LilithEve 4 Mar @ 4:53am 
@bikinihorst Thank you so much! Love the new UI btw! :D
Coot 2 Mar @ 8:00am 
@bikinihorst you're a legend thanks man, must have messed up my photoshop export!
bikinihorst  [author] 28 Feb @ 1:34am 
@Nark0t1k define another sprite set for the walls in the sandbox options

@LilithEve i added a function that will check if the ui would be too big to fit on screen one or two updates ago, it would usually reset your settings to the smallest one when the ui is opened. if that fails (which it seems it did), close pz, go to C:\Users\*YOU*\Zomboid\Lua\ and delete btse_config.ini, then restart pz
LilithEve 26 Feb @ 7:17am 
Hi! I made my UI way too big and now can't access the UI settings. Is there a UI file I can modify or delete to reset? Or another way?
Nark0t1k 21 Feb @ 6:30am 
Some of my player use the leypad to make gate indestructible, they stay behind and can kill Z without any risk of being hit or bite.

Is there any way to counter that ?
bikinihorst  [author] 11 Feb @ 5:40am 
@КОНЧЕННЫЙ https://sp.zhabite.com/workshop/filedetails/discussion/2784972075/3767860527653716926/#c3767860527653718442

@DropHit has nothing to do with this mod. here's a link from 2021 explaining the issue and solutions https://theindiestone.com/forums/index.php?/topic/42925-how-to-fix-updated-mods-in-build-41-multiplayer/

@[BRE] Julien/Rich if you have tile protection via btse active it will by default always protect containers. this can be toggled off, but not on. there are multiple options to allow container interaction that destroy the loot spawns in the process

@RegularPlayer you can enable paychecks for ingame hours played or interest applied automatically in the sandbox options. if you want lua code to modify balances you can use this one on the server: BTSE.Commands.Economy:modifyUserAccountBalance(username, currency, amount) where amount would be positive or negative.
RegularPlayer 9 Feb @ 12:31pm 
Is there a way to use code to Increment a Players Currency, Is there like a Variable or a Function for it?
[BRE] Julien/Rich 9 Feb @ 1:30am 
Players on my server are unable to pick up some items like containers in buildings that I paste using the blueprints module. I thought it would have something to do with the tile protect module but I don't even see that in the server options.
GGEZPRO 7 Feb @ 3:29pm 
GGEZPRO 6 Feb @ 7:09pm 
i got it! i literally had to create my own mod with those paths. now ill just have to follow his tutorial on how to add cars and ammo and such
Chogug 6 Feb @ 12:12am 
Help. how to install the mod properly? i keep getting an error on BTSE_Base mod. we only use chat, economy, lock.
Cat 3 Feb @ 10:05pm 
@GGEZPRO - maybe, just maybe you're supposed to explore it.... Using Files Explorer to see how it's setup so then you can create it yourself..
DropHit 31 Jan @ 5:39am 
Bugged - getting errror file does not exist btse_blueprints_shared.lua
Good afternoon! Help please. I figured out how to change prices or add products, but I have no idea how to make the server accept my changes, can you write detailed instructions with BTSE_Economy and BTSE_Examples?
bikinihorst  [author] 28 Jan @ 2:38am 
@Black Flag Forge
one of your "png" files is a renamed jpeg and the other one has a lowercase "b" for the module. names are case sensitive and the game does not like the whole jpg thing

@Alirexza
the examples mod was not meant to be copied exactly as it is because it is full of things that can interfere with normal server operations. i figured that was pretty clear since each file says you are to copy the individual file, not the whole example mod. your mod should be loaded somewhere after btse_economy and if there are issues during the process it logs those. check on the server the file Zomboid/Lua/btse_economy/shop_errors.log
Coot 25 Jan @ 6:32pm 
I've not been able to get the thumbnails in the shop to work either. I have my shop prices mod
with media\UI\vehicle_shop\base.vehiclename.png just as in the btse economy folder and a small size within range but still doesnt show. I have my mod loading after btse.
Alirexza 21 Jan @ 11:25pm 
i added stuff to global shop and change price in vehicle shop, but nothing changed after i run the server
[+| CL rautamiekka 9 Jan @ 12:26pm 
@FreakyNinja

They're called modules, not integrated or mandatory, for a reason.
FreakyNinja 7 Jan @ 4:55pm 
Can I use this without the Economy Module?
bikinihorst  [author] 7 Jan @ 8:39am 
@Marsu your parameters in the shop function are off. there's 2 objects and your function call only has one. one is for prices, the other is for configuration of the entry. refer to the examples mod.

the thumbnail is usually chosen by the vehicle id itself, that means you do not even have to define it if it is not a special variant. it needs to be named with full namespace, like the car itself: "Base.SmallCar02". additionally - when working with images the game will cache them even between reloads so a full game restart is needed when a faulty file path was given once.

btse_economy does not depend on the chat in any way.

the text field not being writable will be fixed next updat. for text amounts like this please use a discussion next time.
Marsu 3 Jan @ 10:17am 
@Fallen Seraph After testing out further for the vending machines. It seems that i cannot type into the "Tax Reciever/Mayor" field if its through the GUI.

If I enable Context menu's instead of the GUI then i am able to select the mayor option and type into the box it gives then. I have not tested out whether that player is actually receiving tax income. But ill pop over to my main server and start configuring it and see if it actually works from there
Fallen Seraph  [author] 2 Jan @ 8:29pm 
@Marsu
In your first question, the addSpecialParts, skinIndex, and thumbnailPath can't be blank, you have to actually add values to all of those and for the thumbnail there has to be a picture that you provide for that.

I don't have an exact answer to your second question, I haven't used the tax/mayor system. If I remember correctly, there can only be one bank zone and one mayor for that zone not multiples. I could be wrong about that.
Marsu 2 Jan @ 7:08am 
Another question would be. I have the shop terminal setup for the main Community center of the server. I have other players making their own outpost and wanted to use the vending machines as an incentive to receive tax income. I could not type into the mayor field to direct taxes to that player. Even when checking all other settings i couldnt see anything that would prevent this other than not having a designated bank/shop zone

Could this be due to not having the bank/shop coordinates set, or due to not having the submod btse_chat
Marsu 1 Jan @ 1:11pm 
Ok I got added vehicles working if i just added an entry, images did not register. How would I input vehicles with an image, AND it would just give a random skin, no added upgrades.

example of current code, This currently causes just the vehicle shop to error out:

BTSE.Economy:addVehicleShopEntry("Base.SmallCar02", {
["cash_primary"] = 499.99,
["primary"] = 574.99,
repairAllParts = true,
addSpecialParts = {
[""] = "",
[""] = "",
[""] = "",
},
description = "",
skinIndex = "",
thumbnailPath = "media/ui/vehicle_shop/SmallCar02.png",
});


Where with this line, the cars all register, everything works fine. BUT the Thumbnail image does not load.

BTSE.Economy:addVehicleShopEntry("Base.SmallCar02", {
["cash_primary"] = 499.99,
["primary"] = 574.99,
}, {
repairAllParts = true,
thumbnailPath = "media/ui/example/SmallCar02.png",
});
bikinihorst  [author] 18 Dec, 2024 @ 1:21am 
@DOTA 101
delete on your pc: C:\Users\YOU\Userdata\Zomboid\Lua\btse_config.ini

@Zodi
your stack trace is missing the error message. if my guess is right you've got the same going on as the one in the discussion you already found.

@DragonMother
be admin on your server, right click -> bikinitools se -> place movables
DragonMother 16 Dec, 2024 @ 8:55am 
i keep asking but never get help how do we place an atm or find a working atm or working bank
󠀡󠀡 ⁧⁧Zodi 14 Dec, 2024 @ 5:46am 
i cant open any shop menu, wallet, money menu or valuables menu. it just show up error on the bottom right corner whenever i try to open those menus.

function: addToUIManager -- file: ISUIElement.lua line # 1009 | Vanilla
function: open -- file: Main.lua line # 66 | MOD: bikinitools [SE] 132: Base mod
function: open -- file: BTSE_UI_Client.lua line # 46 | MOD: bikinitools [SE] 132: Base mod
function: IGUI_BTSE_E_ExchangeTabTitle -- file: EconomyUI.lua line # 32 | MOD: bikinitools [SE] 132: Economy
function: onMouseUp -- file: ISContextMenu.lua line # 90 | Vanilla

(THIS IS THE CONTINUE OF THE MESSAGE THAT I SEND BEFORE 1000 CHARACTER LIMIT=
󠀡󠀡 ⁧⁧Zodi 14 Dec, 2024 @ 5:44am 
function: checkIfCanShopAndDistanceOk -- file: Shop.lua line # 28 | MOD: bikinitools [SE] 132: Economy
function: checkIfCanShopAndDistanceOkNew -- file: BTSE_Economy_Client.lua line # 33 | MOD: bikinitools [SE] 132: Economy
function: updateStatus -- file: Shop.lua line # 209 | MOD: bikinitools [SE] 132: Economy
function: createChildren -- file: Shop.lua line # 128 | MOD: bikinitools [SE] 132: Economy
function: createChildren -- file: ItemShop.lua line # 18 | MOD: bikinitools [SE] 132: Economy
function: instantiate -- file: ISUIElement.lua line # 653 | Vanilla
function: addChild -- file: ISUIElement.lua line # 1082 | Vanilla
function: addView -- file: ISTabPanel.lua line # 523 | Vanilla
function: createChildren -- file: Main.lua line # 190 | MOD: bikinitools [SE] 132: Base mod
function: instantiate -- file: ISUIElement.lua line # 653 | Vanilla
>.< 13 Dec, 2024 @ 7:22pm 
is there a way to reset the ui scale setting of the bikinitool tab, because for some reason its too large and i cant see the options tab which is located on the upper right of the window
Cat 8 Dec, 2024 @ 12:26am 
@Yule

You're exactly right. That's how to reset it.
Yule 6 Dec, 2024 @ 1:14pm 
I have a question, if I wanted to reset who can claim /starterkit, do I delete the .txt files in "Lua/parp_misc/starterkits"? I wish to give out another starterkit after I redesigned them. :Dogeface:
Fallen Seraph  [author] 5 Dec, 2024 @ 8:06pm 
I'm only here to help with comments and guides! Bikini does all the code! It's a known issue and Bikini is aware of it. It can only happen in extreme circumstances, doesn't actually cause an issue, and can be safely ignored. Thank you for reporting it!
SiCK 5 Dec, 2024 @ 2:49am 
Hello @Fallen Seraph & @bikinihorst
first i want to thank you for the quality and effort you put in your mods. and for being active modders who make this game as awesome as it is <3

I wanted to report an error (errorMagnifier):
SiCK 5 Dec, 2024 @ 2:49am 
Callframe at: get
function: pcall -- file: Array.lua line # 190 | MOD: bikinitools [SE] 132: Base mod
Callframe at: pcall
function: eachInCollectionWhile -- file: Array.lua line # 189 | MOD: bikinitools [SE] 132: Base mod
function: processHooks -- file: BTSE_SquareEvents.lua line # 14 | MOD: bikinitools [SE] 132: Base mod
function: bufferTime -- file: BTSE_SquareEvents.lua line # 59 | MOD: bikinitools [SE] 132: Base mod
function: pcall -- file: BTSE_TimerQueue.lua line # 102 | MOD: bikinitools [SE] 132: Base mod
Callframe at: pcall
function: timerTickEvent -- file: BTSE_TimerQueue.lua line # 99 | MOD: bikinitools [SE] 132: Base mod

this error appeared in the moment i left my rv interieur. but i was not able to recreate the error. so it only came up once.
it is possible that the failure is on my side, bcs we run our server with 450+ mods. But i try to take care of having no errors and a clean load order.
Fallen Seraph  [author] 4 Dec, 2024 @ 4:41pm 
The only thing left is sandbox sync or something unrelated causing a conflict.
Valindrae 3 Dec, 2024 @ 4:00pm 
I have none of them checked and we don't run any other Mods that mess with tiles or their protection. We have More builds which sometimes uses custom sprites but we been working with that for ages and it also doesn't replace the crate tiles anyways.
Fallen Seraph  [author] 2 Dec, 2024 @ 6:40pm 
Do you have either of these [imgur.com] checked? If not, it's likely a mod conflict. I know that the mod Valhalla Community interferes with it.
Valindrae 2 Dec, 2024 @ 6:30pm 
We use those exact settings. And we have discovered that the Safehouse members can pick up everything BUT Crates. IS there a special setting regarding crates that I have missed?
Fallen Seraph  [author] 1 Dec, 2024 @ 8:18am 
We use these settings [imgur.com].

For any safehouse member to bypass tile protections you need to first allow safehouse members to bypass tiles by checking that option

If you want the safehouse owner and members to be able to bypass the protections you need to set the minimum safehouse member level to Member otherwise only the owner will be able to bypass protections within their safehouse.

The timer is completely optional is used to prevent people from taking a safehouse just to pickup random containers which may spawn loot that could be broken by "vandalism"