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Build 42 map depth: biome maps, rooms, zones, walls, furniture, streets and tools - #10
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Every native cell gets media/maps/<map>/maps/biomemap_X_Y.png like the vanilla maps: the chunk's foraging zone in red, green and blue (0 on water squares), derived from authored terrain zones or from the terrain (birch-mix forest and deep forest, town around buildings, farm land, ForagingNav roads). Without it a Build 42 map has no foraging zones. server-check now also reports the zones the server's metagrid holds at each probe point. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The editor and validators accept the 588 internal Build 42 room names (from TileZed RoomNames.txt, GPL-2.0-or-later), which select loot distributions and zombie room filters. Imports name rooms from tags: pz:room explicitly; shop and amenity tags rename the sales room (and cafe/restaurant/bakery back rooms); building=barn/shed/greenhouse/garage/church and similar rename the whole building. Unknown names are reported, never fatal. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…stalls Land use, parking and pz:zone tags become TownZone, Forest/DeepForest, Farm, Vegitation, ParkingStall and ZombiesType zones. Parking snaps to whole 5x3 stalls with a vanilla vehicle distribution. ZombiesType zones are their own overlap layer. The native section cache carries the biome maps. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
pz:wall and style walls take window and door tiles from the 175 exterior wall sets in BuildingTiles.txt; 42 of them do not follow the +8/+10 rule. Export draws the NW corner piece and the SE pillar. The built-in fences are TileZed's 14 reference sets with west1/west2 alternation, posts, gate frames and the matching wickets. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
spawnpoints.lua now lists ground-floor points in houses, gives all 25 vanilla profession keys, and adds workplaces for matching professions. server-check loads the spawn regions as the game does and counts points inside buildings (PilnaVillage: 256 of 256). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The editor shrinks drawn vehicle zones to whole 5x3 stalls like the importer. Biome map squares holding authored content use red 254, the featureless dirt biome: WorldGen deletes authored trees, bushes and grass where its own biome places one. Exports carry a 256x256 thumb.png. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Bedrooms, kitchens, bathrooms and living rooms of generated buildings get beds, counters, stoves, fridges, sinks, toilets, baths, sofas and TVs from BuildingFurniture.txt, backed onto a wall with the square in front free. The new furniture object kind has four orientations, survives settlement and module rotation, and raises maps to format 14 (worlds to 9). pz:style=tilezed:<template> applies one of TileZed's 25 building templates. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Imported maps get a curbside mailbox and garbage bin per house, stop signs on lesser-road approaches found by line intersection, and concrete wheel stops per parking stall. Parking zones now snap to 3x5 stalls in the direction the cars face, in the importer and the editor. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
simplepzmap conflicts and build --game list the game, Workshop and local mod maps whose lot headers use the same native cells; challenge maps and the map's own earlier copy are ignored. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Houses with no pavement within 10 squares get one to three yard props 2-5 squares from their walls and clear of doorways; farm zones get a scarecrow. Placement is deterministic per building. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The source is parsed once into an index of item boxes; every section imports only items within its bounds plus 250 m (PilnaVillage build and export: 2:35 to 1:30, same section results). Generated street dressing now gives way to shared buildings placed after the sections. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
publish.ps1 publishes the command line next to the editor and package.ps1 requires it; CI builds examples/CiScene with build --strict and checks it with validate --source. Generated street dressing and vanilla vehicle distributions validate without a game installation; the CLI creates missing output folders. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
simplepzmap serve installs the mod into its own server folder, loads the map next to Muldraugh with its spawn regions and runs the dedicated server in the foreground; docs/PLAYTEST.md lists what only a client can confirm. STATUS records the 18 Build 42 depth items. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The folder name taken from the archive must be a safe name inside the server's mods folder before the previous copy is deleted; the admin password now has 16 random bytes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Builds out the Build 42 map format using TileZed data (PZ Mapping Tools, GPL-2.0-or-later), the pzwiki mapping guides and the installed game's own files. Covers the 18 items from the review.
Map data
maps/biomemap_X_Y.pngper cell, which Build 42 needs for foraging zones. Squares with authored content use the featurelessdirtbiome, so WorldGen never replaces authored vegetation with jumbo trees.pz:roomtags pick the room (bakery, barn, church…).pz:zonebecome TownZone, Forest/DeepForest, Farm, Vegitation, ParkingStall and ZombiesType zones. Parking snaps to whole 3×5 stalls in the cars' direction, in both the importer and the editor.spawnpoints.luastarts players inside houses, with all 25 profession keys plus workplaces.thumb.pngper map.Buildings and outdoors
furnitureobject kind with four orientations; it raises maps to format 14 and worlds to format 9.pz:style=tilezed:<template>applies one of 25 TileZed building templates.Tools
simplepzmap conflicts, also run bybuild --game, lists installed maps that use the same cells.simplepzmap.exeships in the release package, and CI buildsexamples/CiScenewithbuild --strict.simplepzmap servestarts a playtest server in its own folder.docs/PLAYTEST.mdlists what only a game client can confirm.Verified
build --strict --game: 0 lost buildings, and all 4,939 tile names exist in the game.server-check: 25 professions, and all 256 spawn points are inside buildings.servewas started and stopped on the CI scene.docs/PLAYTEST.md.Known limits
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