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Build PilnaVillage and accept it on a Build 42 dedicated server - #9
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- examples/Pilna/village-scene.json rebuilds the whole settlement as one rotated geographic world with `simplepzmap build`, without network. - `simplepzmap server-check` starts the installed dedicated server in a temporary cache folder with the mod and a test-only Lua probe, checks that the server's own metagrid holds sampled buildings (and not an empty control tile), then stops it with quit. The user's Zomboid folder is never touched. - `build --save-workspace` saves the world as an editor section workspace, so worlds over the 128 MB single-file limit open in the editor. - `simplepzmap fetch` downloads OpenStreetMap data with the editor's client; network failures now print a plain error. PilnaVillage (26 sections, 1,701 buildings, 0 lost or duplicated) passes the seam check, the structural verifier, the installed-class probe and the dedicated server check; its densest section opens from the saved workspace. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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What
Does the second developer's remaining Pilna work with the tools from #8, using the public OpenStreetMap extract (his private field-survey scenes are not available).
examples/Pilna/village-scene.json— rebuilds the whole settlement as one geographic world: 1 m per tile, 1,024-tile sections, reference rotated −11.22°. No network needed.simplepzmap server-check <mod.zip> --game <path>— starts the installed Build 42 dedicated server (zombie.network.GameServer -nosteam) in a temporary cache folder with the mod and a test-only Lua probe. The probe asks the server's own metagrid for buildings at room tiles taken from the archive's authoring source plus one empty control tile; the server is stopped withquit. The user'sZomboidfolder is never touched.build --save-workspace— saves the world as an editor section workspace. PilnaVillage's world JSON is ~200 MB, over the 128 MB single-file limit, so this is how it opens in the editor.simplepzmap fetch— downloads OpenStreetMap data with the editor's Overpass client; network failures now print a plain error instead of a stack trace.Acceptance (transfer contract)
WorldAssembler.Validate: passes. 26 sections, 1,640 section + 61 shared buildings.Notes
initSpawnBuildings: no room or buildingfor every spawn: the exporter puts spawns on open ground while vanilla maps spawn players in houses. No client joined, so spawning itself is untested.🤖 Generated with Claude Code