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Build PilnaVillage and accept it on a Build 42 dedicated server - #9

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DinLemon merged 1 commit into
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claude/pilna-village
Oct 17, 2026
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DinLemon merged 1 commit into
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claude/pilna-village

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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 with quit. The user's Zomboid folder 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.
  • Seam check: 0 lost, 0 duplicated; 88 outlines kept as evidence (42 water/road, 27 over 64 tiles, 18 overlaps, 1 crossing outline rejected).
  • Structural verifier: valid native B42 structure (416 cells, 9,565 rooms, 1,915 buildings).
  • Installed-class probe: 416 cells, 425,984 chunks, 9,565 rooms, 249 stair tiles.
  • Dedicated server: starts with the mod, its metagrid holds all 12 sampled Pilna buildings with their rooms, the control tile is empty, and it stops cleanly (exit 0).
  • Editor: the saved workspace lists 26 sections; the densest section (431 buildings + 31 shared) opens in about 3 s.
  • Not covered: fence continuity across seams — the OSM extract has no barrier lines (covered by tests in Finish transfer items: small and attached buildings, building tags, shared seams, mod export and headless CLI #8).

Notes

  • B42 logs initSpawnBuildings: no room or building for every spawn: the exporter puts spawns on open ground while vanilla maps spawn players in houses. No client joined, so spawning itself is untested.
  • 405 C# and 262 JS tests pass; Release build has no warnings.

🤖 Generated with Claude Code

- 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>
@DinLemon
DinLemon merged commit 792efe7 into develop Oct 17, 2026
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