Project Zomboid

Project Zomboid

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Save Our Station!
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22.751 MB
16 Feb, 2021 @ 4:50pm
17 Mar @ 10:52am
13 Change Notes ( view )

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Save Our Station!

Description
Save Our Station!

This mod adds a new gameplay mechanics to the Automated Emergency Broadcast System (AEBS) along with new areas to explore in the vanilla Knox Country Map.



Repair the Emergency Broadcast System
Do you...
  • ...find yourself late in the game with nothing to do?
  • ...want new areas to explore in Knox Country?
  • ...take your hourly weather updates and air traffic alerts for granted?

Save Our Station spices up your survival experience by causing the Automated Emergency Broadcast System to occasionally suffer service outages. Travel to weather stations scattered around Knox Country to find, diagnose, and fix the broadcast system.

Whilst the AEBS is built with emergency scenarios in mind, the backup systems can only last so long...

How it Works
At the end of every emergency broadcast, the system's integrity will be reported, communicating the status of the Emergency Broadcast System.

Once the power shuts off in Knox Country, there's a chance the Emergency Broadcast System will fail.

System Faults

When a system fault occurs, the network will run a self diagnosis - a process that may take several days. Upon completion, a location and diagnostic code will be broadcast.

Refer to NWS - National Weather Service - Diagnostic Manuals and NWS Registers to find and troubleshoot the issue.

The NWS Diagnostic Manual will tell you what is wrong, and the items needed to resolve thefault. The NWS Register will tell you where to find the weather station in trouble.

Enter the control room of the appropriate weather station, and perform the repairs by right clicking on one of the weather terminals. Once the repairs are complete, the next Emergency Broadcast will be broadcast loud and clear... until the next fault occurs!

System Inturruptions

For a more punishing experience, system interruptions can be enabled from within your sandbox settings. These interruptions are temporary system faults, during which the Emergency Broadcasts system will be unavailable.

What's New in Knox Country
Five new locations have been added to the vanilla map, in the outskirts of West Point, Riverside, Muldraugh, Rosewood, and REDACTED. In addition to weather stations, each location includes additional points of interest, such as a dirt race track, a diner, secluded homes, REDACTED, and much more!

New Items
To troubleshoot faults in the Emergency Broadcast System and find weather stations, two new items have been added to the game.

- NWS Diagnostic Manual -
  • The National Weather Service Diagnostic manual provides the information you need to interpret the diagnostic codes thrown by the Emergency Broadcast System during a fault.
- NWS Register -
  • The National Weather Service Register contains the locations of all civilian weather stations, as well as a general layout of the major roads in Knox Country.
    However, you will not find REDACTED on a typical NWS Register - but with some luck, someone may have written it down before the Knox Event started...

Since these are technical publications with a niche appeal, they are pretty rare.
Try your luck at the local bookstore, library, or home bookshelf. If you happen across a weather station, there's a good chance you'll find them in the control room, or in the trunk and glovebox of parked weather service vehicles.

Sandbox Options
Save Our Station now supports Sandbox Options for customizing your play style, such as:
  • Toggle for the Knox-Power Grid failure requirement.
  • Toggle for enabling/disabling Faults and Interruptions individually.
  • Reliability profiles for determining the frequency of faults and interruptions.
  • Time multiplier, for increasing or decreasing how rapidly faults and interruptions progress.
These options can be changed at any time, on both Dedicated and Host-Mode Servers, via the Admin Menu. Singleplayer users can set them when starting a new game, or can use a mod like Change Sandbox Options (by Star) to edit them in an existing world.

Mod & Map Compatibility
Save Our Station is compatible with most popular Knox Country map mods we are aware of.
Please see the stickied post in the Discussions section below for a comprehensive list, and the Map Cells that are in use.

Frequently Asked Questions & Issues
We have moved the FAQ into the Steam Discussions section below. Please see the appropriate stickied post!

If you are running into a bug/issue, please use our GitHub Issue Tracker[github.com]. Your issue may have already been resolved previously.

What languages are supported?
The following languages are already supported, with more on the way!
Check out the stickied post below to help localize Save Our Station.

  • English - EN
  • German - DE
  • Spanish - ES
  • French - FR Update Needed!

If you see English where it shouldn't be, it's because we need more help localizing this mod. Please help in the relevant Steam Discussion Post!

Credits
  • Spacew00t - Original mod creation, mapping, texturing, and Lua scripting.
  • YoshiWoof22 - Maintaining, code overhauls, Interruption system, Sandbox Options, German localization.
  • Krukrapok - Texturing the weather terminal and all around advice for improving my own textures.
  • throttlekitty - Answering my endless questions and providing awesome tiles!
  • Daddy Dirkiedirk - Textures and quality feedback.
  • Konijima & Chuck - Lua debugging for multiplayer support.
  • Xianah - French localization.
  • Nitropic - Spanish localization.
  • Lexx - Minor bugfix.
  • Olipro - Fixes for v41.78 update.
  • UNKNOWNFOX & Skizot - Vehicle texture help.
  • Special Thanks to everyone in the #mapping Discord channel, y'all are great!!!



Workshop ID
2398274461
Mod ID
SaveOurStation_Core
Mod ID
SaveOurStation_KnoxCountry
Map Folder
SaveOurStation_KnoxCountry_World
Popular Discussions View All (34)
10
25 Jun @ 2:48am
PINNED: Mod/Map (In-)Compatibilities
YoshiWoof22
8
31 May @ 2:00am
PINNED: Frequently Asked Questions (FAQ)
YoshiWoof22
4
3 Mar @ 3:07pm
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608 Comments
Audio 22 Sep @ 3:41am 
Ahh smart
YoshiWoof22  [author] 22 Sep @ 2:11am 
@Audio

I actually discussed this in a comment maybe 2 or so pages back.
Destroying the terminals does nothing, you can still get the repair context by just interacting with the room itself.

This is to prevent permanent griefing in a public multiplayer scenario, which is why its not documented anywhere. Side effect is that it lets you also redecorate the room, should you make it your base.
Audio 21 Sep @ 9:59pm 
(Update)
I destroyed all the terminals/consoles and the radio is not reporting an issue. So my conclusion to my test is this:
Destroying terminals wont stop the radio, but when it becomes damaged and requires repair, you will not be able to repair it.
Thanks for joining me on my adventure as I attempted to find out; What happens if you destroy the terminals?
Audio 21 Sep @ 9:41pm 
I'm very curious what will happen if I destroy the terminals.
Will update soon on what happened!
kobolde 12 Sep @ 11:47pm 
@YoshiWoof22 Good to hear. I wanted to add that I don't know if the problem is the splitscreen or just the controller, haven't been able to test. I have noticed that some mods behave weirdly in splitscreen mode sometimes. I would guess it's the controller, but just wanted to add this info, might help when you're looking into it.
YoshiWoof22  [author] 12 Sep @ 3:57am 
@kobolde

Happy to hear you are enjoying the mod!

As for controller support, well... I was not actually aware that our UI implementation needs extra code for that (I don't have a controller myself, so I never tested it). Thank you for letting us know!

I'll discuss with Spacew00t since he did the UI stuff and I'll try to do some digging - good chance it might be a fairly easy implementation, which I can probably push out either as a patch or as part of the next major update that I'm working on currently.
kobolde 11 Sep @ 10:11pm 
Love the mod. I encountered a problem playing with a controller though. I had to fix a short and it gave me the option, but would not do anything. I tried using k+m and it worked normally. Not a big deal, but since I play splitscreen with my wife in our living room via SteamLink, both with controllers, I had to go to the computer to do this. Like I said, not a big deal, but it would be cool to if it worked on the controller as well.
Sky Wise Guy 6 Sep @ 6:36pm 
@YoshiWoof22

It helped! The problem was indeed in the incorrect loading of maps, I changed the loading order and the buildings appeared on the map. I didn't even have to start a new game, I just rolled back to the arrival at the location (I copy files after game sessions so that I can replay if necessary)).

Thanks!
YoshiWoof22  [author] 4 Sep @ 11:43am 
@aquelarrefox

That makes little sense, because both the Sandbox and the Radio language files are in the same folder, so you can't really be missing them unless they're corrupted, missing, or unable to be loaded by PZ for some reason.

If you want to check yourself to see if the language files are there, look in the following location:

(On the drive your PZ is installed on)
"Steam\steamapps\workshop\content\108600\2398274461\mods\Save Our Station - Core\media\lua\shared\Translate\", then look within the language folders.

If "DynamicRadio" and "Sandbox" files are there, try loading them in something like Notepad to see if they're okay. If they're there and they load properly in Notepad, then something else is going wrong that might not be related to the mod directly.

Should that be the case, then I am going to need more info like logs, sent through our GitHub Issue Tracker [github.com] as mentioned in my last reply.
aquelarrefox 4 Sep @ 11:05am 
I did it twice, check filled were eliminated. Is the text in the sandbox settings, the messages as far I test in the radio seems to be ok using the translation. I tried English and Spanish and neither translation were used in the sandbox settings but yes in-game with radio.