Welcome to the Builder Academy

Question Zdelete

More
02 Sep 2026 00:37 #11036 by Fizban
Zdelete was created by Fizban
github.com/tbamud/tbamud/pull/299

I opened this pull request for a zdelete command, but wanted feedback before going ahead with merging it.

On TBA if you type help zdelete, it just says Not Implemented. I wasn't sure if that was solely because it never had been implemented, or because there was an intentional choice to not add it.

The implementation I went with, doesn't really delete zones. It removes them from the MUD, and edits the index file, but the files themselves are backed up rather than deleted.

It also requires confirmation so you can't fatfinger it and accidentally delete zone 11 instead of 1, etc.

If you type zone 1, the MUD sends you this:
Code:
Zone 1: Sanctus   100 rooms, 100 mobiles, 97 objects, 100 triggers, 6 shops, 1 quest Exits leading into it, which will become dead ends with no message:   zone 0    room 0      up    -> 100   ...   ... and 5 more. 58 trigger attachments on 36 things outside the zone name a trigger inside it; each attachment logs a SYSERR at every boot. 196 reset commands in other zones load something from this one; each is a SYSERR at every boot. Every object of this zone is destroyed by the reboot -- 172 of them exist right now, and so is every copy in a player file, rent file or house. The player is not told; the item is dropped as it loads. To go through with it, the next command is just:  zdelete confirm


If anyone has ideas for how to improve this, I'd be happy to hear them.

The zone is also LVL_IMPL, this is not meant to be a builder tool. I did also add in delete options builders can use for the editors that lacked them, but those are meant to be used on specific vnums, 1 at a time, unlike this.

Please Log in or Create an account to join the conversation.

More
02 Sep 2026 20:00 #11037 by thomas
Replied by thomas on topic Zdelete
I seem to remember it being deemed less needed than the other functionality; if you're deleting zones you will get tons of warnings (as you warn) about missing stuff, so it was expected that you'd want to do this from outside and restart the mud anyway.
I'll have a look at the PR asap - my days have been long the last couple of weeks, so haven't quite gotten around to see all the PRs yet...

Please Log in or Create an account to join the conversation.

More
03 Sep 2026 01:53 - 03 Sep 2026 02:43 #11039 by Fizban
Replied by Fizban on topic Zdelete
Yeah, I knew zdelete was a bit more likely to be a subjective addition. I had forgotten all the other editors didn't have deletion capabilities as well. Weht to delete a trigger recently and was surprised to see it had never been added. I did add it for every other editor after realizing many lacked the option, but I was less sold on whether this one was a great idea, and even if it should be added, how people would want it to work exactly.
Last edit: 03 Sep 2026 02:43 by Fizban.

Please Log in or Create an account to join the conversation.

More
07 Sep 2026 11:21 #11046 by WhiskyTest
Replied by WhiskyTest on topic Zdelete
I vote yes :)
I always delete the stock zones when starting a new project and it would be nice not to go through the index files by hand/mouse.

Please Log in or Create an account to join the conversation.

Time to create page: 0.204 seconds