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The Indie Stone
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About Batsphinx

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    Co-Founder, Developer, Semi-Nude Velvet Owl

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  1. Could you explain where / how this happened for you? Where on the map were you (exact location), and also were there many/any corpses previously in the area where the zeds reappeared?
  2. HOTFIX JULY 28th: - Increased allowed map_meta.bin and map_zone.bin file size from 20MB to 50MB in multiplayer. HOTFIX JULY 25th: - Fixed updates to the map causing zombies to spawn inside previously cleared buildings. - Disabled the transfer of media items (CDs) when installing/uninstalling vehicle radios, as the current method causes issues in MP. Should be resolved for the next unstable release - Re-added previously removed IGUI_PlayerText_CanNotExitFromMovingCar string - Removed the -Xss1280k stack-size JVM parameter from Linux ProjectZomboid.json files. - Increased Linux and Mac -Xmx=2048m to -Xmx=3072m max-heap JVM parameter to match Windows. - Fixed NullPointerException in IsoGameCharacter.Eat(). Original post below: __________________________ Barring any necessary hot fixes, this will likely be the last unstable patch before pushing the contents of 41.72 and 41.73 into the main stable branch. NEW - Gas container tooltip tweaks: 1) When adding fuel to a generator, tooltips show the percentage the generator's fuel percentage will increase. 2) When adding/siphoning fuel to/from a vehicle, tooltips show the item capacity in liters (to match the mechanics ui). 3) When taking fuel from a gas pump, tooltips show the item capacity in drainable units. - Updated Community Translations - Added icons + textures for Medical/Trauma Bag and Canned Fruit Beverage. MODELS AND ANIMS - added masks to extended idle xmls to not clip as much, - added relevant extended idle anims where needed - capped off hoodieUP xfiles to stop transparency - adjusted hoodieUP texture for new cap - added blood locations to a couple of missing shirts - re-exported female and zombie female base textures after eliminating some erroneous pixels causing holes - adjusted Hat_Spiffo mask to display properly on character - re-exported missed zombie body textures that had outlying pixels - adjusted male and female HighViz vests to visually work similar to hunting vests - reworked Male and Female HighViz vests - changed HighViz vest body location - tweaked Hunting vest masks to work better with underlying clothes MODDING - Added additional check to Vehicle Create, Update and Install Radios that may help prevent mods that modify what data is sent to it from causing errors. FORAGING / SEARCH MODE - changed double click behaviour of search mode pins to place items into the current selected player inventory panel if possible - adjusted the search mode snow cover penalty limit as snowy weather combination could easily hit the penalty cap - fixed an exploit with search focus when spamming the search mode button which could force items to change type - fixed a visual issue with search focus trigger after spotting items which caused picked up items to sometimes be the original item BALANCE - Ginseng now provides an Endurance Buff when used to make a Hot Beverage as a spice. - Added Basil to more recipes. - Better handling of evolved recipe item name when they only have spice ingredients. - Added the ability to install Makeshift Radios into vehicles; this was done for consistency with the requested fix of allowing Makeshift HAM radios to be installed in Ham radio vehicles. - Allow vehicles that have HAM radios to allow any sort of HAM radio installed in them; Luxury and Modern Cars will also always spawn with Premium Radios installed. - CDs in Premium radios will transfer to/from the vehicle they are being installed into/uninstalled from. FIXES - Fixed mapper-placed broken windows not being smashed IsoWindow objects. - Fixed vehicle lightbar lights and siren continuing to operate after the part condition drops to zero (due to zombie thumping). - Fixed the lightbar option not appearing in the vehicle radio menu after the part is destroyed. The option appears now, but the lights and siren won't operate at zero condition. - Fixed multiple lightbar parts appearing in the vehicle mechanics ui. - Fixed incorrect effect of distance on critical-hit chance with firearms. - Fixed pans holding less water than pots. - Fixed issue with zombie maggots + fishing; zombie corpses now spawn poisoned Base.Maggots and not Base.Maggots2 which are now obsolete. - Fixed issues with new gas bottles and containers in backpacks. - Fixed missing distributions for barbequestore and bathroom/shelves. - Fixed Canned Fruit Beverage not having reduce thirst value. - Fixed Obese and Fit not being fully mutually exclusive in MainCreationMethods.lua. - Fixed missing translation string ContextMenu_FuelCapacity. - Fixed inconsistent GoodHot from WildEggs tooltip. - Fixed ContextMenu_PanicNoSleep not being translated in one instance. - Fixed IsWaterSource parameter from BleachBottleGasoline. - Fixed issues with eating quarter and half portions of small amounts of food. - Fixed recipes to tear denim and leather - temporary fix pending improvement. - Fixed adding whole and uncooked animal as a bait, removing and butchering it returning a "full" hunger reduction value animal - Fixed missing tooltip for SafehouseAllowNonResidential server option - Fixed ContextMenu_ContextMenu_FuelCapacity typo. - Fixed the wrong sprites being used for windows sometimes. - Fixed one of the molotov cocktail producing unwanted empty bottles. - Fixed added AddIngredientIfCooked:true to the Burger evolved recipe so baked bread slices can be used to make burgers - Fixed missing period in Tooltip_item_RainFromGroundOnlyPurifyMicrowave. - Fixed missing period in Tooltip_item_RainFromGround. - Fixed hot drinks with alcohol being too strong. - Fixed better tooltips for tainted water items in plastic containers that can only be boiled in microwaves. - Fixed baked bread slices not being usable when making sandwiches; this was on account of them being cooked, the evolved recipe for sandwiches was changed to allow cooked bread slices. - Fixed missing item Violets that got accidentally removed - Fixed Peaches having evolved recipe food type "Berry" - Fixed various mapping issues
  3. HOTFIX: - Exported objects.lua to fix scarecrows - Fixed unwanted player-map wiping - Fixed server time on client after reconnect to another server or host
  4. Latest patch unstable beta released! As ever, if you find that your mods have become unstable then please inform the relevant mod authors - and be patient while they revise and update Thank you! ----------------------------------- NEW - Added the MapRemotePlayerVisibility server option for Multiplayer. 1 = Remote players aren't visible on the in-game map 2 = Remote players in the same faction or sharing a safehouse are visible 3 = Remote players are always visible - The OPT button in the in-game map that was previously visible only in debug mode or for admins is now always visible. When not in debug mode, these options are available: - Players - Remote Players (client only) - Player Names (client only) - Symbols - Added MapRemotePlayerVisibility server option to the server-settings editor and admin panel. - Give zombies that are targeting a player higher priority for pathfinding than other zombies. - Added a panel to the Attachment Editor (Shift-F7) that is displayed when a "world" attachment is selected. This new panel displays the selected model as it would appear on the ground. - Added new loot maps from Pat Bren. - Split the single Louisville map-item into nine separate maps. - Added Louisville maps to the loot tables. - Added highlighting to changed Zombie Lore Sandbox Options (options that differ from Apocalypse mode are highlighted). - Added an "AttachedToGlass" tile prop to fix signs attached to windows not being removed when breaking the window. - Prevent the loot window from popping open when clicking on objects when using the furniture-manipulation tools. - Added "Default=" to combobox sandbox-option tooltips. - Allow empty bottles to store gasoline. - Added water capacity in context tooltip when filling water container (if only 1 item type) - Updated community translations. - Updated credits. - Improved icon draw for context menu - Added ISContextMenu.addDebugOption() which adds an option with iconTexture=media/ui/BugIcon.png. - Added a way to rename a savefile in the load-game "More..." panel. - Added the various pictures frame missing (not spawning yet, also no inventory icon yet - currently using empty frame icon) - Allow building double doors inside buildings. This is to fix a bug where double doors couldn't be built on some outer walls of buildings. - Added checks for wall-like obstacles that should prevent opening or closing double doors. - Don't allow building stairs where there are walls or obstacles at the top. The player will pass through these when going up the stairs. Building walls or obstacles at the top of stairs was already disallowed. - Incorporated Baph's latest additions, which include: new movable script items; new modder-orientated procedural distributions tables; new zombie outfit distributions; new vehicle distributions; more through junk tables; new items. - Longer evolved recipe names; now up to 3 ingredients will be displayed in the display name of compound recipe items. - Updated ISAddItemToRecipe and translation text with translation string support for new recipe naming system. SFX - Updated sound banks. - New action music track. - Fixed one male zombie voice looping the Hit sound. - Added missing sound for taking water from a dispenser. - Added an ambient sound to the Gas-2-Go pumps. - Set the value of the FMOD parameter "Generator" on powered items so they play a sound when powered by a generator. - Added ZombieCrawlLungeSwing and ZombieCrawlLungeHit sounds for zombie fence/window crawling attacks. - Zombies play their Attack and GettingUp sounds during fence/window crawling attack animation. MAP - Full export of the current Knox Event map, not including new areas being worked on. This will be the final B41 map update. - Updates many farms and farmsteads - Improves upper class areas in Louisville - Adds many new tiles on the tilesheets - Fixes many and various community-reported map issues and bugs FOOD AND RECIPES - New Ice Cream Cones now melt and produce a Melted Ice Cream Cone item. - New Gravy Boat, Baloney Slices, Salami, Salami Slices, and Snack Cakes models. - New Canned Condensed Milk item; can be used for the same recipes as milk. - Balance adjusted assorted values of food items and recipes. - Appropriate bottles can now hold gasoline. - Baloney and salami can be sliced. - Many food items have more options for being used as evolved recipe ingredients. - Recipes for Onigiri; Baguette Dough; Biscuit Dough; Meat Patty; Scooping Ice Cream; and Trays of Cookie Dough. - Crayons can be used to write notes and mark the map. - Toast can be made from Bread Slices by cooking them. - New recipe for a Cheese Sandwich item; cook a Cheese Sandwich to make it into a Grilled Cheese Sandwich. - Evolved Recipes for Ice Cream Cones; Sweet Pies; Bread; Toast; Bowls of Oatmeal; Mixed Beverages; and Glasses of Wine and Beer. This makes it possible to make foods such as Ice Cream Cones with candy and fruit on them, chocolate, cheese, or sunflower seed Bread, Toast with beans or avocado on it, Bowls of Oatmeal with berries and honey, cocktails, and such. - Whole Pizza item added. - Glasses and cup items can be filled with water. - WildGarlic item replaced by WildGarlic2 which is edible; this was done so that Wild Garlic could be a food item and be used in recipes. Otherwise identical to the old Wild Garlic. - Canned Condensed Milk item; can be used for the same recipes as milk. - Maggots that spawn with zombie corpses will be mildly poisonous. - Added evolved recipe item PizzaRecipe; "Pizza(Uncooked)" can be used to make an evolved recipe pizza with toppings. - When Hot Drink beverages are made using Black Sage, Common Mallow, or Lemon Grass the medicinal properties of those items are transferred to the Beverage, "Herbal Teas". - For herbal tea purposes, Hot Drinks are more flexible re ingredients and have special naming. - Coffee and Espresso Machine stoves will now only accept mugs and other appropriate items. - Added placeholder texture for Bag_MedicalBag. - Added BrokenGlass tag to broken glass movables and smashed bottle, and added recipecode code for the tag, for modding purposes. - Added support for the tag "SewingNeedle"; this will allow modders to add new mod items that can perform tailoring and wound stitching tasks. - More flexible Tag support for writing notes. - Added Tomato Paste item for pizza crafting. - Added Prepare Pizza recipe to make a RecipePizza base evolved recipe item. BALANCE - Baloney, Salami, Ham, Onions, and Watermelon must be sliced before being able to be used in evolved recipes. - Watermelon must be sliced or smashed before being able to eat it. - Values of many food items adjusted for balance, consistency, and QOL purposes such as allowing one instance of an item to be used in more evolved recipe portions. - Only Bread Slices and Toast can be placed inside Toasters. - Some recipes now require a bowl as well as a spatula, spoon or fork, to mix ingredients. - Many recipes adjusted to allow for more ingredient flexibility. - Hot water is now required to make Bowls of Oatmeal. Tim is now satisfied. - Added new param to Recipe: "InSameInventory". When this param true items gets only from same outermost inventory. (Need for fix Rip clothing only from player inventory or only from Floor/Container) - Changed Rip Clothing recipe - HandWeapon.weaponSprite is saved if it is different than the item-script's value. - Slightly increased zed attraction to gunshots in MP - Reduced the endurance loss when missing a hit (especially when pushing). - Set sprite properties on the "Wood Pegboard" and "Wood Top Workbench" in location_business_machinery_01 so they are movable. - Added all the missing translations to Moveables_EN.txt. Any missing translations for this are printed to the console when loading a game. - Added a "Slice Onion" recipe so Fried Onion Rings can be made. - Made the Composter thumpable by zombies. - Sometimes the corpses that spawn as the player explores the world will be fake dead. - As corpses progress in rot stages they have a chance of becoming fake dead. - Additional appropriate corpses spawned in randomized world stories will rarely be fake dead. - As corpses progress in rot stages they have a chance of spawning maggots in their inventory and in their square. - Food value and evolved recipe name adjustments for more flexible recipe usage and shorter compound names. - Obese is now mutually exclusive with Light Eater and Very Underweight is mutually exclusive with Hearty Appetite at character creations. - Adjusted weight of Spears - Floor tiles will now provide a maximum of 1 nail when dismantled. - Eggs are dangerous uncooked but now with a greatly reduced chance of causing food sickness. - Ice Cream Cones now melt and produce a Melted Ice Cream Cone item. ANIMS - Added new fill from bourbon bottle anim - Changed fill from bourbon bottle xml to use new anim Emote Wheel adjustments: - Adjusted some emote bone masks to reduce clipping - Added some stealth emote versions to reduce clipping and posing awkwardness - Added emote states for different weapon poses - Added an eating animation for WaterPotPasta WaterPotRice. The animation is the same as for drinking out of a pot. Idle extension adjustments: - Adjusted normal stance extensions bone masks to avoid clipping and awkward poses - Added normal stance extensions anims, where appropriate - Added normal stance extension xml for different weapon stances, where appropriate MP - Various anti-cheat improvements - Sync and physics improvements for vehicles. - Refactored and decreased vehicle physics packet size. - Vehicle interpolation was refactored and improved . - Improved towing physics and behaviour. - Updated PZBullet library on all platforms. - Rope constraint is added to PZBullet. Now used for vehicles instead of z-offset for point-to-point constraint. - Optimized Vehicle authorization on exit - Allow admins to repair clothes via Edit -> Condition, and remove wholes when the item is set to max condition when the item is in their inventory. - Visual data for damaged/fixed clothing will now sync between clients. - Hit reaction translation length is now calculated by appropriate animation clip - Use WaveSignal packet on client - Improve auth/towing for cases with two drivers/swap tow - Stopped clients updating rotting corpses and fake-dead corpses. - Added check for IsoDeadBody.getHumanVisual() being null. - Server will send the success result of recipes checksum validation if the client is untouchable. - The game will calculate the checksum using the original recipe name. - The driver now stops the vehicle before they exit from the vehicle or switch seat. - Added ISBaseTimedAction timed action. - The IGUI_PlayerText_CanNotExitFromMovingCar string is not used now. - The BaseVehicle.setForceBrake function was added. Calling this function activates the brakes for 1 second. - The SystemDisabler.doDisableTunePhysicDelay variable was added - If FPS is capped the updatePhysic function receives time delta uses the PerformanceSettings.getLockFPS function. - The game server will not send the PlayerUpdateReliable packets from players who are far away. - Improvements for some anti-cheat checks - ServerOptions to enable/disable AntiCheatProtectionType checks for types 21-24 are added. - Added log message for LUA debugger - Improve vehicle logging - Add DebugLogStream noise methods - Logs can be filtered by severity - Reformatted log streams for damage, death, and multiplayer log types - Added server log command for vehicle traces (ex.: "log vehicle trace" or "log ve t" for short) - Command entered in general chat tab changes severity on the client - Command entered in admin chat tab changes severity on the server - Fixed Zed appearance not syncing between players. - Fixed one player being able to use two radios / walkie talkies. - Fixed text not displaying above the placed HAM radio if there is a Walkie talkie in your hands. - Fixed vehicle radio using wrong coordinates. - Fixed vehicle radio not working in the same way as world placed radio. - Fixed other vehicle radio issues (radio stations, text, chat, VOIP). - Fixed vehicle radio text processing. - Fixed trailer authorizations / floaty trailers. - Fixed Item Remove tool not removing items from containers on a server. - Fixed clients sending StopSound packets to the server for zombie vocals. - Fixed clients sending climb-over-fence sounds and climb-through-window sounds for players and zombies. It seems each client runs the ClimbOverFenceState and ClimbThroughWindowState, so these sounds may be kept local. - Fixed clients sending climb-over-wall sounds. - Fixed seat authorizations. - Fixed null pointer exception in the VehicleManager.serverPacket function. - Fixed incorrect delay-tuning algorithm. - Fixed issues with Handle BufferOverflowException sending map_meta.bin and map_zone.bin for servers that use many map mods. - Fixed issues when characters are hit by trailers. - Fixed corpses disappeared when killed by trailer - Fixed issues with vehicle physics debug log messages. - Fixed Admin being kicked because of incorrect checksum. - Fixed car changing its place after re-login. - Fixed normal vehicle not being removable in mods. - Fixed movement sound when vehicle is stopped. - Fixed movement sound when player changed seat from driver to passenger. Redundant vehicle packet EngineSound flag is removed. - Fixed disappearing trailers. - Fixed physics update limits. - Fixed a vehicle and towed vehicle having different physic delays right after they were attached, causing clients to see the two closer than they actually were. - Fixed attached cars being disconnected after re-login. - Fixed passenger not being able to exit attached car if they occupy driver's seat while the car is being towed. - Fixed attached trailer twitching after player gets in car. The server gives authorization for a short time to a player if both vehicles don't have drivers. - Fixed empty RequestGetFull being sent. - Fixed vehicle passenger could have vehicle authorization after collision. - Fixed vehicle collision owner. - Fixed tow re-attach. - Fixed vehicle seat switching. - Fixed passengers seeing black boxes at high speeds. - Fixed vehicle not damaging players after re-login. - Fixed vehicle local simulation pass through another vehicle. - Fixed player can't become owner of pushed vehicle. - Fixed bouncing vehicle authorization at the end of local simulation. - Fixed player can exit or sleep in moving car. - Fixed rare incorrect vehicles authorization after towing. - Fixed engine sound disappearing without a driver. - Fixed car not stopping when driver changes their place due to cruise control. - Fixed error when try to type "[" in Item list viewer. - Fixed bug in the GameTime class. The class had insufficient precision when calculating the time in the syncServerTime function. - Fixed car stopping condition. The vehicle is stopped if the speed is less than 0.8 kmph. - Fixed clipping vehicles. - Fixed remote cars lag. The stepSimulation function will receive fixed update period. This period will not depend from FPS. - Fixed Vehicle simulation speed depending on locked fps. - Fixed the server kicking players when SystemDisabler.doAllowDebugConnections variable was set to true. - Added MapRemotePlayerVisibility server option to the server-settings editor and admin panel. MODS - Improved log for lua errors. Now it shows if it modified file error - Added list of mods in Pause menu + this list show mods that cause errors FORAGING - Adjusted the position of foraging pin icons and direction arrows. The arrows always pointed to the northwest corner of a square, which didn't look right for dropped items. - Turn the player to face a forage item when picking it up. - Fixed the foraging system not handling non-rectangular zones (i.e., polygon or thick polyline zones). - Zone.getRandomSquareInZone() now handles polygon and thick polyline zones. - Zone.getTotalArea() returns the area of polygon and thick polyline zones. Note this isn't an accurate count of the squares in such zones, it is the sum of the area of each triangle that forms the polygon. For other types of zones, width * height is returned. - Added the OnLoadedMapZones event which is called after map_zone.bin is loaded. As before, the existing OnLoadMapZones event is triggered before map_zone.bin is loaded. - forageSystem.init() is called by the new OnLoadedMapZones event instead of OnLoadMapZones. - forageSystem.integrityCheck() checks whether the original map zone represented by each ForageZone still exists. ADMIN/DEBUG - Added Brush Tool for copying, destroying, and building specific Tiles, as well as a Fire, Smoke, and Explosion-Brush. . - Controls: - Turn on Brush Tool cheat via the Debug Menu -> "Cheats" -> "Brush Tool".. - Right-Click on any tile -> "Brush Tool Manager", "Copy tile", "Destroy Tile". - When a tile was picked from the Bruth Tool Manager -> keys "[" and "]" for scrolling between tiles. - Added trigger thunder tool (for admins). - Added respawn new loot in container by RMC-ContextOption on container button (when LootZed cheat on or isAdmin). - Changed LootZed manager opening on RMC-ContextOption on container button. - Allowed admin to create any VHS out of spawned VHS-home (like in debug). - Added sync for Health panel cheats. - Trailers debug is improved. - Small fix to Lua closure. - Improved spawn vehicle menu. - Added ability to change weight in Player Stats window. - Added destroying objects without a sledgehammer if building cheat is on. - Added sliders for change weight and calories in debug panel. - Added Step Into, Step Over, and Resume buttons to the Lua debugger. - Improved ContextMenu - Now you can add icons for context options: local myOption = context:addOption("My option name", ...) myOption.iconTexture = getTexture("media/ui/MyIconForOption.png") - Added new functions for context: insertOptionAfter(...), insertOptionBefore(...), removeOptionByName(...), getMenuOptionNames(...) - Improved Debug/Admin options. - Added new options for doors - Now you can set a building ID for doors and force-lock doors inside buildings. - Added Door Options can be found in the Right-Click Context Menu -> Objects. - To lock a door inside a building, set a Building Key ID for the door, set Force-Lock to "True" and click "Objects" -> "Door Lock" in the context menu. A key for the door can be spawned via the "Get Key" option. - Added 'make noise' options to attract zombies. - Added option for removing all zombies in a zone to the Admin tools. - Added icons in context menu for ADMIN/DEBUG options. - Added elapsed time since server started in server statistics info. - Added access to some Admin tools for moderators. - Added an external anim debug UI for Martin. - Removed the line "Press Esc to open Admin panel" from Server toolbox UI FIXES - Fixed radio batteries spawning at 100% charge no matter how much time has passed. They should be depleted after about 4-5 days. - Fixed radio batteries sometimes not draining after loading a game after quitting to the main menu. - Fixed Weapon-part models (for scopes, etc) not being displayed for weapons on the ground. - Fixed ability to disassemble the floor at the top of a staircase. It was already forbidden to destroy such a floor using a sledgehammer. - Fixed the composter becoming unusable after moving it. - Fixed being able to move a composter if it has compost in it. - Fixed food unhappiness being reset to the default value when loading the item, when it was set to zero after being cooked. - Fixed clothing dryers and washers not consuming fuel from generators. - Fixed generator fuel consumption not being updated properly when turning things on and off. - Fixed picking up and placing powered objects not updating generator fuel consumption. - Fixed battery-powered radios consuming generator fuel. - Fixed requiring 2 or more units of gas in a can to refill a generator, rather than 1 or more. - Fixed playing VehicleAddFuel instead of GeneratorAddFuel when refilling a generator. - Fixed opening a smashed window when holding down the E key, when a vehicle blocks the other side. - Fixed "Grabbing XYZ" appearing in the crafting UI when putting items back into containers. - Fixed IsoGenerator.setSurroundingElectricity() calling IsoObject.checkHaveElectricity() before each chunk's list of active generators was updated. - Fixed exterior doors and windows not playing ambient sounds if they are on the west or north edge of a chunk but the adjacent chunk hasn't been loaded yet. - Fixed VehicleAmbiance stopping immediately after starting sometimes. - Fixed some object ambient sounds that don't use the Generator parameter stopping immediately after starting. - Fixed Base.BareHands.HitFloorSound. It was trying to play the non-existent default BatOnFloor sound. - Fixed hot food not cooling down when placed on the ground. - Fixed incorrect weights of weapons with upgrade parts. - Fixed equipping an already-equipped item causing the item to drop on the ground when the player's inventory is near 50. - Fixed hearing rain hitting a vehicle when the vehicle is inside a building. - Fixed ambient sound playing at "outside" volume when inside a vehicle that is inside a building. - Fixed ISVehicleMechanics.OnMechanicActionDone() calling undefined noise() function. - Fixed Lua errors on the Steam Deck after disabling the "Steam Virtual Gamepad" in the controller options UI. - Fixed not being able to upgrade wall frames or walls when there is no floor to the east or south of the wall. - Fixed incorrect math applying a model's "world" attachment when displaying an item on the ground. - Fixed MagazineGround and MagazineOpenGround models appearing off-center when on the ground. - Fixed and adjusted many model "world" attachments. - Fixed bug when character weight does not decrease if day length > 1 hour - Fixed equipped radios only updating for one splitscreen player. - Fixed stacking of military crates and the popcorn machine. - Fixed the freeze the first time a vehicle is entered. This was due to loading all the vehicle-dashboard textures. - Fixed "Min= Max= Default=" not being displayed in server-option tooltips as is done for sandbox options. - Fixed accidental change of Muldraugh map bounds to Louisville area. - Fixed mapper-placed open doors not being IsoDoor objects. There are some open doors at the Louisville stables that couldn't be interacted with. - Fixed each part of a double door being randomly locked or unlocked on creation. Now they are always unlocked. - Fixed the wrong type of item being returned when the foraging "search focus" causes an existing item to change type. There is still an issue where an already-seen item may change type by spamming the End key. - Fixed ISForageIcon.lua overriding ISBaseIcon.checkIsForageable() by mistake. - Fixed (again) incorrect placement of the foraging pin icon over the item icon. ISBaseIcon.textureCenter is no longer used after this change. - Fixed the animation played when filling Bourbon and Wine bottles. - Fixed bunker tiles cutaways. - Fixed blood appearing on destroyed windows.an destroyed fences. - Fixed holding SHIFT made weight decrease faster. - Fixed holding SHIFT without moving having the same impact as running on hunger. - Fixed sitting on a chair giving a different endurance regen than sitting on ground. - Fixed car's engine not taking damage when running over zombies when the hood was removed by player. - Fixed not losing endurance when stomping zombies in the legs. - Fixed more cases where indoor zombies can spawn in inaccessible locations. - Fixed picking up and placing WallOverlay movables (like mirrors) on the east and south edge of a square. - Fixed LuaClosure.toString2() exception when a function has no filename. This includes everything in the built-in stdlib.lua code. - Fixed missing tile properties on the Public Garbage Bin (and added translation). - Fixed the Small Crate (found in Greene's Grocery) not being stackable. - Fixed police cars at blockades with their headlights and flashers on not spawning with the battery drained according to the amount of time that's passed. - Fixed the properties on some new stove sprites. They became IsoThumpable instead of IsoStove. - Fixed weapon parts not appearing on equipped weapons on corpses or on the character-info avatar. - Fixed stepping over a Lua function in the debugger that adds a UI element adding the UI element in the debugger instead of in the game. - Fixed the Lua debugger not handling changes to screen resolution. - Fixed bug in vehicle skin editor in SP. - Fixed bug with fast transfer leaving item in inventory after crafting (for example stacked logs). - Fixed tile properties on a stair railing creating invisible walls. - Fixed CornerNorthWall and CornerWestWall not having tile properties. - Fixed zombies only playing their Hurt sound one time when hit on the ground. - Fixed spear-charge zombie kills not being counted. - Fixed the container highlight color not being displayed for painted crates. - Fixed not being able to sleep on brown picnic table. - Fixed Spiffo's green arrow requiring farming skill to be picked up. - Fixed some desks that couldn't be picked up. - Fixed some office whiteboards that couldn't be picked up. - Fixed (again) aspects of Composter sprites as RJ BROKE EVERYTHING. - Fixed bug when generator can charge vehicle battery. - Fixed water containers not getting fully emptied when watering crops. - Fixed clicking "Health icon" while Health Panel info is open adding spaces in the bottom of the text. - Fixed players being able to start changing parts of vehicles when inside a certain vehicle. - Fixed Dirty Rags being used to build a Log Wall when there are exactly 4 Ripped Sheets in inventory. - Fixed missing translation for new movable Medical Desk. - Fixed bug with rip clothing menu. - Fixed bug with double checking fishing net. - Fixed being able to dismantle favorited Electronics. - Fixed bug player not takeing nearest item in inventory for smoking. - Fixed character info panel showing male player model when the character was female. - Fixed zombies colliding with the player's vehicle when walking into a different, nearby vehicle. This only affects singleplayer. - Fixed debug rendering of vehicle trailer positions. Only one of the two locations was drawn in red when obstructed. - Fixed radios with dead batteries still being turned on. - Fixed missing space after the water amount in the farming tooltip - Fixed the animation speed of the wind effect on water being faster at higher framerates. - Fixed fog from a previous game appearing briefly when loading a different game. - Fixed the character Info and Protection panels displaying no help text when the "i" button in the titlebar is pressed. These two panels have no translations, so the help dialog is now hidden when either is displayed. - Fixed the character-info-window help dialog not resizing to match the height of the text. - Fixed ISAdminPanelUI.updateButtons() overwriting self.climateOptionsBtn and self.showStatisticsBtn. - Fixed the 'pinned' state of the character-info window not being preserved. - Fixed the 'pinned' and 'visible' states of the forage ui not being preserved. - Fixed flashlights no longer falling out of hands when climbing over walls - Fixed lack of shoveling sound when filling in graves. - Fixed being unable to dismantle Electronics with a favorited Screwdriver. - Fixed Flashlights falling out of hands when climbing over walls. - Fixed dried foods and Ramen noodles transferring their thirst values when used in evolved recipes. - Fixed granola bars and cookies being perishable. - Fixed missing fruit cocktail item. - Fixed items being used in evolved recipes not having their thirst values reduced. - Fixed Pancakes being unable to be burnt. - Fixed evolved recipe tooltip displaying uncooked icons for cooked ingredients. - Fixed partially eaten food not getting lighter in some circumstances. - Fixed cutting Bacon Rashers into Bacon Bits producing rotten Bacon Bits. - Fixed the names used for ingredients in evolved recipe names to be shorter. - Fixed the junk tables entries in the loot distribution tables being affected by zombie population density. - Fixed PiePrep not having a debuff. - Fixed Ice Cream Cones now melt and produce a Melted Ice Cream Cone item. - Fixed added several missing models. - Fixed renamed items are now limited to a new name of 28 characters or less. - Fixed Display Category for the PetrolBleachBottle and PetrolPopBottle items - Fixed missing models for Muffin Tray, Carving Fork, Gravy, Gravy Mix, Spatula, Teacup, Baloney Slices, Salami, Salami Slices and Snack Cakes - Fixed renamed items being able to have new names of more than 28 characters - Fixed animal-in-trap sounds not being sent from the server. Currently this only happens every 10 minutes so they're easy to miss. - Fixed music not restarting after creating a new character in-game. - Fixed missing PikeRotten.png and PikeCookedRotten.png - which is currently unused. Food models are rendered as Cooked or Rotten but not both. - Fixed not being able to navigate out of the Sandbox options preset panel with D-pad left and right. - Fixed previously-loaded buildings possibly being randomized (burned down, etc) after a server soft reset. This could happen any time map_meta.bin was deleted since that is where the "has this building been checked before" flag is kept. Now, a building will only be randomized if it hasn't been checked before and if at least one of the chunks covered by the building was loaded for the first time. - Fixed the custom weight of trapped animals not being preserved. - Fixed inaccurate weights for partially eaten food items with custom weights. - Fixed renamed items not being limited to a new name of 28 characters or less. - Fixed accurate weights for partially eaten food items with custom weights. - Fixed claustrophobic characters being able sleep in small rooms by right-clicking the bed from outside the room. - Fixed two-way radios installed in vehicles not transmitting text chat; needs testing for VOIP. - Fixed vehicles with premium radios installed not being able to play CDs in them. - Fixed Gravy Boat, Baloney Slices, Salami, Salami Slices and Snack Cakes models. - Fixed missing models for Muffin Tray, Carving Fork, Gravy, Gravy Mix, Spatula, Teacup, Baloney Slices, Salami, Salami Slices and Snack Cakes. - Fixed missing Sport T-shirt icons. - Fixed missing tooltip explaining that to purify some water containers, a microwave must be used. - Fixed error with Baguettes being unable to be used to make sandwiches. - Fixed missing add-all option in the fill menu for Generators. - Fixed not being able to equip a weapon as secondary when a handgun is equipped as primary. - Fixed Sweet Pies being unavailable in the crafting UI. CODE / ENGINE - Changed ZomboidFileSystem.getGameModeCacheDir() to not append a trailing File.separator. Most callers of getGameModeCacheDir() already appended a File.separator, resulting in two separator characters. These duplicate separators didn't seem to hurt anything.
  5. Pie means the bug has been noted, and added to our internal tracking systems if required
  6. Also two more 'action music' tracks for the new music system.
  7. HOTFIX - Updated credits - Updated community translations. - Updated sound banks with two new action tracks. - Fixed Texture.saveToCurrentSavefileDirectory() not working with textures created via the split() method. - Fixed Texture.saveToCurrentSavefileDirectory() not working with non-power-of-two texture sizes. - Fixed wall-cutaway textures being drawn at the wrong size when not using double-sized textures. - Fixed player logging into darkness on MP - Fixed the FMOD MusicActionStyle parameter not updating to match the Audio option. - Fixed looping zombie 'hurt' sound.
  8. 41.71 MUSIC - More tracks for the new dynamic music system - we now have ten of the refigured music tracks in-game, with four more still to come. MODELS AND ANIMS - Changed Diamond Pattern Sweater Vest and V-neck Sweater Vest to use Sweater body location - Changed High Viz vest to use Sweater body location - Added a different animation played when destroying floors with a sledgehammer. SOUND - Fixed SFX and music cutting out in busy situations (often seen on MP servers) - Reimplemented ZombieVocalsManager to limit zombie voice events to the nearest 20 zombies. - Optimized sorting objects in DoorAndWindowEmitters and ZombieVocalsManager. - Changed handling of object ambient sounds so they only play from the nearest 20 objects. This includes doors, fridges, trees, windows and any sprite with the AmbientSound property set. - Removed DoorAndWindowEmitters. This is combined with ObjectAmbientEmitters. - Fixed ZombieVocalsManager not actually stopping vocal events when one of the 20 slots was reassigned to a different zombie. BALANCE - Muffins produced by the "Get 6 Muffins" recipe have the name of the ingredient added to the muffins, if any, such as "Apple Muffin". - Muffins produced by the "Get 6 Muffins" recipe are marked "Cooked", so the hunger-reduction bonus due to being cooked is applied. - Fixed adding a spice to a stale Taco increases boredom and unhappiness. - Added new methods to the Food class (to fix the above issue): getBoredomChangeUnmodified() getEnduranceChangeUnmodified() getStressChangeUnmodified() getThirstChangeUnmodified() getUnhappyChangeUnmodified() - Higher level carpentry crates now have more space. - Can now move empty composter. - Can now move military crates. FIXES - Fixed new player's natural hair color being different than their hair color. This caused the hair color to change when it regrew after shaving it. - Fixed Consolidate All stopping after the first full item. - Fixed "Fill All" stopping if an item was in a carried bag and needed to be replaced by a different item type. - Fixed the player moving to a strange position when performing the "Place Item" command on items that are inside a vehicle. - Fixed the "Place Item" command showing when the player is inside a vehicle. - Fixed displaying a submenu for single items in the "Fill" menu. - Fixed ISRemoveBurntVehicle not checking whether the Propane Torch has enough propane. - Fixed the Dismantle Car Wreck tooltip showing the incorrect required amount of propane when the player doesn't have a Propane Torch. - Fixed the player standing on floors they are destroying with a sledgehammer. - Fixed the level-up text above the player's head not being displayed in the first hour of life, for passive perks (Fitness and Strength) and for the first experience level. - Fixed no sound playing when unloading bullets from a magazine. - Fixed playing GetWaterFromTap when filling a container from a puddle. Now it plays GetWaterFromLake (which is a bit loud when filling a bottle). - Fixed incorrect hunger calculation when adding ingredients in evolved recipes. - Fixed bunch of tile definitions problems. - Fixed various table story problems. - Fixed dismantling log wall not giving logs. - Fixed some issues with 3D models. - Fixed "Film Camera" not being called "Camera Film" and lowered the weight. The item is not a camera. - Fixed some hedge sprites becoming invisible when covered in snow with x1 textures.
  9. 41.70 BALANCE AND TRANSLATIONS - Updated community translations. - Deleted media/lua/shared/Translate/EE - Item distribution and recipe code fixes and changes FIXES - Fixed WorldItemModelDrawer.java applying ModelScript.scale twice - Fixed Hyperthermia or hypothermia occurring when the player sleeps - if length of the day more than 4 hours - Fixed node.skinCelcius accumulatubg too large values (hundreds and thousands) - Fixed Lua errors using the 16 new insect lures. Definitions were missing in fishing_properties.lua. - Fixed the player's hair/skin changing after sleep - Fixed IsoWorldInventoryObject.ignoreRemoveSandbox not being saved. - Fixed the "Consolidate All" command so it combines drainable items one at a time, instead of waiting until the end of a longer combined action. - Fixed vehicle trunk capacity not lowering when zombies thump on it. - Fixed "CHEAT: Set Part Condition" not affecting trunk capacity in single-player. - Fixed clients not being able to sleep in cars or tents when the SleepNeeded server option is false. - Fixed clicking on an expanded stack of greater than 50 items selecting other items not in the stack. - Fixed new players knowing media lines saved in recorded_media.bin when loading an old save with an already-dead player. This shouldn't be happening if an old save is loaded with an alive player who then dies. - Fixed not being able to place items that are in bags on the ground. - Fixed items being deselected when clicking the scrollbar in the inventory and loot windows. - Fixed inventory and loot container buttons responding to mouse-up events when the button wasn't clicked and items aren't being dropped on them. Dragging the scrollbar and then releasing the mouse button over a container button would act like a left click. - Fixed tall 3D item models being clipped off at the top when rendering them as textures. - Fixed PVPFirearmDamageModifier and PVPMeleeDamageModifier tooltips which now read "Damage multiplier for ..." instead of "Added damage for ..." - Fixed dragging items onto inventory and loot container buttons selecting the container. - Fixed typo with Tooltip_BookTitle_9. - Fixed sawing a JS-2000 Shotgun with a Choke Tube upgrade not removing the Choke Tube, which isn't allowed on the Sawn Off JS-2000 Shotgun. The Choke Tube is now returned to the player's inventory. - Fixed incorrect hunger calculation for the Muffin recipe.
  10. New Tag Info! - Several new Tags were added to the item scripts, and their functionality added to the lua code. - This allows for modders to add new items that seamlessly work with the game in several places, such as adding new fully-functional Sledgehammer items, or adding new Gasoline containers. - The new code includes safeguards to prevent vanilla items that have been overwritten by mods, such as Better/Improved Item mods, from having their utility broken by this update in most circumstances. But if you do experience issues using items, try disabling mods of that nature. - However, for the sake of continued compatibility with future changes to items in PZ, modders should not overwrite item scripts, and should use the DoParam function to modify script items instead. - How to use DoParam to properly modify item scripts is demonstrated at the end of this documentation. New Tags BluePen, Corkscrew, Disinfectant, DullKnife, Egg, EmptyPetrol, Eraser, Fork, GasMask, Glue, HazmatSuit, HeavyItem, Liquor, Milk, MortarPestle, Pen, Pencil, Petrol, Razor, RedPen, ReloadFastBullets, ReloadFastShells, RemoveBullet, RemoveGlass, Scissors, SharpKnife, Sledgehammer, Spoon, StartFire, Sugar, Tape, WeldingMask. Recipe Changes - Denim Strips can now be used in recipes that require Ripped Sheets. - Suture Needles now cannot be used in the Make Mattress recipe; they're specialized single-use medical supplies and not actual sewing needles. - Making Jars of vegetables should now require one hunger unit of Sugar instead of consuming entire bags of Sugar. Other recipes requiring Sugar will also work likewise, consuming hunger units instead of entire Sugar items. That issue was due from Sugar being changed from a drainable item to a food item. - The Make Molotov Cocktail Recipe using Bourbon now requires a full bottle of Bourbon to craft a Moltov Cocktail; previously partially-consumed bottle could be used to craft Moltov Cocktails. - Recipes using Eggs now require whole eggs to use them; previously partially consumed Eggs could be used in them. New Tag Explanations BluePen, Pen, Pencil, RedPen: Used to enable writing in the appropriate color on the map. Add the Write Tag to new mod items with this Tag as well, eg.: "Tags = Write;Pencil," Corkscrew, GasMask, HazamatSuit: Currently unused in vanilla; can be used for new mod recipes. Disinfectant: Used in to disinfect Bandages, etc. In order for items to be used to disinfect wounds in the First Aid Interface they need to have an Alcohol Power parameter set in their script, such as " AlcoholPower = 3," DullKnife: Used in recipes that can utilize dull knife utensils, such as Bread Knives and Butter Knives. Egg: Used in recipes that require Eggs. EmptyPetrol: Used to determine if a container can be used to contain Gasoline. These items will also require a parameter such as "ReplaceTypes = PetrolSource NEW_PETROL_CONTAINER," where NEW_PETROL_CONTAINER is the item that replaces the Empty Petrol container when it is filled with Gasoline. Eraser: Used to erase notations in the map. Fork, Spoon: Used to determine if the player has a Fork or Spoon for eating animations. Glue: Unused in vanilla, can be used to determine if an item counts as Glue for new mod recipes. Liquor: Used in recipes for making Molotov Cocktails and disinfecting Bandages. HeavyItem: Used to determine if items are heavy oversized objects that need to be held in both hands to be in the inventory, such as Generators and Corpses. Milk: Used in recipes that require Milk. MortarPestle: Used in recipes to make Poultices. Petrol: Used to determine if a container holds Gasoline. These items will also require a parameter such as "ReplaceOnDeplete = NEW_EMPTY_PETROL_CONTAINER," where NEW_EMPTY_PETROL_CONTAINER is the item that replaces the Empty Petrol container when it is emptied of Gasoline. Razor, Scissors: Used to determine if an item functions as a Razor or Scissors for cutting Hair and Beards. ReloadFastBullets: Improves the reload speed of firearms that use non-Shotgun Shell ammunition when equipped. ReloadFastShells: Improves the reload speed of firearms use Shotgun Shell ammunition when equipped. RemoveBullet: Used to determine if an item can be used to remove Bullets from injuries in the First Aid Interface. RemoveGlass: Used to determine if an item can be used to remove Glass from injuries in the First Aid Interface. SharpKnife: Used in recipes that require a sharp cutting instrument. Sledgehammer: Used to determine if an item can Destroy tiles (if the Sledgehammer Destruction option is enabled in Sandbox/Server settings) as well as if the item counts as a Sledgehammer for recipes. StartFire: Used to determine if an object can be used to Burn Corpses and ignite Campfires, BBQs and Fireplaces. Does not work for lighting Cigarettes and Molotov Cocktails. Tape: Unused in vanilla, can be used to determine if an item counts as adhesive Tape for new mod recipes. WeldingMask: Used to determine if an object counts as a Welder Mask for recipes, Metalwork Construction, and Disassembling tiles. Script Example of How To Use New Item Tags For New Recipes - Note that Tags do not work for the Fixing recipes. - Use the format [Recipe.GetItemTypes.TAG_NAME_HERE] in the script block as follows for new recipes. module Base { recipe Make Stake From Sturdy Stick { WoodenStick, keep [Recipe.GetItemTypes.SharpKnife]/MeatCleaver, Result:Stake, Time:80.0, Category:Survivalist, OnGiveXP:Recipe.OnGiveXP.WoodWork5, } } - Tags that can be used in recipes this way are in the beginning of media/lua/server/recipecode.lua/server/recipecode. - Note: Not all new tags have this utility for recipes; - To add new Tag functionality for recipes make a lua file in media/server with the following code; this can also be used to make new mod Tags usable for new mod Recipes: require "recipecode": function Recipe.GetItemTypes.TAG_NAME(scriptItems) scriptItems:addAll(getScriptManager():getItemsTag("TAG_NAME")) end Script Example Of How To Add New Sledgehammers - This must be in a txt file in the directory media/scripts. module Base { item SuperKatana { DisplayCategory = Weapon, MaxRange = 1.4, WeaponSprite = Katana, MinAngle = 0.8, Type = Weapon, MinimumSwingTime = 3, HitFloorSound = KatanaHit, ImpactSound = KatanaHit, DoorHitSound = KatanaHit, HitSound = KatanaHit, SwingSound = KatanaSwing, KnockBackOnNoDeath = TRUE, SwingAmountBeforeImpact = 0.02, Categories = LongBlade, Weight = 2, ConditionLowerChanceOneIn = 15, PushBackMod = 0.5, SubCategory = Swinging, ConditionMax = 10, MaxHitCount = 3, DoorDamage = 8, SwingAnim = Bat, CriticalChance = 35, CritDmgMultiplier = 6, DisplayName = Super Katana, MinRange = 0.61, SwingTime = 3, HitAngleMod = -30, KnockdownMod = 0, Icon = Katana, RunAnim = Run_Weapon2, BreakSound = KatanaBreak, TreeDamage = 1, CriticalChance = 30, CritDmgMultiplier = 10, MinDamage = 8, MaxDamage = 8, BaseSpeed = 1, WeaponLength = 0.3, DamageCategory = Slash, DamageMakeHole = TRUE, TwoHandWeapon = TRUE, WeaponLength = 0.4, AttachmentType = BigBlade, Tags = Sledgehammer, } } Script Examples Of How To Add New Petrol Containers - This must be in a txt file in the directory media/scripts. module Base { item SmallEmptyPetrolCan { DisplayCategory = VehicleMaintenance, Weight = 0.8, Type = Normal, DisplayName = Small Empty Gas Can, Icon = Petrol, StaticModel = SmallGasCan, SurvivalGear = TRUE, ReplaceInSecondHand = Bag_GasCan_LHand holdingbagleft, ReplaceInPrimaryHand = Bag_GasCan_RHand holdingbagright, WorldStaticModel = SmallGasCan_Ground, Tags = EmptyPetrol, ReplaceTypes = PetrolSource SmallPetrolCan, } item SmallPetrolCan { DisplayCategory = VehicleMaintenance, Weight = 2.5, Type = Drainable, UseWhileEquipped = FALSE, UseDelta = 0.25, DisplayName = Small Gas Can, Icon = Petrol, ReplaceOnDeplete = SmallEmptyPetrolCan, StaticModel = SmallGasCan, ReplaceInSecondHand = Bag_GasCan_LHand holdingbagleft, ReplaceInPrimaryHand = Bag_GasCan_RHand holdingbagright, WorldStaticModel = SmallGasCan_Ground, Tags = Petrol, } item LargeEmptyPetrolCan { DisplayCategory = VehicleMaintenance, Weight = 3.2, Type = Normal, DisplayName = Large Empty Gas Can, Icon = Petrol, StaticModel = LargeGasCan, SurvivalGear = TRUE, ReplaceInSecondHand = Bag_GasCan_LHand holdingbagleft, ReplaceInPrimaryHand = Bag_GasCan_RHand holdingbagright, WorldStaticModel = LargeGasCan_Ground, Tags = EmptyPetrol, ReplaceTypes = PetrolSource LargePetrolCan, } item LargePetrolCan { DisplayCategory = VehicleMaintenance, Weight = 10, Type = Drainable, UseWhileEquipped = FALSE, UseDelta = 0.0625, DisplayName = Large Gas Can, Icon = Petrol, ReplaceOnDeplete = LargeEmptyPetrolCan, StaticModel = LargelGasCan, ReplaceInSecondHand = Bag_GasCan_LHand holdingbagleft, ReplaceInPrimaryHand = Bag_GasCan_RHand holdingbagright, WorldStaticModel = LargeGasCan_Ground, Tags = Petrol, } model SmallGasCan { mesh = GasCan, texture = GasCan, scale = 0.75, } model SmallGasCan_Ground { mesh = WorldItems/Clothing/GasCan, texture = GasCan, scale = 0.3, } model LargeGasCan { mesh = GasCan, texture = GasCan, scale = 1.5, } model LargeGasCan_Ground { mesh = WorldItems/Clothing/GasCan, texture = GasCan, scale = 0.6, } } Script and Lua Examples Of How To Add New Petrol and Gasoline Containers Functionality to Vanilla Items - This must be in a txt file in the directory media/scripts. module Base { item WhiskeyPetrol { DisplayCategory = VehicleMaintenance, Weight = 0.7, Type = Drainable, UseWhileEquipped = FALSE, UseDelta = 1, DisplayName = Bottle of Gasoline, Icon = WhiskeyFull, ReplaceOnDeplete = WhiskeyEmpty, StaticModel = WhiskeyBottle, WorldStaticModel = WhiskeyBottleGround, Tags = Petrol, } } - This must be in a lua file in media/lua/server or media/lua/shared to work properly. local scriptItem = ScriptManager.instance:getItem("Base.WhiskeyEmpty") if scriptItem then scriptItem:getTags():add("EmptyPetrol") scriptItem:DoParam("ReplaceTypes = PetrolSource WhiskeyPetrol;WaterSource WhiskeyWaterFull") end Script Example Of How To Add A New Multi-Color Pen: - This must be in a txt file in the directory media/scripts. module Base { item MultiColorPen { DisplayCategory = Household, MaxRange = 0.8, WeaponSprite = Pen, MinAngle = 0.65, Type = Weapon, MinimumSwingTime = 2, KnockBackOnNoDeath = FALSE, SwingAmountBeforeImpact = 0.02, Categories = Improvised, ConditionLowerChanceOneIn = 1, Weight = 0.1, SplatNumber = 1, PushBackMod = 0.3, SubCategory = Stab, AimingMod = 0.8, ConditionMax = 2, MaxHitCount = 1, IsAimedHandWeapon = TRUE, DoorDamage = 0, SwingAnim = Stab, DisplayName = Multi-Color Pen, MinRange = 0.61, SwingTime = 2, KnockdownMod = 0, SplatBloodOnNoDeath = FALSE, Icon = Pen, RunAnim = Run_Weapon2, IdleAnim = Idle_Weapon2, TreeDamage = 0, EnduranceMod = 0.5, CriticalChance = 0, MinDamage = 0.1, MaxDamage = 0.1, WeaponLength = 0.15, Tags = Write;RedPen;BluePen;Pen, BreakSound = PenBreak, HitFloorSound = PenHit, ImpactSound = PenHit, DoorHitSound = PenHit, HitSound = PenHit, SwingSound = PenSwing, } } Lua Examples of How to Properly Add Tags to Items Instead With lua Code Instead of Overwriting Them With txt Scripts - This code will all a Hunting Knife to used to shave beards and hair. - This must be in a lua file to be in media/lua/server or media/lua/shared to work properly. local scriptItem = ScriptManager.instance:getItem("Base.HuntingKnife") if scriptItem then scriptItem:getTags():add("Razor") end - This code will add Eraser functionality to the Pencil item. - This must be in a lua file to be in media/lua/server or media/lua/shared to work properly. local scriptItem = ScriptManager.instance:getItem("Base.Pencil") if scriptItem then scriptItem:getTags():add("Eraser") end Lua Example of How to Properly Modify Existing Vanilla Items With lua Code Instead of Overwriting Them With txt Scripts - This code will increase the durability of the Katana to be equivalent to that of the Crowbar. - This must be in a lua file in media/lua/server or media/lua/shared to work properly. local scriptItem = ScriptManager.instance:getItem("Base.Katana") if scriptItem then scriptItem:DoParam("ConditionLowerChanceOneIn = 70") scriptItem:DoParam("ConditionMax = 15") end
  11. NEW - Added "Stubble" checkboxes to the Hair and Beard sections in the character-creation ui. - Added new items + updated 3D models - Added new forage items - Changed setHaveConstruction to apply only when constructing and placing objects - Added the skeleton mannequin and scarecrow. - Added additional item categories and addressed some blunders - Added compilation of new hair types - Added option to "add all" to partially full Thread, Duct Tape, Twine etc - Added media/scripts/mannequins.txt which describes the model/texture/animation/etc for different mannequins. - Added BackupsOnVersionChange server option. - Added a second set of translations to the Survival Guide that are displayed when using a controller. - Added <JOYPAD:XXX> formatting to rich text, where XXX is the name of a Joypad.Texture.XXX texture. - Device options can now be opened when radio is on floor, in loot window or when radio just dropped from inventory - Added methods Texture.saveToCurrentSavefileDirectory(filename) and Texture.saveToZomboidDirectory(filename). The filename may contain folder names, but not "..", to prevent saving to arbitrary locations. These methods replace the broken Texture.save(filename) method. - Clicking and holding the left mouse button when placing items now locks the item to the clicked square. - Added XBOX_Menu.png and XBOX_View.png controller icons. - Added autouse new sack of gravel/sand/etc when pouring it on ground - Renamed Skill books so that they are easier to categorise. - ISClothingExtraAction now sets the item's job type to "Wear" and displays the progress of the action in the inventory window. - 3D items now shown as textures instead of models. The shouldn't slide around as much when the player moves. This helps a lot with framerates when there are 100 nails on the ground, for example. In debug mode, holding the HOME key will disable the item atlas and render models as before. - Added IsoSprite.ItemHeight and IsoSprite.Surface debug options to display a rectangle around surfaces that items can be placed on. - Changed some ItemHeight and Surface tile properties. - Added a title bar to the mini-map window which allows the mini-map to be repositioned. The title bar and bottom row of buttons are hidden unless the mouse is over the mini-map. MP - Removed vehicle physics from server (not client) to address some of the vehicular weirdness sometimes seen online - do not apply impulses to static / kinematic vehicles - limit changes of linear and angular velocities - Passengers no longer allowed to exit the car while moving - Enable packet processing on the server - MultiplayerSeeNonPvpZones debug only option is added - Local admin check is delayed after set-access-level command - Player update replay is commented out - Check for local admin kick is improved - Turn on player teleport logs on the server - Admin is not kickable from safehouse - Burnt or smashed vehicle check is added for dismantle vehicle command - Car wreck is removed via new "dismantle" vehicle command - Only admin can delete vehicle via "remove" vehicle command - Add vehicle UI allows creation of burnt and smashed car wrecks - Anti-cheat: fixed kick local admin issue - Cancel auth ticket on client shutdown - Toggle timer is disabled in non-pvp area - MultiplayerLightAmbient debug option is removed - Refactored SafetySystem - Server option process cycles for SafetySystemManager are simplified - PVP safety is now set to true when PVP is disabled on server - Set the default Host server memory to 4GB on 64-bit systems. This is the value displayed in the "Server memory" combobox which is saved in Zomboid/Lua/host.ini. - Don't create a backup of the server savefile in Zomboid/backups/version if BackupsOnStart=false. This backup is created when a new version of the game is released, but only for the first server that is launched. - Hide the black overlay when the sleeping players are killed Improvements to how the MP game handles dead player bodies - DeadBody creation is moved to the server - DeadBody ID is added (World version 192) - Client does not allocate dead body ID - Fixed player death animations - Fixed desaturation being set for dead player - Fixed reanimation delay timer starting immediately without 10 seconds delay - Fixed reanimation delay of 0-30 seconds - Fixed player death final animation - Fixed possible null point exception when zombie bites dead player - Fixed dead body grabbing breaking reanimation - Fixed dead body id not changing when added to world - Fixed desync of safety cooldown timer - Fixed sleeping player not being woken up in case of kick from safehouse - Fixed PVP icon being located over the map - Fixed players who could be kicked when admin removes that player from safehouse - Fixed when a non-owner player quits a safe house, other players also getting kicked. - Fixed when safehouse owner goes offline, the non-safehouse-members get teleported immediately - Fixed PVP button becoming inactive for each player across the map if Admin shot\got shot by a player" - Fixed player being kicked when admin creates or removes PVP zone - Fixed SyncNonPvpZone packet send/receive loop - Fixed newly connected player not having all the non PVP zones - Fixed possible nullpointer in checkForNearbyRadios - Fixed zed texture 4 being used for player texture 5 instead of random index - Fixed reanimated player corpse disappearing - Fixed being able to turn pvp on when server option PVP set to false. - Fixed BufferUnderflowException on the server in SneezeCough packet processing - Fixed possible NullPointerException in ClientPlayerDB.getAllSavedPlayers(). - Fixed player appearance sync in multiplayer with greater than 32 connections. - Fixed erosion growth not being suppressed when building floors or digging graves in multiplayer. - Fixed radio sync in MP - Fixed players outside the Non-PVP zone being able to kill a player with a bomb located in that zone - Fixed player being able to remove PVP button cooldown in non-PVP zone - Fixed unexpected anti-cheat kick just after leaving non-PVP zone - Fixed being able to turn pvp on when server option PVP is set to false. - Fixed player being able to remove PVP button cooldown when in a non-PVP zone. (Safety cooldown timer is now stored/restored when player enters/leaves non-pvp-zone) VHS Fix - Fixed listened-to media lines being saved globally instead of for each player. This could add over 200KB to each player's saved data if every line is listened to. - Fixed ClientPlayerDB handling of WorldVersion. - Transfer known media lines from recorded_media.bin to the player on the first load. - Check for null arguments to RecordedMedia.hasListenedToAll(). A mod seems to pass null for the IsoPlayer argument, which was ok when listened-to lines were stored globally instead of per-player. The mod file is es.info.books.main.lua. MODDER WARNING: This could break any mods that modify ISRadioInteractions.lua or are using the OnDeviceText event (which gained a new parameter). MODDING - Fixed mod animations not being loaded if they aren't in a subdirectory of anims_X, or aren't in a subdirectory registered in animations_meshes.txt. Any such animations are added to the MaleBody model by default. Item tagging changes MODDERS: PLEASE READ ADDENDUM DOCUMENTATION FOR INFO - Added new tags to some items: BlowTorch, Fork, GasMask, Glue, HazmatSuit, Knife, Razor, Scissors, Sledgehammer, Spoon, StartFire, WeldingMask. These tags are used in multiple places instead of looking for specific item types. - Added methods ItemContainer.getBestConditionEvalArg() and ItemContainer.getBestConditionEvalArgRecurse(). - Script properties item.staticModel and item.worldStaticModel are set to the fully-qualified "module.type" after loading scripts. This is to fix mod items not finding "model" scripts that aren't in the Base module. - Added a new item-script property ReplaceTypes which supersedes ReplaceOnUseOn (which is still supported). The format is "ReplaceTypes=Key1 Type1;Key2 Type2;..." where each key is some string (such as WaterSource) and each type is an item type. ReplaceTypes allows specifying different replacement item types for different uses of an item, for example, filling an empty item with water and/or with gasoline. It is used for the same thing as ReplaceOnUseOn, but allows multiple key/type mappings instead of only one. These new methods were added to both Item and InventoryItem classes: String getReplaceType() HashMap<String,String> getReplaceTypes() String getReplaceType(String key) boolean hasReplaceType(String key) The existing ReplaceOnUseOn lines in items.txt add a new value to the item's ReplaceTypes HashMap. SOUND CHANGES - Added global parameters Electricity, RoomType, and Water. - Added a new tile property named "AmbientSound" to support custom ambient sounds from objects. Current values assigned to some tiles are: FactoryMachineAmbiance HotdogMachineAmbiance PayPhoneAmbiance StreetLightAmbiance NeonLightAmbiance NeonSignAmbiance JukeboxAmbiance ControlStationAmbiance ClockAmbiance GasPumpAmbiance LightBulbAmbiance - The FMOD global parameter "Electricity" is set to 0.0 when the new WorldEventElectricityShutdown event passes the "ElectricityOff" timeline marker. - Added FMOD parameter value RoomType=Factory. - Changed debugSetRoomType() to accept an integer instead of the name of an enum value. - Added sounds: ArcadeMachineAmbiance CanisterAddFuelFromGasPump CanisterAddFuelSiphon VehicleAddFuelFromCanister VehicleAddFuelFromGasPump VehicleHeadlightsOn VehicleHeadlightsOff VehicleWindowHandleOpen VehicleWindowHandleClose VehicleWindowElectricOpen VehicleWindowElectricClose - Synchronize room lights and other objects losing power with the ElectricityOff timeline marker. - Added PlaceOneSound and PlaceMultipleSound item script properties. These are played when placing items using the "Place Item" command. The default sound played if these aren't defined is PutItemInBag (the same sound played when dropping items). - Added BoxOfRoundsOpenOne and BoxOfShellsOpenOne sounds to some recipes. Increased the time of these recipes to allow the sound to play. The time is still quite short (was 5 ticks, now 15 ticks). Probably nobody will die waiting. - Added FountainBigAmbiance sound played to the multi-tile water fountain. The sound doesn't seem to loop and stops after several seconds. - Added RepairWithWrench sound played when plumbing sinks and for the moveables Wrench tool sound. - Added value MetalGate to the FenceTypeLow and TripObstacleType parameters. - Added sounds: BBQPropaneTankInsert BBQPropaneTankRemove BBQPropaneRunning BBQRegularAddFuel BBQRegularLight BBQRegularRunning CampfireAddFuel CampfireRunning CampfireLight CampfireBuild FireplaceAddFuel FireplaceRunning FireplaceLight ZombieTrip ZombieThumpGarageDoor - Added EquippedBaggageContainer FMOD parameter. - Added "SoundParameter = Name Value" item-script property. - Added FMOD parameter SinkType=Generic|Ceramic|Metallic which affects the WaterDrip sound. - Hitting trees with weapons and bare hands plays the weapon's HitSound instead of ChopTree. - A melee weapon's SwingSound is now played via animation events instead of at the start of SwipeStatePlayer. This allows using different sounds for different attack animations. Currently this is used to play a different sound for spear stab versus spear slash attacks. - Play the WorldEventElectricityShutdown event from the nearest square in a building when outdoors. - Set the FMOD parameter "RoomType" using RoomType objects added in WorldEd. - Changed how ambient sounds are played from doors and windows. Instead of choosing random objects, only the nearest exterior objects will play sound. Different sounds are played depending on whether the door or window is open or closed. This will be used for playing rain and wind sounds when the player is inside. - Fixed the BurningFlesh sound not stopping in multiplayer after a player dies. - Fixed the barbecue and fireplace extinguish sounds stopping instead of being triggered to fade out. - Play an animation when turning a propane barbecue on and off. - Fixed crouching when extinguishing a charcoal barbecue. CONTROLLER / STEAMDECK IMPROVEMENTS - ProjectZomboid64.exe will disable the -XX:+UseZGC option if a required function is undefined in Kernel32.dll. Steam Proton does not define the MapViewOfFile3() function, which prevents the Windows version of the game starting on the Steam Deck. Conveniently, MapViewOfFile3() is only available on Windows 10 1803, the same version ZGC requires. - When options.ini doesn't exist on startup, set the display to fullscreen desktop resolution. - When options.ini doesn't exist on startup on Steam Deck, call Core.setOptionActiveController() to enable the controller. - Allow precise positioning when placing items using a controller. This is done by holding the Y button and using either D-pad or the left joystick to move the item around the square. When there is more than one surface, it can be changed by pressing the right shoulder button while the Y button is held down. - Enabled the on-screen keyboard in CoopUserName.lua. - Leave room for two lines of tooltip text at the bottom of the character-creation profession ui. - Several panels in the main menu can be scrolled using the right joystick. - The Start/Menu button will display the main menu in single-player, or resume normal game speed. This is instead of pressing once to pause the game and double-pressing to display the main menu. The game can still be paused using the Back/View button radial menu. - Added controller navigation in the Workshop ui (for submitting Workshop items). NOTE: The controller doesn't work in the Steam overlay, which some buttons display. - Allow mouse clicks etc in the inventory and loot windows when a controller is active. - Added controller navigation to the Temperature tab of the character info window. - Made the selection in the Health panel easier to see. - Made the character-info window more opaque. - Made CharacterCreationMain wider at lower resolutions to avoid overlap. - Added a button to the on-screen keyboard to hide and show password text. - Enabled controller navigation in the server browser ui. - Enabled controller navigation in the server-settings editor. - Put the inventory and loot windows in their default positions if the controller is disconnected and "Use Keyboard and Mouse" is selected. - Fixed navigation in the Multiplayer tab in the options. - Fixed editing server spawn regions with a controller. - Fixed the filter checkboxes going outside the ui on small screens. - Fixed being unable to navigate to the filter checkboxes and some other buttons. - Fixed controller focus when creating a splitscreen player. - Fixed toggling the mod under the mouse pointer when pressing the controller A button. - Fixed several cases of improper controller focus after clicking buttons with the mouse. - Fixed Lua error in MapSpawnSelect when the filename entry is hidden. - Fixed LoadingQueueState disconnecting immediately due to the A button being pressed, after pressing it in the last character-creation panel. - Fixed ISGameLoadingUI not receiving the controller focus when an unexpected error occurred while loading. - Fixed BootstrapConnectPopup, ServerConnectPopup and ServerWorkshopItemScreen not working with a controller. - Fixed Build 41 popup and DebugScenarios ui appearing overtop BootstrapConnectPopup. - Fixed cancellation in ServerWorkshopItemScreen throwing an exception in ConnectToServerState due to GameClient.connection being null. - Fixed using the controller X button to "Toggle Vision Info" in the foraging ui. - Fixed rendering the post-death ui for split-screen players 3 and 4 in the top half of the screen. - Fixed a Lua error pressing the Y button when moving furniture when the player isn't on a square. BALANCE - Added BedType property to the Pizza-Whirled seats which fixes pizza spawning on them. - Added amount of bait items to Fishing UI - Added dismantling cameras for scrap/skill points - Plastic bags and paper money can now be used as tinder. - Doors broken by zombies now give unusable wood instead of planks. - Container items now grouped together into their type in the context menu, so you can 'fill all' of a certain container. - Players now able to stack and unstack logs on the ground - Cars now remember their cruise control setting - Breaking vehicle windows now produces broken glass - Decrease zed attraction volume of “remove broken glass action" - Updated and fixed item categorizations - Updated evolvedrecipes.txt and items_food.txt. - Removed Cookable:true from the Burger evolved recipe. - Added the "|Cooked" flag to Burger ingredients in farming.txt. - Updated distributions Lua files UI - When placing items, the inventory and loot windows are collapsed if they aren't pinned open. - When placing items, mouse clicks on world objects are ignored to prevent the loot window popping open. - Set the width of ISEquippedItem to match its buttons. This fixes the wider invisible area blocking mouse clicks. - Fixed commented-out DeadBodyAtlas debug rendering. - Set the texture compression option to be on by default. DEBUG - Updated Debug context menu. - Updated Debug Menu UI. - Added Z param to teleport. - Added change vehicle skin option to debug. - Added Sync for changing color, blood and skin of vehicles. - Refactored "Remove Item"-tool UI. - Added option to the F11 UI: Disable Welcome message (Works only in debug mode). - Added Reload Lua button to main screen (only in debug mode). - Added Cheats Panel in debug menu. Updated cheat list (merged in options from Admin and F11 menu). - Added fast move cheat (Controls: Arrow keys, Page Up/Down) (Debug and Admin panel). - Added Admin context menu options (some options from debug). - Added cheat Spawn Key door - Added LootZed tool - Added LootZed tool cheat (Check what can spawn in a container with what chance) - Added remove items tools - Added Remove items tools in Debug mode (Option for remove items from container menu and option in Debug UI for remove items in area) - Added options to the "[DEBUG] Objects" menu to: 1) Change a mannequin's script. 2) Create a Moveable item in the player's inventory for a chosen mannequin script. - Changes to the debug Items List UI: - Don't recreate the ui each time it is displayed, because it's slow. - Keyboard focus is set to the "Type" text-entry box each time the ui is displayed. - Pressing the Tab key switches focus between the "Type" and "Name" text-entry boxes when either one has the focus. FIXES - Fixed the player's head being semi-transparent where hair and beard stubble appears. This also fixes semi-transparency that has always been there around the edges of holes in clothing. - Fixed the controller tooltip text in the character-creation profession ui not displaying. - Fixed the overly-long delay before changing the volume of a cd player or television when using a controller. - Fixed spam messages about CDplayer's invalid world sprite. - Fixed the player not running when moving too slowly to sprint. - Fixed the character-creation Add Trait button being covered by the controller tooltip text. - Fixed placing multiple items locking the items to the first square that is clicked. - Fixed controller focus not being set to the "Check back cover" ui. - Fixed exploit holding down the Escape key before starting certain actions. - Fixed taking damage when walking down stairs while faster-forwarding. - Fixed a NullPointerException in InventoryItem.update() when an item's ReplaceOnUseOn refers to an invalid item type. - Fixed the post-death ui appearing in the main menu in multiplayer, if the player dies while the main menu is displayed. - Fixed use of an undefined variable in SPlantGlobalObject.stateToIsoObject(). - Fixed buggy player rendering in the in-game map when the player is attacked. - Fixed "Decaying Corpse Health Impact" health reduction for "Low" and "High" both being less than "Normal". - Fixed some duplications and formatting in MainCreationMethods.lua. - Fixed custom Sandbox floats displaying too many decimals in the tooltip. - Fixed walls in Fire station in LV remaining cutaway for no reason. - Fixed character being able to rest on seats seen through some windows. - Fixed siren and light bar shutting off once you get a certain distance away from the vehicle. Now even when you go over 1000 blocks away and come back, the lights and sirens on cars are still going off. - Fixed not being able to attach sheet ropes at certain locations. - Fixed cars not remembering their cruise control setting. - Fixed "Place item on ground" ignoring item's favourite status when placing items. - Fixed being able to interact with rain collectors through the wall. - Fixed player-built doors inside houses being transparent at any angle of view. - Fixed Walkie-Talkies not showing new "equipped" weight when equipped. - Fixed Metalwork locker container name being "Crate" in the loot window. - Fixed a spawned bowl of pasta or rice not being edible. - Fixed Painted Crates becoming white after Pick up / Place down. - Fixed Rotten food showing in right click menu as (Fresh) when newly spawned. - Fixed Applying Disinfectant to an un-infected wound making that body part immune to infection. - Fixed player-built walls cutting away completely when built inside of another building. - Fixed typo in AdjacentFreeTileFinder.lua. - Fixed "Cake Preparation" not spawning rotten in 6 Months Later scenario. - Fixed Dish Towel having option to "dry self" even if char is dry. - Fixed Hair/Beard types grow back to their dyed colour, instead of their natural colour. - Fixed Coffee / coffee beverage fatigue reduction values not saving on quit / restart. - Fixed replacing disassembled floors with dirt tiles above ground level. - Fixed clock Size option not being changable while in game. - Fixed nil variable in ISWorldObjectContextMenu.doSleepOption() when tired enough to sleep on the ground. - Fixed disassmbling floors playing the standing animation instead of crouching. - Fixed saved Radio Stations being removed when a radio is removed and reinstalled. - Fixed Foundation Makeup requiring a mirror when it already comes with one. - Fixed characters not using a Knive that was equipped or in main inventory when crafting while a better Knive was in a nearby container. - Fixed ISPaintMenu error when near a placed radio. - Fixed weirdness installing and uninstalling radios in vehicles. - Fixed NullPointerException in ParameterInside. - Fixed Composters not having a container icon and title. - Fixed blank VHS Home tapes spawning. They are now replaced with a random Retail VHS when spawning loot. - Fixed an occasional exception in ISInventoryPane.sortItemsByTypeAndWeight() caused by a bad item-sorting comparison function. - Fixed parts of weather effects not being rendered sometimes. This resulted in some clouds not being rendered at different zoom levels, causing the scene color to change when zooming in/out, for example. - Fixed items replaced by their ReplaceOnCooked type not being synced in multiplayer correctly. - Fixed Lua error when the mini-map doesn't exist. - Fixed jumbo item-atlas textures being drawn the first time models are loaded. - Fixed mannequins that spawn in containers being invisible when placing them the first time. - Fixed being unable to transfer the same item between containers until a timeout expires, if the first attempt was interrupted. This happened in multiplayer only. - Fixed item models being drawn jumbo-sized for one frame when they are still loading, when using the old way of rendering 3D items. - Fixed item-atlas textures being drawn in the incorrect position sometimes. - Fixed items floating in air or remaining on the ground after removing or placing furniture. - Fixed items on furniture being visible through walls. Item alpha is set to match that of the furniture it is placed on. - Fixed not setting the keyboard focus on the debug Items List ui the first time it is displayed. - Fixed the character-creation profession screen displaying controller icons after activating mods in the New Game ui, when no controller is active. - Fixed building Wallframe using two planks but giving three when disassembled - Fixed cooking an egg showing the progress bar twice - Fixed shirts and other clothing items getting auto-removed from the world when they shouldn't be. - Fixed the character-creation profession screen displaying controller icons after activating mods in the New Game ui, when no controller is active. - Fixed ISMap.canWrite() and ISMap:canErase() not using the Write and Eraser tags. - Fixed support pillars for stairs not being created on the server or other clients. - Fixed inability to burn corpses in MP - Fixed Millipede and Millepede2 in forageDefinitions.lua both using type=Base.Centipede. - Fixed forageSystem.modifyItemDef() incorrect use of _itemDef.type. - Fixed forageSystem.removeItemDef() possibly using a nil _itemDef variable when printing a warning. - Fixed HumanVisual.naturalBeardColor possibly being uninitialized before being copied in HumanVisual.copyFrom(). - Fixed OldBrake1 VehicleType being 3 instead of 1. - Fixed the "Enable left joystick radial menu" option not being saved. - Fixed a Lua error pressing the Toggle Search Mode key before starting a game. - Fixed the Toggle Search Mode key getting in the way when the game is paused. - Fixed crafted radios getting less maximum range at higher Electricity levels. - Fixed crafted Ham Radios weighing 1.5-3 pounds instead of 20. UPDATES AND BALANCE TO ITEMS_FOOD.TXT Reformatted file layout: - Standardized tab/space usage. - Sorted item script variables by group/function for improved legibility. Removed AlwaysWelcomeGift' entries from item scripts: - 'AlwaysWelcomeGift' was used in versions of the game and is likely no longer functional. Changes made to evolvedRecipe Burger in evolvedrecipes: - Removed 'Cookable' property to match with sandwiches, tortillas, and burritos. - Added '|Cooked' requirement to cookable items that have Burger in their EvolvedRecipe list. Changes made to 'Egg': - Removed Sandwich/Baguette/Burger/Salad EvolvedRecipes due to requiring cooked version of item. - Since this item uses ReplaceOnCooked, 'EggBoiled' is used as a stand-in for its cooked version. Changes made to 'EggBoiled': - Restricted EvolvedRecipes to Sandwich, Sandwich Baguette, Burger, and Salad. Changes made to 'BurgerRecipe': - Nutrition stats were double-defined. Fixed. Changes made to 'Dough', 'DoughRolled', and 'BakingTrayBread': - 'ThirstChange' and 'UnhappyChange' were double defined. Fixed. Changes made to 'NoodleSoup' - Added 'CustomContextMenu' and 'CustomEatSound' options, same as 'SoupBowl'. - Changed 'EatType' from '2hand' to '2handbowl'. Changes made to 'TVDinner': - 'UnhappyChange' was double-defined. Fixed. Changes made to 'FrogMeat': - Added cooked specification to Salad EvolvedRecipe. Changes made to 'FishFried': - EvolvedRecipes called for cooked versions of food. Food is already cooked. Fixed. Changes made to 'Pepperoni': - Removed Burger/Burrito/Taco EvolvedRecipes. - Added Sandwich/Baguette EvolvedRecipes. Changes made to 'Salami': - Added same EvolvedRecipe list as 'Pepperoni'. Changes made to 'MincedMeat': - Added Sandwich/Baguette EvolvedRecipes. Made the following foods non-cookable/pre-cooked: - Marhsmallows (Item 'Smore' can't be crafted/cooked) - EggBoiled (Placed by ReplaceOnUse in container after item 'Egg' is fully cooked) - EggPoached (Non-craftable. Icon shows cooked version) - GrilledCheese (Non-craftable. Icon shows cooked version) - Pepperoni (Is cured/salted. Didn't have MinutesToCook/MinutesToBurn defined) - NoodleSoup (Non-craftable. Used in themed restaurants as pre-cooked food, like 'MeatDumpling' and 'MeatSteamBun') Added Taco/Burrito EvolvedRecipes to: - Chicken - FishFillet - Steak Added Soup/Stew EvolvedRecipes to: - Crackers - Biscuit - Cornbread Made the following foods non-perishable: - Pretzels (These are 'packaged' pretzels, similar to 'TortillaChips') Made the following foods perishable (DaysFresh/DaysTotallyRotten): - BakingTrayBread (3/6) - Biscuit (3/5) - CookieChocolateChip (7/30) - CookieJelly (7/30) - CookiesChocolate (7/30) - CookiesOatmeal (7/30) - CookiesShortbread (7/30) - Cornbread (3/5) - Croissant (3/5) - Cupcake (4/8) - DoughnutChocolate (3/5) - DoughnutFrosted (3/5) - DoughnutJelly (3/5) - DoughnutPlain (3/5) - Guacamole (4/8) - RefriedBeans (4/8) - Wasabi (4/8) Changes made to DaysFresh/DaysTotallyRotten values: - BreadSlices (1/2) > (3/6) [Age is derived from base item-- non-rotten bread could produce rotten slices] - BreadDough (4/9) > (3/6) - EggBoiled (14/21) > (3/6) - EggPoached (14/21) > (3/6) - EggOmelette (14/21) > (3/6) - EggScrambled (14/21) > (3/6) - OmeletteRecipe (3/10) > (3/6) Changes made to MinutesToCook/MinutesToBurn values: - BakingTrayBread (40/80) > (20/50) Changes made to HungerChange values: - GrilledCheese: -80 > -20 Added 'JamFruit' and 'JamMarmalade' to EvolvedRecipes. - Can be used in Sandwiches, Pancakes, Waffles, and Muffins. Removed 'UseDelta' from 'Sugar' due to not being Drainables. Changes made to 'Grapefruit': - Changed DisplayName from 'Grape fruit' to 'Grapefruit'. Changes made to 'Honey': - Is now considered a Spice. - Can be added to Fruit Salads, Hot Drinks, Sandwiches, Waffles, and Pancakes. Changes made to hunger values: - Centipede2: -13 > -5 - Centipede: -13 > -5 - CheeseSandwich: 50 > 15 - Cockroach: -11 > -5 - Cricket: -6 > -5 - Grasshopper: -7 > -5 - Millipede: -13 > -5 - Millipede: -13 > -5 - PeanutButterSandwich: 40 > 17 - Slug2: -10 > -5 - Slug: -10 > -5 - Snail: -10 > -5 - Sugar: 6 > 30 - SugarBrown: 6 > 30 Changes made to item weights: - CannedCarrots2: 0.7 > 0.8 - CannedCarrotsOpen: 0.7 > 0.8 - CannedCorn: 0.7 > 0.8 - CannedCornOpen: 0.7 > 0.8 - CannedFruitCocktail: 0.3 > 0.8 - CannedFruitCocktailOpen: 1 > 0.8 - CannedMushroomSoup: 0.7 > 0.8 - CannedMushroomSoupOpen: 0.7 > 0.8 - CannedPeaches: 0.3 > 0.8 - CannedPeachesOpen: 1 > 0.8 - CannedPeas: 0.7 > 0.8 - CannedPeasOpen: 0.7 > 0.8 - CannedPineapple: 0.3 > 0.8 - CannedPineappleOpen: 1 > 0.8 - CannedPotato2: 0.7 > 0.8 - CannedPotatoOpen: 0.7 > 0.8 - CannedSardines: 0.7 > 0.3 - CannedSardinesOpen: 0.7 > 0.3 - CannedTomato2: 0.7 > 0.8 - CannedTomatoOpen: 0.7 > 0.8 - Dogfood: 1 > 0.8 - DogfoodOpen: 1 > 0.8 - Lettuce: 0.7 > 0.2 Added 3D Models to the following items: - Lobster - Nettles Added 'DisplayCategory' entries to the following items: - BagelPlain - BagelPoppy - BagelSesame - Baguette - BakingTray_Muffin - BakingTray_Muffin_Recipe - Baloney - Biscuit - Blackbeans - Burrito - BurritoRecipe - CakeBlackForest - CakeCarrot - CakeCheeseCake - CakeChocolate - CakeRedVelvet - CakeStrawberryShortcake - ChickenFoot - ChocolateChips - CocoaPowder - CookiesChocolate - CookiesOatmeal - CookiesShortbread - Cornbread - Crackers - Crayfish - Croissant - Daikon - DoughnutChocolate - DoughnutFrosted - DoughnutJelly - DoughnutPlain - Edamame - EggBoiled - EggOmelette - EggPoached - EggScrambled - FishFried - FishRoe - FriedOnionRings - FriedOnionRingsCraft - GingerPickled - GingerRoot - GrahamCrackers - Grapefruit - Gravy - Gum - Hotsauce - Icing - JamFruit - JamMarmalade - Lime - Lobster - Maki - MapleSyrup - Marshmallows - MeatDumpling - MeatSteamBun - MincedMeat - MuffinFruit - MuffinGeneric - NoodleSoup - OilOlive - OilVegetable - OmeletteRecipe - Onigiri - OnionRings - Oysters - OystersFried - PancakesRecipe - Pear - Pepperoni - RefriedBeans - RicePaper - RiceVinegar - Salami - Sausage - Seaweed - Shrimp - ShrimpDumpling - ShrimpFried - ShrimpFriedCraft - Smore - Soysauce - Springroll - Squid - SquidCalamari - SugarBrown - SushiEgg - SushiFish - Taco - TacoRecipe - TacoShell - TofuFried - Tortilla - TortillaChips - WafflesRecipe - Wasabi
  12. HOTFIX TO UNSTABLE BRANCH - Updated Windows FMOD to version 2.02.06. This should fix sound issues and general strange FMOD behaviour for those suffering. Please let us know if it's fixed things for you, and we can push it live to everyone
  13. This was due to an error in FMOD itself, which they patched yesterday. We will hopefully be patching with a hotfix today Many thanks for the in-depth report above @HellsNels
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