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rez

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  1. One thing that I have noticed myself is that having more zeds nearby increases load on the server. Example: this graph is a load on the host for 1 player roaming around a base with some zeds, just your normal play on foot up till halfway. Then 2 helicopters happened, and player hides in a base with ~150 zeds going for him. As you can see, that's about x2 load you get for additional 130-150 zeds at once nearby. You can try to up your server hardware (mostly CPU) several times and see if that helps it.
  2. Same errors present in dedicated server on Linux. Found this topic so did not create a new one. No effect on the game, but devs, please add these to backlog to be fixed. That's just map and some objects, so should be an easy fix and less alarming for people when grepping for errors in a fresh server setup.
  3. Additional info I have stepped from 5 to 4 in SandboxVars.lua for this property, and now it loads without error. However the Admin GUI displays this parameter as High (should be Normal). So, somewhere in code it seems that incrementation of this value is being performed. Possibly as a workaround for some bug in earlier stages of Vehicles branch. Currently those who set 4 get 'High', 3 - 'Normal', 2 is 'Low', 1 is 'Very Low' and 0 is 'None'. Those who have 5, get default value of 'Low', which is counter-intuitive.
  4. Dedicated server console: 1550226254921 versionNumber=40.43 demo=false ... 1550226275980 Loading: /home/pzserver/Zomboid/Server/pzserver_SandboxVars.lua 1550226275984 ERROR: IntegerConfigOption.setValue() "CarSpawnRate" 6 is greater than max=5 SandboxVars.lua: EnableSnowOnGround=true, CarSpawnRate=5, ChanceHasGas=3, SandboxVars was generated by Custom Sandbox and saved. It loads OK in GUI, displays 'High' as a option #5. The bug is: server sets CarSpawnRate as 6 instead of 5.
  5. I have just created another server and used Debian 7 Wheezy this time. That means the OS is soooo old with no chances... or is it? =) I pushed libc6 2.13-38+deb7u12 => 2.19-18+deb8u10 (you won't need it most likely, for me that was to elude dependency hell). Then I got the freshest Jessie's libstdc++6 (4.9.2-10+deb8u1), and was stuck with the same issue: latest included is GLIBCXX_3.4.20. But don't worry: all you have to do is to download a fresher libstdc++6 package! In my case I took one from Stretch, version 6.3.0-18+deb9u1, unpacked libstdc++.so.6.0.22, renamed it to libstdc++.so.6 and... where do I put it? In start-server.sh we have something like this: if "${INSTDIR}/jre64/bin/java" -version > /dev/null 2>&1; then echo "64-bit java detected" export PATH="${INSTDIR}/jre64/bin:$PATH" export LD_LIBRARY_PATH="${INSTDIR}/linux64:${INSTDIR}/natives:${INSTDIR}:${INSTDIR}/jre64/lib/amd64:${LD_LIBRARY_PATH}" So put the renamed sharedlib to ${INSTDIR}/linux64 (that's under dedicated server location), and it will work. At least for now. Until devs upgrade to GLIBCXX_3.4.23+. But the leap from early 2016 to 2019 is still awesome, and old OS'es have a chance as long as you know your workarounds. Use it or don't (because that's you at fault if that goes south), it probably won't break anything because you don't install the lib, you just keep it close to your PZ server.
  6. Apart from usual zeds not paying attention to me for some time I can say that the lag and teleports were minimal compared to another server I'm playing on. Can't say much about farther zeds though: it was a bit dark in there and I did not visit malls much, only run through the center of Muldraugh. Vehicles were also not that laggy. Maybe I had better ping than others so I cannot confirm extreme lags.
  7. If we talk 'non-perishable' that have an expiration date, then everything canned should have their 2-3 years. Then pickles, chocolate, cupcakes and other stuff, including spice. Of course, medicinal herbs, violets and similar should rot in a couple of days. But... where does that leave us? All the food in the world is perishable, and maintaining balance is a priority, so while I do understand your reasoning and would like to see that implemented, I'm afraid that will require massive rebalance, so won't happen soon and there are more issues to fix and features to implement (steam generators, solar power, canning machines, tupperware etc). On the bright side, you can make the mod for all the changes with the food and post it on Steam, because that's a simple enough thing to do and you probably don't need to wait for that long to get what you want. And many people would be grateful for that =)
  8. Maintenance means how you use and care for your weapon. While I agree that hitting broken window should not be a thing, there's nothing illogical in raising maintenance skill when cutting trees, smashing unbreakable walls or zombies. This should stay in.
  9. One can shift time with NecroForge and CheatMenu, and can also enable electricity for a set of tiles, but there are no intended settings for admins to do without these mods. I'd like to have this possibility out of the box, approved and supported by dev team.
  10. I am not an admin, but I think these should be implemented in both SP and MP. As for additional day lengths, getting a field with a custom length is probably better than a long drop-down list. Also, changing day length in-game after game start can be useful.
  11. Try this structure: c:\Users\<username>\Zomboid\mods\<your_modname>\media\lua\server\Items\modified_distributions.lua
  12. You can alter the file itself, .\ProjectZomboid\media\lua\server\Items\Distributions.lua ...but that means every time it is changed by release you lose your customization. So make backups, often. Other way is to make a mod that alters several items distributions you are interested in. Example (adapted from better_canning mod): require 'Items/SuburbsDistributions' table.insert(SuburbsDistributions["burgerkitchen"]["counter"].items, "Base.Salt"); table.insert(SuburbsDistributions["burgerkitchen"]["counter"].items, 2); table.insert(SuburbsDistributions["burgerkitchen"]["counter"].items, "Base.Pepper"); table.insert(SuburbsDistributions["burgerkitchen"]["counter"].items, 2); You should note that it uses SuburbsDistributions, but that's no problem at the time. Other thing to pay attention to is to insert paired parameters: first is the item name, second is the weight (chance, not a carryweight). That's not pretty, but it works for me. Maybe devs could provide more elegant way.
  13. I would really love something that can compete with 3 vertical crates in storage space (65x3 for me) and allow me see my character between rows (i.e not being higher than PC). This idea can just make it happen I think.
  14. I think firearm/bombs solution should be implemented and unarmed melee should deal some damage to the door, so if you don't mind getting totally exhausted, that's your way. Something along 1dmg per kick with 0.05 endurance loss. So you can take out 2 doors before they take you out. I'm opposed to lockpicking as a trait/skill: too narrow usage. Using fire is more like burning the house, but maybe using propane torch may be an option? And usually you get into a house by... forcing open or breaking the nearest window. Or you can bring your friend the Sledgehammer for a piece of action next time you're in the neighborhood. Just saying. As long as breaking doors in your safehouse concern goes, ugh... but why? The doors that matter are the external ones, and you usually barricade them all the way anyway, so just build a log wall instead of the door and you're fine.
  15. I know that's a necroposting of sorts, but I have tweaked the mod a bit to my liking, and now it has a switch (in the lua file though) that allows to bypass the check for enabled trait so you can make use of it without starting a new game. Just set the variable this way in ExpirationFood\media\lua\client\tooltip.lua: -- settings block (changable) -- local need_trait = false; local display_seconds = true; I have also changed format of the output and made it more visually nice (at least I think so) with regard to margins and automatic sizes. Another change is that the bar now actually displays fractions instead of set levels, and coloring and detection with a trait now takes 'getDaysFresh' in consideration too. Without a trait you get just the general idea like it was previously. Oh, and I have removed additional information about food being 'rotten': you see that in red in the tip header already. I have nowhere to upload this and I don't even know how to do it, but if anyone is interested in trying it, I attach it to the post. I think it's pretty much stable, though some deeper rework than mine might be needed. It already feels like I have rewritten it more or less... I hope abreu20011 won't be mad at me, I have kept the original author in the source just in case. If changing others' mods violates TOS or anything else, I will remove my version. ExpirationFood-1.3.1-r0.1.zip
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