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Tiax

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  1. Like
    Tiax got a reaction from D-23 in [41.xx] Missing textures: Rotten fish   
    Yeah but maybe just put the regular texture, not this
  2. Like
    Tiax got a reaction from CSSFerret in [FIXED] Inventory UI: large item stack (uncollapsed) breaks inventory selection   
    Fixed as of 41.70 - thank you 
  3. Spiffo
    Tiax got a reaction from D-23 in [41.xx] Missing textures: Rotten fish   
    Rotten fish is missing textures, e.g. "WorldItems/PikeRotten" (while "Cooked" and "Burned" exist).
  4. Like
    Tiax got a reaction from D-23 in [FIXED] Inventory UI: large item stack (uncollapsed) breaks inventory selection   
    Fixed as of 41.70 - thank you 
  5. Spiffo
    Tiax got a reaction from Tibila in [41.69] "Consolidate All" Partial Progress   
    I love how this feature is finally in, but for the love of god please make it perform any partial progress, when the action is not fully completed.
    If you consolidate hundreds of threads, this action can take literal ingame hours and if you cancel the action it starts from scratch with zero progress.
  6. Like
    Tiax got a reaction from ProjoidZombect in [41.69] "Consolidate All" Partial Progress   
    I put this on the workshop, until officially addressed: https://steamcommunity.com/sharedfiles/filedetails/?id=2802925854
  7. Spiffo
    Tiax got a reaction from trombonaught in "Sit on ground" returns too much stamina?   
    The rest action is in the lua files. For the sitting on ground, for comparison, you'll have to dig a little deeper into the java classes. I'll add the formulas/code snippets here, when home.
     
    I do agree though: the current system is not really intuitive from a game logic perspective (cold floor > comfy sofa).
     
    Edit:
    -- lua\client\TimedActions\ISRestAction.lua:13 -- note: self.mul = 2 function ISRestAction:update() if self.character then local endurance = self.character:getStats():getEndurance() + ((ZomboidGlobals.ImobileEnduranceIncrease * self.character:getRecoveryMod() * self.mul) * getGameTime():getMultiplier()) if endurance > 1 then endurance = 1 end if endurance < 0 then endurance = 0 end self.character:getStats():setEndurance(endurance) self.character:setMetabolicTarget(Metabolics.SeatedResting); end end // IsoPlayer.java:2800 // Note: public static double SittingEnduranceMultiplier = 5.0D; private void updateEndurance(float var1) { Stats var10000; float var2; if (this.isSitOnGround()) { var2 = (float)ZomboidGlobals.SittingEnduranceMultiplier; var2 *= 1.0F - this.stats.fatigue; var2 *= GameTime.instance.getMultiplier(); var10000 = this.stats; var10000.endurance = (float)((double)var10000.endurance + ZomboidGlobals.ImobileEnduranceReduce * SandboxOptions.instance.getEnduranceRegenMultiplier() * (double)this.getRecoveryMod() * (double)var2); this.stats.endurance = PZMath.clamp(this.stats.endurance, 0.0F, 1.0F); } // rest omitted }  
  8. Like
    Tiax got a reaction from NagashUD in [41.69] Stone axe chopping tree doesn't make sound   
    Can cofirm.
  9. Like
    Tiax got a reaction from ProjoidZombect in "Sit on ground" returns too much stamina?   
    "Too much" in comparison to what?
     
    Looking at the code, sitting on ground has a 5x multiplier and is same as sitting in a car. Using the "Rest" action on furniture only has a 2x multiplier (and also seems to ignore Sandbox settings and fatigue for recovery). 
     
    If anything, the "Rest" action recovers too little. Probably because you can combine the two, which is an odd concept by itself - they should be mutually exclusive, with resting giving a bonus over ground.
  10. Like
    Tiax got a reaction from ProjoidZombect in [41.69] "Consolidate All" Partial Progress   
    I love how this feature is finally in, but for the love of god please make it perform any partial progress, when the action is not fully completed.
    If you consolidate hundreds of threads, this action can take literal ingame hours and if you cancel the action it starts from scratch with zero progress.
  11. Spiffo
    Tiax got a reaction from Yana M.D. in [FIXED] Inventory UI: large item stack (uncollapsed) breaks inventory selection   
    This is relatively easy to reproduce:
     
    Have a large stack of items in your inventory, try with 100 threads for good effect (or ripped sheets or practically anything else) Expand the stack in the inventory pane Click on the stack's "heading" to select the full stack  
    Now, right click any of the contents: You'll see context menu options of other items coming after that item stack in your inventory (e.g. load bullets into magazine, wear clothes, whatever comes later in the list). The inventory considers those all selected due to key conflicts with how the lua tables (ISInventoryPane.items, ISInventoryPane.selected) are populated.
     
    If you drop the stack like that, it will also drop those others things it considers selected. There's probably more side effects.
     

     

  12. Like
    Tiax got a reaction from CrazedAussie in Log Stack Rope Bug/Dupe   
    Already put it in the release announcement thread, putting here again to properly track it:
     
    Unstacking three or four logs still yields three or four ropes, respectively, instead of the two (from the new recipe in 41.46).
     
    Temporary fix in Steam workshop for my fellow lumberjacks: https://steamcommunity.com/sharedfiles/filedetails/?id=2292387684
  13. Like
    Tiax got a reaction from geronimo553 in IWBUMS 41.46 released   
    Unstacking of 3 or 4 logs returns 3 or 4 ropes respectively
     
    Workshop fix, until an official release fixes it: https://steamcommunity.com/sharedfiles/filedetails/?id=2292387684 
  14. Spiffo
    Tiax got a reaction from Maris in Some food items take an unreasonable amount of time to eat   
    From checking the LUA, it looks like smaller food items (based on "hunger" value) will always be forced to the same consumption time as cigarettes:
     
    steamapps\common\ProjectZomboid\media\lua\client\TimedActions\ISEatFoodAction.lua
    o.maxTime = math.abs(item:getBaseHunger() * 150 * o.percentage) * 8; if o.maxTime > math.abs(item:getHungerChange() * 150 * 8) then o.maxTime = math.abs(item:getHungerChange() * 150 * 8); end -- Cigarettes don't reduce hunger if o.maxTime < 100 then o.maxTime = 450 end  
    I published a small mod to fix it on the Steam workshop, if you cannot wait for an official fix: https://steamcommunity.com/sharedfiles/filedetails/?id=1902015925
  15. Like
    Tiax got a reaction from lichterloh in Some food items take an unreasonable amount of time to eat   
    From checking the LUA, it looks like smaller food items (based on "hunger" value) will always be forced to the same consumption time as cigarettes:
     
    steamapps\common\ProjectZomboid\media\lua\client\TimedActions\ISEatFoodAction.lua
    o.maxTime = math.abs(item:getBaseHunger() * 150 * o.percentage) * 8; if o.maxTime > math.abs(item:getHungerChange() * 150 * 8) then o.maxTime = math.abs(item:getHungerChange() * 150 * 8); end -- Cigarettes don't reduce hunger if o.maxTime < 100 then o.maxTime = 450 end  
    I published a small mod to fix it on the Steam workshop, if you cannot wait for an official fix: https://steamcommunity.com/sharedfiles/filedetails/?id=1902015925
  16. Spiffo
    Tiax got a reaction from ZombiesLoveBrainiacs in Some food items take an unreasonable amount of time to eat   
    From checking the LUA, it looks like smaller food items (based on "hunger" value) will always be forced to the same consumption time as cigarettes:
     
    steamapps\common\ProjectZomboid\media\lua\client\TimedActions\ISEatFoodAction.lua
    o.maxTime = math.abs(item:getBaseHunger() * 150 * o.percentage) * 8; if o.maxTime > math.abs(item:getHungerChange() * 150 * 8) then o.maxTime = math.abs(item:getHungerChange() * 150 * 8); end -- Cigarettes don't reduce hunger if o.maxTime < 100 then o.maxTime = 450 end  
    I published a small mod to fix it on the Steam workshop, if you cannot wait for an official fix: https://steamcommunity.com/sharedfiles/filedetails/?id=1902015925
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