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Narrnika

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  1. Demonstration in vanilla game: While indoors, start reading the wrong skillbook (less or greater than your current level). The character will say "I don't understand..." or "I already know that...", after which the level of boredom will decrease by 5 points. The error appears due to the use of the function `Say` in client/TimedActions/ISReadABook.lua: 37: self.character:Say(getText("IGUI_PlayerText_DontGet")); 39: self.character:Say(getText("IGUI_PlayerText_TooComplicated")); 41: self.character:Say(getText("IGUI_PlayerText_DontUnderstand")); 53: self.character:Say(getText("IGUI_PlayerText_KnowSkill")); 55: self.character:Say(getText("IGUI_PlayerText_BookObsolete")); Testing this function with additional parameters (in debug console): Player = getSpecificPlayer(0) Player:Say("Test") -- BoredomLevel -5 Player:Say("Test", 1.0, 1.0, 1.0, UIFont.Dialogue, 30.0F, "default") -- BoredomLevel -5 Player:Say("Test", 1.0, 1.0, 1.0, UIFont.Dialogue, 30.0F, "whisper") -- no effect Player:Say("Test", 1.0, 1.0, 1.0, UIFont.Dialogue, 30.0F, "shout") -- BoredomLevel -5 Player:Say("Test", 1.0, 1.0, 1.0, UIFont.Dialogue, 30.0F, "radio") -- no effect The boredom reduction was probably intended for talking to NPCs, but when "talking" to oneself, it looks like a bug. At the same time, it seems rather strange that this happens only indoors - outdoors, boredom changes as usual.
  2. projectzomboid\media\scripts\*.txt https://github.com/FWolfe/Zomboid-Modding-Guide#the-scripts
  3. Try disabling the "Smart Open Mechanics UI" mod for this save. The update has something to do with the mechanic window - possibly conflicted.
  4. If path to mod contains national (no-ascii) characters, then in linux-version this mod is not visible in mod-list, and occurs error like this: WARN : Mod, 1599768637312> ChooseGameInfo.readModInfo> can't find "/home/narrnika/.steam/steam/steamapps/workshop/content/108600/1411032745/mods/Hydrocraft - Traduction Fran??aise/mod.info" LOG : General, 1599768637312> ------------------------------------------------------------- attempted index: getId of non-table: null LOG : General, 1599768637313> ----------------------------------------- STACK TRACE ----------------------------------------- function: populateListBox -- file: ModSelector.lua line # 525 function: onMenuItemMouseDownMainMenu -- file: MainScreen.lua line # 1538 ERROR: General, 1599768637313> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: getId of non-table: null at KahluaThread.tableget line:1690. ERROR: General, 1599768637313> DebugLogStream.printException> Stack trace: java.lang.RuntimeException: attempted index: getId of non-table: null at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1690) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:642) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1981) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1783) at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:76) at zombie.ui.UIElement.onMouseDown(UIElement.java:993) at zombie.ui.UIElement.onMouseDown(UIElement.java:953) at zombie.ui.UIElement.onMouseDown(UIElement.java:953) at zombie.ui.UIManager.update(UIManager.java:713) at zombie.GameWindow.logic(GameWindow.java:234) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:708) at zombie.GameWindow.run_ez(GameWindow.java:626) at zombie.GameWindow.mainThread(GameWindow.java:453) at java.lang.Thread.run(Thread.java:748) (actually it is the directory "Hydrocraft - Traduction Fran├žaise") In Steam Workshop are several of these mods and they seem to work without issue in windows. This is not critical, but, IMHO, it is better to do equally - or such paths are acceptable everywhere, or nowhere.
  5. When using functions getFileReader, getFileWriter, getModFileReader, getModFileWriter in lua, national (no-ascii) characters are lost (more precisely, they turn into question marks when writing and into an unprintable character when reading). In the original game (without mods) this is manifested when saving/loading character settings or sandbox settings: Try to read a corrected file: It is not very critical in this particular place, but sometimes creates problems in mods (both when writing and when using). In this regard, the suggestion: if the files are badly read from lua, then read them in java, and transfer a table of strings to lua. And vice versa - transfer to functions a table with strings, which will be written to the file in Java. That is, add something like this: // in addition to getFileReader() @LuaMethod(name = "ReadFileToTable", global = true) public static KahluaTable ReadFileToTable(String param1String, boolean param1Boolean) { ... } // in addition to getModFileReader() @LuaMethod(name = "ReadModFileToTable", global = true) public static KahluaTable ReadModFileToTable(String param1String1, String param1String2, boolean param1Boolean) { ... } // in addition to getFileWriter() @LuaMethod(name = "WriteTableToFile", global = true) public static void WriteTableToFile(KahluaTable param1KahluaTable, String param1String, boolean param1Boolean1, boolean param1Boolean2) { ... } // in addition to getModFileWriter() @LuaMethod(name = "WriteTableToModFile", global = true) public static void WriteTableToModFile(KahluaTable param1KahluaTable, String param1String1, String param1String2, boolean param1Boolean1, boolean param1Boolean2) { ... }
  6. Yes, I would like "favorites" to protect items from accidental destruction (seems this is already implemented for adding fuel)
  7. Build 41.42 Now this error appears regardless of the loading method (continue latest save or load from save's list)
  8. Outdoor temperature: -1.3 Room temperature: 22.0 Temperature inside the car: 3.6 The conditioner in the car is off.
  9. Narrnika

    Menu Bug

    No, the mechanics menu (only it) blocked everything before.
  10. Ok, "ui:drawTextLeft" changed to "ui:drawTextRight". Left to correct the calculation of the X coordinate :-)
  11. 1. Also relevant for other challenges (Storm, Winter, CDDA ...). 2. In the log before the described "STACK TRACE": attempted index: OnInitWorld of non-table: null OnInitWorld() - it's function from scripts of challenges (YouHaveOneDay.lua, AReallyCDDAy.lua, AStormIsComing.lua ...), which are not executed when using "Continue" (see here). 3. Apparently, it's not about the mods - it are here only to force reset lua, which makes the bug more obvious.
  12. Narrnika

    [WIP] more mod tags

    Sounds/Music Adventure/Quests/NPC
  13. Depends on what you mean when you write "Support". Now these mods don't interfere with each other and can work simultaneously. Three different sets of tags: - tags in mod.info - they are written by the author of the mod, and they can be read by installing the mod; - tags added by More_Mod_tags - are also assigned by the author, but are stored outside the mod and are visible only in Steam; - custom tags that you can assign to any mod, but no one else will see them. At first glance, it looks quite chaotic, yes. Probably, we could try to synchronize the first two sets: so that the tags that are published in Steam would be written in mod.info - but this should be done from More_Mod_tags.
  14. Updated - added support for custom tags. That is, you can assign your tags to downloaded mods to improve the search.
  15. List of changes: "BACK" button discards all changes; "ACCEPT" button applies all changes and start reload lua (even if there were no changes). Panel with filters and search: - button "Show all mods" resets all filters, but not search; - when reload lua, panel is reset to default state. List of mods: - be careful with "To favorites" and "Remove from favorites": after clicking "ACCEPT", favorite mods will be enabled in all saves; mods removed from favorites will be disabled in all saves; - icons are read from mod.info; image will be scaled to line-size (which depends on the font size); if no icon is assigned, the map-icon will be used for mods containing maps, and the "piece of cake" icon for all others; - mod states are written in brackets after the name, as well as displayed by a marker near icon and color of the text. Panel with preview: - if the image is one, then it will be stretched to the entire panel (saving aspect ratio); - if there are several images, then it can be leaf with mouse-wheel or clicking the side previews; clicking on central image will stretch it to fit the panel. Info panel: - can display description of the mod in current language - for this in mod.info file need <LANG:XX> command (XX - language code); - the rest of the information is placed in the collapsible block "Extra info"; besides mod-ID and require-list, from mod.info reading lines "modversion", "pzversion", "tags", "authors"; - under the collapsible block there are links to local files of the mod, steam page and address specified in mod.info file in line "url". - at the very bottom - the button for editing custom tags that will be saved in the file (homedir)/Zomboid/Lua/saved_modtags.txt. Saving lists of enabled mods: - file (homedir)/Zomboid/Lua/saved_modlist.txt is used; - four preset lists: "Disable all mods" and current actives lists (global, last save and current save, if you went from the "SELECT SAVED GAME" panel); - mods marked as favorites ignore selection from this list (that is, "Disable all mods" is disable all mods, except for favorites). Notes: - mod works instead of original ModSelector.lua file - gamepad is almost not supported - only "BACK" and "ACCEPT" buttons (does anyone need this?) - button "Map Mod Priorty Order" removed - I did not find anything that would make it available (if it is still needed - write me how and where it should work) Mod in GitHub Mod in Steam
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