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Narrnika

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Everything posted by Narrnika

  1. I came across a similar one when I tried to use Hydrocraft. Updating time and zombies is the result of incomplete saving of the world when game crashes. But what caused the crash - I did not understand, I just had to throw the mod.
  2. When you use saving in the "Customise Character" screen, the DisplayNames of clothes are written to the file Zomboid/Lua/saved_outfits.txt (taking into account the included translation). This creates two errors: 1. If the translation is not Unicode (Russian, Chinese, Japanese, etc.), then instead of the names, question marks are written to the file, which are then not read; that is, a set of clothes is not actually saved; 2. If you configure and save the character in one language, and then switch to another translation, the saved set of clothes does not load correctly (because the names are different in different languages). Perhaps it makes sense to use not the DisplayName, but the code name of the item (for example, "Tshirt_Profession_RangerGreen" instead of "Green Ranger T-Shirt").
  3. This here https://map.projectzomboid.com/#11287x6583 But it seems that a red pixel always appears next to such shelves if they are full (and disappears when they are empty) :
  4. ..and even black pixel (https://map.projectzomboid.com/#11482x7020) :
  5. Yellow pixel (https://map.projectzomboid.com/#11537x6986) :
  6. Faalagorn, perhaps what has already been fixed can be deleted.. Otherwise, this page will weigh more than the game ))
  7. https://map.projectzomboid.com/#10273x9408
  8. https://map.projectzomboid.com/#10307x9304
  9. https://map.projectzomboid.com/#10275x9329
  10. https://map.projectzomboid.com/#10341x9307
  11. The hunt for red dots continues!-) (Faalagurn, maybe update the tag to 41.37?) Here is a fresh list from the McCoy factory:
  12. It may depend, but evenly.. that is, if the charging of the battery is scaled in time, then the discharge must also be scaled.
  13. I doubt that this can be well implemented.
  14. This is already interesting. Sometimes I play 1 game day = 2 real hours, there really are oddities and discrepancies - fuel consumption, needs of the character (smoking, boredom, maybe something else..) Apparently, I will need to test this in more detail.
  15. It seems that function getFoodType() does not want to work with a non-food item.. Try in file projectzomboid/media/lua/client/ISUI/ISCraftingUI.lua changing line 401 to this: local foodType = nil; if item.item:IsFood() then foodType = item.item:getFoodType() end
  16. This is not a good behavior of game, but I don’t think it’s a big problem - until you accidentally discharge the battery completely, but this happens very rarely, just like in life - when you leave headlights and air conditioning on for the night )
  17. It seems that I understood what you are talking about - something similar can be observed in the list of consumers of the generator (not automobile, ordinary): after the generator starts, only those electrical appliances that are turned on at that moment are displayed; if you turn on a few more bulbs or electric furnace - this will not appear immediately in the generator-info panel, but will be displayed in a few minutes - there is probably some period of polling the circuit. I came across something similar with the car a couple of times - the battery was well charged on long trips, but it was quickly discharged when I moved from house to house and constantly jammed and started the engine again.
  18. Pretty strange. I took car (in much worse condition), drove through a half-card with the headlights and air conditioning turned on - the battery was 100% charged and didn't discharged.
  19. I want to add that - these video are made within the same session (without restarting game); - the previous session was with '-debug'; - at the beginning of this session a couple of mods were included (translation, a couple more little things), but by the time of recording you can see, they are disabled; - probably the bug is not in the game itself, but in the part that reloads lua - it feels like some part remains not reloaded (see also these topics: Reloading Lua after exit to main menu, Name of perks don't reload).
  20. In addition, I got something else strange (pay attention to the baseball bat at the very beginning and to the end of the walking animation):
  21. So, I finally managed to record this (not very good quality, but still) :
  22. These books and magazines still need a parameter "StaticModel" (for display during animation) : - media/scripts/items_radio.txt, items RadioMag[1-3] - media/scripts/vehicles/vehiclesitems.txt, items MechanicMag[1-3] - media/scripts/vehicles/vehiclesitems.txt, items BookMechanic[1-5]
  23. Most likely, it will be more difficult, but how much? I like the idea, but I need to see how to make thermal insulation without using clothes ..
  24. Another oddity related to reloading mods: - let's say some mod is enabled globally (in main menu); - now load the save without mod - "Reloading Lua", in game mod disabled, all ok; - exit to main menu - formally (in ModSelector menu) mod is considered to be enabled, but in fact mod still disabled. This is especially noticeable if the mod is a translation. Just like the previous topic, this in itself is not very important, but it can cause errors, the cause of which will be difficult to determine. PS: there was something else similar - for example, a save, in which the mod-translation was definitely turned on, at some point loaded without mods, although I didn't turn them off. But not all situations I could repeat to say for sure..
  25. When you change the language or turn on/off the language mod, "reloading Lua" occurs, BUT - names of perks don't reload. Is not very important, but it can be part of another, more global bug.
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