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  1. Found a possible fix: In the lua function CharacterCreationHeader:render(), append the following line: CharacterCreationHeader.instance.avatarPanel:setSurvivorDesc(MainScreen.instance.desc)
  2. I think all the underwear you can find in game can also not get bloody or dirty.
  3. When in the Character Customisation Screen where you create your character before you start the game, it sometimes happens for me that the character model is not in accordance with the displayed gender. I frequently see male character models although the UI treats them as female (i.e. displaying "Female" as gender, making the "Skirt" option available in the clothing section, not displaying the beard option). The problem disappears as soon as you press any button in the screen (e.g. random button, change a clothing item etc.) Happens in singleplayer without any mods for me. Not sure if the problem has already been reported but I didn't found anything related here in the bug section.
  4. When playing the game in debug mode with a male character who has a Goatee-type of beard, the Beard-option "[Debug] Grow Long" produces an error (red box) and the "grow long" does not takes place. The option "[Debug] Grow Long" is the one in the character info screen while in game (see screenshot below). Does not seem to affect actual gameplay since it only occurs in debug mode. But I thought I report it anyway. Here is the error shown in the console: LOG : General , 1656397814302> Calculate weather front strength = 0.0 LOG : General , 1656397814302> Reseeding weather period, new seed: 623010 LOG : General , 1656397814303> Init ISContextManager LOG : General , 1656397814652> FirstNAME:ToryWalker LOG : General , 1656397817789> ----------------------------------------- STACK TRACE ----------------------------------------- Callframe at: getFirstTypeEvalRecurse function: equip -- file: ISWorldObjectContextMenu.lua line # 4043 function: onTrimBeard -- file: ISCharacterScreen.lua line # 556 function: onMouseUp -- file: ISContextMenu.lua line # 90 ERROR: General , 1656397817790> ExceptionLogger.logException> Exception thrown java.lang.reflect.InvocationTargetException at NativeMethodAccessorImpl.invoke0 (Native Method). ERROR: General , 1656397817790> DebugLogStream.printException> Stack trace: java.lang.reflect.InvocationTargetException at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(Unknown Source) at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source) at java.base/java.lang.reflect.Method.invoke(Unknown Source) at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62) at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:198) at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:188) at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1007) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980) at se.krka.kahlua.vm.KahluaThread.pcallBoolean(KahluaThread.java:1924) at se.krka.kahlua.integration.LuaCaller.protectedCallBoolean(LuaCaller.java:104) at zombie.ui.UIElement.onMouseUp(UIElement.java:1228) at zombie.ui.UIManager.update(UIManager.java:808) at zombie.GameWindow.logic(GameWindow.java:261) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:764) at zombie.GameWindow.run_ez(GameWindow.java:680) at zombie.GameWindow.mainThread(GameWindow.java:494) at java.base/java.lang.Thread.run(Unknown Source) Caused by: java.lang.NullPointerException: Cannot invoke "String.equals(Object)" because "<parameter1>" is null at zombie.inventory.ItemContainer.compareType(ItemContainer.java:1351) at zombie.inventory.ItemContainer.compareType(ItemContainer.java:1358) at zombie.inventory.ItemContainer$TypeEvalPredicate.test(ItemContainer.java:1393) at zombie.inventory.ItemContainer$TypeEvalPredicate.test(ItemContainer.java:1378) at zombie.inventory.ItemContainer.getFirstRecurse(ItemContainer.java:1470) at zombie.inventory.ItemContainer.getFirstTypeEvalRecurse(ItemContainer.java:1870) ... 21 more LOG : General , 1656397817797> bugged action, cleared queue ISTrimBeard LOG : General , 1656397832836> EXITDEBUG: ToggleEscapeMenu 1 LOG : General , 1656397832837> EXITDEBUG: ToggleEscapeMenu 3 LOG : General , 1656397832837> EXITDEBUG: ToggleEscapeMenu 4 LOG : General , 1656397832838> EXITDEBUG: ToggleEscapeMenu 5
  5. Hi! Since I do not know to which category my question belongs, I just ask it here in the "General Discussions" section. Does anyone knows what The Indie Stone's opinion on mods including nudity is and whether those mods are allowed in Project Zomboid's Steam workshop? I am NOT thinking about mods containing any explicit sexual content. Just thinking about mods which add nude character textures or models for the sake of realism. Thanks for any info on that matter!
  6. The 1979 Zombie has an awesome soundtrack! Australian Cargo is also a movie I really like!
  7. Since I was not able to find a similar thread I decided to create one (and I hope it is in accordance with the forum rules ): Feel free to share any recommendations for films and tv shows featuring zombies. Although I don't have a specific rule of what recommendations to post here, I think any movie or tv show which is somehow related to the PZ lore and features an apocalyptic setting will be appropriate. I'll start and post some things which come to my mind right now: Movies: The Romero Triology: Night of the Living Dead, Dawn of the Dead, Day of the Dead. The classics which introduced the modern zombie lore and the apocalyptic setting as we know it today. Night of the Living Dead (Savini remake, 1990): A surprisingly well-made B-movie. Quite close to the original film. Although directed by Savini, gore and splatter effects are quite moderate and not overdone. Dawn of the Dead (Zack Snyder remake, 2004): Quite different from the original one but a decent movie in my opinion. Zombies are sprinters btw. 28 Days Later, 28 Weeks Later: Not much to say here. Two very entertaining movies. Zombies are sprinters. The Dead: A not so well-known British zombie movie set in Africa. I enjoyed it. Zombies are walkers similar to the Romero lore. The Night Eats the World: French zombie movie set in an apartment building in Paris. Zombies are sprinters. Train to Busan: A must-watch Korean zombie film set in a train. Zombies are sprinters. The Battery: Indie movie about two guys trying to survive the apocalypse. Zombies are walkers. Blood Quantum: About a Canadian first nations community during the apocalypse. I Am a Hero: Epic Japanese movie based on a manga. Has the most creepiest zombies I ever saw. TV shows: The Walking Dead: Of course... All of Us Are Dead: Korean zombie show which has been a recent Netflix hit. Zombies are sprinters. Hope there will be a second season. Feel free to post your recommendations! I am always happy to learn about decent zombie movies and shows.
  8. Since wildlife is a planned feature for future builds, I'd like to make two remarks about it. What triggered me for writing this post are various ideas/suggestions related to PZ and animals posted here on the TIS forum and elsewhere in the web. 1. WOLVES: I've seen various posts which among other things suggest that the devs should add wolves to the game. Problem: There are no wolves in present day (including early 90s) Kentucky. Historically they were present in Kentucky but have long been extinct there by now. As a compromise, wolves could be introduced after a certain amount of in-game time like after several months or even years. This might be in accordance with the idea that after civilization collapse and the lack of humans, nature slowly becomes more diverse and animals "claim back" their old habitat. Speaking of large predators which could potentially be a threat to humans, there is only one type which is present in current day Kentucky: bears (more precisely: black bears). I am not sure about their population in the early 90s and I am not sure whether they can also be found in the Muldraugh/Louisville area where the game takes place but I think adding them would not be completely against reality as it is the case for wolves. Thinking about "dangerous" animals which could potentially be a threat to humans brings me to my second remark: 2. DANGER OF WILDLIFE TO HUMANS: A lot of posts suggest that predators could serve as a new type of enemy to the player besides the zeds. It is a common trope in video games that predators like wolves or bears attack any human player on sight and it is understandable from a game design perspective that they do so (for variety of enemies). However, even for larger predators like bears this is a rather unrealistic behavior. Besides a few exceptions, most predators are quite shy and try to avoid humans. This also applies to bears (and even more to wolves). To get an idea of how rare such an attack is, you might check the Wikipedia article "List of fatal bear attacks in North America" and a similar one for wolves. The black bear for example has roughly between 0 and 2 fatal attacks per year in North America (US and Canada). Since a strong point of Zomboid is realism (except for zombies ofc) and since I think this realism should also apply to the depiction of wildlife, my suggestion here is that the rarity of animal attacks should be taken care of when introducing animals. Instead of making it so that the woods are full of bears (and maybe wolves) which constantly attack the player on sight, it might be closer to reality if those animals are rather seldom and when a player encounters them, the probability of an attack should be very, very low. In most cases, they should simply run away.
  9. Ok... understand. Many thanks for the info!
  10. @PandoreaThanks for the info! Do you have a reference for this?
  11. Really like your idea of improving the user interface for the mod menu. Additional suggestion: Allow the player to use and create customisable "collections". For example, we could have one default collection which contains a list of all mods to which you subscribed. Then maybe a "favorite" collection to which the players could assign their favorite mods. Ideally, those "collections" have an option to hide or display them according to the player's need. I think those options could simplify the mod management a lot in case you have a large mod list in your game.
  12. As far as I know, the current game still allows you to farm during winter time (even if it snows). The farming is a bit slower then and I think you harvest a bit less but in principal, the current system allows you to survive for infinite time without leaving your safe house area. You just need to constantly plant a lot of stuff around your safe house. My suggestion: Farming during winter shouldn't be possible anymore. This could spice up the late game a little bit since surviving winter might become more difficult if it comes to food supply. Moreover, such a change seems quite realist to me. By a quick web search, I found some sources which state that the main farming season in Kentucky is between May and October. (Not sure if those sources are reliable though. Probably needs some more serious research.) To compensate for the more difficult farming, I suggest to change the system for food preservation a bit. For example, food preservation by canning and cooking could only require a jar, a jar lid, some water and a cooking pot with water (that would also be close to the real life canning and cooking process). After a jar with food has been consumed, you will receive an empty jar and lid which can be used again. The durability of preserved food could also last a bit longer to give players a fair chance to survive winter with food they preserved.
  13. In the "No" section, there are some things which don't have a label. So neither [n], [m] nor [y]. Just nothing. Does those unlabeled things are still considered being a "No" or does it have a different meaning?
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