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razab

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Everything posted by razab

  1. Here is a specific situation where my character get stuck endlessly in the sit-up or the push-up animation meaning that you cannot end it anymore (pressing WASD or ESC will not end the animation and the animation will not end when the defined time is over or due to low endurance). Steps to reproduce: 1. Get your character on high exertion. 2. Choose "Exercise" in the health screen and let your character do sit-ups or push-ups. 3. Right-click anywhere on the ground, select the "Walk To" option and choose a square to which your character should walk. Result: Your characters will not stop the fitness animation and not walk to the square. Instead, they will do the animation endlessly and there is no way to stop it anymore. Only way I can solve the problem is to quit the game and reload. Important for the reproduction of the problem is that the character is on high exertion. The problem does not occur without exertion or on moderate exertion. Moreover, the problem does not occur for me when the character does squats or burpees. Only sit-ups and push-ups are affected. Problem occurs for me on 41.78.16 in singleplayer without any mods.
  2. Hi! I have a question about the Project Zomboid lore, especially about the actions of the US-government during the first days of the Knox Infection and how they affected the everyday life of the ordinary Knox Country population. As far as I know, Knox Country has been set under quarantine since 3 days when you choose the earliest start date in game (which is July 9). Is it supposed that there has still been a somewhat normal life for the Knox Country population during those 3 days meaning that a lot of people were still working at their regular jobs? Or is the assumption that there was a complete shutdown and all people where told to stay at home (except for police officers or firefighters maybe)? Some occupations have a chance to spawn at an occupation-specific location. Examples are cooks who could spawn at restaurant kitchens or construction workers who could spawn at construction sides (there are further examples like this). This would suggest that some people still did their regular jobs during the 3 days of quarantine. Another explanation would be that those occupation-specific spawn points are more a result of Indie Stone's work in progress while the official idea is that people didn't went to work anymore. Thanks for any replies!
  3. Really like your idea. Just to promote my own modding work a bit, I have a workshop that adds new professions but as an additional feature, certain professions are excluded from taking certain traits (for example, no illiterate doctors anymore.) See here: https://steamcommunity.com/sharedfiles/filedetails/?id=2675128168 Generally speaking, I think it is better to have such a feature in vanilla game than only in mods (I already know all those "there is a mod for this" posts in the suggestion section). Just decided to post it anyway in case anyone might be interested. Find it funny that you came up with this idea because I had exactly the same idea when I start working on the mod 2 years ago or so.
  4. isn't growing hair already in the game?
  5. When creating a peanut butter sandwich and adding a lot of peanut butter to it, the peanut butter item will always have its "-15 Unhappiness Reduction", no matter how much peanut butter you use for the sandwich. Unhappiness-Reduction-Value seems to be not decreased when peanut butter is used for sandwiches. Steps to reproduce: - have peanut butter and a bread slice in your inventory; peanut butter must be new (i.e. -25 hunger reduction and -15 unhappiness reduction) - in the right-click menu of the bread slice, choose "Create Sandwich" -> "From Peanut Butter"; repeat this as often as possible - result: the peanut butter item will only have -5 hunger reduction but still gives the full -15 unhappiness reduction! To compare: If I eat half of a new peanut butter item, it will have -12 hunger reduction and only -7 unhappiness reduction afterwards.
  6. New Zombie models?? Where does that info come from?
  7. When right clicking on a furrow and checking the option "Sow seed", there are tooltips displaying the growth time of the respective type of seed. This tooltip seems to always show the growth time for the "normal farming speed" setting from the sandbox menu although the settings are changed to another farming speed. For example, in default farming speed ("normal"), growth time for carrots is displayed as around 15 days (+/- a few days since the exact growth times are randomized by game). When changing farming speed to "very slow", the tooltip still shows growth time for carrots as around 15 days. However, as far as I understand, growth time is in fact tripled when choosing "very slow", so it should display around 45 days instead.
  8. There are clipping problems when character wears long skirts or long dresses in combination with boots (specifically, riding boots, rain boots or the boots which are just called "boots"; might apply to other types of boots as well). Steps to reproduce: - enable all clothing unlocked - move on to the Customise Character screen - equip riding boots, rain boots or boots - equip long skirt or long dress The screen shots below show a character wearing a long skirt with and without boots (second one is with boots where the clipping occurs).
  9. I have similar clipping problems with the "Hoodie" clothing item. It seems not related to character's gender and it occurs when the Hoodie is worn without any other clothes as well as when it is combined with jackets (didn't try other clothes yet). Playing in 41.77, single player, no mods. Problem seems to be new since I've never noticed it in 41.73 or earlier version although I've used the Hoodie quite often.
  10. I have the impression that the system managing poisonous berries or mushrooms is not working correct in every case. Problems occur for me when I add those items to a (fruit) salad. Afaik, the game should then make the salad poisonous too. Moreover, when you characters have cooking skill >= 7 and herbalist trait, they should be able to detect that the salad is poisonous via their interface (or am I wrong here??). Now, both of these things are not always working for me. Specifically, what happens for me sometimes is one of those things: 1. the salad is not poisonous at all (at least it has "Poison Power = 0" when checked in debug menu) 2. salad is poisonous but this is not displayed in the interface Both problems only occur sometimes for me. There are also cases where I make a salad out of poisonous items and everything works as expected (which makes stuff even more confusing). I am not sure whether this is really a bug or whether this is somehow an intended game behavior which I simply do not understand.
  11. When you have a single can of food in your inventory, you can receive a multitude of empty tin cans out of it by using traps. Here is how it works: - make sure you have a can of food in your inventory and a trap (example: canned beans and a cage trap); you also need a can opener for opening the can - open the can of food - place the trap - add a bait from the opened can - remove bait - now you have two opened cans of food in your inventory; eating them will produce two empty tin cans - you can even make more empty tin cans this way: do not eat the content of the open cans from the last step and repeat the process of adding and then removing a bait
  12. When you have food in your inventory and hover over it's entry with the mouse cursor, there will be a tooltip showing you how much boredom and how much unhappiness reduction it gives (in case the food actually gives those types of stat changes). When you then right click the food item an hover over the "Eat" option, there will be another tooltip which shows you the unhappiness reduction but it doesn't show the boredom reduction anymore. Steps to reproduce: 1. Prepare some food which gives unhappiness and boredom reduction (example: roasting pan with chicken (fresh), pepper and salt). 2. Hover over the inventory entry of the food to check boredom and unhappiness reduction. 3. Right click the food and hover over the "Eat" option. Unhappiness reduction is still displayed but the boredom reduction is missing. The problem also seems to occur with food giving only boredom reduction (unhappiness reduction is not needed for this to happen).
  13. Afaik, the vanilla code simply does not work in the way that you can add a non-profession-specific trait via the addFreeTrait command as you did. For example, the vanilla occupation "cook" has the trait "cook" as a free one but in the code, this is not the selectable "cook" trait but an extra trait called "cook2" (although they have the same stats). My guess is that the devs have introduced this "cook2" trait for the specific purpose to avoid the problems you have while modding the game. In case you want to add a non-profession-specific trait, you can try creating a new trait like "brave2", then add it via addFreeTrait command and when the game starts, exchange it with the original brave trait so that it works properly while in-game. I think this is way most profession mods add non-profession-specific traits as free ones to a modded profession.
  14. Vanilla game even has an eye patch as a clothing item. Maybe the devs already thought about introducing one-eyedness...
  15. I really like your idea of adding venomous snakes to the game. Also would like it if all different types of those snakes occurring in Kentucky are added. I am just thinking about how awesome the depiction of diverse wildlife in Red Dead Redemption 2 has been. So, why not a similar or even more detailed depiction in Project Zomboid? The antivenom idea is also great! But then, we probably need a different one for each type of snake. Should be possible to find them in pharmacies, doctor's offices or hospitals ofc. Not sure about the situation in the US but afaik, at least in Australia, doctors, pharmacies and hospitals usually store various types of antivenom. Although I don't think that getting bitten by a snake should somehow become a "major feature" of the game, this could become a very nice and immersive little detail. Also agree with the OP that snake bites are worth considering because they are not so uncommon in the US if you have a look at the statistics. There are between 7000 and 8000 per year but only around 5 fatal cases, probably due to the availability of antivenom. (as an additional source, see here: https://www.cdc.gov/niosh/topics/snakes/default.html )
  16. There is a certain sequence of actions related to your belt attachments which produce a serious bug in the vanilla game (i.e. red error box showing up at the bottom right of your screen). Steps to produce the bug while in-game: 1. Make sure to have two items in your inventory which can be attached to your belt (example: hand axe, knife). Also make sure that you have a single holster in your inventory (but not yet equipped!) and wearing a belt (as it happens by default). 2. Unequip the belt. 3. Wear holster. 4. Wear belt. 5. Attach both items (example: hand axe, knife) to your belt, one to belt left, the other one to belt right. 6. Unequip Holster. -> Bug should occur For me, it is important to execute the steps in exactly the order just described. Below I added the console output as well as a screenshot of the error screen when playing in debug mode. However, the bug also occurs in non-debug mode for me. (Detected it during a normal game play session). In the console.txt, the error can be found at the end of the file. vanilla-bug-console.txt
  17. Same problem here on Ubuntu 20.04. Problem occurs in Borderless Windowed mode but not in Fullscreen mode.
  18. When characters (male or female) wear the clothing item "Spiffo Suit Head" and nothing else, the upper part of their back seems to disappear (see screenshots). The problem doesn't seem to occur when wearing any additional clothing item on the torso (for example a shirt). Steps to produce the problem: 1. Enable "All clothing unlocked" in the sandbox options. 2. In the "Customise Character" screen, completely undress your character. 3. Equip a "Spiffo Suit Head" and nothing else. Problem is visible in the Character Customisation screen as well as in game for me.
  19. As the title says, the hair style "greased back" doesn't seem to consume hair gel meaning that the amount of hair gel in your inventory is not lowered when this style is applied. (Although having hair gel available in your inventory is a necessary condition to get that hair style.)
  20. Found a possible fix: In the lua function CharacterCreationHeader:render(), append the following line: CharacterCreationHeader.instance.avatarPanel:setSurvivorDesc(MainScreen.instance.desc)
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