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Lomion

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Posts posted by Lomion

  1. On 11/7/2022 at 11:04 PM, Roqi said:

    When I try to turn on the zombie speed value to 1 after the server turns on it changes it automatically to 2... And when I restart it does the samething. when I change it in game it make zombies run in the daytime aswell any ideas why?

    Day/night activity in MP is inconsistent in general. Cuz the speed applied only to zombies that are in current chunk or cell at the time of switching to night. When i travel some distance at night some zombies continue to behave as in day time. To the point when part of the group is at day schedule and others are on night one.

  2. 33 minutes ago, Hugo Qwerty said:

     

    I think the issue is related to sound, I suspect that generator's range is much bigger than it used to be - which is what attracted the zombies from further away than usual.

    Then it works only when player is not around. Cuz i was chilling at or near my base for around 5 days. When i was coming back from my loot run i noticed that streets around had groups of zombies, while i left them clean for a while. And that blob of zombies are only those who spawned nearby.

    I've cleared the neighborhood again. There were like 600 zombies in quite close proximity. I've dragged groups from generator and came back to see even more zombies come up to it. I literally cant explain this many zombies just by sound bug, since i was there for a long time and cleared everything in close proximity. Nor it looks like any kind of migration. Unless there is a condominium in forest nearby. They all popped into existence near my base and surrounding streets after just one day. Like there was a helicopter but i wasn't there.

  3. I must say it's somewhat inconsistent maybe? I've read your post and was playing for some time without encountering anything like that. Some minor groups here and there that could be explained by migration.

    But just now i returned from a whole day of clearing up Rosewood school and there were quite a number of zeds around my base and the picture on my lawn looked like a garage sale. I've cleared surrounding area quite consistently and thoroughly. And can confirm that those zombies just spawned despite my setting being Respawn Hours 720, Respawn Unseen Hours 160 and Respawn multiplier 0.01.

    Overrun.png

  4. 8 hours ago, NagashUD said:

    Might be indeed, i play 6 month after apocalypse and just walking attracts hundreds of zombies around and follow pretty long ....

    I just died after 6 months of surviving cuz a freaking crawler grabbed me and i couldn't get away for 3 whole seconds. No idea if it is normal. Hope update didn't mess with other randomized stats giving that crawler super strength. xD

  5. 55 minutes ago, NagashUD said:

    Still waiting the Lightfoot/sneak/zombie hearing/vision fix :!:

    I don't think that lightfooted/sneak is involved. Judging from changelog they've implemented randomized memory/sight/hearing. But something gone wrong and sandbox options are ignored and set to random by default. Cuz i noticed that only some zombies now have eagle eyes or great hearing. Didn't test in debug, but feels like it's the issue.

  6. 4 minutes ago, Yana M.D. said:

    Does this happen to you on MP exclusively? 

    I'm on Unstable beta (latest patch), but I'm not having this problem, attaching screenshot.
    image.jpeg

    How many wrecks can you dismantle with one torch? Does it say in dismantling tooltip "Propane Torch (uses) 10/10" or "20/100" like it was before the patch? Because patchnotes say "Fixed not being able to disassemble car wrecks due to a missing Propane Torch, even though it was in inventory. This needs Balance feedback since the usage per Torch was also changed." which means that torch use for dismantling wreck was changed, but there is not a single word in there about propane torch capacity (or propane tank capacity which got doubled). So, there should be a confirmation is the new propane capacity a bug or a total rebalance? If it's the latter, then all mods that use propane will have to be rebalanced.

  7. 6 hours ago, Blair Algol said:

    You can also refuel more torches from a propane tank.
    A propane tank crate was added to procedural spawns.
    Propane tank spawns were increased across the board.
    There are also tons of propane BBQs on the map.

    So, they've doubled the amount of propane in a tank but shredded the capacity of the torch 10 times? I'm all for the change that requires spending propane for disassembly but that's a bit brutal. You'll need 9 torches just to get to level 4 skill with books.

    And the sad part that the whole patch note didn't mention any thing about change in torch capacity. Except vague "This needs Balance feedback since the usage per Torch was also changed." which could mean totally different thing. So, until new capacity per torch is confirmed with a patch note, the 10 capacity torch is a bug.

    Not to mention that every mod that touched metalworking in any shape or form is now borked relying on old 100 capacity torch for balance.

  8. 40 minutes ago, Hugo Qwerty said:

    Line 2578 of the file mentioned is:
     

    if SandboxVars.EnablePoisoning == 3 and evoItem:getType() == "Bleach" then


    It looks to me that the code needs to account for circumstances where evoItem is nil (as evoItem is set to nil on line 3572).

    Something like the following should fix it.
     

    if evoItem and SandboxVars.EnablePoisoning == 3 and evoItem:getType() == "Bleach" then

     

    Yep. Worked like a charm. I wasn't able even to cook eat a damn salad until i fill it with ingredients to the max. Edited server and client files and all good. Now i understand why i didn't have that issue in single player.

    That's why you don't deploy on fridays, TIS! =P

  9. When cooking pot is full of water there are only one option to cook soup if there are some ingredients in nearby containers/inventory.

    Gives the following error:

    [22-10-22 08:50:19.522] DEBUG: Multiplayer , 1666417819522> 59а697а338> ItemTransactionManager.receiveOnClient> 2 [ 778442160 : -1 => -1 ].
    [22-10-22 08:50:37.380] LOG  : General     , 1666417837380> 59а715а197> -------------------------------------------------------------
    attempted index: getType of non-table: null.
    [22-10-22 08:50:37.381] LOG  : General     , 1666417837381> 59а715а197> -----------------------------------------
    STACK TRACE
    -----------------------------------------
    function: doEvorecipeMenu -- file: ISInventoryPaneContextMenu.lua line # 3578 | Vanilla
    function: createMenu -- file: ISInventoryPaneContextMenu.lua line # 290 | Vanilla
    function: onRightMouseUp -- file: ISInventoryPane.lua line # 1444 | Vanilla.
    [22-10-22 08:50:37.381] ERROR: General     , 1666417837381> 59а715а198> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: getType of non-table: null at KahluaThread.tableget line:1689..
    [22-10-22 08:50:37.382] ERROR: General     , 1666417837382> 59а715а198> DebugLogStream.printException> Stack trace:.
    [22-10-22 08:50:37.384] LOG  : General     , 1666417837384> 59а715а200> -----------------------------------------
    STACK TRACE
    -----------------------------------------
    function: doEvorecipeMenu -- file: ISInventoryPaneContextMenu.lua line # 3578 | Vanilla
    function: createMenu -- file: ISInventoryPaneContextMenu.lua line # 290 | Vanilla
    function: onRightMouseUp -- file: ISInventoryPane.lua line # 1444 | Vanilla.

     

    Tried to figure out which ingredients but it's quite hard. Some are safe but when other safe ingredients are nearby error occurs again. Dried beans/peas give error for sure. One of the dried vegetables was fine until i had peanut butter. Tried cooking from containers/inventory/floor with no difference.

     

    The most bizarre thing is that there is no such error in singleplayer. Tried verifying server files/redownloading mods and even disabling all mods, result is the same.

     

    Edit: Same occurs with frying pan, roasting pan and cooking pot/saucepan with rice or pasta. Maybe even most evolved recipes...

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