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  1. - Remote Controller V1, V2, V3 does not detonate planted bombs, does not activate Noise Maker. - Planted bombs disappear after the server is restarted. - In the single player version, planted bombs explode without damage. - In Build 41, bombs will deal less damage due to changes to zombie health. In build 39, 5-6 pipe bombs could blow up a whole horde. I basically play as an engineer, when all the players considered him useless, I considered him useful for myself in the end game. I was upset by the news that remote bombs stopped working in the new build, please developers fix it. Thank you for a wonderful game.
  2. 41.65 Singleplayer No mods Whenever ground snow shrinks or grows, snow layers become semi-transparent and tile seams can be seen until transition ends. options.ini
  3. Hi! Here I want to talk about a small mistake and defect in cars that I noticed recently. The bug itself lies in the fact that the character can open the hood of any of the cars, even if it is locked with a key, without having this key. Yes, by pressing the interaction key, the character will not be able to do anything, but if we open the radial menu and select the “Open the hood”, the character will gladly open it and immediately begin to inspect all the characteristics of the car. In this way, we can even see that the “Unavailable” status of the hood is “Yes” ;Р -Also, when a character tries to open the hood after pressing the interaction key, the characteristic "closed" sound, as in the case of doors or trunk, is not played :с -And, it seems to me that when you press the “Open the hood” button through the radial menu, the character should not immediately study the characteristics of the car, he, most likely, should just open the hood and do nothing else, as in the case of doors - he does not get in the car right away? Oh, and what about if the cars with the doors and trunk closed also had the hood locked? It would be logical, I think :з If someone has already noticed this and the developers are already aware of this problem - let me know! (I checked the bug for all cars in the game, without using mods) With love from Milove for Big Love (TIS)
  4. 41.65 Singleplayer No mods My strength periodically loses 1 xp, soon after I gain it back from regular activities (level up jingle plays each time this occurs) It seems to be purely random, but usually this happens during/after waking up or eating. Edit: I think this code is the cause; I would suggest skipping players with max strength as the constant level up sound is annoying: xpUpdate.everyTenMinutes = function() for playerIndex=0,getNumActivePlayers()-1 do local playerObj = getSpecificPlayer(playerIndex) if playerObj and not playerObj:isDead() then local modData = xpUpdate.getModData(playerObj) -- strength stuff modData.strengthUpTimer = modData.strengthUpTimer + 10; -- if we've been lazy for too long, we start losing xp, every 1200 tick we lose 1 xp if modData.strengthUpTimer > 20000 and modData.strengthMod ~= math.floor(modData.strengthUpTimer / 1200) then modData.strengthMod = math.floor(modData.strengthUpTimer / 1200); if playerObj:getXp():getXP(Perks.Strength) > 0 then playerObj:getXp():AddXP(Perks.Strength, -1); end xpUpdate.checkForLosingLevel(playerObj, Perks.Strength); end if modData.strengthUpTimer > 31000 then -- it's caped to a 30000 timer, so if you've been lazy for a lot of days, it's not so long to get in shape again modData.strengthUpTimer = 0; end -- fitness stuff modData.fitnessUpTimer = modData.fitnessUpTimer + 10; -- if we've been lazy for too long, we start losing xp, every 1200 tick we lose 1 xp if modData.fitnessUpTimer > 20000 and modData.fitnessMod ~= math.floor(modData.fitnessUpTimer / 1200) then modData.fitnessMod = math.floor(modData.fitnessUpTimer / 1200); if playerObj:getXp():getXP(Perks.Fitness) > 0 then playerObj:getXp():AddXP(Perks.Fitness, -1); end end if modData.fitnessUpTimer > 31000 then -- it's caped to a 30000 timer, so if you've been lazy for a lot of days, it's not so long to get in shape again modData.fitnessUpTimer = 0; end end end end
  5. Steps to reproduce: - Place a trailer counter - Place a premium walkie-talkie on it - Try to place a floating counter above the counter (this won't be allowed) However: - Place a trailer counter - Place a floating counter over the counter - Place premium walkie-talkie on the counter (this will be allowed) Tried with furniture facing EAST. Other walkie-talkies/radios/other stuff might also cause the issue - didn't try.
  6. So I've noticed that all the nodes can not be interacted with unless there is a drop down arrow and a button. I am unable to drop the cd on the cd player box nor the headphones. I've noticed the inability to change the volume or drop vhs on that node as well. Link:
  7. 41.65 Singleplayer No mods Steps to reproduce: Make a Potato Soup (I added 2 stale potatoes) Add Opened Canned Mushroom Soup via crafting Any ingredients added after that also throw the same exception ERROR: General , 1640702687031> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: __concat not defined for operands: ContextMenu_FoodType_ and null at KahluaUtil.fail line:82. ERROR: General , 1640702687031> DebugLogStream.printException> Stack trace: java.lang.RuntimeException: __concat not defined for operands: ContextMenu_FoodType_ and null at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:82) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:805) 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.pcall(KahluaThread.java:1782) at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:85) at zombie.characters.CharacterTimedActions.LuaTimedActionNew.perform(LuaTimedActionNew.java:104) at zombie.characters.IsoGameCharacter.updateInternal(IsoGameCharacter.java:9704) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.characters.IsoGameCharacter.update(IsoGameCharacter.java:9441) at zombie.characters.IsoPlayer.updateInternal1(IsoPlayer.java:1874) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.characters.IsoPlayer.update(IsoPlayer.java:1858) at zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:79) at zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:145) at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:2929) at zombie.iso.IsoCell.updateInternal(IsoCell.java:5718) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.iso.IsoCell.update(IsoCell.java:5664) at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3334) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.iso.IsoWorld.update(IsoWorld.java:3262) at zombie.gameStates.IngameState.updateInternal(IngameState.java:1666) at zombie.gameStates.IngameState.update(IngameState.java:1367) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) at zombie.GameWindow.logic(GameWindow.java:289) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:745) at zombie.GameWindow.run_ez(GameWindow.java:661) at zombie.GameWindow.mainThread(GameWindow.java:475) at java.base/java.lang.Thread.run(Unknown Source) LOG : General , 1640702687037> ----------------------------------------- STACK TRACE ----------------------------------------- function: checkName -- file: ISAddItemInRecipe.lua line # 72 function: perform -- file: ISAddItemInRecipe.lua line # 43 LOG : General , 1640702687039> bugged action, cleared queue zombie.characters.CharacterTimedActions.LuaTimedActionNew@67db31a0
  8. Hi all, I've been running a Project Zomboid server for the last couple weeks with a fairly high active player base (way over the official server limit) and I've been optimizing the server and fixing issues. However, some issues don't really make a lot of sense to me being a server and was just wondering if the devs or anyone could provide some guidance. I'm getting very frequently the following server log entries: [20-01-22 07:47:34.236] LOG : General , 1642664854236> 967 526 980> Item -> Radio item = Radio.CDplayer. [20-01-22 07:47:34.237] LOG : General , 1642664854237> 967 526 980> Warning: Radio worldsprite not valid, sprite = . [20-01-22 07:47:34.237] LOG : General , 1642664854237> 967 526 980> Moveable.load -> Radio item = Radio.CDplayer. And when I say frequent, I'm talking about several times a minute. Any guidance on how to fix this? Thanks.
  9. A few years ago preview image for Steam Workshop items was increased from 256x256 to 268x268 pixels. The in-game requirement was never updated, so it results in PZ items having previews with black borders. So once it's fixed, newly updated mods should have up to date previews. (Click to open workshop pages in your browser)
  10. 41.65 Singleplayer No mods Instead of showing the name and icon of the installed radio, it defaults to "WaveSignalDevice" and keeps the icon from the last inspected device.
  11. 41.65 Singleplayer No mods Steps to reproduce: Forage for eggs (level 8+) Egg (Wild) sounds like Wild Eggs with extra steps
  12. 41.65 Singleplayer No mods I made this Coffee Beverage by adding the last -3 hunger of Coffee to a Teacup with barely any water in it, as a character with level 10 cooking. It provides -30 fatigue instead of the usual -5.
  13. 41.65 Singleplayer No mods Player is not hindered at all when falling while aiming.
  14. 41.65 Singleplayer No mods Currently Cage Traps drop pristine wire when broken, allowing you to infinitely recycle them. Considering that there's a special case for Twine, maybe the same logic should be applied to Wire? function STrapGlobalObject.SpawnDestroyItems(trapType, square, object) if square then local item = "Base.UnusableWood"; --traptype might be nil, in that case check isoobject if (not trapType) and object and object:hasModData() then trapType = object:getModData()["trapType"]; end if trapType then for i,v in ipairs(Traps) do if v.type == trapType and v.destroyItem then item = v.destroyItem; break; end end end if type(item)=="table" then for i,v in ipairs(item) do local spawnItem = square:AddWorldInventoryItem(v, ZombRand(0.1, 0.5), ZombRand(0.1, 0.5), 0); if v=="Base.Twine" then spawnItem:setUsedDelta(spawnItem:getUseDelta()); end end else local spawnItem = square:AddWorldInventoryItem(item, ZombRand(0.1, 0.5), ZombRand(0.1, 0.5), 0); if item=="Base.Twine" then spawnItem:setUsedDelta(spawnItem:getUseDelta()); end end else print("no square for spawnDestroyItems"); end end I'm not sure which one of these is correct, but in theory it should drain any drainables spawned by broken traps: if spawnItem:IsDrainable() then spawnItem:setUsedDelta(spawnItem:getUseDelta()) end if instanceof(spawnItem, "Drainable") then spawnItem:setUsedDelta(spawnItem:getUseDelta()) end
  15. 41.65 SP/MP No mods Watched a handful of Home VHSes early in my save, and every new tape I found after that (survived for 9 months) had no data assigned to them. This seems like a generation issue instead of it being unusable on purpose, as there are 3 types of them: VHS (VHS), VHS_Home (VHS - Home), and VHS_Retail (VHS - Retail).
  16. 41.65 Singleplayer No mods Seems like the roofing above this dining room was misplaced or something. 13754x6696
  17. 41.65 Singleplayer No mods Steps to reproduce: Cook Stew, Soup, Rice or Pasta Eat 1/2 or 1/4 of it Serve the leftovers into bowls I cooked this stew that had -96 hunger, almost ate all of it and then split it into 2 bowls. →
  18. 41.65 Singleplayer No mods It appears that this road lamp's bottom half was removed by a randomly generated tent story in my world.
  19. Hi there, Can someone from the dev team provide some clarifications on the meaning for the Zombies statistics? The server has wild performance differences and does so crazy Swings in zombie population. For example, just a few minutes ago, went from normal stable 4k zombies to 13k out of no where, tanking the server responsiveness hard. Most of them marked as "Unauthorized" for a few minutes later, to switch them to "Reusable". Would be great if some explanation on what each statistic here means. (the more technical the better btw) Lastly, the FPS section. I understand that in terms of "Main" fps, it's the server tick rate, where the target is 10. What about networking? What does it represent and what is considered to be healthy values? I've seen a big variation here, from having 150 fps on Networking, to be as low as 10 or less. Thank you.
  20. Version : 41.65 (Steam) Player Mode : Singleplayer Host Or Dedicated : N/A Mods : Vehicle Mods such as filibuster. Reproduction Steps : Not Tested On Any Other Saves. Location(s) : 13402x1500x0 is roughly where my player dot is. Cell:44x5/Rel:204x0 Problem : The streets indicated by the red lines do not draw on the map despite being "discovered." Also Note the Gaps between a few roads towards the bottom left that are connected despite what the map is showing.
  21. Issue : Vehicle teleport/disappear when leaving it Version 41.65 Multiplayer (Dedicated Server) Not any mod I'm playing with a friend on dedicated server I host myself. We're experiencing multiple issues with vehicles on our last(fifth) session (nothing like that before). I'm not sure about the reproduction steps but it seems like that : Start the dedicated server and join the server with a friend Hitch a trailer to car OR tow a car with another Get in the "main" car, drive a bit, stop the engine, leave the vehicle Leave the server (without unhooking the trailer/unhitching the towed car) Stop the server (quit command) correctly Start the dedicated server and join the server with a friend The trailer/towed car is disconnected ??!!?!?! Get in your "main" car and drive a couple of meters Get out of the car Vehicle fly back at the step 8 initial position, or if the distance is way bigger simply disappear (same for the "attachment") Here the logs (I'm not an expert but tons of "NullPointerException" when it happened). logs.zip
  22. 41.65 Singleplayer No mods Presumably because Boiled Eggs count as "uncooked" (their final form is Poached Egg), they can't be added to salads.
  23. 41.65 Singleplayer No mods Steps to reproduce: Equip the Claustrophobic trait Experiment with different game speeds, pre-built rooms and survival times In this clip, panic rises only on Fast Forward x1. The character is in a 3x8 room and has survived for 5 months and 21 days.
  24. 41.65 Singleplayer No mods Steps to reproduce: Get high level carpentry (my character has level 9 in this video) Build and disassemble Shelves or Bookcase This is most noticeable with Shelves, as it requires only 1 plank but returns 2-3 when disassembled.
  25. If you shoot zombies as they're on the floor after climbing through a window, and they survive the shot, they insta-standup and will either begin to chase you or crawl back through the window they came from. Shooting zombies after they've climbed over a fence just stuns them on the floor if they survive, as intended. Happens a lot with the 9mm pistol and low aiming skill. This does however not happen if they have to climb over furniture after the window
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