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  1. Welcome to The Damned! A new fresh server project, which will launch soon. This server aims to create a modded PVP experience with slight RP aspects. More than 60+ mods are included but at first sight, things will feel familiar to players who are used to vanilla and have little mod experience. Furthermore, the server uses a custom-made modpack to prevent constant mod updates which cause server downtimes and players not being able to join. Safehouses are enabled, but PVP is always on, and depending on the situation KOS is allowed (read the rules in our discord). Core features: ● PvP is always on ● KOS is permitted in many situations ● 60+ mods which allow for more fun gameplay, but are not overwhelming for vanilla players ● Custome-made modpack to reduce server downtimes ● Greatly organised Discord with active admins who are willing to help ● Safehouses and factions are enabled ● Read 4x times faster ● Map uncovered from start If you would like to play on our server, join our discord: https://discord.gg/bTveDh4gF8 We are welcoming both experienced and new players as The Damned is built to provide a fun enviornment for everyone who likes PvP!
  2. Duffel Bag appears completely basically invisible. when being held or on player's back, it is very difficult to tell whether it is there or not and the outline is only visible when being hovered over the mouse.
  3. nater

    Defecation v2.22

    With this mod installed, players will need to defecate. This can be noisy and you'll need some kind of toilet paper, but holding it in too long will only make matters worse. Combine this with the zombie apocalypse and you get some interesting scenarios... If you are looking for the b40 version, please download using the link below and install manually. Defecation_v125.rar Features Config file GUI Get the poop scared out of you Diarrhea Multiple sounds with their own noise radiuses Lucky/Unlucky compensations Rebindable hot-key Feces can be used as compost or fuel in a fire Split screen support (2 players max) Download Steam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1436878551 Source Files - The files are lightly commented: Defecation_v222.rar Feel free to edit this for private distribution, but if you wish to upload it publicly you will need to ask for permission. Changelog Config As of version 2.1 the settings are now located in the vanilla sandbox settings under the 'Defecation' category. Any of these values can be set to a decimal value (0.25, etc). Please note these are all multipliers, so whatever the default value is times this value, these are not the actual values. How to Use To open the GUI press the , (comma) key on your keyboard by default. Press the . (period) key to open the GUI for player 2. The GUI was designed to be updated in real time, so it can be left open, or you can open it periodically to check the status. This keybind can be changed in your key bindings under 'Defecation Status'. If you are above 66.66% you can right click in the world to 'Defecate' and you will become stressed. If you have the required materials in your inventory, you will be able to click the 'Defecate' option - if you do not have the required materials, it will let you know all of the available options. Clicking the defecate option will start the process, it will be one short timer for pulling down your pants and another longer timer for actually defecating. You will always defecate on the ground. As of version 1.1 you can alternatively defecate using a toilet. This will require 10 units of water (in the toilet), you will flush your feces, the toilet will make a loud noise, and you will not need toilet paper. Drinking dirty water or eating raw or rotten food can give you the possibility of getting diarrhea. If you have diarrhea you will see the upset stomach icon and you will need to defecate up to 4x quicker than usual. You can find 'Anti-Diarrheal Pills' in medical stores or bathrooms and these will calm your stomach, but they will not cure you. You will only be cured when your body no longer has contaminants (dirty water, bad food) in it. If you are under the influence of anti-diarrheal pills, the upset stomach icon will be green rather than red for 3 hours, up to 6 hours maximum. If you are panicked, and over 80% (or 70%, if you have diarrhea) you have the possibility to poop yourself. This will upset your character and debuff the lowest layered item on your groin/upper legs (you can easily tell what clothing items are debuffed by looking for '(Defecated)'. Continuing to wear them will further upset your character so they should be sterilized with bleach and water. Standing near piles of feces will slowly make your character unhappy as well making them nauseated. You will hear a 'flies' sound. Details Credits The 'human feces' sprite comes from Hydrocraft and is used with permission from the creator, Hydromancerx. The anti-diarrheal pill and box sprites are recolored and they also come from Hydrocraft with permission from the creator, Man_In_The_Purple_Hat. Permission https://theindiestone.com/forums/index.php?/topic/2530-mod-permissions/&tab=comments#comment-36478
  4. Someone using one of my mods tells me they are getting a Java error in Build 41.53. The mod being used is Customizable Zombies. After about 10-15 minutes of them playing the game in West Point, a crash occurs and kicks them back to the main menu. Testing the mod on my own PC and the mod runs fine for me. No crashes have occurred in my game which makes it very confusing for me. My mod changes zombie speeds and toggles on or off crawlers based on the settings. The error seems related to Broken Fences. Here is the Java error. Also, with permission they allowed me to upload their console.txt file. It will be attached to the very bottom. The error occurs on Line 7294. ERROR: General , 1628108154417> DebugLogStream.printException> Stack trace: java.lang.IllegalArgumentException: invalid direction at zombie.iso.BrokenFences.addDebrisObject(BrokenFences.java:414) at zombie.iso.BrokenFences.destroyFence(BrokenFences.java:262) at zombie.iso.IsoObject.Thump(IsoObject.java:5377) at zombie.ai.states.ThumpState.execute(ThumpState.java:76) at zombie.ai.StateMachine.update(StateMachine.java:200) at zombie.characters.IsoGameCharacter.updateInternal(IsoGameCharacter.java:9710) 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:9355) at zombie.characters.IsoZombie.updateInternal(IsoZombie.java:2289) 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.IsoZombie.update(IsoZombie.java:2001) at zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:69) at zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:149) at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:2862) at zombie.iso.IsoCell.updateInternal(IsoCell.java:5626) 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:5572) at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3175) 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:3113) at zombie.gameStates.IngameState.updateInternal(IngameState.java:1612) at zombie.gameStates.IngameState.update(IngameState.java:1319) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) at zombie.GameWindow.logic(GameWindow.java:285) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:726) at zombie.GameWindow.run_ez(GameWindow.java:642) at zombie.GameWindow.mainThread(GameWindow.java:471) at java.base/java.lang.Thread.run(Unknown Source) console.txt
  5. While playing co-op on the beta branch. Holding the manual floor attack key on keyboard, also forces the controller player to perform only floor attacks. This feels like a bug, since it makes sense that a keyboard press, should only effect the player, playing on keyboard, not all players.
  6. I was browsing reddit and this person found a door clip exploit using a office cubical wall against a door. More info in reddit post.
  7. Hi guys, I am facing an issue. When on the main screen And I click on "continue" Then the loading screen appears And and error pop-up is shown in the bottom-right corner And the game is stuck there Attaching the debuglog.txt there is some NullPointerException in some point that seems to be messing around. Let me know if you need something else. Thanks! 18-06-21_15-49-51_DebugLog.txt
  8. As the title says, I can't leave the car anymore. I just drove on the street and did hit the fence, it catapulted me into the air, landing on a burned car. Now Im on top of it and can't do anything about it. See the Video Link for details.
  9. Hello there First time posting and I'm not quite sure if this is a bug or an intended effect. My character has been receiving a large amount of stress gain constantly due to the high pop area that I decided to spawn and make my start. It got so bad that I decided to remove the smoker trait to see specifically what was causing it. after removing a large amount of zombie's leaving only their dead bodies I went and read a book and some newspapers to get rid of the stress affect. When I went outside of the house and started loading stuff into the car I noticed my stress came back quite quickly even though there was no zombie's in the area. I did a little digging to see how stress gets triggered and its due to being around a large amount of zombie's. Yet the only zombies around are their dead bodies. So is it intended that their dead bodies still give you stress or is it a bug?
  10. Ok so I'm just going to straight say it as it is. the stunlock system is garbage, 2 zombies come onto you, you might as well just exit the save because your not getting out of that without bites. I've had it happen repeatedly and I'm one of the "zomboid pro's" BUT I've come up with a simple solution. Link stun locks to fitness and strength: for example trips and fence lunges are handled by Fitness while zombie attacks (where you push them off of you) are handled by strength, higher the strength farther and quicker you push a zombie off of you, and higher fitness means you get up quicker. I'd also suggest a stun on the zombies as well. because the animation for pushing a zed is just as long as it takes for a zombie to stop falling back and come back (you'll push them away just to have the same zombie on top of you) perhaps make the zombie stagger and realign itself and THEN start moving to you. please think about this as those stunlocks are not at all balanced. they end more saves just because there is 2 zombies on both sides of you and you physically cannot escape. that is not a fair death. which you could say "zomboid doesn't give you a hand" which is TRUE, but balance is also important when making a game like zomboid
  11. El juego se ejecuta pero la pantalla queda en negro, escucho la música del menú de inicio pero no da video. Mi computadora es mala y lo mas probable es que se deba a ello, pero si no, y hay alguna solución a eso me gustaría saberla. Thx. (Google translator) The game runs but the screen is black, I hear the music from the start menu but it does not give video. My computer is bad and it is most likely due to it, but if not, and there is a solution to that, I would like to know. Thx. Solucionado, no se a que se debe, solo entre a la carpeta donde esta instalado el juego y lo ejecute como administrador y abrió normal. Fixed, I don't know why, just go to the folder where the game is installed and run it as administrator and open it as normal. 18-10-20_09-29-46_DebugLog.txt console.txt options.ini
  12. Good evening. I just lost my character to a really bizarre and frustrating glitch. I was in a School Bus surrounded by zombies, and have been running them over in a desparate attempt to escape. Suddenly, the bus stopped. Now, this may have been due to the engine breaking apart, but that turned out not to be the case because the bus restarted and proceeded to move when I pressed the movement keys. The bus reaches about one RPM and less than five miles per hour, switches to drive, and travels about two or three feet before the key pops out and the bus stops. I reinsert the key, turn the engine, and then the bus starts again. I move the bus again; the key jumps out of the car. It does not work. Again. I thought it was because I was sitting on zombies, but I eventually broke free and the bus continued to stop. Again, when I cranked the engine, the engine light was green and the bus moved. When I was cranking the engine, it was yellow if the engine didn't start. The heater still works. The battery still has charge. The bus has all four tires. All bus components are present. The engine is not at zero percent. Nothing else with the bus is going wrong. It is not the engine failing, but the bus key jumping out of the ignition! I eventually got out of the bus and was mauled to death by zombies. I have a backed up saved game, but I'm still not happy with this bug. Thank you for any assistance you may render. Warm regards and warm bodies, -TURTLESHROOM
  13. the recent update which included the reloading menu broke the remove magazine from firearm, no instead of the remove firearm animation your character plays the insert magazine and then halfway through the animation it just stops. it's really silly looking I tested without mods and made a new save
  14. Description [03/04/2020] - Tested on Build 40 Stable and IWBUMS Build 41. I created this mod to add a bit more realism. It seemed a bit unrealistic that one can run straight into 1 or 2 zombies and not risk getting attacked. Mod Info: Zombies that you collide with or run into will grab a firm hold onto you and they will attempt to bite you. They will not be able to grab if they are hit or shoved. If they grab you, you won't get hurt as long as you hit or shove them before they attack. It is possible to sprint out of their grabs, but that may or may not save you depending how close they are once they attempt their attack. Steam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=2013479771
  15. NOT A BUG: the window in the video is not a sheet metal barricade. zombies broke the barricade, and came through the window. The curtain looks like a barricade and that is why they were pathfinding into the room. in the gas station house south west of riverside the two doors are the only two entrances a zombie could access, as you can see, both are closed when the zombie spawns. I removed the stairs and replaced it with a rope climb. That could be why zombies are calculating path/ spawning in that location. I have the save zipped, it occurred for me three times over the span of an in-game week. PM me for link.
  16. In the video below, the Items were moved to rear seats, in the ambulance, you cannot see the rear seats from the driver seat, you have to open the back. If the rear seats are full, and you put items in the passenger seat, then get into the passenger seat, the items in the passenger seat will move to a single rear seat, and all items in the rear seat dissapear This specifically happened in an ambulance, tho I imagine it happens with other vehicles. What made me notice is that I lost a duffle bag full of loot and remembered putting in the passengers seat
  17. this may be fixed when they rework animation cancelling. Your spear should target the closest enemy to your 'ground pointer' reticle, something strange happened here and it caused me to get attacked. Ignore that you really shouldn't be fighting more than 1 zombie at a time, and just note the inconsistent attack.
  18. Currently, it is possible to hold down E, walk to an open window and jump through (holding down E on a window tile will work regardless) It is NOT possible to do this while sneak-jogging (Holding down the shift key), I haven't tested other movement states. Lead to this slightly frustrating moment in a play through,
  19. Been testing the new 41 update and when I made a new game (no mods) I have found this bug. It only affects walls and windows indoors and seems to change color from green to blue to red seemingly at random. I don't have any idea of what might be causing this bug and have even reinstalled the game but it still hasn't fixed it. If anyone know what this is I would be grateful for some help in fixing it, Thanks
  20. When I try to transfer items to the ground from an inventory that isn’t on my character the action starts, but the items transfer to my inventory instead of the ground. Edit: I use a controller, don’t know if this is the cause. Just realized I haven’t tried without one.
  21. when bandages get dirty, how about an option "replace dirty bandages with..." instead of having to remove them and then add fresh ones as 2 separate steps?
  22. It seems like, if you add poisonous berries to your fruit salad via the 'add random fruit' command, it doesn't show the green skull icon next to the food. I started with an empty bowl and added 2 poisonous berries via that context menu, ate the food and seem to be okay. I don't know how long being poisoned by berries takes normally, but I've been waiting for a couple of days and am still okay. xXx
  23. I always played with the hypochondriac trait and always managed to survive the fever after a scratch (unless it was the real deal). I don't know if it is fever being a lot more lethal now or bug but I can't seem to tank the fever anymore even being maxed fed. Side questions: Also Does prone to illness trait make fevers more lethal or simply just more common? Same question to slow healing trait?
  24. Can't wash hats, tanktops and socks. I think there were a couple of other items too that seemed to be unwashable, but I can't think of which ones at the moment.
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