RELEASED: Build 36.4
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Build 36.4:

 

 

[New]

  • Added SteamID to PVP's log
  • Added DisplayName column in whitelist table in the database
  • Now dump the server's console into users/YOU/zomboid/server-console.txt
  • Added more zones to Rosewood and March Ridge for respawn/forage
  • Switched dll compiller to VS 2013 + rebuild all dll's (should no more require VCredist 2015 to work)
  • Items can now use the RequireInHandOrInventory properties (list, separated by /)
  • For now used only on Cigarettes which will require either a lighhter or matches
  • Added multi sprite objects to movables (max 4x4 grid)
  • Multi Sprite Movables:
  • Some multi sprite movables can appear as a single item and are added to inventory like the other movables (for example a 2 tile painting)
  • Most multi sprite movables however need to be broken down into parts. For example beds and big cabinets etc. They require a tool and when performing a 'pick up' action the object is broken down into several heavy parts, one part for each tile, which are spawned on ground.
  • The parts are named "Object name 1/2" etc.
  • Electrician will now start with create various radios recipes
  • Added tooltip on various Radios "Equip as primary or secondary item to operate radio."
  • Added a tradingUI for MP:
  • Right click a player, select "Trade" to open the new window.
  • Drag & drop items from your main inventory to your offer, once you're done click "Seal Offer"
  • When both player sealed their offer, you can click "Finalize Deal"
  • Added watering can to items that can be on ground & filled with rain water
  • Add a break sound when failing to fix an item
  • Added a mini scoreboard in the admin panel:
  • Little UI showing all players connected (self updating), right click any player to bring a context menu to either teleport to him, teleport him to you, make him invisible or enable godmode
  • [MODDERS] You can now override recipes, just make a new recipe with the same name than the one you want to override and add a Override:true.
  • [MODDERS] Added an "Obsolete:true" property to recipes, using this will make them not in game
  • Added an item editor for admins in MP:
  • Right click an item (not a stack of item!) and click "Edit Item" to access the new UI.
  • You can modify various properties like color, name, damage, range, hunger reduction, etc...
  • Large furniture placing now checks tiles on floor for parts, however atleast 1 part must be in inventory.
  • Radio items can be dropped on floor as item (when draggin them into container panel)
  • Added description to every server options for the ServerOptionsUI
  • Improve the "Invite Friends UI": added colors to friend's status, better sorting: online first, then busy/away, then offline, also added a name filtering.
  • Added a disclaimer on main screen to show what's new in the version (will be mostly used for public branch, but adding it here so translators can translate it to be ready for public)

 

[Balance]

  • Removed nightmares when sleeping in MP
  • Lowered water dispenser waterAmount from 400 to 250
  • Added nutrition values on home made bread dough
  • Made walk to timed actions still work for Fast Forward x1
  • Decreased time needed for food to create compost in the composter
  • Lowered the berries calories (mostly from 70 to 20)
  • Lowered the mushroom calories
  • Increase *3 rabbit nutrition values
  • Various increase in trapping animals nutrition
  • Lower the health regen when sleeping if you're starving.
  • Reduced the health loss done by starving.

 

[Bug Fix]

  • Fixed MaxAccountPerUser server option not working correctly
  • Removed moderators being able to alter the database in the dbviewer
  • Fixed bug with display name and factions
  • Players in faction will now have the updated list of players in their faction
  • Fixed a bug in the zone export making all the new zone non appears (need a new game)
  • Can now sterilize water mug using fire/oven
  • Boredom will increase way slower if you're reading (can still get bored after a while)
  • Changed movable item icons to reflect the actual object rather then category icons
  • Changed movable items can no longer be dropped on floors (other containers still possible)
  • Changed dragging movable item to world now activates the movable cursor for that item
  • Fixed tents not using the new sleeping code (didn't check if you were tired, etc.)
  • Crafted radios won't have battery inside it
  • Walk to action will be stopped if you fast forward (avoid anti-colision bug)
  • Fixed game crashing with option 'nosound'
  • Added missing "break sound" on some items
  • Another attempt to fix the non-stop ringing alarm clock
  • Fixed stuck mute volume bug for radio/tv's after chunk unload/reload
  • Fixed antique oven not working after move
  • Fixed bug that broke dismantling
  • Fixed certain cartboxes that werent being able to be placed on floor.
  • Fixed not being able to sleep with a controller
  • Fixed not being able to interact with player's made item with a controller (painting, barricading...)
  • Fixed not being able to interact with multi stage item with a controller
  • Fixed various bug on safehouses:
  • Being able to transfer a safehouse to someone who owns a safehouse
  • Owner wasn't taking in the "last time visited" calcul
  • Fixed composter respawning items
  • You now can't add frozen food to your evolved recipe
  • Fixed recipes using wrong Alarm Clock/Digital Watch
  • Fixed "SleepAllowed" server options not working for sleeping in tent
  • Fixed being able to upgrade wall without having the required materials
  • Fixed "Fruit Salad" being "Salad".
  • Fixed "Add" ingredient for evolved recipe being "From"
  • Fixed creating a new character keeping your previous traits for free.
  • Fixed translation errors in UI_EN.txt

 

 

Patches:

 

36.1:

36.2:

36.3:

36.4:

 

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7 minutes ago, Butter Bot said:

I'm sure someone will get to it eventually. You'll notice the bug tracker is quite extensive, as is.

 

WTF!

In turbo's branch it's fixed, but not here :blink:

 

Btw, It would be great when you dismantle a radio/walkie, the battery appears in the same way that other components...

Edited by ditoseadio

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Sick Boy   
2 hours ago, RobertJohnson said:

Walk to action will be stopped if you fast forward (avoid anti-colision bug)

So if I right-click and "Walk to" an area and fast forward I'll stop? 

 

ugh. Terrible.

2 hours ago, RobertJohnson said:

For now used only on Cigarettes which will require either a lighhter or matches

So, will lighters have their "charges" increased? Will smoking a cigarette use less than it takes to start a fire? Because a full standard lighter will light literally hundreds and hundreds of cigarettes. (Hell, as it stand even when lighting fires in-game, lighters run out way too quickly. Again, a standard cigarette lighter will light hundreds of fires.) A regular "BiC" lighter will light up to 3,000 times. 

A standard full book of matches will light 20 cigarettes. 

 

That is to say, if using the lighter for this purpose will use any charges at all. 

Edited by Sick Boy

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1 hour ago, ditoseadio said:

 

WTF!

In turbo's branch it's fixed, but not here :blink:

 

Btw, It would be great when you dismantle a radio/walkie, the battery appears in the same way that other components...

 

Jeeze dude.

 

If it was fixed in Turbo's branch then it should be here too, Turbo just didn't gave me the full changelog probably...

 

Dedicated should be in 36 tho :(

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3 minutes ago, RobertJohnson said:

 

Jeeze dude.

 

If it was fixed in Turbo's branch then it should be here too, Turbo just didn't gave me the full changelog probably...

 

Dedicated should be in 36 tho :(

 

Not fixed in Build 36.

 

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cheeley   
1 hour ago, Geras said:

 

RIP time-saving walking in singleplayer.

This.

 

Give us bicycles, skateboards, rollerskates - SOMETHING so we can cover long distances! Without the walk to /fast forward method, the western farm by the pony-roam-o is basically off limits for me now, it just takes too damn long in real life to get there.

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Eh, it takes all of 15-20 minutes to walk/run to most areas on the map. It's not as long as it feels and shuold be regarded as a challenge like any other. The writing was on the wall for movement while fast forwarding anyway, since normal movement disables fast forwarding, anyway.

 

If you want faster travel, rather than demand TIS implement vehicles right this minute you can just use mods.

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1 hour ago, RobertJohnson said:

 

Jeeze dude.

 

If it was fixed in Turbo's branch then it should be here too, Turbo just didn't gave me the full changelog probably...

 

Dedicated should be in 36 tho :(

 

I just tested in a new game and it's fixed.

Sorry for the confusion... :huh:

 

Btw, some problems with concrete road block...

 

http://i.imgur.com/nu4OLX9.png

 

It's like a wall, you can't see the other side, and when attempting to dismantle it, it shows this error...

 

Quote

1482440183865 -----------------------------------------
1482440183865 STACK TRACE
1482440183866 -----------------------------------------
1482440183866 function: scrapObjectInternal -- file: ISMoveableSpriteProps.lua line # 2600
1482440183866 function: scrapObject -- file: ISMoveableSpriteProps.lua line # 2582
1482440183866 function: perform -- file: ISMoveablesAction.lua line # 61
java.lang.RuntimeException: Object tried to call nil in scrapObjectInternal
        at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:91)
        at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:949)
        at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
        at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1727)
        at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1642)
        at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:72)
        at zombie.characters.CharacterTimedActions.LuaTimedActionNew.perform(LuaTimedActionNew.java:77)
        at zombie.characters.IsoGameCharacter.update(IsoGameCharacter.java:9750)
        at zombie.characters.IsoPlayer.update(IsoPlayer.java:2726)
        at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:1366)
        at zombie.iso.IsoCell.update(IsoCell.java:4682)
        at zombie.iso.IsoWorld.update(IsoWorld.java:2861)
        at zombie.gameStates.IngameState.update(IngameState.java:1272)
        at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
        at zombie.GameWindow.logic(GameWindow.java:634)
        at zombie.GameWindow.run(GameWindow.java:1246)
        at zombie.GameWindow.maina(GameWindow.java:1022)
        at zombie.gameStates.MainScreenState.main(MainScreenState.java:179)
1482440183870
1482440183870 -----------------------------------------
1482440183870 STACK TRACE
1482440183870 -----------------------------------------
1482440183870 function: scrapObjectInternal -- file: ISMoveableSpriteProps.lua line # 2600
1482440183871 function: scrapObject -- file: ISMoveableSpriteProps.lua line # 2582
1482440183871 function: perform -- file: ISMoveablesAction.lua line # 61
1482440183872 bugged action, cleared queue

 

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30 minutes ago, cheeley said:

I'm not demanding vehicles right this minute.

 

I have limited gaming time. I like Zomboid SP because I can play it in 20 - 30 minute chunks when I get a chance. Spending one of my 20 minute chunks running in a straight line is not my idea of fun.

 

 

Then visit one of the many side areas along the way. Plan your trips. Take a tent with you.

 

Survive.

 

7 minutes ago, samuk190 said:

Finnaly the devs listen to the community... vc redist 2015 is not necessary... Project zomboid is not gta 5 lol...

Waiting to see animation system...

Just going to point out that just because this one time we were able to find a solution (VCRedist 2013) that's no excuse for not keeping your system up to date. if there's problems preventing you from updating it, then that falls to you to solve it.  The game "not being GTA 5" is no reason to ignore it's requirements or think they're un-necessary.

 

We got lucky that it was possible to downgrade.

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Geras   
51 minutes ago, Butter Bot said:

Eh, it takes all of 15-20 minutes to walk/run to most areas on the map. It's not as long as it feels and shuold be regarded as a challenge like any other. The writing was on the wall for movement while fast forwarding anyway, since normal movement disables fast forwarding, anyway.

 

If you want faster travel, rather than demand TIS implement vehicles right this minute you can just use mods.

 

It was just convenient to use fast-forward walking trick to save your character's stamina for covering long distances and having enough breath to fight AND saving your IRL time. Especially when Obese and Unfit. Or when walking with a generator and 20 logs in your backpack from the other side of the city. Or just the generator, for that matter.

 

Oh, well.

Edited by Geras

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Loving the multi-tile item move, but I'm now getting lots of errors when trying to dismantle stuff (sinks, toilets, doors) via metalworking or carpentry.

 

Tried to get the relevant stuff from the console, if that helps:

Quote

1482443082943 -----------------------------------------
1482443082943 STACK TRACE
1482443082944 -----------------------------------------
1482443082944 function: scrapObjectInternal -- file: ISMoveableSpriteProps.lua line # 2600
1482443082944 function: scrapObject -- file: ISMoveableSpriteProps.lua line # 2582
1482443082944 function: perform -- file: ISMoveablesAction.lua line # 61
java.lang.RuntimeException: Object tried to call nil in scrapObjectInternal
        at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:91)
        at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:949)
        at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
        at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1727)
        at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1642)
        at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:72)
        at zombie.characters.CharacterTimedActions.LuaTimedActionNew.perform(LuaTimedActionNew.java:77)
        at zombie.characters.IsoGameCharacter.update(IsoGameCharacter.java:9750)

        at zombie.characters.IsoPlayer.update(IsoPlayer.java:2726)
        at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:1366)
        at zombie.iso.IsoCell.update(IsoCell.java:4682)
        at zombie.iso.IsoWorld.update(IsoWorld.java:2861)
        at zombie.gameStates.IngameState.update(IngameState.java:1272)
        at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
        at zombie.GameWindow.logic(GameWindow.java:634)
        at zombie.GameWindow.run(GameWindow.java:1246)
        at zombie.GameWindow.maina(GameWindow.java:1022)
        at zombie.gameStates.MainScreenState.main(MainScreenState.java:179)
1482443082946
1482443082946 -----------------------------------------
1482443082946 STACK TRACE
1482443082946 -----------------------------------------
1482443082946 function: scrapObjectInternal -- file: ISMoveableSpriteProps.lua line # 2600
1482443082946 function: scrapObject -- file: ISMoveableSpriteProps.lua line # 2582
1482443082946 function: perform -- file: ISMoveablesAction.lua line # 61
1482443082946 bugged action, cleared queue

 

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5 hours ago, cheeley said:

I'm not demanding vehicles right this minute.

 

I have limited gaming time. I like Zomboid SP because I can play it in 20 - 30 minute chunks when I get a chance. Spending one of my 20 minute chunks running in a straight line is not my idea of fun.

 

There is a mod that adds vehicles, that fills that neat little gap that you and i experience. 

But the real pain is in MP, i still dont know how people do the trips in modded maps like, the game map becomes huge, i just dont see the appeal of running that time either. 

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Hi There,

Thanks for the update.

Also getting an error every time I try to either dismantle something or pickup an object larger than 1 tile

Quote

1482471949659 -----------------------------------------
1482471949659 STACK TRACE
1482471949659 -----------------------------------------
1482471949659 function: scrapObjectInternal -- file: ISMoveableSpriteProps.lua line # 2600
1482471949659 function: scrapObject -- file: ISMoveableSpriteProps.lua line # 2582
1482471949659 function: perform -- file: ISMoveablesAction.lua line # 61
java.lang.RuntimeException: Object tried to call nil in scrapObjectInternal
    at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:91)
    at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:949)
    at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
    at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1727)
    at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1642)
    at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:72)
    at zombie.characters.CharacterTimedActions.LuaTimedActionNew.perform(LuaTimedActionNew.java:77)
    at zombie.characters.IsoGameCharacter.update(IsoGameCharacter.java:9750)
    at zombie.characters.IsoPlayer.update(IsoPlayer.java:2726)
    at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:1366)
    at zombie.iso.IsoCell.update(IsoCell.java:4682)
    at zombie.iso.IsoWorld.update(IsoWorld.java:2861)
    at zombie.gameStates.IngameState.update(IngameState.java:1272)
    at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
    at zombie.GameWindow.logic(GameWindow.java:634)
    at zombie.GameWindow.run(GameWindow.java:1246)
    at zombie.GameWindow.maina(GameWindow.java:1022)
    at zombie.gameStates.MainScreenState.main(MainScreenState.java:179)
1482471949679 
1482471949679 -----------------------------------------
1482471949679 STACK TRACE
1482471949679 -----------------------------------------
1482471949679 function: scrapObjectInternal -- file: ISMoveableSpriteProps.lua line # 2600
1482471949679 function: scrapObject -- file: ISMoveableSpriteProps.lua line # 2582
1482471949679 function: perform -- file: ISMoveablesAction.lua line # 61
1482471949679 bugged action, cleared queue
 

 

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4 hours ago, Blasted_Taco said:

 

There is a mod that adds vehicles, that fills that neat little gap that you and i experience. 

But the real pain is in MP, i still dont know how people do the trips in modded maps like, the game map becomes huge, i just dont see the appeal of running that time either. 

The main advantage of going far, far away is that others often don't follow.

 

So you pick regular encounters with not so nice fellows vs. one epic journey to New Denver. This also means better loot distribution: if everyone spawns in Muld, Muld becomes bare, then everyone is forced to spread out over time to collect (excessively horde) more supplies.

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calb1988   

Hi Robert, do you have any plans to increase the drop rate of jars and lids?

 

I and most players I've spoken to have either never found any or have found 1-2 max per play through. It would help gameplay through the winter as you can only really eat cans and trap birds currently through that season.

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27 minutes ago, calb1988 said:

Hi Robert, do you have any plans to increase the drop rate of jars and lids?

 

I and most players I've spoken to have either never found any or have found 1-2 max per play through. It would help gameplay through the winter as you can only really eat cans and trap birds currently through that season.

 

Not really, specially now I added box of jars & lids + freezer, I think it's balanced, it's not intended to be easily foundable as it'll ruin the whole survive during winter :D

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