nasKo Posted January 27 Posted January 27 Please note while our primary attention is on supporting the Unstable build, and responding to community feedback within patches to these early versions of 42, we won't be doing a Thursdoid. NEW - Building and Vehicle keys, when properly spawned, will have data regarding their origin coordinates recorded in the item data. - As a Debug or Admin tool, items that have their origin coordinates recorded can be right-clicked on in the inventory interface to get an option to teleport to that item's point of origin. - Note #1: This will only work for keys spawned after this update; pre-existing keys will not provide that functionality. - Note #2: This will teleport the character to the square a vehicle initially spawned in. If the vehicle has been moved, it will not be at the teleport destination. - This is a debug tool for checking exactly what keys unlock but could have other debug/admin utilities for stuff like annotated maps, fliers, quest items, etc. - Added isThumpable = false to several buildMenu entities that shouldn't have collision. - Added moveables properties for several buildMenu entities that are missing moveable properties. - Added proper model for Wooden Spade. - Added new Music Fest flyer. - UI improvements when creating animal designation zones - Fixed calculation of which square is under the mouse pointer. - Highlight the square under the mouse pointer. - Render the zone being created in red if the zone size is invalid. - Cancel creating a zone after releasing the mouse button when the zone size is invalid. - Fixed panel getting too tall to close with many animals in a zone. Changed the Livestock Zone UI to display a scrolling list of animals. - VRAM usage optimisation. - Added Concrete tag to all proper buckets and made it so recipes use the tag instead of specific bucket items. - Added MayDegradeLight to several recipes that use a Mason's Trowel. BALANCE - Updated loot distribution. - Increased gun spawns in gun stores and police storage to make them feel more rewarding to loot. - Spiced up prison storage loot. The storage room now acts as a repository for riot control's armor and shotguns. [Shotguns cannot properly spawn yet, mappers will put in steel/military lockers later.] - Added PrisonLaundry to the prison's laundry room. Washers and dryers should spawn uniforms. - Added the Locksmith, Florist, and Craft Supply vehicles. - Set up the Fire Department garage. FireStorageMechanics, as well as PiliceStorageMechanics and police garages, have a decent chance to spawn a red lightbar. - Fleshing Tools now have a chance of spawning with other tools in GigaMart; however, as with any other loot spawning, they will not always spawn in GigaMart. - Added the Fleshing Tool to several loot distros/contexts. - Adjustments were made to force butchery containers to spawn in many grocery store and kitchen contexts; previously they could spawn but not always, now the loot spawning code will try to always ensure that at least 1 butchering container spawns in relevant contexts. - Seafood delivery vans can sometimes spawn a Fleshing Tool in their cargo compartment. - Added blacksmithing vans and stepvans. - They will spawn metal welder loot until the loot distributions are updated to have them spawn blacksmithing items. - Torches (drainable that can be activated) are now consistent with any day length. - Also adjusted some of the light strength for some torches (penlight being way smaller than regular torch for ex.) - Duration of the battery depends on light strength, the Torch will be around 24h, Lighter only 1h, smaller light strength will mean longer battery duration. - Updated Charcoal Burning Pile to accept any item with the DigGrave tag, not just Base.Shovel. Added MayDegradeLight tag so there's a small chance of damaging the tool used. FIXES - Fixed character body overtwists while aiming and rotating. - Character's upper torso no longer gets frozen as it twists around, due to missing valid animation. - Default aim animation requires condition { weapon == '' } - However, before the character has equipped anything, they have weapon = nullPtr. - Updated StringUtils.equalsIgnoreCase to return TRUE if both strings are either null or empty. - So these all return TRUE. - equalsIgnoreCase("", "") - equalsIgnoreCase("", null) - equalsIgnoreCase(null, "") - equalsIgnoreCase(null, null) - Character no longer overtwists when unarmed or holding a 1handed melee weapon. - Unarmed and 1handed aim anims have a maxTwist of 45 degrees to prevent over-twisting the spine. - 2handed and projectile weapons still allow a 70-degree max-twist. - Maximum twist now dictated by parent AnimLayer. - Sub-layers can only twist up to this limit. - ie. aim maxTwist = 45 degrees cannot be overridden by the turning sub-state's maxTwist = 70 degrees. - Fixed character animation freezing when cancelling exercise. - Fixed texture compression not working on Windows OS. - Fixed issues with vehicles on Mac. - Fixed characters spawning in Muldraugh with the Doctor or Nurse profession being trapped in a wall when they spawn in Cortmans. - Fixed negative-world-coordinate issues with vehicle collision and interaction. - Fixed being able to open Doors from afar. - Removed mode:use from several recipes. - Fixed several packing recipes allowing for mixed items. - Fixed Create Brain Tan recipe duplicating Bowls. - Fixed duplication of bowls when moving food from a pot. - Fixed a reference to an armor item instead of the recipe that creates it in one of the metalworking recipe magazines. - Fixed issue where recipe input items missing module declaration (such as 'Base.') would be counted incorrectly for crafting requirements. - Fixed several missing recipe names. - Fixed bucket models missing in animations. - Fixed wall blood splats rendering on cutaway areas of walls. - Fixed wall blood splats rendering too bright on dark squares. - Fixed B no longer closing crafting menu. - Fix isExclusive flag not working for right-click context menu crafting. - Fixed missing blocks placement property for several new crafting-related tiles so that players can't build additional tiles on top of them. - Fixed errors with new vehicle textures, including locksmith vans using only one of two textures, florist stepvans incorrectly using masonry stepvan textures and a missing texture for one masonry stepvan. - Eggs will lose their fertilized status when too cold (inside a fridge). - Fixed Context Menu for Open/Close doors from triggering then canceling the WalkTo action. - Fixed "Possible Items" tab not resetting after closing the menu. - Fixed an error with teleporting while having the vehicle animal trailer UI opened. - Fixed being able to build shelves inside one another. - Fixed being able to place shelves in the wrong orientation. - Fixed smelting recipes not consuming certain items, like pans. - Fixed broken behavior when climbing over combined north-west fence corner tiles. - Fixed the Residential colorblind pattern not being applied on some buildings. - Fixed error with the sandbox setting for "percentage of weapons attached to zombies"-code. - Fixed not being able to attach a large stone axe to the back hotbar slot. - Fixed flax seed packets requiring/giving the wrong kind of flax. - "Put in" foraging context menu option now uses InventoryContainer.isItemAllowed for validation. - Fixed exception in ISRemovePatch when attempting to give the player a patch back. - Fixed some typos with item names. - Fixed some typos and errors in existing flyers. - Fixed lamp context menu not setting playerObj and playerInv, causing errors. - Fixed removing a gas mask filter not setting the filter's current uses correctly and not setting the NoFilter variable if it's a mask that gets replaced by a different item ID. - Added PlayerData null safety check to ISVehicleDashboard.onExitVehicle. NeonScreams, Nightwatch, NagashUD and 11 others 7 6 1
Ampalaya Posted January 28 Posted January 28 I don't know if this is the correct place to give this bug report(in-game "repot bug" the thread is closed). But with the latest update(42.2.) I'm experiencing a huge lag when I right-click an item in the inventory to access its menu. I identify this as I was playing the game till 12:00 am(GMT+8) experiencing no problem. But now I'm getting long lags and when in debug mode, the game lags enough to crash upon trying to right click to access item options. Bugs aside, I'm still enjoying the newest build. Every major changes are great. Thanks.
Grigoriymicro Posted January 28 Posted January 28 Increased guns spawn in gun stores and police stations? HELL YEAH
Slav3106 Posted January 28 Posted January 28 Thank you for the update. You guys are awesome! I'll miss the Thursdoids though... CaptKaspar 1
vk2bio Posted January 28 Posted January 28 new patch is out on GOG as well? AWESOME!!!!!1! thank you, devs!
Хибити\Hibiti [BLR] Posted January 28 Posted January 28 Hello to the team! There is a shortage of a quick key in the game for dress / take off gas mask. Please add a slot at the bottom for gas masks, or a keyboard shortcut.
Motard Posted January 28 Posted January 28 Please tell me the approximate time frame for adding multiplayer? I really want to start playing with friends, but we’re still waiting. At least about a month, half a year, a year? CaptKaspar, AetherPowered and El Kumbie 2 1
Ampalaya Posted January 28 Posted January 28 7 hours ago, Ampalaya said: I don't know if this is the correct place to give this bug report(in-game "repot bug" the thread is closed). But with the latest update(42.2.) I'm experiencing a huge lag when I right-click an item in the inventory to access its menu. I identify this as I was playing the game till 12:00 am(GMT+8) experiencing no problem. But now I'm getting long lags and when in debug mode, the game lags enough to crash upon trying to right click to access item options. Bugs aside, I'm still enjoying the newest build. Every major changes are great. Thanks. Update on this: On the debug console I'm getting this Log after I right click for an Item for its menu. (see the attachment) 1st LOG: is from right clicking a bandage. (I already think that bandage(sterilized) don't need a soap) 2nd LOG: is when I tried it again after placing a soap in my inventory 3rd LOG: is when I tried it again without soap Finally, I tried it on something that don't need soap like Gun magazine still the same "soap" line. I also remove a mod "What can I craft?" knowing it also affect the right click menu option for items. It reduce the lag time but there is still some left( It varies within a minute of wait instead of almost 6 mins at worst). I wish this could help on the debugging, thanks. P.S I do play on a lower PC spec and using a hard drive.
CaptKaspar Posted January 28 Posted January 28 5 hours ago, Motard said: Please tell me the approximate time frame for adding multiplayer? I really want to start playing with friends, but we’re still waiting. At least about a month, half a year, a year? Our group stopped playing MP (and SP) about 2 years ago when we learned about B42. What was the point of continuing if B42 was obviously going to break all saves? Unfortunately, we could have been playing (and enjoying) MP B41 for the past couple of years - still could be. TIS has been burned bad in the past providing ETAs. I wouldn't expect any sort of ETA from them even though it seems like a perfectly reasonable ask. I personally would love to know when I could approximately expect to play with friends on B42 as well. Been following these guys for over a decade - would love to be proven wrong - but it'll come when it comes and we'll unlikely be told ahead of time. Sucks, but it is what it is...
Guicsr02 Posted January 28 Posted January 28 8 hours ago, Slav3106 said: Thank you for the update. You guys are awesome! I'll miss the Thursdoids though... What do you mean? Thurstoid will continue, this Thursday is the last of the month, which will be the day of the blog
Хибити\Hibiti [BLR] Posted January 28 Posted January 28 7 hours ago, Motard said: Please tell me the approximate time frame for adding multiplayer? I really want to start playing with friends, but we’re still waiting. At least about a month, half a year, a year? It's still too early to talk about multiplayer, since build 42 is not yet filled with all the content it should be filled with. And personally, it's more important for me to have all the missing crafting and professions + animations (cars, the inability to walk through boxes near windows) in build 42 than multiplayer. I hope the developers will immediately fill the game with 42 content, and then add multiplayer.
Motard Posted January 28 Posted January 28 16 minutes ago, Хибити\Hibiti [BLR] said: It's still too early to talk about multiplayer, since build 42 is not yet filled with all the content it should be filled with. And personally, it's more important for me to have all the missing crafting and professions + animations (cars, the inability to walk through boxes near windows) in build 42 than multiplayer. I hope the developers will immediately fill the game with 42 content, and then add multiplayer. I understand, but everyone has their own opinion. Personally, I would put up with some bugs and would be more than happy to test the game with friends in multiplayer. Before that, I played PZ for several years in the company of friends and now I don’t really want to play alone. CaptKaspar 1
NagashUD Posted January 28 Posted January 28 14 minutes ago, Motard said: I understand, but everyone has their own opinion. Personally, I would put up with some bugs and would be more than happy to test the game with friends in multiplayer. Before that, I played PZ for several years in the company of friends and now I don’t really want to play alone. As it says, it is an early unstable version, not even all features are avaiable yet and will require alot of testings and bugs hunting before a multiplayer release in an unstable, Cannot build a multiplayer if hundreds of thousands bugs will still appear in solo; B42 has a purpose of testing future content, balance and polish, i definatly suggest you to keep playing on build 41 "stable". Хибити\Hibiti [BLR] 1
ruditime Posted January 29 Posted January 29 Fish provides too many calories and does too little to satisfy hunger. If a character eats only fish, he will gain weight nonstop. Cooking fish dishes does not solve the problem. Instead of the battery bug where they would drain, we now have batteries with infinite charge. Axes still do not degrade when chopping wood (but multitools and screwdrivers break when disassembling electronics—why?). There is still no way to wash yourself or do laundry in a water collector that holds 800 liters of water.
Pandorea Posted January 29 Posted January 29 18 minutes ago, ruditime said: Fish provides too many calories and does too little to satisfy hunger. If a character eats only fish, he will gain weight nonstop. Cooking fish dishes does not solve the problem. Instead of the battery bug where they would drain, we now have batteries with infinite charge. Axes still do not degrade when chopping wood (but multitools and screwdrivers break when disassembling electronics—why?). There is still no way to wash yourself or do laundry in a water collector that holds 800 liters of water. Could you be more specific? What type of battery? How did you determine it doesn't drain? Which type of axe? How many trees you've chopped?..etc etc. Thank you.
ruditime Posted January 29 Posted January 29 1 hour ago, Pandorea said: Could you be more specific? What type of battery? How did you determine it doesn't drain? Which type of axe? How many trees you've chopped?..etc etc. Thank you. After the update, I started a new game, and I don’t use any mods (just for context). - Batteries for the flashlight: In my game, the battery charge just doesn’t decrease. I can run around with the flashlight on indefinitely. - About axes: I haven’t found an axe in the game, so I made one from stone. I chopped down enough trees to notice that the durability bar hasn’t decreased at all. I’ve probably cut down 200–300 trees to build a fence around my house and craft planks. I read that axes are now supposed to dull and break, so I crafted a few in advance. Interestingly, the stone axe doesn’t have a sharpness indicator, which makes sense, but its durability also hasn’t decreased at all. Thanks for reply.
andy_astralphoenix Posted January 29 Posted January 29 On 1/28/2025 at 8:47 AM, Ampalaya said: I don't know if this is the correct place to give this bug report(in-game "repot bug" the thread is closed). But with the latest update(42.2.) I'm experiencing a huge lag when I right-click an item in the inventory to access its menu. I identify this as I was playing the game till 12:00 am(GMT+8) experiencing no problem. But now I'm getting long lags and when in debug mode, the game lags enough to crash upon trying to right click to access item options. Bugs aside, I'm still enjoying the newest build. Every major changes are great. Thanks. I'm also experiencing this problem. I have no mods active, so it's definitely a base game issue. I turned on debug mode with infinite carry weight, and put progressively more wood planks into my inventory. The problem slowly got worse, up to about a 5 second right-click delay at 2000 planks. Never happened prior to 42.2.0, even with large numbers of inventory items.
BillyBibbit Posted January 30 Posted January 30 So no Thursdoid until the end of february ? I was really looking forward to it
Keimzkie Posted February 1 Posted February 1 Coffee is bugging again. It wont remove tiredness moodle
Jaki23 Posted February 3 Posted February 3 When can we sterilize bandages with boiling water? I've tried with mod too, but that doesn't works also
Хибити\Hibiti [BLR] Posted Wednesday at 08:07 PM Posted Wednesday at 08:07 PM Hello again everyone. Here's what I forgot to review. Moodles! In the first days of the game build 42, I thought that the new moodle icons were bad. But this is not so, they are good (moreover, I installed the moodles of build 41 as a mod, and I already find them disgusting). BUT! What is really bad about the new moodles is their BACKGROUND. The red colors are so similar that it is not clear when the moodle level changes. I really ask you to make the colors more distinguishable (as it was in build 41). Or make a level stripe on the side of the icon. MichaelWillisHeard and schraer3 2
Хибити\Hibiti [BLR] Posted Saturday at 05:56 PM Posted Saturday at 05:56 PM I finally got around to animals. And it's really hard. Why can animals break buildings?) Limit them to breaking doors only (so that it takes a long time, without a sledgehammer built into the animal)))) Also, pets don't react to cars. And it would be okay if they didn't react to a moving car... but they ignore the car's horn. Returning to the topic with the gas mask. By the way, you can not add a button for putting on/taking off the gas mask, but simply expand the functionality of the V button. This button is used in the animal menu anyway (there is no "untie animal" option in it), cars. So why not expand the functionality of this key, and for the equipment put on?
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