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Posted
42.5.1 
HOTFIX Released:
- Slight fixes to zombie heat map. Some remote locations had too many. 
(Zombie heat map is always a work in progress and will be continually refined through many patches)
- Added missing tiles for Stendo's Firearms Emporium, including the all important sign.
- Characters with Smoker will now cough once in 12-35 hours.

42.5.0 
Being released after a week's dev cycle to tidy up some bugs from last time.

NEW

- Added new map location: Stendo's Firearms Emporium. 
This is an updated version of the gun store that can be found behind Twiggy's Bar in West Point. 
This is intended as a memorial to Stendo_Clip who was the founding author of the Vanilla Firearms Expansion mod - 
following conversation with, and permission from, family members.
 
- Added some depth map for shelves. (so placing 3D items on them will work well)
- Added filled model for Ceramic Jar items.
- Added fluid mask for Ceramic Crucible icon.
- Added icon for Antlers
- Amethysts can be produced by scrapping Amethyst jewelry.
- Added antlers to Bones forage loot.
- Added various types of metal scrap to CraftingMaterials forage loot.
- Added correct animation for petting raccoons.
- Added 2 options to `SandboxOptions`, `ClayLakeChance` and `ClayRiverChance`. 
- Added new fliers
- Added several new clothing item files specifically for crafted clothing.
- Added several post-apocalypse/wilderness map type clothing items; these can be crafted aside from the Hide Headsack; note that tailoring in general and leather crafts in particular are WIP currently. Aprons, Strapless Dresses, Headsacks and Tank Tops made from Garbage Bags and Tarps. Patchwork Hide Headsack (Leatherface!), Long Coat, Jacket and Boots. (the headsack cannot be crafted yet).
- Added Gold and Silver coins, although they cannot be looted or crafted yet; they can be used alongside Gold and Silver scrap to forge Gold and Silver sheets for crafting.
- Added craftRecipes for making Garbage Bag, Hide and Tarp Head Sacks.
- Added Sew Raccoon Hat recipe.
- Added a server start option for later use called -seed= to set the seed of the world. Modify IsoWorld to be compatible with the new Seed format when using a server. Added a server.ini parameter called Seed= to do the same thing, and added the seed on the Esc screen.

BALANCE

- Addressed Walking/Sneaking speed discrepancy with different weapons equipped
- Balanced butchering. No more heads when body is rotten. Can't butcher bloody skeleton.
- Reduced the amount of exterior corpses and trash when buildings are Trashed & Looted.
- Scrapping gem earrings specifically will now produce 2 gemstones and not 1.
- Slicing a rotten animal head won't drop brain
- Seasoning Salt can be used in place of Salt for baking recipes.
- Increased calories for Meat Patty.
- Split the craftRecipe for forging Gold or Silver Sheets out of Scrap into individual craft recipes; this is to better handle being able to have multiple inputs, such as mixing scrap and coins to make sheets.
- Spears made using Leather Strips, Twine or Wire will be slightly more durable than spears made using Duct Tape or Zip Ties.
- Tarps can be used as fire fuel or tinder.
- Increased the XP award for some Tailoring crafts; they were low in comparison to other crafting skill recipes.
- Rotten animals give a skull instead of their head.
- Rotten animals don't give leather anymore.
- Ranged weapons no longer split damage across multiple targets.
- Re-added the head for rotten animals, the head will now be rotten (pending: icons)
- Allow slicing of rotten animal's heads.
- Added weight for deer
- Removed saving used items in crafting to item

FIXES

- Fixed Mac being unable to load stdlib.lbc.
- Fixed saucepans no longer boiling water.
- Fixed Tainted Water poison level.
- Fixed Enabling Imgui under Linux not working
- Fixed the character-creation beard stubble, chest hair and head stubble checkboxes being unclickable.
- Fixed Well and Water Pump giving tainted water
- Fixed fluid filters for entity fluidContainers to prevent players adding weird fluids to Wells
- Fixed not being able to build windows
- Fixed error on interacting with forage icon from context menu with the search manager closed.
- Fixed XpUpdate.lua halo text to use the HaloTextHelper.addTextWithArrow and HaloTextHelper.getGoodColor() methods.
- Fixed duplicate line issue in forageSystem seed table [Marigold -> MintHerb].
- Fixed RMC Fill option not discarding items holding fluids that cannot be mixed with water when it gets all fluid containers in inventory, potentialy leading to an empty list of possible items later on and then causing errors.
- Fixed axes taking too much damage too fast when chopping down trees.
- Fixed inconsistent weight for forged vs non forged Ball Peen Hammers.
- Fixed being unable to pierce Steel Blocks.
- Fixed ISHealthPanel exception after changing sidebar scale
- Fixed Player not being able sleep after getting on multi-sprite beds
- Fixed not checking every square of a multi-sprite bed for the presence of pillows when sleeping.
- Fixed forage category for Mangoes to be Fruit.
- Fixed typos in CharacterTraits
- Fixed extra corner from brick walls.
- Fixed some stuff with rotten animals on butcher hook.
- Fixed LegHit damage LegHitDamageSplitModifier was overwriting damageSplit opposed to being used as a modifier.
- Fixed missing Glassmaking XP multiplier from sandbox options, leading to errors when trying to award XP for that skill with the global multiplier option disabled.
- Fixed Mix Bucket recipes being unable to count water inside the bucket.
- Fixed Fill Pipe not consuming the smoking pipe.
- Fixed not being able to split rice or pasta from a copper saucepan into bowls.
- Fixed halving fillets not inheriting cooked status.
- Fixed bowl name when splitting pasta or rice.
- Fixed Icons like Map and Pick up tool shrink then players hover over them
- Fixed Chars with Smoker trait can't get rid of cough after recovering from cold
- Fixed "Take engine parts" not working
- Fixed painting trailer's doorframe turning into windowsframe.
- Fixed the fast & slow metabolism traits not having their icon.
- Fixed cars in Drive-in theater in Rosewood not facing West. 
- Fixed butchering rotten corpse from ground producing a clean skeleton instead of a bloody one.
- Fixed issues with craftrecipes that accept the same input items for multiple input slots.
- Fixed being able to scrap Gold and Silver coins like jewellery.
- Fixed some errors with the ingredients for some Garbage Bag and Tarp clothing craftRecipes.
- Fixed some crafted Burlap and Denim clothing having the wrong fabric type item script parameters.
- Fixed Some plants have missing Best Month/Poor month/Min water
- Fixed Crafting workstation UI text overlapping UI borders for some resolutions
- Fixed MetalFenceLvl2 collision
- Fixed stability issues when climbing/descending sheet ropes.
- Fixed illogical 'Empty' Context menu option for infinite water sources 
- Fixed excessive player text feedback when autoLearning skills.
- Fixed issues with shooting zeds through multiple barricades
- Fixed issues with seeds produced by crops
- Fixed issues with smelting broken items
- Fixed shotguns not firing when attacking zombies on the floor.

TECHNICAL

- Every time a Java method was called from Lua, a 1000-element pool was searched for an object that should never be in the pool. The first element in an array was removed (instead of the last), requiring the remaining 990+ elements to be shifted down.
- Rebuilt libimgui-java64.so with Docker.
- Added Apache Ant build tool to the pz Docker image (needed by imgui-java)
- Added imgui-java/docker-linux64.sh.
- IsoBarricade::canAttackBypassIsoBarricade no longer uses HandWeapon.isPiercingBullets
- Added @Override for Damage(float) so the correct damage method is called
- Added IsoPropertyType class.
- Moved IsoWindow static final property strings to IsoPropertyType.
- Updated classes using these IsoPropertyType's.
- Added IsoPropertyType::GarageDoor
- Updated classes using this IsoPropertyType.
- Added IsoPropertyType::DoubleDoor
- Updated classes using this IsoPropertyType.
- ClimbSheetRopeState::execute changed fallChance to float
- Added IsoPropertyType::lightR lightG lightB
- Updated classes using these IsoPropertyTypes.
- Removed all references to ISSearchManager.lua for handling halo text, now uses HaloTextHelper.
- Added IsoPropertyType::ConnectX ConnectY
- Updated classes using these IsoPropertyTypes.
- Removed CellLoader::wanderRoom
- Updated ClimbSheetRopeState to hide the weapon model upon entry and show on exit; this matches ClimbDownSheetRopeState behavior.
- Modified ClimbDownSheetRopeState::fallChance to float.
- Added IsoPropertyType::LightRadius
- Updated classes using this IsoPropertyTypes.
- IsoFire replaced hardcoded numeric values with named constants
- Added test for valid item type characters in forageSystem.isItemScriptValid().
- Added CharacterTraits Strength Bonus/Penalty constants
- Added CharacterTraits::Gymnast
- Added IsoGameCharacter::HasTrait(TraitCollection.TraitSlot)
- Converted all local case of HasTrait(String) to use HasTrait(TraitCollection.TraitSlot)  
- Renamed some code names for different traits
- Restored and added new words to project dictionary
- Added IsoPropertyType::Container
- Updated classes using this IsoPropertyTypes
- Added possibility to use strings in `p` parameter of `Features`. Those strings are of the form `Sandbox.xxx` where `xxx` is an option set in the Sandbox screen. Any other string will result into a hard crash (on purpose).
- Removed redundant file Farming/ScavengeDefinition.lua.
  • MadDan pinned this topic
Posted
- Fixed Well and Water Pump giving tainted water

 

Wait, so both give clean water now? What's the difference between them, then?

 

I assumed wells were giving tainted water because of all the zombie corpses leaching into the ground, and borehole pumps gave clean water (pre-42.4) because they were getting water from much deeper.

 

If both give clear water, is there any difference between them?

Posted (edited)

Hey guys! Really exited about those and many upcoming changes but you can still build an indestructible zombie-proof wall made of TVs:
image.png.578dca4e26f35d512e233f0b076ff1f1.png

Quote

appliances_television_01_0
appliances_television_01_1
appliances_television_01_2
appliances_television_01_3
appliances_television_01_4
appliances_television_01_5
appliances_television_01_6
appliances_television_01_7


This really needs to be fixed. Especially for the multiplayer servers in the future.
Thx.

Edited by Kilenhad
Posted
1 hour ago, Кицунёнок said:

Now my character in the old world coughs endlessly every hour or earlier;(

mine too... thought about the smoker trait, but damn, my guy is not okay. 

Posted

Just letting ppl know, the "Boots expanded 11 for b41 and b42" mod by 'mark IV' can cause the game to crash ur save 

Also as a personal note, remember that 42 is unstable version, back up saves and dont get mad at the indie stone for making a awsome game even better ;)

much love from denmark <3

Skærmbillede 2025-03-11 162350.png

Posted
4 hours ago, Zambronie said:
- Fixed Well and Water Pump giving tainted water

 

Wait, so both give clean water now? What's the difference between them, then?

 

I assumed wells were giving tainted water because of all the zombie corpses leaching into the ground, and borehole pumps gave clean water (pre-42.4) because they were getting water from much deeper.

 

If both give clear water, is there any difference between them?

IRL Water pumps are designed around filtering water and delivering clean drinking water, Same deal with wells.

Posted
1 minute ago, Absolute Lambda said:

IRL Water pumps are designed around filtering water and delivering clean drinking water, Same deal with wells.

 

I'm not sure what you mean. If you dump corpses into a basic well (or around it, contaminating the soil and surface water), the well doesn't magically sanitise the water. Nor do water pumps filter contaminants. Water filters (of various types) are a completely independent concept from pumps. 

 

Most places getting water from private pumps send unfiltered water (straight from the pump) to irrigation systems (and in some cases showers, etc.) while sending water meant for human consumption through a series of filters (carbon, reverse osmosis, etc.). You don't waste power and expensive consumables sanitising thousands of litres used to water crops.

Posted

(fedora) Thank you! Question, is the context menu lag fixed now? about 2 or 3 updates ago the context menu would have a 1-5 second delay/lag before you were able to click anything when there were a lot of items in containers around you. Only some items would lag though. There was a bug report made about this but not sure if it has been addressed yet. 

Posted

My cows are complaining that the water troughs on their farm now contain a maximum of 50 ml of water instead of 50 l.

 

I'm sure we'll hold out until the fix, but a word of warning to all farmers: check the volume of your drinking troughs.

Posted

 

3 hours ago, Кицунёнок said:

Now my character in the old world coughs endlessly every hour or earlier;(

Yes mine too, I think this is a bug,, please fix this..

Posted
34 minutes ago, Zambronie said:

 

I'm not sure what you mean. If you dump corpses into a basic well (or around it, contaminating the soil and surface water), the well doesn't magically sanitise the water. Nor do water pumps filter contaminants. Water filters (of various types) are a completely independent concept from pumps. 

 

Most places getting water from private pumps send unfiltered water (straight from the pump) to irrigation systems (and in some cases showers, etc.) while sending water meant for human consumption through a series of filters (carbon, reverse osmosis, etc.). You don't waste power and expensive consumables sanitising thousands of litres used to water crops.


I'd also like the add that even if pumps had filters, we gotta think about upkeep too, at best its like what 1 year before needing change?

its kinda funky change but id love to be given the choise in sandbox settings

Posted
4 hours ago, Кицунёнок said:

Now my character in the old world coughs endlessly every hour or earlier;(


I think you got to start a new world gameplay for a lot of the patch stuff to take effect. I always start with a new gameplay when ever a new release is out and it fixes it.

Posted

Thank you TIS. I Really appreciate all these updates coming out like hot cakes on a Sunday morning! You all are doing an amazing job and I will wait patiently for all your work. Again, thank you. 

Posted
7 hours ago, amroth_eldarion said:

You're amazing :D Finally I can mix clay cement without ripping my hair out.

Thanks for that, I skipped over that part due to the word salad and was about to ask if it had been bug-fixed. Nice one bro. :)

Posted
3 hours ago, Darkael said:

My cows are complaining that the water troughs on their farm now contain a maximum of 50 ml of water instead of 50 l.

 

I'm sure we'll hold out until the fix, but a word of warning to all farmers: check the volume of your drinking troughs.

Have the same problem (well not really), the generated troughs indeed do have only 50ml capacity in my world too, however the ones i built even before this update still have 50l capacity, so maybe if you build your own it´ll fix the problem. Granted if you dont already have built your own.  

Posted (edited)
52 minutes ago, Luky_L said:

Have the same problem (well not really), the generated troughs indeed do have only 50ml capacity in my world too, however the ones i built even before this update still have 50l capacity, so maybe if you build your own it´ll fix the problem. Granted if you dont already have built your own.  

 

I live on a hard-won farm in Muldraugh and have both natural and constructed feeders:
- I have a lot of naturally generated waterers in the barn, most of which have broken, except for one trough (which had food in it) which I hastily filled with two buckets of water while my bull was trying to break down the gate.
- I built everything myself in the small rabbit pen (I call it an "eco-fridge", a very convenient way to stock up on meat by "recycling" excess vegetables into traps) and the waterer there has broken.
- I have three chicken coops on the same farm, but I just extended the area of the existing one, they are separated by fences anyway and the roosters won't fight. I hope. I really hope.
That's where many of the waterers I built have broken.
I was helped by an iron tank, which also had food in it. I took food out of it and poured water in, it also turned out to be working and held water normally.

Edited by Darkael
Certain language barriers. (I use a translator to be on the safe side)

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