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  • New Topics

  • 2549 The Ultimate Question!

    1. 1. Which is better: pancakes or waffles?


      • PANCAKES
      • WAFFLES

  • Posts

    • Hi Hasi,   How did you get a dead rabbit from trapping?  I thought all the traps now give live rabbits.  
    • I've also run into this bug a lot.  Interestingly, there's a second half to the bug.  If you leave the animal in the trailer for an extended period of time, it eventually comes back to life.  I've also successfully revived animals I found dead in the field this way, though I've yet to figure out exactly what seems to trigger the revival but if I leave the animal in the trailer it has come back to life 100% of the time given enough time.
    • While I was in this file adding Base.BasebalBat_Crafted to the BaseBallBat_Can Recipe (my suggested fix to another report)   I noticed under    /* NAILS */  the inputs are missing "Base." Appears under inputs for NailSpikeWeapon and NailSpikeSmallWeapon   does not appear to cause any current issues?, however I suspect could cause some crazy bugs at some point based on not following all the other recipe formatting in the same file.   Example  inputs         {             item 1 tags[Hammer] mode:keep flags[MayDegradeLight],             item 1 [BaseballBat;BaseballBat_Crafted;FieldHockeyStick;LargeBranch;LongHandle;Plank;TableLeg] mappers[NailMapper]  flags[Prop2;InheritCondition],             item 5 [Base.Nails],         }        
    • I also just ran into this.   This is a result of the recipe for can re-enforced baseball bat only listing base.baseballbat  and not allowing base.baseballbat_Crafted It would appear to me (based on the stats from the wiki being identical that this should be allowed, but really I think the bug is that baseballbat_Crafted shouldn't exist When you carve a baseball bat it should create a baseball bat and not a baseball bat_Crafted.     My suggested fix is to edit the recipe file C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\scripts\recipes\recipes_improvised_weapons.txt       /*CANS*/     craftRecipe CanReinforceLongWeapon     {         time            = 600,         tags            = AnySurfaceCraft,         category = Weaponry,         needTobeLearn = true,         SkillRequired = Woodwork:2,         timedAction = CraftWeapon2H,         xpAward = Woodwork:20,         AutoLearnAny =  Woodwork:4;Blunt:5,         MetaRecipe = CanReinforceWeapon,         inputs         {             item 1 tags[Screwdriver] mode:keep flags[Prop1;MayDegradeLight],             item 1 [Base.BaseballBat;Base.BaseballBat_Crafted;Base.LongHandle] mappers[CanMapper]  flags[Prop2;InheritCondition],             item 3 tags[TinCan] flags[ItemCount],             item 3 [Base.Screws],             item 3 [Base.RippedSheets;Base.DenimStrips;Base.LeatherStrips] mode:destroy,         }         outputs         {             item 1 mapper:CanMapper,         }         itemMapper CanMapper         {             Base.BaseballBat_Can = Base.BaseballBat,             Base.BaseballBat_Can = Base.BaseballBat_Crafted,             Base.LongHandle_Can = Base.LongHandle,             default = Base.BaseballBat_Can,         }     }     Edit noted: Edit 1; Added baseball crafted to the list of usable items to this line             item 1 [Base.BaseballBat;Base.BaseballBat_Crafted;Base.LongHandle] mappers[CanMapper]  flags[Prop2;InheritCondition],  Edit 2: added             Base.BaseballBat_Can = Base.BaseballBat_Crafted into the item mapper to apparently follow how they do things.             Base.BaseballBat_Can = Base.BaseballBat,             Base.BaseballBat_Can = Base.BaseballBat_Crafted,             Base.LongHandle_Can = Base.LongHandle,
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