Project Zomboid

Project Zomboid

Possible changes coming in new patch (From Drunkonlife)
- Added ability to raise UI render FPS cap to 120, added 60 and 120 options. 60 is the new default.
- Added Report Bug button to MainScreen.lua which opens TIS bug report forum
- Added Can Pipe.
- Added craftRecipe for forging the Large Hook item.
- Added Firearm Chance To Damage sandbox option, which replaces Chance-To-Hit with a new Chance-To-Damage mechanic prioritizing player skill aiming
- Added recipe for carving Planks from a Large Branch.
- Added functions to InventoryItem.java to randomize an item's condition, headCondition, Sharpness, and all general conditions, to consistencize loot spawning in ItemPickerJava.java.
- Added missing items and craftRecipes for Flax, Spinach, Sunflower and Tobacco seed packets.
- Added recipe for forging a Handguard Dagger.
- Added Purify Water recipe, it uses Water Purification Tablets to purify up to 1L of tainted water.
- Added a sandbox setting, "Discomfort Modifier" that, similiar to "Muscle Strain Factor", can be used to disable, reduce, or increase the discomfort effect provided by clothing items that provide discomfort.
- Added precautions against chickenpocalypse
- Added blacksmithing recipes: Small Iron Bands; Iron Bands; Mace Heads; Spiked Clubs; Spear Heads; and Long Spear Heads.
- Added recipe for making twine using dogbane.
- Added a craftRecipe for carving short bats. Needed for spiked club and mace crafting.
- Added craftRecipes for splitting circular sawblades into halves (used for crafting some weapons) using a hacksaw, bandsaw, welding torch or forge.
- Added missing blacksmithing craftRecipe for forging buckles.
- Added craftRecipes for forging spiked baseball bats and cudgels.
- Added several new skill books, recipe magazines, and crafting tools, especially "bottleneck" items, to the foraging tables.
- Added some similar additions to the randomized world story item pools.
- Added recipe for making twine using dogbane.
- Added recipes for turning an iron band into 4 small iron bands.
- Added a recipe for fixing saws and sawblades with a file
- Added a craftRecipe to get Long Sticks from Brooms and Mops.
- Added a sandbox setting that can be used to set the maximum hours of fuel a campfire, wood stove, charcoal bbq, etc can hold. This defaults to 8 hours.
- Added a carved wooden bucket item.
- Added Bundled Sterilized Rag item, can be bundled and unbundled through recipes.



- Removed death-by-tree. Scratches no longer bleed. Errenous lacerations taken out.
- Doubled the amount of clay from a bag.
- Boiling water now 10x faster.
- Nails will be trasferred to main inventory before starting a Barricade action.
- If it is too dark to read but the character is inside a vehicle it will be possible to read as long as the vehicle's battery has charges.
- Comics and Magazines will have less of a bias towards recent issues.
- Fixed an reference of "Ripped Sheet" instead of "Rag".
- Mild nudge-nerf to the sheet scrap metal baseball bat.
- Removed the Maintenance level requirements for the glass and toothbrush shiv recipes.
- Balanced sharpness reduction when chopping down trees.
- Bumped nutrition values on animal meat when butchering.
- Dead farm plants now display mouse-over tooltips and the Plant Information window.
- Rebalanced several cudgel weapons.
- Added the CanPipe item to the story to various clutter pools
- Limited numbers of "Hobo" outfit zombies can spawn in "Derelict" roomdefs
- Restored BeerEmpty and BeerCanEmpty as clutter items for several stories.
- Increased size of landscape flyers from 800x564 to 1616x1131 (same height as portrait flyers)
- Crafted clay cement can be used for building, not just concrete.
- Added items, recipes and evolved recipes using forged cooking pot.
- Added copper saucepans to pasta and rice recipes.
- Reduced fatigue change for cola and soda fluids, from 5 to 2.
- Empty beer, pop and tin cans can be used to boil water.
- Made some literature items unreadable
- Changed the category of several armor craftRecipes to armor.
- Doubled maintenance xp gain.
- Lowered the amount of zombies in the Forest by 5
- Re-enabled Disinfect Bandage using hot water, added tooltip to inform it needs to be very hot.
- Both the Handy trait, and the Repairman profession, grant 1 level in the Carving skill
- Removed DangerousUncooked from ChickenNuggets and FishFingers.
- Allow challenge maps to specify the min/max zombies per chunk, so the spawn maps don't need to be recreated.
- Ordinarily, "normal" vehicles, being ones that don't have strong/specific theming such as Police vehicles, Ambulances, etc., but "normal"/"civilian"/"non-business" vehicles, have an 8% chance of having one of multiple special loot distributions, if a list of special loot distributions is defined for that vehicle.
- Added the vehicle script field "specialLootChance", that, if defined, will set the % chance of a vehicle having the above special loot, if their special loot is properly defined.
- The camoflage trucks have a 16% chance of having special loot instead of a 8% chance, as above, now, using the specialLootChance field.
- Previously survivalist safehouse stories would have better loot after 30 days have passed since the apocalypse; this has been changed to 10 days.
- As was previously, they will have the best loot after 180 days have passed since the apocalypse.
- The mural vans now have a specialLootChance of 80% so they should generally have more memorable loot than average.
- Added the vehicle script parameter "specialKeyRingChance".
- If a vehicle has defined special keyring/keyrings in their script, specialKeyRingChance will be used to determine if that vehicle key will spawn with that special key ring if a keyring is generated when that vehicle spawns.
- There are other ways vehicle keys can spawn (loot, zombies), in addition to keys spawning in the ignition, so this wouldn't cover every instance.
- The Lady Delighter van has a specialKeyRingChance of 100%.

- Made camoflage truck spawns more consistent.
- Changed the key spawning on zombies for buildings to utilize the better of two rolls, compared to the key spawning chance, to bump up building key spawns on them while still preserving the loot spawn setting functionality.
- Paint Bucket will use that specific name now, instead of just Bucket.
- Foraging: Clay will Spawn 2 to 4 items instead of just one.
- The Hand Knife item can be put on a KeyRing.
- Increased the rarity of the rat king story.
- Characters with the Carpenter, Construction Worker, and Lumberjack Professions start the game with 1 level of Maintenance.
- Removed MakeSlugTrap from the Farmer profession bonus recipes; that recipe/item/mechanic didn't manage to make it into the game.
- The construction worker profession provides a +3 bonus to the Masonry skill.
- WaterDish and BucketWaterDebug now fill with rain.
- Removed the IgnoreZombieDensity tag from several firearm and ammunition containers because it was making them too rare; this is probably partially on account of default loot levels changing from 0.6 to 0.4 towards the end of internal testing.
- Changed the maximum fuel limit for campfires, fireplaces, and wood BBQs from 6 to 8 hours.
- Some tweaks to safehouse loot to make more recipe and skill resources spawn in them.
- Bandit outfit zombies with bags will sometimes have armor and weapon recipe magazines and schematics in those backs, but not always.
- Survivalist outfit zombie bags should contain more skill books, in tiers 1-3; previously they only could spawn tier 4 & 5 skill books.
- Safehouses will have some more skill books spawn in them.
- Zombies climbing through windows now become visible when their head is visible.
- Vehicles that spawn in burnt parkingstall zones will evaluate as a vehicle trapped in a traffic jam for some key spawning purposes.
- Adjusted the sheetSlingBag capacity from 12 to 10 from feedback.
- Added the Pager and CordlessPhone items to the ground clutter item pool for the Rich Jerk road story.
- When knapping a Sharp Flint Flake from a Flint Nodule using the MakeSharpFlintFlake craftRecipe the character should sometimes, the chance being based on their level in the FlintKnapping skill, get a second Sharp Flint Flake.
- When a saxophone or trumpet breaks it should spawn the BrassScrap item on the character's square floor.
- Lavender, Poppy and Rose seed packets can spawn in gardening baskets.
- Added flower seed packets to the loot that can spawn in gardener/landscaper vehicles.
- Adjusted the code for chopping down trees so more LargeBranches and Saplings will spawn.
- Increased the amount of long sticks or saplings needed for a lean to shelter, for the foundation as per the tile sprites.
- Characters with the Veteran occupation/Desensitized trait, should be completely immune to panic.
- Pickup trucks, pickup van-trucks and cargo vans (but not passenger vans) have a 40% chance of having special loot instead of default loot, as they are working vehicles.
- Stepvans have an 80% chance of having special loot. Even if unmarked, most of those vehicles are some sort of business or service vehicle in real life.
- Special vehicle loot includes a lot of crafting/skill/recipe resources.
- Adjusted the farming xp code so a player cannot get less than 0 xp from harvesting their own crop.
- Added a second set of pot/pan pasta/rice putting recipes that use the above FullOfWater flag to require the pot or pan to be full of water to add the pasta or rice without needing water from an exterior source.
- Modified the tree chopping code to be more generous, scaling by tree size, in possibly dropping branches and saplings. They also drop splinters, so you will always get tinder.
- Some extra code for the Bandit Raid story so that if there is a vehicle there is a greater chance of the key spawning on one of the bandit zombies or in the vicinity.
- Added a placeholder distribution table for some "outdoorsy" keyRings so they can spawn outdoorsy keyRing items (compasses, handiknives, P38 can openers) on them.
- Double barrel shotguns can spawn as farm storage clutter.
- Added a recipe to smash stag skulls in order to get antlers.
- Changed "Carve Knapping Tool" into "Carve Knapping Tools" as you should get two of them from a set of antlers, and also increased the carving skill xp.
- Sometimes fireplaces can have Bellows and/or Tongs on their square, as well as fireplace pokers. Even though Tongs and Bellows can spawn in fireplaces, and in many other containers in the world, this providing another, visible, opportunity for these smithing items to spawn.
- Previously only StepVans could have Masonry special vehicle loot; now Vans, PickupTrucks and PickupTruckVans can have Masonry loot. This means more Masonry chisels spawn, alongside skill books.
- Outdoorsy keyRings can have whistles spawn on them as loot.
- Added some "new" items (newer than the story) to the Murder Scene story item clutter pool.
- Fixed "Key - IGUI_ConstructionSite".
- Changed the MakeFirecrakers recipe to accept Scissors by tag, and not only by type Base. Scissors.
- Insert Battery recipe now uses tags, keeps the flashlight/electric item instead of destroying it, so that adding items is easier, no longer needs an output mapper.
- Improvements to thirst normalization.
- Glasses, Hats, and Shoes that are added in stories and world randomization clutter should not be deleted by the player quality of life world item removal system for removing hats and glasses that fall off of zombies.

- Added AllowFavorite to a bunch of recipes.
- Added InheritFavorite to a bunch of recipes that AllowFavorite.
- Characters will only gain unhappiness from taking items from human corpses, and will no longer accumulate stress from the action. However players with fear of blood will still accumulate stress, scaling with how bloody the item is, when transferring items from a container, whether it is a human corpse or not.
- The CrushLimestone craftRecipe now is in the Masonry category and also grants Masonry xp.
- Added a similar craftRecipe, KnappLimestone, that also produces crushed limestone, but takes longer, uses knapping tools, and grants knapping xp.
- Both of these crafts don't have a skill level or learning requirement, and can be used to grind Masonry and Knapping xp from Limestone, which can be found lying around on the ground.
- Both the Stone Maul head and the Large Stone Axe head now need to be made from a Large Flat Stone, which also can be found lying on the ground. The Large Flat Stone can be used to build a couple of tiles (the grinding slab and stone cabinet), but it's a reasonable ingredient for both crafts and this gives the Large Flat Stone item more utility.
- Halved the neck strain from the sewing crafting timed action; it's wasn't excessive, and is reduced by Tailoring skill level, but a lot of people are grinding Tailoring xp apparently.
- Updated the improvised tent kit recipe to use the stick items that currently exist in the game, as it predated their existence.
- Break large stones craftRecipe no longer allows any hammer to be used; it requires a Club Hammer, Sledge, or Stone Maul to perform.
- Added Masonry xp to several masonry recipes; these are placeholder values and will need further adjustment alongside the recipes themselves.
- Added a recipe to Knapp Large Stone into Stones for Knapping xp training.
- Added the CanBeDoneFromFloor tag to several craftRecipe with heavy ingredients, such as logs are large stones.
- Increased the xp gained for several weapon craftRecipes.
- Fixed some issues with certain combinations of rooms and containers for loot spawning.
- Pocketwatches can be put in a keyring.
- Trailers will sometimes spawn with Masonry special loot in them.
- Trailers will always spawn with special loot in them, as a crafting source.
- Different kinds of scissors are more or less durable than other kinds of scissors.
- Tweaked distributions to address recipe magazine/skill book issues, as well as some items missing from the tables.
- Harvested Flint from Mineral Deposits will now have at least one Sharp Flint Flake in the yield; this is so players who just need a flint flake and not knapping xp can just get one.
- Similarly Harvested Limestone from Mineral Deposits will have at least one Crushed Limestone in the yield.
- Added foraging stuff for Whittler and Wilderness Knowledge trait benefits.
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- Some adjustment nerfs to the Ratchet Wrench and Tire Iron durability values.
- Short revolvers can sometimes spawn in purses and handbags.
- Boosted the spawns of Whetstones and added them to several new distribution tables so they have more opportunities to spawn.
- Boosted the spawns of Masonry Chisels and added them to several new distribution tables so they have more opportunities to spawn.
- More opportunities for Whetstones and Masonry Chisels to spawn.
- Home Alarms can be an electronics story clutter item.
- Relaxed the skill level and tool quality requirements for several "bottleneck recipes": heading tool; metalworking punch; masonry chisel; and masonry trowel.
- Butter now require 5L of milk instead of 0.5L.
- Kitchen tongs can be used as "Crude Tongs" for some blacksmithing recipes; they'll also probably break after the first craft.
- Added whetstones to the items that can spawn in fishing tackleboxes.
- Players with the speed demon trait will sometimes very rarely (1% of the time) spawn with a Speeding Ticket in their inventory.
- Consolidated the MakeCrudeKnife and Make_Stone_Knife craftRecipes into one recipe, MakeCrudeKnife.
(edited)
12:20
- Belts can no longer be ripped with the general purpose rip denim/leather clothing recipes anymore, because the OnCreate function for those recipes would also produce a Buckle item when they were used to rip apart belts.
- Small iron bands can be produced by scrapping vehicles.
- Items with sharpness will now loose sharpness at half the rate they did previously.
- Relaxed the requirements to forge a Crude Saw.
- Added a craftRecipes to forge the File and Auger Drill items.
- Added the Heading Tool as a requirement to craft the Metalworking Pliers.
- Added the Tongs items to some more distribution tables, the weight chances will likely need to be adjusted, but this item, like the Mason's Chisle & Trowel, needed more widespread opportunities to spawn.
- Removed the maxItemSize paramter for the cashbox item.
- Brussel Sprouts can be added to stir fries and roasts.
- Added the Tongs and Masonry tools to more tables so they have more opportunities to spawn.
- All non-garage doors in Trashed and Looted house stories should be unlocked.
- Barricaded doors in Trashed and Looted house stories should not be smashed.
- Rope belts that a character crafts should only provide one left hotbar slot.
- If a character has a bleeding neck injury the bleeding moodle will be at it's maximum value; previously only the # of bleeding body parts, regardless of their severity, would affect the moodle level.
- Halved the muscle strain gain from being over encumbered. This only occurs when a character is encumbered enough to also take health damage from their encumbrance.
- Construction Worker vehicles can sometimes have wallpaper in their trunk/truck bed.
- Shiv weapons all require no more than 1 Maintenance to craft.
- The FlintNodule and Stone2 weapons are no loner Short Blunt; they aren't a skill-associated weapon anymore, and no weapon skills provide any benefit when using them.
- Changed the autoLearn mechanic for learning recipes to be more forgiving.
- The Simple Metal Knives/Crude Knives are more durable, not as durable as the long version, but close to it. Previously they were far less durable. Blade versions without a handle are less durable; affixing the handle serves as a shock absorber so there is less stress on the blade itself.
- Rebalanced the durability of the Multitool and Handiknife items; they were too fragile previously.
- Previously one craftRecipe, "SharpenBone" could be used to produce both small sharp bones and long sharp bones depending on what kind of bone was the input. Now they are two separate crafts, "SharpenBone" and "SharpenLongBone", with differing skill level requirements.
- Some minor nerfs to the durability and damage of the long sharp bone. Increased the xp gain for many bone associated crafts.
- KeyRing type items will provide 85% weight reduction for their contents while they are in their "fake equipped state".
- KeyRings are already put into a fake-equipped state whenever they are in a character's main inventory, with their container icon buttons automatically appearing on the right-hand side of the character inventory window.
- Added the sheet metal snips to some randomized world clutter item pools, foraging definitions, and attached weapon definitions to avoid bottlenecking them.
- The Brass Nameplate item can spawn as Antique loot in addition to desktop clutter.
- Added some new recipe magazines to the foraging tables.
- Adjustments to safehouse loot so they spawn skill books, recipes, and firearms/ammunition more reliably. Late stage loot now appears after 90 days, not 180.
- Food items is stories that are spawned in using the regular story item spawning functions should now be the proper age for how long it has been since the apocalypse; ie rotten if they can rot and it has been long enough.
- Old generator item is now significantly louder than the good/normal generators.
- The cheap blue ValueTech generator is also louder than good/normal generators, but not as loud as the old generator.
- Both kinds of generators already degrade at a faster rate than the good generators, the premium brand one also degrades slower.
- The Stone2 weapon was given the same pushback mod and lower damage values as the FlintNodule weapon.
- Both Stone2 and FlintNodule have a greater chance of being damaged when used for an attack.
- Both Stone2 and FlintNodule will should now drain approximately twice as much endurance as previously, and produce approximately twice as much muscle strain in the code.
- Both Stone2 and FlintNodule will do 2 damage to a door per strike versus 1 point of damage previously. They shouldn't be the worst possible weapon to use to beat down a door, and arguably might need a higher value.
- If a character has line of sight to a television and has a TV Remote equipped in one of their hands, they can perform appropriate interactions such as on/off or changing the volume from a distance instead of having to be adjacent to or walk to the TV.
- Credits to Skyzoo and https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3399832371 for thinking of this before us :simple_smile:
- Added some missing options for cutting leather in half.
- Camping First Aid kits on store shelves should now be stocked.
- Reduced the RunSpeedModifier on the keepad items; they were placeholders as it's not currently functional, but also they were excessive.
- Added condition bars to some items.
- Made crafting a wooden toolbox slightly more relaxed regarding the ingredient requirements.
- Added sharpness property and condition bars to non-weapon scissors items (safety and medical).
- Some tweaks to loot spawning so skill resources have more reliable opportunities to spawn.
- Set up some spawning opportunities for some new literature items.
- Some bottleneck items have more spawn opportunities and were added to the foraging tables.
- Added some scrap items to the bin junk distribution items; one of them has utility for smelting, and others were added to the game with the intention of them having similar future utility.
- Added some bottleneck items, Masonry tools and Small Iron Bands to appropriate clutter item pools.
- Updated the boxed wine, and personal sized cartons of milk and chocolate milk for the fluid system.
- Crude/Simple Wooden Tongs have a tooltip explaining that they will break when used for smithing tasks. This is how they work in real life.
- Crude/Simple Wooden Tongs can be used as fire tinder and fuel.
- Added functionality for the Small Hacksaw for several appropriate craft recipes.
- Medical Shears can be used instead of other tools for some craftRecipes involving cutting tin cans. They can do that in real life.
- Reduced the DoorDamage of the Kettle Maul weapons from 40 to 30.
- Increased the DoorDamage of the Bucket Maul from 40 to 50. It's an absolutely ludicrous weapon to use for anything other than pvp bloodsport, but apparently people have started crafting them to bash down security doors, and given how heavy and hard to use they are, giving them a boost for that purpose seems reasonable and nice reward for player ingenuity.
- More items, including several of the new "Broken [ITEM]" items, can be used to carve medium and small handles.
- Replaced the Trim Sapling craftRecipe with a more generic, tag-input based craftRecipe, "Carve Long Stick".
- Ice Hockey Sticks can be carved into Long Sticks.
- Relaxed the autoLearn requirements for all learnable knapping recipes; they should all be 1 level above the required level, aside from the stone awl that unlocks at the required level.
- Removed the maintenance level requirements for disassembling shafted implements.
- The survivor zombie and mob that spawn on roads will spawn in a more diffuse crowd than the tight little group they did previously.
- Masonry vehicles can spawn concrete powder in their trunks.
- Players can now open the world map in the dark if they are in a vehicle that has a battery charge over 0.
- Boosted the xp gain for several leather and hide crafting crafts.
- Some tweaks to bookstore loot after discussion with Baph.
- Added the AllowDestroyedItem to several craftRecipes for cutting bars in half so broken bars can cut in a half with a hacksaw etc. for 2 100% condition bar-halves.
FIXES
- Fixed black screen at start of the game and after "Click to Start" on some AMD GPUs.
- Fixed not being able to open some seed packet types
- Fixed 3D items sometimes become gigantic on use for a split second
- Fixed drainable items losing uses after saving and loading.
- Fixed many snow tiles not rendering (snow-covered trees, for example).
- Fixed watering can not filling with rain.
- Fixed an exploit with cigarette carton packing craftRecipe.
- Fixed some sacks not having the proper tags so they could be ripped up.
- Fixed radio and tv shows not properly saving the lastBroadcastID and storing this data on load. This fixes players being able to rewatch a show by logging out and back in after the show ends.
- Fixed rendering of the player-at-cursor in DebugChunkState, and added a scale slider.
- Fixed attempting to slide a sitting zombie's head away from walls.
- Fixed WoodStake blocking movement like a west wall.
- Fixed blacksmith recipes that required Base.Charcoal instead of the Charcoal tag.
- Fixed boiling water not considering game speed.
- Fixed hutch being recreated at x-1. (fix for some metal through spawning inside hutch)
- Fixed some packing recipes not allowing for favorites.
- Fixed double animal's name rendering in their tooltip.
- Fixed aiming at vehicle with a melee weapon but not hitting reducing weapon's sharpness.
- Fixed low quality water causeing a black shadow around bodies of water
- Fixed "Walk To" resetting the game speed to x1.
- Fixed bottles of disinfectant only having one use.
- Fixed alcohol fluid containers not disinfecting wounds.
- Fixed oddness when starting to exercise when crouching.
- Fixed item nametags sticking to cursor when the crafting menu is closed.
- Fixed campfire not boiling water if : add a pot > light campfire.
- Fixed issue with multibuild failing when multiple input items drawn from floor
- Fixed related recipes: Building Rain Barrel, Double Wooden Door, Spinning Wheel, Barbedwire Fence, Metal Stairs, Metal Wall, Metal WindowFrame.
- Fixed Packing Rags turning all rags dirty.
- Fixed the player losing health and getting muscle strain from heavy loads while sitting on furniture.
- Fixed ArmorMag4 having 2 duplicate codpiece recipes instead of having recipes for both the codpiece and a gorget.
- Fixed the sharp stone fragment being, incorrectly, in the weapon item type; it's not, it's a normal-type item. This would cause crashes when equipped.
- Fixed some new weapons incorrectly being Long Blunt and not Short Blunt.
- Fixed some undesired results when making spears.
- Fixed some weapons improperly being Short Blunt and not Long Blunt.
- Fixed female long tooth necklace weights
- Fixed fluids improperly affecting stress when drunk.
- Fixed Loot respawn not occureing in basements and also in skyscrapers.
- Fixed building randomization and stash system stuff not accounting for z-levels below 0 and above 8.
- Fixed an error with shoulder armor recipes having inconsistent tailoring skill requirements.
- Fixed Bowl and Clay Bowl having inconsistent categories.
- Fixed error when clicking on antibiotics.
- Fixed layout of the transfer liquids UI (long container names didn't fit).
- Fixed campfires being destroyable by fire.
- Fixed buildRecipeCode error building stairs.
- Fixed Dried Jalapeno Peppers being able to rot.
- Fixed Metal Bandsaw's name on right click.
- Fixed every Thumpable which has canPathN/W not being transparent to building
- Fixed "Improvized Tent".
- Fixed Favorited flashlights not allowing batteries to be inserted.
- Fixed glitchy model rendering affecting mods due to not-normalized bone weights.
- Fixed CorpseDropByLegs sound not playing for face-down zombies.
- Fixed HeadSlice sound playing when a vehicle kills a zombie while the driver has a Katana (or other long-bladed weapon) equipped.
- Fixed several smithing magazines having obsolete references to craftRecipe names with spaces and not underscores in them.
- Fixed forging a Corkscrew not consuming a small handle.
- Fixed an issue with the Occult Activity story and added some more randomization and potential items to it.
- Fixed broken branches having too high of a maximum condition.
- Fixed creating debuglog.ini file for logging
- Fixed error with trunk access with Beckman's building van.
- Fixed undesired behaviour with IsEmpty/IsFull inputFlags in some circumstances where it was only evaluating for fluids if an input was explicitly a fluid input, whereas the intention was for evaluating InventoryItem inputs for some fluid cases.
- Fixed some errors with the Make Can Pipe craftRecipe.
- Fixed Making Can Pipes/mode:destroy inputs, not destroying Fluid Container inputs when desired.
- Fixed the MakeCanPipe craftRecipe not consuming the empty cans by properly using the itemcount input field, and reverted the previous changes to CraftRecipeData.
- Fixed Forge Bucket input for wire, it had 0 uses in it.
- Fixed and added missing tooltips and recipe names. Renamed Crude Saw to Crude Woodsaw and Small Saw to Small Hacksaw for clarity
- Fixed the Long Stick and Broken Long Stick items being forageable as "Firewood" alongside "natural" wood items.
- Fixed Chewing Tobacco, eating Rat Poison, etc., using the green bar text overlay on the item "Take Pills".
- Fixed character's model curling up when shooting at sitting zeds with M16
- Fixed instance of walls not cutting away. SPIF-1786
- Fixed not being able to boil water in sauce pans.
- Fixed open garage doors rendering with transparency, unless they are cutaway.
- Fixed squares not hiding when attached to cutaway orphaned structures.
- Fixed garbage creation in several spots.
- Fixed reading the Herbalist recipe magazine giving the player the Herbalist trait.
- Fixed error with harvesting flowers.
- Fixed Money not going inside wallets.
- Fixed the scarecrow recipe.
- Fixed butchering animal inside a container not removing it.
- Fixed animal attacks on characters occurring at too long a distance
- Fixed opening canned corn beef and sardines requiring a can opener.
- Fixed code that could call the doServerConnect or the doServerConnectCoop functions.
- Fixed Open Egg Carton not setting age for all eggs and not setting frozen status at all.
- Fixed being unable to pack/unpack some tents.
- Fixed the player being able to exercise while sitting on furniture.
- Fixed placed radios ending up on the floor by making "Red Mobile Tool Cabinet" a table object
- Fixed translucent grime pixels blocking view of the player.
- Fixed keys being named after "Cultist" and some other new zones.
- Fixed ISWidgetRecipeFilterPanel.filterTypeCombo being drawn over by the list of recipes.
- Fixed missing depth textures and seating data for church pews.
- Fixed Zeds playing wrong animation when shoved down.
- Fixed LongBlade skill books providing Reloading skill.
- Fixed missing Maintenance skill books.
- Fixed items spawned as loot being able to go inside containers they shouldn't.
- Fixed players being able to over-fill bags in the same seat as they are occupying.
- Fixed recipecode for pack of batteries that spawned in the world.
- Fixed being able to change to uncapped FPS via .txt file
- Fixed multiple recipes in knapping.
- Fixed Long Blade books giving Reloading boost.
- Fixed low-level and high-level composters using switched checks, leading to the high-level vers- Added Purify Water recipe, it uses Water Purification Tablets to purify up to 1L of tainted water.
- Fixed not being possible to use MugWhite to prepare a hot beverage.
- Fixed seating position on a blue bed sprite. Created depth textures and seat data for two church seats.
- Fixed wood-burning stove overlay sprites.
- Fixed exception in ItemContainer.hasRoomFor() checking the wrong VehiclePart.
- Fixed generators not powering things below ground, or above level 8.
- Fixed an error in hasRoomFor in ItemContainer when checking for whether a container is an occupied seat or not.
- Fixed Wood Floor using the wrong tooltip.
- Fixed display name of Greenes van.
- Fixed new camping and military first aid kits spawning without any loot in them.
- Fixed garbagebag boxes not having UseWhileEquipped = FALSE.
- Fixed Character's model curls up when shooting at sitting zeds with M16
- Fixed Char starting to aiming "down" before zed falls down
- Fixed values for losing and gaining weight for Fast and Slow Metabolism traits.
- Fixed missing mechanics overlay for the beckmans van.
- Fixed skill book carving 2 training carpentry.
- Fixed errant raccoon in the small roadkill story.
- Fixed ShortSwordBlades not being properly implemented in the AssembleBlade recipe.
- Fixed incorrect reference to ClubHammerHead in AssembleMediumImplement.
- Fixed the MakeScrapMorningstar displaying the Block Maul item as the default output.
- Fixed the radio magazines having incorrect, old, recipe references with spaces in the script names.
- Fixed headsacks having the Hat_Category "nohair" and not the Hat_Category "nohairnobeard".
- Fixed inconsistent seed packet names between the item scripts and display strings.
- Fixed ground model errors with wheat, rye and barley seed packets.
- Fixed cotton headsacks not concealing beards; somehow that fix wasn't retained.
- Fixed skeleton corpses becoming meaty when dragged.
- Fixed the player's direction changing when placing items in the world while sitting on furniture.
- Fixed "Broken Very Long Stick".
- Fixed translation strings using "Green Shemagh" and not "Shemagh"; another case of it conflicting with texture randomization as the generic shemgagh item also can have the green texture.
- Fixed animal health inside hutch being updated too often compared to "not in a hutch".
- Fixed chopping trees not reducing sharpness.
- Fixed too long attackConnect check for the Ram (no more delayed falling from a ram's head butt)
- Fixed wrong icon used in PurifyWater recipe/throwing error at startup.
- Fixed missing translation in IGUI for the TrunkOpened (it's just something that'll always be open by default/can't be fully locked, used for animals trailers)
- Fixed animals trailers missing their brakes components.
- Fixed error with evaluating bed pillows.
- Fixed broken shoes falling off of the players feet.
- Fixed missing and wrong ground models for some canteen items.
- Fixed the engineer profession not knowing several bomb recipes.
- Fixed the engineer profession not knowing several bomb recipes because of the difference between capitalization in the recipe names in the profession and the actual recipe names.
- Fixed an error in addKeyToWorld in BaseVehicle.java.
- Fixed adding animal designation zone at level > 0.
- Fixed mechanics overlays of ranger vehicles.
- Fixed being unable to refill empty welding torches.
- Fixed the Bellows item not having a ground model.
- Fixed Maintenance books not giving the same skill modifier as other crafting skills.
- Fixed some build menu entries using Base.Hammer and not tag Hammer.
- Fixed the Blacksmithing professions and traits not knowing any blacksmithing recipes.
- Fixed the belt item having two different Tag field.
- Fixed some inconsistencies with the folding small knife type weapons damages.
- Fixed the metal bat with bolts having the same damage output as the normal metal bat; it always had better critical performance however.
- Fixed an error with the farming code where a plant's bad month would be offset forwards by one month, resulting in crops being incorrectly cursed in some circumstances.
- Fixed an error when burning corpses.
- Fixed items already in fireplaces not heating up after lighting the fireplace.
- Fixed gas cans disappearing after lighting a barbecue or fireplace.
- Fixed some minor issues with harvesting mineral deposits.
- Fixed the Flint Nodule model clipping into the ground.
- Fixed blacksmithing characters not knowing how to make heading tools, and several other recipes.
- Fixed the Forge Draw Plate craftRecipe producing a Heading Tool.
- Fixed a math problem when checking for the connected animals zones.
- Fixed and added some roads in the in-game map.
- Fixed the praying hands keyring having the wrong display category.
- Fixed an error when a player would go into the rear seats of a compact car without a passenger seat for that rear seat.
- Fixed the guitar pick item having the toy car item color mask on it's item icon.
- Fixed some special loot vehicles not having trunk loot.
- Fixed some unstable UI spam where it incorrectly said "Item Report" and not "Recipe Report".
- Fixed players not putting masks on after drinking from world right click interactions.
- Fixed layout of ISFluidTransferUI.
- Fixed the Thirst, Hunger, and Fatigue benefits from fluids being drunken being 100x as much as they intended to be.
- Fixed the listed unhappy change effects in fluid item's tooltips having no effect on a characters unhappiness; previously it only affected boredom.
- Fixed weirdness/undesired behaviour when drinking water using inventory interactions.
- Fixed some issues with the right click inventory drinking interactions and the % of fluid consumed.
- Fixed the thirst values for soft drinks/soda type beverages being wildly out of scale with any other beverage.
- Fixed an error with items in containers in car seats.
- Fixed undesired behaviour when using Vinegar as a spice for some evolved recipes.
- Fixed an error with weapon OnBreak that can happen when an item on the ground breaks.
- Fixed some issues with bucketForged stew appearing as an option with Pots.
- Fixed buckets of soup and stew returning the wrong, old obsolete, bucket item.
- Fixed Chest Rigs and Webbing boosting a character's attack speed.
- Fixed not being able to put Squash in roasts.
- Fixed players dismantling worn watches.
- Fixed size of the electrical scrap model.
- Fixed Dung items not composting in composters.
- Fixed mapper-placed cooking pits/fancy campfires not working.
- Fixed being able to add hot dog bun packs to evolved recipes; the buns should be unpacked beforehand.
- Fixed fish that were too large from possibly spawning in fishing baskets.
- Fixed not being able to put generators on empty car seats; this was an unintended consequence of fixing a separate issue with being able to over-fill bags on seats.
- Fixed forged buckets not being cookable.
- Fixed badges not fitting in wallets.
- Fixed the forge crude blade and forge long crude blade craftRecipes being required to be learned, now they do not require being learned.
- Fixed the SpearCrude item's OnBreak function not existing.
- Fixed being unable to butcher animals with stone knives or long stone knives.
- Fixed the long stone knife not having the KillAnimal tag.
- Fixed Tongs being impossible to forge without tongs. The Heading Tool, required to make tongs, craftRecipe was also changed to accept the Crude/Simple Wooden Tongs, which will break when used to craft.
- Fixed some errors withchanging the fuel limit for campfires/charcoal bbqs/fireplaces/wood stoves from 6 to 8 hours.
- Fixed some bugs with the fuel amount in fireplaces/barbeques when adding tinder to them.
- Fixed "ContextMenu_FoodType_Vegetable".
- Fixed Hodgett's Farm spawning keys for "Binky's Farm".
- Fixed the Large Stone Axe back attachment slot not working.
- Fixed opening ring-top
- Fixed multiple issues with Welded weapon crafting.
- Fixed issue with SWAT Boilersuit.
- Fixed packing recipe issues for pottery books.
- Fixed a missing ingredient for crafting firecrackers.
- Fixed the shelf bags/containers, which should be empty, in stores, that are on the floor in the Trashed building stories having loot spawned in them. This involves cases such as backpacks on the floors of surplus stores having loot in them.
- Fixed Olive Oil showing up in evolved recipe product names.
- Fixed Insects, bugs, worms, etc. providing cooking xp when cooked.
- Fixed characters being awarded multiple zombie kills with multiple shotgun pellet hits
- Fixed Insect Repellent, and Staples, and other items having a remaining bar in their tooltip.
- Fixed issues with RemoveOxygenTankFromSCBA, merged it into RemoveOxygenTankFromHazmatSuit.
- Fixed PutOxygenTankOnHazmatSuit and PutOxygenTankOnSCBA inputs for Oxygen Tank.
- Fixed GetBaconBits and GetBaconRashers not inheriting food age.
- Fixed cars stalling when towing Animal Trailers over rough terrain. Reduced engine-force reduction when offroading, especially when towing.
- Fixed 39.9% alcohol items not disinfecting wounds.
- Fixed Steam Server Browser still being queried.
- Fixed Colour picker not working when a character dies and a new one is created within the same world right after.
- Fixed the new color picker not working with a controller.
- Fixed flat glass roofs not blocking rain or acting as floors.
- Fixed not being able to build stackable crates on table-top objects.
- Fixed tents that can't be picked up in several locations.
- Fixed being unable to gain xp by discarding a foraged item.
- Fixed xp gains via cooking and multi-stage building.
- Fixed tutorial not working for Mac users.
- Fixed burnt cars. player visibility cone, and map not being displayed for Mac users.
- Fixed Fog and blitSimple shaders on MacOS.
- Fixed Muldraugh police basement missing exterior walls
- Fixed Empty Claybag recipe not giving 8 items.
- Fixed some cutaway issues.
- Fixed missing CanBeWashed tag for dirty bandages, rags, denim and leather strips.
- Fixed Context Menu not checking inventory for items with CanBeWashed tag.
- Fixed recipes_knapping.txt typo that breaks parsing.
- Fixed Crafting Panel Search bar ignoring selected category.
- Fixed clay bowls being too big when placed on ground.
- Fixed digging graves not setting the player object.
- Fixed a change that was causing the "Dig Graves results in errors" issue. The ISBuildingObject.haveMaterial function now uses both dragItem.character and dragItem.player to get the player object.
(edited)
12:21
ENGINE
- Ran shaders through glslValidator.exe and fixed a few warnings.
- Fixed possible exception in IsoGridSquare.isFreeWallSquare().
- Added the function isWearingVisualAid() to IsoGameCharacter.java and added a check to it in isWearingGlasses() so that mod items such as corrective contact lenses in custom body locations can be made.
- IsoCursor and IsoReticle now creates shaders and loads textures at startup rather than on-demand.
- Added two Lua methods for mods, both returning an ArrayList<String> of file names in a directory:
listFilesInZomboidLuaDirectory(directory) -- returns filenames in the Zomboid/Lua directory
listFilesInModDirectory(modID, directory) -- returns filenames in both a mod's common and version directories
- Setting Core.forceSnow to true will render snow on the ground and roofs, at 70% coverage, any time of year. For displaying snow on trees, the season must be set to winter.
- Fixed vboRenderer_PositionNormalColor.frag not compiling
- Changed the tile bug report right-click feature to include "container report" information if the tile has a container.
NAMING/WORDAGE
- Long Handle renamed Large Handle
- Generic "Chicken" meat item renamed "Chicken Leg"
- "Hairspray" renamed "Hair Spray"
- "Mutton chop" from sheep renamed "Mutton"
- Removed colour from sheep head names
- Corrected "requires workbench" to "requires surface" in crafting
- Renamed all "(Long) [Material] Spears" to "Spear with (Long) [Material] Head" for clarity (Long Spears are the same length, only the head is long)
- Stopped the LargeBranch item having the display name "Wooden Cudgel"
- Agoraphobic, Claustrophobic, Cowardly, and Illiterate return!
- Matches renamed Matchbook
- Fixed Echo Creek description errors
- New open canned food recipe renamed "Open Ring-Pull Canned Food"
- Very Long Stick demoted to Long Stick once
- Fixed "Military Elbow Pad" and "Military Knee Pad"; clothing item names need to be as generic as possible due to texture randomization.
Most important changes (after skimming): farming, plumbing, water purification and loot settings have been fixed. You can also change uncomfortable moodle in sandbox settings now. I don't think ALL of these changes will come in the next patch, but I assume the most important ones will.
Trees are no longer more dangerous than the zombies!

Yay.
Desensitized trait reverted back to immune to panic! yay
Still no fixes for the buggy multi-hit hit detection. Awesome.
Did a quick search but couldn't find a line for the draining bug happening to batteries and propane tanks.
Is that fix still in the works?
Messaggio originale di VANGUARD:
Did a quick search but couldn't find a line for the draining bug happening to batteries and propane tanks.
Is that fix still in the works?
This line --> - Fixed drainable items losing uses after saving and loading.
Messaggio originale di SugarBits:
Messaggio originale di VANGUARD:
Did a quick search but couldn't find a line for the draining bug happening to batteries and propane tanks.
Is that fix still in the works?
This line --> - Fixed drainable items losing uses after saving and loading.

Thanks!
Seems like I can then finally start hoarding propane tanks for leveling welding after the patch drops :)
@SugarBits Where is plumbing? Word search doesn't find it. Only two results are the one you and myself typed.
Are they getting hacked or something? WTF is this plug?
- Fixed black screen at start of the game and after "Click to Start" on some AMD GPUs. when the patch coming i cant wait any longer???
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