Project Zomboid

Project Zomboid

Vanilla Bugfixes
Visualizzazione di 1-10 elementi su 21
< 1  2  3 >
Aggiornamento: 22 ott, 9:36

removed crashfix for mod load order - i need to investigate issues with custom mod loader mods.

Aggiornamento: 22 ott, 6:53

Removed fix for sharpening blades.

Aggiornamento: 22 ott, 2:08

ModLoadOrderPanel.lua – Fix summary (short & sweet):

Root cause: UI crashed when an active mod was missing; vanilla code dereferenced modInfo on nil.

Instantiate: we now skip/purge missing mods entirely (don’t add them to the list or defaultOrder).

Tooling: tooltip/color/sort paths only see entries with valid modInfo, so no more nil access.

Save: onAccept() builds the payload only from existing mods, then calls correctAndSaveModOrder.

Result: Load-order UI no longer crashes, and sorting/saving works even if some mods are uninstalled.

Aggiornamento: 22 ott, 0:34

Fixed throwables

Aggiornamento: 20 ott, 8:44

Vanilla Bugfix still needed in Build 42.12.2

Aggiornamento: 17 ott, 23:02

My mod doesn't prevent gaining maintenance XP for "sticky ghost targets" anymore.
I can't fix everything.
Maintenance should be granted again for spears.

Aggiornamento: 17 ott, 21:50

Fix:
Spear should gain maintenance xp again.

I expect a hotfix from the game devs early next week! *YAY*

Aggiornamento: 16 ott, 4:15

Improved Spear reconition.

Aggiornamento: 16 ott, 2:25

Maintenance emulation for spears wasn't working.

Aggiornamento: 15 ott, 15:42

Air-swing protection: True whiffs never cost durability—no base condition and no head/handle/blade/sharpness loss.

Real-hit capping: Actual hits are clamped to max 1 point of loss on base condition and on each supported sub-track (head/grip/handle/blade/sharpness).

Maintenance XP integrity: If the game “leaks” Maintenance XP on an air swing (sticky last target), the script rolls that XP back.

Spear maintenance emulation: When a spear is misreported as non-melee, it emulates vanilla Maintenance’s “saved the hit” roll (Maintenance + floor(Spear/2) vs one-in chance).

Ranged immunity: Firearms and other ranged weapons are ignored by the system.

Mid-swing guard: Temporarily boosts ConditionLowerChance during unconfirmed swings to prevent mid-animation durability leakage.