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1. Right now, the bicycle can make an abrupt U-turn too fast while keeping the same velocity. My suggestion is: if I make an abrupt U-turn (or >90 degree turn), the bicycle should stop completely first and then start the animation for moving in the opposite direction. However, if I make a wider U-turn, the bicycle can retain its velocity the whole time.
2. Right now, I cannot look behind me when riding a bicycle because the bicycle turns with me. Please add the ability to look behind when riding the bicycle.
Thanks for your work, btw, this mod is literally a lifesaver.
Great mod though, very much enjoy having something inbetween a car and walking, couldn't imagine the game without it.
@TheKoris68 Not at the moment no
@Its Over 9000!!! Unfortunately not, inventory tetris completely hijacks the transfer function and rewrites it which breaks my mod. But I have plans to make it work with the new patch
This should be a non-issue after the rework, but for now I suggest reading the tips here which could help minimize the missing container issues https://www.reddit.com/r/projectzomboid/comments/1mkso4k/some_tips_regarding_b42_bicycles_mod/
Or use the lite version if it keeps happening
Happened again and I think is related to the attachments vanishing from the bike.
What happened again:
- Attachments vanished from the bike
- Uninstalled them (because they are still installed)
- Installed again
got 12k errors:
function: BikeMsTimer -- file: Bicycle.lua line # 373 | MOD: [B42] Bicycle!
function: OnTick -- file: Bicycle.lua line # 16 | MOD: [B42] Bicycle!
ERROR: General f:136938, t:1755967787808> ExceptionLogger.logException> Exception thrown
java.lang.RuntimeException: attempted index: setBlockMovement of non-table: null at KahluaThread.tableget(KahluaThread.java:1530).
Stack trace:
I think what happened was that somehow the attachment vanished from the bike, but still could be uninstalled, I did that and then reinstalled and this happened when I jumped in the bike again.
As I couldn't fix, I dropped other bike hehe
@BigFoot Hmm, I will look into the spawn mechanic and make sure that doesn't happen.
@Phil Oh weird, did it happen just once, or every time you try to use the bike? I'll look into that and figure out a better method so it won't happen again
@伊弦OvO That's super weird and should not be possible, something is getting messed up, likely by another mod. Could you try a new save with just the bike mod active and see if it still happens?
Just got this in a loop of (5000+) errors:
function: BikeMsTimer -- file: Bicycle.lua line # 373 | MOD: [B42] Bicycle!
function: OnTick -- file: Bicycle.lua line # 16 | MOD: [B42] Bicycle!
ERROR: General f:231053, t:1755373860734> ExceptionLogger.logException> Exception thrown
java.lang.RuntimeException: attempted index: setBlockMovement of non-table: null at KahluaThread.tableget(KahluaThread.java:1530).
Stack trace:
se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1530)
...
java.base/java.lang.Thread.run(Unknown Source)
LOG : General f:231053, t:1755373860734> -----------------------------------------
STACK TRACE
-----------------------------------------
function: BikeMsTimer -- file: Bicycle.lua line # 373 | MOD: [B42] Bicycle!
I am POWER leveling through lightfooted & sneaking with this mod, very overpowered but its fun lmao
@Pvc pipe They spawn a bit here and there out in the world, like garages, super markets, sports stores, storage rooms etc.
@Aom Thanks for reporting, I will fix it in the next patch!
@A Dogwork Orange No worries! Thank you for the apology, I appreciate it! Very rare to see in workshop comments haha
@Ki Charn Ro It's just how loud it is for you, the attraction rate for zombies stays the same no matter what you put there
Thanks for your quick response and the mod, still can't believe it's not in vanilla. :D
If I can find the conflict, I'll update.
I will also test on a new world, cause my world did go through that conversion to 42.11, and report back. If it works fine with new save, then may be a mod update conflict with the ones I have or a world issue.
It's possible they changed something that affects it. I read through the patch notes and didn't see anything that looked like it would interfere with the bike, and I tested it quickly on a fresh save with no other mods active and it was working.
There could be another mod that updated something when the new patch hit that maybe affects the bike. Do you have the same issue if you start a fresh save with just the bike mod active?
Bad news is that my initial plan won't work due to constraints with the Lua API.
The good news is that I've found a different workaround to make sure that you absolutely will not lose any loot, and it will be much faster to implement.
Basically the reason why loot was lost is because there's invisible containers that actually hold the loot, and these can get left behind in certain circumstances, making it look like your containers are inaccessible.
What I will do is add a check that will teleport those containers to you if they are left behind. This should make it bulletproof.
I will also fix issues like the bike just getting put in inventory sometimes, and sometimes triggering the animation even though the equip action failed
@A Dogwork Orange There's some positives and negatives for either method. For example you can't pack a vehicle into a container/trunk, thats why you have to disassemble bravens bike before storing it.
Mine can't have physics or trailers because that's only possible for vehicles.
Ultimately I decided on this method because it's more flexible for what I want to do.
Btw, it's a bit rude to go on someone's mod page just to say you prefer someone else's mod.
Which modded vehicle was it? I can take a look and see if it's possible to add support for it.