Project Zomboid

Project Zomboid

Immersive Solar Arrays (v41, GitHub reupload)
 This topic has been pinned, so it's probably important
Poltergeist  [developer] 29 Jan, 2023 @ 3:58am
Switch to ISA_41 from previous version details
Things to note if you update version on existing save

>Always backup your saves when changing mods
>REMOVED OLD BATTERY SCRIPTS - UNWIRE "OLD WIRED CAR BATTERIES" BEFORE UPDATE
>Battery Banks can cause errors if you leave invalid items inside - only valid batteries are now accepted in them
>Panels might show they are not connected and let you reconnect them, but number of panels should stay the same
>check your sandbox options and customize them the way you want. Missing options can sause errors
>old DIY batteries will be at 200 capacity, new batteries keep capacity in ModData and use the new scale sandbox option
>read magazine again

> Changing ID, means items can disappear.
Last edited by Poltergeist; 31 Jan, 2023 @ 12:58am
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Showing 1-2 of 2 comments
Poltergeist  [developer] 1 May, 2023 @ 4:26am 
I uploaded the old version for those who might have missed the warnings.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2969745659
Last edited by Poltergeist; 1 May, 2023 @ 4:26am
Poltergeist  [developer] 3 May, 2023 @ 1:18pm 
If you decide to switch over. You can use the next example patch to move non accepted items out of the Battery Bank. This will prevent errors from happening.

@ lua/server/myPatchesFile.lua
if not isClient() and getActivatedMods():contains("ISA_41") then local isa = ImmersiveSolarArrays or require("ISAUtilities") local patchOnLoad = function(isoObject) local square = isoObject:getSquare() if not square then return end local container = isoObject:getContainer() local items = container:getItems() for i=items:size()-1,0,-1 do local item = items:get(i) if not (item:getModData().ISA_maxCapacity or isa.maxBatteryCapacity[item:getType()]) then container:Remove(item) square:AddWorldInventoryItem(item,0.5,0.5,0) end end end MapObjects.OnLoadWithSprite("solarmod_tileset_01_0", patchOnLoad, 3) end
Last edited by Poltergeist; 3 May, 2023 @ 10:45pm
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