Project Zomboid

Project Zomboid

Immersive Solar Arrays (v41, GitHub reupload)
 此主题已被置顶,因此可能具有重要性
Poltergeist  [开发者] 2023 年 1 月 29 日 上午 3:58
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.
最后由 Poltergeist 编辑于; 2023 年 1 月 31 日 上午 12:58
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Poltergeist  [开发者] 2023 年 5 月 1 日 上午 4:26 
I uploaded the old version for those who might have missed the warnings.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2969745659
最后由 Poltergeist 编辑于; 2023 年 5 月 1 日 上午 4:26
Poltergeist  [开发者] 2023 年 5 月 3 日 下午 1:18 
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
最后由 Poltergeist 编辑于; 2023 年 5 月 3 日 下午 10:45
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