42.13.1
42.13.0:
FAO MODDERS
Please see the linked guide for information on how to update your mods to work with 42.13.0 and beyond, and how to make your mods MP compatible.
MULTIPLAYER DETAILS
The Multiplayer build is WIP for stress testing. To ensure a smoother experience and simplify bug tracking and resolution, please adhere to the following guidelines before joining a MP session:
- Disable Debug and Mods (even client ones).
- Disable Ragdoll physics.
- We strongly recommend only playing in coop or on whitelisted servers.
- We do not recommend having more than 20 player-slots on your Dedi servers for now.
NEW
- Improved target selection when aiming firearms. The system now prioritizes body parts, making the head the primary target, followed by the spine, pelvis, and then other limbs.
- Inventory/Object Interaction:
- Update items that can be equipped/unequipped while walking
-- Appropriate clothing and container items can be equipped while walking, such as hats, gloves, glasses, satchels, backpacks, etc.
-- If a character is walking while also performing the unequip action for a clothing or container item that cannot be worn while walking then the unequip action will be cancelled.
- Added a new body location slot, "satchel". Satchels, water bags, and cowboy canteens now all use the body location slot "satchel". Water bags and cowboy canteens previously used the ammo_strap body location. Satchels previously used the back body location.
- Double Clicking on Items in inventory should perform non-destructive actions if appropriate.
- Double Clicking on Bandages now applies them to an injury. If there are multiple body parts that can benefit from being bandaged, then the body part that is inflicting the most current damage will be the one that is bandaged.
- Double-clicking on literature and map items that are in the players inventory, will, if they are supposed to be readable by the player, will start the reading actions.
- Double clicking on containers that don't have a body location or in-hand model will still equip them. How what hand is equipped is as follow:
-- If the secondary hand if empty then it is equipped in the secondary hand.
-- Otherwise if the primary hand is empty then it is equipped in the primary hand.
-- Otherwise, regardless of what already is in the secondary hand, it is equipped in the secondary hand.
- Lighters and Walkie Talkies will be equipped and turned on when double clicked while in a character's inventory.
- Double clicking on items in the players inventory that can be activated, such as flashlights, will equip-and-activate if unequipped, or unequip-and-deactivate in equipped.
-- Candles and Hurricane Lanterns aren't included with this, as they don't work like Flashlights.
-- Double clicking on unlit Candles and Hurricane Lanterns in a players inventory will, if the player has a lighting object, automatically light and equip the Candle or Lantern.
- Double-clicking on boxes/bundles/cartons/etc of item in the players inventory will unpack them.
- Players will no longer start eating food items on double click if the player is aware of them being hazardous to consume on account of them being burned, rotten, dangerous uncooked and also uncooked, or has poison that the player is aware of.
- Added item icons to the "Destroy For Fuel" and "Light Fire" context menus.
- Multiple items can be set Unwanted or unset Unwanted when selected.
- Changed the loot-window "Take Same Type" text button to an image button, to match the inventory-windows buttons.
- Moved the loot-window container title leftward since it overlapped the weight.
- Added a second button to the inventory window to transfer matching items to nearby containers.
- Context menu option will not be displayed for a drinkable item that is being used by an action.
- Items that can be turned on or off will have an "(On)" suffix in their display names when they are turned on.
- Items like Flashlights will now turn off when not equipped.
- When an item is equipped from the hotbar and it’s not a weapon, it will be placed in the secondary slot. If the slot is already occupied and the primary slot is free, it'll be equipped there.
- Added item icons to the "Add Liquid from Item" context-menu options.
- Tidied up RMC context menu WIP (many options are now moved into submenus and have icons)
- Item tooltips are now displayed for items in the "Fill" context menu for water sources.
- Crafting/Building:
- Add more sub - categories / recipe group in the Crafting Menu
- Can now shift + click on an input or output item to quickly search the exact type + can now search for Fluid
- Picking up and replacing input items for craft recipes behaves the same whether using right-click or the crafting UI
- Searching for recipes shows all recipes that have the same characters
- Frozen food for evolved recipes now show/explain they cannot be used.
- Added a keybind under Combat, "Sharpen Weapon," that if pressed and the player has a sharpenable item in their primary hand and can sharpen it, the Sharpen Blade craft recipe will be performed on the sharpenable item.
- Added code to handle battery-based radio power similarly to drainable uses, including input flags, so that craft recipes can handle inserting or removing batteries.
- Locked the crafting panel by default so it doesn't go away when you walk.
- Added a 'show all recipe' tickbox in the handcraft panel, removed the cheat Recipe.SeeAll
- Moved Plastering, Wall Paper and Painting options to the Build Menu
-- Remove all above from RMB context menu, add tooltip to advise players of the move
-- Added new icons in Build Menu
- Added new trait: Motion Sensitive
- Motion sickness now occurs when moving both forward and backward, with an exponential increase based on speed.
- Effects are doubled during skids or sharp turns.
- +25% sickness progression when off-roading.
- Motion sickness now affects all vehicle occupants, progressing 50% slower for the driver.
- IRON_GUT reduces progression by 30%.
- WEAK_STOMACH increases progression by 30%.
- MOTION_SENSITIVE replaces POOR_PASSENGER and is available in both single-player and multiplayer.
- Trait cost: -4.
- Lighting:
-Disabled individual rooms being darkened. Entire buildings are still blacked out when cutaway from a distance.
- Barricades (except metal sheets) and Curtains allow some light to pass through them, even when vision is blocked.
- Added properties to control light being filtered through closed curtains. Details for Modders/Mappers:
1) LightFilterR/G/B can be used to change the color of light passing through curtains.
The value ranges from 0 to 255.
2) LightFilterIntensity is the percentage of light allowed to pass through a curtain.
The value ranges from 0 to 100. 100 allows all the light through.
3) LightFilterMix is a percentage of original light color to act as minimum RGB values.
The value ranges from 0 to 100.
-- The time it takes a room to fade to black, and how black the room gets, can be configured with the configRoomFade(seconds, percent) Lua command.
--- 'percent' ranges from 0 (no effect) to 1 (full black). The defaults are 0.8 seconds and 0.66 percent black
- General:
- Allow mods to fill registries by running + how to update mods in 42.13.0 guide
- Added checks to see if clothing items are worn or equipped for clothes ripping recipes will be bypassed if the parent container for the clothing item is a corpse.
- Updated debug RMC options to use the same icon as the debug button.
- Worn bandages now show if they become bloody. Worn clean bandage models will dynamically change to the bloody version if the bandage itself becomes bloody.
- Added new toy items
- Added quick tips, displayed when loading a game.
- Adjusted vehicle physics so trailers twitch less
- Emergency Vehicles with radio will have Automated Broadcast channel in presets.
- Character-info-window trait tooltips now show the trait description, in addition to the name.
- The Escape and Enter keys activate the Back and Next buttons in the sandbox options screen when creating a character.
- Updated icons for siphoning and adding fuel to a vehicle.
- Added an accessibility option to automatically mark locations on the world map when print media items are read.
- Backpacks will display their blood level on a scale of 1-100 when right clicking on sinks for the washing option.
- "Wound" and "Zombie Damage" will not appear as clothing option categories in character creation when all clothing unlocked sandbox setting is enabled.
- The old legacy decorative corn tiles will be replaced by the new functional corn crop tiles, and proper crop objects created, in new world.
- Added additional bit flag setting for climbable standalone walls to include non-fence types to allow Walk-To pathing to function with them.
- Added additional logic to Walk-To cursor, if an invalid square is selected, not a floor or is an empty space, it will check for a valid square below up to the Z level limit. This allows traversing down stairs and from higher elevations to lower. Going from lower to higher elevation is not possible yet.
- Added check to prevent interacting with crates and containers directly through stairs, interacting over the edge of stairs is still possible.
- Added additional logic to gamepad detection in the main menu and ISPanelJoypad to handle disconnecting controllers at the main menu, reverting fully to KB+M control scheme until a controller is reconnected. Also addresses icons and highlighted sections lingering in the main menu after a controller is disconnected.
- Added displaying labels when mousing over brochure and flier icons in the in-game map.
- Restored the good-color halo text appearing above the character model when auto learning craft recipes. Added good-color halo text above the character model when growing season; mechanics; and generator recipes are auto learned.
- Added nonPerishable property to item scripts where appropriate.
-- This property is a flag to explicitly say a Food item is intended to be non-perishable, otherwise it will be flagged during VerifyScriptItemVariables checks.
- Added daysFresh and daysTotallyRotten property to many natural items and products.
ANIMS/MODELS
- Added tying anims (high, mid and low) for building workstations and items
- Swapped out anim for Building Low No Tool timed action
- Adjusted ShoveAim animation so screwdriver doesn't intersect with head
- Made eating mussels use 'eat small' animation
- Changed drinking from cooking pot so prop2 animates like it's been drunk from
- Added animation and prop when using a Ripple Comb
- Changed filleting fish anim to use slice food anim
- Added new taking off herb rack anim
- Recentred normal glasses as they were offset
- Changed cowboy canteen to have no mask
- Changed TrousersMesh_DenimLight.xml to use skinny jean texture and not the trouser model
- Added bloodclothingtype neck to turtle neck item
- Changed protection areas for hooded items
- Added timed action to kiln recipes as a temporary fix
- Added items and models for Carved Buckets of Plaster and Wallpaper Paste.
- New Mixed Herbs sprites for Drying Racks
- Made CD model slightly thicker to avoid Z fighting
BALANCE
- Added a distance bonus for finding items further apart in foraging.
-- The bonus is capped at 20 squares.
-- This bonus is snapshot the instant an item begins to be revealed.
-- XP bonuses for difficult finds/diminishing returns for low level items still apply.
-- XP has been removed from the pickup action while foraging. Only finds will grant XP.
-- discard Item option has been removed.
-- updated "Force Find". Now checks to place a new item when the maximum 2D distance travelled without a find increases.
- Claustrophobic characters now gradually gain Panic while inside a vehicle.
- Smoking now reduces stress for non-smokers too. Smokers get x2 stress relief from them.
- Players will no longer spawn with a pistol, magazines and ammunition.
- The Former Scout trait now grants 1 skill level in the Fishing skill.
- The Former Scout trait now provides the MakeFishingRod, FixFishingRod and MakeChum recipes in regards to granting "Survivalist" recipes.
- Chamomile, Honey and Mint boost flu recovery when added to a hot beverage.
- Jar of produce is now fresh for 30 days and can stay fresh for much longer if cooked.
- Food sickness now always reduces over time unless corpse sickness is actively accumulating.
-- Corpse sickness accumulation still respects DecayingCorpseHealthImpact setting.
- Cooked jars of preserved food that spawn in the world will take as long to get stale or rotten as ones that are created by the player
- Large Buckets will be consumed when building forges.
- Tile building will now check for valid squares before consuming inputs and not afterwards.
- Characters with short sighted will again spawn with proper glasses.
- Dropping a held item or transferring an item from the ground to the player's hands is much faster.
- Opening an umbrella when equipped will keep it equipped in the same hand.
- Favorited bandages or rags can now be cleaned or disinfected.
- Merged Make Jar of Produce and Make Jar of Roe recipes.
- non-thumpable window frames are now properly evaluated for the presence of windows before allowing scrapping.
- Canned Eggplant doesn't need to be cooked to be added to salads or anything else.
- Opened Canned vegetables no long have the hasMetal tag.
- Restored Lighter and LighterDisposable having more than 5 uses.
- Removed collision for player-placed mouse traps.
- The Jawbone War Axe, when multi hit is enabled, can strike 2 targets similar to the Fire Axe.
- The Large Bucket item no longer has the Heavy Item tag.
- Ripping/cutting clothing etc. recipes take 40% of the time they previously did.
- Restored lighting candles and hurricane lanterns also equipping them in the players secondary hand.
- Adjusted crawler anims when attacking player so they flow better
- Scale the inventory-window and loot-window image buttons to match the height of the text buttons.
- Craft recipes to open sealed fluid containers, such as opening canned beverages or uncorking wine, now uses the Unseal input flag instead of onCreate code.
- The craft recipes for lighting candles and hurricane lanterns uses flags instead of OnCreate code to both activate the lit item and also equip it in the secondary hand.
- Rebalanced the yield from cutting up medium and small leather to be consistent with the yield from large leather.
- Added missing HasMetal tags for more items
- Added craftRecipe functionality for making the above two items.
- Added PopBottleRare to the valid inputs for the Improvised Gas Mask recipe
- Crop Farmer and Livestock Farmer renamed to Farmer and Rancher.
- Renamed Prescription Reading Glasses item to Reading Glasses.
- Improved the prioritization evaluation of what body part to bandage
- Configured Race Cars in NASCAR Configuration
- Updated metabolics and muscle strain for a few new timed action scripts related to drying racks.
- Added a minimum radius to Foraging affinity checks, it now only triggers an affinity find once per chunk.
- Adjusted trigger for distance XP snapshot to occur when a marker arrow appears.
- Added reset for lastSpottedX/Y when player toggles search mode.
- Added old car parts and normal suspension parts to Junk loot tables, these spawn with a randomized condition.
- Added Hops to WildPlants loot, these spawn with a random amount of seeds (1-10) 75% of the time when collected.
- Added Investigate Area window controls to the Back button menu for gamepad support.
- Reduced the size of print-media and stash-map icons on the in-game map when zooming out.
- Added missing assembly of Garden Forks to the AssembleLongerImplement craftRecipe.
- Changed the display category of the Watering Can from "Gardening" to "Water Container"
- The Improvised Battery can be disassembled to recover the battery and the electrical wire. In order to facilitate recovering electrical wire, steel wool and aluminum can no longer be used to assemble an improvised battery; now only electrical wire can be used.
- Added slight discomfort to firefighter jacket and pants.
- Now adding gasoline to a vehicle will take less time than siphoning the same amount of gasoline from a vehicle.
- Cap the survivor in hordes chance to 15
- Changed "Stick or Branch" to "Tree Branch or Wooden Rod" for the start-fire-with-notched-plank tooltip.
- No longer allow Cooked food to be Cooked again.
- Clicking on a craft station will not open it if the Destroy cursor is active.
- Restored the possibility of characters spawning with trait or profession related key rings.
- All police vehicles will have a HAM radio.
- Changed "Wash All Others" text string to "Wash All Bandages" for washable bandages, rags and strips
- Blacklisted decrepit houses without doors from being survivor houses
- Map items will now have the green checkmark icon for a player that has read.
- Renamed Muffin Tray with Muffins item to Plain Muffins, and Muffin Tray with Biscuits item to Biscuits.
- Removed manual ingredients toggle for the build menu.
- The yield of pasta provided by opening a boxed mac and cheese will be enough to create only one pot/pan of pasta instead of six.
- Double clicking on packs of hotdogs; hotdog buns; and hamburger buns will unpack them.
- Allow "Sew Bear" to accept ItemTag.Button instead of Base.Button
- Removed some old grass tiles
- Removed world inventory fluid container options from world RMC. (they're still in inventory)
- Removed needTobeLearn in the CraftRecipeBuilder (now use the already existing needToBeLearn)
- Updated leather items' names.
- Tooltips for fluid containers now display calories, proteins, lipids and carbohydrates for the current amount in the container, not per 1000mL.
- Added calorie and carbs values for some fluids. Tooltip now displays values when they're zero.
- Walls no longer cutaway when player aims+hovers over buildings
- Added Sparklers to the pools of items that can spawn as clutter for the House Party, Kid's Bedroom, and Beach Party stories so that they are less bottlenecked as Pipebomb ingredients.
- Removed Crushed Limestone from the game; steel manufacturing recipes now use Limestone instead of Crushed Limestone.
- Removed crushed copper and iron ore from the game.
- Closed umbrellas have the same maximum condition value as open umbrellas.
- Added missing Sharpness quality and Sharpenable tag to Handiknife and Multitool.
- Added missing Sharpness Quality for Kitchen Knives.
- Edible liquids' properties state how many calories character gains per container instead of per liter
- Disabled animated Endurance moodle indicator until edgecase issues can be addressed
- Updated loot distribution
SFX AND SOUND FIXES
- New SFX for spear crafting animation (wood and bone)
- New SFX for Wringing out wet clothes
- Container Drawer Wood Large SFX
- New SFX for Containers: Antique Oven, Fireplace and BBQ
- New Sounds for Adding Items To Beverage
- Play the 'Hammering' sound during the MakingHammer_Surface animation
- New SFX for lighting campfire with notched plank
- Fixed vehicle horns only playing twice.
- Changing Sound Event For Player Rustling Through Bushes
- Some sprinters don't play vocals event
- Zombie thumping on windows trigger extra sfx event
- Fixed Water Tower making electrical SFX due to electricity_pylon tiles
- Fixed drinking from mug wrong sfx
- Remove Campfire sfx
- Slicing a fish / halving a fillet plays 'Painting' sfx
- Filling water bottle from cooking pot plays water tap sfx
- New Audio options sliders default settings
- Fixed no sound playing when the car failed to start when battery was too low.
- Changing Sound Event For Player Rustling Through Bushes
- Added Single Firecracker Sound Events
- New Sound for Making Cement Animation
- Certain vehicle horns only sound twice
- New Events for Cap Gun Rifle and Revolver
- Footsteps play barefoot sfx when shoes or boots are equipped
- Fixed item break sounds possibly playing when vehicles spawn for the first time
- Prevent bush-rustling and tree-rustling sounds playing for invisible characters when PlaySoundWhenInvisible is false.
- Fixed electrical objects switch on and off at a certain distance
- Fixed 'Destroy for Fuel' plays wrong sfx
- Popsicle Freezer have the wrong open and close sounds
- Chainlink Fence Destruction New Sound Events
- Fixed sinks playing BreakFurniture when destroyed instead of BreakFurnitureCeramic or BreakFurnitureMetal.
- Remove distance cap for gunshots and explosions
- Sound events distance cap for loud sounds
- Container Drawer Wood Large SFX
- Turning on lighter should play lighter sound
- 'Destroy for Fuel' plays wrong sfx
- Assigned BBQ container sounds to the Metal Barrel Oven.
- Add FMOD parameter similar to ClosestWallDistance, but for exterior walls only.
- Fixed item "DumpContents" sounds not being used.
- Fixed incorrect "SpearStab" sound assignments
- Jumping short brick walls plays wood sound
- New SFX for spear crafting animation (wood and bone)
- New Implementation for Armour Break Sounds
- Updated Soundbanks
- Pause music now automatically switches to active "lowest intensity track," respecting volume settings.
--Removed "Play Music when Paused" associated menu option.
--Music can still be toggled on/off in-game using "Toggle Music" keybind
FIXES
- Fixed an angled headed flashlight attached to alice gear allowing crafting and reading when facing any direction.
- Fixed sleeping while holding a fishing rod disabling fishing until rod is reequipped.
- Fixed walkie talkies clipping the ground.
- Fixed not being able to Grab Eggs from coop with equipped tools/weapons.
- Fixed ragdolls ignoring stomps.
- Fixed slicing small fish modifying hunger value improperly.
- Fixed deleting map_x_y.bin files in the load-game ui not working with the new savefile map/ subdirectory structure.
- Fixed InputScript.doesItemPassClothingTypeStatusTests() exception with drying racks.
- Fixed a performance drop when the player-made-building code runs, when there are no player-made buildings in the current cell.
- Fixed Infinite Maintenance XP using Sharpen Blade recipe.
- Fixed PhysicsHitReactionScript.physicsHitReactionList not being cleared when scripts are reloaded.
- Fixed animal traps not resetting the time an animal has been inside the trap, when the next animal is trapped.
- Fixed there being both a room report and a coordinates report in some instances when RMC on a tile; coordinates report should only appear when there's no room report.
- Fixed improper model references for spiked left and right football pads on females character models.
- Fixed missing wear option for spiked football shoulder pads.
- Fixed players being able to add ingredients in the evolved recipe ingredient list that are in containers that the player has walked away from after the list has generated.
- Fixed the reported issue with unequipping forged, copper, gold or silver hurricane lanterns.
- Fixed missing hand raise indicator for jaw stabs with the Carving Fork weapon.
- Fixed being able to spam-place animal traps.
- Fixed a Lua error in forageSystem.addItemDef() while loading a game.
- Fixed nested "Blue Combo Washer/Dryer" submenus.
- Fixed "Turn On" or "Turn Off" appearing in a sink's context menu when a washer or dryer is nearby, when using a controller.
- Fixed animal-skeleton debug rendering not respecting the animal's scale.
- Fixed some sprites using DrawerWoodClose instead of DrawerWoodLargeClose.
- Fixed loot window "Take Same Type" button ignores unwanted items.
- Fixed SliceFish recipe not accepting knives.
- Fixed an exception when butchering a frog.
- Fixed an issue where a quick right-click would both activate aiming stance and open the context menu when the “Toggle LCONTROL to Aim” option was enabled.
- Fixed exceptions when a HandWeapon's MuzzleFlashModelKey is unspecified.
- Fixed opening bottles of wine not working
- Fixed depth and mapping issues for multiple tiles and 3D models
- Fixed ChunkMapFilenames.wxFolders not being cleared when loading a new game.
- Fixed bowls with fluids in them cannot be used to make salads.
- Fixed ripping clean clothing producing dirty rags and ripping dirty clothing producing clean rags
- Fixed skill tooltips interfering with mouse-wheel scrolling in the Skills panel.
- Fixed skill tooltips remaining visible after mouse-wheel scrolling in the Skills panel.
- Fixed EvolvedRecipe.getItemsCanBeUse() exception.
- Fixed the toxic effect of generators not being updated for player-made rooms as roofs are added or removed.
- Fixed being able to chop trees with a broken axe.
- Fixed missing OnBreak functionality for HandAxe_Old.
- Fixed Mechanics instead of Electricity being used to evaluate whether a player should autolearn the Generator recipe on loading a game.
- Fixed ChewingTobacco not having defined Stress Reduction
- Fixed not properly removing the Crush Ore craftRecipe.
- Fixed for the belt option in character creator is not correctly taken into account
- Fixed issues with ItemName_EN.txt
- Fixed HotDrinkTeaCeramic not having the same ItemName as HotDrinkTea.
- Fixed autoLearning generator, growing seasons, and mechanics recipes when gaining the relevant skill level not taking the Inventive trait in account and providing a +1 effective skill level bonus.
- Fixed undesired behaviour with adding all that can fit to fire tile objects
- Fixed issues with removing mineral
- Fixed stardewing interactions for removing stumps and minerals not working.
- Fixed the rendering order of translucent objects and effects.
- Fixed the specific issue with drinking juice boxes placed in the world
- Fixed exception when a recipe completes in a crafting station that isn't currently loaded.
- Fixed undesired behaviour with fluid containers such as full gas cans being able to be placed in an occupied seat despite being over the decreased capacity of an occupied seat
- Fixed undesired exploitable behaviour with packing food-seeds in packets
- Fixed undesired behaviour with IsoWorldInventoryItem FluidContainer items being falsely evaluated as "Sealed" for craftRecipe interactions.
- Fixed the Open and Drink QOL option not appearing for sealed fluid containers that are also IsoWorldInventoryItems.
- Fixed an infinite loop calculating the number of sheet ropes that can be added when below ground.
- Fixed not being able to add sheet ropes that extend into open-air below-ground levels
- Fixed Cap Guns registering hits and producing bullet impact sounds in some circumstances
- Fixed many missing textures or models.
- Fixed thrown traps that explode instantly not playing their explosion sound.
- Fixed an error when queueing open or close a curtain while eating.
- Fixed refuelling a vehicle from a gas pump not being cancelled by walking or running.
- Fixed inventory-window and loot-window container buttons disappearing temporarily after changing display options.
- Fix for cap pistols not consuming ammo
- Fixed cases where daysFresh and daysTotallyRotten were the same amount, except in one case where the item is set to spawn as rotten.
- Fixed the "Make Up" ui handling of different font sizes.
- Fixed jarred produce rotting in 10 days.
- Fixed endurance not recovering while sleeping.
- Fixed an error when double clicking on non literature items.
- Fixed lit Candles and Hurricane Lanterns not providing light.
- Fixed duplicate activatedItem calls in ItemDrainableScriptGenerator.java from the previous commit to Trunk.
- Fixed some things for new ItemTags.
- Engines pull battery power immediately when starting up (assuming they have enough condition). Previously they only pulled power a few seconds after a successful start.
- Fixed eye glasses rendering as icons instead of models on the ground.
- Fixed ItemBodyLocation errors with the Character.Create.AllOutfits option.
- Fixed an error with turning off Flashlights outside of a players inventory.
- Fixed melee targets for other splitscreen players being highlighted.
- Fixed a MainScreen.lua error when activating or deactivating a controller while in game.
- Fixed a Lua error in ISInventoryPaneContextMenu when using a controller.
- Fixed IsoCarBatteryCharger, it now consumes power from generators.
- Fixed getAllTagEvalRecurse using an incorrect identifier for CarBattery in ISWorldObjectContextMenu
- Fixed the y-coordinate when rendering placeholder text in text-entry boxes.
- Fixed the player walking to an odd position when adding fuel to a fireplace
- Fixed zombies sometimes thumping on hoppable doors instead of climbing over.
- Fixed CombatManager.targetReticleMode being set for splitscreen players 1+.
- Fixed low quality knives not spawning embedded in zombies' left legs.
- Fixed improper capitalization of craft station translation strings used for craft recipe requirements.
- Fixed errors moving items to and from fanny packs after equipping them.
- Fixed WallSE sprites blocking access to containers.
- Fixed the "Remove Mineral Deposits" context-menu option not appearing.
- Fixed inconsistent behaviour when wearing baseball hats and right-clicking and selecting a wear option verus double clicking on them to wear them.
- Fixed seats that have items spawn on them cannot be removed if the mechanics cheat is disabled and the spawned items are on them.
- Fixed issues with the new CharacterProfession class.
- Fixed issues with the "saved builds" combobox in the character creation profession ui.
- Fixed profession and trait errors in ISPlayerStatsUI.
- Fixed the game-version button and world-seed label not respecting the screen resizing.
- Fixed ISMoveableSpriteProps error placing streetlight sprites such as the popcorn maker.
- Fixed the createTile() Lua function not invalidating chunk textures after placing objects (such as the popcorn maker).
- Fixed being unable to remove rear windows without seats
- Fixed sandbox loot settings named "Custom".
- Fixed not being able to split soup in a forged pot into bowls.
- Fixed Not being able to insert or remove batteries from CD Players.
- Fixed error when equipping weapons while wearing an unstowed backpack sprayer.
- Fixed error when right-clicking on animals in trailers.
- Fixed an error when opening and eating.
- Fixed Bottom right div of handcraft window doesn't respond to gamepad buttons.
- Fixed pathfinding failing when adding fuel to solid or solidtrans fireplaces, including the Antique Stove and Metal Barrel Oven.
- Fixed not being able to open individual boxes of Mac & Cheese.
- Fixed issues with Gun Light battery removal / insertion.
- Fixed RPG Night survivor houses not spawning Papers / Notebooks.
- Fixed Crafted Jars being weightless, and allowed their use in crafting recipes that require jars.
- Fixed Story/tabletop clutter attempting to spawn non-existent items.
- Fixed typo in the tooltip for nutrition sandbox option.
- Fixed disassembled troughs continue to collect water.
- Fixed HandCraftWindow displayed recipe does not match list selection after crafting.
- Fixed Character being able to exercise while seated (again).
- Fixed Painted objects / signs glowing in the dark.
- Fixed Sealed liquid containers can be used in some contexts despite being sealed.
- Fixed Some tiles built facing the wrong direction.
- Fixed Randomized building errors with zombies disabled.
- Fixed Placing radios with the furniture tool displays sprite instead of 3D model.
- Fixed Before water shutoff, placing rain collector above plumbed sink break that sink's "Fill" RMC submenu.
- Fixed Crafting Butcher Cooked Rat yields Uncooked Rodent Meat.
- Fixed Sealed liquid containers can be used in some contexts despite being sealed.
- Fixed The Brazier tile is non functional.
- Fixed error appearing on line break.
- Fixed Generator's noise radius isn't reducing when surrounded by walls.
- Fixed RecipeCodeOnTest::openFire() returning false near open flames if a second nearby fire source wasn't lit.
- Fixed only being able to clean graffiti with petrol stored in Gas Cans / Jerry Cans.
- Fixed not being able to re-attach Respirator Filters to half-mask respirators
- Fixed Quern/ Mill/ Handpress recipes consuming uses of seeds instead of the whole seed.
- Fixed missing IGUI_ContainerTitle for "SurvivorCrate" spawned by Stash Maps
- Fixed Favorited Rags / Bandages not retaining Favorited status upon cleaning / disinfecting
- Fixed Cake Preparation not cooking without extra ingredients (same ingredients / item as CAKE_RAW, just no chocolate chips / fruit / etc)
- Fixed baking recipes duplicating their baking pans / baking pans disappearing when eating raw cake
- Fixed Craftsman Metal Crate being created mid-air
- Fixed Aim Penalty Calculation for Non-Sighted Shots
- Fixed Wine Screwtop been over sized and not aligned during drinking animation
- Fixed Empty textEntry string in modOptions prevents menu from loading
- Fixed Mod options passing nil as a string parameter if the field is left empty (it will re replaced by a string with a single space).
- Fixed Chunks in negative coords outside of map are corrupted on reload
- Fixed Error when character jumps out of windows, or over railings at height.
- Fixed Hazmat Suits can't be activated in order to protect player from dangerous fumes
- Fixed SCBA can't be activated after removing & re-attaching the oxygen tank.
- Fixed Rags / Bandages / Strips no longer lose favorite status when being washed in the sink.
- Fixed not being able to shoot animals
- Fixed every player benefitting from the "Ax-pert" trait whether they started as a lumberjack or not.
- Fixed changing the "Colorblind Patterns" option messes up text rendering in the in-game map
- Fixed brochures/fliers/newspapers appear empty for RU localization
- Fixed some tiles textures with bad alpha
- Fixed Small simple plant racks having wooden rods in the requirements
- Fixed Freezers spawning food in looted buildings
- Fixed missing text for Fliers, Newspapers and Brochures
- Fixed omelette made in forged pan displaying just the omelette whilst eating
- Fixed jackets having Hoodie in the display name
- Fixed townhouse biome in 102 with zone TrailerPark
- Fixed muzzle flash not appearing every frame
- Fixed old font still being available in game
- Fixed vehicle stories and zone stories spawning on water when map changes have water features overlaying old story and navigation zones
- Fixed some whitespace mixing of spaces/tabs in Junk tables and re-sorted alphabetically.
- Fixed "Vision" tooltip panel in ISSearchWindow not functioning when using gamepad.
- Fixed unused Event in ISSearchWindow.
- Fixed Sheep losing milk on quit/reload
- Fixed missing debug context menu icon + polished a tad debug animal context menu.
- Fixed Error received when checking "Show Craft / Build Recipes Used In" from an item's RMC context menu
TECH / CODE CLEAN-UP / DEBUG
- Updated JRE to Java 25.
- Added back BodyLocationGroup.getOrCreateLocation(String) which is needed by clothing mods.
- Added cheat display in debug in the water mark.
- The Linux version will use Wayland if available and the -Dzomboid.wayland=1 JVM option is used.
-- This required moving keyboard initialisation until after window creation, only when Wayland is used.
-- Known issues: While testing Wayland, it does not seem to be enabled by default on Linux using Wayland.
- Added extra details to Tile Geometry Editor buttons
- Change ScriptParser prettyPrint methods to use four-space indentation instead of tabs.
- Added displaying the elements in java.util.List subclasses and ItemContainer.Items in the Lua debugger, instead of the fields of the list object.
- Added a line-number entry to source windows in the Lua debugger
- QOL improvements to the Lua debugger's ObjectViewer.
- Added a text filter to make finding fields easier.
- Added a PREV button to display the previous object, after double-clicking on a field.
- Changed KahluaTableImpl.toString() from "table 0x12345678" to "Type 0x12345678" for tables that
have a "Type" field, which includes all our Lua object and class tables. So it will say "ISButton 0x12345678"
for example.
- Added displaying a table's as an element of the table. This can be used to peruse a table's class definition or superclass definition.
- Fixed TextureViewer's default size to handle the title-bar adornments and title.
- Fixed the cursor blink rate of text-entry boxes in the Lua debugger
- Fixed the Lua debugger sometimes displaying the wrong value for a local variable.
- All the setExclusive() and setAltModel() calls in BodyLocations.lua should also use the ItemBodyLocation enum.
- Converted ItemBodyLocation enum to class
- Added ConcurrentHashMap to support mods adding custom ItemBodyLocations
- Added the functions canStand and hasAdjacentCanStandSquare to IsoGridSquare.java.
- Added the function hasAdjacentCanStandSquare to IsoObject.java.
- These functions check to see if a player can stand in a square, or can stand in an adjacent square.
- Updated AdjacentFreeTileFinder.lua to use IsoGridSquare.canStand.
- Used the hasAdjacentCanStandSquare functions to check for an adjacent square that a player can stand in several randomizedBuilding classes when evaluating whether a square or tile should spawn surface clutter inventory items.
- This is to ensure that surface clutter inventory items don't spawn in circumstances where a player is unable to reach them
- Refactored some code in ItemContainer and InventoryPage to better handle circumstances where a seat is occupied and has a reduced capacity.
- Warn when you accidentally would overwrite a method using a field in the Lua Exposer.
- Added CharacterStat class for unified handling of character stats; uses a registry with static definitions for Stats attributes.
- Refactored Stats.java to leverage CharacterStat.
- Replaced Drunkenness stat usage with CharacterStat.INTOXICATION.
- Replaced StressFromCigarettes with CharacterStat.NICOTINE_WITHDRAWAL.
- Consolidated and replaced BoredomLevel stat usage with CharacterStat.BOREDOM.
- Removed legacy Fear stat.
- Introduced a namespaced resource system (ResourceLocation, Registry) to unify resource management. Over time, more internal enums and classes will adopt this system, allowing mods to register entries with their own namespaces and improving mod compatibility.
- Added namespace resource system for modding support.
- ResourceLocation represents namespace identifiers (namespace:path), with validation, parsing, and equals/hashCode methods.
- Registry is a generic, namespace-aware registry system supporting registration via ResourceLocation IDs, lookup by ID or string, and iteration over entries.
- ResourceLocationPanel is a debug ImGui panel for viewing registry entries.
- Refactored ItemTag from an enum to a class with registry support.
- Refactored ItemBodyLocation to include registry support.
- Updated related files to support the new registry system.
- Refactored classes no longer use strings for identifiers; instead, type-safe objects are used, reducing errors and improving code safety.
- Fixed incorrect modData values being set in ItemCodeOnCreate breaking brochures and fliers.
- Fixed modData values for some things in ItemCodeOnCreate to match the old Lua code.
- Removed duplicated tiles
42.13.1:
FIXES
- Fixed loot not respawning in MP
- Fixed severe stutters in MP sessions
- Fixed server crashes caused by colliding with an animal while inside a safehouse
- Fixed IsoChunk.soundList not clearing when chunks are reused, leading to zombies following players to other towns.
- Fixed Nimble skill not progressing in MP
- Fixed wrong multipliers being applied to skills
- Fixed foraging zones not being created
- Fixed Foraging XP gain being abnormally high
- Fixed corpses not being transferred into containers properly in MP
- Fixed extended placement of items for MP
- Fixed Organized/Disorganized traits not having effect in MP
- Fixed Endurance recovery speed not changing while seated
- Fixed missing Wakeful, Sleepyhead, Restless Sleeper
- Fixed Host Settings UI scaling issue on some resolutions
- Fixed VHS/TVs not giving XP to players in MP
- Fixed a desync issue when a remote player reconnects to the server, the weapon in their hands will not be displayed.
- Fixed not being able to fast-forward sleep in vehicles in MP
- Fixed not being able to remove servers from Favorites
- Fixed not being able to sleep on the ground
- Fixed disappearing animal corpses when destroying Butchering Hook
- Fixed server side exception when performing “Attach Animal to Rope”
- Fixed exception with weapon upgrades
- Fixed an exception with drying racks (drying racks are still WIP)
- Fixed exception when trying to start an engine while there is no battery installed
- Fixed errors when double-clicking on empty containers in inventory
- Fixed Ratchet Wrench causing error when taking Engine Parts.
- Fixed animal duping in inventory after relogging
- Fixed animal dupe in Livestock Trailers
- Fixed dropping a heavy backpack you don't have room to carry in main inventory leaveing a copy in inventory
- Fixed the bug when being overencumbered, selecting the "extra option" of Worn Clothing drops a duplicate item on the ground
- Fixed not being able to run over animals
- Fixed animals spawn on trap check
- Fixed not being able to kill a small animal while holding it in hands
- Fixed animals pathfinding after being dropped to the ground
- Fixed troughs not having food upon the first visit to a default livestock zone
- Fixed Specific timed actions giving errors (using Dice, Card Deck, Dented Can, Unlabeled Can)
- Fixed Water capacity bar locking on 1L when filling, leading to not being able to create Stews etc
- Fixed character gaining the Strength XP while seated in a vehicle
- Fixed Generator SFX remaining after turning it off
- Fixed being unable to pick up a Generator that was dropped while entering the vehicle
- Fixed not being able to place Generator and other furniture on seats in vehicles in MP
- Fixed not being able to pick up some stuff from disassembled furniture
- Fixed not saving the lock status on the handcraft UI
- Fixed partially consumed food items still being displayed as full in the UI
- Fixed padding information not updating on unequipped clothing items
- Fixed disappearing favorite, unusable and unwanted tags
- Fixed vehicles getting stuck in the air after collisions
- Fixed zeds no longer ragdolling
- Fixed zombies wanting to pathfind around fences instead of vaulting them.
- Fixed "Destroy" not working for multitile objects
- Fixed chickens disappearing in hutches after relog
- Fixed map annotations being removed after relogging
- Fixed players failing to connect to Host with names that contained symbols
- Fixed being able to open locked garage doors
- Fixed the order of clothing layers for mod creators
- Fixed a case of the Chickenpocalypse
Latest Patch Notes
Latest Patch Notes can be found here: https://theindiestone.com/forums/index.php?/forum/35-pz-updates//
Patch 41.65 (20 December 2021)
- Massive animation and character overhaul, more immersive animations and smoother gameplay and combat, highly customizable character that shows clothing and equipment in the world. Visibly ripped and damaged clothing. Visible Backpacks and Bags.
- In-game map system to allow the player to chart their exploration and find their way around the huge map.
- New animations and new movement systems. Sneaking, sprinting, jogging, racking, reloading, climbing, fence-jumping, collapsing and much much more.
- New multiplayer built from the ground up for smooth, immersive and low latency player and zombie movement.
- New combat, new weapons, new difficulty balance.
- New tutorial teaching you the very basics of the new movement and combat.
- New character creation – many, many different new clothing options both on spawn and discoverable in the world as loot or on zombies.
- New city to explore, the gargantuan Louisville, as well as many improvements across the entire map, including new buildings, decoration, and curved roads for easier driving.
- New zombie behaviour: feasting on recent corpses, lolling against walls, falling over fences etc.
- Blood and dirt system that progressively bloodies bodies and clothing of survivors and zombies
- New injury system – movement and combat visibly hampered when injured. Lacerations now possible, an injury state that lies between bites and scratches.
- Improved gunplay: green/red target outline while aiming, increased gun loot spawn.
- Randomized environmental storytelling elements. Death Scenes, zombies discovered in the situations in which people died. Prayer meetings, sports-viewing parties, survivor zeds wearing backpacks etc, vehicle crashes and blockades.
- Situational zombie type/clothing and inventories – cop zeds in police station, firemen zeds in burnt buildings, Chef zeds in restaurant kitchens, bride and groom zeds at a wedding ceremony in church etc.
- Clothing protection: different clothing provides different levels of protection from zombie attacks.
- New Sims-style cutaway vision system.
- Vehicle handling improvements, resizing and appearance tweaks.
- Updated, remastered and expanded Kentucky-themed soundtrack.
- Complete soundscape overhaul – All new sounds, building a more immersive and compelling sonic landscape.
- Items now have placeable 3D models in the world, for all your decorative needs.
- New Gameplay Styles
- Apocalypse: Stealth focus. Short lifespan. Combat best avoided and picked selectively.
- Survivor: Powerful combat. Longer Lifespan. A challenging playstyle based on PZ’s previous Survival mode of Build 40.
- Builder: Construction, Exploration, and Farming focus. A more relaxed experience.
- New Challenges
- Kingsmouth – A separate challenge map, Kingsmouth puts you on a paradise island vacation resort.
- Studio – Try to survive as the Knox Infection hits the dream factory. Some of these zombies are not like the others.
- Entirely new foraging system.
- New inventory slots – belts and holsters now give quick equip slots. Weapons can be attached to the character’s back.
- New thermal / body temperature system.
- New Tailoring system for clothing repairs.
- New Fitness / Exercise system.
- New emote system – Hold Q to bring up the Radial Menu for Emotes.
- New water visuals – including visible flow direction.
- New puddle system during heavy rain.
- New fog visuals.
- New levelling system.
- New VHS, and CDs system.
- Broken glass and related injuries.
- 3D Store Mannequins – can be dressed however you like
- Working washing machines and driers
- Server-side saving: MP save system now in a server-side database. Offline SP-side, also means no more lost cars via irl power outages.
- New radial menu for reloading firearms.
- New game cursor
- New loot balance and loot balance system: houses and stores now have loot in the containers you would expect from real life – and not in a jumble.
- Isometric aiming cursor that shows where you’re aiming in iso space to aid in combat.
- A gigantic list of fixes and QoL improvements.
Patch 40.30 (31 October 2018)
NEW
- Simulated weather and climate system - recreating true-to-life weather patterns through 365 days of the year
- New shaders for times of day and seasonal effects
- Storms that move over the map
- Fog and mist that clears during the day
- Rain and snow now look like they hit the ground. Rain then disappears, and snow fades out.
- Improved snow and snow effects.
- New isoRegions system to detect an enclosed area - player-made or dev-created - to keep weather effects on the outside
- New player character temperature system
- New Chatbox. Primary features include separate chat streams (safehouse, local, global, etc), customizable chat and more intuitive usage and commands. It's hopefully a lot more convenient now.
- New system to convert objects placed by mappers so they can be used as functional game objects. This covers items like barricades, campfires, rain barrels, traps, composters, crops etc.
- New functionalities for the PZ sound system. Formerly modders couldn't override sounds in PZ FMOD soundbanks, so when players find certain sounds are too loud or annoying (heartbeat, zombie alert, flies, level up noise etc) it was hard to raise/lower them independently. Details about all the game sounds now go into media/scripts/sounds.txt. A new in-game UI allows users change the volume of any sound they feel is too oppressive.
- Winter is Coming game mode now works with new climate system. Seasons still impact on this mode - 'Summer' highest temperature is 0 degrees centigrade, and winters may drop to -30. After 3 full days a powerful weather period is generated, that will always feature a blizzard.
- New MP Admin UI added: an Items list viewer in the admin panel. It can be used to quickly search through, and spawn, items.
- New C++ version of ZombiePopulationManager. This system is what governs the placement and movement of zombies when they’re not directly on your screen, and this updated version should be an optimization for SP and MP – hopefully helping out lower spec machines and busy servers.
- Reflective windows on vehicles
- Skybox generation for vehicle reflective windows. This takes into account: the time of day, the Global illumination color, fog, cloudiness, precipitation intensity, wind direction, wind speed and the temperature of the ambient air (as in winter the clouds are lower than the ground)
- Added 'sway' wind sprite effects for trees and vegetation that increases/decreases with wind speeds(default on, can be toggled off in options)
- Added 'shake' sprite effects for hits on doors, chops on trees and zeds/players walking through vegetation.
- Added new Spiffo survival guide entries about weather.
- Added new clothes: Long shorts, Jacket, Padded Pants, Padded Jacket
- Thunder sound now plays to all players when an admin bans a player banned, a thunder rumble is heard when one is kicked.
- Game now saves the last five console logs in a /logs/ zip so users can easily upload errors even after they've restarted a game
- Added more checks to online usernames. They now must be three characters long, and not contain any of the following character: ; . ' ? \
- Added new server option AllowNonAsciiUsername (default false). This can be set to true to allow the use of non-ascii characters in the username, such as the Cyrillic alphabet etc..)
- Game now checks username in lowercase when accessing the database. So if your name is BLARG, but you type BLaRG you will still join.
- Commands can now be temporaly disabled with DisabledCommand annotation. Disabled connections, grantadmin, removeadmin, servermessage and thunder commands. Help also disabled for these commands by annotation
- Added climate and weather MP admin panels. Many climate values can be now be ticked to override what's happening on the map. Values set by admin will override any values set by climate system, weather and mods. System also shows current weather information, and gives options to stop it.
- Added BloodSplatLifespanDays server option to remove old blood-splats.
- Added a 'Revert screen settings' feature after 20 seconds for when newly selected resolution settings are incompatible.
- Added a way to edit admin powers (invisible, godmod, no clip, unlimited carry, various cheat...) in the MP admin panel.
- Added in-game Sandbox options editor for server admins - this will allow server admins to change in-game settings that do not require a restart.
- Updated community translations. Also updated translations with the display names to aid the process.
- Added a way for outside signs to have light (check room under it if they have electricity).
- Added lights to neon signs.
- Added buttons to server-disconnect screen to return to Main Menu or Quit to Desktop.
- Added separate Shadow extents from vehicle extents to allow for better shadows
- Updated fonts to bold to aid readability.
- Added a way to edit Admin powers (invisible, godmode, no clip, unlimited carry etc) in the in-game admin panel
- Added back the Lowest lighting-quality display option. [Lowest lighting quality now doesn't use the circle-stencil and doesn't draw a
- second pass of floor shading, so it is a help to low-spec users.]
- Added Display option to disable the new roof-hiding feature for low-spec users.
- Shaders now used to draw wall + stencil + lighting in a single pass. Difficult to tell how much FPS boost this results in, but could help.
- Client now displays the first lua or script file that does not match one on the server to aid user diagnosis of things going wrong with MP
- Updated menu screen with vertical rather than horizontal options - due to problems with taskbar in latest Windows Updates.
- Added a UI to display status and error messages when attempting to connect to a server.
- Vehicle dashboard now displays headlight icon in red if headlights are switched on but aren't working.
- Added tooltip for Light Fire when Notched Plank is in inventory but not the other item required for lighting a fire.
- Added Loot All and Transfer All commands to the inventory context menu when using a controller.
BALANCE
- Reduced the the impact of loot modifier sandbox option on easier difficulty.
- Increased the height of tooltip progressbars.
- Added being able to rest/sleep on picnic table (considered as a bad bed.)
- Added missing Raspberry Shortbread, CookieChocolateChip" & Candycane items to the loot table.
- Added a way to dismantle car wrecks (burnt car) with a propane torch & a welding mask. Gathered metal material will depend on your metalwork skill.
- Added missing nutrition values to medicinal herbs and condiments.
- Disabled zombies sprinters in MP (if speed is set to Sprinter, it'll be set back to Fast Shamblers)
- Lowered the alarm clocks a and digital watch wake up distance.
- Added "Very Low" choice to CarSpawnRate Sandbox option.
- Increased VOIP range (fade and falloff)
- Bowls of soup now affect thirst.
- Wood barricades require two nails. Previously in SP 2 nails would be used, while in MP only 1 would be used.
- Changed in-vehicle visibility cone for when player drives through weather effects. Cone now extends based on darkness value.
- Player can now sleep in a car that has its engine running.
- Added Packaged=TRUE to Remoulade so nutrition info is visible.
- Renamed Disinfect Bandage recipes to Dinsinfect Rag for Ripped Sheets.
- Increased the distance zombies spawn in newly-seen rooms when the player is in the same building. This is to fix zombies spawning right in front of (or sometimes around) the player in the large open rooms in the Mall.
- Renamed Metal Tube into Metal Pipe.
- Removed Pipe (plastic one) from recipes/dropping table, and now use Metal Pipe instead.
- Improved the appearance of crafting tooltips.
- Frozen food no longer allowed as the primary ingredient in evolved recipes.
- Can no longer use rotten bread slices when cooking level is less than 7.
- Added several missing vehicles zones (McCoy, Fossoil) & improved gas station vehicles spawning.
- Car-battery charger is now placed on the ground and interacted with using a context menu.
- Transferring water from an object to an inventory item now requires equipping that item. The amount of water to transfer is calculated in start() instead of when the action is queued.
- Repair Engine and Take Engine Parts now show progress bars and flash Success/Failure.
- Drunk moodle now has an impact on driver steering input
- Updated map to improve zombie density in some farmland and rural areas.
- Changed First Week in One Week Later and adjusted settings to make sure that new players aren't given too easy a ride.
- You can now improve wooden door frames as you would walls. (This won't work on previously built frames though).
- Players can now be harmed when hit by a car. DamageToPlayerFromHitByACar sandbox option added
- Added chevrons on character screen next to the weight to indicate if weight is increasing or decreasing.
- All vehicle doors may be locked/unlocked from inside without requiring a key.
- Single tile doors can now be blocked from opening/closing by obstacles - as it is with double doors.
- Piped items (sinks, toilets, baths..) now require a wrench to be moved.
- A moveable item requiring no skill now have a 25% chance of breaking instead of 75%.
- After placing a water piped item you now need to plumb it back before being able to use it (require a wrench & a building or fully enclosed player built house).
- Weather now impacts on chances of starting the car (specially on low quality engine, the colder, the harder is to start).
MODDING
- LoadVehicleModel lua function and re-calc spawn chance added to aid players who want to mod in new/individual cars.
- Mapper-placed generators are now functional objects when first loaded.
- Changed spawnchance for vehicle type definition from an Int to a Float.
- Added mod options for climatemanager
FIXES
- Fixed character info UI exception when admin assigns a profession to a formerly profession-less player.
- Fixed mousewheel not scrolling the ServerWelcomeMessage textbox in the server-settings editor.
- Fixed ancient font kerning bug.
- Fixed "Loading..." message appearing briefly when continuing an existing save.
- Fixed resize bug with the server browser that made the tabs unclickable.
- Fixed missing scrollbar in the New Game screen.
- Fixed duplicate scrollbars in some server-settings editor lists.
- Fixed "Lage Metal Shelves" typo.
- Fixed house with missing walls near 14070,5200.
- Fixed rendering hidden moodles every frame.
- Fixed unused duplicate ISInventoryPage.refreshBackpacks()
- Fixed UIElement.DrawText(x,y,alpha) not using FBO_ALPHA_MULT.
- Fixed bug that could result in invisible 3D corpses.
- Fixed invalid RGB values used in TextManager.DrawString(x,y,str)
- Fixed GC created while loading files and some related to textures loading.
- Fixed unoptimized TextManager.getFontFromEnum()
- Fixed splitscreen players not being able to wake themselves up with less than two controllers active.
- Fixed exception playing zombie sounds when a zombie's current square is null.
- Fixed server sending smash-window packets to distant clients.
- Fixed outright carmageddon when vehicle ids become negative after a long time running.
- Fixed "Drop" option appearing for non-droppable moveable objects in inventory.
- Fixed not being able to pick up corpses behind tall windows.
- Fixed previously-clicked buttons sometimes remaining highlighted when redisplayed.
- Fixed "Peanut Butter and Sandwich".
- Fixed the info button in the character-info screen titlebar not displaying the help text for the current tab.
- Fixed calculation of the amount of condition restored when fixing things.
- Fixed syncing of the remaining uses of ingredients with CanBeDoneFromFloor recipes.
- Fixed syncing items in vehicles or containers with CanBeDoneFromFloor recipes.
- Fixed sledgehammer being primary weapon over axe or baseballbat when pressing the "equip handweapon" hotkey (default 1).
- Fixed being able to equip weapon while running.
- Fixed lack of ability to plaster and paint a wooden pillar.
- Fixed campfire spawning items.
- Fixed painting a wall not removing a blood splat on it.
- Fixed progress bar not showing when adding an ingredient in an evolved recipe.
- Fixed not being to craft battery connector for some movable items.
- Fixed GameClient.receiveItemListNet() using short instead of int ids.
- Fixed "Level Up" button in Player Stats admin UI not updating target player.
- Fixed IsoObject.save() handling of Attached sprites.
- Fixed exception reading a map chunk when an object without a sprite was saved.
- Fixed client exception taking a bag off the ground shortly after transferring items to/from it.
- Fixed being able to dig graves from a vehicle.
- Fixed wrong nutrition value for PanFish.
- Fixed various wrong container items spawning.
- Fixed not being allowed to take more dirt from the same spot.
- Fixed appropriate tiles not being seen as "Gravel".
- Fixed carpentry/metalwork/walkto context option being available while inside a vehicle.
- Fixed being able to dig with hands and shovel from a car.
- Fixed a bug when trying to eat an item that was no longer there.
- Fixed carpentry door option not being disabled if nothing could be built.
- Fixed typo "You killed 0 zombie" into "You killed 0 zombies".
- Fixed server sending (most but not all) vehicle packets to distant clients.
- Fixed server sending multiple packets when brake lights turn on/off.
- Fixed deaf players being able to hear car radios, players with deaf trait can still read/hear TVs if facing them due to closed captions. In splitscreen, text displayed above a non-deaf player is visible to a deaf player.
- Fixed "buffer overrun" error after sitting on the server-disconnect screen for a while.
- Fixed players becoming trapped upstairs by forbidding building floors (and metal roofs) above/over stairs.
- Fixed being able to move the health body status everywhere.
- Fixed some wrong/missing parking lot zones.
- Fixed campfire container icon not being displayed.
- Fixed speed controls clock button being too fast.
- Fixed client sending 20KB checksum string to the server.
- Fixed the the first spawned vehicle not having a schematic in Vehicle Mechanics and having a very basic "switch seat" image
- Fixed zone mask textures for all vehicles - ensuring correct doors, rear view mirrors and hoods.
- Fixed wrong calculation of WaterShutModifier & ElecShutModifier sandbox options.
- Fixed SystemDisabler.doAllowDebugConnections being set to true
- Fixed headlights on Sportscar being incorrectly positioned
- Fixed bounding rectangle for character collisions being smaller than physics collisions for vehicles. Also Remade transfer areas vertically, and not parallel to the vehicle. Also also Changed the shift of areas. Now the hood and trunk area is shifted in parallel of vehicle. The areas of doors and tires shift vertical.
- Fixed physicsDelay and physicsDelayServer transmitting incorrectly
- Fixed Function UpdateLimit.Check incorrectly calculating delay time.
- Fixed the game client periodically requesting a full update of the car for which the coordinates are transmitted from the server. This caused the car to twitch.
- Fixed Van sliding around map even without brakes and tires
- Fixed debug log message "VID= force=" on server
- Fixed vehicles that can be rammed to turn over and float above zombies
- Fixed shell texture being set to null for special vehicles
- Fixed vehicles missing uninstalled Trunk lid / Hood textures; when uninstalled, these parts look visually repaired
- Fixed 'Cone of light' from vehicle headlights being too narrow
- Fixed not being able to get into cars that are tightly packed in parking lots
- Fixed getting in a car door on the southern side causing the car to overlap the player entirely for a brief second
- Fixed the game becoming unresponsive when standing next to a vehicle that is turned on its side
- Fixed Van/VanSeats missing textures for uninstalled rear doors
- Fixed Van/VanSeats missing textures for uninstalled middle doors
- Fixed stationary cars getting hit by another car in MP rubber-banding back to their old position This involved Yuri changing the algorithm for synchronizing cars on the network.
- Fixed NullPointerException in zombie.iso.objects.IsoWaveSignal.AddDeviceText(IsoWaveSignal.java:152)
- Fixed plants clipping through the car
- Fixed trash sprite being rendered above the car
- Fixed visual anomaly after re-loading a Host server and driving
- Fixed passengers sometimes not being able to exit from vehicle after travel.
- Fixed the wrong render of "Random" - Button In "Customise Character" menu
- Fixed colliding with a zombie head on, while they're in their walking state, letting you push them indefinitely
- Fixed zombies hit by a turning car snapping to a different position
- Fixed how, on a dedicated server hosted remotely, zombies take a very long time to react to vehicle sounds and movement
- Fixed issues with how Zombies walk between several sources of sounds.
- Fixed incorrectly displayed position of vehicle after collision with another car.
- Fixed cars floating to the ground when spawned
- Fixed some car texture issues
- Fixed the game sometimes not reacting to some keys (V and Esc)
- Fixed horn (Q or V menu) causing popping sound, as if several were being played at once
- Fixed clicking repeatedly while the game is saving can causing it to lock up
- Fixed the missing hood and rear view mirror being incorrectly displayed on PickUp vehicle.
- Fixed cars showing damage texture on parts but not in Mechanics menu
- Fixed some standing zombies not reacting to collisions with vehicle in MP.
- Fixed the 'Hours until death from zombie infection' not starting at the exact moment infection occurs.
- Fixed ambient sound emitters being played every frame and clogging the FMOD command queue.
- Fixed sound file name instead of GameSound name in AttackVehicleState.
- Fixed UIElements not getting onMouseMoveOutside callbacks sometimes.
- Fixed selecting text in UITextBox2 with the mouse.
- Fixed BaseVehicle.emitter not being removed from SoundManager.emitters.
- Fixed "0-12 hours" Sandbox setting killing instantly.
- Fixed server database editor not handling special characters in strings.
- Fixed some vehicle sounds not being sent to remote clients when the local player has the Deaf trait.
- Fixed vehicle exit positions not being blocked by obstacles properly.
- Fixed various door and window sounds not playing for remote clients.
- Fixed metalwork crafting sounds not using GameSound name.
- Fixed players with Deaf trait sending repeated sounds to other clients for some actions and creating HORRIBLE NOISE.
- Fixed mechanics UI delay in showing textures when opened for the first time.
- Fixed UIElement.DrawTextScaledUniform when textures are in a .pack file.
- Fixed multithreading bug with animation loading.
- Fixed missing RotateObject GameSound.
- Fixed inventory tooltips overlapping the mouse pointer near the bottom-right corner of the screen.
- Fixed street signs not showing the collided-with sprites
- Fixed NullPointerException in WorldSoundManager.getBiggestSoundZomb()
- Fixed usernames being case-sensitive, leading to duplicates (Hicks, hicks, hICKs . . . ) in the database
- Fixed game characters with names in different registers being loaded as one and the same character
- Fixed position of Toggle Stove button in loot window titlebar with larger fonts.
- Fixed the new GameSounds UI not working with the controller.
- Fixed the lack of SFX when attempting to push a stationary vehicle out of the way.
- Fixed getting out of the van ejecting you a tile or two away
- Fixed admin commands not working with ' " '.
- Fixed setaccesslevel not working anymore.
- Fixed setaccesslevel not being usable on a non connected player who's present in the whitelist.
- Fixed it not being possible to enter vans through rear doors.
- Fixed issues with adding/removing gas from a vehicle. Previously the time wasn't proportional to the amount of gas being transferred and Gas Can didn't need to be equipped first.
- Fixed equipped empty Gas Can was remaining equipped as an empty gas can after siphoning.
- Fixed the Server Workshop Items connect-to-server UI having issues when the scrollbar is visible.
- Fixed farming tooltip rendering with different font sizes.
- Fixed ac/heater draining the battery when the engine isn't running.
- Fixed LayoutManager making a window visible without adding it to the list of windows.
- Fixed host losing admin accessLevel in splitscreen.
- Fixed swinging a weapon at a broken window granting the player XP.
- Fixed ac/heater draining the battery when the engine isn't running.
- Fixed Stick Trap using the wrong "closed" sprite.
- Fixed bad things happening when using the "Level Up" button in the player-stats admin panel.
- Fixed player not facing campfires when performing various actions on them.
- Fixed player animation not playing when opening a barricaded window from the non-barricaded side.
- Fixed missing context-menu option to remove metal-bar barricades.
- Fixed second farm-plant sprites not being used.
- Fixed not being able to place medicine cabinets over low objects like toilets.
- Fixed exception with sprites that have one of lightR/lightG/lightB properties equal to zero.
- Fixed many duplicate invisible sprites being created for unspawned erosion objects.
- Fixed erroneous "user XXX will be kicked because Lua/script checksums do not match" message.
- Fixed not being able to set access level on yourself
- Fixed the Admin cannot not being able to edit item and containers on players in admin inventory view screen.
- Fixed game crashing in FMOD_Studio_EventDescription_GetPath function with exception: getPath() != FMOD_OK
- Fixed Admin can removing an item from a player's hand, but it not removing the item from the game character.
- Fixed an Admin not being able to open bags in the players inventory from the admin inventory view screen
- Fixed the character's appearance not updating when the admin removes clothing from the inventory.
- Fixed IsoGridSquare.haveElectricity() sometimes returning true when it shouldn't. Previously the IsoGridSquare.haveElectricity variable didn't work correctly when two or more generators touched the same square.
- Fixed calculation of food age/freezing/thawing when the player turns a generator on/off.
- Fixed exception when zombie climbs through a window or over a fence and the chunk on the other side is unloaded.
- Fixed Survival sandbox presets having car locked & car alarm to "Never".
- Fixed "Base" module not being selected by default when using the items list UI.
- Fixed wrong calculation of unlimited capacity.
- Fixed BodyDamage.RestoreToFullHealth() not setting temperature to 37.0 degrees. -
- Fixed old lighting bug that caused flickering in some situations.
- Fixed evolved recipes using WaterPot as base item - they now require the WaterPot to be at least 3/4 full
- Fixed not being able to place or build things through an open doorway.
- Fixed creating ".project_zomboid_2.9.9.17" hidden folder on Linux
- Fixed target-picking cursors (such as the moveable-tools cursor) getting in the way when the player attacks. …
- Fixed SGlobalObjectSystem error when a thumpable is destroyed.
- Fixed name of sound that plays when a carpentry objects break.
- Fixed barricaded doors being disassembled and leaving the barricade behind. …
- Fixed Multiplayer Players UI and invite-friends UI being too transparent
- Fixed lighting not updating after teleporting in multiplayer.
- Fixed vehicles texture names in scripts being lowercase and uppercase in file system
- Fixed LoadGameScreen exception with the demo.
- Fixed bug with lightR/lightG/lightB sprite property value "0".
- Fixed update() getting called for MainScreen (and all its descendant UIElements) while in-game.
- Fixed FMOD Occlusion parameter not being set to zero when starting sounds.
- Fixed engine speed not setting to the engineIdleSpeed value when player press the brake button.
- Fixed vehicle turning radius when accelerating is very large
- Fixed not being able to add players to Factions when they were connected before you on the server.
- Fixed the /createhorde function crashing servers by limiting zed spawn to 500
- Fixed AddItem command needing username to generate an item. Username and count no longer required. It's optional now.
- Fixed small car idling at 2000 RPM
- Fixed profession change by Admin transmitting to all players in MP.
- Fixed addvehicle "Base.SportsCar" "EnigmaGrey" command not working without quotes
- Fixed player not needing an account password when connecting to a server.
- Fixed not having the "edit admin power" button in the admin panel.
- Fixed some spawned tiles by Erosion not being able to be removed.
- Fixed commands that have no parameters send 'wrong arguments' message
- Fixed Items List Viewer layout with larger fonts.
- Fixed profession icon overlapping trait icons in the Info panel.
- Fixed missingpzexe.jar and sqlite-jdbc-3.8.10.1.jar
- Fixed presence of old unused java libs
- Fixed co-op host being allowed to enter commands in the Lua debug console when not admin.
- Fixed car/tire_explode -> VehicleTireExplode.
- Fixed headlights providing a cone of lights even if they're off / broken.
- Fixed empty wine bottles not being refillable with water.
- Fixed sound delays and volume issues by rebuilding .bank files. Changed short sounds from Streaming to Compressed and longer sounds to Streaming.
- Fixed Server Toolbox appearing underneath the top-left icons.
- Fixed resetting fatigue, endurance, and body temperature to default unless in God Mode.
- Fixed connect-to-server ui not resetting the game to singleplayer in case of error.
- Fixed connect-to-server and xp-bonus arrows animating at high speeds at different framerates.
- Fixed obsolete items showing in the Items List Viewer.
- Fixed nutrition info in Food tooltips in debug mode showing when the Tooltip.Info debug option is checked.
- Fixed potentially having more water than was available at the start when cancelling the pour-on-ground action.
- Fixed water bottles not filling to capacity when less than 1 unit could be added.
- Fixed vehicle brake-light texture indicating working brake lights when the battery is dead/uninstalled.
- Fixed vehicle radial menu allowing headlights to be switched on/off when the battery is dead or missing.
- Fixed the game unpausing after hiding the changelog UI.
- Fixed missing vehicles_pickupvanlightsburnt.png
- Fixed issues with vehicle horn, lights, alarm and siren when the battery is dead or uninstalled.
- Fixed "ERROR: model texture "f_hair_White" wasn't found" on Linux and Mac.
- Fixed NullPointerException in IsoWindow.handleAlarm().
- Fixed player equipping an already-equipped water bottle when filling it.
- Fixed Stone hammer not being usable when upgrading wooden walls.
- Fixed sheet rope typo.
- Fixed garbage-creating debug code in ZombieUpdatePacker.
- Fixed player not being able to see nearby zombies when very tired and/or panicked.
- Fixed frozen food spawning in freezers long after the power goes out.
- Fixed Invisible checkbox in Admin Powers ui not setting GhostMode on the server and several other places set GhostMode=invisible.
- Fixed gc with WorldSoundManager.getBiggestSoundZomb()
- Fixed zombies hearing players from far away.
- Fixed upgraded door frames blocking player movement.
- Fixed the delay before right-clicking starts aiming being shorter at higher framerates. (At 120fps, right-clicking to bring up the context menu could often initiate aiming.)
- Fixed player entering attack stance when pressing the Control key while the mouse is over the inventory window.
- Fixed the player aiming when the mouse is over the inventory tooltip
- Fixed fire and smoke sprites being drawn as part of the floor - being covered by snow etc
- Fixed items that should spawn in bags sometimes spawning in the container the bag is inside.
- Fixed adding bait to traps not working.
- Fixed 'Plays Baseball' trait not working properly.
- Fixed not being able to make a pot of soup with a canned mushroom soup.
- Fixed not being able to refill an empty Propane Torch
- Fixed 'GameServer.hitZombie() doesn't handle vehicles being hit by players' issue
- Fixed BodyDamage.FoodSicknessLevel going below zero.
- Fixed slices of Cake and Pie not inheriting stats from the original item.
- Fixed sound-related exception when smoking cigarettes or drinking from a bottle.
- Fixed a second-story room in the Mall that wasn't considered a room for plumbing/electricity purposes.
- Fixed zombies being immune to attacks while staggering backwards. (This is an OLD much-complained about issue in MP, so yay.)
- Fixed zombies with 3D models not facing the player when shoved.
- Fixed News.txt not being read from mods.
- Fixed passengers being able to fall out of a moving car in MP and be run over if they disconnect briefly
- Fixed a bug in SetPlayerLocation() which caused unnecessary work to be done.
- Fixed some tile properties in newtiledefinitions.tiles. Window frames with HoppableW/HoppableN. Wooden Bench -> Sturdy Bench. White Simple Chair -> Grey Plastic Chair
- Fixed seahorse cafe windows with invalid smashed / glass-removed offsets
- Fixed being able to display duplicates of some admin panels.
- Fixed gun sounds not being heard far enough away in multiplayer. (The radius is only set to 20 in FMOD. Setting 'distanceMax' in sounds.txt. Overrides the value in the .bank file. Mods will need to set this value as well.)
- Fixed barricades not being removed when a window is destroyed by a sledgehammer.
- Fixed players with Deaf trait hearing house alarms.
- Fixed position of speed-controls in debug mode (which forces the clock to be visilble).
- Fixed player not facing microwave or stove when checking its settings.
- Fixed two bugs with spawning a random zombie in a barricaded bathroom.
- Fixed clean/disinfect crafting tooltips saying "Destroy" rather than "Use" for bandages/rags.
- Fixed two exceptions when pressing keys while the game is loading.
- Fixed speed controls briefly appearing in the wrong position when starting a game.
- Fixed not being able to sleep when not tired or recently slept when the server option SleepNeeded is false.
- Fixed being able to place multi-tile furniture where walls intersect the furniture.
- Fixed being able to place tents on squares that are blocked by vehicles.
- Fixed failing to check for trees when building some carpentry objects.
- Fixed learning from TV/radio when asleep
- Fixed not being able to create new username.
- Fixed Coordinates parameter being used with 'add vehicle' command
- Fixed wrong calcul in Nutrition values (it'll be now easier to gain more weight if eating high carbs or lipids food)
- Fixed "Survived For" showing on the character screen if the player doesn't have a watch.
- Fixed weight display from being a float to being an int (no more 80.14 but only 80.)
- Fixed 'add vehicle' command not giving a vehicle to a player who hadn't included their name.
- Fixed wrong calcul in startEngine process.
- Fixed multiple VehicleFailingToStart sounds playing.
- Fixed scaling of lines when zooming indoors.
- Fixed some map issues: A house had a grass floor, a trailer had a TV on the same square as a kitchen counter, a building had no light switches in two upper floor rooms.
- Fixed doors/radios/tvs/windows sometimes having different states on clients and the server.
- Fixed ReleaseSafehouse command
- Fixed and refactored Grant Admin and Remove Admin commands
- Fixed incorrect trunk size of vans with seats.
- Fixed wrong calcul in chance of uninstalling part resulting in sometimes damaging the part where it should be impossible.
- Fixed some ingredients left at -1 hunger reduction when adding them to a recipe.
- Fixed exception when a vehicle crashes near a fire.
- Fixed loot sometimes respawning too soon.
- Fixed "map_zone.bin could not be saved" multiplayer error.
- Fixed weight-gain and weight-loss indicators appearing at the same time. Also fixed increased weight-gain.
- Fixed McCoy vehicles not spawning.
- Fixed red font for system messages and shout being hard to read
- Fixed exception when plastering walls.
- Fixed wrong calcul in failure of damaging part when installing it.
- Fixed missing some vehicles definitions (Fossoil wasn't spawning + a few variant of existing models)
- Fixed wrong distributions table for some vehicles (postal vans weren't spawning anything)
- Fixed positions zombies stand at when surrounding a vehicle.
- Fixed some soap items not being able to clean clothing.
- Fixed crowds of zombies launching vehicles like bottle rockets. Vehicles can still be jostled around by large hordes, but shouldn't go flyingoff at high speed anymore.
- Fixed errors loading vehicles whose script is no longer defined by picking a random script.
- Fixed coop server not starting if -cachedir= didn't end in "/Zomboid"
- Fixed ISEquippedItem exception when not in debug mode.
- Fixed not being able to open a vehicle's trunk at certain angles.
- Fixed exception when a zombie's square is null.
- Fixed an old SpriteRenderer bug, not sure if it hurt anything.
- Fixed appearance of selected hot/cold items in the inventory/loot windows.
- Fixed food temperature possibly going above/below container temperature.
- Fixed some UI layout issues with jumbo fonts.
- Fixed long strings overlowing comboboxes.
- Fixed some minor map bugs - light switches, doubled-up TVs, a building with no wall on second floor
- Fixed using string.match (string contains) instead of stringStart for the item list.
- Fixed some map bugs: missing walls, missing lightswitches, duplicate TVs.
- Fixed covered gas station that was considered interior.
- Fixed unnecessary old chat-transparency display option.
- Fixed issues with on-screen server messages (using /servermsg command) - horizontal position was relative to the chat window, display time was depended on framerate, font now larger.
- Fixed missing "Ticking clock" animation while the char sleeps is missing
- Fixed some debug code running that is disabled in multiplayer.
- Fixed vehicle skid sound not playing in multiplayer. It only plays for the driver currently; remote clients won't hear it.
- Fixed vehicle damage to prone zombies being too low in multiplayer.
- Fixed broken vehicle door locks being lockable/unlockable using the dashboard icon (and vehicle menu).
- Fixed car collision box blocking a door even if a char can come up to it
- Fixed wash clothing recipe not working.
- Fixed file encodings in translation files.
- Fixed dropped items are drawn above the car
- Fixed empty water container staying equipped when pouring water from one item to another.
- Fixed propane tank remaining equipped after inserting into a bbq
- Fixed rendering issue with Physics.Render debug option as other things such as vehicle areas wouldn't render.
- Fixed vehicle y-coordinates when spawning in long horizontal zones. (The long horizontal zones at gas-stations were spawning vehicles at the wrong y-coordinate)
- Fixed unused vehicle code.
- Fixed issues with adding/removing gas using gas cans.
- Fixed unnecessary allocations and file access related to non-existent textures.
- Fixed zones overlapping any cells in a map directory not being removed before loading that map's objects.lua file.
- Fixed speech from second player in splitscreen being displayed over first player.
- Fixed small trees causing crashes but not being removable
- Fixed car engine turning off as soon as battery is removed
- Fixed crafting recipes losing their favourite status when game language is changed
- Fixed police sign showing higher on tile when placed
- Fixed radio saving last lines of broadcast so broadcasts didn't replay in full upon load
- Fixed bushes only draw with floor when in a car.
- Fixed too few vehicles spawning in some places.
- Fixed vehicles being usable through closed doors, fences and walls.
- Fixed removing a metal-bar barricade giving a metal pipe.
- Fixed metal-bar barricades requiring three bars but only using one.
- Fixed error message when having no perks to move an item in tiledef.
- Fixed collapsed stacks of food not splitting into separate stacks when freshness changes.
- Fixed berry/mushrooms not being sorted into separate stacks by freshness.
- Fixed Delete key not working in the load-game screen.
- Fixed problem with a DuffelBag items distribution.
Patch 39.67.5 (15 June 2018)
[NEW]
- Changed default UI Render FPS to 20.
- Added Linux version of libPZBullet64 without OpenGL for headless servers.
- Added proper physics to open double doors.
- Added "Pan camera while aiming" display option.
- Cell grid now drawn in the lua debugger map.
- Pressing 'T' in the lua debugger map now teleports player 0 to that location.
- Added the ability to smash the car window that a player is facing using right click in the car's context menu.
- Added "remove vehicle" using the right click context menu if you are in debug or an admin.
- Admins or people in debug mode can now open the Vehicle Mechanics screen instantly while inside a car.
- Added a Car Battery Charger item. It is used to charge your car battery if you have electricity around you (generator included).
- Added 32bit PZBullet for Linux
- Only show 'Dig Grave' in context menu when clicking on appropriate ground tiles.
- Dirty Rags may be used as tinder or fuel in campfires.
- Vehicle key is returned to the keyring it came from when removing it from the ignition.
- Added better support for large fonts - for example with the Big Freakin' Fonts mod.
- Replaced the placeholder car battery charger.
- Size and position of the crafting and vehicle-mechanics UIs now saved.
- The vehicle mechanics window can be resized vertically.
- The crafting UI is resizable and supports large fonts better.
- Added correct Mechanics skill icon
[BALANCE]
- Increased the spawn rate of mechanic tools in car trunks.
- Lowered the panic increase caused by zombies when player is in a vehicle.
- Increased the knockback done to car when ramming zombies.
- Decreased the consumption of fuel by generator.
- Lowered the impact of timeSinceApo sandbox & world hour age on spawning car battery.
- Increased a tad the number of cars spawning on Low sandbox setting.
- Increased the spawn rate of remote control.
- Increased the odds to find an animal with trapping.
[BUG FIX]
- Fixed VOIP not working.
- Fixed issues with players riding shotgun in MP being teleported to elsewhere on the map by preventing drivers from entering areas of the map that haven't been loaded in their passengers' game.
- Fixed client doing collision checks for zombies that should only be done on a server.
- Fixed zombie positions not updating on the client correctly.
- Fixed zombie animations not updating on the client when near a vehicle.
- Fixed trove.jar not being on Mac StartServer scripts.
- Fixed Server not directing admins to 38.30(pre-vehicles) branch when trying to load an old world.
- Fixed potential slowdown by not calling getResourceAsStream() in IndieFileLoader.
- Fixed "Bad file descriptor" bug on Linux (hopefully, please let us know if you see this)
- Fixed linux issues by rebuilding Linux libZNetJNI64.so
- Fixed "Auth failed response" message on server when a client disconnects.
- Fixed issues around server sending map_zone.bin to clients.
- Fixed pzbullet/CMakeLists.txt
- Fixed linux issues by updating Linux PZBullet.so and PZBulletNoOpenGL64.so
- Fixed unpinned inventory/loot window time auto-collapsing at different framerates.
- Fixed zombies near player 1 overlapping each other when player 2 was far away in split-screen.
- Fixed longstanding visual glitch when climbing over something onto a staircase below.
- Fixed potential infinite loops by adding sanity checks when loading map_zone.bin.
- Fixed VoiceManager.DeinitVMClient() not terminating the thread properly.
- Fixed exception cooking items with both BadInMicrowave and ReplaceOnCooked.
- Fixed line spacing in the in-game changelog.
- Fixed exception causing return to main menu with Bedford Falls and other maps with buggy .lotheader files.
- Fixed missing RCON .class files.
- Fixed clothes becoming dirty even if the sandbox option was disabled.
- Fixed some debug messages players don't need.
- Fixed checking doors to enter a vehicle checking hood/bonnet.
- Fixed checking windows to enter a vehicle not seeing if a window had been smashed.
- Fixed car batteries being created at 50% charge on most spawns.
- Fixed Driving on player-made wood floor being considered as offroad and damaging vehicle.
- Fixed VehicleInterpolationData objects not being reused.
- Fixed in-game changelog not displaying changes to previous versions of the game.
- Fixed issues with vertical force to vehicles after collisions with objects/zombies.
- Fixed vehicle headlights being slow to turn on and off.
- Fixed vehicle positions not updating for passengers after a collision.
- Fixed Multi-core rendering not working on Linux.
- Fixed linux server issues by removinf -XX:-CreateCoredumpOnCrash from Linux server .json.
- Fixed seeing key icon above another player's head when near a vehicle.
- Fixed further linux issues by adding -XX:-CreateMinidumpOnCrash -XX:-CreateCoredumpOnCrash -XX:-OmitStackTraceInFastThrow to server .bat/.json.
- Fixed collisions between vehicles and zombies being counted when the vehicle is stationary.
- Fixed small car's plate number being stretched.
- Fixed flat building roofs being hidden when the player was obscured by player-built floors.
- Fixed roof on lot_house_small_36.tbx.
- Fixed a missing wall in a house near 13814,4682.
- Fixed trunk capacity not always updating when it should on the client.
- Fixed wrong end of a vehicle sometimes taking damage after a collision in multiplayer.
- Fixed DropOffWhiteListAfterDeath only working for accesslevel that isn't "none" (this is the reverse of what was intended)
- Fixed being able to use Car Battery Charger outside while there is electricity (you need to be a in a building now, or close to a generator).
- Fixed client not updating vehicle stats when part condition changes.
- Fixed Linux server failure with libPZBulletNoOpenGL*.so
- Fixed text such as "The door is blocked." being visible above other player's heads in splitscreen.
- Fixed translation for "You failed to produce any usable materials" not being used.
- Fixed words not appearing above the player's head when trying to open barricaded or blocked doors.
- Fixed C/F/R keys activating if identical to the "Toggle Crafting UI" key when displaying the crafting ui.
- Fixed crafting UI appearing in the main menu if the assigned key is pressed.
- Fixed VehicleManager error when more than 64 players are connected.
- Fixed error compiling ProjectZomboid.exe with UNICODE defined.
- Fixed both halves of a grave not being destroyed when using a sledgehammer.
- Fixed pathfinding (and other) data not being updated when remote clients added objects to the map.
- Fixed not being able to climb through carpentry window frames above ground level by holding the E key for half a second.
- Fixed not being able to hop over fences using the controller B button above ground level.
- Fixed not being able to climb down sheetropes when tapping the 'E' key.
- Fixed remote players juddering up and down while climbing sheetropes.
- Fixed display not updating when climbing sheetropes.
- Fixed player not facing fence/window when adding/removing sheetropes.
- Fixed controller context menu missing commands to climb over and add/remove sheetropes to fences.
- Fixed double-tile carpentry objects (like Bed) not consuming materials.
- Fixed scrollbars not working in the options ui when a controller was active.
- Fixed using the controller A-button on a vehicle hood not opening the mechanics ui.
- Fixed aspects of many UIs to handle different font sizes.
- Fixed font-rendering bug.
- Fixed UI not updating when an error occurs setting vsync.
- Fixed the crafting UI constantly setting the help text for the info-button window.
- Fixed ISModalRichText updating when not visible and not being centered on screen.
Patch 39.66.3 (06 June 2018)
Vehicles released!
-
Survivors of the Knox Event can now drive vehicles and explore every nook and cranny of the vast Project Zomboid map.
-
Vehicles are enhanced with real physics, and come with all the expected sundries such as a UI dashboard, headlights, expanded inventory space, car horns, air conditioning and car radios – and the capacity for breakdowns, part replacement and collision damage.
-
Nine different vehicle models are available – not including variants on these such as branded vans or emergency vehicles. The PZ garage runs the gamut from family cars to police sedans, to Spiffo restaurant vans.
-
Vehicles can be found outside homes and in parking lots – while keys can be found in nearby homes, in the vehicle itself or on the floor. Hotwiring is also a skill option.
-
Players can replace spare parts, tyres, suspension, brakes and more – all of which can be damaged by situations such as overuse, off-road driving and collisions.
-
Vehicles must be topped up with gas, have charged batteries and each variety of vehicle has its own set of replacement parts for players to add to their chosen transport.
-
To accompany vehicles a Mechanic profession and skill have also been added to the game – allowing for increased chances of successful part installation, and trickier repairs.
PLEASE NOTE:
- Due to the massive engine and gameplay changes required for vehicles, game saves from the previous build 38.30 are NOT compatible.
PLEASE ALSO NOTE:
-
While we’ve taken a lot of effort to get this build as bug free as possible, due to these huge changes to the PZ engine we can anticipate many bug reports, and also the potential of operational issues on computer set-ups that weren’t part of our IWBUMS beta process.
-
Please report any issues here; https://theindiestone.com/forums/index.php?/forum/85-bug-reports/ , and thank you for patience.
OTHER BUILD FEATURES:
-
The PZ map has been expanded – filling in the countryside between Riverside and Rosewood with farmsteads, camp sites and various nooks and crannies to explore in your cars, vans and ambulances. The official PZ online map ( https://map.projectzomboid.com/ ) has been updated to reflect this.
-
A lot of optimization has been done under the hood to make way for vehicles: general map streaming performance, garbage collection improvements, UI framerate changes, rendering of non-visible internal tiles to provide smoother play around tall buildings etc.
-
Many, many other improvements to game systems including: player-crafted double-doors and gates, new sandbox options, map improvements, MP and co-op tweaks, external generators, loot and XP balance, UI improvements, better gamepad controls and much much more.
OTHER NEW STUFF
- New Sandbox options: CarDamageOnImpact, CarGeneralCondition, Enable Car Wreck Congestion etc.
- Player craftable double doors and gates (wooden and metal) added to allow for vehicle storage in player-constructed bases.
- Added darkening to levels below player's z height to help sense of depth between levels.
- Added an AllowExteriorGenerator Sandbox option. This allows generators to power exterior tiles, and for example can get gas pumps working after the electricity has turned off.
- Changed Xmx values to 1200 from 768 for 32/64 clients (should avoid too many pauses due to the garbage collector).
- Switched to a Cellular Automaton (from a Mersenne) algorithm for RNG: this could be tough for players to see an impact, but changes in value should be less erratic). Also changed the seed generation. Now doing 2 seeds, one for Lua, one for Java.
- Changed loot respawning to work at regular intervals. Starting at 7AM on the first day, loot respawns according to the LootRespawn sandbox option (in singleplayer) or the HoursForLootRespawn server option. So if loot is set to respawn every 24 hours, it will respawn at 7AM every day. There is a new sandbox option SeenHoursPreventLootRespawn. When > 0, loot will not respawn at the next loot-respawn time in zones that have been seen within that many hours.
- Display progress when converting an old save to a new world version.
- Added font-size option for inventory (and carpentry) tooltips.
- Added line in literature tooltip to reflect when recipes are already unlocked by Profession and/or Traits.
- Added debug scenarios to help in testing for devs and modders (Create a new character quickly from Main Menu, setup params, sandbox options etc. Check lua/client/DebugUIS/Scenario/DebugScenario, can only be used in Debug).
- Added a -Dnosave argument in the command line for devs and modders. Use it to stop world saves when testing involves the creation of lots of new characters
- Added debug option to display circle around character's feet.
- Added UI for admins to inspect number of network packets sent/received.
- Added tooltip showing Username on the Scoreboard and Mini-Scoreboard.
- Added tooltip to Claim Safehouse context menu option when player hasn't survived long enough to be allowed to join.
- Increase java heap max size on the Mac to match Windows/Linux (1200 MB).
- Added "Quit to Desktop" button for when errors occur while loading a game.
- Added "/safehouse release" command so clients can release a safehouse they own.
- Added Moveables.txt translation file (for moveable-object names).
- Added MultiStageBuild.txt translation file (for creating/upgrading walls).
- UI now displays multi-stage build options even if a required recipe is unknown.
- Added "ReloadWeapon" keybind ('R' by default).
- Added support for duplicate keybindings and made changes to vehicle keybindings.
- ESC key / B-button now cancels timed actions.
- PlayerDownloadServer saves zip files to memory instead of to disk. This may improve lag issues.
- Added CompostTime sandbox option.
- DayLength sandbox option now allows all hours up to 24.
- Added new town zones and foraging zones, especially around Riverside.
- Added mailboxes to Riverside, alongside other general decoration map-wide.
- Added "ItemNumbersLimitPerContainer" server option. It should be used to limit the numbers of items possible into one container.
- In-game UI renders to a separate texture FBO at a lower framerate for optimisation purposes. (This can be disable in Options should it be desired.)
- Doors can now be locked from inside without a key - including commercial buildings.
- Added "Fill Grave" command to fill a grave to its capacity of five corpses.
- Added better zoom in / zoom out radial-menu icons.
- Added ErosionDays sandbox setting. (-1 means no erosion. 0 means use the existing ErosionSpeed option. Any other value is the number of days until 100% growth. The maximum value is 36,500 days - 100 years).
- Digital-watch alarms now beep for 30 in-game minutes before shutting off.
- Added a warning to the Generator Info window and context-menu tooltips about toxicity.
- Added missing options to the server-settings editor.
- Player must face doors when locking/opening/unlocking.
- Increased max java heap size to 2GB on 64-bit clients.
- Increased map-download timeout from 30 to 60 seconds while connecting.
- Client now downloads 20 chunks at a time while connecting to avoid timeouts.
- Required skill level in the furniture-moving tooltip now shown.
- Added individual translations for most Sandbox option values.
- Added DebugOptions.TranslationPrefix to show an * before translated strings.
- Inventory/loot windows now show a resize indicator when the mouse is between column headers.
- Added context option for placing movables
- Updated credits
- Added a new 'Press 'R' to rotate during construction' tool tip to minimise Sasha's rotation despair
- Made microwave/oven UI background a bit darker to improve visibility.
- Host screen now displays an error and prevents launching servers with unsupported WorldVersion.
- Sprites added to IsoObjectPicker.ThisFrame now limited to those near the mouse.
- Updated server tool box invite player message.
- Added ability to place one oversized item (item bigger than floor capacity) on the floor.
- The multiplayer Tickets UI now handles long and multi-line tickets.
- Updated newtiledefinitions.tiles with new FloorHeightXXX tile properties
- Allow WallOverlay sprites to be used without an underlying wall sprite. (Mash uses these in a number of places but they've never appeared in-game.)
- Game now allows only one faction invite dialog at a time from another user.
- Rooms named emptyoutside (used by roof-hiding) are no longer treated as interior rooms. Emptyoutside rooms were placed in BuildingEd on roof-like bits that stick out from buildings as well as covered areas (at gas stations for example).
BALANCE
- Reduced zombie corpse weight to 20.
- Increased locations where antibiotics can be found.
- Increased chance of finding plush Spiffo.
- Increased chance/locations where ammunition, shovels, cigarettes, lighters, antibiotics, Canning items, Barbed Wire, Milk and Empty Sandbags spawn.
- Updated close, pin and unpin UI icons.
- Nerfed the speed at which clothes become dirty.
- Increased radio transmission range for walkie-talkies etc. (Since radios were added the map has grown, and the transmission ranges had not been adjusted to fit it.)
- Foraging previously caused both fatigue and sleepiness, but the sleepiness has now been reduced.
- Radio/TV XP increased, and fixed discrepancy in bonus for halo display.
- Equipped umbrellas now prevent player from getting wet when out in the rain.
- Player can remove glass by hand (takes double the amount of time to accomplish than tweezers).
MODDING
- Can now get HandWeapon.RunAnim with getRunAnim().
- IsoGameCharacter now has an avoid damage variable that will negate hitting. getAvoidDamage() & avoidDamage().
- Added OnRefreshInventoryWindowContainers event that modders can use to hook into ISInventoryPage.refreshBackpacks().
FIXES
- Fixed not being able to click on carpentry crates south and east of the player.
- Fixed garbage collection issue in Spiffo tutorial window. [Spiffo was a villain all along :( ]
- Fixed rendering of railings caused by incorrect tile property.
- Fixed shoved zombies being drawn behind walls.
- Fixed walls obscuring the player when on a staircase.
- Fixed amount of rotten spice used.
- Fixed not being able to rotate furniture.
- Fixed the game displaying (fresh) after item names in recipe tooltips in the inventory window.
- Fixed obsolete farming.Milk item being in two recipes.
- Fixed traps not catching animals.
- Fixed zombies not seeing a player that respawned after death in-game.
- Fixed player respawning in safehouse when SafehouseAllowRespawn=false.
- Fixed crafting sometimes taking tool from a bag when one is in main inventory.
- Fixed player facing the wrong way when turning a stove on/off.
- Fixed Loot Window displaying the "Transfer All" button which does nothing.
- Fixed "ran out of unique zombie id numbers" by limiting real zombies to 32768.
- Fixed "ERROR sendItemsToContainer invalid object index" in console.
- Fixed radio/TV static sounds not respecting different framerates.
- Fixed Override:true not working for recipes with "." in the name.
- Fixed zombies being attracted to lightswitches at night when the lightswitch was loaded/synced.
- Fixed Obsolete:true in recipes not working with translated recipe names.
- Fixed burnt/survivor/stash houses not always spawning.
- Fixed position of game-speed controls in splitscreen.
- Fixed post-death UI not being removed in splitscreen.
- Fixed multiple generators interfering with each other.
- Fixed keys not working on exterior doors with roofs over them.
- Fixed trees being on blends_natural floor tiles and being invisible.
- Fixed ZombieLore and ZombieConfig sandbox settings resetting.
- Fixed thread contention between WorldStreamer and main thread.
- Fixed plant info mysteriously saying "???". Now states "Unknown" instead.
- Fixed context menu for curtains showing when standing outside a building.
- Fixed server logs being spamming by Zzzzzz & radio static sounds.
- Fixed resetting server option to default value in admin UI.
- Fixed IsoSprite.canBeRemoved not being set.
- Fixed UIManager.useUIFBO getting set to true in MainScreenState
- Fixed WindowN/W sprite properties changing from String to IsoFlagType.
- Fixed Disassemble option showing for partially-destroyed multi-tile objects.
- Fixed pathfinding info not updating when objects are destroyed by fire.
- Fixed player sneak animation playing too rapidly at certain angles with the controller.
- Fixed flickering door highlight when a key-tooltip is displayed.
- Fixed zombies pushing the player they're attacking.
- Fixed boolean server options accepting any string.
- Fixed savefiles from newer versions of the game throwing errors - instead they just won't be loaded.
- Fixed reloadVehicles() debug command not reloading textures.
- Fixed pressing Escape key in chat cancelling actions.
- Fixed path-smoothing for zombies to improve performance of hordes.
- Fixed not being able to right-click on other players in multiplayer.
- Fixed walking-on-the-spot when zombies move through hedges.
- Fixed malformed SuburbsDistributions causing exceptions in ItemPickerJava
- Fixed some controller issues with map UI.
- Fixed inventory highlight color when using a controller with off-screen rendering.
- Fixed zombies playing multiple idle sounds in multiplayer.
- Fixed exception right-clicking a Mug of Water with Sugar in inventory.
- Fixed UI colors so that they're closer to what's seen when not drawing the UI into an offscreen image.
- Fixed building walls not being possible behind staircases.
- Fixed column order in server whitelist tables.
- Fixed "connection lost" message when client's Lua files don't match the server's.
- Fixed alarm clocks only waking players on levels 0,1,2 inside pre-existing buildings.
- Fixed IsoWindowFrame working for IsoThumpable.
- Fixed microwave/stove timers not counting down.
- Fixed hot/cold background colors of food being faded compared to earlier versions.
- Fixed recipe food ingredients appearing available when multiples are required.
- Fixed usernames showing for splitscreen players when "Show your username" is false.
- Fixed UI confusion by renaming "Generator" to "Generator Maintenance", "Herbalist" to "Herbal Remedies"
- Fixed crafting UI rendering parts of itself when collapsed.
- Fixed gunshots/screams/dog-bark events happening when MetaEvent sandbox options is set to 'Never'
- Fixed move-furniture tooltip texture position.
- Fixed some untranslated controller prompts.
- Fixed Wire Fence and Big Wire Fence not being buildable with ISBuildMenu.cheat=true
- Fixed digging graves not being allowed on level 7.
- Fixed container overlays not updating when rotten food is destroyed.
- Fixed radio/TV broadcasts not giving bonuses to all players in splitscreen.
- Fixed TV broadcasts not always giving bonuses like radios do.
- Fixed grocerystorage garbage being stocked with fresh food.
- Fixed missing overlay sprite on corner shelf furniture_shelving_01_8
- Fixed various map bugs by placing a floor tile on level 0 if there isn't already one
- Fixed zombie visibility not working right in splitscreen.
- Fixed position of skull icon in load-game UI.
- Fixed map-loading errors when there are unknown types of items on the ground.
- Fixed game freezing when hundreds of nearby zombies play footstep sounds.
- Fixed metal-barricade sound not playing in MP, or for IsoThumpables.
- Fixed chop-tree action stopping too soon when the player's endurance is low.
- Fixed food cooking for too long once it has been removed from heat.
- Fixed hardcore difficulty using the wrong XP multiplier on Beginner/FirstWeek.
- Fixed prone zombies being pushed by non-prone zombies on the client.
- Fixed solidtrans objects adjacent to window frames (without windows) blocking movement
- Fixed zombie sprite being set to null when creating corpses. This could cause errors when the same zombie was reused later.
- Fixed object modData not being sent to other clients (number of corpses in a grave wasn't synced)
- Fixed SoundBankEmitter occlusion when first starting a sound
- Fixed digital-watch alarm-sound restarting when transferring items.
- Fixed inconsistent use of IsoCell.ProcessItems and ProcessItemsRemove
- Fixed some useful methods from Food not also being in InventoryItem
- Fixed IsoWaveSignal.AddDeviceText() null pointer on the server.
- Fixed new MP players spawning with extra loot from lower difficulty levels.
- Fixed new Sandbox games using whatever difficulty was last selected.
- Fixed 'exterior' flag not being removed for squares under roofs when loading a fresh chunk.
- Fixed being able to lock/unlock doors that require a key by right-click while under a roof.
- Fixed sound not working in split-screen when player 1 has the Deaf trait.
- Fixed sounds of some actions not attracting zombies.
- Fixed Server not terminating early if WorldVersion is unsupported.
- Fixed ISBarricadeAction using the wrong perk to determine the amount of noise made.
- Fixed right-clicking on things being glitchy in split-screen.
- Fixed server not preloading areas of the map while clients are connecting.
- Fixed world not redrawing when the window is resized.
- Fixed Deaf people hearing radio or TV.
- Fixed read option being available while sleeping.
- Fixed frozen food being usable in recipes from crafting menu.
- Fixed layout of the Reloading options
- Fixed NumChasingZombies being incremented for the wrong player in splitscreen.
- Fixed sleeping players panicking from seeing zombies.
- Fixed DrainableComboItem.updateWeight() possibly using an invalid item type.
- Fixed issues with stove and microwave power checks.
- Fixed "Press R to rotate" position in carpentry tooltips.
- Fixed stacking/unstacking logs giving carpentry XP.
- Fixed three bugs with chunk checksums - one of which was in IsoChunk: if HoursForLootRespawn=0 (the default)
- Fixed multi-tile objects not checking if sibling positions have power.
- Fixed bug in DeviceData concerning worldsounds.
- Fixed sound emitters being created for IsoSurvivor
- Fixed zombies not responding to some sounds.
- Fixed pathfinding garbage collection
- Fixed IsoWorld.emitterUpdate from being OnceEvery to counting milliseconds to avoid built up sounds.
- Fixed mod .tiles sprite property values being wrong (Issue 1376)
- Fixed collision/pathfinding/vision when loading chunks.
- Fixed Moveables.txt translations not being used in Disassemble menu or inventory window.
- Fixed player's "Survived For" time, which was increasing twice as fast as it should in MP.
- Fixed visibility/pathfinding glitch along chunk boundaries.
- Fixed roof-hiding code not updating when players build new floors.
- Fixed position of skull icon in load-game UI.
- Fixed map-loading errors when there are unknown types of items on the ground.
- Fixed nullPointer when uninstalling a vehicle part.
- Fixed a bug with -dnosave.
- Fixed game freezing when hundreds of nearby zombies play footstep sounds.
- Fixed metal-barricade sound not playing in MP, or for IsoThumpables.
- Fixed chop-tree action stopping too soon when the player's endurance is low.
- Fixed food cooking for too long once it has been removed from heat.
- Fixed Hardcore difficulty using the wrong XP multiplier on Beginner/FirstWeek.
- Fixed prone zombies being pushed by non-prone zombies on the client.
- Fixed solidtrans objects adjacent to window frames (without windows) blocking movement.
- Fixed accounts with access level other than "none" counting towards MaxAccountsPerUser.
- Fixed wrong translation being used in quit-faction dialog.
- Fixed invisible players being pushed by zombies to make admin testing easier
- Fixed newly-built floors not always being rendered right away.
- Fixed television appearing to be powered when it was loaded after the power shuts off.
- Fixed map UI issues when using a controller.
- Fixed some dialogs accessed from the inventory window not being closeable using a controller.
- Fixed exception locking/unlocking player-made doors.
- Fixed double-object furniture giving full material for each object when disassembled.
- Fixed multiplayer user panel button saying 'Quit' when 'Close' is more appropriate
- Fixed server exception when rotten food becomes compost.
- Fixed a missing wall near 6126,6724,1.
- Fixed GC issues by wiping the large 'objects' tables (the list of zones)
- Fixed some roof-hiding glitches by updating some cells
- Fixed ping@ping being printed to console when hosting a game.
- Fixed lighting on 1/3 and 2/3 height flat roof tiles.
- Fixed bugged Recipe_Make_Metal_Sheet in Recipes_FR.txt
- Fixed only wooden player-made floors being hidden when they block sight of the player.
- Fixed IsoZombie.itemsToSpawnAtDeath not being cleared when reusing zombies.
- Fixed -debugtranslation prints missing recipe names from TeachedRecipes in items.
- Fixed translationProblems.txt was missing the name after MultiStageBuild_ lines.
- Fixed News_XX.txt file not being closed after reading, being read twice with English translation
Patch 38.30.3 (18th December 2017)
- Resolves multiplayer connectivity issues
Patch 38.30 (01st December 2017)
- [FIX] Added tooltip showing battery power when inserting/removing batteries to Lamp on Pillar and lamps.
- [FIX] Fixed removing a barricade failing if hammer is in a bag.
- [FIX] Fixed Lamp on Pillar blocking movement in only one direction.
- [FIX] Fixed inserting battery into Lamp on Pillar doesn't unequip battery if needed.
- [FIX] Fixed some issues with lights.
- [FIX] Fixed melted icecream appearing in inventory after eating icecream. (Issue 1233)
- [FIX] Reimplemented measures to prevent players from connecting to server in debug mode.
Patch 38.28 (17 November 2017)
- [FEATURE] Bandages created from bloody clothing taken from Zombies, now have a small chance of causing player to become infected, if it has not been properly cleaned before being applied.
- [FEATURE] Reimplemented flies buzzing near corpses. Added flies volume Audio option.
- [BALANCE] Clothes are now more likely to be bloody when coming from a zombie.
- [BALANCE] Increased places where Hunting Knife can spawn.
- [FIX] Removed lowest lighting option due to no performance difference between Low and Lowest.
- [FIX] Converted server option WorldItemRemovalExlusionList to WorldItemRemovalList effectively changig it from a whitelist to a blacklist.
- [FIX] Added obsolete tag to certain items.
- [FIX] Fixed lua error picking up furniture affecting players at random. (Issues 516, 1209, 1219)
- [FIX] Fixed VOIP memory usage merge glitch.
- [FIX] Fixed eat sound playing when drinking HotDrink item. (Issue 1220)
- [FIX] Disabled corpse sickness challenges 1/2/4/5.
- [FIX] Fixed Cooking Pot with Water not heating up. (Issue 1160)
- [FIX] Fixed bugs when displayName was different than username.
- [FIX] Fixed teleporting splitscreen players.
- [FIX] Fixed ISTextBox controller focus bug when clicking a button with the mouse.
- [FIX] Fixed displayName being "Bob" for new players.
- [FIX] If player is over max capcity, planks will be dropped on floor when unbarricading.
- [FIX] Fixed Ctrl+A over collapsed inventory window prevents movement. (Issue 1164)
- [FIX] Fixed "User Panel" "Admin Panel" etc button alignment
- [FIX] Fixed IsoGridSquare.discard() not resetting haveElectricity / haveSheetRope.
- [FIX] Fixed microwave looping sound not stopping sometimes in multiplayer.
- [FIX] Fixed microwave timer sync in multiplayer.
- [FIX] Fixed microwave sound not playing after loading a savegame if the microwave was already on.
- [FIX] load() isn't called on the main thread so it shouldn't be trying to play audio.
- [FIX] Typo Highlited -> Highlighted
- [FIX] Fixed ZombieUpdatePacker exception. Seen when client was disconnecting.
- [FIX] Fixed generators not marking squares as having electricty sometimes. When chunks near generators were loaded after the generator, squares on those chunks weren't getting the haveElectricty flag set.
- [FIX] Fixed /card and /roll client command bugs with accessLevel.
- [FIX] Fixed lua exception after disconnecting from server with accessLevel != none.
- [FIX] Use equals() instead of startsWith() when checking server command names. (Issue 1168). Also changed handleClientCommand() to use the same argument-parsing code as handleServerCommand() (so quotes are optional in /changepwd).
- [FIX] Fixed incorrect assert in ServerMap.init()
- [FIX] Fixed server NullPointerException with ThunderStorm and zombified player.
- [FIX] Fixed lua error after removing all entries from the server list. (Issue 1171)
- [FIX] Fixed door locking/unlocking with keys in multiplayer. (Issue 1154)
- [FIX] syncIsoObjectSend() was getting called before this.lockedByKey was changed.
- [FIX] Fixed "NullPointer in BodyDamage breaks save"
- [FIX] Corpses not being removed in mp
- [FIX] lua error when selecting "spawn next to player X"
- [FIX] Fixed sterilize bandages all only sterilizing one bandage
- [FIX] Fixed no spawnpoint screen, new game loads current savefile.
- [FIX] Fixed GameClient.ServerSpawnRegions not being cleared after disconnecting.
- [FIX] Added WorldSelect UI to choose from multiple disjoint groups of maps.
- [FIX] The new "SELECT WORLD" UI is displayed when there are enabled map mods whose maps don't join the game's (i.e., stand-alone maps).
- [FIX] The new MapGroups class is responsible for putting each disjoint set of maps into a MapGroup. It also has methods for reporting map-overlap conflicts.
- [FIX] ModOrderUI now only displays maps with conflicts to reduce confusion to the user. It is still possible for the number of conflicts listed to extend off the bottom of the ui, it needs fixing.
- [FIX] Removed references to obsolete WorldScreen (now it's LoadGameScreen).
- [FIX] Removed obsolete LastStandChallengeSelect.lua
- [FIX] Removed West Point from the "Add an available map" combobox in the server-settings editor.
- [FIX] Fixed default server spawnregions not including Riverside and Rosewood.
- [FIX] ServerSettingsScreen do-nothing Lua fix.
- [FIX] UI tweaks in MapSpawnSelect
- [FIX] Fixed adding incorrect map coordinates in the Server Settings spawnpoint file editor.
- [FIX] Fixed lua errors when adding mods and maps by name in the Server Settings editor.
- [FIX] Fixed custom spawn regions not displaying in the Select Spawn Location screen
- [FIX] The name of a spawn region was being treated as a map folder name, which isn't always the case, it's simply a human-readable label.
- [FIX] Fixed setaccesslevel from server console/rcon not updating database.
- [FIX] TYPO: Changed instances of "god mod" to "god mode"
- [FIX] Fixed broken weapons sometimes not being marked broken after combat. (Issue 1206) This could happen with 2 hits in the same swing.
- [FIX] Fixed allowing stacked crates to exceed wall height with 2x. (Issue 1208)
- [FIX] Fixed IsoStove constructor adding to IsoCell.ProcessIsoObjects.
- [FIX] GrabItemAction calls InventoryItem:setWorldItem(nil)
- [FIX] Fixed some AlarmClock and rain-collecting-item issues.
- [FIX] Fixed stopping an AlarmClock not being synced in mp.
- [FIX] Fixed AlarmClock settings not changing on the server, only the clients.
- [FIX] Fixed fridge/freezer works when moved outside a room before hydro shuts off. (Issue 1204)
- [FIX] Dismantling a radio/walkie-talkie returns the battery and headphones. (Issue 1202)
- [FIX] Fixed stash system modifying buildings after they had been visited.
- [FIX] Fixed stash system not being reset after exiting a game and starting another.
- [FIX] Fixed stash system exception exiting mp game after playing a sp game.
- [FIX] Fixed non-working light in MP for other players after moving indoor or outdoor lamp.
- [FIX] Fixed LightingJNI exception during startup before ChunkMap was created.
- [FIX] Fixed IsoMetaChunk.removeZone() not removing reference to the removed zone.
- [FIX] Fixed errors with Pasta created from a spice.
- [FIX] Don't display savefile name in spawn-point ui in splitscreen.
- [FIX] Pasta/Rice recipes not allowing any more items when creating the initial item from a spice.
- [FIX] Fixed "Gode Mode" typo
- [FIX] Use translated names when radio broadcasts increase a skill. (Issue 1118)
- [FIX] Made perk columns as wide as needed in the Player Stats admin panel. (Issue 1147)
- [FIX] Fixed spawn-with-player spawnpoints not working in splitscreen.
- [FIX] Fixed ISTextBox bug with controller that broken splitscreen. (Issue 1106)
- [FIX] Fixed lua error using the mousewheel to scroll through containers when the current container isn't in the list.
- [FIX] Fixed position of two tickboxes in the options screen at 1280x720.
- [FIX] Fixed corpses sometimes stay highlighted (again).
- [FIX] Optimized rendering the inventory windows to reduce garbage creation.
- [FIX] The load-game screen displays an indicator next to dead-player savefiles.
- [FIX] Fixed "Continue" button showing the new-game screen for dead-player savefiles.
- [FIX] Fixed not being able to enter a savefile name when there is only one spawn region.
- [FIX] Fixed map screen not showing up when map is in the Loot Window.
- [FIX] Fixed infinite icecream bug
- [MODDING] OnZombieUpdate now triggers serverside, as well as clientside.
Patch 37.14 (26th May 2017) [Wndows and Linux only; macOS will be made available ASAP]
Full Changelog here - https://theindiestone.com/forums/index.php?/topic/21958-released-build-3714/
Patch 36.4 (24th January 2017)
New
- Added DisplayName column in whitelist table in the database
- Now dump the server's console into users/YOU/zomboid/server-console.txt
- Added more zones to Rosewood and March Ridge for respawn/forage
- Switched dll compiller to VS 2013 + rebuild all dll's (should no more require VCredist 2015 to work)
- Items can now use the RequireInHandOrInventory properties (list, separated by /)
- For now used only on Cigarettes which will require either a lighhter or matches
- Added multi sprite objects to movables (max 4x4 grid)
- Multi Sprite Movables:
- Some multi sprite movables can appear as a single item and are added to inventory like the other movables (for example a 2 tile painting)
- Most multi sprite movables however need to be broken down into parts. For example beds and big cabinets etc. They require a tool and when performing a 'pick up' action the object is broken down into several heavy parts, one part for each tile, which are spawned on ground.
- The parts are named "Object name 1/2" etc.
- Electrician will now start with create various radios recipes
- Added tooltip on various Radios "Equip as primary or secondary item to operate radio."
- Added a tradingUI for MP:
- Right click a player, select "Trade" to open the new window.
- Drag & drop items from your main inventory to your offer, once you're done click "Seal Offer"
- When both player sealed their offer, you can click "Finalize Deal"
- Added watering can to items that can be on ground & filled with rain water
- Add a break sound when failing to fix an item
- Added a mini scoreboard in the admin panel:
- Little UI showing all players connected (self updating), right click any player to bring a context menu to either teleport to him, teleport him to you, make him invisible or enable godmode
- [MODDERS] You can now override recipes, just make a new recipe with the same name than the one you want to override and add a Override:true.
- [MODDERS] Added an "Obsolete:true" property to recipes, using this will make them not in game
- Added an item editor for admins in MP:
- Right click an item (not a stack of item!) and click "Edit Item" to access the new UI.
- You can modify various properties like color, name, damage, range, hunger reduction, etc...
- Large furniture placing now checks tiles on floor for parts, however atleast 1 part must be in inventory.
- Radio items can be dropped on floor as item (when draggin them into container panel)
- Added description to every server options for the ServerOptionsUI
- Improve the "Invite Friends UI": added colors to friend's status, better sorting: online first, then busy/away, then offline, also added a name filtering.
- Added a disclaimer on main screen to show what's new in the version (will be mostly used for public branch, but adding it here so translators can translate it to be ready for public)
Balance
- Removed nightmares when sleeping in MP
- Lowered water dispenser waterAmount from 400 to 250
- Added nutrition values on home made bread dough
- Made walk to timed actions still work for Fast Forward x1
- Decreased time needed for food to create compost in the composter
- Lowered the berries calories (mostly from 70 to 20)
- Lowered the mushroom calories
- Increase *3 rabbit nutrition values
- Various increase in trapping animals nutrition
- Lower the health regen when sleeping if you're starving.
- Reduced the health loss done by starving.
Bug Fix
- Fixed MaxAccountPerUser server option not working correctly
- Removed moderators being able to alter the database in the dbviewer
- Fixed bug with display name and factions
- Players in faction will now have the updated list of players in their faction
- Fixed a bug in the zone export making all the new zone non appears (need a new game)
- Can now sterilize water mug using fire/oven
- Boredom will increase way slower if you're reading (can still get bored after a while)
- Changed movable item icons to reflect the actual object rather then category icons
- Changed movable items can no longer be dropped on floors (other containers still possible)
- Changed dragging movable item to world now activates the movable cursor for that item
- Fixed tents not using the new sleeping code (didn't check if you were tired, etc.)
- Crafted radios won't have battery inside it
- Walk to action will be stopped if you fast forward (avoid anti-colision bug)
- Fixed game crashing with option 'nosound'
- Added missing "break sound" on some items
- Another attempt to fix the non-stop ringing alarm clock
- Fixed stuck mute volume bug for radio/tv's after chunk unload/reload
- Fixed antique oven not working after move
- Fixed bug that broke dismantling
- Fixed certain cartboxes that werent being able to be placed on floor.
- Fixed not being able to sleep with a controller
- Fixed not being able to interact with player's made item with a controller (painting, barricading...)
- Fixed not being able to interact with multi stage item with a controller
- Fixed various bug on safehouses:
- Being able to transfer a safehouse to someone who owns a safehouse
- Owner wasn't taking in the "last time visited" calcul
- Fixed composter respawning items
- You now can't add frozen food to your evolved recipe
- Fixed recipes using wrong Alarm Clock/Digital Watch
- Fixed "SleepAllowed" server options not working for sleeping in tent
- Fixed being able to upgrade wall without having the required materials
- Fixed "Fruit Salad" being "Salad".
- Fixed "Add" ingredient for evolved recipe being "From"
- Fixed creating a new character keeping your previous traits for free.
- Fixed translation errors in UI_EN.txt
Patch 34.28 (25 May 2016)
- All-new double-sized textures.
- Easy Co-op server hosting from in the game.
- Double-sized Tilesets option for low-spec machines.
- There's a new server-settings editor in-game.
- Barricades are allowed on both sides of a door/window. For doors, barricades absorb all damage before the door takes any, to stop the door being destroyed before the barricades. For windows, a barricade absorbs damage only when it is between the attacker and the window. When removing a barricade, one plank at a time is removed.
- Allow rain barrels to be moved.
- Added SleepAllowed and SleepNeeded server options for multiplayer sleeping. Players may sleep at any time. When all players are asleep, the server clock speeds up. Players sleep until they wake themselves by aiming or moving. Players may wake other players. Zombie attacks also wake players.
- Fireplaces work like campfires.
- Wood stoves now work like campfires. They emit light, warm/dry the player, can be used for cooking, and don't require electricity.
- See-through doors. Hang sheets on see-through doors.
- Fixed walls and solid objects on the floor below blocking movement going up stairs.
- Staircases may now be placed above another staircase.
- Crates can now be moved with the furniture-moving commands. When building new crates, the height is chosen automatically (no need to use the R key). Currently, this allows stacking crates on top of tables as well, although that might change. Destroying crates lower in a stack should cause the higher crates to drop down.
- Allow digging farm plots with a shovel.
- The "levelup" sound only plays when a point may be spent. It plays in these 2 cases:
- 1) The player gained a point while already having enough XP for a new perk level.
- 2) The player gained enough XP for a new perk level, and already had a point to spend.
- Added "Zoom Levels" checkboxes to the options so users can choose zoom levels.
- Added "Pour into" submenu so you can choose what to transfer water into.
- "Fill" is now a submenu of items that water can be transferred into instead of having separate menu items (when taking water from a sink, for example).
- Smoke bomb changes:
- No longer start fires in multiplayer.
- Now work when fire is disabled in multiplayer.
- No longer emit light.
- Don't burn corpses.
- Use a larger smoke sprite when first triggered.
- Memory-leak fixes in multiplayer.
- Bags now displayed on ground.
- New community translations.
Patch 33.20 (03 February 2016)
- this update fixes some issues with multiplayer compatibility between players