Note: Players who want to remain on 42.13.2 can select the "outdatedunstable" Steam Beta to continue their game.
We will be removing the "42.13.1" Beta soon. Players who wish to remain on that version of the game are recommended to make manual backups.
As always it is recommended that you create a new save with no mods after updates. Updates fix bugs and introduce new changes that may not be compatible with any older saves, especially ones older than the last patch.
How do I subscribe to the Unstable beta branch?
Right-click PZ in your Steam library. Select "Properties". Under "Game Version & Betas" select "Unstable".
SP FIXES - Fixed player getting stuck trying to leave cars - Fixed vehicles attracting zombies from far away - Fixed errors when pressing Avatar rotate buttons - Fixed being able to select "Deaf" and "Hard of Hearing" together. - Fixed not being able to drink tainted water from bottles, the option was missing from context menu
MP FIXES - Fixed error with packet of type: SyncItemFields. Exception occurred when remote player equiped weapon in hotbar. - Fixed NullPointerException error, occurred only when the Weapon Multi hit sandbox option is enabled. - Fixed muscle strain from combat not synced in multiplayer
Build 42.14.0 Unstable Released
Note: Players who want to remain on 42.13.2 can select the "outdatedunstable" Steam Beta to continue their game.
We will be removing the "42.13.1" Beta soon. Players who wish to remain on that version of the game are recommended to make manual backups.
As always it is recommended that you create a new save with no mods after updates. Updates fix bugs and introduce new changes that may not be compatible with any older saves, especially ones older than the last patch.
How do I subscribe to the Unstable beta branch?
Right-click PZ in your Steam library. Select "Properties". Under "Game Version & Betas" select "Unstable".
NEW - Players can sit on significantly more seats now, including hay bales and toilets. Updated sitting animations. - Added Dental Floss as a thread equivalent item to the game; -- base.FishingLine can be also now be used for crafts, patching and stitching alongside thread. base.PremiumFishingLine can be used for the previous usages as well as being used for crafts that require sinew thread or aramid thread. - Game Option: Enable "Resume normal speed when timed actions complete" by default - Disabled Motion Sickness trait pending health balance overhaul - Added tile-properties to more tiles - Added guns to display counters. - Tail lights now provide illumination - Added agriworker, campworker, and hunterstorage rooms to Distributions. - Added new item icons - Changed the display names of some firearm items. - Updated logos in the game
MP - Fixed melee attacks passing through zombies - Fixed being able to add more items than character's capacity allows - Fixed errors and lags caused by composters - Fixed PlayerBumpPlayer option resulting in player's freeze when enabled on server - Fixed gun magazines disappear after reloading - Fixed being unable to connect to a closed steam server with an existing account until you add a user steam ID - Fixed Server becoming unresponsive due to java.lang.StackOverflowError - Fixed autodrink bug when player was fishing - Fixed renamed containers resetting to the original name after relog - Fixed priest zombies spawning at the prison - Fixed "Siphon gasoline" consuming gasoline from the tank, but does not add anything into a small container. - Fixed exceptions on server side - New tooltip for granting perks to players - Re-implemented the option to disable War on server - Fixed BadWordFileter that was triggered by "!!" - Fixed that Discord integration didn't require admin permissions on server before - Fixed being unable to throw on the ground stack of items while in the vehicle. - Fixed passenger leaving a vehicle through the driver’s door (for the remote player) - Fixed DeadBodyAtlas - java.lang.ArithmeticException: / by zero - Addressed the issue with dedicated server backups, they were incomplete compared to b41 - Fixed Animal Extra Values cheat not being auto-disabled in MP game - Fixed the bug where patched holes re-appear after the player performs ISClothingExtraAction - Fixed Skill Books that are too complicated for your current skill level are read & finished instantly - Fixed microwaves bit catching fire when cooking metal objects - Fixed missing skill level increases sfx in MP - Fixed errors caused by composters in MP - Fixed Poisonous mushrooms becoming ordinary after being picked - Fixed Consolidate All for MP - Fixed corpse sickness in MP - Fixed body heat generation staying at the same value. - Fixed being unable to interact with the Hutch during the first visit - Fixed the applied bandages disappearing from the character model after relogging - Fixed exercising with Barbells quickly exhausts the player completely & provides an exceptional amount of XP - Fixed campfire illumination range doesn't correlate to remaining campfire fuel - Fixed "put chicken" in Hutch action creates a chicken duplicate in a player’s inventory - Fixed being unable to obtain the animal info through the check zone (animal zone) window - Fixed not being able to remove foods with .replaceOnCooked() after being cooked - Fixed and synchronized animal info - Fixed 64KB limit on player data in players.db - Fixed player state where player couldn't get into the vehicle - Fixed coffee machines and toasters in MP - Fixed some houses that cannot be claimed as Safehouses if they contain the following roomdefs -- `diningroom`, `sewingroom`, `office`, `emptyoutside` - Fixed incorrect name for the War tab in the server settings tab - Fixed unhappiness value not affecting the duration of actions in MP. - Fixed car trailers that spawn midair - Fixed Character’s core temperature value not changing when near a campfire - Fixed Bleach or Cleaning liquid amount not updating when performing Clean Stains. - Fixed milk quantity bug when operating the butter churn - Fixed Custom roles capabilities not saving after server restart - Fixed Admin cheats untoggled after relogging. - Fixed fish disappearance when canceling catching animation - Fixed timed actions: - Eating with an equipped mask will unequip it but will not equip it back after eating - Applying Bandages/Removing Bandages (Try queuing action - just does one at at time) - Smoking - Destroy for fuel -> All (only 1 item is used) - Make Stew/Soup out of inventory (e.g. add ingredients)
UI] - RMC Inventory menu now displays appropriate available Crafting shortcuts when all crafting requirements met - RMC Inventory "Craft" shorcut searches for all available Crafting recipes using item -- Replaces "Show Craft Recipes Used In" -- Searches for item instead of string name for cleaner return results - RMC Barricade Build shortcut added to Tile Window/Door menus when all building requirements met - RMC Inventory and Tile actions re-ordered and consolidated for priority actions - RMC Tile menus display appropriate interaction icon - Added Item Inventory Tooltip when mousing over Equipped Item UI slots or Hotbar. - When multiple inventory items are selected that can be Read, you can "Read All". - Added "Wash Vehicle" to Vehicle Radial Menu - Reorder in the debug context menu. - Updated the Media Info Panel to be bit more easy to use. (when you check the back of a VHS cover for example)
SFX - New SFX For Mineral Deposit/Stones Remove -- Added the HammerOre action animation, which plays the CraftMineralDepositHit sound instead of Hammering. - New SFX for Smash Stone/Bone/Metal - New Ambient Sound Emitters for Military Tents - New SFX for Preparing Cooking Ingredients - New Change SFX For Large Wardrobes - New Sounds for Chicken and Turkey Footsteps - Fixed Base.PenLight is missing SFX when turned off/on - Updated sound event open can with knife - New Vehicle Surface Sound Type for Railroads - Wash Clothes Anim sfx Out Of Sync When Washing All Clothes - Add New weapon sounds - Metal Pole Fences Play Incorrect Sound - Additional Sounds for Smoking - Fixed inside Vehicle Lock Trunk playing Wrong Sound - New Sound Large Container: Metal Drawer for File Cabinets
BALANCE - Increase how quickly dragged zombies are dropped - Reduced the weight of Skeleton corpses - Consolidated dismantle TV/Radio into one single recipe. - Fine tuning VehicleHit mechanics in SP/MP, for regular and Ragdoll zombies (this should fix most of odd bugs with vehicles vs regular/ragdoll zombies) -- Vehicle damage is now handled correctly in MP and SP - Corpses now dragged in correct direction. No more stream of errors when Gamepad is disconnected. - Made cardboard boxes breakable like mailboxes when player drives over them - Rename disinfectant-type "Alcohol" to "Rubbing Alcohol" - TP & Tissues are now fully consumed when used as fire fuel - Changed Discomfort to increase stress, not unhappiness - Removed recipes and items relating to the craft recipe of glazing pottery. - A new custom percentage of door opening zombies can be set in sandbox settings. -- Cognition must be set to "Random" not "Navigate and Use doors" for this. - Trifurcated Literature loot setting into “skill books,” “recipe resources” and “Other Literature” options. - Animals flee from vehicles from a further distance. - Consuming nicotine will reduce the character's hunger level. - Characters will not sharpen a held sharpenable item when trying to rotate placed items. - The Stone Wall; Stone Door Frame; and Stone Window Frame tiles now use Stone Blocks and not Stones to construct. - Characters with the Deaf trait will not accumulate stress from sounds, such as zombies banging on fences. - Characters with an encumbrance moodle in a vehicle will accumulate discomfort scaling with the severity of the moodle. - Multiple seed packets, when selected, can be read in sequence. - Added any surface craft to the RMC inventory menu with the normal craft one. - Can now do concurrent actions when opening/closing a window (same as doors) as in B41. - Zombie skeletons now weight 7 instead of 20 (like corpse) - Removed fluid container properies from Base.BakingTray, Base.BakingPan,and Base.RoastingPan - Bellows can't be removed from the forge anymore - More counters now have container properties - Removed the fluid container component from the vehicle gastanks - Ammunition rebalance -- Changed the MSR700/VarmintRifle inventory item script to use 556 rounds instead of 223. -- Replaced all references to .223 ammunition in the loot tables with 5.56 ammunition. -- Removed items for .223 ammunition: rounds, boxes, cartons and misc containers. -- Added items for new ammunition types: rounds, boxes and cartons. -- Consolidated the ammunition carton packing/unpacking recipes with a generic carton packing/unpacking recipe. -- Updated the relevant ammunition packing recipes with new ammunition items. -- The Base.Revolver item now uses .357 Magnum ammunition. -- RevolverCase2 and Bag_ProtectiveCaseSmall_Revolver2 now spawn .357 Magnum instead of .45 ammunition. -- Adjusted the weights of several firearm and ammunition box items. -- Base.Shotgun/JS2000 now has a capacity of 5+1 instead of 6+1 -- Added .357 Magnum ammunition items to the loot tables. -- Replaced references to "Bullets" in recipe text strings to "Rounds". -- Adjusted the weights of relevant ammunition carton items to be consistent with changes to ammunition box weights.
FIXES - Fixed invisible obstacle blocking player from driving along the pier - Fixed bug with max bag/trunk capacity (locked at 100) - Fixed not being able to grab corpses small rooms - Fixed undesired loot spawning when loot settings are set to "None". - Fixed vehicle and trailer teleport to north-west corner of a chunk - Fixed Ragdolls ignoring stomps! ZombieIdleState was resetting bOnFloor to FALSE before RagdollController was resetting to TRUE again. - Fixed Ragdolls gettin stuck in walls after falling from tall buildings - Fixed seated extended idles to work with seated animations -- This makes the characters extended idles now work with seated furniture seating - Fixed Premium Fishing Line only consolidating to a maximum of 90% - Fixed M14 Attachments locations - Fixed Slow Reader now excluding Fast Reader, Unfit excluding Slow Metabolism, and double clicking granted traits updating the trait lists even though no trait is removed. - Fixed not being able to dump paint buckets - Fixed an error when a character dies during build menu placement. - Fixed applying a dirty bandage to a wound, no bandage is returned when removing bandage - Fixed items being erroneously marked as Inputs for Favourited Recipes - Fixed corner store fridges not updating to show contents on new renderer when they are powered - Fixed "Hydration Pack" when worn not updating it's status until it has been re-equipped - Fixed some vegetation_farming_unhealthy_01b tiles that cannot be interacted with - Fixed depth and mapping issues in more tiles - Fixed water amount display issues for the vehicle washing dialogue. - Fixed fire not updating in meta. - Fixed some naming convention for magazines/flier/book. - Fixed holding a dead animal and checking animals in trailer causes exceptions - Fixed disassembling any electronics in the inventory gives less xp than placed ones - Fixed schematics are held incorrectly when reading - Fixed boxes of wine had "HAS_METAL" tag. - Fixed debug spawning animal spawn at your feet instead of the selected square. - Fixed reduce Vehicle Damage from Small Animals (Rabbits, Rats, & Mice) - Fixed stone-based constructions attempting to spawn a non-existent item as scrap upon disassembly. - Fixed Caffeine Pills resetting fatigue to 0. - Fixed Candy Cane pose when zeds are killed by car - Fixed exploit where "Repair Engine" percentage was calculated from all engine parts in backpacks, but only removed engine parts from main inventory - Fixed items with ItemTag.SHARPENABLE that didn't have a sharpness value, allowing infinite sharpening to grind maintenance XP. - Fixed characters that start with "Low Weight" trait will once again spawn at 70 weight instead of 80 - Fixed water shader not rendering above level zero. - Fixed falling from high buildings ragdoll zeds die in standing positions - Fixed brain tan's model - Fixed error when interacting with certain damaged plant tiles in the world - Fixed Tutorial text now referring to "Rat" instead of "Mouse" - Fixed some missing street names - Fixed double-shove animation with multiple zombies around - Fixed removing a magazine with ammo in inventory causes character to re-insert magazine - Fixed fueling Base.StepVan from the wrong side - Fixed translation error in Seed Packets description - Fixed animals not dropping on the ground when equipping items - Fixed Bloody Backpacks looted from zeds still display bloodstains after washing - Fixed error when Hovering Placement cursor for shelves over a fire tile - Fixed Keybinding modifier not working for opening Build Menu - Fixed being able to use a non-existant bait in traps. - Fixed zombies missing shove animation when shoved from behind - Fixed fanny packs not updating visual status in inventory when equipped - Fixed nutritional values not reducing when preparing food as craft recipes, only reduced in a craft recipe interaction will have their nutritional values properly adjusted. - Fixed game crashes after zombies attack an animal - Fixed not being able to kill some animals in character's inventory - Fixed Tortilla chips having Fresh tag - Fixed fuel consumption for idling engine having wrong calculation. - Fixed "can't craft" could be blank. - Fixed enabling Heater / AC in vehicles slightly reduced fuel consumption rate. - Fixed blurry save thumbnail when you're a short-sighted character without glasses - Fixed radios without a battery could be dismantled with the appropriate craft recipe - Fixed GameEntityException with mapper-placed smashed windows - Fixed not being able to transfer single items from stack into some loot containers on the ground if stack is large enough - Fixed issues when 3d placing items stored in bags - Fixed the bug where only Torch & HandTorch return inserted batteries when dismantled - Fixed wide log gate opening oddly - Fixed being able to stack up Yellow Metal Locker with other furniture - Fixed the appearance of Deer Hide rug's when facing S or E - Fixed Large window panes (eg. walls_commercial_01_100) not showing when glass has been safely removed -- The player cannot walk through these and they still behave as windows
TECHNICAL/DEBUG - Converted class IsoPropertyType to enum - Removed containers not used by our mappers from Distributions. This was previously done as a service to community mappers but is no longer practical to maintain. - Updated container contents to match local files. Currently a WIP. - Added missing IsoObjectType getter/setter - Fixed an error when trying to read at lfs pointer files. - Ported more things to lua - Converted sprite overlay styles from using a string to enums in code - Code CleanUp - Outputed version.txt on startup - Shrunk IsoDirections and fixed its usages - Refactored WeaponType AttackType Weighting to Use Float Weights Instead of Duplicate Entries - More work on AnimZed tool - Added IsoObjectChange enum to replace string for object change
42.13.2 UNSTABLE HOTFIX Released
NEW - New improved whitelist - Drying racks are functional in MP now - Updated "Announce Animal Death" message - Added a limit on the number of animals sent in a single AnimalUpdatePacket - Added Plastering in MP FIXED - Fixed ongoing issue with erroneous zombie migration. Please let us know if you spot any more cases - Fixed not being able to remove and replace battery in different devices - Fixed being able to put more items in the container than capacity allows - Fixed Favoriting recipes (Craft and Build menu) being reset after relogging - Fixed weight pointers - Fixed some performance issues with animal zones - Fixed animal pathfinding in MP - Fixed server crash caused by pipe bombs - Fixed number of visible zombies counter - Fixed SFX glitch when getting attacked by a zombie while shooting - Fixed seasoning ingredients not being displayed in tooltip - Fixed plant tile updating only after revisiting chunk or relog - Fixed not being able to remove seeded furrows - Fixed memory leak with NetworkState packets - Fixed wrong animation when unequipping an attached item on the player's back - Fixed backpack sprayer duplication - Fixed MP Soaked and Wet states - Fixed body insulation/temperature always being at 0 - Fixed disassembled furniture not disappearing from the world - Fixed weapons unequipping when character is climbing through windows - Fixed microwave/Stove timers resetting to 0 - Fixed double door sfx - Fixed not being able to get an animal corpse from the car trunk - Fixed non-lootable containers placed in doorways - Fixed NPE caused by calling getVehicleContainer() on null square - Fixed wrong items being selected and captured from stack of items - Fixed updates breaking setting the ZombieState FMOD parameter - Fixed being unable to build stairs above ground sometimes due to non-existent squares. - Fixed stair pillars not appearing on clients until reloading the area. - Fixed odd cutaway behavior of player-built stairs and support pillars. - Fixed not being able to craft Fire-Hardened Spears - Fixed character with the claustrophobic trait not panicking inside buildings - Fixed car battery looping sfx glitch - Fixed clothes drying only when picked up - Fixed door shaking animation - Fixed basement entrance disappearing after building & removing floor overtop of entrance - Fixed "Walk To" stream of errors if cursor is placed outside the bounds of a basement - Fixed rope attached to the animals not breaking - Fixed several cases with commands: AddXP and LoseXP - Fixed remote player health sync issues - Fixed bombs staying in player's inventory after relog - Fixed not being able to butcher the animal corpse in the inventory - Fixed Hitting SFX isn't always playing
42.13.1 BETA HOTFIX Released
This patch is currently available on the "42.13.1" Steam Beta and will likely land on the Unstable beta branch before the holiday break.
Instructions: Right-Click game in Steam library -> Properties -> Click “Betas” tab -> Select “42.13.1” from the Beta Participation Dropdown Menu.
MP save games from 42.13.0 will not be compatible.
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 leaving 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 multi-tile objects - Fixed chickens disappearing in hutches after relogging - 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
Unstable 42 MP Released
Unstable Build 42.13, which contains multiplayer support, has been released. Merry Christmas. Ho ho ho.
https://www.youtube.com/watch?v=lYKS02PYF7E
IMPORTANT NOTES
Multiplayer is WIP and has been released for stress testing.
For the best experience you are STRONGLY advised to play on whitelisted servers or in Steam co-op.
It is currently inadvisable to have more than 20 players on a server. This will be further improved.
Please do not use debug during MP games. This will impact negatively on server performance.
Please disable all mods. Even client ones.
Ragdoll functionality has been disabled in MP. This will be added in later patches.
Please be aware that future updates to the Unstable branch WILL disrupt ongoing MP games.
Saves created before Unstable 42.13 are no longer compatible. The conversion process will very likely break elements of your game. Please back up your save before continuing, after which debug could potentially be used to restore any lost items, animals, carrying capacity and player attributes.
Much has changed under the hood. Please be patient with the modding community while they update to make their mods compatible.
Information for modders on 42.13 can be found here. We are also working to provide modders with more guidance, and game code improvements, alongside future Unstable updates.
Additional balance, QOL, and game mode / feature improvements will come in future patches.
HOW TO FIND BUILD 42
Build 42 is currently on the Unstable beta for all Project Zomboid players on Steam.
To find it:
Right-Click game in Steam library -> Properties -> Click “Betas” tab -> Select “Unstable” from the Beta Participation Dropdown Menu
When it is clear that the version is stable enough, and likely after it has been hotfixed, the latest version of 42.13 will be uploaded to GOG.
PATCH NOTES
The full changelist for 42.13 outside of MP is quite long. You can find it here. Some highlights of its contents run as follows:
Improved target selection when aiming firearms.
Improved interior lighting. Barricades (except metal sheets) and Curtains allow some light to pass through them, even when vision is blocked.
Multiple Inventory-related QOL improvements including double-clicking actions, additional equipping while walking, and auto-deactivating unequipped items.
First pass of re-organization and new icons to streamline RMC interactions
Continued Crafting/Building interaction improvements
Build 42.13.0 UNSTABLE Multiplayer Released
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 Sidebar icons overlap the inventory window on Steam Deck. - 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
- 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. It is also not possible to enable it through any Steam commands, since the “Dzomboid” flag is only a jvm command.
- 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
42.10 UNSTABLE Released
Slightly shorter changelist for this patch due to various team members working on larger scale changes required for balance, QOL and other required features for 42.
How do I subscribe to the Unstable beta branch?
[expand type=details expanded=false ]
NEW
- General improvements to player map. - Added street names to the in-game map. - Added a new type of style layer to the in-game map, called ImagePyramid. This is used to control the draw order and color of image pyramids. - Forests no longer fade out when zooming out on the in-game map. The fading out was done due to the slowness of drawing all the forest polygons. Now, the zoomed-out forests are rendered using an image pyramid. - Textures in image-pyramid zip files are no longer loaded on the render thread. Loading is now done on filesystem threads. When a needed image isn't yet loaded, a lower-resolution one is rendered instead.
- Updated Fire and Smoke visuals. (Please note this is a visual change only, and not a full system redesign, which remains planned for future builds). - Added gizmo controls for rotating and moving items during extended placement. - Added the ability for 90 minute days (now the new default for Apocalypse) to be selected in the sandbox settings. Existing saves will not have their day length modified. - Added zombie sandbox option to enable/disable "Voronoi Noise" randomisation of distribution. -- The option to turn off the voronoi noise cutoff is not meant to be a general "opt out", it's a tool destined to workshop mappers to keep distribution deterministic. Disabling it will also double the amount of zombie spawned.
- "Adding Barricades" moved to Build menu. - Doors must now be closed before placing a barricade. - Metal bar barricades now accept steel bars. - Added new SFX for Clapping SFX, Opening Fridges.
- Removed the current sandbox setting for non-unique home VHS tapes, as the current implementation does not work as intended.
- Added Fishing with Spinning - player has to reel the line from time to time in order to catch something. The Reeling mechanic is still WIP, however. - Added controller support for Fishing. - Changed cast button on gamepad to RT + improved switch between gamepad/keyboard for fishing.
MODELS/ANIMS
- Added animations for lunging zombies and zombies that turn on the spot. - Added animations for zombies staggering left and right. - Reverted a previous fix for Balaclava Clipping after player feedback. Changed Balaclava body location back to Mask. - Added alternate models for when hoodie, padded jacket and poncho hoods are up while wearing Balaclava. - Added new alternative models for Bandana mask to be worn when certain clothing hoods are up. - Changed Welding mask to use nobeard hair group. Note that some clipping will still occurs but it is far better than before.
- Changed animated clock hands to use textures instead of models. - Added media/scripts/clocks.txt to specify animated clock hand details, instead of being hard-coded. - Added clock hands to the double-tile walls_detailing_02 clock seen in West Point's city hall.
BALANCE
- New Default Apocalypse will have 90 minute days. - Adjusted the Default Apocalypse sandbox loot settings from 0.4 to 0.6 for all individual loot settings. - Changed default apocalypse sandbox settings for zombie hearing and sight from "random" to "random between poor and normal". - Added PiercingBullets to the M-14 - Industrial Dye can Spawn in many more colors.
- Players can now sneak with heavily damaged feet, albeit much more slowly.
- Fixed issues with new zombie spawn map system that, for example, were spawning far too many zombies at isolated cabins - and at police stations. Also general balance and polish put in.
DEBUG
- Added street-name editor to the F8 map editor.
- Items List Viewer now shows an additional "#spawn" column that indicates the number of times each inventory item has appeared either as loot or story-clutter. es. - Made pest interaction information visible in the growing season interface + plant info.
Teleport menu QoL - Fixed window focus on create, added select all text in X input when focused. - Added "Refresh" "Save" and "Load" to ISTeleportDebugUI. - Refresh button resets coordinates to current player location. - Save and Load are placeholder/alternative text for copy-pasting coordinates to and from the clipboard. - Added double click on Load coordinates triggers teleport to the clipboard coordinates. - Added support for 2 part coordinates for x and y, assumes z is 0 in these cases. - Added check if player has moved to enable Refresh button when coordinates do not match the player location.
Adding perks via debug menu. - Added modifyTraitXPBoost helper method for adjusting XP boosts when traits are added or removed. - Removing traits via debug menu does not make changes to the perk levels on an existing player, this is intentional as there may be issues at levels 0 and 10 when perk levels are adjusted via debug or mods. - the debug menu has the function to directly adjust character perk levels, so the functionality to manually do this is still possible.
- Added new debug option: CollideWithObstacles.Debug.SlideAwayFromWall. Defaults to TRUE on non-debug builds.
FIXES
- Fixed Sleeping Crash - Fixed Crawlers being difficult to target. - Fixed double doors spawning extra objects when opening. - Fixed player animation sometimes freezing when attacked by multiple Zombies. - Fixed bumped state causing an odd 90-degree turn when player bumps into something. - Fixed vehicles killing ragdoll zeds on the slightest impact. Zombies now get shunted out of walls and vehicles correctly and no longer get stuck inside them. This fix, however, remains partial and needs improvement. - Fixed ragdolled zombies getting stuck on other ragdoll corpses. They are now non-solid so they don't block movement of the player and other zombies, identical to non-ragdoll zombies that are on the ground, falling down, or staggering from player hits. - Fixed intermittent depth issue with the visibility polygon. - Fixed threading issue with vehicle-model lighting resulting in flickering. - Fixed zombie animations skipping frames in split-screen. - Fixed error when right-clicking on Fishing Nets placed in world. - Fixed missing device options for Radios placed in world. - Fixed transparent pixel from Jacket_WhiteTINT. - Fixed (hopefully) twitchy one-handed animations when moving/strafing. - Fixed issues with food seed packing requiring more individual seeds than seeds returned. - Fixed some missing references for forged food containers in some food recipes. - Fixed incorrect animation being played when taking pills while in cover with a walk injury. - Fixed invalid depth of muzzle-flash sprites. - Fixed depth issue with fire sprites on burning characters. Fire sprites on burning characters follow the torso, so no longer float above prone zombies. - Fixed errors when players were clicking on objects in the world: adding fuel, removing Propane Tanks, killing rabbits etc. - Fixed character creation clothing error on starting game - Fixed unused tile properties still being present. - Fixed Foraging tooltip displaying when mousing over the collapsed window. - Fixed not being able to scythe outside grass when there was a roof above it. The grass should not regrow when scythed inside or underneath a roof. - Fixed being able to vault through walls when stairs were next to a wall. - Fixed vehicle radios playing broadcast audio during random static noises - Fixed hitching when panning and zooming the spawn-location image. - Fixed the bottom border of the spawn-location image being cut off. - Fixed metal walls not requiring welding rods. - Fixed missing item icons throwing exceptions during chunk loading. - Fixed savefiles possibly breaking when moved to a different computer. - Fixed many item-atlas textures being created when using the Extended Placement UI. Now the item being manipulated will be rendered as a 3D model until the window is closed. - Fixed Maps stored in containers closing instantly after opening. Maps are no longer returned to containers. - Fixed Combo Washer/Dryer not showing in context menu when water is out. - Fixed Pistol aiming animation playing when it shouldn't. - Fixed wrong barricade health multiplier if character has 6 levels in welding. - Fixed wrong distance calculation blocking recipes that use items from squares or tiles around the character. - Fixed being able to craft from Build Menu without appropriate skill level. - Fixed the debug Brush Tool creating invalid garage doors from open sprites. - Fixed errors when the tree an animal is attached to is already unloaded when the animal is unloading. - Fixed being able to lure an animal further from a tree than the length of the rope it is attached to. - Fixed some errors caused by OS being set to Regional Locales that didn't use Western Arabic Numerals for date/time. This should be fixed for all locales, please report if you find more. - Fixed being unable to craft using items from a vehicle's trunk due to wrong distance calculation. - Fixed an error when cutting down a tree that an animal was attached to. - Fixed not being able to craft using items from a vehicle's trunk if said trunk had a bag or other item container inside it. - Fixed Black Pig Head returning a Calf Skull instead of pig skull. - Fixed Beer Can not boiling water. - Fixed missing nobeard hair group on surgical mask. - Fixed flipped inverted polygons on M_SurgicalMask.X - Fixed minor issues with clipping and transparency-issues with outfits. - Fixed medicore blending of surrender animation. - Fixed clap02 anim so female hands look like they are connecting. - Fixed an issue where debug tools weren't accurately detecting fences when used for disabling or spawning story elements over them. - Fixed some surface clutter items spawning in a state where they have inconsistent quality - Fixed some inappropriate fish spawn locations" - Fixed water bubbles not appearing when Water Quality is set to Low. - Fixed error when equipping a fishing rod on gamepad. - Fixed bug with fishing catch chance. - Fixed pancakes consuming the whole Pancake Mix pack instead of 1 unit. - Fixed error when players selected a rear seat via Vehicle menu. - Fixed only 1 animation used when zombies are killed by melee from the front.
MODDING NOTES
- Replaced the created thumpable object as the parameter for the OnCreate lua function with a table that includes the thumpable, craftrecipedata and character. --TO MODDERS: if you have a buildable tile object that uses a custom OnCreate function that will need to be updated.
Build 42.9.0 UNSTABLE Released
UNSTABLE WARNING - DUE TO CHANGES TO THE ZED SPAWNING SYSTEM SOME UNEXPECTED SPAWNS COULD OCCUR IN EXISTING SAVES - UNSTABLE WARNING
How do I subscribe to the Unstable beta branch?
[expand type=details expanded=false ]
NEW
- Zombie spawn map is now generated automatically. -- Two levels of noise are applied to the spawn map to generate a variety of Z spawn configurations. -- Noise is seed-based so each new game will return a different configuration, unless a specific seed chosen.
Details:
An improved Zed Spawn Heat Map system has been implemented. The Heat map is now generated automatically based on certain tiles' locations on the map. Each of those selected tiles is given a certain radius of influence and a zombie spawn multiplier. For instance, Military tiles will have a large radius and a high zombie multiplier, while Vacant tiles (ie: broken windows for instance) will have a medium radius and a low zombie multiplier.
This system is also coupled with a seed-based cell noise that subtracts from the aforementioned zombie spawn heat map in order to break the predictability of, for example, always having lots of zombies next to a military base.
There are two noise levels overlaid on top of each other which will provide variety on a residential scale and on a district scale. ie: Sometimes a normally busy building will have no zombies (or at least fewer zombies), and sometimes and entire street or block will be voided of zombies (think LV)
The system will work with all modded maps and allow workshop mappers to adjust their heat map if they are not happy with the generated result.
This system does not drive the presence and the number of zombies inside houses, this is done through an entirely other system, it only affects Zombies spawning outside buildings.
We will be adjusting the tiles selection (that generate those areas of infleunce) so as to make sure there are not too many weird edge cases, but overall we hope that this will be a much more robust system that will provide a more consistent Z distribution and a certain level of surprise.
You can look at what it looks like in debug mode under the map options. In the images attached to this post you can see the zombie heat map of Muldraugh (the brighter it is the more zombie are spawning), while the other is the exposed cell noise with those two scales made visible.
It is also an intention that the tendrils of the noise will allow for some sort of empty corridors that should allow for easier sneaking between locations too, although clearly zeds have the ability to move and drift having spawned.
- Implemented Ragdolls vs Explosives physics. - Explosives such as Pipe Bombs and Aerosol Bombs are now much more effective at damaging and killing zombies. - Explosives now use physic hit reactions when enabled.
- If a player knows a recipe but is 1 skill level short of being able to fulfill a skill level requirement to perform a craft recipe, having an item that teaches the recipe in their inventory or vicinity will allow for the item being used as a "cookbook" type reference to perform the recipe.
- Added recipe for dying clothes using Industrial Dye. - Added container outlines to mannequins. - The "Pick Up Animal", "Pick Up Skeleton", "Get Bones" and "Butcher Animal" context-menu options now highlights the animal corpse, when the option is enabled. - The "Add Corpse" context menu in the butcher-hook ui shows item icons, and highlights the corpse when an option is highlighted.
- Added new anims for been shot in the chest, shoulder, left and right as well as from behind
- Added new SFX for Zombie thumping wood to help players better differentiate them from thumping doors - Added new sound for removing wooden plank with crowbar animation - Added new sound when grabbing chicken or turkey from hatchery - Updated M16 full-auto sound. - The existing "wildlife noise", wolf and owl sounds, will not occur until 4 weeks have passed for any player that happens to be in a square that is in an "urban" foraging zone, or is within a municipal region zone. - New Armour Hit Sounds for Firearms and Melee - The state of an active vehicle alarm is now saved and restored, so it is no longer possible to quit and reload to cancel a vehicle alarm.
- Added Aramid Thread item, which can be used alongside Sinew Thread for several armor/leather type crafts. - Aramid is the not-trademarked generic name for the molecule that bulletproof vests are made from. - Added a recipe to harvest Aramid Thread from bulletproof vests and limb armor, and firefighter clothing, including broken items. As police and firefighter zombies, are relatively common, this serves as a means for players to gather armor/leather crafting resources w/o Sinew.
- Added "Screen Filter" option under the Textures section for better control over zoom levels that appear blurry.
- Extended placement UI now has both rotation and movement in the same UI.
- Researching items and looking at maps will replace the item back in the original container. - Added feedback to build panel (as per handcraft panel) to explain why some builds cannot be done (Giga mart, Mall etc..
- Added missing entries for fawn leather in leather drying rack. - Added a sandbox setting to disable Home VHS tape spawns being unique - Added icons to the foraging "Put in Container" context menu options. - Added icons to the "Device Options" context menu option. - "Show Welcome Message" can now be disabled in the options. - Added TAB, Return, Escape key support for Debug Teleport UI. - Added option "PoisonLevel" to debug menu
- Adjusted ragdoll impulse inconsistencies across ammo types. -- Tuned physics hit reactions to closer match caliber impact classification. -- Low caliber: 9mm, .38, .45; Mid-caliber: .44, .223; High caliber: .556, shotgun shells, 308.
- Temporarily removed raccoons climbing fence abilities for now due to pogo-raccoons.
BALANCE
- Equipped tissues will now muffle coughs. - Fixed the Stone Awl craft recipe not providing enough xp. - Stone Awl craft recipe can be researched from Sharp Flint Flakes. - A couple of railspike weapon craft recipes now require a drill. - Made vehicle headlights extend much farther. - Updated cooking recipes to accept "mixed water". - Bumped generator max vertical range sandbox option from 10 to 15. - Adjusted "IndustrialDye" spawns. - RemakeLongStoneBlade recipe now part of a magazine to eliminate some undesired console output. - Beverages and other evolved recipes that require water can now be prepared with "mixed water".
- Fixed render order on some zombie outfits incorrect. -- Underwear body location now renders over UnderwearTop and UnderwearBottom -- CropTops" body locations changed to TankTop -- Changed Bandeau"s body location to UnderwearTop -- Adjsuted clothing mask for Jumper_TankTopDiamondTINT and Jumper_TankTopTINT -- Due to reordering, CropTops can now be worn under tshirts, this is a compromise so they can"t be worn over vests/Tanktops -- Changed Balaclavas body location to FullHat -- Tweaks to male and female surgical masks to prevent clipping -- Changed crafted shirts to now use "ShortSleeveShirt" body location so wrist jewelry can be seen -- Fannypacks now hidden when wearing ghillie top -- Fixed mask for a couple of trouser items -- Split Neck body location into model and texture version- Neck and Neck_Texture -- Changed shemaghscarf_face body location to Scarf and shemaghscarf to Mask
FIXES
- Fixed large number of inventory items on ground causing lag spikes on right click. Some random right click errors can still occur, please, report them to us if we've missed any. - Fixed ragdolls losing shadows sometimes - Fixed ragdoll corpses becoming non-lootable - Fixed generators tile range sandbox option not working above 20 tiles. - Fixed issues with poison system and liquids - Fixed chunk lighting not always being updated when the loaded area of the map changes. - Fixes for the Spider Corpse Position when Ragdolls are shot in the head - Fixed BaseAnimalBehavior.fleeFromChr() exception due to missing entry in IsoAnimal.playerAcceptanceList. - Fixed character spinning in place when WASD is pressed quickly - Fixed items positioned via the Extended Placement ui moving when items on the same square are removed. - Fixed Butchering Hook UI - Fixed issue where multi-tile constructions drop a full set of items for every tile that is destroyed - Fixed fluid containers sometimes counting as not being available for a recipe due to a rounding error issue. - Fixed Character doing an extra animation when shoving with gun in hand (the issue remains for mac users) - Fixed 'downed with firearms' ragdoll zeds getting up after being stomped to death - Fixed ranged weapons targeting, hitting and damaging vehicles - Fixed room light switches being disabled by shooting them. - Fixed being unable to rotate mannequins. - Fixed not being able to shoot animals - Fixed player getting locked in fishing animation during combat - Fixed various bugs on the game map. - Fixed opening General Debuggers window resetting Fitness XP for current level. - Fixed deaf players hearing corpse-fly sounds. - Fixed the game possibly locking up while exiting. - Fixed zombies not reacting to player shouts when attacking objects. Zombies will tend to stop thumping objects when they hear a loud, non-zombie sound behind them. This won't happen if they are targeting a player they see or recently saw in front of them. - Fixed Catalogue model not orientating correctly - Fixed IsoGameCharacter.corpseSicknessRate not being reset to 0 in God mode. - Fixed shooting windows not producing broken glass on the ground. - Fixed corpse-flies sound continuing after teleporting. - Fixed not being able to sit on both sides of double-sided benches in furniture_seating_indoor_03. - Fixed drinking from a Soda can or Soda bottle not showing the tint of the liquid - Fixed GatherMeatSmall sound not playing for animals that can't be placed on a butcher hook. - Fixed getting back a second sheet when unmaking sling bags. - Fixed missing display string for the forge buckle recipe. - Fixed error with Leather Apron craft recipe. - Fixed duplication exploit with packing seeds that are also food, such as Sunflower Seeds. - Fixed incorrect item tag for the metal baseball bat with bolts. - Fixed possible exception in AnimalClimbOverFenceState.enter(). - Fixed "Precipitation intencity" typo in the climate debug ui. - Fixed errors related to "trinketTags" in CraftRecipe.java - Fixed vehicles that could be seen by turning around fading out. - Fixed one cloth skirt sewing recipe providing less XP than similar skirt recipes. - Fixed missing armor effect for the right gaiters. - Fixed sheepskin clothing recipes being in the armor schematic recipe pool and not the survival schematic recipe pool. - Fixed missing lua functions for smelting iron and steel items. - Fixed issues with OnBreak functions for some rods and bar items not producing both halves of the broken item. - Fixed female zombies in the Private Militia outfit always wearing a pair of Gaiters. - Fixed Smoke Bomb Explode not playing - Fixed being unable to prepare beverages. - Fixed incorrect rendering position of world markers above or below ground level. These are seen in the tutorial, and horde manager spawn location. - Fixed zombies near the player not being rendered when in completely black rooms. This is to fix a bug where a zombie the player is standing on can't be seen in a dark underground room while using a flashlight. - Fixed some exploits with the large branch, having high tree damage and granting maintenance XP. - Fixed missing text string for Make Sinew Thread. - Fixed typo in improvised bandeau recipe display name. - Fixed character stomps or attacks "downed" zed too early (not perfect we know, we are still working on this one) - Fixed the visibility polygon not updating right away after teleporting. - Fixed missing animal sinew model. - Fixed tutorial no longer explicitly checks for IdleState after climbing through the window. - Fixed HunkZ not spawning. The world is healing. - Fixed missing craft recipe lua functions for smelting iron and steel. - Fixed issues with sidebar icons for different resolutions - Fixed framerate drop when there is a mix of many outlined items, some in front of and some behind the player. - Fixed "Sew Kneepads" recipe providing elbow pads instead. - Fixed error when picking up large stone from ground with full inventory. - Fixed bone hatchet disassembly. - Fixed wheat and wheat seed bags having inconsistent weights with other sandbag variants. - Fixed sandbag-associated items not having a ConditionMax value of 1. - Fixed fire-hardening spears using Carpentry and not Carving when randomizing the resultant spears condition. - Fixed fire-hardening spears not using the base spears condition value properly when calculating the product's floor value for its randomized condition. - Fixed page buttons in Crafting / Build menu's Icon view mode being inaccessible on controller - Fixed undesired worm production when digging in gravel etc. - Fixed an inconsistency where although digging furrows removed grass from a square, removing the furrows or removing a plant that grows in the furrows will not remove any grass that has grown back in the square. - Fixed missing distribution reference for blacksmithing stepvans. - Fixed missing function for the coffee machine's recipes. - Fixed vehicle seat being inaccessible after uninstalling a locked door. - Fixed issue where not being able to walk to build location, or cancelling mid walk, leaves BuildPanel "Build" button disabled. - Fixed smeltable tag for mace head. - Fixed kettle maul craft recipe not consuming kettle. - Fixed built tile dropping inappropriate consumed inputs such as Clay or Welding Torches when broken. - Fixed new characters with the Welding profession not knowing the Welding tile building craft recipes. - Fixed player temporarily losing backward-stepping Nimble bonus when swapping weapons - Fixed issues with character creation hair styles being accidentally selected - Fixed error in "Make 2 Bowls" function. - Fixed pot duplicating when making Sushi. - Fixed plant health not factoring into farming XP gain when harvesting plants. - Fixed diet cola having inaccurate calories. - Fixed stairs having short pillars - Fixed an issue in MainOptions.lua which could lead to start-up errors when reading a corrupted or incomplete key bindings file. - Fixed radios spawning in rooms in the radio factory all being turned on - Fixed missing depth textures for baseball plates. - Fixed issues with bowl outputs in the portioning into bowls recipes. - Fixed issues related to detecting the presence of Fences in Squares and Chunks. - Fixed issues in RandomizedZoneStoryBase.java dealing with Forest zone stories spawning in zones that intersect with Fences. - Fixed issues with small detection area for tutorial 'climb through window' stage. - Fixed minor issues with neck bone for some handgun recoils - Fixed players being able to replace items back into containers after using them after having walked away from them.
42.8.0 UNSTABLE Released
How do I subscribe to the Unstable beta branch?
[expand type=details expanded=false ]
NEW
Introducing ragdoll physics. - Ragdolls are currently enabled for vehicle collisions and gunplay. - Melee ragdolls are planned but are not imminent. - This is the first implementation of a new feature that requires testing, balance feedback, visual feedback, and performance reports. - Disruption to your current playthrough is unlikely, but possible. - Ragdolls can be turned off on initial load, and can be turned on or off in Options at any time.
Biomes improvements
Added sand banks and areas of clay when close to water on the map
Added a more granular way to define the floor upon which things are created. "params.placements" now takes all the types of "features" plus "GENERIC", which is used as the old "params.placements".
Blending is more advanced now. - Added new properties to floor tiles ("FloorMaterial", "IsFloorAttached", "FloorAttachementN/S/E/W"). - Removed "Attachments.lua", "Similar.lua", and all "attach" from the features. - Automatically generating potential attachments when a world is first loaded using the new properties. - Blending takes into account 'half-tiles' and blends properly.
Using the biome replacement facility and the new granular placement, we generated sand on all ph_forest biomes.
Added an outline to highlighted items in the world.
When the mouse is over an option in the "Extended Placement" submenu, the corresponding world item is highlighted.
"Extended Placement" menu changes: 1) Sort items by name. 2) Fixed displaying only one item with the same name. 3) Group items with the same name into separate submenus when there are three or more.
Extended placement UI now closes the extended placement UI if you're too far away.
Added GeneratorTileRange & GeneratorVerticalPower sandbox options to support generator use in tall and deep buildings.
Default values are a 20-tile range and 3 vertical power.
Builder mode has it at 40 & 5.
Better detection for animal drinking from puddles when the player is absent.
Added Animal sinew item. This drops when butchering animals and depends on the animal's size, etc
Added three new basements.
The disassemble-furniture cursor will highlight objects using the "bad" highlight color, similar to the disassemble context menu.
The Loot window will be displayed and expanded when opening a vehicle trunk, and collapsed when closing the trunk (unless it's pinned open).
Work done on IsoMovingObject.DistToProper(IsoObject other) and IsoMovingObject.DistToSquared(IsoMovingObject other)
If both objects are vehicles, the distance is between the closest points on the bounding boxes of both vehicles.
HotSave improvements. Add hot-saving of Player Map, Animal Zones, and Game time. (This system is saving elements of the game world around you as you play, meaning that should your game crash or unexpectedly exit, you will not travel back in time / lose progress)
Added container outlines for corpses.
The Grab context menu now shows multiple corpses, and highlights corpses the same way items are highlighted.
Added options to the Wash context menu to wash "All Containers", "All Weapons", and "All Other" (like rags). The "All Clothing" option only washes clothing items, not containers/weapons/rags.
Added Jar of Roe recipe.
Added animal's milk powder. - For now, you can only use it with either a bucket full of water or a feeding bottle full of water. (1 bag for 2 buckets of 10L) - You can now give this animal's milk to any hungry or thirsty animal. - This is to help people keep the baby animal if the mother has died in labor.
Changes on wild animal hunting: - Shooting an animal will now make it flee instead of dropping dead instantly. - Animal will flee while leaving a blood trail that can be followed to find the corpse. - Animal will flee for some time, dependent on type (deer flee longer than rabbits as they're bigger and bleed out for longer) and aiming skill (to simulate if you've hit closer to the heart).
Changed how animals become domesticated (aka "not wild"): - Before, it was when the animal was put in a designated zone. - Now it becomes domesticated when picked up. - This is to avoid making a zone to quickly "capture" rats & mice.
- The "Grab" and "Extended 3D Placement" context menus show item icons. - The "C" button / key in the in-game map pans to the player's current position, instead of instantly jumping there. - The "Select Spawn Location" map will pan to the location of a player when selecting "With Player 1" etc, instead of throwing a Lua error.
Added eternal/disabled options for time and weather to the Sandbox menu.
Added sandbox options DayNightCycle, ClimateCycle, FogCycle. - Endless day and night cycle. - Endless/disabled rain, snow, storm, or blizzards. - Endless/disabled fog.
Added "Color of Highlighted World Items" rendering option, to replace the hard-coded item-highlight color.
World items are highlighted when selected in the "Grab" context menu, similar to the "Extended Placement" menu behavior.
Bags and other container items in the world are highlighted with the container-highlight color when selected in the Loot window.
Added new Pants_Skinny body location to separate out baggy and skinny trouser items
Added generic action animation for mixing fluids.
Added "cyclicRateMultiplier" property to HandWeapon scripts and instances.
Added "Tainted" label to Liquid Info panel and Widened Liquid Info panel
Added support for the 3-tile and 4-tile feeding troughs.
Added retrigger last action with LMB on doors.
Added progress indicator when adding fuel to a generator.
Vehicles are now considered visible to the player if any square overlapped by the vehicle is visible.
Blocked-door and locked-door sounds now play when the player attempts to pathfind through a blocked or locked door.
While seated, and LMB is held, the character can now look around within a 20deg arc. Gamepad just uses standard look, no button required.
Added a button to show the location of an annotated map on the world map. This doesn't copy symbols from the annotated map to the world map.
Changed the "Zombie Outfit" combobox in the Horde Manager debug UI to be searchable.
When performing actions like taking pills, reading items, using a lighter or matches to light a cigarette, drinking from a container, or eating part of a food item, if the item is not in the player's main inventory, the character will try to return it afterward. Does not work for characters that have the Disorganized trait. - When lighting campfires etc. the items that are used to light the fire, such as a Lighter, will be returned to their container of origin.
Set up a function in HandWeapon.java, randomizeFirearmAsLoot, to serve as a single function for randomizing firearms.
Firearms that spawn as clutter will have their ammunition/magazine status randomized.
Weapons and other items with conditions that "matter", or have sharpness values, will have those values randomized when they spawn as clutter.
Added code support for there being mapper-defined "NoPower", "NoWater" and "NoPowerOrWater" zones to handle instances like the burned villages or derelict buildings that shouldn't have power or running water.
Light switches, electricity, etc. will not work in rooms that have "derelict" in their room definition name, or are in a no-power map zone.
Water containing tiles, such as sinks and toilets, in rooms that have "derelict" in their room definition name, or are in a no-water map zone, will not have any water in them.
Added the functions getPowerGridLifespan and doesPowerGridExist() to SandboxOptions.java to simplify evaluating the current state of the power grid.
Added the functions isNoPower, isNoWater, and hasGridPower to IsoGridSquare to simplify evaluating the current state of the power grid for specific squares.
When eating food and an eating utensils such as a spoon, fork or spork would change the eating animation/speed/benefits, the timed action code will search the player's inventory recursively through all bags for a utensil versus just the primary inventory. I.e. you can keep your spork in your fanny pack or backpack and still use it.
Moar flyers from the flyer-factory
Some new clothing items added to some appropriate zombie outfits.
Added the functions dumpContentsInSquare to IsoObject, IsoObjectUtils, and ItemContainer.java - When multi-tile objects that have containers, are removed by being sledged or thumped, all of the contents of all of the containers of all of the tiles will be dropped on their tile's square.
Added the MacOS Command and Command+Shift keys as valid cycle-container keys.
Adjusted the lerp function when driving on grass, should make towing a trailer on grass way easier.
Lowered the center of mass of the animal trailer to make them tip over less (bear in mind, turning aggressively at 40MPH will still make them flip over!).
Force towed trailers to be rendered when inside the car.
Added the OutputFlag "IsBlunt" to handle cases where we want the items produced to be Blunt, with it's sharpness set to 0.
Added the OutputFlags "HasOneUse" to handle cases where we want the items produced to have only one use, such as getting 1 unit of thread produced by picking a rag.
Added the OutputFla "HasNoUses" to handle cases where we want any drainable items produced to be empty of any uses, such as making lanterns without any fuel in them.
Added Propane delivery stepvan vehicle
Added raccoons lying down.
BLACKSMITHING
Added missing craft recipe to make a Carpentry Chisel.
Added a craft recipe to forge a Wrench; giving the Calipers item some functionality.
Several metal armor items can now be smelted for Steel; aside from handling sourcing steel, it also serves as a means of recycling/"repairing" broken metal armor.
Players can now craft Copper, Gold, and Silver Hurricane Lanterns.
Several blade-Blacksmithing crafts will accept blades of an appropriate size and tier as an input instead of a metal bar; you could use a hunting knife blade to make a new hunting knife blade, or a long spear blade instead.
This serves as a means to repair damaged blades, as well as being something people would do in real life, to repair items or repurpose their material.
TAILORING
Added the Tailoring recipe magazine "Homespun", which teaches the learnable craft recipes for normal, simple clothing items.
Added a "Sewing Pattern" item that works similarly to recipe clipping and schematics in that it teaches a single random Tailoring recipe.
Some item research definitions for Tailoring progression.
Added craft recipe and item for crafted ammo straps, both shells and bullets/cartridges. "Normal" (non-crafted) ammo straps can be Black or Brown; crafted ones will be Brown.
Long Coats, with respective textures and other qualities, can be made from the furred hides of different breeds of Cows and Calves.
Jackets, as above, can be made from the furred hides of Cows, Calves, and Deer.
Furred Coat and Jacket Recipes are in the Cowboy Tailoring recipe magazine; known by characters with the Sewer Trait; can be researched; and are in the Survival Schematic recipe pool.
Added Sinew Thread item.
Added a craft recipe to make Sinew Thread from Sinew.
Sinew Thread is one of the materials that can be used to make Twine.
Many leather/hide/armor recipes, but not all (there's some allowances for wilderness scenario starts), now require Sinew Thread and not normal Thread.
In addition to being a requirement for some crafts, Sinew Thread can be used in lieu of Thread for other Tailoring-related crafted recipes.
Tanned, Furred Animal Hides that are "Large" and "Medium" sized, adult Cattle, Swine, Sheep and Deer, can be cut into Half, and for Cattle, Quarter pieces; this is so they can be rendered into smaller pieces for crafting smaller leather/hide items without wasting an entire hide, such as making a hat or a wallet from a cow's hide.
GENERAL CRAFT
Added a debug tool to right-click on inventory items and, if they are used as an input for at least one craft recipe, a debug option is provided to see a list of the craft recipes it can be used for.
Added the craft recipe and items for carving Bone and Wood Dice.
Added a craft recipe to Untie sheet ropes; in previous builds sheet ropes could be made from many clothing items, and under the assumption that this was still true in b42, the recipe wasn't added as untying sheet ropes to recover specific clothing items becomes problematic.
Added several researchable recipes for crafting progression to multiple axe and axe head items.
Added a separate craft recipe to nail-spike full football shoulder pads and crash helmets as they both visually have more spikes than other items, and also to handle the nail # paradox of spiking full football pads versus single-side pads.
Changed the craft recipe parser to not process skill level requirements of 0; mechanically, it's the same as not having any skill level requirement, but the appearance of 0-level Skill Requirements in the UI might confuse some people.
Added a craft recipe to carve wooden cutting boards from a plank.
Added a new inputFlag, MayDegradeVeryLight, which degrades tools at half the rate that MayDegradeLight does.
Added items and craft recipes for making a Prison/Improvised Lighter from a Battery, Tape, and Steel Wool, Aluminum Foil, or Electrical Wire, as well as recovering the Battery from the Lighter.
Added a craft recipe to craft a wall trophy item from a Stag's head.
Added recipe magazines for several new craft recipes, these include "Real Gladiators", "Leather Crafts", and "Cowboy Living" to teach some leather tailoring recipes, "Herbal Remedy Growing" (medicinal herb growing seasons), and "Homemade Explosives" (some bomb recipes).
Added the SharpKnife item tag so the Straight Razor item can be used for crafting; however, it also has very low durability values and will also be liable to break when used for crafting.
isc
Added a Tailor profession.
Added toy capgun pistols and rifles, and their ammunition. These still need custom sounds, and currently use the .38 Special Revolver sound effects as placeholders.
Added an zombie outfit for wild west town law enforcement, as per the flyer.
Zombies in the wild west town law enforcement or outlaw outfits can have capguns on them; these were used in performances.
Snowglobes are now for specific locations, using the postcard title pool; they used to make Snowglobes for everywhere/everything.
Harmonica and Whistles are now visible when blown.
Added new left and right Gaiter items; Gaiters can be crafted and will sometimes spawn on some appropriate zombie outfits.
The code for stitching wounds and patching clothing now looks for thread by both item type and also item tag; this allows Sinew Thread to work for these purposes.
Added the "break on smithing" item tooltip to ceramic molds that break when used in smithing crafts.
Added craft recipe and item for crafted ammo straps, both shells and bullets/cartridges.
"Normal" (non-crafted) ammo straps can be Black or Brown; crafted ones will be Brown.
Added fish guts and roe.
Adjusted clothing masks for wedding dress and updated texture.
Added glazed ceramic teacup item and updated kiln recipe.
Added filled model for ceramic teacup.
Coffee Machine now uses 2 recipes, one for mugs and another for teacups, these recipes now use water from the mug or teacup (and accept mixed water) to create a "coffee beverage" item that can receive additional ingredients.
Added the crafting of some Cow and Fawn hide garments.
Added items and craft recipes for the player to make leather masks, elbow pads, and knee pads.
Added a crafting QOL feature where items that can be used as inputs for favorited recipes will have a user-defined-good-color, which defaults to green, a star overlay on their inventory icon, and good color text in their item tooltip. - The favourite-star for recipes in the craft recipe UI and the building UI will be the user-defined-good-color, which defaults to green.
Added a Tarp Piece item and a craft recipe to cut a Tarp into Pieces. - Tarp Pieces are used instead of whole Tarps for many, but not all, Tarp-Tailoring crafts. - You still need an entire whole Tarp to make a Tent, Lean-to, or Poncho. - It is intentional that you can't tape together Tarp Pieces to make a new Tarp. - As Tarps are fairly common items, and there a a fair amount of Tailoring craft recipes that use Tarps, cutting Tarps into Tarp Pieces was added so that players didn't have to use an entire Tarp to make a single smaller item, or be forced to make multiple instances of the small item from one Tarp.
Added items and craft recipes for Tarp sling bags, sacks, handwraps, footwraps, hats, and framepacks.
Added items and craft recipe for crafting Fanny Packs out of Tarp Pieces.
The appropriate Head Sacks can be produced from Tarp and Hide Sacks, and Crafted Pillows, from the Cut Head Sack craft recipe.
Revised the categories for craft recipes by reducing the number of categories and fixing confusing categorization.
BALANCE
Snow now fills rain collectors and items with water, slower than rain.
Gasoline will evaporate much more slowly.
Adjusted some fundamental blacksmithing crafts to accommodate forest scenarios.
Simplified the craft recipe for breaking Large Stones into Stones so it would be easier to perform in the field.
Consolidated the craft recipes for making rope and twine, as their only differences were the material type (dogbane vs hemp, etc) being consumed.
Updated the Mill Sunflower Seeds craft recipe input for crafting, now consumes food inputs by Hunger Value and not item count.
Removed the following items to streamline Blacksmithing: SmallArmorPlate, IronRod, IronRodHalf, IronRodQuarter, IronSlug.
Changes to some low tier tool Blacksmithing recipes to make them more flexible in their tool requirements.
Characters can now do actions while opening doors, climbing through windows/fences, toggling curtains & hutch door.
Similar to many "primitive tailoring crafts", the SewSack craft recipe can accept either Thread or Twine to craft the sack.
Adjusted a couple of Blacksmithing recipes for consistency.
Added smelting properties to several items and adjusted the smelting properties of some items for consistency.
Reduced the time required to perform the Extinguish Candle and Extinguish Hurricane Lantern craft recipes.
Minor tweaks to some metal armor craft recipes.
Decreased the weight and increased the critical chance and max damage of the Block Mace.
Decreased the weight and increased the critical multiplier and max damage of the Long Mace.
Several modified Baseball Bat weapons had their weight decreased and critical characteristics increased.
Several modified Long Branch Cudgel weapons had their critical characteristics increased.
Increased the Critical Chance of the Large Branch and several Maul and Scrap-type heavy weapons.
Updated base health and skill-based health for fences and walls.
Gasoline evaporation is now modified by day length.
Many more Leather Tailoring craft recipes need to be learned/researched/etc.
Hammers being used to construct tiles now degrade half as fast as they did previously.
Consolidated some craft recipes for forging bars/bar parts.
Some craft recipes for forging chunks/smaller bars accept Wooden Tongs.
Removed the wild herb growing seasons from the Wilderness Survival magazine; they will be in a different magazine, "Growing Herbal Remedies".
Limited casting range of Fishing Rod.
Improper completion of fishing is now more punishing.
Balanced fish sizes.
Reduced growth times of Flax, Rye, and Wheat.
Most recipes for extracting/smelting iron and steel now involve a crucible that's either empty or already has iron or steel in it, and adding metal to it.
Most recipes for casting iron or steel involve using metal from a crucible with the appropriate items.
Additionally, most Iron Recipes, beyond producing Iron Blooms from Iron Ore, extracting Iron Chunks from an Iron Bloom, and extracting Iron Chunks from Iron Items, require a medium-tier Furnace or an Advanced Furnace.
Using crucibles of metal will help in reducing the total number of smelting/extracting/casting recipes.
The Hide Jacket craft has a chance, depending on Tailoring skill, of producing a jacket with a slightly "nicer" texture.
Certain non-weapon items may have their condition randomized when spawned as loot.
This includes items that are weapon parts, such as Sledgehammer Heads in the trash, as well as items that are intended to have their condition reduced from being used as tools/tool parts.
Reduced the "intensity" of tool damage from being used in several craft recipes that would be more easy-going on the tools, such as cooking, baking, and electrical recipes.
Recipes for dismantling tools and weapons will now accept broken items; in general, any item that can be dismantled should have an OnBreak interaction performed on it when it breaks that separates the handle and head parts as-is, but there may be circumstances, such as mods, that interfere with that process.
Increased the durability of several Baseball Bat derived crafted weapons.
Several more armor craft recipes, but not all, require Sinew Thread specifically.
Several crude/improvised type weapons that could use Rags, Denim Strips, Leather Strips, or Twine, and an ingredient can now also use Burlap Pieces instead. This does not apply to Spears, but items such as Shivs and Stone Axes.
Increased base health Log Window Frame.
Halved the default maximum rat/mouse population in the sandbox settings.
The Handy trait, Carpenter profession, Repairman profession, and Engineer profession receive a +1 skill level in Masonry.
The Cook trait, Hunter trait, and Chef profession receive a +1 skill level in Butchering; it is intentional that the Burger Flipper profession does not provide any benefit in Butchering.
Adjusted some values of the hollow book items to prevent nonsensical scenarios.
Changed several hide-type craft recipes that previously accepted oversized hides, so players could perform the crafts without being arbitrarily limited, to only accept appropriately sized hides; the player will now have to cut oversized hides into pieces beforehand.
Duct Tape can be used alongside Rags, Twine, Leather Strips, etc., for some improvised/crude weapon and tool craft recipes.
Crafting stone hammers, axes, and mauls requires more binding/strips than previously, but Duct Tape can be used.
Adhesive tape can be used alongside other bindings to craft shivs.
Adjusted concrete barrier collision in some locations.
Reduced the time required to Chop Firewood.
Burlap can be woven from Dogbane.
Increased the durability characteristics of Rake Head weapons.
Reduced the weights of the Mace and Stone Mace weapons.
Reduced the endurance drain of several "Heavy" crafted weapons from scaling similar to a Sledgehammer to scaling similar to a Wood Axe.
Reduced weight of Splinter to match Twigs.
Updated ISBuildIdoEntity.lua so that skill-based bonus health can also work for recipes that don't have a skill level requirement.
Reduced base skill-related bonus from 200 to 20, this value is used in some cases where the script does not define it, and was way too high.
The Hide Fanny Pack craft recipe now requires a higher skill level and also needs to be learned/researched/known.
Rebalanced the input requirements for several Duct Tape, Garbage Bag, and Tarp based Tailoring craft recipes.
Long and Short Spearheads and Crude/Simple Blades are no longer weapons, and don't have the Sharp Knife and several other qualities for crafting and interactions. This is to make some interfaces less confusing/spammy.
Slightly boosted the durability characteristic of the Spiked Short Bat weapon.
Removed the recipes to knap large stones into stone and limestone into pieces as they are redundant with masonry recipes that perform the same tasks.
XP gained from adding and removing patches has been reduced. It was previously increased to help players level up Tailoring more easily, but based on player feedback, using patching solely to advance the skill is not a desirable approach.
Tweaked the simple/crude blade recipe to make it easier to perform.
Rebalanced several older tailoring recipes, for "normal" satchels, dresses, long johns, shirts, skirts and trousers, in regards to their material and skill requirements, as well as needing to be learned.
FORAGING
Added forageDefaultDefs, forageSkills and forageDefs tables to forageSystem.
Added forageSystem.seedTable for custom doWildCropSpawn with chance and different seed amounts.
Added improved loot table and item picking methods.
Added processing of item and category validMonths with bonus/malus in addItemDef().
Fixed affinity and bonus icons not rolling with their bonuses during rain/snow.
Fixed affinity and bonus icons able to roll for focus items in invalid months.
Removed breakTick event from updateEvents in ISBaseIcon/ISSearchManager.
Re-categorised foraged trash and junk items and matched rolls for all junk/trash mixed table tiers.
Removed sprite affinity cooldown and reduced forage bonus/focus item chances for some categories.
Added validMonths table to forage item and category definitions with bonus + malus added.
Removed CircleIsoMarker and added functionality to IsoMarkers.
Fixes for foraging fruits and vegetables. - Reduced the maximum size of all foraged foods prefixed with (wild). - Wild foods have their hunger values capped at 1 after size effects. - Added wild foods can now have nutrition values affected at any size. - Removed wild foods, multiplying food happiness values by item size. - Fixed some fruit definitions that were missing months when they could be foraged. - Adjusted foraged fruits for more seasonal variance.
UI
Added PlayerCraftHistory class to track craft/build history.
Added recipe sort modes by: Recipe Name, Last Used, Most Used
Added hooks to crafting to update craft history on craft/build.
Increment save version, save PlayerCraftHistory
Added recipe sort comboBox to Build Panel filter panel.
Added a fluid indicator to containers in Crafting Menu
Reorganized some sandbox options in the Meta category.
Updated tooltip for the following sandbox options: Day/night cycle, climate cycle, and fog cycle.
Display corpse icons in the Grab context menu.
Display item icons in the vehicle install-part menu.
Display microwave or stove icons next to the Turn On/Off and Settings context-menu options.
Display the lightbulb icon next to the Turn On/Off context-menu option for light switches.
Display walkie-talkie models for walkie-talkies placed in the world.#
Display item icons in the hotbar Attach context menu.
Stash maps are displayed as icons on the world map. Clicking a stash-map icon displays an overlay with the annotations.
Added a brightness slider to the in-game map (under Options). This affects loot maps and the mini-map also.
In the animal designation zone ui, highlighting an animal in the list will outline the animal in the world,
unless it is inside a chicken coop.
Added anti-aliasing to the spawn selection menu map.
Fixed collapsable windows collapsing faster at higher framerates.
SOUND
Added new vehicle sounds for collisions with foliage.
- VehicleScrapePastPlant is now a looping sound, and plays for d_generic_1 and d_plants_1, in addition to bushes and trees.
- Added VehicleHitHedge which is a collision sound for bushes.
Fixed character with Deaf trait hearing ambient sounds.
Fixed Dropping Weapons not playing drop sound.
Fixed Street Light Sounds not stopping when light turns off.
Fixed sound for Locking/Unlocking Trunk from inside the vehicle not playing.
FIXES
Fixed regular zombies freezing when killed as they are vaulting through window or fences (some edge cases with firearms to be addressed).
Fixed the amount of gasoline an item must be holding in order to show the "add fuel" option for generators.
Fixed some fence types with zero or wrong health values.
Fixed M16 full-auto rate of fire being way too high.
Fixed issue where plumbed sinks do not provide clean water when source contains a mix of clean + tainted water.
Fixed Characters sometimes stop shooting at crawlers/downed zombies. Shotguns and single-fire assault rifles now continue to fire against downed zombies.
Fixed trying to place a 3D item in an invalid location locking the item to this square.
Fixed wrong animal size calculation when butchering animals using a butchering hook.
Fixed missing icon and makeup object. Removed legacy camo makeup item as it didn't follow how the other camo face makeup worked.
Fixed characters getting stressed from chopping trees.
Fixed some instances allowing food to be eaten regardless of hunger levels.
Fixed potential issues around the "Pause When Focus is Lost" option.
Fixed CraftRecipeData.getFirstInputItemWithTag not returning the first item but the last one found.
Fixed Building a wooden fence post playing incorrect sound.
Fixed error with the Assemble Small Framepack recipe.
Fixed several craft recipes for drying plants now that hunger values for inputs are working properly.
Fixed duplicate options to carve small handles from antlers.
Fixed temporarily blank window at the start of the read timed action with print-media textures
Fixed issue with sinks/rain collectors losing meta info in certain crash scenarios.
Fixed several Blacksmithing recipes using the generic making timed action animation.
Fixed the CastSteelBarFromIron recipe using Ingot Molds and not Bar Molds.
Fixed Dome Kilns not being in the Blacksmithing build menu category.
Fixed using lighter again when smoking and opening doors.
Fixed multi-sprite ovens not turning on/off with each other.
Fixed missing active-oven overlay sprites.
Fixed issues with the position of skill progress-bar tooltips
Fixed issue with IsoHutch calling sync too frequently (when there were no changes).
Fixed characters starting to aim down before zeds fall down.
Fixed an issue where the player would suddenly aim up when standing directly over a zombie the player is aiming at.
Fixed feeding trough container type not being set to "trough" after removing water.
Fixed feeding troughs turning into generic IsoThumpable objects after rotating.
Fixed context menu showing options for just the topmost fluid source on a square. Will now shall all fluid sources.
Fixed some cases of dragged corpses remaining hanging in midair.
Fixed equipped items showing in "Destroy for Fuel" menus.
Fixed being unable to pick up Flatstones.
Fixed error in Lantern recipe.
Fixed bone-spiked branches being Axe weapons; a previous version of there weapons were much more "pick like" and as picks are axes, they were axes. Now they are properly blunt.
Fixed multithreading issue with vehicle saving related to the new chunk hot-saving feature.
Fixed being able to smelt whole fire axes and not fire axe heads; now fire axe heads can be smelted and not whole fire axes.
Fixed the Hide Bandeau recipe outputting a skirt.
Fixed error in the metalworking punch craft recipe.
Fixed Drainable items having the incorrect number of uses after loading, if they were saved with exactly 1 use remaining.
Fixed the AEBS warnings about the failing power grid not always playing. Moved the EveryHours Lua event to trigger after all GameTime hour/day/month/year values have been updated.
Fixed rat/mouse not having bones definitions.
Fixed wrong animal ranch zone.
Fixed characters flipping 180 degrees while throwing bodies out the window.
Fixed animals not eating drainable food placed on the ground anymore. Animals no longer drink from water containers that can't catch rain, e.g., pop bottles.
Fixed Cash register under counter at 2229x14461.
Fixed AdjacentFreeTileFinder.privCanStand() incorrectly checking for hoppable objects.
Fixed IsoGridSquare.isAdjacentToHoppable() incorrectly checking for hoppable objects on squares to the south and east.
Fixed ice cream cones displaying nutritional information as if they were in packaging.
Fixed issue where walls could not be chopped down from the back side.
Fixed being unable to sterilize rag directly from RMB menu when pot boiled in BBQ.
Fixed dragged corpses remaining in midair sometimes. If a pickUp corpse is interrupted, there is now a transition to the appropriate dropped state.
Fixed interrupting dragging corpses and opening doors causing teleportation.
Fixed player being unable to hit closed non-see-through doors from the north or west sides.
Fixed setting canPassThrough=true on carpentry doors. This affected visibility checks through the doors.
Fixed interrupting the Eating timed action not consuming items partially where applicable.
Fixed not being able to wash rags with seltzer or mixed water.
Fixed discarding items error.
Fixed player being able to reach sinks/toilets/bathtubs through floor.
Fixed LayDown animation still allowing for WASD movement.
Fixed being able to place doors and door frames too close to stairs. Prevent doorframes/walls from being built above staircases on the N/W sides, floating in mid-air (now requires supporting wall)
Fixed Bucket recipes not being able to use "mixed" water.
Fixed creating beverages not saving the mug's color variation.
Fixed missing translation entries and a few other bits of code for Glassmaking XP multiplier.
Fixed the InheritUses inputFlag transferring a literal amount of uses to the output item versus a proportional amount of uses (ie. in the old system, they should have the same usedDelta value).
Changed Gaiter display names to be consistent with other limb armor.
Fixed the display name of the Leather Neck Guard craft recipe.
Fixed some items being inappropriately categorized as mementos.
Fixed being able to merge some inappropriate drainables.
Fixed wrong item tags for Earring_LoopSmall_Gold_Top and Goblet_Silver.
Heading tools can be smelted.
Fixed being able to move around or rotate while picking up corpses and laying them down.
Fixed error when you add chum to water
Fixed inappropriate smelting qualities from some items.
Fixed some blacksmithing craft recipes not wearing down tongs or wearing down hammers too lightly.
Fixed a minor error with the experience award from making a Battery Lighter.
Fixed Florist Stepvans loot issues.
Fixed an error with what was supposed to prevent camoflage trucks from spawning in Louisville having the opposite effect.
Fixed not being able to sharpen normal Shivs.
Fixed short metal pole fence not having a base health value and gaining too much health for skill levels.
Fixed Character Creation screen not updating clothing.
Fixed load-order issue with tileGeometry.txt files. Sprite properties (like Surface and ItemHeight) were not always being applied before adjusting the vertical offset of stacked objects when loading a game. This is why microwaves and radios might appear sunken into countertops when first loading a game.
Fixed errors using the context menu in the ZombiePopulationWindow debug ui.
Fixed being unable to can-reinforce crafted baseball bats.
Fixed sink water purification so it de-taints any mixture of fluids and allow plumbed cocktails
Fixed disallowed cleaning of rags/person using all types of water mixes via context menu
Fixed issue where town water piped sinks were not showing fill targets in context menu.
Fixed issues with character dragging corpse events
Fixed issues with wall climbing sounds timing
Fixed Watermelon playing CarpentryHammer sfx
Fixed missing sounds for Stone Mace and Stone Mace_Long
Fixed error with the anvil casting recipe.
Fixed missing translation strings for new casting/smelting recipes.
Fixed CDDA player model wearing non-existent clothing
Fixed flashlight hotkey (f) being disabled during "walk to".
Fixed effect from applied poultices remaining after wounds heal.
Fixed moveables being able to be placed above water tiles.
Fixed missing roads on player map.
Fixed not removing north-west wall sprites when placing basement access objects.
Fixed a blocked staircase with ba_house_medium_96_farmhouse.pzby.
Fixed ISContextMenu.removeLastOption() sometimes resulting in a context menu appearing too far to the left.
Fixed turned-on overlay sprites not always being displayed on stoves.
Fixed highlighting 100s of nails tanking the framerate.
Fixed adding fuel to a generator failing to transfer the last 0.1 of gasoline.
Fixed log doorframe not having base health values.
Fixed mugs with hot beverage always using teal variation during drink animation.
Fixed mugs changing color variation when they're emptied.
Fixed corpses being throwable over the window frame but not over the short fence.
Fixed various minor fishing issues
Fixed lakes having the wrong biome
Fixed limited PlayerVoiceSound while dragging corpses.
Fixed missing icons and models for Fish Roe Sac and Fish Guts.
Fixed Make Jar of Roe and Open Jar of Roe recipes.
Fixed Lighters spawning with amount missing and can't be refilled to the fullest.
Fixed only 1 pumpkin seed required to fill an empty packet.
Fixed Dry dog and cat food not giving Unhappiness.
Fixed Make Bread consuming only 2 hunger values of Flour.
Fixed Toast Bread recipe not using a whole slice.
Fixed Rip Sack recipe not using some sack items.
Fixed Pack 12 Boxes of 9mm Ammo in Carton mislabelled as "Pack 12 boxes of 5.56 Ammo in Carton".
Fixed not being able to slice or smash pumpkins.
Fixed various debug editors not handling resolution changes correctly, and not using the green and red button colors.
Fixed being unable to click on every sprite of a multi-sprite crafting station to display its ui.
Fixed chance for trash in fishing, legendary fish and roe sac.
Fixed Bait being addable after casting.
Fixed unupdated Tile properties need to be updated for Player-Made constructions.
Fixed structures like double windows frame so that they can be painted and wallpapered - this was especially evident in trailer homes.
Fixed not being able to wallpaper corner walls.
Fixed Characters with Deaf traits being able to hear ambient sounds.
Fixed issue with some fluid transfers being blocked.
Refactored handling of free traits, trait adding, and removing.
Fixed an issue if a free trait had been added from multiple sources, it was removed when one of those source traits was removed, even if another would still provide it.
Fixed an issue when a trait was removed from the selected list, mutually exclusive traits would be re-added to the good/bad lists, even if another should still exclude them.
Fixed an issue when adding a trait to the character, free traits given by non-selected traits were not checked for exclusivity allowing those traits to remain available. Selecting one of those traits added the excluded free trait to the character.
Fixed ground pill bottle not displaying texture correctly.
Fixed Hawaiian shirt texture spilling over onto thumbs.
Fixed typo on LV Police car.
Fixed some animations that were too short/too long for SFX/Timed action length (Emptying watering cans, buckets, transferring liquids, removing glass shards when drunk, etc).
Fixed Hat long hair models clipping through neck when low crouch walking
Fixed being able to use empty Lighters to light campfires.
Fixed the Hide Robe craft recipe producing a Hide Coat instead.
Fixed some minor issues with some new Tailoring craft recipes.
Fixed an error in CraftRecipe.java where a scripts ResearchSkillLevel was being parsed as the time value for the craftRecipe in question.
Fixed Trapping Books 1-3 not spawning as Survivor bag loot.
Jars of Jarred Vegetables that spawn as clutter should no longer be uncooked.
Fixed ripping clothing producing 1 extra rag/strip.
Fixed Bandeau clothing items providing as many rags when torn as a t-shirt.
Fixed missing health values for several buildable entities.
Fixed listing sealed bottles when right-clicking a barrel or another container and selecting "Add fluid from item".
Fixed improper fluid-container color comparison in WorldItemAtlas.ItemParams.isStillValid().
Fixed object highlight (sink being hidden when the counter below is highlighted).
Fixed IsoBuilding.Rooms possibly containing multiple references to the same RoomDef.
Fixed some oddness with Log House side wall rendering.
Fixed "Right click > Open Door causing infinite spamming of action.
Fixed zombies not attacking players with Cheat.Player.SeeEveryone debug option enabled.
Fixed the F2 chunk debugger being unable to display all long integers, in this case BuildingDef.ID and RoomDef.ID,
which are passed to Lua as Double objects.
Fixed inconsistencies with pillow detection when sleeping. A pillow in either hand is counted in every sleeping situation.
Fixed simple blades providing too much metal when smelted.
Fixed ISPanelJoypad:ensureVisible() not working for elements inside another ui element. his affected the "Precipitation Speed Multiplier" in the options screen.
Fixed a Lua error after pressing the joypad A button when a crafting input was selected in the crafting ui.
Fixed capguns having a capacity of 6 and not 8.
Fixed wooden stakes not being able to be burned.
Fixed being able to dismantle hand scythes with two different craft recipes.
Partial fix that removes all tiles of a multi-tile object when one of them gets removed.
Fixed error when trying to place a 3D items while climbing stairs.
Fixed animals being able to attack players inside cars.
Fixed wrong math with canceling actions while opening doors.
Added ":getItem(index)" returning the currently selected item if index is nil
":addItem()" and ":addUniqueItem()" now accept tooltip arguments, instead of requiring the caller check return values and add tooltips after
Fixed duplication issue with rags and bandages. ISWashClothing now validates the item is still in the players inventory.
RMC menu for washing dirty rags only display rags with a job delta of 0. Any rag with a delta is likely currently being washed.
Fixed a bunch of items tags in regards to their incorrect or missing smelting characteristics.
Fixed missing half of a tent, and incorrect CustomItem=BaseImprovisedTent property on another.
Fixed excessive ArrayList allocations with calls to IsoMetaGrid.getZonesAt().
Fixed wooden window frame health.
Fixed characters not being able to look around while seated.
Fixed cases of invisible zombies and vehicles.
Fixed "Invalid SpriteConfig object" messages due to changing the sprite on floors when there are two valid floor sprites.
Fixed context menu exception being thrown when adding fuel to a full campfire.
Fixed Twigs and branches from being removed by erosion.
Fixed issue where character model was not equipping props when building.
Fixed tutorial zombie who is gardening in the field playing wrong sfx.
Fixed zombies spawning in basements beneath the player's spawn building.
Fixed issues with the normal hide skirt.
Fixed instances of the character not sauto-shoving while using firearms when zombies are near.
Fixed plants not being highlighted properly when the "Wind Sprite Effects" option is enabled.
Fixed some t-shirt clothing items pointing to old an t-shirt texture.
Fixed the Large Hook items being a short blade weapon and not a small blunt and rebalanced some combat values for it. - This only applies to InHandCraft and AnySurfaceCraft recipes; recipes that can only be normally seen in workstation interfaces are an apples and oranges affair. - "Survival" category recipes have all been moved into "Miscellaneous". - In general "Armor" recipes have been moved into "Tailoring" aside from the welded scrap metal ones, which have been moved into "Metalworking" - Making buckets of concretes are now in Masonry and not Carpentry. - The recipes for cutting bacon in one size into smaller size bacon items are now in Cooking and not Farming. - Purifying water is now in Miscellaneous and not Medical.
Fixed drinkable puddles not correlating with visual puddle on screen.
Fixed error with the autoLearn field for the Carve Short Bat craft recipe.
Fixed crafted bottle not having the GlassBottle tag.
Fixed "no weather" sandbox option not blocking weather generation until weather restarts.
Tidied ClimateManager updateSandboxOverrides methods and helpers.
Added ISZoneDisplay:getHoursBetween and updateMoonPosition helper methods.
Tidied sandbox helper methods for climate options and initial values for climate overrides.
42.7.0 UNSTABLE Released
How do I subscribe to the Unstable beta branch?
[expand type=details expanded=false ]
NEW - Several new crafted clothing items. Players can use animal skins; leather strips; denim strips; rags; garbage bags and tarps to craft a variety of low-tier survival/utility/dignity preserving garments. - Added items and recipes for Spiked Full Motorcycle Helmets and Football Shoulderpads. - Added craftRecipe for dividing whole Football Shoulderpads into single left and right Shoulderpads. - Added new clothing items to some appropriate zombie outfits. - Added the item and craftRecipe for the glass part of a lantern. - Added a Blacksmithing craftRecipe to produce a Hurricane Lantern. - Added StepVan and Van vehicles for Tailoring businesses; these don't have loot spawns defined yet, but are intended to serve as an opportunity for the large fabric roll items to spawn. - Added new sounds for butchering actions - Moar flyers from the flyer-factory - Added items and recipes for simple hide hats, robes, and wallets. - Added mouse-over highlighting to the Building UI and Crafting UI. - Allow clicking anywhere in an input item in the Crafting UI to toggle the ingredients panel. - Adjusted position of craft panel favourites icons (now more like inventory) - Liquid amount bar now updates more gradually on Fill context menus - Changed the appearance of inventory and loot window progress bars to match that of tooltip progress bars. - "Can Research Craft Recipe" is displayed in tooltips for items outside the player's inventory, and when it is too dark to research the item. - The "Research Craft" context menu option is displayed when it is too dark to perform the action. The option is disabled in this case, and displays the "Requires light." tooltip. - Knocked down / stunned Zeds now have chest movement so player can tell they're still active - Added right-click "Drop" option for all moveables. Dragging items onto floor container inventory window also now functions like other containers. - Added Crafted Frame Packs, small and large - Added items and recipes for Hide and Leather Aprons, and a Tarp Chest Rig. - Added prop book items. - Added craft recipe and recipe magazine for making blank ID cards. (This is purely a RP thing w/o any mechanics purpose. Burglars start the game knowing this recipe.) - Updated advertising trailer mechanics overlay graphics. - Added items and recipe for Twine Shoes. - QOL updates to farming when using a controller -combined mouse and joypad farming modes to use the same methods. -farming with a controller now stays in the selected mode when harvesting, watering, checking plant info, etc. -fixed issues with submenu options staying open when selected. -added farming tooltip following the farming cursor when using a controller. -added button and trigger prompts to the farming cursor. -added "Remove" farming cursor for removing multiple plants with a shovel using gamepad or mouse. -added farming cursors for multiple aphid, mildew, slug, pest flies curing with joypad or mouse.
- Added a craftRecipe to make gold and silver coins from gold and silver metal sheets. - Added Tuxedo-Print Tshirt item. - Added some new clothing items to some appropriate zombie outfits. - Steel Chunks can be smelted from Steel Items; Iron Chunks can be smelted from Iron Items. Whether an item is Iron or Steel is arbitrary, but Steel items are plentiful enough that there should be enough to smelt. - Some, higher tier, Blade type craftRecipes specifically require Steel and not Iron. - New sounds for Chainlink Fence Destruction, resting on floor, butchering - Restored the Dome Kiln workstation entity; this can be used to make Coke from Charcoal as well as making Charcoal. Coke can be used instead of Charcoal for many crafts, and is also necessary for making Steel out of Iron. - Added craft recipes for making Steel Chunks from iron objects and Coke using an Advanced Furnace. - Added processing Iron and Copper Ore into their respective metals for Blacksmithing, primarily for non-default game modes - Added some more recipes for burning wood charcoal using items of different sizes allowing for limited mixed inputs using items of the same size. - Added a new Tailoring magazine, "Medieval Peasant Clothing", and moved some recipes into it from TailoringMag1. - Added a Punk Fashion magazine that teaches the Garbage Bag Dress and Tank Top recipes. - Added mixing fluids action animation - Non-weapon tinted models like open umbrellas are now tinted when equipped and filled fluid containers, like mugs or buckets, now use their filled models for timed actions. - Flyer UI now centred onscreen. - New items: Toy Hobby Horse and Toy Plastic Colorful Cowboy Hat with attached Plastic Whistle. - Added a button to toggle display of revealed brochure and flier locations on the in-game map. - Added craft recipes for making Small File Sets and Small Metalworking Punch and Chisel Sets. - The animal-zone ui displays animals inside hutches. Using the "Info" button for an animal in a hutch results in the player walking to the hutch and opening the appropriate door, if required. - Added recipe for shortening shirt sleeves. - Gasoline now evaporates from open containers.
BALANCE - Several Tailoring recipes now require Scissors to not be dull, and will also have a chance of reducing their sharpness. - Reduced the frequency of corpses and trash tiles scattered outside trashed buildings. - Characters that start the game with the Artisan trait, which grants levels in Glassmaking and Pottery, will know all current learnable Glassmaking craftRecipes. - Small Steel Sheets can be used to make Improvised Flashlights and Lanterns alongside Tin Cans. - Characters with the appropriate profession or trait will start knowing how to Make Guacamole, which can also be learned from a Cooking Magazine, or a Recipe Clipping/Card item. - Raccoons can now be caught alive in traps. - Reduced the Combat Speed and Run Speed penalties from wearing a Chest Rig as irl they are far less burdensome than webbing. - Rebalanced several nail spiked and broken weapons. - Very light nerf to Short Bat weapons in general. - Garbage Bag Dresses and Tank Tops now require knowing a recipe to make. - The recipe for forging Jar Lids now uses Small Steel Sheets and will produce 5 Jar Lids. - Rebalanced the Blacksmithing craftRecipes for Heading Tools, Metalworking Punches, Smithing Hammer Heads and Tongs to all require Blacksmithing skill of 1 instead of 4; this allows characters who have grinded Blacksmithing from 0 to 1 and have the recipes to produce the simplest Blacksmithing tools for further crafting. - Changed the skill level requirement for forging nails from 3 to 1. - Reduced the weight of the Sawblade Hatchet and Sawblade Axe weapons. - Slight boost to autoLearn requirements for Carving and Knapping craftRecipes. - Rebalanced some Blade type Blacksmithing recipes. - Several recipes for forging and cutting the various sizes of metal pieces used in Blacksmithing have been consolidated to handle both Iron and Steel as well as some other consolidation for halving items. - These recipes, if they involving a blacksmithing forge, will also provide a modest amount of Blacksmithing XP. - Several higher-tier weapon and tool head crafts require steel, and the weapon or tool heads can be melted down for steel. - Rebalanced some weapon and tool head crafts. - Reduced the weight of the Hatchet weapon items from 2 to 1.5 as part of general axe-balancing for crafting. - Some items will now require the heads to be removed before they can be smelted down for iron or steel. - Changed the display name of some forged items for clarity. - Many more items can be smelted into iron or steel; some other items had their smelting properties adjusted. - Added craftRecipe for making Crafted Charcoal from Large Branches. - Added craftRecipes for making Iron Chunks from various small Iron items, and also making Steel Chunks from various small Steel items. - Restored crafts for making and using Bar and Ingot molds to cast Iron and Steel Bars and Ingots. - The Grouchos house story now will spawn a groups of Groucho eyeglass mask zombies wearing tuxedo print t-shirts instead of suits 50% of the time. - Added a "YoungCowpoke" zombie outfit for the Wild West town; it's a Young outfit zombie that also wears a plastic colorful cowboy hat.
FIXES - Fixed darker squares subtracting light from lighter squares by using the maximum light value at each vertex. This is to fix exteriors of window frames being darker when the interior square hasn't been seen. - Fixed schematics with multiple randomly-chosen recipes getting a new random list of recipes each time the item was loaded. - Fixed issues with craftRecipe and buildMenu interactions using Hammers and tool degradation - Fixed size of clay models - Fixed improper weapon model for the shorter stone-headed mace item. - Fixed issues with crafted aprons by moving them to their own file. - Fixed missing DontRecordInput inputFlag on all buildMenu craftRecipe inputs that use BlowTorch or WeldingRods. - Fixed briefs that use crude patchwork texture until we implment further textures. - Fixed error with inputs for the saw bat recipe. - Fixed toothbrush shiv recipe consuming tools. - Fixed some improvised weapon recipes not requiring nuts and bolts despite them having them on the model and requiring a wrench to craft. - Fixed mssing mode:destroy on the inputs for several scrapping type craftRecipes to avoid issues with cloning fluid containers. - Fixed incorrectly calculating the health of carpentry objects based on skill level. - Fixed possibly creating zero-health carpentry objects with build cheat enabled. - Fixed several Blacksmithing craftRecipes not damaging tools used in the craftRecipes - Fixed tooltip display issues in the Building UI and Crafting UI. - Fixed missing BlockRain property on roofs_shallow_01 sprites. - Fixed poultices disappearing after reloading a save. - Fixed picking up Grills/BBQs/Mannequins/Old Stoves with items inside. - Fixed pancake splats (double zombie flips) when knocked down pushing or being crushed by metal fences. - Fixed fences bending too quickly at high zombie numbers. Removed damage scaling by number of zombies. - Fixed fences collapsing too quickly from climbing zombies. Damage is now 0-1 per climb event (reduced from 1-5). - Fixed issues with removing propane tanks from grills - Fixed issues with refilling Blow Torch - Fixed player not being able to "Walk to" and "Shout", or use emotes, at the same time. - Fixed automatically generated corner poles not being able to be plastered or painted. - Fixed plastered walls not being able to be re-plastered multiple times. - Fixed players unable to vault low fences with controller button. - Fixed missing depth textures for fencing_damaged_03. - Fixed incorrect pose for animal corpses removed from butcher hooks. - Fixed animal radial menu working on butcher-hook animals. - Fixed AddWater to FeedingTrough playing incorrect sound - Fixed Error while driving past some locations - Fixed containers with liquids displaying wrong weight when placed - Fixed hungry animals walking through gates and doors - Fixed Wood Axes not breaking procedurally, producing a detached head and a broken handle, like other axe items. - Fixed inventory totalItems count updating too often. - Fixed missing discomfort values on garbage, tarp and burlap clothing. - Fixed error when building walls on tiles which are on fire. - Fixed some issues with animal zone in barns. - Fixed not being able to build wooden pole on south & west above ground. - Fixed being able to build certain doors without a floor underneath. - Fixed metal walls not having a base health. - Fixed forged ball peen hammers being faster than normal ones. - Fixed error when reading annotated map on controller - Fixed the currently-selected symbol not being rendered when placing symbols in a loot map. - Fixed the appearance of controller prompts in the loot map ui not matching those in the in-game map. - Fixed player pathfinding getting stuck on some types of constructed objects. - Fixed player being unable to place extractor hoods above industrial stoves. - Fixed missing furniture pick up option for large corner wall shelves - Fixed players being unable to nail more than one sheet rope within a single tile. - Fixed draining endurance much faster when character tries to open window while fast forwarding. - Fixed Rain collector UI rescaling - Fixed multiple shotgun bullet impact sounds not playing as one sound event - Fixed forged ball peen hammers being faster than normal ones. - Fixed missing translation string for the Carve Wooden Spade craftRecipe. - Fixed several Blacksmithing craftRecipe inputs not having any chance of tool wear for tools such a Whetstones, Files, Punches and Tongs. - Fixed ISTakeWaterAction.lua throwing errors - Fixed errors when farming on controller. - Fixed free traits with mutual exclusive traits set not returning their removed traits back to the list. - Fixed player-constructed objects being thumpable through walls. - Fixed minor issues with wall/window/door obstacle detection when attacking constructed objects. - Fixed players being unable to cancel inflate and deflate car tire actions by moving away. - Fixed checks for barricades on non barricade-able objects such as railings. - Fixed some additional issues with traits which have free traits that are mutually exclusive. - Fixed tooltip progress bar background being 1 pixel wide. - Fixed being unable to disassemble doors from either side. - Fixed unassigned depth textures on some open curtain sprites in fixtures_windows_curtains_02. - Fixed player-constructed objects being thumpable through walls diagonally. - Fixed farming water options menu stuck on screen when deselected in joypad mode. - Fixed a typo in onShovel action. - Fixed pickup ground cover timed action not validating the object is still in the square. - Fixed issues around automatic transfer of items on vehicle seats. When switching vehicle seats, if the trunk is currently accessible to the player, items on the target seat will be put in the trunk first before other seats. (ie: vans, backseats of hatchbacks) - Fixed duplicate Mov_Brazier script item definition. - Fixed some neon lights not humming - Fixed the end of two-handed "heavy" weapons animation having no collision when shoving - Fixed mousetraps floating at knee level. - Fixed an error when checking mousetraps missing the animalAliveHour field. Added saving the animalAliveHour to traps. - Fixed pressing Y/Triangle on gamepad causing an error in the pause menu. - Fixed ground cover items unable to be picked up reliably with a controller. - Fixed active-light overlays not always being displayed immediately when turning on lights. - Fixed ISEmptyGraves:new() calling ISBaseTimedAction:new() instead of ISBuildingObject:new(). - Fixed ISRestAction.complete() passing wrong argument to sendServerCommand(). - Fixed "walk-to" planning paths over lit campfires. - Fixed an error which could occur when using an item to light a fire while it's being consumed. - Fixed not being able to manually drink water from an item if the character has the well fed moodle. - Fixed IsoStove::update() now only microwaves deactivate when the settings timer is set to zero - Fixed IsoStove::setActivated() now sets secondsTimer to zero which updates the settings timer overlay - Fixed 'Possible Items' expanding workstation UI past end of screen on successive closes/opens - Fixed Raccoon skull on floor that was scaled for King Kong's island - Fixed texture path for wedding veil and balaclavas on ground - Fixed bird skull earrings not havig a ground model - Fixed new camo makeup by adding new, instead of deleting a duplicate - Fixed being unable to interact with some bathtubs. - Fixed plumb option not always appearing on bathtubs. - Fixed character gaining Herbalist trait every time the magazine was read. - Fixed padlocks not working. Added canBePadlocked boolean to SpriteConfigScript components, and set this true for entities/furniture scripts where it made sense. - Fixed welcome message always appearing, so it's now only shown once on a save. - Fixed errors with addCombatMuscleStrain in IsoGameCharacter and non-weapon items. - Fixed glitchy "scale" gizmo used in various 3D editors. - Fixed being unable to scrap IsoObjectType.wall objects from either side. - Fixed clipping by moving BakingTray model above ground a short distance. - Fixed not calculating the roofed areas in animal designation zones. - Fixed clicking the Reload button in the animal designation zone ui sometimes causing the wrong number of animals to be reported. - Fixed Ranch zone stories not always spawning in right away, depending on the order chunks were loaded. - Fixed feeding trough food and water overlays not always appearing. - Fixed malformed names for building keys in zones that don't have defined key names or defined exceptions. - Fixed missing key name string for Coalfield. - Fixed missing recipe name string for CrushOre. - Fixed missing HeadSack, ChestRig and Belly Button Jewellery ground models - Fixed ISInventoryPaneContextMenu.getContainers() from returning null when a nearby container is locked - Fixed missing StaticModel and FillSound properties on junk empty pop can variants - Fixed 3D items possibly being displayed at the wrong size when two items share a model with different scales. - Fixed craft menus extending, when closed with 'possible items' open, on favourites category, with no favourited recipes. - Fixed zombie vision radius using min value instead of max for the penalty. - Fixed IOB exception when updateFBORenderChunk is called with playerIndex -1 and FBO enabled. - Fixed exploits with 'the Magic Carpet Bridge'. - Fixed sprite affinities issues related to new biomes having too many affinity sprites.
Tech - Added recipe validation that recipes can be learned. (ScriptManager.VerifyAllCraftRecipesAreLearnable) Runs on initial world load when Core.bDebug is true. Recipes with issues will be output to log. - Fixed another bunch of scattered global variables. - x,y,i,j,k,o,objectType,player,playerObj,button,width,height,null,object,objects,self,item,items,vName,scriptItem,maxHeight,text,scrapItem,option are fixed both by reference and value. -added FIXME: comments where the correct values to refer could not be determined by context. - Replaced some of these values with "nil" or removed them where it was the last argument in a function or method call that was clearly copy-pasted. -In ISButton.lua replaced "y" with self.y and left a note in case it breaks something. -Added the playerObj value to method/function calls so it's not calling a global anymore. -fixed more globals. output,test,bullets,bed,b,p,s,v,obj,hotkey,element,str,selected,action,input,uses,delta. - Removed redundant casts, simplified logic, explicit long values, improved access control - Trigger chunk HotSave when building/destroying/grabbing or placing object in world - Trigger player inventory save after chunk hotsaves complete to prevent duplication exploits caused by delay between chunk and player saves.