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Something about butchering a bird gives feather fletchings in this mod. Realistically, I imagine birch bark might work, and parchment would work, but neither are implemented.
AltenRoguerz If you mean the multiplayer problem I don't know. I tried fixing it but it didn't work, and it was taking a very very long time to test on multiplayer because of the pc's specs and the game's requirements. perhaps if I kept trying things I could fix it eventually. I think I remember the newer PZ was going to have its own archery for shooting animals and eating them actually.
Also you get archery xp for shooting non-zombies, which is realistic but doesn't completely fit the base game's way of doing things.
marshmallow justice it completely uses its own rules and doesn't interfere with it.
TheKaiserBear no I didn't manage to use the default aiming so I added the circles. Java modding could achieve it, but it is problematic, needing extra things installed. I started thinking of making zombies wear a garment that gives the appearance of the usual aiming system but I didn't code it. I started, but I accidentally deleted my progress, but I hadn't done very much anyway.
WolfZ not me
Oscar Valdivia unknown
tilarium orly
respeitador de casadas again :o my guess is that the person in question is probably not lemmy
Emperorcharizar I don't know and I didn't know there were such console commands.
Fixed in EfficiencyTimedActions.lua
...
if efficiency >= 0 and efficiency <= 10 then
if self.recipe and self.recipe.getOriginalname and self.recipe:getOriginalname() == "Transcribe Journal" then
print("Avoiding Efficiency multiplier for Journal")
else
function: addToQueue -- file: EfficiencyTimedActions.lua line # 48 | MOD: Efficiency Skill Mod
function: add -- file: ISTimedActionQueue.lua line # 131 | Vanilla
function: add -- file: TimedActionXP.lua line # 47 | MOD: Efficiency Skill Mod
function: OnDoRecipe -- file: MandelaBowAndArrowClient.lua line # 1819 | MOD: Bow and Arrow
function: onMouseUp -- file: ISContextMenu.lua line # 90 | Vanilla
java.lang.RuntimeException: Object tried to call nil in adjustMaxTime
zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
If that doesn't work I would try make an entirely new game (a new world, not just a new character in same world). And then ONLY have Bow and Arrow mod enabled, no other mods. See if it works there.
Also, when I was trying to find what needed to be different, I read that if people don't use mods during Build 42 Unstable, it will be easier for The Indie Stone to fix bugs because the bugs won't be caused by mods.
Also, I used system restore to get a working version of Steam back, so I was able to run PZ with steam and update this mod, so I did that.
This is how it's supposed to look. You must have an arrow shaft and and an arrowhead
Arrow head: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3393722592
Arrow shaft: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3393721796
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NekoMilo isn't
Shaman2525 I've not used that mod but it should be possible
JOKESTER215 I understandn't
To other people saying they have a problem months ago:
georgedorn I don't think arrows collider with player characters, actually. It should be just zombies.
Oh, yeah, having a separate build 42 mod makes sense.
Plz updaet: I think arrow trajectory would likely have to work quite differently. If they've added new anti-cheat, maybe the client can't just spawn items like arrows, so the server will have to do it, so the arrow flight will look laggy. That said, I wonder if my code is takes up a lot of bandwidth by moving an item every frame. So I might have to think about what to do server-side and what to do client-side and how to communicate between the two for a good result. I... don't feel like doing it