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`attempted index: addDURGAMtraits of non-table: null
function: DURGAM_HolyTraits.lua -- file: DURGAM_HolyTraits.lua line # 44 | MOD: Danger Zone (Holy Ground)
It was an item recipe that hadn't been changed to the new b42 recipe format. Apparently it caused a cascade of problems that eventually popped up as a totally unrelated error. Took me a minute to figure it out but we should be good now.
local ui = getPlayerMechanicsUI(self.character:getPlayerNum());
ui.vehicle = self.vehicle;
ui.usedHood = self.usedHood
ui:initParts();
ui:setVisible(true, JoypadState.players[self.character:getPlayerNum()+1])
ui:addToUIManager()
-- needed to remove from queue / start next.
ISBaseTimedAction.perform(self)
end
There was a problem with the build 42 installation and my workshop folder got wiped. So a lot of my Zomboid stuff is just gone. I'm sure I have some backups on my old laptop but I'm gonna be honest... I was already pretty disappointed in build 42 and looking at the amount of work I'm gonna have to do to update all my mods and get back into the swing of things... I'm just not interested. I'm genuinely sorry to anyone that likes my work and is excited for build 42 but we are talking like 300+ hours of work for a game I don't even play anymore. Other modders are more than welcome to update, use, or re-make any of my mods. Maybe I will be back one day when they release build 42 multiplayer. Until then, good luck and stay safe!
Funny thing happened to me because I also have cordyceps zones installed. A church was infested with cordyceps
Is it possible to make the fire effects "special"? That is, is it possible to make zombies effected by holy ground catch on 'fire' that doesn't burn anything but the zombie itself?
I'm going to use this mod anyways. It's too good to pass up. But, it seems a bit odd that the church itself could be burned by holy fire
May i suggest a toggleable setting?
It would be nice to be able to disable the rebuking sound effect. It's way too sharp and when hearing a bunch at once it can be very annoying.
- New profession "Priest" added with optional healing aura for multiplayer. Turned OFF by default.
- Priest's "Preacher Man" talent +1 Strength with sandbox option for it to act as a healing aura to any players in range.
- Fixed some debugging artifacts so that player characters won't say console logs out loud.
You'll want to look at the DURGAM_holyThorns function starting at line 42 but the exact spot you are looking for in that function is on line 61 where it says:
if DURGAMhasHolyNecklace == 3 or DURGAMhasHolyNecklace == 12 then
That variable (DURGAMhasHolyNecklace) gets set to a random number 1 to 500 in the "if" statement just before that line. You can change either the random number pool size or change that line 61 "if" statement to alter the chances of a holy necklace activating.
- Cleaned up code for better performance. Should run better on multiplayer now.
- Added in some Sandbox settings for optional Beta features
- Option: "Holy Ground" turns on/off the Holy Ground effect
- Option: "Holy Aura" turns on/off a thorn-like aura when wearing holy necklace
- Option: "Holy Weapon" turns on/off crafted holy weapons that rebuke undead on hit
- (still working on setting custom holy ground, hopefully next update)
"shit turn it back how do i turn it back... you there! lead em to the church and ima smite em! cant do shit out there"
-god, 1996
Unfortunately zombies tend to just get lit on fire and then spread burning mayhem through the surrounding areas. are they dangerous? maybe... I don't feel any looming threat from this since I usually have no need to secure the churches for any reason as they can just be avoided.
I feel this mod has potential to be something larger. involving the grounds around the church so then zombies don't immediately light the church on fire. As it is if you keep the zombies out of the church nothing lights on fire.
I'd like to see pillars of light strike down the zombies on holy ground and get buffed on unholy ground aka the rest of the world.
Either way I like the idea and it has great potential.
My trable: I need set in play time a "holy ground" with administrating tools.
Pls, tell how it works and is posible decision of my trable?
this month of our Savior Jesus Christ's Birth.
I hope your Christ Mass was merry,
and the Holy days where happy for you and yours.
@Fuyuno - moving an altar won't do anything. This mod checks the map for zones that already exist and then executes a function to force any zombie to interact with the zone on contact.
@AlFara S'ulTane - I'll look into this, thank you.
[16-02-22 21:10:08.860] LOG : General , 1645042208860> 35.524.642> -------------------------------------------------------------
attempted index: getRoom of non-table: null.
[16-02-22 21:10:08.860] LOG : General , 1645042208860> 35.524.642> -----------------------------------------
STACK TRACE
-----------------------------------------
function: DURGAM_holyGround -- file: DURGAM_HolyGround.lua line # 16.
[16-02-22 21:10:08.860] ERROR: General , 1645042208860> 35.524.642> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: getRoom of non-table: null at KahluaThread.tableget line:1689..
[16-02-22 21:10:08.860] ERROR: General , 1645042208860> 35.524.642> DebugLogStream.printException> Stack trace:.