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this is a bit too much...there's no point in purifying the water
shows up when water has been poured inside a bottle and the character does not
get sick when you drink tainted water not just bottles but rivers as well.
The sickness mood only shows up for a brief second and disappears.
and made sure the waters are set to taint immediately but it doesn't apply.
Could you check this out please?
Great mod.
I am using Week One, which is super complex, so I am assuming it sadly would be a pretty good candidate for whatever borked my game (not just one save).
I have a good few mods, so that could be where the reason is to be found.
Among my mods, this mod seems like it may be a culprit since it specifically makes water from taps dangerous.
However I just ran around in the forest, not drinking or eating anything and still got sick and a fever... Has anyone asked you about this before? Do you have any idea what this could be?
- Fixed literally everything being broken in 42.4.0.
please make sure the mod version (you can see this in the mod manager) is 42-2.0.2 before reporting any errors, as they are probably fixed!
- Fixed water incorrectly defaulting to untainted after 42-2.0.0.
Also I ran into a issue where the water doesn't go bad immediately.
The water shutoff sandbox are set to Instant, -1 and the minimum/maximum days
until water goes bad is 0.
I've tried un/resubcribing and tested a few times with this mod only but it didn't work
could you check this out please?
- Re-added tap filtering.
- Reworked water drain.
-- Now uses a similar system to last update's tainted water rework, meaning that it should now have very little if any performance impact. The mod as a whole should no longer have any notable impact on performance.
-- Water drain rate is no longer limited to full litres, as 42.3.0 added this functionality to sinks.
-- The drain rate of each tap is randomised slightly.
-- Removed water drain chance sandbox setting. It's not possible for the new system to work this way, and the randomised drain rate fulfils the same purpose.
- Minimum water can no longer be set above 20.
- Breaking changes to most of the API.
@Mugen my bad, will patch this soon!
zombie.Lua.Event.trigger(Event.java:81)
zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:315)
zombie.gameStates.IngameState.onTick(IngameState.java:1942)
zombie.GameProfiler.invokeAndMeasure(GameProfiler.java:195)
zombie.gameStates.IngameState.updateInternal(IngameState.java:1826)
zombie.gameStates.IngameState.update(IngameState.java:1492)
zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
zombie.GameWindow.logic(GameWindow.java:377)
zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:76)
zombie.GameWindow.frameStep(GameWindow.java:909)
zombie.GameWindow.run_ez(GameWindow.java:802)
zombie.GameWindow.mainThread(GameWindow.java:600)
java.base/java.lang.Thread.run(Unknown Source)
function: processSquares -- file: WaterGoesBadServer.lua line # 185 | MOD: Water Goes Bad.
[12-02-25 11:48:54.668] ERROR: General f:202, t:1739360934668> ExceptionLogger.logException> Exception thrown
java.lang.RuntimeException: Object tried to call nil in taintWater at KahluaUtil.fail(KahluaUtil.java:82).
Stack trace:
se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:82)
se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:954)
se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1790)
se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
function: calculateDaysSinceExpiration -- file: WaterGoesBad.lua line # 32 | MOD: Water Goes Bad
function: calculateExpirationDate -- file: WaterGoesBad.lua line # 64 | MOD: Water Goes Bad
java.lang.RuntimeException: attempted index: getWorldAgeHours of non-table: null
at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1667)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:624)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1790)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:81)
Theres more but cant post more in one comment :/
- Updated to be compatible with build 42.3.0
- New method of tainting sinks is massively more efficient. There should be nearly no performance impact anymore. Water drain currently still uses the old method, so players with this option enabled may not see much/any performance benefit. I have some ideas to make similar optimisations to water drain in the future.
- Removed code to make drinking tainted water more dangerous, as it is now extremely dangerous in Vanilla (much more lethal than older versions of this mod made it).
- Internal restructuring. Some API has been deprecated.
As 42.3.0 reintroduces plumbing, water filters will be added back to the build 42 version soon. However, they are not included in this patch as they will require more work to reintroduce.