Project Zomboid

Project Zomboid

Powered Radios
144 Comments
Ac3  [author] 21 Jul @ 9:40am 
Uptade shoulb be ok now lets me know if anything is broke.
Jaysus273 21 Jul @ 3:00am 
Thank you! I figured it was possibly an oversight but still wanted to check I wasn't missing something.
Ac3  [author] 20 Jul @ 12:00pm 
Ok ok guys sorry for the miss understanding there and no it’s don’t thinks anyone is stupid there. To be honest I’m the one idiot I was working to make a mag and never release it that why mod is stuck with this. I will correct it and remove the need to be learn that is causing the trouble
Jaysus273 19 Jul @ 5:18pm 
Yes, let me clarify as I assume my question was ignored because the author thought I was being stupid.
I understand that the conversion is done via the crafting menu, and was aware of that before asking - however, there is no way to craft them in normal gameplay, as "NeedToBeLearn" is set as true in every recipe and there's seemingly not been a way added for your character to actually learn the recipe.
흉내쟁이 19 Jul @ 2:05pm 
The conversion method is prepared in the crafting menu. It notifies that a recipe is required to perform the conversion. People are asking because they don’t know what this recipe is. We have confirmed that the conversion works properly after meeting all the requirements by unlocking all recipes through debug mode. We would like to know the name of this recipe.
Jaysus273 13 Jul @ 3:08am 
How does one learn the recipes for these? I don't see any kind of magazine for them in the mod files.
Ac3  [author] 30 May @ 12:03pm 
hey u can convert all the radio to power connect u just need the radio u want and the scrap electric its need u can see it from the electrical crafting menu
Greenjack 30 May @ 10:57am 
heyo! sry for bothering but i didn't really understand, does it also work with not crafted radio, like Military Radio?
Ac3  [author] 7 May @ 12:40pm 
did u even look inside electrical slider in the crafting menu ? There is recipe for all the radio in game
AM 6 May @ 9:27pm 
don't bother with this mod, doesn't convert to AC power reliably or even have a recipe to convert them
Ac3  [author] 8 Mar @ 9:30am 
That weird it’s work for me I just try and the update just remove b41 tag
Timou 8 Mar @ 9:00am 
42.4.1
Ac3  [author] 8 Mar @ 8:19am 
what version u play ?
Timou 8 Mar @ 8:05am 
Unfortunatly craush the game when loading the save
Ac3  [author] 8 Mar @ 6:34am 
just use craft system buddy dont need to injure @老Seven
caraea 7 Mar @ 1:11pm 
fucking mod goobye 나는 새로운 대안을 찾았다 사용법 정도는 스샷 찍어서 좀 올려라 병신같은 제작자야 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2857191956
Anxiety 28 Feb @ 12:28pm 
I don't know much about PZ modding, but looking at your folder structure I see everything in the "42" subfolder and nothing in the "common" subfolder. Other mods have stuff in "common". I assume the B41 version should be there. So maybe you goofed and left it out of your release?
Ac3  [author] 26 Feb @ 10:10pm 
I will take a look at this but is should be compatible
Anxiety 26 Feb @ 6:48pm 
While this mod has the "Build 41" tag, it doesn't actually appear in the mod list for me in B41.
Ac3  [author] 25 Feb @ 7:55am 
@stormFather I have no way to fix it since I don’t have this issues on my side.
Did u get the old version of the mod and place a radio down that is powered by grid ?
Charon Rick 24 Feb @ 11:54am 
Merci d'avoir ajouter les autres radios. Je n'ai pas encore réussi à mettre la main sur autre chose que les radios portables pour le moment et, je préfère garder les piles pour ma torche. :spiffo:
Ac3  [author] 24 Feb @ 8:30am 
I will try my best to get this mod working with tv&andradio reinvented but for now next uptade will be the compatibility with all the radio in base game ;)
Lone Wolf 24 Feb @ 5:50am 
thanks for answering quickly! i will use this mod:)
Ac3  [author] 24 Feb @ 5:37am 
Yep for now
Lone Wolf 24 Feb @ 5:27am 
is this mod still not compatible with TV&Radio Reinvented ?
StormFather 23 Feb @ 3:10am 
Finally tracked this mod down as being source of bricking my save, not sure if a script changed by on/around 19th world dictionary error ( { type = "modchange_item", oldModID = "\PoweredRadio", fulltype = "Base.HamRadioMakeShift", registeryID = 4032, existsVanilla = true, isModded = false, modID = "pz-vanilla", obsolete = false, removed = false, isLoaded = false }
)
Ac3  [author] 21 Feb @ 6:24am 
hey can u send me the complete file console.txt on the discord in the description?
Mahogany 21 Feb @ 5:22am 
sorry i forgot to include this part of the log

ERROR: General f:0, t:1740142097002> ExceptionLogger.logException> Exception thrown
zombie.world.WorldDictionaryException: WorldDictionary: Cannot load world due to WorldDictionary error. at WorldDictionary.init(WorldDictionary.java:344).
Stack trace:
zombie.world.WorldDictionary.init(WorldDictionary.java:344)
zombie.iso.IsoWorld.init(IsoWorld.java:2614)
zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:301)
zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:251)
java.base/java.lang.Thread.run(Unknown Source)
Mahogany 21 Feb @ 5:13am 
at the same time, i do have a lot of other mods, there's a possibility something else is interfering; I wouldn't be too worried unless someone else reports an issue as well.
Mahogany 21 Feb @ 4:49am 
No good :( I think this is still the same error log:

LOG : General f:0, t:1740142096949> WorldDictionary: Cannot debug print entity id: 6541
LOG : General f:0, t:1740142096950> java.lang.RuntimeException: Cannot override existing registry id (12460) to new id (6541), item: Base.HamRadioMakeShift
LOG : General f:0, t:1740142096950> at zombie.scripting.entity.GameEntityScript.setRegistry_id(GameEntityScript.java:255)
LOG : General f:0, t:1740142096950> at zombie.world.DictionaryData.parseCurrentInfoSet(DictionaryData.java:327)
Mahogany 21 Feb @ 4:49am 
LOG : General f:0, t:1740142096950> at zombie.world.DictionaryData.parseCurrentInfoSet(DictionaryData.java:301)
LOG : General f:0, t:1740142096951> at zombie.world.WorldDictionary.init(WorldDictionary.java:297)
LOG : General f:0, t:1740142096951> at zombie.iso.IsoWorld.init(IsoWorld.java:2614)
LOG : General f:0, t:1740142096951> at zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:301)
LOG : General f:0, t:1740142096951> at zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:251)
LOG : General f:0, t:1740142096951> at java.base/java.lang.Thread.run(Unknown Source)
Ac3  [author] 20 Feb @ 8:49pm 
@Mahogany did it’s work now ?
Ac3  [author] 20 Feb @ 8:48pm 
@Matt628 can u send it to me on the discord ? 😅
Matt628 20 Feb @ 2:15pm 
@Ac3 Thank you so much!! I was fortunately able to snag the missing folder from my other computer that hadn't updated yet and drop it in the mod folder, so at least my current game isn't freaking out now. :steamhappy:
Mahogany 20 Feb @ 12:13pm 
it says in the description it does not
Ac3  [author] 19 Feb @ 9:12pm 
@Matt628 will do in the next update with more stuff coming
Matt628 19 Feb @ 6:49pm 
It would appear that your update killed support for 41. Could you put your old version in and tag it for 41? This was working perfect for me.
Afi 19 Feb @ 8:53am 
@Ac3 thx perfect haha
Ac3  [author] 19 Feb @ 8:32am 
@Afi will do
Ac3  [author] 19 Feb @ 8:27am 
Ok i will completely remove the makeshift I was trying another alternative before but sound like it’s didn’t work
Mahogany 19 Feb @ 8:21am 
I'm still getting the same issue unfortunately even with the update :(
Afi 19 Feb @ 7:34am 
enable with normal radios please cuz those ham are not as usual to find them
Ac3  [author] 19 Feb @ 6:43am 
Only for Ham for now! Will make recipe for talkie etc when i don’t get any more issues 😉
PH 19 Feb @ 6:41am 
Does this mod work on all radios or just the ones in the image?
Ac3  [author] 19 Feb @ 5:43am 
i make an uptade tell me if its work for u, for me all is working fine with no error radio dont work if convert and no power, if u get a generator in range u can power them. i dont have any logs for errors on my side.
Mahogany 19 Feb @ 4:58am 
thank you king ♥
Ac3  [author] 19 Feb @ 3:50am 
Ok will definitely remove the Ham Makeshift radio for now to see if it’s work without it
Thx for the log I will upload the update this afternoon
Mahogany 19 Feb @ 2:58am 
im also getting this issue. heres my log

LOG : General f:0, t:1739962494024> WorldDictionary: Cannot debug print entity id: 6541
LOG : General f:0, t:1739962494025> java.lang.RuntimeException: Cannot override existing registry id (12460) to new id (6541), item: Base.HamRadioMakeShift
LOG : General f:0, t:1739962494025> at zombie.scripting.entity.GameEntityScript.setRegistry_id(GameEntityScript.java:255)
LOG : General f:0, t:1739962494025> at
Mahogany 19 Feb @ 2:58am 
zombie.world.DictionaryData.parseCurrentInfoSet(DictionaryData.java:327)
LOG : General f:0, t:1739962494025> at zombie.world.DictionaryData.parseCurrentInfoSet(DictionaryData.java:301)
LOG : General f:0, t:1739962494025> at zombie.world.WorldDictionary.init(WorldDictionary.java:297)
LOG : General f:0, t:1739962494025> at zombie.iso.IsoWorld.init(IsoWorld.java:2614)
LOG : General f:0, t:1739962494025> at zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:301)
LOG : General f:0, t:1739962494025> at zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:251)
LOG : General f:0, t:1739962494025> at java.base/java.lang.Thread.run(Unknown Source)
Mahogany 19 Feb @ 2:57am 
LOG : General f:0, t:1739962494025> WorldDictionary: Warning: error occurred loading dictionary!
LOG : General f:0, t:1739962494026> WorldDictionary: Attempting to copy WorldDictionary backups...
LOG : General f:0, t:1739962494026> WorldDictionary: path = C:\Users\Myname\Zomboid\Saves\Sandbox\2025-01-26_17-35-29\WD_ERROR_1739962494\
ERROR: General f:0, t:1739962494057> ExceptionLogger.logException> Exception thrown
zombie.world.WorldDictionaryException: WorldDictionary: Cannot load world due to WorldDictionary error. at WorldDictionary.init(WorldDictionary.java:344).
Stack trace:
zombie.world.WorldDictionary.init(WorldDictionary.java:344)
zombie.iso.IsoWorld.init(IsoWorld.java:2614)
zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:301)
zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:251)
java.base/java.lang.Thread.run(Unknown Source)