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@Posh Beard
Is that right? How did I miss that lol
@madman_andre
I'm still using it fine.
@Benno / @FatPileOfWombatCrap / @BenJamin':
Which PZ version are you playing? Look in the mainscreen in the bottom right corner.
Ahh, that's so weird... I can't reproduce that here, it's probably the same issue B3NNO commented.
Do you happen to have a copy of your console.txt around where that issue appears? If so, can you upload it to vpaste or something similiar?
Upload it to vpaste or something.
It might be worth noting, that with necroforge, I was able to spawn some in (full durability), which came successfully into my inventory.
The same thing happens with Fishing Line. I could spawn it in fine, and fix a fishing rod okay with it, but as soon as it had been used, if I went to use it again, or place it in a container, the line would disappear (I don't have a trace for this one sorry, but I think it was similar, at a different line number?)
Strange, I thought I'd fixed that with the last update. Is your bag almost full by any chance? Say less than 1 unit of capacity left?
STACK TRACE
-----------------------------------------
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@56649e9f
function: perform -- file: bcRandomizedItems.lua line # 36
[ZNetJNI] ZNetFriends::OnPersonaStateChange
Errm... sure? Just subscribe to it.
- Zombie density
- rarity of items
- Lucky/Unlucky trait
- Min/Max conditions for items (currenty Axe and Huntingknife, extendable by other mods)
Also, I believe that items like charcoal, vitamins and such are not combined in vanilla PZ now, but don't nail me down on that.
So while there IS some functionality like this mod in vanilla PZ, it's nowhere near as sophisticated.
[2/2]
-- randomized used delta
if instanceof(item, "DrainableComboItem") and ZombRand(100) < 40 then
local maxUse = 1 / item:getUseDelta();
item:setUsedDelta(ZombRand(1,maxUse-1)*item:getUseDelta());
end
-- randomize weapon condition
if instanceof(item, "HandWeapon") and ZombRand(100) < 40 then
item:setCondition(ZombRand(1, item:getConditionMax()));
end
[1/2]
I don't think so. While loot is now more random, it is IIRC not in random condition. Could you elaborate on that?
They will never spawn empty, but may have as little as 1 use.
Besides, thx for adding the autocombine. THX A LOT. Thats sth definitly missing!
Please use the download from http://theindiestone.com/forums/index.php/topic/16060-secondhand-loots-randomize-condition-and-fill-level-of-loot/ until this is fixed.
Sorry for the inconvenience :-(