Project Zomboid

Project Zomboid

Extra Trait Effects
 This topic has been pinned, so it's probably important
Aurora. 11 Jul, 2022 @ 7:41am
Bug Report
I don't know how to reproduce this error. It just randomly pops up. Gonna insert it in a pastebin.

https://pastebin.com/YfQnZ2LA
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Showing 1-15 of 56 comments
Fajdek  [developer] 12 Jul, 2022 @ 3:27am 
Sounds like the code has no idea what "player:getcurrentsquare()" is. Imma just add a simple check to see if it's nil (does not exist)
Bonebag 18 Jul, 2022 @ 6:58am 
It seems that the speed demon trait now has a chance of sending you to the moon when running over corpses.
Fajdek  [developer] 18 Jul, 2022 @ 7:00am 
that doesn't seem to be a problem of this mod. it only reduces the volume of the engine when going backwards, it doesnt modify anything else
Bonebag 19 Jul, 2022 @ 2:36pm 
I've tried with and without.
Fajdek  [developer] 19 Jul, 2022 @ 3:26pm 
local function SpeedDemon(player, playerdata) local bodydamage = player:getBodyDamage(); local sadness = bodydamage:getUnhappynessLevel(); local vehicle = player:getVehicle(); if vehicle == nil then return end local vehicledata = vehicle:getModData(); if player:HasTrait("SpeedDemon") and player:isDriving() == true then if vehicle:getCurrentSpeedKmHour() ~= 0 then bodydamage:setUnhappynessLevel(sadness - 0.005); end if getActivatedMods():contains("DrivingSkill") == true then return end if vehicledata.ETEHasNoted == nil then vehicledata.ETEHasNoted = true; vehicledata.ETEOriginalEngineLoudness = vehicle:getEngineLoudness(); vehicledata.ETEModifiedEngineLoudness = vehicle:getEngineLoudness() / 4; vehicledata.ETEEngineQuality = vehicle:getEngineQuality(); vehicledata.ETEEnginePower = vehicle:getEnginePower(); end if vehicle:getCurrentSpeedKmHour() < 0 and vehicledata.ETEHasNoted == true then vehicle:setEngineFeature(vehicledata.ETEEngineQuality, vehicledata.ETEModifiedEngineLoudness, vehicledata.ETEEnginePower); vehicle:update(); else if vehicledata.ETEHasNoted == nil then return end vehicle:setEngineFeature(vehicledata.ETEEngineQuality, vehicledata.ETEOriginalEngineLoudness, vehicledata.ETEEnginePower); vehicle:update(); end if vehicledata.ETEEngineQuality ~= vehicle:getEngineQuality() or vehicledata.ETEEnginePower ~= vehicle:getEnginePower() or vehicledata.ETEOriginalEngineLoudness ~= vehicle:getEngineLoudness() then vehicledata.ETEHasNoted = nil; end end end

it purely modifies loudness and nothing else
Crimson Rage™ 15 Aug, 2022 @ 4:54pm 
I have been having that issue that bonebags had. though I'm unsure if the new update may have broke this mod. For some reason using this mod causes cars to just get thrown violently to the side and flip over when running over zombie corpses. I have attempted to run a save with only this mod but it still causes the issue. it would seem reversing cars doesn't cause the issue, but driving forward into corpses does.
Reits 16 Aug, 2022 @ 11:56pm 
Bug Report - Ghost Mode Bug
Hi there. I'm just dropping by to report an issue with this mod. It seems to turn on (and off) Ghost Mode either at certain intervals or when I interact with firearms (not sure if it's only modded ones or vanilla as well). This happened at roughly the same time as the new update and I've only just isolated the issue now. Below is the list of mods I had on at the time if you'd like to test/troubleshoot the issue yourself:
Mod Options
Arsenal(26) GunFighter
Brita's Weapon Pack
Brita's Armor Pack
Mod Manager
Extra Trait Effects
Start Item
I personally like what this mod has to offer and I hope that an eventual fix is possible in the future.
Fajdek  [developer] 17 Aug, 2022 @ 1:47am 
yeah it's inconspicuous. i use ghost mode to decrease spotting range for zombie, because you cant do that through other ways
it automatically turns off when a zombie is close enough (it grabs a list of all zombies you see, adds them to a second list and then distance is compared between you and all members of that list, its reset daily to not overflow, theres no way to get all zombies, or distance between you and the closest zombie)
Last edited by Fajdek; 17 Aug, 2022 @ 1:49am
Reits 17 Aug, 2022 @ 6:26am 
Oooh, I see. Reading the description, I didn't really get that feeling although I did slightly suspect that trait was the possible cause. However, I have walked right up and even through zombies while using this mod, and also have it turn on and off several times in one in-game day (real-time setting) over several minutes. When I first spawn in, it also triggers roughly a minute or so in. Is this how it's supposed to work? Or is it meant to be a little more difficult to trigger the perk?
Fajdek  [developer] 17 Aug, 2022 @ 6:53am 
It procs every one minute in game, so changing time to real time could make it really bad I suppose. It works fine on 1 hour days
Reits 17 Aug, 2022 @ 7:01am 
I see. Thanks for the response. I do recommend just mentioning that on the mod page as people who use Brita's weapons do notice the ghost mode as all audio from the character is muted. Even firearms going off doesn't attract zombies. And just as a suggestion: If you could also just add an option to disable that one trait, it would be usable by everyone who's interested in using this in tandem with Brita and Arsenal.
Fajdek  [developer] 17 Aug, 2022 @ 7:22am 
Hmm, so no sound, eh? Well, I can make it not be able to activate if the weapon you're holding is a firearm. That should fix it for guns.
Reits 17 Aug, 2022 @ 8:54am 
Specifically no sound from the character nor sound from what they interact with. Kill sounds and some ranged hit sounds still happen though.
PZKKY 18 Aug, 2022 @ 9:38pm 
Since my server updated this mod a few hours ago, the following errors have occurred:

LOG : General , 1660883513655> 0> WorldDictionary: Warning: error occurred loading dictionary!

ERROR: General , 1660883513655> 0> ExceptionLogger. logException> Exception thrown zombie.world. WorldDictionaryException: WorldDictionary: Cannot load world due to WorldDictionary error. at WorldDictionary. init line:255.

ERROR: General , 1660883513655> 0> DebugLogStream. printException> Stack trace:

zombie.world. WorldDictionaryException: WorldDictionary: Cannot load world due to WorldDictionary error.

at zombie.world.WorldDictionary.init(WorldDictionary.java:255)

at zombie.iso.IsoWorld.init(IsoWorld.java:2430)

at zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:261)

at zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:218)

at java.base/java.lang.Thread. run(Unknown Source)

LOG : General , 1660883513656> 0> LuaEventManager: adding unknown event "OnPreUIDraw"

LOG : General , 1660883513656> 0> LuaEventManager: adding unknown event "OnPostUIDraw"
Fajdek  [developer] 18 Aug, 2022 @ 10:36pm 
That doesn't seem to be a problem of this mod, could you send the entire log to let's say pastebin?
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