Project Zomboid

Project Zomboid

[B41/B42] Day One (Bandits)
Kolljak 26 Dec, 2024 @ 6:38pm
Build 42 Bugs list.
Bugs | Replication
1. Game Crashes in late evening on day one later in the evening if you have a mod that removes the DEBUG function on unstable. | 100% repeatable

2. Vehicles from this mod only appear to be empty when searching them for items | 100% repeatable
Last edited by Kolljak; 28 Dec, 2024 @ 1:43pm
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Kolljak 27 Dec, 2024 @ 9:42am 
3. NPC will sometimes crumple up into a ball. I have no idea about this one most likely a missing animation.

4. NPC will infinitely drop spent mags and due to a bug in the games aiming which will get fixed next patch NPC's / Players can have 0% accuracy at pointblank. meaning NPC's can spray down with M14's and Assault rifles and just generate mag spam. | Will get fixed first patch when devs update.

5. All default cars have their headlights on.

6. Random Car Alarms on players position and repeatedly go off.

7. Two AI that spawn with your seem to spam Red Errors

8. NPC's will snarl and make zombie noises sometimes.

9.NPC's will not react to being mauled or eaten by zombies in pitch black. this leads to chain deaths as they funnel into a dark closet or bathroom to kill one zombie, but then being unable to instantly getting killed by said zombie. leads to corpse pileups.
Last edited by Kolljak; 28 Dec, 2024 @ 1:44pm
Ronin 28 Dec, 2024 @ 2:42pm 
All bugs reported by me have been on vanilla (with only the two bandits/day one mods installed) Apocalypse preset or with minimal sandbox setting changes.

Also tested multiple times with varying sandbox settings being on/off - virtually none seemed to make any difference.

Changing the time/date disabled the mod (seemingly, at least nothing happened for 2 in-game hours as I explored)
Changing various sandbox settings seemed to do nothing (I tested with them all on/off whilst the 1800 crash was occuring, haven't tested that since today's fix)
Only main setting that caused a noticeable difference is changing the zed population. Anything above High really hits fps.

Changing the bombing/gas/warthog settings changed nothing.
Changing the civ/police/mil/gang population only affected FPS. Anything above common causes major fps drops (even if you only select one group to be adundant and the others rare)

The gang rarity doesn't seem to make a difference - not sure if this only applies to day 2 but even with Abundant I never saw any hostile npcs on Day 1 (Never made it to day 2 due to the crash).
Kolljak 28 Dec, 2024 @ 3:23pm 
in regards to the crashing. if you have any mod that disabled debug for the UNSTABLE build of the game it causes CTD. this includes disabling it yourself without a mod. make sure to delete the mods folder after unsubbing and resub and verify to ensure its installed the right, sometimes steam refuses to update the files right.

in regards to the mod not working past the default date. default day is "DAY ONE" setting time before the default date will prolong the scripted events and settings after will cause no events to happen as the scripted events will have "already happened". that's how i am assuming this mod works.

FPS seems to be a hardware issue. I am using a 16 half core hyper-threaded i9-9900k and only went 250 - 300 zombies are on screen do my fps start to drop so i cannot relate to this issue. i would advice going to settings and setting a max cap on your zombies. mine is 250 to prevent fps loss.

This mod is testing for build 42 which in itself is a Multiplayerless Unstable build that just got released, there will be loads of issues that may render this mod "unplayable".


as for me all the bugs above are ones that i have seen. so it may be that your version is not updating or is corrupted and i would advise a delete and reinstall of the mod.
Last edited by Kolljak; 28 Dec, 2024 @ 3:25pm
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