#41.78 Released
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godspeed, indie stone 🫡
So, this is the last 41 release, right?

Can we got notify (like before 1 day) before release?
Release always at mid night and i need to wake up for update server.
Not feasible
Would mean we'd effectively hold it back
I mentioned in yesterday's note that it'd likely be released today
Soo many bug fixes. Thank you NasKo and Indie stone for your hard work! 

Nice
So excited for the new changes! 🥰
My fault, i didn't see you say that.🤦♀️
I have a need for the rumored long range crowbar 
Yay, you repaired garage gates for brush tool, thank you!
What will maggot corpse look like
Can we pickup the ATM machines or Safebox inside banks with this update aswell as the new lamp stands/furniture in houses?? @summer basin
whats your favourite fix in this patch?
Gun damage fix
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Cause it makes guns much more usable
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I found the issue so it's cool to see it fixed so fast
It seems, credit card from zombies became much rarer after the last update.
Is it intended?
Does new lowest loot setting "Incredibly Rare" affects loot found on zombies?
Does it spawn, when a player loots a corpse for a first time?
Does the zombie loot have a category, or it affected by several categories?
Are you a credit card collector?
We use it as a means of payment 😁
Hotfix 41.78.12 - Stable Release:
Propane Torch usage rebalanced for Fixing and Repair scripts to accommodate the change in capacity; all reduced to 2.
Added "AllowRottenItem:true" parameter to the recipes to Empty Frying Pans; Griddle Pans; and Roasting Pans. This will allow players to reclaim said pans when they let Stir Fries and Omelettes get rotten.
Recipes such as the Mildew Spray Cure, and Emptying Sacks of produce now have the field "AllowRottenItem:true" which allows rotten items to be used in that recipe.
Fixed the Make Mildew Cure recipe not allowing both regular and Canned Milk; as players were unable to make this cure after all of the normal Milk has gone rotten.
Fixed being unable to use Rotten Milk to make the Mildew Spray Cure.
Commented out the "Make Pot of Soup" recipes; they're obsolete given the evolved recipe system which handles this matter better.
Fixed being unable to use Canned Soup to make evolved recipe soup.
Changed the display name of "Canned Soup" to "Canned Vegetable Soup".
Note: To make Pots of Soup with Opened Cans of Soup you must now add them to a Pot of Water, as an evolved recipe soup. This fixes the Super Soup exploit and will allow players to also add additional ingredients to the Soup. The other way of making Pots of Soup was an obsolete and in many ways incompatible method from before the evolved recipe system.Updated the Clean Tray recipe so it works with trays of Biscuit Dough, and also so that it works with rotten and cooked ingredients, so players can always recover a tray from rotten trays of food.
Several tweaks to clothing masks.
Added missing SetMelee Delay on Pistol Whip animation.
Fixed Hoodie and Vest masks to work properly with base mesh.
Fixed JokeKnife, JokeArrow, BunnyEars, FurryEars, Antlers and GodStar Headbopper to work with all hairstyles.
Fixed moodle and heart wiggle-speed, now reduced by half.
Fixed an issue with forageSystem.lua not accounting for the new loot rarity settings.
Fixed the veteran having some duplicate clothing selection options.
Fixed in-game map road that was made curved in cell 35,31.
Fixed print() statement from JoyPadSetup.lua that resulted in unnecessary messages in the console log.
Fixed source files not being loaded in the Lua debugger on Linux.
Fixed mod Lua files not being loaded in the Lua debugger.
Fixed being able to purify Watering Cans in an Oven.
Fixed being able to turn Cooked Eggs back into Uncooked Eggs.
Fixed Pizzas having the hasMetal tag.
Fixed error in SliceCooked test.
Fixed PopEmpty2 and PopEmpty3 having DisplayCategory = WaterContainer instead of DisplayCategory = Junk.
Fixed PopEmpty having DisplayCategory = Material instead of DisplayCategory = Junk.
Fixed BeerCanEmpty having DisplayCategory = WaterContainer instead of Junk.
Fixed Buckets not having been updated to use metal filling sounds instead of plastic filling sounds.
Fixed distant players not appearing on the in-game map when the server option allows it.
Fixed Male_Undies not having the "OBSOLETE = TRUE" parameter. Also removed them from the foraging pool.
Fixed not using a language's desired encoding when reading credits.txt.
Fixed non-admins seeing invisible remote players on the in-game map.
fake knife item? i didn’t know this was a thing 😟
Maybe I missed it, but I didn't see any mention of new texture compression on modded vehicles 🤔
yesterday, texture made natively at 512x512
Now small details are blurred. In some cars there is distortion in the colors.
I know that there are many cars in Workshop that use very high resolutions completely unnecessarily and that greatly increases RAM usage, however, this additional compression should be optional... It doesn't seem to be turned off when toggling the "Texture Compression" option in settings.
The spirit of this, is good.
The results are that all characters now need to constantly gorge themselves to not waste away...
The majority of a person's calorie burn is at rest; around 1400-2200 kcal/day. Walking a mile irl burns like 20-50 kcal. Considering the considerably smaller scale of zomboid, it makes sense that we'd burn more by walking, but is it intended that walking across a single backyard is equivalent to walking 1/4 mi?
EDIT: some napkin math: basal metabolic rate of a character is 1380 or so kcal/day. If that character were to spend 4 h/day walking (no combat or anything else), they'd burn about 2200 kcal/day. So in fact, the metabolic rate makes a fair amount of sense from an IRL perspective. The nutrition problem actually seems to be coming from the food, and the ever-growing disconnect between caloric value and hunger reduction. Anyway, would love to hear others weigh in.
Why gun sounds was not tweaked back (or closer to) to 41.56 values, despite EnigmaGrey statement?
https://steamcommunity.com/app/108600/discussions/0/3198117312257169750/
https://preview.redd.it/k8qwsrvrw0581.png?width=512&format=png&auto=webp&s=ab91fffd9aaaac523b06f12068f03bcb47b81409
I think MP used to have an additional noise modifier ontop of the guns becoming more quiet in general
"follow sound distance"?
I think it is
- "time to try to reach the noise multiplier", rather than "noise radius multiplier", and
- it sets for any sounds, not just firearms - we don't need to make, for example, window breaking, hilariously loud.
this update screwed up the mac os version😭
studded every once in a while, other wise is pretty good
before the update i was playing with around 60 mods and no studded, after the hot fix it started to studded
Hotfix 41.78.16
- Fixed ServerConnectPopup missing the new "Use Steam Relay" option, which led to the +connect argument not working.
Has mutiplayer been fixed or not really I remember playing while ago but it always lagged and they said they were adding animals and stuff did they ever or nah?
no animals yet
Thanks
It is playable... More so, if you are not too close to another player 🙂
So, perhaps an annoying request. But any chance the checkModsNeedUpdate command's reply could contain the result? Rather than it mentioning it'll post the result in chat/ in the logs
I second this, it would be easier for server admins to make a script based on the result
Currently worked around it by calling the command and then parsing the debug log, which works fine enough. But it's definitely a lot more work, and a lot more error prone than having a one-liner read the reply and act based on that.
Also, @marsh flicker, have you encountered any issues with the command not detecting updates properly / within reasonable time?
oh yeah, thats why I add sleep 1 after the rcon command
I mean that it doesn't actually detect them
so far seems good, it says Mods need update
I've been getting "mods updated" while players can't log in due to mod updates 
hmmmm
havent been getting that yet, but I just wiped the server. So I can't really tell
Just created a #1019767076094758924 post about this as I can't find any way to manually change how far gunshot sounds travel despite hours of googling around and looking for a mod to increase it... is this additional noise modifier you're referring to a thing at all still?
Would love to find a way to increase the sound radius for my MP server so me and my friends can hear eachother's gunshots further away...
