Project Zomboid

Project Zomboid

Danger Zone (Holy Ground)
68 条留言
grammarsalad 9 月 18 日 上午 10:50 
That is a great idea
KemonoAmigo 9 月 18 日 上午 7:00 
In the lore, the zombies are actually infected that aren't actually dead, their brains are just damaged beyond any hope of recovery. They're just as fragile as any normal person.

This mod is great if you use a mod where zombies revive after death, which is completely unholy.
бюро приколов 6 月 25 日 上午 9:59 
DONT BE AFRAID, JOHN.
bulow21 4 月 26 日 上午 6:00 
I am getting this messege from error finder.

`attempted index: addDURGAMtraits of non-table: null
function: DURGAM_HolyTraits.lua -- file: DURGAM_HolyTraits.lua line # 44 | MOD: Danger Zone (Holy Ground)
LiliPuppy <3 4 月 18 日 下午 5:04 
Praise the lord!
OgreLeg  [作者] 4 月 18 日 上午 3:05 
That was a strange one! Finally got it, though.

It was an item recipe that hadn't been changed to the new b42 recipe format. Apparently it caused a cascade of problems that eventually popped up as a totally unrelated error. Took me a minute to figure it out but we should be good now.
LiliPuppy <3 4 月 17 日 下午 7:56 
I narrowed it down, it has something to do with part of the mod outside the main holy ground function. Not sure what part but I made a stripped down version with only that feature and it works.
LiliPuppy <3 4 月 17 日 下午 7:28 
Oh forgot to mention, this is in build 42
LiliPuppy <3 4 月 17 日 下午 7:27 
I have been trying everything and I just cannot figure out why the issues occurs. Hopefully its an easy fix and I am just missing the obvious.
LiliPuppy <3 4 月 17 日 下午 6:37 
Line 34: ui.vehicle = self.vehicle; I am not familiar with zomboid modding so I have no idea what causes it. I looked at your Lua and to my untrained eyes I did not see anything related to the mechanics UI
LiliPuppy <3 4 月 17 日 下午 6:35 
Will throw an error with this mod installed and not show the mechanics UI
LiliPuppy <3 4 月 17 日 下午 6:35 
I don't know why but this function from IsOpenMechanicsUIAction.lua from the base game: function ISOpenMechanicsUIAction:perform()
local ui = getPlayerMechanicsUI(self.character:getPlayerNum());
ui.vehicle = self.vehicle;
ui.usedHood = self.usedHood
ui:initParts();
ui:setVisible(true, JoypadState.players[self.character:getPlayerNum()+1])
ui:addToUIManager()
-- needed to remove from queue / start next.
ISBaseTimedAction.perform(self)
end
LiliPuppy <3 4 月 17 日 下午 6:26 
This mod causes an issue with the car mechanics UI for some reason.
grammarsalad 4 月 12 日 下午 8:40 
Sweet!
OgreLeg  [作者] 4 月 11 日 下午 4:42 
Alright, we got Holy Ground updated to run on builds 40, 41, and 42.
grammarsalad 3 月 22 日 下午 10:21 
Nice!
OgreLeg  [作者] 3 月 22 日 下午 9:20 
Phew! I finally got my own game finished and released on Steam. Now that I have more free time I got that Zomboid itch that needs a'scratchin! I think in hindsight my feelings were more of a me problem now that I have time to breathe. I also know that some people from here supported my game's Early Access and I wanted to say "thank you" somehow. So consider these mods back in action! I've got to get familiar with the new mod procedures and then everyone can expect updates. Maybe even some new mods! Stay alive out there o/
grammarsalad 1 月 8 日 下午 9:08 
Real bummer. Understood, though
OgreLeg  [作者] 1 月 8 日 下午 6:42 
Dear fellow survivors,
There was a problem with the build 42 installation and my workshop folder got wiped. So a lot of my Zomboid stuff is just gone. I'm sure I have some backups on my old laptop but I'm gonna be honest... I was already pretty disappointed in build 42 and looking at the amount of work I'm gonna have to do to update all my mods and get back into the swing of things... I'm just not interested. I'm genuinely sorry to anyone that likes my work and is excited for build 42 but we are talking like 300+ hours of work for a game I don't even play anymore. Other modders are more than welcome to update, use, or re-make any of my mods. Maybe I will be back one day when they release build 42 multiplayer. Until then, good luck and stay safe!
Lugaru 2024 年 10 月 10 日 上午 5:56 
I would LOVE LOVE LOVE a mod like this but Sunlight makes them blow up. Open to commissioning it.
Jim 2024 年 8 月 29 日 下午 10:19 
What i am about to do is not approved by the Vatican.
chickenoodles 2024 年 8 月 9 日 下午 1:10 
based
Sealer Moon 2024 年 7 月 19 日 上午 4:09 
I like the idea a lot, but I think them dying instantly makes it very powerful. Would it be possible to have a sandbox option for just setting zombies on fire as if ignited normally instead of instantly killing them?
grammarsalad 2024 年 6 月 30 日 上午 9:18 
Ok, I take that back. It's perfect how it is. It makes it so churches are _kind of_ a sanctuary in an emergency, but not a lasting one. Move on, son.

Funny thing happened to me because I also have cordyceps zones installed. A church was infested with cordyceps
grammarsalad 2024 年 6 月 26 日 上午 6:28 
Oh, this is great.

Is it possible to make the fire effects "special"? That is, is it possible to make zombies effected by holy ground catch on 'fire' that doesn't burn anything but the zombie itself?

I'm going to use this mod anyways. It's too good to pass up. But, it seems a bit odd that the church itself could be burned by holy fire
OgreLeg  [作者] 2024 年 6 月 26 日 上午 3:43 
@Perrito - Thanks! I just updated the mod with your request. There is now a Sandbox Setting for "Sound Effects" that you can turn on or off.
(Ash) SEAF Greg 2024 年 6 月 26 日 上午 2:16 
I love this mod. Thank you so much for making it! :D
May i suggest a toggleable setting?
It would be nice to be able to disable the rebuking sound effect. It's way too sharp and when hearing a bunch at once it can be very annoying.
OgreLeg  [作者] 2024 年 6 月 14 日 下午 10:23 
UPDATE: 6-15-2024
- New profession "Priest" added with optional healing aura for multiplayer. Turned OFF by default.
- Priest's "Preacher Man" talent +1 Strength with sandbox option for it to act as a healing aura to any players in range.
- Fixed some debugging artifacts so that player characters won't say console logs out loud.
OgreLeg  [作者] 2024 年 4 月 23 日 下午 7:02 
You'll see some unused functionality in there, too. Stuff I set up for the next update but the framework is there if you want to use it. That "if" statement that sets DURGAMhasHolyNecklace can differentiate between silver necklaces and normal necklaces. There's also a trait check for prone to illness that's there that can modify it even further. Up to you. Have fun!
OgreLeg  [作者] 2024 年 4 月 23 日 下午 6:56 
@Abe - Thanks! Glad you like it o/

You'll want to look at the DURGAM_holyThorns function starting at line 42 but the exact spot you are looking for in that function is on line 61 where it says:

if DURGAMhasHolyNecklace == 3 or DURGAMhasHolyNecklace == 12 then

That variable (DURGAMhasHolyNecklace) gets set to a random number 1 to 500 in the "if" statement just before that line. You can change either the random number pool size or change that line 61 "if" statement to alter the chances of a holy necklace activating.
Abe 2024 年 4 月 22 日 上午 7:03 
amazing mod. can anyone help me? which line do i need to change on the lua file to adjust the % of zombies dying from a crucifix, almost every zombie dies from it. thank you
J’izzargo 2023 年 11 月 20 日 下午 9:31 
haven't even subbed it yet but this is a great idea i love having wild wasteland esq stuf f like this in my game
OgreLeg  [作者] 2023 年 5 月 31 日 下午 11:52 
UPDATE JUNE.01.2023
- Cleaned up code for better performance. Should run better on multiplayer now.
- Added in some Sandbox settings for optional Beta features
- Option: "Holy Ground" turns on/off the Holy Ground effect
- Option: "Holy Aura" turns on/off a thorn-like aura when wearing holy necklace
- Option: "Holy Weapon" turns on/off crafted holy weapons that rebuke undead on hit
- (still working on setting custom holy ground, hopefully next update)
OgreLeg  [作者] 2023 年 5 月 29 日 下午 6:53 
#ProRookie - I'm working on an update right now. I noticed the lag on my server too so I did some optimization and am adding in some new options. Hoping to finish it tonight.
ProRookie 2023 年 5 月 29 日 下午 5:14 
@OgreLeg Yeah it is a multiplayer server, I just notice that it causes a ton of lag especially because a lot of people use the church to get away from hordes, so there is hundreds of bodies there.
OgreLeg  [作者] 2023 年 5 月 29 日 下午 5:08 
@ProRookie - Is that happening to you in single player or multi player? There's an issue with a recent update to Project Zomboid that deals with how Zombies are spawned and it has been wreaking havoc on pretty much any mod that messes with Zombie spawning/despawning. I *think* it only applies in multi player though. I'm still trying to figure out a work-around. The higher your zombie population, the more likely you will see the effects of the new Zombie culling code. I guess the devs put it in with the intent of cutting back on resource usage but it feels like it causes more problems than it solves.
ProRookie 2023 年 5 月 28 日 下午 3:37 
Has anyone been noticing that zombies that have burned up and disappeared when you leave and come back will be there again? It's been an ongoing issue that I can't seem to figure out how to make it stop doing that.
Ruffles 2023 年 5 月 25 日 上午 7:36 
"let there be zombies"
"shit turn it back how do i turn it back... you there! lead em to the church and ima smite em! cant do shit out there"
-god, 1996
Mr. Reaper 2023 年 4 月 20 日 上午 11:47 
I like the idea.
Unfortunately zombies tend to just get lit on fire and then spread burning mayhem through the surrounding areas. are they dangerous? maybe... I don't feel any looming threat from this since I usually have no need to secure the churches for any reason as they can just be avoided.

I feel this mod has potential to be something larger. involving the grounds around the church so then zombies don't immediately light the church on fire. As it is if you keep the zombies out of the church nothing lights on fire.

I'd like to see pillars of light strike down the zombies on holy ground and get buffed on unholy ground aka the rest of the world.

Either way I like the idea and it has great potential.
Xaltra Knight 2023 年 4 月 12 日 下午 1:40 
Keep the sabbath day Holy
✟GID✟ 2023 年 1 月 24 日 上午 6:18 
Hello, it's rly good idea. Can u help me? I want play with this mod in rp server, but i need some help.
My trable: I need set in play time a "holy ground" with administrating tools.
Pls, tell how it works and is posible decision of my trable?
generaldurandal 2022 年 12 月 28 日 下午 11:50 
A great addition during this Holy month,
this month of our Savior Jesus Christ's Birth.

I hope your Christ Mass was merry,
and the Holy days where happy for you and yours.
Fuyuno 2022 年 12 月 14 日 下午 2:20 
can you let us know please? would be stupidly useful with this mod lol
OgreLeg  [作者] 2022 年 12 月 10 日 上午 12:17 
@Fuyuno - Actually I think there is. Well, not as an admin but I'm pretty sure there's a way to mod it to where a player can sanctify or consecrate a spot by using an item or something. I just got back so I'm still looking through my old stuff but I know I remember I was gonna do it before I left. I'll check it out.
Fuyuno 2022 年 12 月 10 日 上午 12:14 
is there a way to change a specific zone on the map as an admin? for example, to "sanctify" a player-built church in a community-built village so zeds interact the same way
OgreLeg  [作者] 2022 年 12 月 9 日 下午 10:25 
@prismatick9 - thanks!

@Fuyuno - moving an altar won't do anything. This mod checks the map for zones that already exist and then executes a function to force any zombie to interact with the zone on contact.

@AlFara S'ulTane - I'll look into this, thank you.
Prism 2022 年 12 月 1 日 下午 11:50 
Hands down one of my favorite mods :) Thank you!
Unlicensed Medic 2022 年 4 月 8 日 上午 6:13 
Is this mod still working?
Fuyuno 2022 年 2 月 18 日 下午 2:08 
what happens if i bring an altar into the entrance to my base?
AlFaraS'ulTane 2022 年 2 月 16 日 下午 12:15 
note: this is the player log, not the server log