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报告翻译问题






Without the mod to gain the Drenched (>90% wet) moodle = 5h30m.
With the mod = 2h30m.
Granted the conditions weren't exactly the same, but the mod clearly works. I assume it's somewhere around 2x multiplier to getting wet with the mod. Definitely can't ignore a heavy rain as I used to. Great addition. Going to make sure to give the umbrellas/ponchos some much needed love now!
Also interesting if its compatible with wandering zombies
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2983905789
Vanilla ponchos(the ugly ones 😂)
STACK TRACE
-----------------------------------------
Callframe at: find
function: STSincreaseClothingWetnessUnderRain -- file: STSRain.lua line # 16 | MOD: Surviving the storm
function: STSEveryOneMinuteMain -- file: STSMain.lua line # 6 | MOD: Surviving the storm
LOG : Lua f:411, t:1740274796033> PointBlankCanTriggerCheck:
LOG : Lua f:411, t:1740274796079> IsoZombie{ Name:null, ID:10581 StateFlags:zombie.popman.ZombieStateFlags{ { Initialized, CanWalk, CanCrawlUnderVehicle }}}
LOG : Lua f:411, t:1740274796079> PointBlankCanTriggerCheck:
LOG : General f:411, t:1740274796098> -------------------------------------------------------------
attempted index: getItemType of non-table: null
LOG : General f:411, t:1740274796098>
`Callframe at: find
function: STSincreaseClothingWetnessUnderRain -- file: STSRain.lua line # 16 | MOD: Surviving the storm
function: STSEveryOneMinuteMain -- file: STSMain.lua line # 6 | MOD: Surviving the storm
java.lang.RuntimeException: missing argument #1 to 'find'
`
@leodelanuit3: they shouldn't react at all, the thunderstorm just generate sounds, and if you saw the bandits, they are not like zombies (even though they are technically zombies) that follow sounds without any logic behind. Also consider that the thunderstorm may occur across all of the map, not necessarily where you are, so the chances for a Thunderstorm really affecting a Bandit (if they were affected) is even lower
how Bandits react to the thunderstorm ?
If the IsoGameCharacter exist, execute the code, if not, don't do it. To prevent that issue.
I used this mod with both Bandits/Week One and Knox Event Expanded without any problem. You should be fine.
When you create a character you create something called "IsoGameCharacter" which pretty much is, the player itself, something where all the stats and related things are stored and what the majority of mods uses to execute code on top of it. This mod does the same, through the IsoGameCharacter I access the clothing and all the stats from the clothing and do my stuff.
What happens when the character dies? that IsoGameCharacter dissapear and you can create a new one.
does using Knox Event Expended could be te cause of th Error always appears in the popular chat ?
i really want to use your mod look awesome love the idea and mechanic
About being invisible, I mean, I could maybe try to see how the code in one of the Braven's mod is about hiding and see if something similar could be replicated to tents. Not really sure.
Other solution could be simply adding like a "ghost" mode but that's not good looking
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2696083206
I was a novice at error log reading.