Project Zomboid

Project Zomboid

Auto ChopTrees & Get All Logs
144 条留言
bubby_pz33 9 月 11 日 上午 11:11 
Well done. Thanks for the update my man
jbdiablo  [作者] 9 月 11 日 上午 7:56 
@Rem - if you're on B42, you can use the version that's linked in the description. That version utilizes your backpacks.
Rem 9 月 11 日 上午 6:02 
hello how can i direct the logs to my bag?
jbdiablo  [作者] 8 月 31 日 下午 1:36 
@bubby_pz33 I appreciate the info. I'll have a look and see what I did there.
bubby_pz33 8 月 31 日 下午 1:23 
I'm on B42. I think the reason it stops is because of the branches because it doesnt stop me when Im just picking up twigs
jbdiablo  [作者] 8 月 31 日 上午 11:25 
@bubby_pz33 you should be able to 1x fast forward, the 1st FF. More than that and the path finding and actions break down. If you can't FF, let me know if you're B41 or 42 and I'll check on it.
bubby_pz33 8 月 31 日 上午 11:22 
My favorite mod. Just wondering if there's a way to allow me to fast forward the process of gathering logs?
jbdiablo  [作者] 7 月 30 日 下午 7:28 
glad y'all got it figured out since I can't find the reason it bugs out like that in this version
jiizzjacuzzii 7 月 30 日 下午 4:31 
Just wanted to add in, I was also getting an error on ISGrabItemAction, following the advice of Cosmo I was able to fix it - putting it after Lantern and Bodily Functions in the mod load order.
Cosmo 7 月 21 日 下午 4:17 
Hey @jbdiablo i fixed this conflict by placing "Lantern mod first", than "bodily function" and "auto logging" last. Working without any errors.
jbdiablo  [作者] 7 月 21 日 下午 4:09 
Cosmo - This version of Auto Logging is not compatible with the Guinea Pig Edition (GPE) linked in the description. You should only run one or the other. I'm assuming you're running, or were running, the GPE since that version messed with the ISGrabItemAction function which was most likely causing your error. That version has been updated to play nice when other modders muck around with vanilla functions and classes.
Cosmo 7 月 21 日 下午 2:52 
@jbdiablo im playing on the latest non stable version of the game if u taking about this.
So these two mods cannot work together?
jbdiablo  [作者] 7 月 21 日 上午 7:34 
@Cosmo - GPE is the other version that is 42 specific that's linked in the description. That version messed with ISGrabItemAction but has been patched so it should work now.

This version on this page doesn't touch that function and should be compatible.
Cosmo 7 月 20 日 下午 7:38 
Hey @jbdiablo not sure what u mean "GPE version?"
jbdiablo  [作者] 7 月 20 日 下午 5:15 
@Cosmo - just to be sure, this error is on the other GPE version?
jbdiablo  [作者] 7 月 20 日 下午 4:32 
@Cosmo - because we're both mucking with ISGrabItemAction
Cosmo 7 月 20 日 下午 3:03 
@jbdiablo Dude i dont know why but seems like this mode cause the conflict:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?l=ukrainian&id=3495594275
Cosmo 7 月 20 日 下午 2:06 
Apparently some mod started to conflict, because without mods everything works.
Cosmo 7 月 20 日 下午 1:54 
I would be grateful if you could take a look. Now when it tries to pickup the first log it just hangs, not permanently but it can't get the log in the inventory and errors start pouring in.
Cosmo 7 月 20 日 下午 1:50 
at zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:158)
at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:3054)
at zombie.iso.IsoCell.updateInternal(IsoCell.java:5959)
at zombie.iso.IsoCell.update(IsoCell.java:5892)
at zombie.iso.IsoWorld.updateWorld(IsoWorld.java:4197)
at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:4317)
at zombie.iso.IsoWorld.update(IsoWorld.java:4231)
at zombie.gameStates.IngameState.updateInternal(IngameState.java:1699)
at zombie.gameStates.IngameState.update(IngameState.java:1464)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:87)
at zombie.GameWindow.logic(GameWindow.java:382)
at zombie.GameWindow.frameStep(GameWindow.java:916)
at zombie.GameWindow.mainThreadStep(GameWindow.java:642)
at zombie.MainThread.mainLoop(MainThread.java:76)
at java.base/java.lang.Thread.run(Unknown Source)
`
Cosmo 7 月 20 日 下午 1:50 
at zombie.characters.IsoGameCharacter.updateInternal(IsoGameCharacter.java:10617)
at zombie.characters.IsoGameCharacter.update(IsoGameCharacter.java:10255)
at zombie.characters.IsoPlayer.updateInternal1(IsoPlayer.java:2287)
at zombie.characters.IsoPlayer.update(IsoPlayer.java:2266)
at zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:71)
Cosmo 7 月 20 日 下午 1:50 
Third:

`function: transferItem -- file: BodilyFunctions.lua line # 1235 | MOD: Bodily Functions (0.12.3)
function: transferItem -- file: LanternFix_actions.lua line # 221 | MOD: [B42] Lantern Fix
function: transferItem -- file: TMRadio.lua line # 1096 | MOD: True Music Radio
function: perform -- file: ISGrabItemAction.lua line # 105 | Vanilla
java.lang.RuntimeException: Object tried to call nil in transferItem
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:100)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:954)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1760)
at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:85)
at zombie.characters.CharacterTimedActions.LuaTimedActionNew.perform(LuaTimedActionNew.java:143)
Cosmo 7 月 20 日 下午 1:49 
at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:4317)
at zombie.iso.IsoWorld.update(IsoWorld.java:4231)
at zombie.gameStates.IngameState.updateInternal(IngameState.java:1699)
at zombie.gameStates.IngameState.update(IngameState.java:1464)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:87)
at zombie.GameWindow.logic(GameWindow.java:382)
at zombie.GameWindow.frameStep(GameWindow.java:916)
at zombie.GameWindow.mainThreadStep(GameWindow.java:642)
at zombie.MainThread.mainLoop(MainThread.java:76)
at java.base/java.lang.Thread.run(Unknown Source)
`
Cosmo 7 月 20 日 下午 1:49 
at zombie.characters.IsoGameCharacter.updateInternal(IsoGameCharacter.java:10617)
at zombie.characters.IsoGameCharacter.update(IsoGameCharacter.java:10255)
at zombie.characters.IsoPlayer.updateInternal1(IsoPlayer.java:2287)
at zombie.characters.IsoPlayer.update(IsoPlayer.java:2266)
at zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:71)
at zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:158)
at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:3054)
at zombie.iso.IsoCell.updateInternal(IsoCell.java:5959)
at zombie.iso.IsoCell.update(IsoCell.java:5892)
at zombie.iso.IsoWorld.updateWorld(IsoWorld.java:4197)
Cosmo 7 月 20 日 下午 1:49 
Second:

`attempted index: items of non-table: null
function: perform -- file: ISGrabItemAction.lua line # 74 | Vanilla
java.lang.RuntimeException: attempted index: items of non-table: null
at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1667)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:479)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1760)
at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:85)
at zombie.characters.CharacterTimedActions.LuaTimedActionNew.perform(LuaTimedActionNew.java:143)
Cosmo 7 月 20 日 下午 1:48 
Hey @jbdiablo Today, when collecting logs, 3 different errors came up, there was some kind of conflict along the way, but before, there seemed to be no problems.

First one:


`function: perform -- file: ISGrabItemAction.lua line # 74 | Vanilla
`
Cosmo 7 月 20 日 下午 1:46 
at zombie.characters.CharacterTimedActions.LuaTimedActionNew.perform(LuaTimedActionNew.java:143)
at zombie.characters.IsoGameCharacter.updateInternal(IsoGameCharacter.java:10617)
at zombie.characters.IsoGameCharacter.update(IsoGameCharacter.java:10255)
at zombie.characters.IsoPlayer.updateInternal1(IsoPlayer.java:2287)
at zombie.characters.IsoPlayer.update(IsoPlayer.java:2266)
at zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:71)
at zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:158)
at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:3054)
at zombie.iso.IsoCell.updateInternal(IsoCell.java:5959)
at zombie.iso.IsoCell.update(IsoCell.java:5892)
at zombie.iso.IsoWorld.updateWorld(IsoWorld.java:4197)
at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:4317)
at zombie.iso.IsoWorld.update(IsoWorld.java:4231)
Cosmo 7 月 19 日 下午 12:42 
@jbdiablo u da best :steamthumbsup:
jbdiablo  [作者] 7 月 19 日 上午 11:08 
Auto Logging GPE is still active for anyone curious on B42:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3468843760
jbdiablo  [作者] 7 月 19 日 上午 10:43 
shit yea, I don't have mod options on this version. ok, I'll get on it. I've been playing with the rewrite so much I forgot what was uploaded.
Cosmo 7 月 19 日 上午 10:06 
@jbdiablo I see)
jbdiablo  [作者] 7 月 19 日 上午 10:03 
@Cosmo I don't think you're criticizing, I'm just making sure I understand your suggestions. I'll fire zomboid up and check the mod options. I might be misremembering how I set those up.

Also, I have a rewrite that's about 80% done but time to finish it is hard to come by right now.
Cosmo 7 月 19 日 上午 9:54 
I'm not criticizing your work in any way, I'm grateful for a convenient mod that improves the gaming experience. As they say, your mod, your rules.
jbdiablo  [作者] 7 月 19 日 上午 9:40 
@Cosmo - for the error, it looks like it lost the "drop off square". I can't even fathom how that would happen. If you get it again, let me know.

as to the options, are the mod options working correctly? If Always Show Menu isn't selected, it should only show options for what you can do with what is on that square.

if option.condition or alwaysShowMenu then
subMenu:addOption(getText(option.translate), worldObjects, option.action, playerObj)
showMenu = true
end
Cosmo 7 月 19 日 上午 7:54 
@jbdiablo Great mod but I would like to suggest making two options:
1) Like you have now, call the menu by pressing the right mouse button
2) Like you have now, call the menu by pressing the right mouse button but on the tree like with "Cut down tree" menu To avoid overloading the pop-up menu
3) Remove the option from the pop-up for me, and instead make a separate button on the side like in the mod FreeYourHands
Cosmo 7 月 19 日 上午 4:58 
@jbdiablo trying to get another error but for now without problems
Cosmo 7 月 19 日 上午 4:51 
at zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:158)
at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:3054)
at zombie.iso.IsoCell.updateInternal(IsoCell.java:5959)
at zombie.iso.IsoCell.update(IsoCell.java:5892)
at zombie.iso.IsoWorld.updateWorld(IsoWorld.java:4197)
at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:4317)
at zombie.iso.IsoWorld.update(IsoWorld.java:4231)
at zombie.gameStates.IngameState.updateInternal(IngameState.java:1699)
at zombie.gameStates.IngameState.update(IngameState.java:1464)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:87)
at zombie.GameWindow.logic(GameWindow.java:382)
at zombie.GameWindow.frameStep(GameWindow.java:916)
at zombie.GameWindow.mainThreadStep(GameWindow.java:642)
at zombie.MainThread.mainLoop(MainThread.java:76)
at java.base/java.lang.Thread.run(Unknown Source)
`
Cosmo 7 月 19 日 上午 4:51 
zombie.characters.CharacterTimedActions.LuaTimedActionNew.perform(LuaTimedActionNew.java:143)
at zombie.characters.IsoGameCharacter.updateInternal(IsoGameCharacter.java:10617)
at zombie.characters.IsoGameCharacter.update(IsoGameCharacter.java:10255)
at zombie.characters.IsoPlayer.updateInternal1(IsoPlayer.java:2287)
at zombie.characters.IsoPlayer.update(IsoPlayer.java:2266)
at zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:71)
Cosmo 7 月 19 日 上午 4:51 
Hey @jbdiablo found a bug
`attempted index: Is of non-table: null
function: getCorrectSquareForWall -- file: luautils.lua line # 186 | Vanilla
function: walkAdj -- file: luautils.lua line # 122 | Vanilla
function: dropLogs -- file: GatherLogs.lua line # 66 | MOD: Auto Logging
function: setOnComplete -- file: GatherLogs.lua line # 37 | MOD: Auto Logging
function: perform -- file: WalkToTimedAction.lua line # 65 | Vanilla
java.lang.RuntimeException: attempted index: Is of non-table: null
at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1667)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:624)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1760)
at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:85)
at
dragonsphotoworks 5 月 27 日 下午 5:52 
Check out that auto looting mod. It selects bodies, storages and such. Maybe it could help you? And ya I agree this is a required mod :-)
jbdiablo  [作者] 5 月 27 日 下午 5:27 
@dragonsphotoworks It's needed. I need to find a good way to highlight the vehicle or trunk when the mouse is over it to be more intuitive.
dragonsphotoworks 5 月 27 日 下午 5:23 
Awesome I cant wait! Filling trunk is deff a benefit i been wanting for ages :-)
jbdiablo  [作者] 5 月 27 日 下午 5:17 
All these changes should make it easier to add gathering other goodies in mass. When that's all done, I'll think about adding "packaging" ie stacks of wood, branches, bundles of grass, etc. I'd like to see a cord of logs and some bales of hay outside my humble abode.

Oh, the switch to ISInventoryTransferAction to drop items has a wrench it in since it checks if the floor has room for what you're dropping - which is limited to 50 kg/lb/whatevs. I might switch it back to where you chuck them on the ground or maybe bork the floorHasRoom check.

Cheers!
jbdiablo  [作者] 5 月 27 日 下午 5:17 
Just an update on the coming-soon update:

1) You can pick up more than 1 item at a time.
2) You can fill your backpacks until your little back can't take it no more - 50 max in vanilla.
3) If you pick a drop-off square with a vehicle trunk/truck bed or container(s) and you will fill those containers first. Even if there's a stack of crates, it will fill them full and drop the rest on the ground.

I need to add "fill bags/backpacks on drop-off square" for that bit to be complete.
Vindictive161 5 月 21 日 上午 5:48 
@jbduablo hey i appreciate it, and completely understand. just working out some mods for a long term play through
dragonsphotoworks 5 月 21 日 上午 12:02 
Tested again and its only a few logs at time.. but it is moving them again :-)
dragonsphotoworks 5 月 20 日 下午 11:48 
Tried today and it is moving a couple branches at a time. Even though can hold a lot more weight. And still locks up on logs :-(

Take your time though. Real life comes first. I am able to go afk for some of my collecting so that better then nothing :-)
jbdiablo  [作者] 5 月 20 日 上午 10:13 
@Vindictive161 Yep, I was working on this. The rewrite is about half done and I plan on it finishing when I can - but my house is still shredded from a hail storm(and the insurance company can eat me) plus other IRL shit just all putting me in a "not-in-the-mood" mindset. And my business is getting in to the busy season and that's taking up a bunch of time and my smooth-brain power.

I'll slice out and upload the new speed-hack and add it to this version so time doesn't keep resetting.
Vindictive161 5 月 19 日 下午 4:56 
is there a way to make it so you can designate a container? such as a trunk to the logging truck your using? Also is there a way or another mod to keep time sped up while collecting logs?
FLN1 4 月 23 日 上午 1:59 
In case anyone else is reading the comments, yes using the GPE version you just linked WITH the JB_ASSUtils, I was incorrect about that in my previous comment.