Project Zomboid

Project Zomboid

More Damaged Objects [B42/41]
364 comentarios
[C]rOsS {R} 16 OCT a las 12:49 
:D
carlesturo  [autor] 14 OCT a las 8:17 
@Si-Cafe - Alright, I’ll disable it. I did that a while ago, when I didn’t have much experience, and you’re right, it’s not necessary. I think I did it because there were some stray pixels that bothered me. Other than that, since you didn’t mention anything, I assume there’s no problem with my mod adding depthmaps for the bathtub.
Si-Cafe 13 OCT a las 22:25 
I have a request. I'm currently creating a bath mod, but I'm having trouble with a conflict with your mod. In your mod, geometry of the bathtub sprite in fixtures_bathroom_01 has Translucent checked, which causes visual problems when I overwrite the sprites and geometry with my mod. It seems I can't uncheck something that's already checked, even when I overwrite there.
In the first place, I don't think Translucent needs to be enabled for the bathtub sprite, so could you please uncheck that?
I like this mod, so I don't want to unsubscribe over a minor conflict.
carlesturo  [autor] 12 OCT a las 19:12 
@Crater - Alright, thanks! I’ll try to update it this week.
Crater 12 OCT a las 15:04 
just a heads up, this reverts the new fence mechanics (other than on the wooden fences) since newer B42 patches changed the properties on almost all metal fences to make them IsoThumpables. should be an easy fix to just copy over the new tile props though. could be additional tiledef changes that need to be copied over, but that's the only one I noticed so far.
Monster Sucker™ (est. 2003) 11 OCT a las 15:02 
You do understand that you're a MASSIVE legend for making this mod, right?
Hourly Dab 9 OCT a las 4:32 
Not sure why, but every light pole I've ran into has been split in two near the middle of the pole. Other than that one visual 'bug/error' the mod is fantastic :moxes:
SpaghettiCat3899 3 OCT a las 23:00 
I'm unsure if this has been addressed already, but after installing this mod, the colliders and lighting on sinks are off. It's not debilitating, just peculiar. They're still completely functional, thankfully, but I wasn't sure if there's a known thing within this mod that would be causing it.
carlesturo  [autor] 28 SEP a las 8:30 
@shishiog - With a sledgehammer, like in vanilla. I think in the next update I’ll make it so they can be picked up.
shishiog 27 SEP a las 20:50 
@carlesturo I broke the fences of my farm house, how can I remove the debris?
carlesturo  [autor] 27 SEP a las 14:35 
@Vera - No, everything works as usual.

@Evil Wheat - Yes, it’s safe to add it to your current saved game. Just keep in mind that if you remove it mid-game — in a save where you’ve played with the mod enabled for a while — the damaged objects will disappear.
Vera 27 SEP a las 10:43 
did build 42.12 break this?
Evil Wheat 22 SEP a las 14:37 
Idk wym by "Its safe to remove mid game" do you mean its safe to add into your current save?, If so I'm gonna download this
SDgamer 20 SEP a las 9:17 
Thank you for this mod because not only does this mod make sense, it really helps with certain situations with two examples being related to the Secretz Mod. 1st one being the Militarized Prison that has road blocks in front of the entrance that can be ran over with this mod. The 2nd one being the Riverside Army Checkpoint where if you enter through East Entrance you can run over the small wire fence which can't be dismantled and Blowtorch your way through the tall barbed wire fence allowing you to back up a pick up truck into the Army Checkpoint and avoiding the Horde up at the front of the Checkpoint
carlesturo  [autor] 17 SEP a las 8:29 
@TheyCallMeVincenzo - I’m not really sure. All I know is that it’s already a game mechanic, and there are some objects that can be damaged in vanilla. So I guess the idea was to expand the list of damageable objects. Even if I wouldn’t have made this mod, I’m sure the developers would have increased the number of objects that can be damaged. One thing I’d really love to see in vanilla, though, is the ability to damage streetlights.
TheyCallMeVincenzo 17 SEP a las 7:49 
What will your words be when the devs roll this into the game?
carlesturo  [autor] 16 SEP a las 18:38 
@VillbliTårta - If this mod is enabled, the FlamingoFix mod is not required (Build 41). In Build 42, this bug no longer exists.
VillbliTårta 16 SEP a las 8:55 
is flamingo fix needed with this?
chuckleberrypi 8 SEP a las 20:42 
a little op, but looks sooooo good in-game. you should be proud of yourself
TheyCallMeVincenzo 6 SEP a las 10:58 
Should be in the game. The highest praise.
Kaysponcho 3 SEP a las 22:14 
Great mood love all the features but I ran into a bug in Build 41. My water dispensers are non-solid objects as in you can walk through them with this mod. They still function mostly correctly except they are unusable as water sources for plumbing.
Eisel 27 AGO a las 2:42 
Hey, not sure if this has happened to anyone else, but this just happened on one my b42 characters. Just drove into the Muldrough police station and hit the fire hydrant on the way in, and the game dropped down to about 1 frame per second because of the hydrant spouting water animation. Not sure if I'll deactivate the mod to fix it, or if this is just a problem on my end. But thanks for reading. Overall love this mod
Bob 26 AGO a las 16:27 
this mod is so cool dude
carlesturo  [autor] 24 AGO a las 7:05 
@DaKuchen - With sledgehammer, like vanilla.
DaKuchen 24 AGO a las 5:32 
How do i remove the destroyed probs????
I can't pick them up can't dismantle it idk what to do
Lexxx1on 24 AGO a las 5:12 
Truly, my bad, just few things not working, fences and windows working properly
carlesturo  [autor] 23 AGO a las 20:07 
@Lexxx1on - In MP, objects that don’t have the property “Stop car (when hit)” or “TileBlockStyle = Solid” cannot be damaged by a car.
If it’s “TileBlockStyle = None”, even if it has “Can be hit by car”, it cannot be damaged. It’s a vanilla issue.
This means that in a multiplayer game, for example, a “Mail Box” can never be damaged.

Therefore, my mod works in multiplayer. Objects like “For Sale Sign” or “Barrier Post” cannot be damaged in multiplayer games unless I give them the “Stop car (when hit)” property.
For fences and lampposts, for example, they work.
Lexxx1on 23 AGO a las 5:55 
Seems this mod not working in MP 41 build or it have some incompatible issues with car mods KI5 i dont know
Morningstar_IFH 15 AGO a las 13:04 
am i missing a requirement for this mod? Adding it to my dedicated server did nothing :p
hellomortals 15 AGO a las 12:00 
for some reason my game was convinced this mod needed to update and it wouldnt let me host, throwing a normalwhatever error
ChipR 14 AGO a las 17:52 
hoping to get destructible road barricade for this mod next update
jacek.machajewski 14 AGO a las 14:03 
Yooooo drunk driving mod
爱丽丝要成为GAME糕手! 10 AGO a las 19:13 
Be careful DMCA
Reanu Keeves 10 AGO a las 15:05 
Sadly, nothing breaks when I go over it
carlesturo  [autor] 8 AGO a las 14:38 
@Aloft_Fox - Yes, I’d like it to push you and cause damage. For now, you can only drink water from it.
Aloft_Fox 8 AGO a las 13:16 
standing on top of a fire hydrant geyser should kill you
carlesturo  [autor] 2 AGO a las 17:28 
@RegularPlayer @DeputyDong @yayie @LyraLux @kod77 @Cosmo - I think the bug with the fire hydrant is fixed. Those of you who encountered it, please confirm if it’s resolved. Thanks.

@Reaper - It must be a bug. I remember that in a previous version, chopping down trees would cause the player to panic, there was even a mod that fixed it. For now, I don't think I'll fix it, I don't know why it happens, if it actually does. Maybe your character is from Greenpeace and that's why they panic. (Just kidding)
Reaper 1 AGO a las 18:53 
In B42 when i hit bushes and small trees it raises panic by a large amount idk if its a bug or intentional. if intentional sorry for reporting a not bug
RegularPlayer 1 AGO a las 18:25 
Which can cause Lag & Crashing, Other than that information, I'm in the dark

This occurs for me on the Latest version of B41 MP
RegularPlayer 1 AGO a las 18:25 
Every now and again, This error can occur on the Client:

function: ReactivateWaterJetAnimation -- file: MDO_Main.lua line # 104 | MOD: More Damaged Objects [B41]

ERROR: General , 1754096389288> 7,446,462,253> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: getName of non-table: null at KahluaThread.tableget line:1689.
ERROR: General , 1754096389289> 7,446,462,253> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: attempted index: getName of non-table: null
at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1689)
ferreirajc87 31 JUL a las 15:57 
@carlesturo - I just did some more testing and honestly I'm not so sure anymore that it is this mod, I turned it off and teleported to the Rosewood Police station and shoot up the place to get the zombies attacking the fence and it took a while for the fence to go down. I turned the mod back on and did the same and they broke through very quickly in one spot but just a short distance away they took a long time again, so IDK what's going on.
carlesturo  [autor] 31 JUL a las 11:00 
@ferreirajc87 - In theory, my mod doesn’t affect the damage zombies do to fences. The only thing my mod does is add the properties “Minimum Speed To Damage” and “Damaged Sprite (by car)”, which only affect vehicles. That said, I’ll check if what you’re describing is actually happening with my mod enabled.
ferreirajc87 31 JUL a las 7:44 
Don't know if you are aware but I think this mod is making it so zombies can break through basically any fence like they are made of paper. I spent a long time trying to figure out why regardless of where I set the settings for damage to fences by zombies, they continued to destroy them very quickly and I narrowed it down to this mod. I understand you are trying to make it so cars can breakthrough fences, is their no way to do this without affecting damage zombies do?
DeputyDong 30 JUL a las 9:31 
@carlesturo , of course thank you for everything man! I will say I was getting the error without having the week one mod installed. I do have over 150 mods but the week one mod is not one I have. Hope it helps people like I said I started a test playthrough and played for a good 3-4 hours with no errors!
carlesturo  [autor] 30 JUL a las 8:59 
@DeputyDong - Alright, thank you very much! I’ll check if this fixes the error when using Week One. Without other mods there are no errors, but some people are getting one; maybe it’s due to some incompatibility with another mod. I’ll try this and see if it solves the problem.
DeputyDong 29 JUL a las 19:50 
OKAY!! So I found a fix that works for me. at least with the ReactivateWaterJetAnimation Error, go to " workshop - content - 108600 - 3413150945 - mods - More Damaged Objects - Media - lua - client" here you will find the "MDO_Main.lua" open this with notpad and scroll down. Here you will see "Local function Reactivate water jet animation" and where it says "for i = 0" change it to for i = 1" Make sure to save the file before closing. I loaded into a few new worlds and got a car and ran some fire hydrants down and no errors was occurring I hoped this helps! @yayie @LyraLux @kod77 @Cosmo
yayie 28 JUL a las 15:44 
`attempted index: getName of non-table: null
function: ReactivateWaterJetAnimation -- file: MDO_Main.lua line # 104 | MOD: More Damaged Objects [B42]
java.lang.RuntimeException: attempted index: getName 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.pcallvoid(KahluaThread.java:1790)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:72)
....
....
....
at java.base/java.lang.Thread.run(Unknown Source)
`
ShowedKilla 28 JUL a las 15:38 
This is amazing. It's always seemed ridiculous that a fence could stop my car dead in its tracks.
DeputyDong 27 JUL a las 16:09 
: null function: ReactivateWaterJetAnimation -- file: MDO_Main.lua line # 104 | MOD: More Damaged Objects [B42]
java.lang.RuntimeException: attempted index: getName of non-table: null

As others have commented I am getting this error as well, I was wondering if this is a conflict or the mod? @carlesturo any insight?
LyraLux 27 JUL a las 4:32 
I use Bandits + Week One, too, and I've had to quit the game to stop the error spam caused by whatever conflict is in here. It gets up over 1k errors very quickly and is alarming to see ticking up in the corner while you try to play :( When you have time, will you please consider seeing what the issue is? Thank you for the mod.