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Laporkan kesalahan penerjemahan
Thanks so much for the feedback—I really appreciate it! Just a quick heads-up: this feature is already included in the modpack, so running a second mod that does the exact same thing isn’t necessary and can cause conflicts.
The incompatibility warnings are there on purpose, to show which standalone mods you don’t need to enable because they’re already bundled into the pack.
yah uh, works perfectly. But the incompatibility with EquipClothWhileMoving mod was disappointing
Anyway, good job. Thx
I can't fix it if I don't know what is causing your modoptions doesn't show up.
Jabrolsky never wrote again. I can fix it, if I know what is causing it.
That link you provided is a port of the original one I linked, and is incompatible with the current 42.12 build.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3566180965
Here is my screenshot right out of the game:
https://imgur.com/cZ7mOMa.png
I play my game in English - I don't see any issues with the trunk or overlapping fonts.
Tell me your findings afterward!
https://imgur.com/a/mNlMBvj
https://imgur.com/gPq7Nyt
And if you didnt test it in English, please tell me what ui language do you use in Zomboid?
I tested it today and my mod worked just fine!
Not all sounds are listed. Maybe the sound you are looking for, isn't listed at all.
But here is my advice for you:
C:\Users\your_name\Zomboid\sounds.ini
Search there the sound you are looking for and then change it ingame.
For my mod this means: Rip Better Cleaining.
I’m curious to see what Clean UI is using that might be interfering with my mod.
I think this will be the focus of my next update to the modpack—letting users decide which features they want to turn on or off.
local index = __classmetatables[IsoGridSquare.class].__index
index.getTotalWeightOfItemsOnFloor = function(self, ...)
return 0
end
the same with enabling the advanced vanilla sound options:
Events.OnGameBoot.Add(
function()
SystemDisabler.setEnableAdvancedSoundOptions(true)
end
)
no harm done, if another mods adds this.
The same applies to things like re-enabling the advanced vanilla sound options. Such a change can easily run as a separate mod, won’t cause conflicts, but also won’t add anything extra.
Darker Map by Lightja
Fluid UI Enhancements (FluidUIStay/Transfer Liquid Fixes) by Tiax
Originally, my modpack was intended for personal use only, and I didn’t want mod creators to continually update their mods within my (often very long-running) marathon savegames—potentially breaking my save, as I’ve had issues before where updates wiped out all my map markers or caused similar problems.
To address this, I’ve simply moved the mods I wanted to include in my modpack into a separate modpack, which I am not offering here on the Workshop.
This is because I want the mods in my published modpack to remain consistent.
I don't plan to expand my competitive modpack with features like this, but your suggestions do give me some interesting ideas for potential standalone mods I might release in the future.
The bandage option was also intentionally left out, as I personally didn’t want to include it. In this case, I’d recommend using another mod that already offers this feature.
I prefer to use this modpack as it is, without adding too many other mods, and I’d rather not expand it further. It already brings a lot of great features to the game!
It added mod sandbox option to clean bandages, rags and strips with / without tainted water.
can you add it aswell?
Drag it to the inventory
Drag it to the Backpack
Drag it to the Duffel Bag
Does it sound clear?
When you loot something from some container, bag, zombie etc- to right click this item and to have in the context menu an option to drag it to a SPECIFIC character´s inventory: Something like when you forage and find something when you click the found item you have this choice. IS it possible to add such feature please?