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I double-checked and found the issue. I’ve uploaded an update to the mod, please resubscribe and reapply the class file overrides.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3569873370
I tested with both mods. In week one I was getting some errors but the radio was still playing even when unequipped.
I checked the code of both mods and there are some instances where the radio gets turned off, but they are tied to item creation and task handling, not directly to unequipping or sound control. Maybe it was just a bug. The tricky part is that we cannot reproduce the exact steps that caused it.
@DOG1804
The behavior you mentioned is definitely strange. I have never run into that myself. Try starting a new game with no mods enabled except UAL and test again. At least now we know it is a mod incompatibility and the next step is figuring out which mod is responsible.
Sorry I can't help you confirm my issue, as I now have a different load order so can't check what it was.
Yes that mod you linked and this one;
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3403180543
Again I don't know if these mods were the issue, I just suspected it may have compatibility issues due to the Week One mod having its own voiced broadcast on the tv on day 1.
All KTRO mods do is bypass the Lua-side function ISRadioWindow:update , which turns off the radio in vanilla. They do not keep radio stations on, since that part is handled on the Java side. That is why the Radio TV - Core mod and UAL mod exist, to remove the Java code that disables sound and chat when unequipped.
The Survivor Radio mod uses Broadcast Voicer as a base. When Broadcast Voicer is enabled, a function called RadioWavs.adjustSounds runs every tick and turns the radio off. This is not part of the vanilla ISRadioWindow:update method, which is why it needs patching.
I asked for the links because there are several Week One and Bandits mods. If you share the exact ones, I can test them directly. Having the links would save me the time of searching through every Bandits mod. I guess you might be referring to this one: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3268487204 but I am not sure.
I think my load order and/or 'Week One' mod were interfering with Survivor radio not having audio.
I am relatively new to B42 version of the game, and i didn't do much troubleshooting, so can't say if your mod was actually the issue.
Since deactivating only Bandits2 and Week One mods and using your new mods in the order you posted, I now have audio for Survivor Radio.
It works for the Alice webbing slot when you unequip it. Do you suspect any other special slot or mod might be causing it?
Please try equipping the radio again. Does it turn off every time you unequip it, or does it stay on?
If it stays on, the Lua part is working and you need to properly install the core mod:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3568442599
If it turns off, then the Lua part is shutting down. Try loading a new game without any other mods and check if it works. I also uploaded a mod load order for you to see how the mods should be loaded for it to work. Try the vanilla radios first.
Survivor Radio has audio for me again.
Not sure on the load order I had, but either the load order was off or 'Week One' mod was incompatible. I removed Bandits & Week One due to lag issues, and tweaked load order to your sequence and now it works.
Thanks for everything.
Here’s a working sequence:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3568467372
Use this if you want survivor radio and voiced radio.
Its well over my ken, and you seem to have spent alot of time testing different approaches.
I was meaning to ask on your other mod for unequpping walkies, do you recommend we use this new mod sequence now?
UAL
Ribs Framework
Radio TV Core
KTRO - Mod Friendly
I use Survivor Radio also, so I will need the other mod also for it to work?
The old approach modified the GameCharacter class to block unequipping the radio. While functional, it required changes to a class that is large, unstable, and not directly related to radios.
The new approach (Radio TV - Core) modifies three classes that directly manage radios:
- DeviceData – Sends sounds to the player
- ZomboidRadio – Receives and processes radio chats
- IsoWaveSignal – Displays chat above the player’s head
To keep things organized, I split the work into four parts:
- Core mod – The modified classes
- UAL main mod – Sandbox options that enable core behaviors
- UAL patches – Adjustments for other mods that might disable radios
- Keep That Radio On! – Blocks disabling radios at the Lua level only in vanilla
1. The main mod does not need changes if another mod disables radios. A targeted patch can handle it, and only players using that specific mod need the patch.
2. Players only download what they need. If you just want to keep the radio on, there is a mod for that. If you only want the vanilla radio on, there is a mod for that, etc.
3. It allows easier feature expansion. With the core separated, we can extend radio and TV features through modules. Generator example: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3565376571
4. The code is far more organized and modular, making it easier to maintain.
We also improved class detection. The mod now warns players if a class is uninstalled or outdated, so anyone installing it will know immediately if something is wrong.
@ribs ; would it be possible to use this system of allowing walkies to work when unequipped to be contained solely within a mod?
I maintain an edit to the itemcontainer class to allow my character more inventory space.
Thanks, I hope this turns out to be a great mod for you. I spent over 80 hours on it. If you check the GitHub (and the mod directory) you will also find the Java file, so you can review the changes yourself. The class files changes are not that big, actually. Most of the effort went into locating the code, making the changes, updating the framework to support multiple classes, adding dependency checks, and testing it repeatedly with different configurations to ensure it works. I am confident that if I cannot continue with future updates, someone else will.
First, these break with every or almost every new version of the game.
Second, if the author of the mod ever gets tired of having to redo all the work again and again and abandons the mod, it breaks. I learned this the hard way and have had to maintain a single mod to keep playing but not everyone can just recompile a rebuilt java file.
This isn't against the mod at all. I'm sure it's great. But for those who don't know what overwriting files in the zombie directory means, it means a new compiled file is being overwritten. This could have unforeseen consequences for your save or for other mods.