Project Zomboid

Project Zomboid

150 个评价
Functional Escalators
   
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453.898 KB
4 月 12 日 下午 7:09
5 月 25 日 下午 9:13
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Functional Escalators

描述
Makes Escalators move players and zombies standing on them.

The escalators are set to randomly go up or down when loaded in.

If there is an adjacent escalator then it will be set to move the opposite direction

If you have a building key then you will be able to change its settings by opening context on the bottom tile of the escalator

Escalators require power and will turn off when the power Grid goes out, but generators can still provide power

zombies have a chance to trip if going up the escalator the wrong way

-added sandbox options
-added animations


Check out my other mods

Gun's Elevators, Beds have blankets, Functional Clotheslines , Gun's Posters


Workshop ID: 3462962143
Mod ID: GunsEscalators
27 条留言
Ryan 8 月 7 日 下午 3:16 
at zombie.Lua.Event.trigger(Event.java:72)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:315)
at zombie.gameStates.IngameState.onTick(IngameState.java:1847)
at zombie.gameStates.IngameState.updateInternal(IngameState.java:1729)
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)
`
Ryan 8 月 7 日 下午 3:16 
`attempted index: getX of non-table: null
function: movePlayer -- file: GEs.MovePlayer.lua line # 108 | MOD: Escalatormod
function: OnTick -- file: GEs.LoadGridSquare.lua line # 526 | MOD: Escalatormod
java.lang.RuntimeException: attempted index: getX of non-table: null
at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1530)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:502)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:174)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1826)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1653)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
TheDemonicEnd 6 月 4 日 下午 12:24 
Went to check if it got fixed but my save got borked bc of the new update. I'll lyk if I run into any more escalators on my new save o7.
Mesrszmit 6 月 3 日 上午 8:18 
Thx
gunslinger  [作者] 6 月 2 日 下午 9:43 
@Mesrszmit it shouldn't be an issue. this makes changes to things as areas load in. so even if you've already loaded escalators in they will set when the area is reloaded
Mesrszmit 6 月 2 日 下午 2:09 
Can i add this to an existing save? I've only been in Echo Creek
gunslinger  [作者] 5 月 25 日 下午 9:14 
@TheDemonicEnd i've updated this with an attempt to fix it let me know if that piece reappears
gunslinger  [作者] 5 月 25 日 下午 6:24 
so the only thing i can think that made one disappear is the game being jank. most likely it is still there just doesnt have a proper sprite for some reason which the game relies on for property info. i can attempt to write something to check for this and replace it but its hard to test. thanks for the report this should be updated soon
TheDemonicEnd 5 月 24 日 下午 5:17 
luckily I had your elevator mod too so I could actually go up and down. great mods, thanks for your work!
gunslinger  [作者] 5 月 23 日 下午 4:22 
@TheDenonicEnd sorry I've been busy I will get to looking at this eventually