Project Zomboid
Plumbing
Εμφάνιση 21-30 από 31 καταχωρίσεις
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Ενημέρωση: 29 Δεκ 2023 στις 4:50
από Slayer

  • Bugfixes

Ενημέρωση: 28 Δεκ 2023 στις 16:17
από Slayer

  • Fixed conflict with another mods (too generic function name)

Ενημέρωση: 28 Δεκ 2023 στις 16:13
από Slayer

  • Removed debug messages

Ενημέρωση: 28 Δεκ 2023 στις 14:15
από Slayer

Ενημέρωση: 28 Δεκ 2023 στις 11:48
από Slayer

errors

Ενημέρωση: 28 Δεκ 2023 στις 10:34
από Slayer

  • There is no more distance limit when it comes to water pumping
  • Pipes will align correctly to barrels and appliances

Ενημέρωση: 24 Δεκ 2023 στις 6:20
από Slayer

  • Fixed some log errors
  • Added water filtering capabilities

Ενημέρωση: 22 Δεκ 2023 στις 12:06
από Slayer

  • Fixed a bug - moving water from north to south +1 floor

Ενημέρωση: 22 Δεκ 2023 στις 9:21
από Slayer

  • The pump will now deliver fresh water, previously it was tainted
  • You can connect the pipes directly to you appliances now (previously only barrels)

Ενημέρωση: 22 Δεκ 2023 στις 0:56
από Slayer

  • YOU NEED TO RESTART YOUR PUMP after this update

  • The practical range of water pumping is now extended. Here is how it works: water is moving only to the squares that are currently loaded by the game. Game has its own mechanism of loading and unloading squares depending on the presence of any player in the area. In practice, the range of effective water pumping distance will vary from 100-150 squares in straight line from the player. But if you are 100 tiles from the pump and the pipe goes further in the same direction next 100 tiles it will work. I am thinking about methods of manually loading that squares or creating invisible static virtual players that will not let the game unload the squares.

  • You can connect pumps to wells

  • Pumping logic rewritten. In multiplayer it will work server-side (previously client side. Massively optimized. Previously used recursion with every next pipe step, now works linearly for all 2 ended pipes and uses recursion only for nodes. Recursion depth of 100 nodes should work, more will result in stack overflow, but the server will not crash.