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This guy managed to make his mod work. I've tested it, traits show up (on singleplayer)
its saying that "TraitFactory" doesnt exist, which means its either not defined by MainCreationMethods anymore, or the name was changed. I don't have time to look into a fix right now but if you find a mod that can add traits successfully, send it to me and i'll copy their method.
https://i.imgur.com/Dox6fMy.png
If you look at the function chain, its all from StatTweaks until it jumps to LazoloMain before it errors. the thing is that function works fine on the LazoloMain chain of functions.
The only way that should have broken in that way is if it called the function without being able to access the stored variable. which i didn't think was possible.
I pushed an update that removes the stored variable from that function, since its been causing the most problems lately.
function: GetGSMulti -- file: LazoloMain.lua line # 176 | MOD: Even More Traits [b42]
function: DoGradualChangeFor -- file: StatTweaksMain.lua line # 154 | MOD: Stat Tweaks Lib
function: LazoloApplyGradualStatChanges -- file: StatTweaksMain.lua line # 178 | MOD: Stat Tweaks Lib
function: LazoloLibMain -- file: StatTweaksMain.lua line # 261 | MOD: Stat Tweaks Lib
java.lang.RuntimeException: attempted index: getCurrentGameSpeed of non-table: null
nothing seems broken, just makes the error box constantly tick up into the thousands
Alternatively, you can find a mod that shows you the errors without needing to be in debug mode.
it should say a line number and a function name, followed by the stack trace. I don't really need the stack trace, just the error and the line number will do.
I could fix it by removing the kill credit tag after the zombie dies, which would prevent additional deaths from triggering it. Or just by adding a "ThisDied" flag to stop the code midway through if it does run.
But I'll leave it alone unless someone really wants it fixed, its on my list of bugs to fix. Since b42 is single player so i'm not too concerned about fixing a bug thats beneficial lol
do you mean it preserves your stacks? or does it give you more stacks?
Either way, either the OnHit or OnDied events are triggering for moving corpses, as those are the only ways that can do those two things respectively. which will probably get fixed on the devs end, since that itself is probably not intentional. If its not then i'll fix it next time i'm working on the mod.
b42.12 changed the name of two internal functions which was causing the problems. The mod should be working now hopefully.
Also, as much as it may be something I'm working on, it would still be something yours would be a part of, so I'll try and find a middle ground that while you may not be 100 percent happy with, you'd at least give me a nod of your head and a thumbs up lol.
Thinking something like a certain amount of kills + a random amount of time alive + rapid kills or prolonged fighting, something like that.
Anyways, rambling, thank you for giving me the go ahead, I appreciate it!
This is doubly true because 90% of the time 'dynamic' just means tying the trait to a stat level. which i find infuriating.
If i did add dynamic functionality it would be heavily RNG based and not at all tied to perk levels. so getting a bonus trait is more of a "hey cool" moment rather than an expected reward.
It says,
2 handed weapons have a few additional bonuses
+0.03 Tiles maximum hit range per level
+15 Door Damage + 3 per level
+50% Bonus Crit Damage
As long as you are above 75% endurance, hits against zombies cause them to stagger as if pushed.
Spears are two handed weapons but ima assume its referring only to blunts and axes.