Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
For our previous MP playthough I had to explain to every player to set their settings manually, its not very MP friendly for everyone to be playing with different rules.
Which is a shame, because I REALLY liked this mod and what it brought to a swords/axes playthrough of Zomboid, but without proper maintenance/fixing/consolidating of utils, it's just floating like driftwood, lost and forgotten.
You can get close with `wornGloves:getModule() .. "." .. wornGloves:getClothingItemName()`, though you'd also have to check for the existence of wornGloves
Some way to add modifiers for modded gloves would be nice, or at least calculate some percentage based off their scratch resistance.
It would also be nice to have a high level reconditioning ability, to restore a blade if you have started to like it, rather than just having to inevitably discard it.
hey, it seams that when your mod activated with Tactical Sheaths mod (that mod also adds katana sheath, that work as a slot for katana) it is impossible to put katana in that slot, and as that mod also prevent wearing katanas on back, it becomes not that good cituation, where you cant put your katana in any slot.
so just wondering, if you are interested in fixing this bug?
@Max Well, yes interaction with crafting is not handled I'm afraid.
@Forest Witch Reyna You can't set a min condition, but you can set in Options likelyhood of finding a good condition one.
require=mod id
in mod.info file
-----------------------------------------
function: ESYB_UtilityFunctions.lua -- file: ESYB_UtilityFunctions.lua line # 2.
[26-05-22 08:45:17.475] ERROR: General , 1653543917475> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: functions of non-table: null at KahluaThread.tableget line:1689..
[26-05-22 08:45:17.475] ERROR: General , 1653543917475> DebugLogStream.printException> Stack trace:.
[26-05-22 08:45:17.476] LOG : General , 1653543917476> -----------------------------------------
Hello, can you please expain how to avoid injury/cutting while sharpening? Gloves doesn't help.
+ slides in workshop seems doesn't show up
I mean your mods are great, but i think some people are weary of using them since the options for the mods can be so easily accessible. I only play with friends so i don't think anyone would (or could? Idunno) go in and change the mod settings all willy nilly.
I mean, if you have the time/energy/willpower a "Multiplayer bundle" or something with all your mods would be amazing. Y'know the ones I'm talking about, a big mother mod containing the different mods where you can enable/disable whichever parts you want.
Anyways thanks for listening and stuff. Smooches!
I just found a very rare weapon in the game that comes from the "More Traits" mod called "Obsidian Blade", it's a dagger apparently. It does not seem to be affected by the mod. Sadly the dummy that I am should have just spawned a few of the other weapons from it just to check if they too were unaffected, but didn't occur to me until this very moment >_> I'll check later if you need me to!